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Remastered, enhanced, rebuffed.

While the most popular at its time, Wrath was always like an uncut gem. It's time to polish it.
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PvE
Polishing the gem.

Wrath rebuffed.

Currencies simplified.
Currencies simplified.Two currencies replace the old Emblem of Confusion system: Justice for catch-up and dungeon gear, Valor for the best gear available outside of raids. When a new tier releases, Valor automatically becomes Justice—so the progress you built last phase stays relevant and carries directly into the next. Simple to understand, with every week of play feeding into the one after.
Ninjalooters defanged.
Ninjalooters defanged.The Need Before Greed loot system is rebuilt from the ground up. Items are tagged by role—Tank, Healer, or DPS—and rolling Need on a piece that matches your queued spec grants a +100 bonus to your roll, dramatically shifting the odds in your favor. Ninja-looting and cross-spec drama are a thing of the past—loot consistently goes to the player who actually came there to use it.
Heroics ascended.
Heroics ascended.Take Heroic dungeons further with the new Ascended difficulty—a harder tier that drops scaled-up versions of the existing Heroic item pool at progressively higher item levels. New Ascended tiers unlock with each major content phase, so there's always a harder version to push. The loot stays in dungeon territory throughout—stronger Heroic gear, never raid quality.
Progression revisited.
Progression revisited.Each new phase adds upgrade tokens to older Heroic raids, letting players bring their gear up to roughly normal-mode levels of the current tier. Old content stays worth revisiting—not because it's the only option, but because the rewards keep pace with the expansion. The gap between last tier and this tier shrinks, without removing the reason to push current Heroic.
Leveling elevated.
Leveling elevated.Quest rewards, dungeon drops, and crafted gear all have a chance to roll a higher quality tier—Uncommon can become Rare or even Epic, and Rare can become Epic, all at the same item level. Higher quality means a better stat budget, so every reward has a chance to be something special. It's a small but persistent dopamine hit woven into the entire leveling experience.
Classes tweaked.
Classes tweaked.Some classes have received targeted tweaks to bring underperforming specs up to viability and make every role feel more rewarding to play. Some specs got deeper treatment—Protection Warrior, for example, was fully overhauled into one of the strongest tanks in the game. This is an ongoing effort, with more changes coming as we keep pushing for balance, flavor, and fun.
Old and newRebuffing the game
Heroic+
Frostmourne adds a lot—but nothing feels out of place. Every new feature is designed to feel like it was always part of the game, filling the gaps and polishing what the original always deserved to get right. The goal was never to change what Wrath is. It's to finish what it started.
Raid lockout changesRaid lockout changesEvery raid—from Naxxramas to Icecrown Citadel—comes in four modes: 10 Normal, 10 Heroic, 25 Normal, and 25 Heroic. Within each size, Normal and Heroic share a lockout, but 10-player and 25-player are fully separate, so you can clear both sizes in the same week—just like ICC worked in the original game. Normal stays faithful to Wrath; Heroic is custom-tuned content where the real challenge lives.
World openedWorld openedFull cross-faction play opens every piece of content to Alliance and Horde players together—groups, raids, guilds, and trading, all shared. Pair that with dynamic XP, area looting, free riding at level 20, and gathering nodes that reward experience, and the journey from 1 to 80 feels like the game always wanted to be played this way. The world is the same—just better to move through.
Collections unlockedCollections unlockedTransmogrification is fully implemented, letting you wear any look you've collected—shared account-wide across every character. Mounts and pets are account-wide too, with new rare drops added to raid bosses throughout the expansion. Your collection grows with every character you play and every raid you clear.
Characters expandedCharacters expandedNew race and class combinations open up options that never existed—Dwarf Shamans, Undead Paladins, Gnome Priests, and Blood Elf Warriors. The Ethereal Soulshifter lets you change your racial abilities, giving you full flexibility to experiment without committing to a permanent choice. More ways to build the character you actually want to play.
Bad luck protectionBad luck protectionHeroic raiders earn Echoes of the Damned from boss kills—a secondary currency that can be spent on Normal-mode items from the current tier. If RNG never cooperates on a specific drop, Echoes are your guaranteed fallback. The vendor refreshes each phase, so every new tier gives you a fresh path to the pieces that keep slipping through. This applies only to Tier 7 raids and Ulduar, where Normal and Heroic items are separate.
Interface changesInterface changesItem tooltips display colored tags—Heroic, Tier number, Season, Crafting Reagent, Cosmetic—and upgradeable items show their full upgrade chain inline. The login and character selection screens have been refreshed, character slots raised to 12, and a confirm step added to character deletion. Small but consistent improvements across the board.
Upgrading older itemsUpgrade tokens drop from older Heroic raids when a new phase launches. T7 Heroic items cap at ilvl 245 after five upgrades—or 258 if the source item was 226 (last-boss drops from Kel'Thuzad, Malygos, and Sartharion 2 Drakes). Trial of the Crusader items start higher but have fewer upgrades: standard Heroic items (258 base) cap at 270, while Tribute chest items cap at 277 with a single upgrade. This system is available for raids from Tier 7 to Tier 9.
Ascended dropsThe first Ascended tier launches alongside Ulduar. In Ascended dungeons, regular boss items are Epic quality at ilvl 200—an upgrade from the Rare quality dropped in standard Heroics, meaning better stats at the same item level. Last boss items step up further to Epic at ilvl 213. New Ascended tiers follow in later phases, each raising the ceiling by another tier.
Valor and JusticeThe currency system mirrors Cataclysm Classic—item costs per slot match Cataclysm pricing, and Justice and Valor gains have been tuned so gearing takes roughly the same amount of time it did there. The same applies to Honor and Conquest on the PvP side: familiar pacing, no guesswork.
Black Market Auction HouseA Black Market Auction House lets players bid on randomly listed items from across the game—including raid drops, rare mounts, and other hard-to-obtain pieces. Listings rotate and players compete against each other in open bidding, replicating the BMAH introduced in Mists of Pandaria. It won't replace raiding, but it gives every item in the game a second chance to find a home.
Item tweaksA handful of targeted item changes: the Tabard of the Sons of Hodir lets you gain Hodir reputation through dungeon and raid content without grinding dailies. Soul Shards now stack, removing the bag management headache for Warlocks. Commendation Badges—bonus reputation items from various factions—are account-wide, so alts benefit from reputation earned on your main.
DeterminationHad a rough day, kids wouldn't give you a break, half your raid is half-asleep? That's fine—Normal difficulty is built for exactly that. Every wipe builds a stack of Determination—a buff that gradually increases your raid's damage, healing, and health. It resets when the boss finally dies, so a bad evening doesn't lock your guild out of progression for the week. Heroic mode has no Determination—if you're raiding Heroic, you're expected to earn every kill.
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PvP
New Raids

New Raids

New raids
New raidsTwo entirely new raids expand the lore of Wrath of the Lich King in directions the original never explored. Archmage Antonidas, raised from death and bound to the Lich King's will, returns as the greatest mage of his generation turned against everything he built. And for the first time, players will witness the fall of Quel'Thalas firsthand: the death of Anasterian Sunstrider, the destruction of the Sunwell, and the end of High Elven civilization as it was. Both raids also slot into the tier structure as bridge patches between main content releases, and at the same time resolve a loot gap created by the unified raid lockout system.
Ruins of KarazhanRuins of KarazhanTier 8.5 raid coming in Patch 3.1.5 (Scourging of Karazhan): After the destruction of Dalaran, Archmage Antonidas was raised from death and bound to the Lich King's will—the greatest mage of his generation, now turned against everything he spent his life building. He's been sent to claim the secrets buried deep inside Karazhan, and there is nothing left of the man who once lead the Kirin Tor.
Fall of the SunwellFall of the SunwellTier 9.5 raid coming in Patch 3.2.5 (Echoes of the Sunwell): A Caverns of Time raid—the second chapter in Arthas's story told through the Bronze Dragonflight's lens. The first was the Culling of Stratholme, the moment Arthas lost his humanity. This is what came after: his march to Quel'Thalas, the death of Anasterian Sunstrider, and the fall of an entire civilization. The Infinite Dragonflight is already interfering—and has caused some unforeseen consequences along the way.
Item LevelsRuins of Karazhan (T8.5) drops 232 on Normal and 245 on Heroic—the former ToC 10-man items. On Frostmourne, Trial of the Crusader runs one item set per difficulty: Normal gear (10N and 25N both) comes from the original ToC 25 Normal drops, Heroic gear (10HC and 25HC both) from ToC 25 Heroic. The original 10-man sets are displaced and become RoK's loot table instead. Fall of the Sunwell (T9.5) works the same way. ICC on Frostmourne runs one item set per difficulty—25N items serve both 10N and 25N, 25HC items serve both 10HC and 25HC. The displaced ICC 10-man items (251 Normal, 264 Heroic) become Fall of the Sunwell's loot table, where they form a full tier in their own right rather than sitting as redundant drops in a raid that no longer needs them.
Bridge tiersNeither raid is a full content release. The PvP season does not change during either bridge tier—no new season, no Conquest reset. Vendor offerings are deliberately limited compared to a main tier. These patches run shorter than Naxxramas, Ulduar, or Icecrown—they exist to extend progression and deliver new story content without the overhead of a major patch.
The loot gapUnifying raid lockouts across 10-man and 25-man created a situation where ToC and ICC 10-man items had no clean home in the two-difficulty structure. Ruins of Karazhan takes the ToC 10-man items; Fall of the Sunwell takes the ICC 10-man items. Both get a proper raid built around them rather than sitting as redundant drops in the original instances.
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PvP
/spit

PvP Rebuilt

Conquer the conquerors
Conquer the conquerorsThe old Arena Points system is gone—replaced by Conquest, a rolling weekly currency with no flushes and no team requirements. Honor gets a parallel track with its own 4,000 cap, tuned so active BG players can gear quickly. Each season has a clear two-set structure: one set for Honor, one for Conquest.
Path of WarPath of WarSkip leveling entirely and start at level 80, confined to Dalaran Sewers with full access to Arenas, Battlegrounds, and Wintergrasp. Vendors, gear, everything you need is there. You just can't leave.
Solo QueueSolo QueueQueue 3v3 Arena alone—matchmaking builds balanced teams automatically. No teams, no team management, no Battlemaster NPC. Queue straight from the PvP panel.
Wartorn ItemsWartorn ItemsHigh-end raid items purchasable with Conquest, usable only in Arenas, BGs, and Wintergrasp. Dedicated PvP players get equivalent power to top raiders without setting foot in a raid.
Prestige rewardsPrestige rewardsElite weapons, exclusive mounts, transmogs, and titles are rating-gated—for players who want to push rating for more than just bragging rights.
No rating walls on gearAlmost all PvP gear is available without a rating requirement—gated only by Honor or Conquest cost. The reasoning is intentional: prestige in PvP should come from skill, not from having better items than someone who just started the season. A rating gap already separates good players from great ones. Stacking a gear gap on top of that makes the bracket feel punishing for anyone not at the top. Rating requirements exist only for Elite weapons and the highest-tier Wartorn items, where the gap is meaningful enough to justify the gate.
Unique PvP rewardsMounts, exclusive transmogs, and titles are rating-gated—rewards that signal skill without inflating power. The goal is that reaching a high rating feels like an achievement in itself, not just a key to unlocking stronger numbers.
Honor changesHonor is earned from Battlegrounds and capped at 4,000. Gains are tuned specifically for this system so active BG players can gear a slot or two per week without grinding endlessly. Example costs: Head/Legs/Chest: 2200 Honor; 2H Weapon: 3400 Honor; Trinket: 1650 Honor.
Conquest rolling capConquest works as a cumulative "earned this season" tracker. The cap starts at 4,000 and grows each week. If you don't hit the cap one week, nothing is lost—the deficit carries forward automatically. Example: you earn 3,000 Conquest in Week 1 (cap: 4,000). In Week 2 the cap increases to 8,000, so you're at 3,000/8,000 earned and can still earn 5,000 more that week. Spending Conquest on gear never affects your earned total—those are tracked separately.
Legendary items in PvPPlayers carrying a legendary item in Arenas, Battlegrounds, or Wintergrasp receive a crushing debuff—enough to offset the legendary's power advantage and keep the bracket fair. Legendaries still work, but they don't win games by themselves.
Battleground levelingYou don't have to quest to 80. Battlegrounds grant experience, so players can level entirely through PvP if they want. Path of War skips this entirely for players who just want to jump straight to endgame PvP, but the option to level through BGs is there for everyone else.
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PvP
Stuff of legends

New Legendaries

Let's shake things up.
Let's shake things up.Wrath shipped with a single legendary across the entire expansion—Shadowmourne, available only in the final tier to two melee specs. Frostmourne expands that vision: one or more legendaries per tier, covering a wider range of specs, earned through meaningful content rather than a loot roll.
Phase 1 LegendariesPhase 1 LegendariesArmata Strigoi (Warrior/Paladin 2H axe) and Stormcoil (Hunter gun), both tied to Heroic Naxxramas progression. Armata Strigoi directly addresses Retribution Paladin and Arms/Fury Warrior sitting at the bottom of the T7 DPS rankings—a legendary weapon gives both specs a genuine reason to compete for raid spots. Stormcoil is pure flavor: a legendary gun, because why not.
More every tierMore every tierA caster staff, a Feral druid staff, a Shaman one-hander, Rogue daggers, and more are planned for later phases; if your spec never had a legendary in vanilla Wrath, that's about to change.
Questlines and dropsQuestlines and dropsSome legendaries come from a dedicated questline rooted in raid content; others drop directly from a specific Heroic boss.
Upgrade your LegendUpgrade your LegendEvery legendary can be upgraded as new tiers release—once in Tier 8.5 (Scourging of Karazhan) to ilvl 258, and again in Tier 9.5 (Echoes of the Sunwell) to ilvl 277. A legendary earned in any phase stays relevant well into mid-tier progression rather than being shelved the moment the next raid opens.
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PvE
Play the game like it's 2026.

High Definition is here...

Crossroads
CrossroadsAre you ready for Barrens chat?
Duskwood
DuskwoodThe Horde can only wish they can level there.
Elwynn Forest
Elwynn ForestMrghl!
Tirisfal Glades
Tirisfal GladesGood dog.
Teldrassil
TeldrassilNature calls!
Obsidian Sanctum
Obsidian SanctumDon't get hit by the wave, it's been how long, 15 years?!
...and it's looking good!
Heroic+
Frostmourne runs enhanced HD client to ensure everything looks beautiful, including creatures, character models, spells, and more.
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PvP
You only live once.

Hardcore

Death is permanent
Death is permanentOpt-in permadeath mode selected at character creation. Hardcore characters level at x1 XP with no bonuses, play in full isolation from the normal economy and non-Hardcore players, and face permanent death—die once and the character is gone for good. Milestone rewards every 10 levels, mostly achievements, lead to account-wide exclusives at 80: a unique mount, pet, and tabard.
Permanent deathPermanent deathDie once and the character is gone, no resurrection, no exceptions
Full isolationFull isolationSeparate economy, Hardcore-only grouping, no interaction with non-Hardcore players or alts; even cross-account
Milestone rewardsMilestone rewardsUnique achievement every 10 levels; exclusive account-wide mount at 70; mount, pet, and tabard at 80
The core ruleDeath is permanent. Once a Hardcore character dies, it cannot be resurrected or played. No exceptions.
XP & LevelingHardcore characters always level at x1 XP. No global XP bonuses, heirloom XP, or XP consumables apply. Rested XP works normally. Heirlooms can be used for their combat stats only—XP bonus disabled.
IsolationHardcore characters can see and chat with non-Hardcore players but cannot group, trade, receive buffs or healing, or cooperate in any way. This applies across accounts: no mailing gold or items from regular alts. The Hardcore economy is fully separate.
Deathwalkers GuildAll Hardcore characters automatically join the Deathwalkers Guild at creation—a server-wide guild exclusive to Hardcore players, with its own Guild Bank. You may leave and join other Hardcore-exclusive guilds, but not regular guilds.
Hardcore Auction HouseA fully separate AH in Stormwind and Orgrimmar, accessible only by Hardcore characters. Transactions never interact with the normal economy.
GroupingHardcore-only parties. Members must be within 5 levels of each other.
PvPPermanently disabled. Cannot toggle on, cannot attack or be attacked by other players.
SafeguardsA hidden fall protection cooldown may save you from one fatal fall caused by a terrain bug—the cooldown is long and randomized, so it's not reliable for intentional jumping. After a server restart or crash, Hardcore characters have 10 seconds of invulnerability on login.
RewardsUnique achievement every 10 levels. Level 70: exclusive account-wide mount. Level 80: account-wide mount, pet, and tabard. At 80, the character officially exits Hardcore Mode but keeps all rewards.
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Features

...and more!

DominationDomination
DominationSoloing old raids in Wrath is nearly impossible—the scaling never worked in your favor. Domination fixes that with a system that gives you overwhelming power in Vanilla and TBC raids. Farm transmog, rare drops, and account-bound items for alts.
Area LootingArea Looting
Area LootingKill a group of mobs and every nearby corpse loots itself automatically. One click, everything collected. Large trash pulls are no longer a chore.
Achievements & TitlesAchievements & Titles
Achievements & TitlesNew rare-hunting achievements span every continent. Complete all four and unlock the Bounty Hunter meta-achievement—rewarding the title and Bloodwing, an exclusive bat mount.
New MountsNew Mounts
New MountsHeroic last bosses drop rare mounts: Widow's Undercrawler from Kel'Thuzad, Celestial Harbinger from Algalon, Nerubian Annihilator from Anub'arak.
Leveling Spells TweaksLeveling Spells Tweaks
Leveling Spells TweaksAll class abilities auto-learn as you level—no trainer visits required. Dual Talent Specialization costs 10 gold instead of 1000.
...and even more!...and even more!
...and even more!Raid markers, boss cooldown reset, resurrection in boss rooms, vanity class tweaks, new world boss, secrets, and probably more things that weren't included here: all await you on Frostmourne.
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FAQ

Learn More

If you want to raids, Normal mode has the Determination buff—wipe enough times on a boss and you get a stacking damage/healing/health bonus until you kill it. Designed exactly for casual schedules. You can collect transmogs, solo old raids, run Ascended dungeons.
Yes. 10-player and 25-player lockouts are separate—you can do both sizes per week. Within each size you pick Normal or Heroic, but you can't do both.
Within the same raid size, yes—you pick Normal or Heroic for the week. But 10-player and 25-player are fully separate lockouts. You can do 10-man Normal, and then 25-man Heroic if you want to, or run 10-man Heroic and then 25-man Heroic.
Gone. Justice and Valor replace the entire emblem system with a simpler two-currency structure—one for current-tier gear, one for catch-up. No more stacking six different badge types.
Pretty fast—5x XP rate. Free mount at level 20. AoE looting. Most of the tedium is gone.
Yes. Full cross-faction grouping, chatting, trading, guilds, and communication are all enabled.
A new difficulty above Heroic—harder tuning, better loot. Unlocks progressively across phases.
Removed. You queue directly from the PvP panel. Solo queue is available for 3v3.
The world, the story, and the soul of the expansion are intact. Everything built on top of it has been reworked.
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