This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.
Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both BattleTag™ and Real ID friends are eligible to participate.
Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.
Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty.
Players will be able to earn raid achievements just like in Normal or Heroic difficulty.
Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.
A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest.
Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms.
The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind-to-account gear, Mogu Runes of Fate, pets, mounts, fun toys, and much more.
The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events!
Proving Grounds is a new feature where level 90 players can test their mettle and undertake trials designed for Damage, Tank, or Healer roles to test and improve their combat skills in a safe, controlled environment.
To access the Proving Grounds, speak with an NPC in the Temple of the White Tiger in Kun-Lai Summit or a class trainer.
Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.
Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!
Connected Realm is a set of two or more standard realms that have been permanently and seamlessly "linked." Players on the same Connected Realm will be able to trade, send and receive mail, join the same guilds, access a single Auction House, run the same Raids and Dungeons, and join other adventurers to complete quests.
To make Connected Realm feel seamless, player's home realms won't be indicated in the game world. In certain places, such as chat, the players' home realms will be displayed next to their name.
Players no longer need to create or join an Arena team to compete.
Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).
Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.
Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.
The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!
At the end of an Arena season, the top players in a region will still earn titles and mounts.
Vol'jin and his forces move beyond gathering supplies and into a full assault on the Horde capital. As such, the [90W] Battlefield: Barrens weekly quest will no longer be available once the invasion on Orgrimmar begins in 5.4.
Latent Kor'kron armor tokens will no longer drop or be available for purchase. Players who still have a [Radical Mojo] will continue to be able to combine it with existing Latent Kor'kron armor tokens.
[Rune of Razorice] now causes 3% extra weapon damage as Frost damage (up from 2%), and each stack of Frost Vulnerability now causes the target to take an additional 3% damage from the Death Knight's Frost attacks (up from 2%).
[Soul Reaper]'s initial damage component has been increased by 30%. If the target is below 35% health after 5 seconds the amount of Shadow Damage dealt has been increased by 20%.
[Unholy Presence] now grants a flat 10% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged.
[Riposte] is a new passive ability learned by Blood Death Knights at level 76. When the Death Knight dodges or parries any attack, they gain 75% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.
Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy.
[Unholy Might] now increases the Death Knight's Strength by 25% (up from 10%).
[Anti-Magic Zone] has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, there is no longer a cap on total damage absorbed, and the ability no longer scales with strength.
[Wild Mushroom] for Restoration Druids now summons a single mushroom at the friendly target's location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
The amount of healing stored on a Wild Mushroom is now reduced by Battle Fatigue.
Wild Mushroom and Wild Mushroom: Bloom now have a shared 3-second cooldown.
[Wrath] now deals 10% more damage, but has its mana cost increased by 50%.
[Eclipse] now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
[Moonkin Form] now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
[Shooting Stars] now has a reduced chance to activate for each additional target affected by the same spell (Moonfire and Sunfire are tracked separately).
[Genesis] is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.
[Living Seed] effects can now stack, up to 50% of the casting Druid's maximum health, and will no longer be consumed if the target is already at full health.
[Swiftmend]'s area-of-effect healing effect is now called Efflorescence.
[Astral Communion] now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).
[Dream of Cenarius] has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.
Balance: Increases the amount healed by [Healing Touch] by 20%. Casting Healing Touch increases the damage bonus of the Druid's next [Eclipse] by 25%.
Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 30%.
Guardian: Increases the amount healed by Healing Touch by 20%. Increases the critical strike chance of [Mangle] (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance to make the next Healing Touch or [Rebirth] instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.
Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
Feral: Treant summoned by the Feral version of this talent now deals less melee damage, but will cast [Rake] and [Entangling Roots] on their target instead of [Bash].
Guardian: Guardian Druids now gain Vengeance when their Treant takes damage.
[Heart of the Wild] when activated, now also provides a 25% bonus to healing for Restoration Druids.
[Mass Entanglement] no longer has a limit on the number of targets that could be affected, up from 5.
[Nature's Swiftness] is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 30.
New talent: [Ysera's Gift]. Ysera's Gift replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.
[Nature's Vigil] when activated now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
[Soul of the Forest] has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
[Glyph of Efflorescence] increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.
[Combustion] on targets affected by the Mage's Ignite now deals additional damage equal to 20% of Ignite's damage per tick (down from 50%).
Mastery: [Frostburn] has been replaced by [Mastery: Icicles]. When the Mage damages an enemy with their [Frostbolt], and [Frostfire Bolt] (16% + 2% per Mastery) of the damage done is stored as an Icicle for 15 seconds. Mastery: Icicles also increases the Water Elemental’s Water Bolt damage by (16% + 2% per Mastery). Up to 5 Icicles can be stored at once. Casting Ice Lance launches all stored Icicles at the target.
[Frostbolt] now deals 10% less damage and no longer increases the damage of any spells. The damage for those spells have been increased instead.
[Rune of Power] now has an increased effective range. The Mage can remain up to 8 yards away from their Rune of Power and still receive benefits to mana regeneration and spell damage (up from 3 yards).
[Temporal Shield] now also reduces damage taken by 15% while active in addition to existing effects.
[Spinning Crane Kick] now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Brewmaster Monks now gain Vengeance when Xuen takes damage.
[Power Strikes] will now activate from the following Chi generating abilities; Jab, Expel Harm, Spinning Crane Kick (when it hits at least 3 targets), Crackling Jade Lightning, and Soothing Mist.
[Ring of Peace] has a new visual effect that properly depicts its area-of-effect, and now disarms both enemies and those attacking allies within the Ring of Peace's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds.
Rushing Jade Wind: The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers). Rushing Jade Wind has the same costs, Chi generation, and periodic rate as Spinning Crane Kick, but, deals 80% of the periodic damage or healing, lasts 6 seconds, is instant, and not channeled.
[Divine Plea] no longer reduces the amount of healing done, and now restores mana based on the Paladin's Spirit.
[Guardian of Ancient Kings] (Holy) now has a cooldown of 3 minutes (down from 5 minutes), and summons a guardian that heals the ally that the Paladin healed for 100% (up from 10%) of the amount healed, but no longer heals nearby friendly targets.
[Holy Insight] now increases the effectiveness of Eternal Flame, Light of Dawn, and Word of Glory by 50%. Effectiveness of other heals are still increased by 25%.
[Holy Radiance] now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
[Execution Sentence] will now immediately damage the target for 5 times the amount of damage that had been dealt by Execution Sentence's most recent periodic effect when dispelled.
Stay of Execution will now immediately heal the target for 5 times the amount of healing that had been dealt by Stay of Execution's most recent periodic effect when dispelled.
[Hand of Purity] now reduces damage taken from harmful periodic effects by 80% (up from 70%) and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 40% (up from 0%).
[Light's Hammer] now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Holy: Sanctified Wrath now also increases the critical strike chance of [Holy Shock] by 20%.
Protection: Sanctified Wrath now causes Judgment to generate 2 Holy Power instead of 1 while Avenging Wrath is active.
[Selfless Healer] in addition to its current effects, now also causes Judgment to generate a charge of Holy Power for Holy Paladins. Stacks of Selfless Healer now reduce the cast time, mana cost, and improve the effectiveness of Divine Light, Flash of Light, and Holy Radiance.
Bastion of Glory will now apply Selfless Healer's bonus to healing to the casting Paladin as well as other targets and consume all stacks of Bastion of Glory in the process.
[Glyph of Inquisition] has been redesigned. The glyph now increases the duration of [Inquisition] by 30 seconds (up to a maximum of 2 minutes) each time the Paladin lands a killing blow on targets that yield experience or honor.
[Glyph of the Battle Healer] has been redesigned. The glyph now causes Seal of Insight to no longer heal the Paladin. Instead, a nearby raid or party member will receive healing for 30% of the amount the Paladin would have received from Seal of Insight.
[Rapture] now energizes the Priest for 100% of the mana cost of Power Word: Shield When the shield is fully consumed or is dispelled (used to energize the Priest with mana equal to 150% of their spirit). This is the modified mana cost for Power Word: Shield, after being reduced by Rapture’s passive effect.
[Spirit Shell] duration has been reduced to 10 seconds (down from 15 seconds), and the damage absorption shield's effectiveness can now be reduced through Battle Fatigue.
[Holy Word: Sanctuary] mana cost reduced to 3.8% (down from 6.3%), and now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
[Holy Words]'s mana cost reduction has been increased to 20% per stack (up from 10% per stack), and no longer displays a spell effect when in the UI when it's active.
[Shadowform] now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.
[Shadowy Apparitions] now creates a shadowy version of the Priest that floats towards the target and deals damage. The apparitions are now treated as a missile, and is no longer an attackable creature.
[Mutilate] now deals 280% weapon damage (up from 200%).
New passive ability, [Ruthlessness]: This passive ability is learned by Combat Rogues at Level 32. The Rogue gains a 20% chance per combo point (100% chance at 5 combo points) to immediately regain 1 combo point while performing a finishing move.
[Killing Spree] targeting has been changed. If [Blade Flurry] is not active, Killing Spree will now hit the Rogue's target 7 times or pick the closest eligible target if none had been selected. Killing Spree will continue to work as it has while Blade Flurry is active.
[Glyph of Redirect] now reduces the cooldown of Redirect by 50 seconds (down from Redirect no longer has a cooldown).
[Glyph of Blind] now only removes damage-over-time effects that would cause Blind to break. For Rogues that also have the Dirty Tricks talent, this means Blind will no longer remove the Rogue's poison or bleed effects.
[Healing Rain]'s healing has been reduced by 30%, and the area-of-effect has been increased to 12 yards (up from 10 yards). In addition, Healing Rain now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Demonic Gateways are no longer attackable once more and no longer temporarily removes threat from the user. The debuff from using a Demonic Gateway has been increased to 60 seconds (up from 15 seconds).
[Drain Soul] no longer energizes Soul Shards from the pets and guardians of players, and now deals 34% less damage. If other periodic Affliction damage effects are triggered by Drain Soul, they now deal 60% of their normal damage (down from 100%).
[Haunt] now deals 50% more damage, and increases damage done by all of the Warlock's damage-over-time spells against the target by 45%.
[Malefic Grasp] now deals 34% less damage, and causes all of the Warlock's other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).
Nightfall (warlock ability) now gives Corruption a 10% increased chance to generate a Soul Shard on the most recently applied Corruption.
[Soul Swap] no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 3 seconds (down from 20 seconds).
For Affliction Warlocks, Grimoire of Sacrifice now increases the power of various single target spells by 20% (down from 30%).
[Harvest Life] no longer replaces [Drain Life]. Harvest Life is now a passive talent that increases Drain Life's damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.
[Howl of Terror] is no longer a talent and is now a baseline skill for all Warlocks.
[Demonic Breath] is a new talent replacing Howl of Terror. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.
[Kil'jaeden's Cunning] no longer reduces movement speed, and will now allow the Warlock to cast Incinerate, Malefic Grasp, and Shadow Bolt while moving.
[Mannoroth's Fury] is no longer a passive ability. Mannoroth's Fury now has a duration of 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for Hellfire, Immolation Aura, Rain of Fire, and Seed of Corruption.
[Soul Leech] can now also activate from Shadowburn, and caps out at 15% of the Warlock and their pet's maximum health (down from 100%).
[Soul Link] now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.
[Slam] now deals 25% more damage, but the Rage cost has been increased by 25% as well. While Sweeping Strikes is active, Slam will deal 35% of damage dealt against the primary target to all other enemies within 2 yards, and targets affected by [Colossus Smash] receives 10% more damage.
[Revenge] now generates 20 Rage (up from 15 Rage).
[Riposte] is a new passive ability learned by Protection Warriors at level 76. When the Warrior dodges or parries any attack, they gain 75% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.
[Ultimatum] now activates from critical hits with Shield Slam instead of a flat 20% chance, and the ability will make the next Heroic Strike or Cleave be a critical hit in addition to costing no Rage.
[Bladestorm]'s cooldown has decreased to 60 seconds (down from 1.5 minutes).
Arms: Bladestorm now deals 180% of weapon damage (up from 120%).
Protection: Bladestorm now deals 160% of weapon damage (down from 240%).
[Bloodbath]'s snare and bleed effects are now two separate debuffs. Clearing one of the effects will no longer remove the other.
[Enraged Regeneration] now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).
[Impending Victory] now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack and 20% on kills that yield experience or honor).
[Storm Bolt] now has a duration of 4 seconds (up from 3 seconds), and has an off-hand attack for Fury Warriors.
[Vigilance] no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.
[Warbringer] now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged. [Glyph of Blitz] will now cause Warbringer to root an additional 2 nearby targets.
[Glyph of Impaling Throws]: Heroic Throw now leaves an axe in the target, which can be retrieved by moving within 5 yards of the target to finish the cooldown of Heroic Throw. This effect will only occur when Heroic Throw is cast from more than 10 yards away from the target.
[Glyph of the Weaponmaster]: Shout abilities cause the appearance of the Warrior's weapon to change to that of a random weapon from their primary bag for a short time.
[Intervene] should no longer incorrectly trigger a cooldown when there isn't an allied target for the Warrior to intervene to.
Wrathion's Legendary Questline
All bosses in Throne of Thunder now have a chance to drop [Sigil of Power] or [Sigil of Wisdom] in addition to their normal loot for players on the appropriate step in the legendary questline. Players should also no longer be receiving excess Sigils of Power or Sigils of Wisdom.
[25-35] Surprise Attack!: Fixed an issue where players may sometimes not receive credit for defeating Hei Feng.
Bonus Roll change: Players that don't have a coin or elect to not use a Bonus Roll when defeating one of the world bosses (Sha of Anger, Galleon, Nalak, and Oondasta) can come back later that same week to use the Bonus Roll. The limit has not changed and remains one attempt and one bonus roll per boss, per week.
H.A.R.V.E.Y. and D.E.N.T. have returned to their posts. The mechanical auctioneers will once again allow Engineers to access the auction house from the Shrine of Seven Stars and Shrine of Two Moons respectively.
Players who obtain a realm-best time in a Challenge Mode dungeon (group must contain at least 3 people from the same realm to qualify) will receive a temporary title specific to each dungeon (e.g. <[Siegebreaker]> for Siege of Niuzao Temple, <Darkmaster> for Scholomance, etc.). This title will persist for as long as a player retains the top time on the realm. Holding a realm-best time at any point will also confer a permanent Feat of Strength to record the accomplishment.
Heroic Scenarios no longer have a minimum item level requirement to enter.
Base Resilience now reduces damage players deal to others players by 72% (up from 65%).
[Battle Fatigue] now reduces healing for players that are engaged in PvP combat by 55% (up from 45%).
Elite versions of Season 14 Grievous are now available as a mark of prestige for players that are able to attain a personal rating of 2000 and earn 27,000 Conquest Points in the current season. Pricing per piece remains the same but the previous piece requirement has been removed.
Season 13 Tyrannical gear can now be purchased with Honor Points.
Bombs are no longer an item held in the player's inventory and will now do considerably more damage, 4500 (up from 1250).
Players carrying a bomb now have a button that allows them to place it with a spell effect over their heads.
Placing a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.
Disarming a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.
Demolishers will no longer have the Ram ability and only one will spawn at each stage.
For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called "The Crowd Chose You" that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.
Team with the largest number of players alive.
Team that brought an enemy player closest to death (lowest health).
Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.
New Raid and PvP blacksmithing plans have been added. These new plans can be researched by crafting Balanced Trillium Ingots, allowing the blacksmith to learn a random new plan.
Plans for Balanced Trillium Ingot could be found as a drop from creatures in Pandaria.
A number of new cooking recipes have been added, including new foods that give +300 to a primary stat and noodle carts. Some of these new recipes can be learned from drops in the Vale of Eternal Blossoms, others from quests.
Players who have learned the first recipe in each of "the ways" can discover a questline that starts on the Timeless Isle: "  Noodle Secrets Long Forgotten." Heroes will search for a long-lost pandaren recipe allowing them to build and run their own noodle cart. The all-new questline will revisit some old zones and dungeons, culminating in a solo scenario with a unique time-management mini-game.
The noodle cart allows a player to set themselves up as a vendor and distribute powerful noodle soups to their faction.
Many new glyph techniques have been added, and some existing glyphs have been changed. Some of the new techniques can be obtained from creatures anywhere in Pandaria, while others can only be found on powerful creatures that reside on the Timeless Isle.
Epic quality (purple) Valor items sold by the Shado-Pan Assault now have their reputation requirements reduced to Friendly or below, and have their Valor Point cost reduced by 34%.
Epic quality (purple) Valor items sold by all other Mists of Pandaria faction quartermasters no longer have reputation requirements, and will now cost [Justice Points] instead of Valor.
Rare quality (blue) items have their Justice Point cost reduced by 75%.
No changes for items that require an Exalted reputation.
Drinking a duplicate flask with less than 15 minutes remaining will now extend the duration of the new flask by that amount.
The conversion rate for Justice Points to [Honor Points] has changed. The conversion rate is now 500 Justice per 250 Honor (up from 375 Justice per 250 Honor).
Trinket, enchant, set bonus, and legendary meta-gem effects whose triggered effect benefits from haste no longer also have their chance to trigger the benefit from haste. Activation chances and internal cooldowns for those effects and other trinket effects have been adjusted to compensate and will now be displayed on their tooltip.