World of Warcraft
Adventure Guide
Every dungeon and raid in World of Warcraft, built from the current game data. Open one to see its bosses and the loot each drops - with live Auction House prices on every tradeable item.
Adventure Guide art from the World of Warcraft client. World of Warcraft is a trademark of Blizzard Entertainment, Inc.
Adventure Guide Entries (13)
From the current retail Adventure Guide data. Click any instance for its bosses and loot.
Where This Leads
WoW Dungeons: The Essential Guide
Dungeons are five-player instanced content where you fight bosses, clear trash mobs, and collect loot as a team. They're the backbone of group gameplay in World of Warcraft, from your first hours at low level to endgame progression in current content. Whether you're new to the game or returning after time away, understanding how dungeons work, how they differ between game versions, and how to use them for your goals will let you get the most out of this core part of WoW.
What Dungeons Are and Why They Matter
A dungeon is a private zone instanced just for your group. No one else sees your run, and your group's loot doesn't compete with other players. The dungeon stays open for you until the lockout timer resets (more on that later). Most dungeons have a narrative flow: you pull trash mobs, learn mechanics on bosses, and collect gear, crafting materials, or currency rewards that help you progress.
Dungeons fill multiple roles in WoW. They're the main way to gear up between level brackets, especially at max level. They teach group mechanics in a lower-pressure environment than raids. They're a reliable source of specific item drops, transmog appearances, and achievements. For some players, they're the endgame content of choice through Mythic+ timed runs. For others, they're a path to prepare for raids. You choose what you want from them.
Group Composition: The Five Roles
Every dungeon run needs five players, and success depends on everyone understanding their role. There are three distinct roles: tank, healer, and damage dealer. Each role has distinct responsibilities and a different view of the fight.
The tank holds threat, positions enemies, and takes the most damage. Without a tank, the group has no focus and healing becomes chaotic. Tanks pull enemies, decide what to fight and when, and manage the pace of the dungeon. They're responsible for positioning bosses away from the group so cleave attacks don't hit everyone, and for staying in line-of-sight of the healer so heals can land. They're also responsible for moving the boss out of dangerous areas when needed and ensuring the group has space to move without accidentally pulling extra enemies. Common tank classes include Warrior, Paladin, Druid, and Demon Hunter. A good tank leads firmly but is open to feedback if the group struggles.
The healer keeps everyone alive. They prioritize the tank, watch party health, and use their toolkit to prevent deaths and top up damage before it becomes critical. Healer mana or resources matter on longer fights. Good healers move predictively and manage their cooldowns for spike damage. They also handle dispels of harmful effects and often provide utility buffs that help the group. Common healer classes are Priest, Druid, Shaman, and Paladin. A good healer communicates when mana is low or when they need the group to slow down, and isn't afraid to ask the tank to manage pull size if things are getting out of hand.
Damage dealers kill enemies as fast as safely possible. Most groups bring three damage dealers. Damage dealers must watch for mechanics that require movement or positioning, avoid standing in bad areas, and follow the tank's lead on what to focus fire. Some dungeons have damage dealer specific mechanics (like a caster needing to move away from melee, or a ranged needing to handle a debuff). DPS are often specialized: some are ranged, some are melee, some are hybrids. There are many damage dealing classes and specs. A good damage dealer maximizes their output without ignoring mechanics and doesn't pull extra mobs accidentally.
A well-functioning group trusts these roles and fills them reliably. If you're learning, communicating your role and any mechanics you're unsure about makes the run smoother. New players are welcome; just be upfront about it.
Difficulty Levels in Retail
World of Warcraft retail has several difficulty tiers for dungeons, each with different rewards and tuning. Not every dungeon appears at every difficulty.
Normal is the baseline. It's the difficulty you encounter as you level and the easiest max-level version. Rewards are basic, mechanics are forgiving, and groups can usually clear it without perfect play. If you're new to dungeons, start here.
Heroic is harder than Normal. Bosses have more health, hit harder, and their mechanics require more attention. Heroic bosses might have additional abilities compared to Normal. Heroic runs take longer and group coordination matters more. Heroic rewards gear closer to what you need at level cap, depending on the expansion.
Mythic is the hardest non-timed version. Bosses have even more mechanics and hit much harder than Heroic. Some bosses have new abilities or phases that only appear on Mythic. These runs require good gear and coordinated play. Mythic rewards are equivalent to or better than Heroic raid gear, making Mythic a valid path to prepare for raids or pursue entirely on its own.
Mythic+ is the timed, seasonal, and scaled version of Mythic. You start at a base level (Mythic+1 or similar) and apply a Keystone to a dungeon to set the difficulty. Each level adds affixes (modifiers that change how enemies behave) and increases rewards. Mythic+ runs must be completed within a time limit to receive the full reward and to upgrade your Keystone for the next run. This is the competitive, seasonal endgame for many players. You can run Mythic+ dungeons at any time, but each season introduces new affixes and new leaderboards. Leaderboards track the fastest times globally, and many players aim to push their key level as high as possible.
Not all dungeons appear at all difficulties every expansion. Dungeons added in recent expansions might be Mythic+ only or might debut at Normal and scale up. Check the /database/ or click into a specific dungeon to see what difficulties are available.
Mythic+ and Seasonal Progression
Mythic+ is the primary endgame pathway for dungeon players. Here's how it works at a high level.
You obtain a Keystone, a consumable item that sets a dungeon and difficulty level. Applying the Keystone to a dungeon entrance locks you and your group into that dungeon at that level for as long as it takes you to either complete it within the time limit or wipe enough times to be unable to continue. If you complete the dungeon in time, you and your party get the full reward, and your Keystone upgrades to a higher level (or you receive a new Keystone at a higher level). If you don't make the timer, you and your group still get a partial reward and the Keystone downgrades or is consumed, depending on how close you came to the timer.
Affixes are rule changes that apply to every Mythic+ run. There are seasonal affixes that change monthly and permanent affixes that rotate based on the dungeon level. Affixes might make enemies heal each other, require you to kill adds in a specific order, reduce healing by a percentage, or make certain enemy types cast abilities more often. Learning the affixes and adapting your strategy is a core skill.
Many players use Mythic+ as a stepping stone to raid preparation, pushing keys to reach an item level threshold. Others play Mythic+ as their endgame indefinitely, chasing higher key levels and faster times. Some guilds have competitive push seasons where players coordinate to hit the highest key levels together.
Classic-Era Dungeons: A Different Experience
Classic dungeons (from the original World of Warcraft, The Burning Crusade, Wrath of the Lich King, and other older expansions) work very differently from retail in several key ways.
No Dungeon Finder. Classic has no matchmaking system. You must form your group manually through guild chat, trade chat, or group finder communities. This means group assembly takes longer, and you meet the same people repeatedly in your server or community, building reputation. You also cannot teleport to the dungeon entrance; you must travel there. Both of these factors mean a Classic dungeon run requires more time commitment.
Attunements and Keys. Some Classic dungeons require attunement: a quest or activity that proves you have the prerequisites to enter. Other dungeons need a physical key item in your inventory to open certain doors or rooms. These systems gate access and encourage players to prepare before entering. Attunements vary by dungeon; some are quick, others take multiple steps.
Longer, More Complex Layouts. Classic dungeons tend to be longer than modern ones. Trash pulls are more dangerous and require careful planning. Respawn timers mean backtracking or pulling unnecessary enemies if you die. Dungeon design is less linear; it's easy to get lost or accidentally aggro extra mobs. Reading a map or watching a guide beforehand is common practice.
Different Loot and Progression. Classic dungeons feed into different progression paths depending on the expansion. Some Classic dungeons remain relevant for farming and transmog, while others are mostly visited by new players leveling through that content or by people after specific drops.
No Cross-Server Play in Classic. Classic players are tied to their server, so your community is more localized and reputation matters more. This encourages guilds and lasting friendships but also means fewer available groups at odd hours.
For new Classic players, the slower pace and manual coordination can feel refreshing or frustrating depending on your playstyle. It's worth trying at least once to feel the difference.
Key Mechanics and Group Etiquette
Mechanics are what make dungeons interesting. A mechanic is something that happens in a fight that requires a specific player action or awareness. Modern dungeons emphasize learning one or two core mechanics per boss rather than overwhelming complexity. Classic dungeons often have simpler mechanics but require more careful positioning and trash management overall.
Positioning is the most basic mechanic. Tanks stand where they need to keep enemies facing away from the group. Ranged stands at range. Melee stays close. This prevents cleave attacks (enemies hitting an arc in front of them) from hitting the whole group. In many dungeons, the tank pulls enemies to a clear area away from other packs so the group has space to work without accidentally pulling extras.
Avoidance means moving out of marked areas. Bosses cast attacks that target zones on the ground, marked by glowing circles or lines. If you stand in them, you take extra damage. Move out. This is the most common mechanic in modern dungeons. Learning to recognize the visual indicators quickly becomes second nature.
Interrupt is an ability that cancels an enemy spell before it finishes. Some boss abilities must be interrupted or they'll deal massive damage or apply a harmful effect. Different classes have different interrupt tools. If you have an interrupt, you're often responsible for stopping a specific ability. Missing an interrupt usually means the group takes significant damage or the boss gains a buff that makes the fight harder.
Crowd Control means temporarily disabling an enemy (stun, sleep, root, or similar) to prevent them from acting. Some trash pulls are easier if you CC certain enemies while you focus others. Tanks usually ask for CC on pull. CC is less common in retail dungeons than it was in older content, but when a tank calls for it, they're making the pull safer.
Dispel means removing beneficial buffs from enemies or harmful debuffs from allies. Some bosses gain shields or attack speed buffs; removing them is necessary. Other mechanics apply debuffs to players that must be cleansed. If you have a dispel ability, watch the party frames and boss frames for debuffs you can remove.
Following the Tank's Lead. Dungeons run smoothly when everyone follows the tank's pace. Pull speed, positioning, and order of enemies are the tank's call. If you disagree with the strategy, discuss it before the pull, not mid-pull. A competent tank sets the rhythm; your job is to move with the group and watch their positioning.
Communication. Most dungeons allow for text chat. A quick callout like "interrupt the next cast" or "I'm running out on the green circles" prevents mistakes. If you're trying something new or learning, say so. Most groups are fine with one wipe if they understand what went wrong. Callouts are especially important in higher difficulties where mechanics happen fast.
Respect People's Time. Dungeons take 15 to 45 minutes depending on difficulty and group skill. If you need to leave mid-run, say so as soon as you know. If someone dies repeatedly to the same mechanic, a calm explanation of what to do helps more than blame. A five-minute explanation before a pull is faster than wiping multiple times to the same mechanic.
Loot Rules and Distribution
Loot is distributed according to the loot setting you choose when forming the group. Understanding these systems prevents confusion and keeps the group happy.
Personal Loot (the default in retail) gives each player loot based on their class and spec. The system rolls behind the scenes; you either get an item or you don't. No trading based on personal loot is allowed, though the person who loots an item can give it to someone who was in the group if they don't need it. Personal loot is fast and eliminates drama over rolling on items, but it means you might clear a boss and get nothing.
Shared Loot (sometimes called Group Loot or Need Before Greed) makes all drops visible to the group. Everyone rolls on items their class can equip, and Need rolls outrank Want. Shared loot can be slower because of the rolling process, but guarantees loot gets distributed. This mode is common in raids and organized groups.
Master Loot (available in organized groups) gives one person authority to assign drops. This is used in guilds and competitive runs. It's fast and ensures optimized distribution but requires trust in the person assigning.
Always clarify the loot system before you start so no one is surprised. If you don't need an item but it would help someone else, passing on it is good practice. Trading items after the run helps people who were slightly unlucky.
Dungeon Lockouts and Resets
A lockout is a timer that prevents you from getting loot from the same dungeon boss more than once per reset period. Lockouts exist to prevent farming the same boss repeatedly for infinite loot in a short window.
Daily Resets occur at a set time each day (usually server time midnight). After reset, you can run a dungeon and collect loot from bosses again. Most dungeons reset daily.
Weekly Resets apply to some dungeons and all raids. After the weekly reset (usually Tuesday or Wednesday depending on your region), lockouts clear and you can run for loot again.
Instance-wide Lockouts. Once you kill a boss in a dungeon, your lockout applies to that entire instance. You can still run the dungeon, but you won't get loot from bosses you've already killed that reset. If you leave a dungeon part-way and come back, you have the same lockout status. If your lockout is full (you've cleared the dungeon), you can still run it with another group but won't receive loot.
Mythic+ Keystones. A Mythic+ run consumes your Keystone whether you complete it or not (once you've committed to a run, you cannot undo it). You get a replacement Keystone from the Great Vault or from completing the run, depending on how well you did. You cannot run the same Mythic+ level twice in the same week; each upgrade opens a new key level.
Understanding lockouts helps you plan your dungeon runs. If you want to farm a specific boss drop, you'll need to wait for the reset. If you're pushing Mythic+ keys, you need a fresh Keystone each week (or multiple Keystones for multiple runs).
How to Read a Dungeon Page on TheWoWDB
TheWoWDB lists every dungeon with its bosses and loot. Clicking a dungeon from the /dungeons/ hub takes you to its detail page. This page is your resource for understanding what's in the dungeon and what you can get from it.
On a dungeon page, you'll see the dungeon name, which expansion it's from, and available difficulties. Below that is a list of bosses. Click a boss name to see its abilities, what it drops, and often community notes about strategy. Every item that drops shows its rarity color (common, uncommon, rare, epic) and links to the item's detail page, which includes live Auction House prices for tradeable items. This helps you decide if an item is worth farming.
The site's filter system on the main /dungeons/ hub lets you search by dungeon type (dungeons only, raids only, or both), expansion, and name. This is useful if you're looking for a dungeon from a specific era or hunting a particular drop. You can narrow down your search significantly to find exactly what you're looking for without scrolling through the entire list.
Each dungeon is linked to its bosses and items, so you can cross-reference what drops where. If you're farming a transmog appearance or a crafting material, the site helps you identify which boss drops it and which dungeon you need to run. The reverse lookup also works: if you know an item you want, search for it and the item page tells you which boss drops it and which dungeon you need to enter.
TheWoWDB also shows the quest or storyline associated with each dungeon (if any), so you can understand the context of what you're fighting. This is especially useful if you're new to an expansion or dungeon and want to understand the narrative. The boss ability information helps you prepare before entering, so you're not walking in completely blind.
Building a Progression Path
Dungeons are one tool among several for gearing up and preparing for harder content.
At max level in retail, dungeons are usually your first step. Running Normal dungeons gives you a basic item level. Completing Heroic dungeons gets you closer to raid minimum item level. Pushing Mythic or entry-level Mythic+ keys prepares you for mid-tier raids. This progression isn't mandatory; you can also raid from the start if you're in a guild that raids early, or you can stay in Mythic+ indefinitely without ever raiding.
In Classic, dungeons are more crucial to endgame gear. Raid tiers are more spread out, so running dungeons at various levels feeds into raid preparation across multiple zones and expansions. Specific dungeons offer gear for specific roles, races, and classes.
The choice is yours. Many successful players mix dungeons and raids. Others focus entirely on dungeons. TheWoWDB /database/ helps you see what gear each content type offers, so you can decide what to prioritize.
Common Mistakes and How to Avoid Them
Running Heroic Unprepared. Heroic requires better gear than Normal and more careful play. If you've never done the dungeon before, start on Normal or watch a quick strategy guide. This prevents frustration for yourself and your group.
Ignoring Mechanics to Deal Damage. Some newer players focus so hard on their damage meters that they miss mechanics, causing themselves or others to die. Damage is secondary to staying alive and alive to the mechanic. Live first, damage second.
Pulling Extra Enemies. Especially in older dungeons, pulling an extra group of trash accidentally can wipe the run. Stay aware of where enemies are. Don't accidentally run through them.
Not Communicating. If you're new to the dungeon, learning a class, or unsure about a mechanic, say so at the start. Most groups understand. Silence and repeated mistakes frustrate people.
Failing to Follow the Loot Rules. If the group set Personal Loot and you're trying to trade everything, that's confusing. If the group uses Shared Loot and you roll Need on everything even items your class shouldn't use, that's rude. Know and follow the rules.
Standing in Bad. The most common cause of death in dungeons is standing in attacks you could have moved out of. It's an easy habit to build: watch for glowing areas and circles, and move when you see them. This skill transfers to raids.
Gear Requirements and Scaling
Each difficulty tier expects a certain item level or gear quality from you. Running content significantly above your gear level makes you overleveled, and it becomes trivial. Running significantly below makes you a liability to your group.
For retail dungeons, the general expectation is that you can survive the mechanics and contribute meaningful damage. In Normal, entry-level gear is fine. In Heroic, you should have better gear and know the dungeon. In Mythic, everyone expects solid gear and flawless play. In Mythic+, gear scales with you; as you push higher keys, affixes add layers of complexity even if your gear stays constant.
If you're unsure whether your gear is ready for a difficulty, check community Discord servers or group finder notes. Many groups explicitly list minimum requirements. It's better to ask than to queue and disappoint everyone.
Gear also comes from other sources: raids, world content, PvP, reputation rewards, crafting, and events. Dungeons are one path to better gear, not the only one. Some players supplement dungeon runs with these other sources to gear faster.
Common Myths and Misconceptions
"I need perfect gear to try Heroic." False. Heroic is designed for people between Normal and Mythic. Your gear doesn't need to be perfect; you need to know the mechanics and be willing to learn. If you wipe on Heroic once or twice while learning, that's normal and acceptable.
"Healing is easy compared to tanking or DPS." False. Healing is just a different hard thing. Tanks have to know positioning. DPS has to watch mechanics and positioning. Healers have to manage resources, predict damage, and optimize cooldowns. All three roles are skilled; they're just skilled differently.
"I must rush dungeons as fast as possible." False. Speed runs exist, but most groups just want to clear efficiently and safely. If the tank pulls slowly, it's usually because they're managing difficulty or the group's skill level. Let them set the pace.
"Trash mobs don't matter, only bosses count." False. Trash can be harder than bosses depending on the dungeon. Some trash has mechanics that require just as much focus. Dying to trash is still a death, and it slows the run. Respect every pull.
"I can queue for Mythic+ with any build." False. Some specs and talents are better for dungeons than raids, and some are worse. If you're running Mythic+ keys and struggling, your build might be part of it. Raid builds don't always translate to dungeons. Chat with experienced players of your class for dungeon-specific advice.
Dungeons for Different Goals
Dungeons serve different purposes depending on what you're after.
For Gear. Run based on your target item level. Current-tier dungeons (at max level) offer the best gear. Older dungeons offer entry-level gear for new characters. Use the /database/ to see what item level each dungeon drops and filter by your needs. Running the highest difficulty you can complete consistently gives you the best rewards for your time.
For Transmog. Many dungeons offer cosmetic item appearances that you can mog onto your gear later. Some of the best-looking items come from old dungeons. Check the item pages to see which dungeons drop appearances you want. Transmog hunting often sends players back to old dungeons repeatedly, and it's a fun way to spend time if you enjoy collecting appearances.
For Materials and Crafting. Some dungeons drop vendor-exclusive materials used in professions. Alchemy, Jewelcrafting, Leatherworking, and other professions may need dungeon drops for high-level recipes. Farming these materials as part of your dungeon routine can pad your gold or material reserves.
For Gold. You can vendor trash from dungeons or sell rare drops on the Auction House. Dungeons with high drop rates of valuable materials (especially from older content where many players no longer run) can be profitable. Some players farm specific dungeons as a gold-making strategy, especially if they have Auction House sales data showing demand.
For Achievements. Dungeons have achievements for completing them on certain difficulties, defeating bosses under specific conditions, or finding hidden mechanics. If you love achievement hunting, dungeons offer quick wins compared to raids. Many players knock out achievement runs during off hours when they're more relaxed.
For Fun and Challenge. Mythic+ offers a competitive, timed challenge that's separate from raiding. Some players love the structured difficulty curve and leaderboard aspect. Others enjoy older dungeons purely for the atmosphere and story, or to experience content from expansions they didn't play through originally. Your reason for running dungeons is valid as long as everyone in your group understands what you're doing.
Why can't I get loot if I've already killed a boss this week?
Lockouts prevent infinite farming of the same content. Once you've gotten loot from a boss this reset period, you can't get loot from them again until the next reset. You can still run the dungeon, but bosses you've already looted won't drop loot again. This paces progression and keeps the game challenging rather than letting players farm everything in one session.
What's the difference between Normal, Heroic, and Mythic?
Normal is for learning dungeons and building basic gear. Heroic is harder and rewards better gear; you need to know the mechanics. Mythic is the hardest non-timed version and requires solid gear and team coordination. Mythic+ adds a time limit, scaling, and affixes, making it the seasonal competitive endgame. Each tier is tuned differently and teaches different skills.
Do I need to be in a guild to run dungeons?
No. You can use the Group Finder tool (or in Classic, manual community tools) to find groups with strangers. Guilds make it easier to find regular teammates and learn from experienced players, but they're not required. Many solo players run dungeons through pugs (pick-up groups) regularly.
How do I get a Mythic+ Keystone?
You obtain your first Keystone from the Great Vault if you complete Mythic dungeons or Mythic+ runs. After that, completing a Mythic+ run gives you a new Keystone. You need to find a group to run the Keystone; you cannot run it solo. Most players use the Group Finder to recruit.
Can I trade items I don't need to someone else?
If you're using Personal Loot, you can trade an item to anyone in the group who was present for that boss kill, but only if they could have received that item (your class or a class it's usable by). The trade must happen shortly after the loot drops, within a few hours. If you use Shared Loot, items go to whoever rolls or is assigned them, and trading works differently. Always clarify your loot mode before pulling.
What do affixes do in Mythic+?
Affixes are modifiers that change enemy behavior in Mythic+ runs. They might make mobs regenerate health, require you to kill small adds first, reduce your healing, or spawn new enemies mid-fight. Affixes rotate based on the week and key level. Learning to adapt your strategy to each week's affixes is a core skill of Mythic+.
Is it better to focus on raiding or Mythic+?
It depends on what you enjoy. Raiding has story encounters, set raid times, and a guild dynamic. Mythic+ is flexible, seasonal, and individually scalable to any difficulty level you want. Many players do both. Neither is "better"; it's about what fits your playstyle and schedule.
Why did I get nothing from a boss kill?
Personal Loot rolls behind the scenes. Every boss kill is a chance to get an item, but you won't always win the roll. This is random and happens to everyone. Sharing loot settings or running with a group in different group compositions can increase your chances of seeing an item you need, but bad luck is just part of the game.
How do I know which dungeon has the item I want?
Use the /database/ to search for the item by name or type. The item's page shows which bosses drop it. Cross-reference the boss with the dungeon list to find which dungeon you need to run. TheWoWDB makes this search much faster than asking in chat.
Can I do Mythic+ solo?
No, Mythic+ requires a group. You can run solo dungeons on lower difficulties, but Mythic+ is five-player only. You need to recruit a group through the Group Finder or by inviting friends.
What happens if someone leaves my dungeon mid-run?
If a group member leaves, the group gets weaker. The group continues, but you have only four players instead of five. If a tank leaves, most groups disband because it's difficult to continue. Many groups have a brief grace period (a few minutes) where someone can rejoin if they're having technical issues. After that, you might vote-kick the absent player and recruit someone new, though this can be hard depending on the role. Prevention is better: make sure your internet is stable and you have time before queuing.
Do I have to use the Dungeon Finder to find a group?
No. The Dungeon Finder or Group Finder is the most common way, but you can form groups manually through guild recruitment, server chat, or Discord communities. Manual recruitment takes longer but lets you be selective about who you run with.
What's the difference between tanking a dungeon and tanking a raid?
Dungeon tanking is faster-paced and often more chaotic. You pull hard and move quickly. Raid tanking is more about positioning to prevent cleave and handling specific mechanics the raid team is set up for. Both require threat management and awareness, but dungeon tanking favors aggressive play while raid tanking favors controlled, predictable positioning. Some tanks prefer one over the other.
Why do some dungeons have Mythic-only versions?
Dungeon design varies. Some dungeons are only available at Mythic or Mythic+ difficulty because they were designed for high-end players or released during a patch when the developers wanted to avoid having five difficulty tiers to maintain. Mythic-only dungeons tend to have complex mechanics that would be tedious on easier difficulties. If a dungeon is Mythic-only, you need the item level and skill to run Mythic to access it.
How do I know if I'm doing bad DPS?
In-game damage meters like Recount or Details show your damage per second compared to other party members. However, raw DPS numbers aren't everything. A DPS dealing less damage than others but correctly handling mechanics is better than a DPS leading the meters but dying to everything. If you're concerned about your damage, check if you're using optimal talents, positioning correctly for your spec, and keeping yourself alive without the healer babysitting you. Improving your damage comes from better gear, better talents, and understanding your rotation.
Playing WoW Forever? Forever is Blizzard's Classic-based version and it is still in beta, so this guide does not make claims about how this system will work there. What the beta client actually contains is tracked on the WoW Forever hub, and anything you read about Forever before launch can change. Until it ships, the Classic Era notes in this guide are the closest reference for how a Classic ruleset treats this topic.