Ravenhold · Checking… · — online

Changelog newest first

Dungeon Finder New

  • Retail-style queue for follower dungeons: the eye at the minimap (left-click to open, right-click for a quick menu, drag it around the minimap) or /lfd, /df, /followers.
  • Pick Tank, Healer or Damage (only the roles your class can play); remembered per character.
  • Pick a dungeon from the list or Random Dungeon for one that fits your level, then Find Group.
  • Players queued for the same dungeon at the same time (same faction, fitting roles) are grouped; companions take the remaining roles at the group's level. A party leader queues the whole party.
  • Ready popup with the dungeon, your role and a 40-second timer: Enter Dungeon or Leave Queue.
  • Inside: group by role, Who leads (Automatic, Follower tank leads, Followers follow me, Hold position), Teleport Out / Teleport In, Leave Dungeon.

Starting areas stay lived in New

  • 24 newcomer companions live in the six starting areas, four each, as the races that start there.
  • They begin at level 1 to 3 in starting gear and quest there like players; each stops gaining experience between level 6 and 9.
  • Dungeon groups and follower parties never take them.
  • Dolanaar and Bloodhoof Village are now towns for levels 5 to 12 as well.

Companion gear Fix

  • 493 companions of level 20+ still carried their level 1 starting weapon. All companions are re-dressed at login when they wear starting gear or gear far below their level.

Companions in dungeons Change

  • A companion tank's damage counts double for threat, so damage dealers hit at full speed. Kills came 1.5 to 4 times faster in the soak and healers stopped running dry.
  • Damage dealers peel mobs off a healer in trouble before anything else.
  • The tank sticks with the pack it is going for instead of picking up a patrol walking by.
  • Line-of-sight pulls: the tank steps back around the last corner and lets casters and archers come to it.
  • Wailing Caverns: the Deviate Guardians and Ravagers at the entrance that nothing can hit are reset and, if they come right back, removed.

Questing adventurers New

  • Adventurers live in a town for their level and quest from it: up to six quests at a time, kill, collect, use-the-object and nearby delivery quests.
  • They go where the wanted mobs actually spawn, loot quest drops, open chests and crates, pick plants, and fly back to hand in.
  • They give up on quests a player would give up on, and never sell quest items.
  • In the first 20 minutes after a restart: 127 quests handed in, 64 quest objects looted or used, 3,200 kills by about 590 adventurers.

Chat New

  • Companions answer whispers, party chat, /say nearby, and Trade and General in their own voice, and hold conversations among themselves.
  • Rule-based replies without an API key; an optional language-model helper with per-minute and per-day budgets.
  • City companions stand a few steps in front of the NPC they came to, facing it, at most two per NPC.

Companions and follower dungeons New

  • 1,500 companion accounts log in with the realm. About 40% quest and level in the world; the rest live in the cities. Any of them can join your group.
  • Invite a companion by name: it accepts, comes to you, takes the missing role and is brought to your level with gear and spells for it.
  • Full solo experience for every kill when your group is companions.
The same list is available as JSON at /api/changelog for Discord bots and the launcher.