Midnight Codex
Every article from the handbook inside Midnight Helper, on one page: what each system is, what each currency is for, and what to do first. The same text as in the game, in your language.
- Start Here
- Weekly loop
- Currencies
- Delves
- Dungeons & M+
- Raid & crests
- World content
- Coiled Isle
- Professions
Start Here
Start Here — your Midnight week
Think in layers: one weekly reset, several reward tracks. You do not need every system every day — pick a goal.
1) Account & reset
- Check the This Week tab for vault ready, world boss, keys, and chores.
- Account snapshot shows all alts (vault, Delver's Call, profession weeklies).
2) Combat content
- Delves — main gearing track (keys, tiers, Great Vault slots). Use Delve Coach for tips per delve.
- Mythic+ and Raid fill other Great Vault slots (see Dungeons & Raid categories).
3) Open world
- Coiled Isle — the Season 2 zone from patch 12.1, with its own category here.
- Prey hunts count for the same Great Vault row as delves.
- Void & Rituals tab — Field Accolades, Ritual Sites, Void Assaults (same renown track).
- Rares tab — weekly rare loot and routes.
4) Crafting
- Professions tab for KP / weekly mats; Basics for crests.
Tip: open the Currencies category here when you forget what a token is for. Scroll the boss preview in Delve Coach to zoom.
Warband & the Warband Bank
Your Warband is every character on your account, treated as one team. Lots of things are now Warbound — shared account-wide — so you mail far less between alts.
Warbound items & currencies
- Some currencies are shared by the whole account or can be moved between characters — your currency window shows which. Upgrade crests count per character.
- Gear is often Warbound until equipped — send it to an alt, but once equipped it sticks to that character.
The Warband Bank — a shared bank all your characters use.
- Open it at any banker (or Jeeves) — it's a tab on your normal bank, next to your character bank.
- Store any non-soulbound item, and deposit or withdraw gold across characters (even cross-faction).
- Craft straight from it — it counts as a reagent source.
Tabs & cost — 5 tabs, 98 slots each (490 total). You start with none; buy them with gold:
- Tab 1: 1,000g
- Tab 2: 25,000g
- Tab 3: 100,000g
- Tab 4: 500,000g
- Tab 5: 2,500,000g (all five = 3,126,000g)
Tip: 2-3 tabs is plenty for most players. Don't confuse it with your character bank (also tabbed since patch 11.2, far cheaper) — that one is per-character; the Warband Bank is shared.
Stats, without the jargon
Your gear carries two kinds of number.
Your main stat - Strength, Agility or Intellect, whichever your spec uses - is the engine. You never pick it: it arrives with item level, and the game only puts the right one on armour you can wear.
The four secondary stats are the flavour, and they are the same four for everyone:
- Critical Strike - the chance a hit lands twice as hard.
- Haste - everything happens faster, so you press more buttons.
- Mastery - a different effect for every spec. Yours is the one your character sheet describes.
- Versatility - a little more damage and healing, a little less damage taken.
Specs prefer them in different orders, and that order is the only reason to care. The rule that matters more than the order: a higher item level is almost always the better item. Stats settle it when two pieces are close, not when one is clearly bigger.
Type /mh stats for your own spec - your four numbers, in your order, with your Mastery explained in the game's own words.
Starting the Midnight campaign
At level 80 the quest Midnight arrives on its own. There is nothing to go looking for — it lands in your log the moment you ding. Below 80 you can already travel to Silvermoon, but there is nothing there to accept yet.
Where it starts
- Speak to the Image of Lady Liadrin. She stands in more than one capital — Dornogal, Stormwind and Orgrimmar all have her.
- She offers two things: watch the introduction, or I have heard this tale before to skip it.
The skip costs you nothing
- You come out in Silvermoon City and the next quest is handed to you straight away.
- Nothing is locked behind the introduction — routes, city pins and the weekly routine all work exactly the same.
Choosing where to begin
- That next quest, Adventuring in Midnight, sends you to the Scouting Map in the Sanctum of Light.
- Five starting points: Arator's Journey, Eversong, Zul'Aman, Voidstorm and Harandar.
- Hover one for a line about what is there; clicking only opens its scouting report. Looking costs nothing.
Picked one and changed your mind? Choosing hides the other four for as long as that quest is in your log — but abandon the quest and all five come back. It decides your order, not your path.
A new season — what it means
- Your character, mounts and collections all stay — nothing is lost.
- Your gear keeps its item level. New-season gear simply starts at higher numbers, so your old pieces are no longer top-end. That is normal and happens to everyone.
- Your Mythic+ rating starts fresh too — again, for everyone.
- Season 2 came in two steps: first patch 12.1 (the Coiled Isle, the campaign, the Altar of Fangs dungeon), then a week later the season itself (raid, Mythic+, PvP, Bountiful Delves).
- Gear upgrades now cost Mistcrests. Last season's Dawncrests do not work on the new gear.
- What to do now: follow the Start Here path, no rush.
Season 2 — new terms
- Crest — a currency to upgrade gear. In Season 2 they are called Mistcrests. Each track (Adventurer to Myth) has its own crest; you earn them from delves, dungeons, raids, Prey and outdoor events.
- Upgrade track — the ladder a piece of gear climbs (Adventurer, Veteran, Champion, Hero, Myth). Higher track = higher ceiling.
- Tier set — matching armor pieces. Wear 2 or 4 and you unlock a bonus for your spec.
- Catalyst — turns a normal piece into a tier piece; in Season 2 it keeps the item's secondary stats.
- Bountiful Delve — a delve with an extra chest at the end; opening that chest costs a Restored Coffer Key.
- Nemesis Delve — a special seasonal delve with its own boss and rewards.
- Lair — a world boss you enter at a spot and pick a difficulty for your group, like a mini-raid.
- Nebulous Voidcore — a bonus roll: spend one after a boss for an extra chance at loot. You can also take one from the Great Vault instead of an item, and from the week of 6 October Orin Straylight's quest at the Catalyst in Silvermoon adds one extra a week.
- New-season item levels — new gear starts at higher numbers, so old gear is no longer top-end. Your gear itself does not change. A squish is the opposite (numbers go down) and comes with an expansion's pre-patch, not with a new season.
When a season ends
- Your gear does not reset. Everything you are wearing carries over at the item level it already has. It stops being top-end, but it is a real head start on day one of the next season. The change where everyone's numbers come down at once is a squish, and that belongs to an expansion's pre-patch — not to a season rollover.
- The numbers move, not your progress. Each season raises item levels, so a piece that is maxed on the top track now sits several tracks lower in the new numbers. That is normal and it happens to everyone.
- Keep opening the Great Vault to the last week. Every weekly is free gear that raises where you start next season.
- Seasonal currencies usually do not survive a rollover intact — they tend to convert or stop being useful. Spending them beats hoarding them. The exact behaviour differs per currency and can change late, so check the currency tab in game rather than trusting a guide.
- The real deadline is the season-only things: mounts, titles and achievements tied to this season, and progress tracks that reset. Those are the ones worth finishing while you still can.
- Progress tracks reset, but their rewards are usually not gone — they often move to a vendor afterwards without the rank requirement, at a much higher price. Finishing now is cheaper than buying later.
- Pick one lane. The last weeks are short. Finishing one track beats half-finishing three.
Weekly loop
Weekly reset
- Most weekly progress resets on your region's maintenance day (EU Wednesday morning, US Tuesday morning).
- Great Vault choices, world boss loot and many weekly caps reset.
- The This Week tab shows time until reset when the API provides it.
- Plan alts: the Account snapshot compares who still has a vault reward, keys or Delver's Calls open.
Great Vault
- Three rows: World (delves, Prey and other world activities), Dungeons (Heroic, Mythic, Mythic+ and Timewalking), Raid (raid bosses on any difficulty, and the Lair boss).
- Each row opens up to three choices: World at 2/4/8 activities, Dungeons at 1/4/8, Raid at 2/4/6 bosses.
- Each choice is only as good as the weakest run it needed: the 4-run choice uses your 4th best run of the week, the 8-run choice your 8th best. One hard key only lifts your first Dungeons choice.
- Season 2: a raid choice comes one step above what you killed — Normal kills give a Hero-track item, Heroic kills a Myth-track item.
- After the reset you pick one reward in total from all your unlocked choices, at the Great Vault in Silvermoon. SHIFT-J only shows a summary.
- With 3 or more choices unlocked, from any rows, you may take a Nebulous Voidcore (a bonus roll) instead of an item.
- Great Vault Advisor (on Blizzard's vault UI) ranks options vs your equipped gear.
- In this addon the World row is on the Delves & Vault tab — expand Weekly Great Vault (World). Hover a character in the Account snapshot to see all three rows.
- Summary also on the This Week tab.
World boss (Midnight)
- One rotating world boss per week (Lu'ashal, Cragpine, Thorm'belan, Predaxas), as a skull world quest on the map. You do not need to pick anything up.
- Lady Liadrin in Silvermoon sometimes offers Midnight: World Boss as one of her four weekly choices; killing this week's boss completes it.
- Warband loot: once any character kills it, alts show completed.
- Tracked at the top of Delves & Vault with TomTom route.
- Also linked from SMC City Guide when in Silvermoon.
Delver's Call
- One quest per Midnight delve: finish that delve once, on any tier. Every character can do each one once — they do not come back every week.
- They pay a lot of XP, and the payout grows with your level. While levelling: finish the delves early, hand the quests in late (around level 87-88).
- Account snapshot shows which characters still hold finished calls (banked).
- Hover the Delver's Call line in snapshot for per-character detail.
Account snapshot
- Read-only overview of characters you've logged in on with Midnight Helper.
- Sort/filter by vault ready, keys, Shards of Dundun cap, stale since reset, etc.
- Use it to answer: “Which alt still has a vault reward, keys or Delver's Calls waiting?”
- The world boss and the Silvermoon weekly quests are on the This Week tab, not here.
- Does not replace logging onto an alt for gear or quest checks.
Omnium Folio (12.0.7)
- Power system from patch 12.0.7, still active in 12.1 — a minimap book of runes you swap freely out of combat (no slot cost).
- Power comes from the 'Seeking Knowledge' chain (5 steps): The Omnium Folio, Ritualized Arcana, Ley Line Assaults, Magical Primessence, Off-World Magic.
- Each step rewards a Mote of Omnial Inquiry that opens the next row of runes.
- Finish all 5 for the meta achievement and the Sunstrider Omnium Simulacrum decor.
- Missed weeks? Do the missed quests back-to-back to catch up — no waiting for resets.
- Alts: once one character has done the introduction, the others can skip it (12.1). Your rune choices stay per character.
Currencies
Restored Coffer Key
- Opens the Bountiful Coffer at the end of a Bountiful delve. You do not need one to enter a delve.
- Made from 100 Coffer Key Shards — entering a delve combines them for you. From Delver's Journey rank 6 you can also buy 2 a week from Naleidea Rivergleam in the Delver's HQ.
- Each character has its own keys. Your count is on Delves & Vault; the Account snapshot shows the rest.
Coffer Key Shards
- 100 shards make one Restored Coffer Key. Entering a delve combines them for you.
- They come from the outdoors: the game names treasures, world quests and outdoor events, and rares pay them too.
- Weekly earn cap of 600 — track 'Weekly: X / Y' on the Delves tab. That is about six keys a week. Delver's Journey rank 10 makes every source pay more.
Undercoin
- Delve currency. It drops from the chests at the end of a delve — the most from Bountiful delves on higher tiers.
- Spend it at Naleidea Rivergleam in the Delver's HQ in Silvermoon: cosmetics, decor, toys and the L00T RAID-R Mini. From Delver's Journey rank 6 she also sells your 2 weekly Restored Coffer Keys for it.
- From Delver's Journey rank 5, Zah'ran appears at the end of a Tier 6+ delve. He sells Champion gear for Undercoin, and his stock changes every run.
Untainted Mana-Crystals
- Buys Hero gear from Zah'ran, the vendor who appears at the end of a Tier 6+ delve.
- Only from Delver's Journey rank 9: then Tier 11 Bountiful Coffers can hold them (or a Hero item), and Tiers 8-10 give smaller amounts.
- Account snapshot can show per-character totals.
Field Accolades
- Shared currency for the Void & Rituals systems: you earn it from Ritual Sites and Void Assaults.
- Spend it in the Bazaar in Silvermoon City: Maren Silverwing sells gear caches (Season 2: Adventurer gear for 200, Veteran gear for 500 at random or 750 for a slot you pick), Triam Dawnsetter sells cosmetics.
- Live count on Void & Rituals tab.
Crests
- The currency you spend to upgrade gear one rank at a time: 20 crests per rank, and each track takes only its own crest. Not tied to your Great Vault raid slots.
- Crafters use them too: crests set the item level of a crafted piece.
- Live crest counts are on Basics -> Crests (not in this list).
- Until the week of 20 October there is a cap. It counts how many you have earned this season, not how many you are holding — spending crests does not free up room. It goes up by 100 every week. From the week of 20 October the cap is gone.
- Not the same as delve keys — see that guide for what to spend them on.
Gear upgrade tracks
- Gear doesn't just have an item level — it sits on a track. Low to high: Adventurer (green), Veteran, Champion, Hero, Myth.
- A tooltip reading Hero 3/6 means: the Hero track, rank 3 of 6. Each rank you buy adds item level.
- The track sets your ceiling — the tooltip shows the item level range it can reach. To climb past it you need a drop from a higher track.
- Each track has its own crest colour. Harder content drops gear on a higher track — that's how you climb.
- Outgrown a track? Trade lower crests up at Vaskarn. Upgrade at Cuzolth in Silvermoon — a rank costs that track's crests plus a little gold.
- Each track has an achievement for outgrowing it, named after the season's own crest — in Season 2 the «…of the Mist» line. It halves that track's crest cost for your other characters, and (Adventurer to Hero) lets this character trade that crest up at Vaskarn: 30 for 10 of the next tier.
- Live counts and waypoints: Basics -> Crests.
Delves
Midnight delves — overview
- Short instanced runs for 1 to 5 players, with Valeera as your companion — across Quel'Thalas and the Coiled Isle.
- Tiers 1–11. Tier 4 and up needs level 90 and the Midnight campaign finished once on your Warband; after that, clearing a tier opens the next one.
- Gear stops improving at Tier 8: Bountiful Coffer 295, Great Vault 305 (Hero 1/6). Tier 11 still pays better crests.
- Entering is free — no key needed. A Bountiful delve (up to four a day) ends with a Bountiful Coffer, and that chest needs a Restored Coffer Key (see Currencies).
- Use 'Find Nearest Bountiful Delve' on the Delves tab.
Delve Coach
- Floating tips panel: route, trash, and boss mechanics per delve.
- Opens by itself when you enter a delve, or via Delve Coach (preview tips) / /mh coach.
- The tips are in your game's language; `/mh lang` switches between English and Dutch.
- Boss spotlight: scroll on the model to zoom (saved per boss).
- Blue spell names link to real spell tooltips when IDs are known.
Valeera & delve curios
- Valeera has three slots you fill yourself: a Poison, a Combat Curio and a Utility Curio. Her role (Tank, Healer or DPS) is a separate choice.
- Change them at the supplies at the start of a delve and at its checkpoint, where you also repair.
- Season 2 has six poisons: three from the start, three more after Valeera's Season 2 intro quests (Seasonal Refresher: Midnight, then Slithering Spoils).
- /mh curios shows what each option does in the game's own words, with a star on what most guides pick. A small panel with those picks opens beside her window.
- The delve items popup tracks RAID-R Mini and Trovehunter's Bounty.
Venomfall Deeps (Nemesis delve)
- The Season 2 Nemesis delve, in the north of the Coiled Isle: Venomfall Deeps (51.23, 30.26). The boss is Azta'rec, on difficulty ? or ??.
- To unlock it, finish any Tier 7 delve with at least one life left (for ?), or any Tier 10 delve with a life left (for ??).
- The entrance advises item level 290 for ? and 309 for ??.
- Season-only: defeating him gives the achievement My Venomous Nemesis (a back transmog); on ?? with no other players, Let Me Solo Him: Azta'rec (the Apophic Soul Crusher mount).
- Torment's Rise and Nullaeus were Season 1's Nemesis.
- Delve Coach has the fight plan.
Delve Log
- A per-character record of every Midnight delve and Ritual Site run you finish: tier, time and deaths — for delves also whether you used a key, and the end boss.
- It tracks by itself; the tab does not need to be open.
- Handy to see which tier you last cleared, and how long it took.
- Looking for an entrance? Find Nearest Delve is on the Delves & Vault tab.
The Labyrinth of Kindo'jan (12.1.5)
A big delve of nine rooms, with the boss Kindo'jan at the end. New in patch 12.1.5. Valeera comes with you, as in every delve.
Getting in
- The entrance is in Eversong Woods: The Labyrinth of Kindo'jan (62.99, 72.18). There are 11 tiers; guides say you pick one at the door.
You do not have to finish it
- Every 3 rooms give 2 Heavy Trunks, 1 Bountiful Coffer and Great Vault credit, and you may stop there. Crests from Heavy Trunks count double.
- 3 rooms on a tier unlock the next tier.
- It opens normal delves too: 3 rooms on Labyrinth tier 1 to 8 unlock the next Delve tier for this season: Labyrinth tier 7 gives Delve tier 8. In the test-realm game data, tiers 9, 10 and 11 unlock the same Delve tier, not the next; that may still change at launch.
Kindo'jan
- From tier 8 he gives Great Vault credit once a week per character.
- Three of his attacks are known: Crushing Blow (step out of the impact; an Amani Juggernaut appears), Hash'ey's Command (4 Amani Headhunters appear) and Disgraceful Display, which stacks: at 3 stacks the loa find you unworthy. The game has no journal page for him.
Help along the way
- Four Loa-Spirit Conduits: click one for a strong boon for the whole group.
- Bountiful Coffers from tier 8 hold a Heroic Soul Fragment; three make a random Hero-track piece.
- A weekly questline of six steps, one new step each week, ends in two Myth-track armour pieces of your choice.
Not known yet: whether the coffers need a Restored Coffer Key, and how room credit and Kindo'jan's credit add up. Look at the Great Vault window rather than at a guide.
Dungeons & M+
Mythic+, from your first key
Mythic+ is a normal dungeon with a Keystone: a key with a level, like +2 or +3. Higher keys are harder and give better loot, and every key you finish counts for your Great Vault.
Your first key
- Finish a Mythic 0 dungeon: the last boss gives you a key.
- Or join someone else's key: when it is done, you get one too.
- Lost yours, or never had one? Lindormi in Silvermoon City, beside the portal to The Timeways, gives you one.
- You hold one key at a time, and it starts at +2.
Join a group
- Press I, open Dungeons & Raids, then Premade Groups and Dungeons. Mythic dungeons have no queue.
- Pick a low key, +2 to +4. Groups marked Learning expect new players.
- Click Sign Up, tick your role, and wait for the leader to invite you.
Start your own group
- Same place: click Start a Group, choose the dungeon on your key, pick a playstyle (Learning is fine) and click List Group.
- Set the dungeon difficulty to Mythic before you walk in.
- Inside, whoever holds the key clicks the Font of Power near the entrance, puts the key in and presses Activate. After a 10-second countdown the timer runs.
During the run
- On +2 to +5 a death costs no time, and marked enemies show you a route. From +6 every death costs time.
- From +5 an extra rule of the week joins in. The Mythic+ Dungeons tab in the Group Finder shows which one.
- In time: your key goes up 1 to 3 levels. Too late: you still get loot, but the key drops 1 level. Either way it moves to another dungeon.
- Need to stop? Type /abandon to start a vote. Just leaving can mark you as a Keystone Deserter.
- Everyone opens the chest at the end for their own loot.
Help
- Say it in the group: 'first time in this dungeon'. On low keys most players are glad to explain.
- Ask your guild, or look in Guild Finder and Find a Community in the Guild & Communities window (J).
- Your Mythic+ Rating is on the Mythic+ Dungeons tab. Many leaders also look at the Raider.IO score.
Midnight Helper helps inside: boss tips open as you walk in, and /mh mplus shows your best run per dungeon and where a key adds the most.
Mythic+ & dungeon vault
- Mythic+ fills the Dungeons Great Vault row (separate from delve/world rows). Heroic, Mythic 0 and Timewalking dungeons count there too, at a lower reward.
- A higher key gives a higher item level in the vault. Timed or not, every finished key counts. This season it stops going up at +10.
- Your three choices use your best, 4th best and 8th best key of the week.
- Great Vault Advisor has separate M+ stat weights only for healers; tanks and damage dealers get the same weights for raid and M+.
- Midnight Helper does not replace a route addon — use MDT / notes for affix weeks.
Aggro: who is the enemy hitting?
Aggro means an enemy is attacking you. The tank wants it; a DPS or healer who pulls it often dies. The game can already warn you, but these warnings are switched off for many players. Midnight Helper changes none of them for you: type /mh aggro to see how yours are set.
- Nameplates > Aggro Display: tick Flash. An enemy's nameplate flashes when the tank loses it or when a DPS or healer pulls it.
- Display Aggro Highlight (raid frames): a red outline around whoever has aggro. Handy for healers.
- Audio Assist > Combat Audio Alerts > Say If Targeted: a voice tells you when an enemy targets you. Turn on Combat Audio Alerts first; this one is saved per specialization.
Using a nameplate addon such as Plater? Then the flash on nameplates comes from that addon, not from the game: look in its own settings.
Keystone Myth is back (12.1.5)
The achievement Midnight Keystone Myth: Season 2 returns with patch 12.1.5.
- Reach a Mythic+ rating of 3600 this season (Season 1 asked 3400).
- Reward: the title the Venomous Contender and the Timelost Saddle.
- Blizzard also tunes a few dungeons that were much easier or harder than the rest. Which ones, they did not say.
- In the test-realm game data the achievement still said "[PH]" instead of 3600. Check the number in your own Achievements window.
Raid & crests
Raid Great Vault
- Raid bosses fill the Raid vault row: 2, 4 and 6 bosses open one, two and three choices. Every difficulty counts, Raid Finder too, and so does the Lair boss.
- In Season 2 each choice comes from one difficulty higher than the one you killed the bosses on: Raid Finder gives Champion, Normal gives Hero, Heroic gives Myth, Mythic gives Myth at a higher level.
- Mixed difficulties: each choice uses the highest difficulty on which you reached that number of bosses. The vault UI shows what you have this week.
- Crests are what you spend afterwards to upgrade raid gear.
Great Vault Advisor
- Side panel next to Blizzard's Great Vault window when you pick your reward at the Great Vault in Silvermoon — not inside Midnight Helper tabs. SHIFT-J only shows a summary, so the panel does not appear there.
- Ranks vault pieces vs equipped gear using guide stat priorities (and optional Pawn).
- Toggle in minimap quick settings / Esc -> AddOns -> Midnight Helper.
- Auto vs Raid vs M+ profile for stat weights.
Kith'ix — a raid with one boss (12.1.5)
The Unbinding of Kith'ix is a raid with one boss, the C'Thraxxi general Kith'ix. Lady Liadrin fights beside you. Story, Raid Finder, Normal, Heroic and Mythic (Mythic takes 15 to 25 players).
- Entrance: under the Venomous Abyss, in The Underbelly: The Unbinding of Kith'ix (74.27, 5.91). Worked out from game data; not yet seen on screen.
Everyone
- Kill the adds before Suffocating Darkness. Whatever still lives then goes into a frenzy.
- During Suffocating Darkness, stand in Liadrin's Refulgent Bulwark. Outside it you suffocate.
- Before Extinguish, pick up Light's Embrace. It cuts the damage a lot.
- Dodge Twisted Appendage.
Healers — remove the Abyssal Grasp heal-absorb fast, or that player is dragged into the dark.
Tanks — Dark Devastation makes you take much more damage, so swap. Pull the aqir away from the boss: near him they take far less damage.
Phase 2 — Stygian Howl stuns the raid. Liadrin saves you with Last Light and gives you a burst window. From there it is a race.
Ascendant Venomstones (12.1.5)
Venomstones lift a fully upgraded piece above its normal maximum. Ten Ascendant Venomstones raise the item level of one Season 2 weapon, trinket or neck that is fully upgraded on the Hero or Myth track, or Tidal Crafted at top quality. You do it at the Catalyst in Silvermoon City, with Orin Straylight's help.
It opens over three weeks, with quests from Orin in Silvermoon:
- Week of 6 Oct — Umbral Blessings of the Catalyst: one extra Nebulous Voidcore a week.
- Week of 13 Oct — Ancient Depths, Ancient Venom: Orin starts his research.
- Week of 20 Oct — Ascending with Venomstones: the stones start to drop.
- His earlier quests (In the Catalyst's Shadow, Prismatic Potential) come first.
Where they drop — every Heroic and Mythic raid boss, Mythic+ from +10, Tier 11 Bountiful Delves, and the Champion gear chests of Nightmare Prey hunts.
- In the week of 20 Oct the crest cap goes away too.
Guides say a piece that is already Ascendant cannot go higher.
Sporefall Raid (12.0.7)
Single-boss raid in Harandar: Rotmire, a fungal giant. It is a Season 1 raid: its gear (LFR 259 / Normal 272 / Heroic 285 / Mythic 298) is lower than the same difficulty in the Season 2 raid, so you go there for the mount and the looks, not for upgrades. Mythic is flexible with 15-25 players. Pick up a Delicious Sporesnack once per week (per account) on any difficulty — combine four of them into the Luminous Sporeglider mount.
World content
Void & Rituals — one system
- Since patch 12.0.5, Ritual Sites and Void Assaults work as one system. Both move between Eversong Woods and Zul'Aman every week, and they share one currency and one renown.
- Same Field Accolades and Bazaar hub — do not grind them as unrelated farms.
- Season 2 lowered the gear you buy with Field Accolades to Adventurer and Veteran: handy for a new character, not for top gear.
- Open the combined tab for this week's active site and zone, your Field Accolades and renown, and route buttons.
Ritual Sites
- An instanced ritual for 1 to 5 players. Each week it is at one of two places: Daggerspine Point in Eversong Woods or the Broken Throne in Zul'Aman. Pick a tier and finish it for accolades, renown and loot.
- Only one site is active at a time; the addon highlights which.
- The Ritual Site pin in the SMC City Guide sets a route to this week's active site. If the addon does not know it yet, the pin opens the Void & Rituals tab.
Void Assaults
- The Void attacks Eversong Woods or Zul'Aman — one of the two each week. Clear Void Strikes; enough of them start a bigger Void Incursion. Both pay Field Accolades.
- Shares Field Accolades and the Ritual Sites renown with Ritual Sites — progress both at once.
- The Void & Rituals tab shows this week's zone, next week's zone and your weekly quest.
Prey hunts
- A Prey hunt is a tracked kill, not a dungeon. You pick up the hunt from Magister Astalor Bloodsworn in Murder Row, Silvermoon, follow it, and finish with a fight against one named target. No group finder. There is a weekly limit, though: only your first two hunts on each difficulty each week give a gear chest.
- It counts for the Great Vault. Prey feeds the same world row as delves and ritual sites, so it is a real way to fill that reward slot rather than a side attraction.
- There are three difficulty modes. Start on the lowest. A harder mode gives better gear and a better Great Vault choice. On Normal other players can help you; on Nightmare you fight alone.
- War Mode hunts are counted separately. If you do not play with War Mode on, you are not missing anything the rest of the system needs.
- The whole target list is a long-term goal, not a weekly chore. Working through it ends in a title. Doing one hunt when you feel like it is a perfectly good way to play it.
- It also opens a portal, and that is the part nobody tells you. Get into the Prey line and a portal links Astalor's Sanctum in Silvermoon directly with The Coiled Isle, which saves the long flight every single trip. Midnight Helper only offers it in route guidance once your own character can actually use it, so if you do not see it yet, keep going with Prey.
- Start here: Magister Astalor Bloodsworn (56.74, 67.30) in Murder Row, Silvermoon. Click that to set a waypoint. He is downstairs, inside the building. The portal stands beside him, and its pin in the City Guide walks you to the door first.
- And the way back, which is the half nobody writes down: Portal to Silvermoon (58.12, 48.48) on The Coiled Isle. Standing on the isle with no idea where the return portal is happens to everyone once.
- To see where you stand, type /mh prey, or open the Adventure Guide with Shift-J. Both read your own progress from the game rather than from a list we wrote down.
Midnight rares
- Weekly rare mobs with account/character loot (check each rare's rules in-game).
- Rares tab: track kills and build a route, nearest rare first. The route arrow (Midnight Helper's own, or TomTom's if you use it) then moves on to the next closest one.
- Live alert when a tracked rare is nearby (~500 yds) — toggle in settings.
Aqir Invasion (12.1.5)
An outdoor event in Eversong Woods or Zul'Aman, 10 minutes every hour. The whole zone does public tasks together, and then a boss comes.
- Six scenarios: Disrupt Aqir, Aid Defenders!, Aqir Nesting Grounds, Whack the Aqir, Aerial Assault and Reinforce Defenses. Three are fights; those get one of eight affixes.
- From Blizzard's notes: interrupt the Webweaver and kill the Voidweaver first.
- The reward track is Aqir Research Enclave, a warband reputation up to Exalted. Its people are in Silvermoon: Aqir Researchers (39.20, 80.03).
- Achievements: all six scenarios (No Hives Left Standing), ten invasions (Driving Back the Swarm), Exalted (Aqir Research Associate).
- Guides say the zone changes every week and is never the zone of that week's Void Assault. We have not seen that ourselves yet.
Showdowns: Naigtal & Val (12.0.7)
A portal in the Voidstorm (Howling Ridge), or the permanent portal in Silvermoon's Bazaar, leads to one of two Void worlds that swap every week: fungal Naigtal or frozen Val. Each offers world quests, rares, zone events and a world boss (Nexus-Captain Leth'ir / Imperator Pertinax). The Showdown weekly awards a Riftstalker's Cache and counts toward the Great Vault World row. Optional Heroic World Tier raises difficulty and rewards — pick it at the portal. Start with Riftblade Maella in Silvermoon City. In Season 2 this is catch-up content: good for alts and fresh level 90s, not for your best gear.
Ritual Sites Renown (12.0.5)
Ritual Sites have an account-wide renown track (8 ranks) in the Journeys window. Ranking up makes every site richer: healing Regeneration Orbs, then rare enemies (rank 4), buff shrines (rank 5), bigger treasures (rank 7) and rare elites (rank 8) — all dropping extra spoils. It also unlocks Silvermoon vendor goodies: void housing decor (rank 3, Rae'ana), pets (rank 6, Sergeant Vornin) and the Void-Touched Hawkstrider mount (rank 8, Sergeant Vornin). Every reward is Warband-wide, so your progress counts for the whole account. Click the glowing Loa Shrines inside a site for a 60-minute stat buff (e.g. +10% critical strike).
Coiled Isle
The Vaults of Atal'Utek — what is in there, and where
Getting started
- What it is: a 12.1 area on the Coiled Isle with its own map, and a second map underneath it, the Underbelly. It is open now — there is no season gate on it.
- How you get in: a chain of four quests — Into the Vaults of Atal'Utek, then Vaults of Atal'Utek: One Coin Too Many and Vaults of Atal'Utek: A Toxic Tour, which you are given together, then Vaults of Atal'Utek: The Altar of Corrosion. Everything below sits behind them, so do those first. A Toxic Tour is a one-time story quest, not a daily — it asks for one Patrol, one Strike, one Incursion and one Ancient Foe, so it completes itself while you do the loop described below.
What you do here
- What you actually do here — four things, and they feed each other. Temple Patrols wander the map and rotate about every ten minutes; they are the easiest thing to join and the one that is nearly always running. Temple Strikes are bigger, and they are what builds toward an incursion. Once enough Strikes are done a Temple Incursion begins, and every Incursion ends by waking an Ancient Foe — which is where the three rare elites come from: only one of them per week, on a ten-minute clock. Coins, keys, gear and reputation all come out of that loop, so if you are wondering what to do, the answer is join whatever is running.
- How do I actually find a Temple Strike? Open your map inside the Vaults and look for the event icons — a Strike is marked there like any world event, and it has no timer: it sits and waits until a group finishes it, so you can take your time walking over. A few players is enough; you do not need a premade, and other people are usually already on it. There are six, and each starts in a fixed spot — click one to set a waypoint: Cursed Depths (50.55, 15.70) · Overflowing Venom (47.36, 46.17) · Profane Pyres (47.67, 46.34) · Purifying Earth and Sky (47.26, 26.69) · Ruuk’Jar’s Clutch (39.32, 39.92) · The Underbelly (52.25, 36.27).
If the map shows no Strike, an Incursion or its Ancient Foe is probably running right now — join that instead. A new Strike appears once it is over.
- Getting around inside. The Amani Windcallers fly you between three points in the Vaults — the Amani Foothold hub, the Eastern Amani Outpost and the Northern Amani Bulwark. The flight master Eagletender Mal’Tiki stands at Amani Foothold (44.42, 62.21). You cannot fly inside the Vaults, which is exactly why they are there — the place is bigger than it looks and walking it is the slow way.
- The repeatables — one weekly and eight dailies. Purging the Vaults from Warleader Abdumati in the Amani Foothold is the weekly worth not missing. The eight dailies are Patrolling the Temple, Bounty of the Cursed, Relentless Strikes, Decisive Incursions, From Whence it Came, Essence of Malice, What's Out There? and Shoulder to Shoulder — take whichever your map offers today. Most of them ask for the activities above, so they tick themselves off while you play. Two want you in a party (What's Out There? and Shoulder to Shoulder): the people already standing next to you are enough, not a premade. And one you would never find by being here: Midnight: Vaults of Atal'Utek is a weekly meta for this place that you pick up in Silvermoon.
Coin and Soul
- Corrosive Coin is the zone's currency. The game's own words: “Spirits of the Amani within the Vaults of Atal'Utek deal exclusively in this phantasmal token.” Your balance is the number above this article.
- Corrosive Soul is not that. It is not a currency at all but an item in your bags, and it is what the Corrosive Codex asks you to offer. Guides swap the two names constantly; the game never does. If something tells you to spend Corrosive Coins at the Codex, that is the mix-up.
- Where the coins go — two places, both at Er’inye at Er'inye (51.10, 62.76). Talking to her buys Corrode Spirit, which is what feeds the Altar tree; beside her the Skull of Er’inye is a merchant with three pages of mounts, pets, ensembles and recipes, priced from 500 to 25,000 coin. The corrode price climbs every time you buy it — seen at 1,500 and then 2,000 on one visit — so read the window rather than saving up for a number.
Altar of Corrosion: the four keys
- The Altar of Corrosion is the node tree the last quest of the chain opens. Most of it unlocks as you spend, but four nodes sit behind a key you have to go and find — and all four work the same way: an item drops, you use it on one object somewhere in the Vaults, that gives a quest item, and Er’inye takes it from there.
Corroded Key → the Venom-Worn Coffer → Run of the Vaults (Glideways, or Swift Steps) · Spirit Loupe → the Feather of Tok’jara at Feather of Tok'jara (48.46, 25.80) → Spectral Winds (Spirit Walk, or Spectral Shipping) · Excising Knife → the Eye of Szarith, in a venom pool in the Underbelly → Broodmaster (+100% damage to eggs, or −75% damage from egg bursts) · Dispelling Charm → Jin’tal’s Reliquary in the Profaned Mausoleum → Spiritual Protection (ghostly allies at Curse Surges, or getting straight back up when you die outside the Vaults).
Showing a key to Er’inye does not unlock anything. She is blind, and she tells you what she feels — that is a hint about where the thing belongs. Where the keys come from — the guides now agree: the Corroded Key from Temple Strikes, the Excising Knife from a Temple Incursion, the Spirit Loupe from an Ancient Foe. The Dispelling Charm is the odd one out: it does not come from the events, but from Jin’tal in the Vault of Restless Bones, during a side questline about the Med’jai.
- Spend your first coin on the tree straight away. Its first four nodes cost nothing and unlock as you spend elsewhere, and they raise the Corrosive Coin you earn by 25, 50, 75 and finally 100 percent. The tree pays for itself, so every lap after the first one is richer — saving up is the expensive choice. And note the asymmetry that sets this zone’s pace: coin has no cap, while Corrosive Souls are rationed. Farm coin freely; do not plan an evening around souls.
The Honored Dead & the rares
- “The Honored Dead” — twelve memorials on the Vaults map, one achievement, and the clearest thing here to just go and do. In one walking order, from the top of the map downwards:
To a sister 46.79, 7.51 (46.79, 7.51) · To a shield-bearer 56.49, 22.88 (56.49, 22.88) · To a father 47.22, 28.77 (47.22, 28.77) · To a stranger 42.57, 33.18 (42.57, 33.18) (under the bridge) · To a captain 52.91, 33.90 (52.91, 33.90) · To a dream 55.62, 40.60 (55.62, 40.60) · To sons 42.84, 39.93 (42.84, 39.93) · To a lover 52.21, 45.12 (52.21, 45.12) · To Comrades 38.50, 47.66 (38.50, 47.66) · To parents 55.31, 48.45 (55.31, 48.45) · To a daughter 49.50, 56.59 (49.50, 56.59) · To Failure 45.81, 61.79 (45.81, 61.79)
- The Underbelly is the map below, entered at The Underbelly (47.30, 11.20) on the Vaults map. One rare lives down there, Szarith the Fanged at Szarith the Fanged (38.40, 17.69), and the Underbelly carries its own achievement, Soft Underbelly. Szarith alone does not finish it: guides say it also wants several named elites that only show up while the Temple Strike The Underbelly is running.
- Three rare elites on the main map — Congealed Malice, Khu'tulak and Susarikk — make up a third, Oppose the Foes. They have no fixed spot, and that is the answer rather than a gap: one of them wakes up the moment a Temple Incursion is completed, and you have about ten minutes to kill it. Only one of the three is in the rotation each week, so this achievement takes at least three weeks. You do not go hunting for them — you finish Incursions, and this week's one comes to you.
Corrosive Codex — which gift do I take first?
Twelve gifts, and you may use one of them. Every single one costs 8 Corrosive Souls, so all twelve together cost 96. Because the price is the same for all of them, your first pick is about what you need — never about what you can afford.
One thing explains the whole system
- It is a poison loop. Half the gifts get stronger against an enemy that is Poisoned, or while you yourself are poisoned.
- That is why every good pair is one gift that poisons + one gift that pays off on poison. Once you see that, the combinations stop looking random.
Which one first? Pick by your problem, not off a list
- I just want to hit harder → Ula'tek's Gift. It works on its own, with no second gift and no setup. Every guide we read names this one first.
- Groups of enemies take too long → Plague of Corrosion or Ophidian Maw.
- I keep dying in delves → Virulent Mucus swallows the big hits, Gorgoneion Gaze freezes everything around you the moment you drop below half health.
- Casters keep getting their spell off → Accursed Poison. It interrupts one cast for you.
Watch out with Mephitic Cloud. It lets affected enemies heal whatever they are attacking. In a group that works against you.
What we measured ourselves, and what we did not
- Out of the game: the price of 8, and the full text of Ula'tek's Gift. Those are ours.
- Out of guides: the order above, and how many gifts open the second slot. The game itself only says "until your offerings are sufficient" and names no number. Six sources say 8 — including Wowhead's own spell page, which puts it in a table — and one blog says 6. So 8 is very probably right; we simply have not seen it happen ourselves. You will know the moment your second slot appears.
- Ula'tek's Gift has already been tuned down once. A ranking from August is not automatically true today — which is exactly why the poison loop above is the part worth remembering.
Professions
Professions — weekly loop
- Each profession has its own Knowledge Points (KP) and its own Artisan's Moxie: Alchemy Moxie only buys Alchemy things.
- Every week, per profession: the weekly quest from your trainer in Silvermoon (from skill 25), Patron orders at the Crafting Orders table that reward Knowledge (the biggest weekly source), up to two Knowledge items from ordinary treasures in the Midnight zones, and one Thalassian Treatise (made by Inscription).
- Gatherers and Enchanters also get Knowledge items from gathering or disenchanting. Those catch up a missed week; most other weekly sources do not.
- Abundance is a separate track: a Shard of Dundun (8 a week at most) starts an Abundant Harvest, and that pays Unalloyed Abundance.
- Professions tab: unspent KP, your Shards of Dundun, and map pins for treasures and books. Where to spend KP: the Basics guide.
Getting gear crafted
- You don't need the profession yourself — another player can craft it for you through a Crafting Order.
- Crafted gear is the reliable route: no drop luck involved. It is also the only gear that can carry an Embellishment (a special effect — you can wear two at most).
- What you gather first: a Spark (2 for armour or a one-hand weapon, 4 for a two-hander) from the weekly quest in Silvermoon; crests if you want the higher version; a Missive to pick your secondary stats (Auction House); and the materials.
- The crest step matters: without crests you get the base version. Adding crests of a higher tier raises the item level it can reach — the top-tier crests give the strongest craft. Your own crest tab shows what you have.
- Then order it: talk to the Crafting Orders NPC in Silvermoon's Bazaar, pick the item, attach your spark, crests and missive, and place it as a public order or send it to a crafter you know. Add a tip so someone picks it up.
- Sparks and crests cannot be supplied by the crafter — you must own them. This is where most first orders fail.
- The crafter's skill decides the quality, so a crafter you know beats a random public order.
- Worth it when a slot refuses to drop for you, or for an Embellishment. If good drops come easily in that slot, save the crests.
Professions beginner guide
- Basics -> Professions sub-tab: step-by-step KP plan and combo suggestions.
- The Crests sub-tab is about crests: the currency you use to upgrade gear, earned from many activities — not only raids.
- Re-read after patches — numbers and caps can change.
Resetting a profession’s specializations (12.1)
- Patch 12.1 lets you undo your Midnight specialization choices — once per profession.
- Who: Theremis (45.05, 56.17), in Silvermoon’s Bazaar beside the crafting orders — click that for a waypoint. He offers one line per profession, so you can reset Blacksmithing and leave Enchanting exactly as it is.
- What comes back: every Knowledge Point you spent in that profession’s Midnight trees, yours to re-allocate as you see fit.
- What it costs: the game’s warning reads “You will lose all associated recipes”.
- Associated, not all. What goes is what those specialization choices unlocked. Recipes you learned from a trainer, a drop or a quest sit outside the trees and stay. Seen on a reset Enchanting: the recipe list was untouched and the spent Knowledge was back on the counter.
- It is once. The confirmation says ONCE in capitals, and that is per profession — there is no second attempt if the new path disappoints you.
- So decide where the points are going before you confirm. The Professions page names the tree to fill and the exact node to spend on.
- Does re-spending exactly as before return the recipes it took? The game never says so. Plan as though it will not.
In the game the Codex takes you there. Every article has a button to the right tab, map pins and routes, and a search over everything. Type /mh codex.