New to max level in WoW Midnight? Start here
The things the game never sits you down and explains: what to do first, what the numbers on your gear mean, and which of the many blinking things actually matter.
- Knowledge Points
- Delves
- New at max level
- Your week
- Currencies
- The Coiled Isle
- Mythic+
- Start Here — your Midnight week
- Warband & the Warband Bank
- Stats, without the jargon
- Starting the Midnight campaign
- A new season — what it means
- Season 2 — new terms
- When a season ends
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 Home -> This Week 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 (12.0.5)
- 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
- Most Midnight currencies are account-wide.
- 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.
- Gear looks "lower" because the new season starts on a higher scale. That is normal and expected — everyone resets together.
- Your Mythic+ rating starts fresh too — again, for everyone.
- It arrives in two steps: first the patch (zone, campaign, dungeon), then about a week later the season (raid, Mythic+, PvP).
- What to do now: follow the Start Here path, no rush.
Season 2 — new terms
- Crest — a currency to upgrade gear. Each track (Adventurer to Myth) has its own crest; you earn them from delves, dungeons and raids.
- 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 stats.
- Bountiful Delve — a delve with a guaranteed extra reward; needs a 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.
- New-season rescale (squish) — new gear starts at higher numbers, so old gear looks lower. Normal every season; everyone resets together.
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 a track or two 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.
Generated from the data inside Midnight Helper, a free World of Warcraft addon. In game the same text sits one click away, in your own language. Get it on CurseForge.
Some of this is measured in game and some comes from other guides; where we are unsure, the text says so. Something wrong? Tell us.