Fixes for October 14, 2026
All changes listed below were installed today. Some of them have not been verified in game yet: those items are marked separately, and a deployed improvement does not mean that a report has been fully verified.
New races: Mag’har Orcs, Vulpera, Zandalari Trolls, Dark Iron Dwarves and Kul Tirans
- Unlocking: Five new playable races are available: Mag’har Orcs, Vulpera and Zandalari Trolls for the Horde, Dark Iron Dwarves and Kul Tirans for the Alliance. They do not need to be recruited: a race unlocks as soon as your account has the “Level 110” achievement, that is, at least one character of any race and faction has reached level 110. Until then the race buttons on the character creation screen are grey.
- Start: A new character starts at level 20 in the embassy: Horde races next to the ambassador in Orgrimmar, Alliance races next to the ambassador in Stormwind. The character is already wearing a level 20 set and has four bags and a hearthstone. Each race has its own set of classes; Death Knights and Demon Hunters cannot be created with these races. Hunters start with their own pet (Mag’har with a wolf, Vulpera with a snake, Zandalari with a raptor, Dark Iron Dwarves with a dog, Kul Tirans with a mastiff), and Zandalari druids use troll forms. Mag’har, Vulpera and Zandalari speak Orcish (Vulpera also speak Vulpera, Zandalari speak Zandali), Dark Iron Dwarves and Kul Tirans speak Common (Dark Iron Dwarves also speak Dwarvish).
- Racial abilities: Racial abilities are in the spellbook on the race tab, and the active ability is on the action bar from the start. Some abilities are simplified: the Dark Iron Mole Machine only takes you to the Great Forge in Ironforge and only works outdoors, not from dungeons or battlegrounds; the Vulpera camp (Make Camp and Return to Camp) is invisible, and the saved location is reset when the server restarts. The Vulpera Rummage Your Bag and the Zandalari Embrace of the Loa are not available. These races have no heritage armor and no racial mounts. Still being checked.
- Race change: You can change a character’s race to one of the new races only if that race is already unlocked on your account.
- Guides: Details on each race, its classes and abilities are in the guides on the website: “Allied races: how to unlock and whom to play” (/guides/soyuznye-rasy), “Legion allied races: recruitment and heritage” (/guides/soyuznye-rasy-legion) and “New races of Azeron” (/guides/novye-rasy-azeron). A “New races” card has been added to the home page of the website.
Legion allied races
- Start at level 20: Nightborne, Highmountain Tauren, Void Elves and Lightforged Draenei now start at level 20, and the level 20 set is equipped right away instead of lying in the bags. The starting quests “For the Horde” and “For the Alliance” and the following “Stranger in a Strange Land”, which could not be accepted at level 1 before, are now available and lead to the embassy of the capital.
- Recruiting allies: The gossip option for choosing an ally with Anduin in Stormwind and Sylvanas in Orgrimmar is now available right after the quest “A Choice of Allies”, not only when recruiting the second ally, so the first ally can be chosen again; characters who got stuck at this step will see the option too. When recruiting the second ally (“A Second Ally For the Cause”), only the ally you have not recruited yet is offered. The quest “The Call for Allies” arrives on entering Dalaran if the requirements for a race of your faction are met: the story achievement and Exalted reputation with the matching faction. Still being checked.
- Heritage armor: The “Heritage of …” quest is given to an allied race character who reaches level 110 by regular leveling. It is not given to a character who was boosted to level 100, created from a level 110 template or became an allied race through a race change. The quest is offered once, at the moment of leveling up, so do not keep your quest log full when the character is close to level 110.
- Race change: You can change a race to a Legion allied race only if that race is already unlocked on your account.
Dungeon Finder bots
- Filling the group: If you wait in the Dungeon Finder queue for a normal, heroic or Timewalking dungeon for longer than a minute, the server adds bots for the missing roles. Your role and the roles of other players in the queue are not taken by bots, and if a group of real players forms during that time, no bots are needed. A group still starts only when it is full. Still being checked.
- In the dungeon: Bots keep formation and attack the tank’s target: a bot tank walks in front and attacks what you have targeted, and if you are the tank, the bots follow you. A bot tank cannot lead the group through the dungeon on its own, and bots do not know boss tactics yet. Bots leave by themselves after the run.
- Loot and rewards: Bots do not receive loot and do not take part in rolls, and they do not share experience or reputation with you: the dungeon reward goes entirely to the players.
- Where there are no bots: Bots do not serve Mythic dungeons, Mythic Keystones, raids or Raid Finder. Hardcore characters and groups with a hardcore character do not get bots: the queue works for them as before.
General changes
- Ships: A ship is longer than the distance at which the server shows creatures around a player, so the crew at the bow or stern kept disappearing and reappearing with a jerk. Now everyone on the same ship as you is always visible, at any distance along the deck. Still being checked.
- Flying vehicles: Flying vehicles controlled by a player (proto-drakes, skytalons and others) no longer stay in the hover pose: they no longer flap their wings on the ground or stand still in the air. The game itself chooses the flying or standing animation, as with regular flying mounts. Still being checked.
- Take-off: A creature that is given the ability to fly no longer falls to the ground together with its rider at that moment.
Quests and events: Icecrown
- The Skybreaker and Orgrim’s Hammer: Thassarian and Commander Justin Bartlett no longer hand out all quests at once: the following quests on the Skybreaker open after the previous ones are turned in, like those of the Horde on Orgrim’s Hammer; Bartlett’s first quest “The Broken Front” opens after turning in “The Skybreaker”. The daily quest “That’s Abominable!” is now offered to Alliance characters. For the Horde, “Takes One to Know One” opens after “The Broken Front”, and other gaps in Horde chains have been fixed as well.
- The valley at the Argent Vanguard: Events in the valley now go in chapters as you progress through the quests: before “A Cold Front Approaches” you see the webbed crusaders and nerubians, then the cannons and the attacking Scourge, and after turning in “The Last Line Of Defense” the bodies of the fallen and the participants of the next quests. Nerubians no longer spawn endlessly, and the bodies of freed crusaders disappear after a few seconds. “It Could Kill Us All” from Engineer Spitzpatrick is available together with the other quests of the chapter. The quest “The Battle For Crusaders’ Pinnacle” cannot be completed yet, so the third chapter is not enabled at Crusaders’ Pinnacle for now. Still being checked.
- A Cold Front Approaches: The quest is completed when you come within a few steps of Siegemaster Fezzik, instead of right next to him as before.
- The Last Line Of Defense: The shot and the bomb of the Argent Vanguard cannon fly to the chosen point and damage enemies around it, and each shot charges the cannon a little for the next bomb. Still being checked.
- Into The Wild Green Yonder: All captive crusaders are visible in the fields, and the Scourge no longer kills them before you arrive; the crusader on your drake stays visible at the Vanguard camp where you drop him off. The skytalon no longer sinks into the ground (see “Flying vehicles”). Still being checked.
- It’s All Fun and Games: Until “If He Cannot Be Turned” is turned in, the Shadow Vault is held by the Scourge together with Baron Sliver, to whom “It’s All Fun and Games” is turned in, and after that the Ebon Blade camp appears; creatures and objects for the following quests, including “Free Your Mind”, are now visible. Still being checked.
- Sergeant Kregga: Sergeant Kregga has been moved from the bottom of the Naz’anak pit back up to its edge, and talking to him opens his quest list right away. In “Establishing Superiority” the lumbering hulks are now hostile and can be attacked.
- Up To The Challenge: This quest does not require fighting: Aspirant’s Seals are awarded for the aspirant daily quests at the Argent Tournament Grounds. The city champions are no longer shown as hostile with a red name: a champion becomes an enemy only when a participant with the quest “Among the Champions” challenges him to a duel.
- A Short Fuse: After accepting the quest at the saronite bomb stack, the bombs explode and your character is thrown into the pit; during the fall the character is protected from falling damage. The quest is turned in at the bottom of the pit. Still being checked.
- Honor Challenge: After the Challenge Flag, a Mjordin Combatant issues a challenge, places a duel flag and starts the fight; a victory over the challenged combatant counts. The flag only works on Mjordin Combatants. Still being checked.
- An Undead’s Best Friend: A hungry hound runs to the meat thrown next to it, eats it and falls asleep for a short time, and the feeding counts for the one who threw the meat in shadow form. Extra pieces of meat at the quarry have been removed. Still being checked.
- Seeds of Chaos: On the way back the skeletal gryphon descends, lands next to the quest giver and drops you off on the ground instead of from a height. Still being checked.
- The Bone Witch: High Thane Balargarde and Possessed Iskalder no longer stand in the Bone Witch’s cave all the time. Iskalder arrives when you light the Battlescar signal fire in one of the later quests of the chain.
- Deep in the Bowels of The Underhalls: The extra Dr. Terrible next to Apprentice Osterkilgr has been removed: he arrives as the last wave in the next quest.
- The Sum is Greater than the Parts: The waves and Dr. Terrible go straight to Nergeld instead of climbing to the upper level. Nergeld no longer wanders while nobody is riding him, and Dr. Terrible attacks Nergeld instead of his rider. Still being checked.
- The Art of Being a Water Terror: The buttons on the Water Terror’s action bar work again (it uses energy instead of mana), and the order of the buttons has changed slightly. Vrykul kills count when the enemy is finished off by the Water Terror under your control. Still being checked.
- The Story Thus Far...: The conversation with Lord-Commander Arete is now fully translated, and the quest is completed after the last gossip option.
- Blood in the Water: The bodies of the ravenous sharks stay in place instead of sinking to the bottom, and there are no more giant sharks.
- You’ll Need a Gryphon: The Scarlet Onslaught gryphon has its flight ability back and flies much faster.
- Destroying the Altars: The Chief Summoner’s staff only hits the four summoning altars, and each altar counts for the one who used the staff and bursts into flames with an explosion. Come close to the altar. Still being checked.
- Killing Two Scourge With One Skeleton: A freed Burning Skeleton follows you; next to a Chained Abomination it bursts into flames, explodes and destroys it, counting one of three for you. You need to burn the chained abominations at the pillars in the lower part of the laboratory; the hulking horrors are not part of the quest. Still being checked.
- The Vile Hold: While you control the Lithe Stalker, the undead of the hold are neutral to you, and after you leave the stalker the attitude returns to normal. This only works in Icecrown. Still being checked.
- The Flesh Giant Champion: Margrave Dhakar, four Ebon Blade veterans and Crusader Olakin Sainrith are back in their places. After talking to Dhakar the Lich King appears, Morbidus becomes hostile and the allies join the fight; defeating him completes the quest. Still being checked.
Quests and events: Storm Peaks
- Cold Hearted: Chains from different captive proto-drakes on the same ice anchor now hold at the same time, and the chain anchor points no longer fall off the pillars. When you mount, the free proto-drake no longer falls to the ground together with you, and the hostage hand-over near Brijana only triggers near the ground: the drake flies all the way to the drop-off point in the village. The Sons of Hodir throw their ice projectiles again. For the drake’s behavior in flight, see “Flying vehicles”. Still being checked.
Quests and events: Howling Fjord
- Operation: Skornful Wrath: The Westguard Command Insignia is no longer taken away when you turn in the quest. Captain Adams in the Westguard camp now has the gossip option “Captain, I lost my insignia!”: he gives a new insignia if you no longer have one and the chain is not finished yet.
- Preying Upon the Weak: The spring trap no longer kills the player when opened: the effect only works on the trapped animal.
- We Call Him Steelfeather: After you use the Feathered Charm, Steelfeather flies to the hippogryph hatchlings’ nest and the quest objective is completed; then the bird returns to its place. If someone else uses the charm at the same time, wait until the flight is over. Still being checked.
Quests and events: The Lost Isles
- Don’t Go Into the Light!: The second Doc Zapnozzle standing in the same spot has been removed: the quest is given by the Doc from the awakening episode, and the permanent Doc appears when only the turn-in is left or if the summoned Doc left before you accepted the quest. If the Doc is not there, log in again and the awakening episode will start over. Still being checked.
Quests and events: Dustwallow Marsh
- Extra copies of creatures: Extra copies of creatures standing right next to identical creatures have been removed across the zone.
Dungeons
- The Nexus: Berinand’s Research for the quest “Have They No Shame?” no longer opens empty: while the quest is taken, the tome always drops, in normal and heroic mode and in Timewalking.
- Quest items from chests: Quest items from chests and veins in the Deadmines, Shadowfang Keep, the Scarlet Monastery, Zul’Aman and Utgarde Keep now always drop while the quest is taken, in normal and heroic mode.
Broken Isles
- Illidan’s memories: The quests “Awakenings”, “An Unclear Path” and “In My Father’s House” are done at the places marked on the map: come right up to the point, press the special button that appears on the action bar, and the objective is completed after the vision. The button now works at all three places, and an extra menu option has been removed from the Light’s Heart. “Destiny Unfulfilled” and “Ravencrest’s Legacy” cannot be completed yet: these large episodes with fights are being made separately. Still being checked.
Other quests
- Dalaran: Skybreaker Kluem and Officer Van Rossem no longer show the gossip option for the flight to the ship twice, and it is shown according to the progress of the quest “Preparations for War”; the flight itself is not implemented yet. Hira Snowdawn’s menu is now translated and the empty vendor option has been removed. Archmage Ohodo no longer walks under the floor of Dalaran.
This post on the forum: https://azeron.org/forum/fixes/14-oktiabria-novye-rasy-boty-dlia-podzemelii-ledianaia-korona-wy1t2