An AzerothCore module for WotLK 3.3.5a
Every character can learn every spell and every talent from every class. Buy them with Essence, or let the server roll for you in Wildcard mode.
Overview · Features · Archetypes · Wildcard rolls · Challenge runs · Hero line · Elemental variants · Commands · Install · Configuration · Uninstall
I build these as free, open source AzerothCore modules, and they stay free. If this one is useful to you, you can support the work:
Caution
A total server overhaul, and experimental. It replaces the class system and rebuilds progression, resources, stats, gear and quest access around it. Build a realm around it; do not add it to one you care about.
- Every player must run the client patch. Without it the game is broken for them.
- Back up your world and characters databases before the first start. Install is reversible.
- Close World of Warcraft before running the client patcher, or it cannot clear the client cache.
There are no classes. Character creation offers a race and nothing else, and every character is a Hero. Race keeps its racial traits. Every ability and talent is earned in game and can come from any class.
There are two paths, chosen once per character (or forced realm-wide by config). A character keeps its path for good, through Rebirth and challenge runs:
| Classless (free pick) | Wildcard (rolled) | |
|---|---|---|
| How you gain power | Spend Ability Essence (AE) and Talent Essence (TE) | The server rolls abilities and talents for you |
| Level 1 | 3 AE to spend | 4 random abilities |
| Levelling | +1 AE per level from 4, +1 TE per level from 10 | One roll per level from 10, alternating ability / talent |
| Cost | Abilities 1 / 2 / 3 / 5 / 8 AE by rarity, talents 1 TE a rank | Free, weighted by rarity |
| Changing your mind | Unlearn for a refund, or .classless respec for free |
Rerolls, Reroll Scrolls, ability locks |
Both paths share the same resources, stats, gear, NPC and addon.
Character creation. Pick a race. Every character gets all armour and weapons,
every resource, and any spell in the game.
The Hero Advancement panel. Browse every class's abilities and talent trees,
with your build on the right. Lock or reroll anything you own from the same window.
A Wildcard roll. Keep it, or spend a reroll.
Primary stats. Spend points freely and reallocate for free.
- Classless. Buy abilities by rarity and talents a rank at a time. Prerequisites apply and each talent tier opens at its level, with no points-in-tree requirement. Unlearning refunds the essence. Owned spells rank up as you level.
- Wildcard. Rarity-weighted rolls, ability locks, and synergy rolls that favour classes you already own. See Wildcard rolls.
- Rerolls. Free below level 10. From level 10, each level grants 3 reroll charges for abilities and talents. Anything you own can be rerolled from My Build. Reroll Scrolls add more. The NPC and the panel's Buy Scroll button sell them from level 10, at a price that rises with level.
- Archetypes. Twenty Classless build templates from 1 to 80. Following one replaces your build, then buys each ability and talent rank with your essence as it unlocks. Stop any time and keep what was bought. Each fuses two classes around one or two elements, with three or more Hero line abilities and talents from more than one tree. Make, save and share your own with My Builds. See Archetypes and My Builds.
- Rebirth. At the level cap, start over at level 1 with a permanent rank that stacks.
- Kept: your path, gold, bags, bank, reputation, riding, flight paths, and the heirloom abilities you choose to carry (usable from level 1, one more per rank).
- Reset: your build and stat allocation. Worn gear goes into your bags, and anything that does not fit is mailed to you.
- Your choice: before confirming you are asked whether to wipe your quest progress (quest log, completed quests and explored map) so every quest pays XP again, or keep it.
- Per rank: +100% kill and dungeon XP for the first, +50% per rank after (max +300%); +3% to every primary stat (max +15%), which the Stats panel shows beside each stat; starting essence on the Classless path; a title (the Reborn, the Twice Reborn, the Thrice Reborn, the Many-Lived, the Eternal).
- The gold price rises with rank. Start one from the panel's Rebirth button.
- Challenge runs. A life under one rule with limited lives. See Challenge runs.
- Talents are in the Hero Advancement panel at the rank you own, and in your spellbook. On the Classless path they cost Talent Essence, not talent points. The stock Talents window shows a tamed beast's pet talents.
- Talents that teach a spell (Pyroblast, Mortal Strike, Mangle and so on) are in the Abilities list instead, with every rank, at the level their tier opens. Owning one counts for that talent's prerequisites.
- General talents reach every class. A talent that improves all of its class's abilities of
one kind improves every ability of that kind, from any class: Fire Power every Fire spell,
Impale every melee strike, Spiritual Healing every direct Holy heal, Benediction every instant
mana spell. A talent that names particular spells, such as Improved Fireball, improves only
those. The list is
cw_talent_reach, written bydata/sql/generators/gen_talent_reach.py, which also writestalent_reach_report.txtlisting each widened talent and what it reaches. - Prerequisites come with the ability. Cat Form brings Claw and Prowl, Charge brings Battle Stance, Kill Command brings a pet, Soul Shard spells bring Drain Soul. These are free, do not use a roll, and leave when nothing you own needs them.
- No class tools. Totem spells need no totem. Reagents are still needed. Runeforging still needs a runeforge.
- Class passives come with their abilities. Death Knight spells crit for double, Deep Freeze damages stun-immune targets, Flame Shock and Immolate can crit over time, and Chaos Bolt goes through absorbs.
- Everything works together. Any relic equips, shields work, Overpower, Revenge, Riposte and Counterattack all fire, feral attack power works in Cat and Bear form, and pets inherit your hit and expertise. Overpower opens for 5 seconds when your target dodges and uses no combo points, so a rogue or cat build's points are never lit up by it or spent on it. Item and set bonuses that pick their effect by class (Eye of Gruul, Soul Preserver, Flask of the North, the T3 six-piece bonuses) treat a Hero as every class.
- Tooltips count your talents. Cost, cooldown, cast time, range, duration and values show what your build gives, including talents from other classes, and talent-reduced costs can be paid. Action buttons light up only when you can pay the cost the server will charge.
- Summons leave with their spell. Reroll Summon Imp away and the imp is dismissed. Reroll Tame Beast away and the beast is stabled; roll it again and the same beast returns. A tamed beast's pet talents open from the stock Talents button.
- The Hero line. 33 abilities that belong to no class, and a 23-talent Hero tree. See The Hero line.
- Elemental variants. 27 weapon attacks in seven elements. See Elemental variants.
- Mana, rage and energy on every Hero. Each spell uses its own resource. One shows on the main bar; the addon draws mini-bars for the rest.
- Runes and runic power for every Hero while Death Knight abilities are enabled (the default).
- Primary stat allocation. Points to spend across STR, AGI, STA, INT and SPI, reallocated free at any time.
- Stats work for any build. Agility gives melee and ranged attack power, and Intellect gives spell power.
-
Every proficiency at level 1. All armour, all weapons, dual wield and Parry, with Shoot and Throw. Weapon skills level by use. Auto Shot is taught while a bow, gun or crossbow is equipped and taken back when it comes off, because the client switches any character that knows Auto Shot into hunter mode on Attack. Disable Auto Shot in the panel's Settings keeps it off whatever is equipped; Shoot still fires a bow.
-
Armor weight. Any Hero may wear any armor, and each type is a trade. Each piece worn in the eight armor slots counts toward its type, so a mixed set gets a share of each. A full set:
Armor Effect Plate Casting 25% slower, attacks 8% slower Mail Casting 12% slower, attacks 4% slower Leather Attacks 4% faster, dodge 4% higher, casting 5% slower Cloth Spell critical strike chance 4% higher, mana regeneration 10% faster One Armor Weight aura on the buff bar stands for all of it; with the addon, hovering it shows each type worn with its pieces of 8, every effect as what you have now beside what a full set gives, and everything added together. It cannot be cancelled or dispelled. The numbers live in the auras' own spell rows (
ARMOR_WEIGHTSingen_forged_spells.py), and each can be set in the conf (ArmorWeight.Plate.CastSpeedand so on).ArmorWeight.Enable = 0turns it off. -
Every item for every Hero. Class armour sets, all 353 glyphs, rogue poisons, soul bags, quivers and relics. Sons of Hodir satchels give a random armour type.
-
Starter kit. A neutral outfit, a bag, a spread of basic weapons (dagger, one- and two-hand swords and maces, an axe, a staff, a bow, a gun and throwing axes) with ammunition, a shield, and food and water.
-
Classless item catalogue. 262 items with stat mixes no class had: intellect guns, strength staves, plate caster sets, spellpower shields, hybrid rings and more, levels 1 to 80. Armour and shield block match stock items of the same level. Sold by the NPC in level brackets and dropped by any mob near its level.
-
Hero heirlooms. 23 items that scale from 1 to 80. Sold cheaply, and dropped by rares and world bosses.
These are never rolled or bought. Every Hero receives them at these levels:
| Level | Riding | Runeforging |
|---|---|---|
| 20 | Apprentice Riding | |
| 40 | Journeyman Riding | |
| 55 | Runeforging, Rune of Razorice, Rune of Cinderglacier | |
| 57 | Rune of Spellshattering, Rune of Spellbreaking | |
| 60 | Expert Riding | Rune of Lichbane |
| 63 | Rune of Swordshattering, Rune of Swordbreaking | |
| 68 | Cold Weather Flying | |
| 70 | Artisan Riding | Rune of the Fallen Crusader |
| 72 | Rune of the Stoneskin Gargoyle, Rune of the Nerubian Carapace |
Vendor, drop, reputation and quest mounts and companion pets work as normal. The five class mounts (Warhorse, Charger, Felsteed, Dreadsteed, Acherus Deathcharger) are abilities, rolled or bought at levels 20, 40 and 55.
Every class quest chain is open to every Hero. A reward that would teach a class ability gives nothing for that part; items, XP, gold and reputation are paid as normal.
- Hero Advancement NPC. In every capital, Dalaran and Shattrath. Advancement menu, gear vendor and Reroll Scrolls.
- ClasslessWildcard addon. The Hero Advancement panel (
Nby default), Wildcard roll UI, resource mini-bars, a first-login intro and path wizard (/cw introreplays the intro), and a Hero Guide in sections that quotes the realm's own numbers, armor weights included. Everything it does is also a chat command.
- On a core without AzerothCore's
CLASS_CONTEXT_WAND_SCHOOL, a wand fires as Physical rather than its own school, so armor reduces it and school resistances do not. The module uses the context as soon as the core has it; the worldserver log says at startup which applies. - Other UI addons are not supported. Anything that reads class, spellbook, talent frames or power type may display wrongly or throw errors.
An archetype is a build bought for you as you level. Classless only. Open it from the panel's
Archetypes button, which has two pages: Starter Builds (the realm's twenty) and
My Builds (your own). /cw builds opens My Builds.
Each fuses two classes around one or two elements. The elemental strikes (Fiery Heroic Strike, Shadow Claw, Holy Aimed Shot and the rest) carry the element, and the second class brings spells of the same school.
They follow the same rule as a build of your own: every ability and every talent rank is an entry with its own level, affordable at that level. Copy to My Builds opens one in the editor with every level as the archetype sets it.
| Archetype | Classes | Elements | Plays as |
|---|---|---|---|
| Cinderblade | Warrior, Mage | Fire | Fiery strikes and cleaves with fireballs between swings |
| Frostfire Duelist | Rogue, Mage | Fire, Frost | Burning and frozen blades, Antipode Blast for both at once |
| Ashen Reaver | Warrior, Warlock | Fire, Shadow | Burning and shadowed strikes, curses, soul fire and a flame turret |
| Plaguebringer | Rogue, Warlock | Poison, Shadow | Envenomed blades, corruption and agony, a venom beetle |
| Dawnstrider | Hunter, Paladin | Holy, Arcane | Hallowed and arcane shots, seals and judgements up close |
| Voidclaw | Druid, Priest | Shadow | A shadow cat with shadow words and a shadowfiend |
| Twilight Knight | Warrior, Priest | Holy, Shadow | Holy and shadowed strikes behind a shield of faith |
| Spellbow | Hunter, Mage | Arcane, Frost | Arcane and frozen shots, traps, blink and ice lances |
| Juggernaut | Druid, Warrior | Earth | An earthen bear tank with warrior shouts and thunder |
| Thunder Crusader | Paladin, Shaman | Holy, Earth | Seals on a windfury blade, shocks, consecration and totems |
| Wintertrap Ranger | Hunter, Shaman | Frost | Frozen shots and traps, frost brand and earthbind |
| Venom Prowler | Druid, Rogue | Poison, Earth | An envenomed cat with rogue poisons |
| Inquisitor | Paladin, Rogue | Holy | Hallowed blades, seals and a divine shield |
| Starfire Sage | Druid, Mage | Arcane, Fire | Moonfire, starfire, fireballs and Antipode Blast |
| Gravecaller | Priest, Warlock | Shadow, Poison | Shields and heals for friends, plague and drains for foes |
| Menagerie | Hunter, Warlock | Fire, Shadow | A beast, demons, an infernal, a beetle, snakes and a turret |
| Pyromaniac | Mage, Warlock | Fire | Everything burns |
| Con Artist | Rogue, Priest | Shadow | Pick pockets, soothe, control minds, and a shadowed blade if talk fails |
| Skinchanger | Druid, Shaman | Earth, Frost | Wolf, bear, cat and flight form, healing between the changes |
| Polymath | Every class | A signature from every class, tied together by Jack of All Trades |
- Follow replaces your build: what you own is refunded and reset, then the build's abilities and talent ranks are bought with your essence as each one unlocks. Stop ends it and you keep everything bought so far.
- Abilities are bought strictly in the order listed, and so are talent ranks. An entry that is waiting (for its level, or for essence) holds up everything after it in its list.
- An ability you already own is passed over at no cost. That includes abilities that come free with another entry: a form's kit (Battle Stance brings Charge, Defensive Stance brings Taunt, Bear Form brings Maul and Demoralizing Roar, Tame Beast brings Call Pet), the form an ability needs (Maul brings Bear Form), a talent's ability, and your heirlooms.
- Build on any archetype lists every ability and talent with the level it is bought at on your character. A starter build's list has Copy to My Builds, which opens it in the editor.
| Button | What it does |
|---|---|
| Save my build | Your current abilities and talents as a new build, abilities in the order they unlock |
| New | An empty build |
| Import | Paste a build code. It opens in the editor (/cw import does the same) |
| Edit, Share, Delete | On each saved build |
| Follow | Follow the saved build, as above |
Saved builds are stored by the addon on your computer and shared by every character on the account. The list scrolls when it outgrows the window.
A build is edited in the panel's My Build column. While the editor is open, the Abilities and Talents lists show every level and become the picker:
- Click an ability to add it, or a talent to add one rank. Right-click takes an ability out, or a talent down one rank. Nothing is bought. Rows in the build are tinted and ticked.
- Each row in the editor shows the level it is bought at, and that level belongs to the
row alone: changing one row never moves another. Change it three ways:
- Click the level and type one. Enter or clicking away keeps it, Escape keeps the old one.
- Mouse wheel over the level, one level a notch. The row stays put while the wheel turns and moves to its place in the list when the wheel stops.
- Arrows, one level sooner or later.
- The earliest level for an entry is the level it becomes available at (an ability's unlock, a talent's tier), and the build must have the essence for it there: what a Hero has earned by that level covers it and every entry set at or before it. An entry set sooner stops at the earliest level that is true. A new entry goes in at the earliest such level, and one the essence never reaches by the level cap is refused. A level later than the earliest holds it back (shown in gold).
- Each talent rank is a row of its own with its own level: Improved Heroic Strike 1/3 at 10, 2/3 at 12, 3/3 at 15. A rank comes no sooner than the rank before it and no later than the rank after it. Click a talent in the list for the next rank; right-click takes the highest rank out, and a row's minus button takes out that rank and the ones above it.
- A build saved before entries had their own levels is set, the first time it is opened, to the levels it was bought at, with each talent split into a row per rank.
- Rows marked free come with another entry in the build and cost no essence.
- The minus button takes a row out. Rows with a problem are marked in red and say why in their tooltip. Fix order appears when order can fix it: abilities in unlock order, each talent after the talent it needs, ranks capped and repeats dropped.
- The bottom of the editor shows the Ability and Talent Essence the build spends against what a Hero earns by the level cap, and whether it fits. Save is enabled once it does. A build must fit a Hero with no Rebirth bonus, so it works for anyone it is shared with. The levels in the rows are for your own character, Rebirth essence and heirlooms included.
- A build holds up to 200 abilities and 200 talents, with a name of up to 32 characters and a description of up to 120.
- Close or Escape leaves the editor. With unsaved changes it asks first.
A build travels as a code starting CWA1:. Share shows it selected, ready for Ctrl+C, to
paste in chat, a forum or a message. Send to party sends it to your party or raid: members
with the addon are asked whether to view it, and it opens in their editor. A code carries the
levels the build holds entries back to.
From level 10 you get one roll a level: an ability on even levels, a talent on odd ones.
.wildcard status shows your reroll charges, synergy chance and reroll cooldowns.
- Rolls only add. Each roll grants one thing you do not already own. Nothing is ever replaced.
- What can roll. Any ability you do not own whose learn level you have reached, weighted by rarity. If nothing is available at your level, the lowest-level remaining entries are used.
- Synergy. A synergy roll only offers entries sharing a class with something you own. The chance is 10%, plus 10 points per pity. Pity rises with each reroll and resets on a synergy roll or Rebirth.
- Reroll cooldowns. A rerolled pick cannot come back for the next 24 rolls. If everything is owned or on cooldown, the cooldowns are released.
- Locks. Below level 10, a padlocked ability is skipped by the starting hand's "Roll
Abilities" button and cannot be rerolled. Set padlocks from the starting hand, My Build, the NPC
or
.wildcard lock. They clear at level 10. - Talent ranks. A talent roll also rolls its rank, and a fresh talent can land at any rank up to its top one. Higher ranks are rarer, weighted 100 / 75 / 50 / 25 / 10 for ranks 1 to 5.
- Deepening a talent. When rerolling a talent you can stake Reroll Scrolls to keep it and raise its rank instead. Each scroll adds 20% (five is certain). On a win the new rank can jump more than one; on a loss the scrolls are spent and the talent is rerolled as normal.
Rarity sets roll odds, Classless price and colour. It comes from the strongest of:
| Signal | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| Cooldown | 30 s | 60 s | 3 min | 10 min |
| Talent row | 2 | 4 | 6 | 8 |
| Learn level | 25 | 50 |
Roughly 53% of abilities are common, 14% uncommon, 16% rare, 10% epic and 7% legendary. Fireball, Backstab, Kick and Polymorph are common; Divine Shield, Ice Block, Mortal Strike and Bloodlust are epic; Lay on Hands, Rebirth and the 41-point talents are legendary.
A run is one life under one rule, on the character's own path. Challenge runs start before level 2
(ModeChoiceDeadline).
- Lives. Each death costs one. Battlegrounds, arenas and duels are free. At zero, the run ends and you keep everything.
- Finish by reaching the level cap with a life left. Finishing grants the challenge's title and reward ability. Its gold is paid on the first finish only.
- Flawless. Finish without losing a life (on unlimited runs, without dying) for the title the Unbroken and a third more shards.
- Shards. Paid whenever a run ends: one per level, two per level past 60. 30 shards buy an extra life for your next run. You can hold one at a time.
- Tracker. While a run is live, a small frame at the top of the screen shows the challenge,
your lives, and what the rule is counting: Hourglass's level clock as a draining bar, whether
Pursued's hunter is on you, your nemeses (named on hover), and Berserker's health band. Drag it
to move it, click it for the challenge page. Hide or show it under Settings or with
/cw tracker.
| Challenge | Lives | Rule | Gold | Title | Reward |
|---|---|---|---|---|---|
| Nemesis | Unlimited | The creature that kills you takes the XP in your bar, gains five levels, becomes elite and grows larger with every death. It keeps the mark when it respawns and shows on your minimap. Kill it to get the XP back and take its head. Finish at level 80 with five heads, each from a different kind. Deaths in dungeons and raids, and to elites and bosses, make no nemesis. | 500 | the Nemesis | Mark of the Nemesis |
| Elite World | 5 | Enemies have triple health and double damage. | 750 | Bane of Giants | Giantsbane |
| Legion | 4 | Each enemy you engage calls two more. | 650 | the Legionbreaker | One Against Many |
| Pursued | 3 | Every 15 to 30 minutes, a hunter two levels above you tracks you until one of you dies. | 600 | the Hunted | Turnabout |
| Hourglass | 3 | Level up in time or lose a life: 20 min below 20, 30 min to 60, 45 min after. | 500 | the Swift | Rewind |
| Glass | 3 | Half health, a third more damage. | 400 | the Unshattered | Shatterpoint |
| Spiteful | 3 | Enemies reflect a fifth of your damage. | 450 | the Scarred | Spite Mirror |
| Bloodpact | 3 | Healing halved; every hit heals you for 15% of its damage. | 450 | the Bloodthirsty | Sanguine Pact |
| Berserker | 3 | Below 35% health: double damage, and your hits clear slows. Above 75%: 30% less damage. | 450 | the Berserker | Brink |
| Ironman | 3 | White and grey gear only. | 500 | the Ironclad | Ironbound |
| Big Game Hunter | 3 | Normal enemies give no XP. Elites and bosses give full XP, quests give double. | 400 | the Big Game Hunter | Trophy Hunt |
| Dealt Hand | Unlimited | Wildcard only. No rerolls, starting hand included: you play every ability and talent dealt. | 500 | the Fated | Loaded Die |
| Hardcore | 1 | One death ends the run. | 1000 | the Deathless | Last Breath |
Granted as heirlooms: usable from level 1, kept through every Rebirth, never rerolled. They cannot be rolled or bought.
| Ability | What it does |
|---|---|
| Mark of the Nemesis | Marked enemy takes 15% more damage from you. If it dies marked, you regain 20% health and mana and the mark jumps to the nearest enemy. |
| Giantsbane | 120% weapon strike, +1% per 1% of max health the target has over you, up to double. |
| One Against Many | 10 sec: 5% more damage dealt and 5% less taken per enemy within 10 yards, up to five. |
| Turnabout | 8 sec: when the next enemy hits you, you appear behind it and stun it for 4 sec. It takes 50% more damage from you while stunned. |
| Rewind | After 6 sec, or on cancel, return to where you stood with the health, mana, rage and energy you had. |
| Shatterpoint | Spend 30% of current health. The ice shard adds three times that, and shatters into enemies within 8 yards for half. |
| Spite Mirror | 6 sec: a third of damage taken is returned as Shadow damage. |
| Sanguine Pact | 10 sec: hits heal you for 30% of their damage. Overhealing becomes a shield up to 20% of max health. |
| Brink | 8 sec: you cannot die, and deal 2% more damage per 1% missing health, up to double. |
| Ironbound | 10 sec: armour equal to half your max health, and stun immunity. |
| Trophy Hunt | Mark an elite, rare or boss. If it dies marked: 5% more damage and healing for 5 min, stacks three times. |
| Loaded Die | Instant Holy damage for each point a 20-sided die shows. A 1 is thrown again, once; a 20 resets the cooldown. |
| Last Breath | Passive. Once every 5 min a killing blow leaves you at 1 health, and for 6 sec your hits heal you for their full damage. |
Thirty-three abilities that belong to no class, in their own Hero spellbook tab. Bought, rolled and ranked like any other ability.
| Ability | What it does |
|---|---|
| Makeshift Strike | Weapon strike that returns a little mana and rage |
| Second Nature | Restores a percentage of your mana, rage and energy |
| Reclaimed Sentry | A turret that fires on nearby enemies and strips armour |
| Venom Beetle | A pet that learns more poisons as you level. It has a pet bar and stays through logout |
| Cairn, Waystone, Signal Fire, Rally Point | Placed markers that help allies or hurt enemies near them |
| Quickening | Spends all your rage and energy for attack and casting speed |
| Repertoire | Rewards using a different ability each time |
| Wildcard Surge | Arcane damage that grows with your Epic and Legendary abilities |
| Antipode Blast | Fire and Frost in one cast, with a burn |
| Hurl, Wide Arc, Crossdraw, Ricochet Shot | A throw, a sweep, a spell-then-strike combo, and a bouncing shot |
Twenty-three talents in four columns. Highlights:
| Talent | Effect |
|---|---|
| Two Schools | More damage when you hit in a different school from your last hit |
| Jack of All Trades | More damage and healing for every three classes you own an ability from |
| Improvised Arsenal | Makeshift Strike lowers Hurl's cooldown |
| Field Repairs | Second Nature and Adrenaline break snares and roots |
| Last Reserve | Ward Off refunds part of its cooldown when its shield is fully absorbed |
| Opportunist | Fistful of Grit, Vertigo and Sinkhole give energy per enemy caught |
| Weave | Every few Hero abilities you cast, one is free |
| Field Study | Emberfeed refunds part of its cost against a target bleeding from Bleed Over |
| Venom Handler | Your beetle's poison spreads from enemies that die with it |
| Medicinal Venom | Your beetle heals the most hurt party member |
| Broad Strokes | Overflow's spill always reaches you |
| Overclocked | Reclaimed Sentry fires twice as often |
| Ricochet Chamber | Ricochet Shot bounces again |
The other ten improve placed markers (Scavenger's Eye, Wider Net, Quick Deploy), reach and area (Long Reach, Wide Swing), costs and cooldowns (Thrift, Overdraw), Hero ability crits (Sharpened), Repertoire (Encore) and Quickening (Adrenal Surge).
Twenty-seven weapon attacks come in seven elemental forms each. A variant keeps its base's cost, cooldown, combo points and ranks, and deals its damage as the element: armour does not reduce it, resistance does, and bonuses to that school apply. It keeps 85% of the weapon damage (75% for Holy) and adds an effect:
Fire, Poison, Arcane and Holy scale with spell power as well as attack power. On an attack with a duration of its own, the effect lasts as long as the attack's. Overpower, Maim and Mangle, plus the Shadow and Poison forms of Mortal Strike and Aimed Shot, get an extra hit of their element instead of its effect.
Attacks with variants: Sinister Strike, Backstab, Ambush, Hemorrhage, Heroic Strike, Cleave, Whirlwind, Overpower, Mortal Strike, Devastate, Raptor Strike, Multi-Shot, Aimed Shot, Kill Shot, Claw, Shred, Ravage, Maul, Maim, Swipe (Cat), Mangle (Cat), Mangle (Bear), Fan of Knives, and with Death Knight abilities enabled, Blood Strike, Plague Strike, Obliterate and Death Strike.
Variants are one rarity above their base, roll less often, and file under the base attack's spellbook tab. You can own a base attack and its variants together.
| Command | What it does |
|---|---|
.classless status |
Path, how many abilities and talents you own, essence, reroll charges, cooldowns |
.classless mode classless|wildcard |
Choose your path, at level 1 |
.classless learn <spellId> |
Buy an ability |
.classless unlearn <spellId> |
Drop an ability for a refund |
.classless talent <talentId> |
Buy the next rank of a talent |
.classless respec |
Unlearn everything except heirlooms, free, full refund |
.classless stats |
Show stat allocation and remaining points |
.classless stat str|agi|sta|int|spi <points> |
Allocate stat points |
.classless bar mana|rage|energy|default |
Choose which resource the main bar shows |
.classless archetypes |
List archetypes and their IDs |
.classless archetype <id> |
Follow an archetype. 0 stops |
.classless rebirth [ability IDs] confirm |
Rebirth at the level cap, carrying the listed heirloom abilities |
.classless challenges |
List challenge runs |
.classless run <id> |
Start a challenge run, after choosing a path and before level 2 |
learn, unlearn, talent, respec, archetypes and archetype are for the Classless path.
| Command | What it does |
|---|---|
.wildcard status |
Same as .classless status |
.wildcard reroll <spellId> |
Reroll an ability |
.wildcard rerolltalent <talentId> [scrolls] |
Reroll a talent, optionally staking scrolls to raise it instead |
.wildcard lock <spellId> |
Toggle an ability's padlock |
| Command | What it does |
|---|---|
/cw or /classless |
Open the Hero Advancement panel |
/cw help |
Open the guide |
/cw hand |
Open the starting hand (Wildcard, below level 10) |
/cw builds |
Open My Builds (Classless) |
/cw import |
Paste a build code (Classless) |
/cw tracker |
Hide or show the challenge tracker |
/cwbars |
Toggle the resource mini-bars |
/cwbars show | hide |
Show or hide the mini-bars |
/cwbars lock | unlock |
Pin or unpin the mini-bars |
/cwbars reset |
Move the mini-bars back under the player frame |
On first run the addon binds the panel to N, the stock Talents key. If N holds something
else, it takes the first free key of Y, G, K. If the stock Talents window is left with no key,
it gets J; that window shows a tamed beast's pet talents. Rebind under Key Bindings > Hero
Advancement, which also has keys for the Help guide and the mini-bars. The panel's Settings
button shows, locks and resets the mini-bars and toggles each row, shows or hides the challenge
tracker, and can disable Auto Shot for the character. Right-click the minimap button
to toggle the mini-bars.
- An AzerothCore master build you can recompile. No core edits needed.
- A 3.3.5a client for every player, with Python 3.7+ and Pillow for the installer.
install.batandinstall.shinstall Pillow if it is missing. - Optional:
mod-playerbots, on the AzerothCore fork it requires. See Playerbots.
-
Clone into
modules/:git clone https://github.com/DustinHendrickson/mod-classless-wildcard.git azerothcore-wotlk/modules/mod-classless-wildcard
-
Re-run CMake and rebuild the worldserver.
-
Start the worldserver. The DB updater applies the module SQL. These lines in the log are expected and mean the module's replacement scripts are in place:
Script named 'spell_dru_frenzied_regeneration' is not assigned in the database. Script named 'spell_pal_judgement_of_wisdom_mana' is not assigned in the database. Script named 'spell_pet_hit_expertise_scalling' is not assigned in the database. Script named 'spell_dk_blade_barrier' is not assigned in the database. Script named 'spell_dk_death_rune' is not assigned in the database. Script named 'spell_item_healing_trance' is not assigned in the database. Script named 'spell_item_soul_preserver' is not assigned in the database. Script named 'spell_pal_blessing_of_faith' is not assigned in the database. Script named 'spell_item_flask_of_the_north' is not assigned in the database. Script named 'spell_pal_t3_6p_bonus' is not assigned in the database. Script named 'spell_sha_t3_6p_bonus' is not assigned in the database. -
Copy
conf/classless_wildcard.conf.distnext toworldserver.confasclassless_wildcard.confand edit it.
The SQL writes to core world tables (items, quests, creation info, creatures, vendors and the spell and talent DBC tables). Most original values are backed up first and restored by uninstall; see its list of what is left behind.
If you installed before September 2026, run
SELECT * FROM acore_world.updates WHERE name = 'cw_classless_items.sql';. If it returns a row, youritem_templateclass masks have no backup and only your own backup restores them.
Give players the client-patch and client-addon folders. With WoW closed, they run
install.bat on Windows or ./install.sh "/path/to/WoW" on Linux and macOS. See
client-patch/README.md.
After that, updates are two steps: update.bat (or ./update.sh) fetches the latest
patch and addon from this repository into those two folders, then install.bat installs
them. Players never need a fresh download.
It installs the addon, shows every class as Hero, replaces the class picker with one Hero
entry per race, adds names, tooltips and icons for the new spells and items, clears the client
cache, and patches Wow.exe to allow custom interface files (backed up first). Your original
game archives are not edited. --uninstall returns the client to stock.
Client and server must come from the same version of the module. After a server update, players
re-run the installer. If an item shows a question mark or a ranged weapon says "Out of range",
delete the Cache folder in the WoW directory and log back in.
Random bots keep their real class, abilities, talents and gear rules, and show as Hero. A random
bot is any character on an account starting with a prefix in ExemptAccountPrefixes (default
rndbot). If your bot accounts use another prefix, add it, or the bots become Heroes and lose
their abilities.
Your own characters logged in as bots (altbots) are Heroes. They fight with the abilities they own
through the classless strategy, which the module puts on them by itself:
- Each of the Hero's abilities is sorted by what it does: direct damage, damage over time, area damage, heals, heals over time, shields, interrupts, taunts, buffs, debuffs, crowd control, stuns, roots and fears around itself, defensive and offensive cooldowns, pets, and stances or forms. The bot casts from that list, paying from whichever pool each spell uses.
- Out of combat it buffs everyone in its party and keeps its pet summoned. In combat it buffs only itself.
- It uses long crowd control such as Polymorph on the enemy marked with the crowd control raid icon, or on an add no tank is holding. A stun or silence stops a cast when no interrupt is ready. A ranged Hero or healer roots or fears enemies that reach it once its health drops. A fear on one enemy is cast only on the enemy marked with the crowd control raid icon, or on an enemy hitting a ranged Hero or healer.
- In combat it keeps one totem down for each element: one that attacks when an enemy is within its reach, otherwise one that helps the party. A totem left behind is replaced. Tremor, Grounding, Earthbind, the cleansing totems and totems with a long cooldown are left to you.
- It calls temporary fighters such as Water Elemental or Feral Spirit against an elite, a boss, a player or two or more enemies, and not again while one is out.
- When its damage spells reach less far than playerbots' spell distance, it walks in until one is in range.
- The bot takes a role from its abilities: healer when heals are a large share of them, tank when
it has a taunt and fights up close, otherwise melee or ranged damage by where most of its damage
reaches from. Choose one yourself with
co +classless tank,co +classless heal,co +classless meleeorco +classless ranged. The choice lasts until the bot logs out. - The chassis class's own combat strategies are taken off, and taken off again whenever playerbots resets the bot.
- A Hero bot ignores
maintenanceand the talent commands, which would replace its talents with a chassis class spec. - A Classless bot that follows an archetype buys that build's abilities and talents as it levels. One that follows none buys nothing; its essence waits for you to log in and spend it. A Wildcard bot gets its level-up rolls like any Wildcard Hero, and its rerolls wait for you.
Heroes are stronger than classes, and some combinations are much stronger. The module does not
change creature tuning. To make the world harder, raise creature rates in worldserver.conf:
Rate.Creature.Normal.HP = 1.5
Rate.Creature.Normal.Damage = 1.3
Rate.Creature.Normal.SpellDamage = 1.3
Rate.Creature.Elite.Elite.HP = 1.5
Rate.Creature.Elite.Elite.Damage = 1.3
Rate.Creature.Elite.Elite.SpellDamage = 1.3
The same rates exist for RARE, RAREELITE and WORLDBOSS. Raise damage along with health.
All settings are in conf/classless_wildcard.conf.dist,
documented inline and prefixed ClasslessWildcard.. The common ones:
| Setting | Default | Meaning |
|---|---|---|
| Paths | ||
Enable |
1 |
Master switch |
DefaultMode |
0 |
0 Classless, 1 Wildcard |
AllowModeChoice |
1 |
0 forces DefaultMode for everyone |
ModeChoiceDeadline |
2 |
Level the path locks at. Challenge runs must start before it |
ExemptAccountPrefixes |
rndbot |
Accounts whose characters keep their real class |
Rebirth.Enable / Rebirth.CostGold |
1 / 100 |
Rebirth; it costs this times (rank + 1) gold |
Rebirth.KillXpPctFirst / PerRank / Max |
100 / 50 / 300 |
Kill and dungeon XP bonus per Rebirth rank, % |
Rebirth.OtherXpPctPerRank / Max |
25 / 100 |
Quest, exploration and battleground XP bonus per rank, % |
Rebirth.StatPctPerRank / Max |
3 / 15 |
Primary stat bonus per rank, % |
Rebirth.LegacyAbilityEssence / LegacyTalentEssence |
3 / 2 |
Starting essence per rank, Classless |
| Pool | ||
IncludeDeathKnight |
1 |
Death Knight abilities, talents and runes |
Forged.Enable |
1 |
The Hero line. Only turn off before anyone has one |
Elemental.Enable |
1 |
Elemental variants |
Elemental.RarityBump |
1 |
Rarity tiers above the base attack |
Elemental.RollWeightPct |
8 |
Roll weight, % of the base's |
Elemental.InPool |
1 |
0 stops new variants being rolled or bought |
Elemental.ShowInBrowser |
1 |
Show variants in the addon and NPC |
| Classless | ||
Classless.StartingAbilityEssence |
3 |
AE at creation |
Classless.EssenceStartLevel / AbilityEssencePerLevel |
4 / 1 |
AE per level, from this level |
Classless.TalentEssenceStartLevel / TalentEssencePerLevel |
10 / 1 |
TE per level, from this level |
Classless.AbilityCostByRarity |
1,2,3,5,8 |
AE cost per rarity |
Classless.TalentFlatCost |
0 |
1 charges rank 1 only |
| Wildcard | ||
Wildcard.StartingAbilities |
4 |
Abilities at level 1 (max 4) |
Wildcard.RollStartLevel |
10 |
First roll level |
Wildcard.AbilityEveryLevels / TalentEveryLevels |
2 / 2 |
Roll cadence |
Wildcard.RarityWeights |
100,85,65,45,25 |
Roll weight per rarity |
Wildcard.TalentRankWeights |
100,75,50,25,10 |
Roll weight per talent rank |
Wildcard.FreeRerollBelowLevel |
10 |
Rerolls are free below this level |
Wildcard.RerollsPerLevel |
3 |
Reroll charges per level from 10 |
Wildcard.SynergyBanRolls |
25 |
Reroll cooldown, in rolls |
Wildcard.TalentUpgradePerScroll |
20 |
% per staked scroll |
Wildcard.ScrollBuyBaseCopper / ScrollBuyPerLevelCopper |
500 / 500 |
Scroll price: base + per level × level |
| Resources, stats, gear | ||
UniversalResources.MaxRage / MaxEnergy |
1000 / 100 |
Pool sizes |
UniversalStats.SpellPowerPerIntellect |
0.5 |
Spell power per Intellect |
UniversalStats.MeleeAPPerAgility / RangedAPPerAgility |
1 / 1 |
Attack power per Agility |
Stats.Enable / Stats.StartingPoints / Stats.PointsPerLevel |
1 / 4 / 2 |
Stat allocation |
ArmorWeight.Enable |
1 |
Each armor type's aura (see Armor weight). 0 takes them away |
ArmorWeight.<Armor>.<Effect> |
empty | A full set's value, in percent; empty uses the aura's spell row |
Riding.Enable / Riding.Grants |
1 / the table above |
Free riding, as spell:level pairs |
Runeforging.Enable / Runeforging.Grants |
1 / the table above |
Free runeforging, as spell:level pairs |
WorldDrops.Enable / Chance |
1 / 1.0 |
Classless gear drops, % per kill |
WorldDrops.RareMultiplier |
5.0 |
Drop multiplier for rares and bosses |
WorldDrops.HeirloomChance |
2.0 |
Heirloom %, rares and bosses only |
NpcEntry |
990100 |
Hero Advancement NPC entry |
Any spell or talent's rarity, cost, roll weight and availability can be overridden in the
cw_ability_override and cw_talent_override world tables. Restart after editing.
Characters keep the Hero base class after uninstalling. Restore a pre-install backup to get their original classes back.
Steps
With the worldserver stopped:
- Back up the world and characters databases.
- Delete
modules/mod-classless-wildcardandclassless_wildcard.conf, re-run CMake and rebuild. - Run
data/sql/uninstall/cw_uninstall_world.sql. - Run
data/sql/uninstall/cw_uninstall_characters.sql. - Start the server. On next login, each character loses spells and skills invalid for their class, and talent points return.
- Players run the client installer with
--uninstall.
Left behind:
- The Hero line and elemental variant rows in the spell tables. They are inert. To remove them,
delete ids
950000-957167and960000-962047from the spell tables,9000-9022fromtalent_dbc,990fromtalenttab_dbcandskillline_dbc, and180-197fromchartitles_dbc. - Module tables:
cw_ability_variants,cw_ability_variants_meta,cw_forged_spellsandcw_forged_metain the world database,cw_char_runsandcw_char_nemesesin the characters database. - The Sons of Hodir satchel loot changes.
data/sql/manual/cw_class_loot_revert.sqlreverts them. - The Hero race rows in
playercreateinfoandplayercreateinfo_action. - Spells legal for the base class. A GM can
.unlearnthem. - Characters created under the module have no class starter spells; class trainers teach them.
Uninstalling removes every Hero's build. Tell your players first.
Issues and pull requests are welcome. With a bug report, include your AzerothCore revision, the
module commit, your classless_wildcard.conf changes, and the worldserver log around the failure.
GNU General Public License v2 or later, matching AzerothCore. See LICENSE.
Mechanics are modeled on the Season 9/10 rules of Project Ascension's classless and Wildcard realms. This project is unaffiliated with Project Ascension and Blizzard Entertainment.
