Heart of Azeroth. Heart of Azeroth: Artifact Review, Azerite Armor and Knowledge Levels

The Legion expansion has ended and with it the era of artifacts. They are replaced by the Heart of Azeroth necklace and Azerite armor. Read about what it is in this guide.

The guide is based on information from the beta Battle for Azeroth, so some things may change after the expansion is released.

Video version of the guide

Most likely, in addition to this guide, you will also find tips on how to quickly level up your character to level 120.

Azerite

Let's start with what Azerite is. After Sargeras struck Azeroth with his sword Gorribal, a substance - Azerite - began to flow from the planet's body. This substance is the crystallized blood of Azeroth, a Titan, trapped in the depths of the planet. Azerite is a substance with special properties. This is the blood of Titan, that is, a source of secret magic that can be used to make machines and mechanisms, as well as weapons. After the Burning Legion was defeated and the danger was eliminated, the Horde and the Alliance returned to their old ways - war. Azerite in this war became one of the main means for achieving world domination.

However, there is one interesting point here - it is not yet clear whether Azerite is a good thing. Yes, this seems to be the blood of the Titan of Azeroth, but remember the expression on Anduin’s face when the head of Stormwind’s spies showed him a piece of Azerite. In fact, Azerite is not only a means, but also the cause of a new round of war between the Alliance and the Horde. It is quite possible that N’Zoth managed to reach the dormant Titan and now her essence carries a particle of the powers of the Abyss. However, this is just fan speculation for now.

Heart of Azeroth

What is the Heart of Azeroth? This is a necklace that was given to Azeroth itself. It is capable of absorbing and storing Azerite. Magni Bronzebeard (after a short quest that cannot be avoided) gives it to us so that we can collect this substance to subsequently heal Azeroth. It can already be assumed that most likely the Heart of Azeroth will face the same fate as the artifact weapon. At the end of the expansion, all the Azerite we have accumulated will need to be returned to Azeroth. Although, again, these are just guesses. For now you need to know the following:

  • we will carry the Heart of Azeroth until the very end of the expansion;
  • the source of Azerite can be both its “deposits” and other animate and not so animate objects;
  • Azerite absorption occurs automatically: when you are near the source of the substance or by killing a mob, you automatically receive a certain amount of this substance;
  • As you absorb essence, your necklace will gain new levels;
  • The levels of the necklace will determine what additional properties (traits) of Azerite armor you can unlock.

Where do you get Azerite from? Below are the main sources:

  • rarniks;
  • local tasks;
  • azerite veins;
  • rewards for completing dungeons;
  • dungeon bosses;
  • rewards for completing sea expeditions.

And now more about Azerite armor.

Azerite Armor

There is a new type of armor in Battle for Azeroth - Azerite. This armor has unique properties. As mentioned above, these properties can be unlocked by upgrading the necklace. This happens as follows. If a piece of Azerite armor fell to you and your artifact level allows you to unlock additional properties, then by clicking on the item you can open a special window. In it you see this interface:

We have several tiers of additional abilities that we can choose from, with the exception of the last one. Currently, Azerite armor is represented by a helmet, shoulder pads, and a chest piece. One more important detail: these items can be different both in level and in the set of traits. In other words, you can knock out different pieces of armor to gain access to different traits. These additional properties of Azerite armor can be viewed in the dungeon journal. Items with the same name but different levels will have the same additional properties. Blue, which will drop during leveling and in dungeons for five people, has two “rings” of traits, and epics from Mythic+ and raids have three. The last “talent” cannot be chosen and usually it simply adds points to the item level. As the level of items increases, the requirements for the level of the Heart of Azeroth also increase. In other words, if you can open the traits of a “leveled” blue at levels 3-5, then to unlock the first tier on an epic from Uldir you need the 16th, and the last – the 25th.

In one of the beta builds, NPCs were added to the game that can change the layout of traits. Therefore, if you don’t like something, you can replay it. These good NPCs are the Ethereals, which can be found in Boralus and Zuldazar. Everything works quite simply. You come to the ethereal, open the window, put an item there and reset talents for a small amount. After this, you can reassign all additional properties.

It should be noted that Azerite armor does not only vary in terms of item level. Different pieces of armor have different sets of talents. Naturally, for different cases it will be possible to wear different armor and achieve a certain variety of additional properties, which can also be reassigned. We'll see how interesting the system will be, because it's too early to judge. Players' first impressions of the traits were not very clear.

Read below to see what additional features will be available.

List of additional properties

Guaranteed additional properties

Bonds of the Earth: Azerite energy flows through your veins, increasing your primary stat to 48, and then lowering that stat to 8. The cycle repeats every 6 sec.

Ablative armor: When you fall below 20% health, gain 144 armor for 10 sec. When receiving additional physical damage, the armor bonus is reduced. Cooldown time – 30 sec.

Azerite Buff: Increases the level of this item by 5.

Azerite Bastion: When stunned, rooted, or knocked back, you are healed for 347. health.

Blood drawing: Increases Mastery by 28 and Self-healing by 14.

Heavy Shield: When surrounded by 4 or more enemies, you gain a shield that absorbs 832 damage. damage Cooldown time – 15 sec.

Defender of Azeroth: When you help destroy an enemy, you gain 624 health. health and increases your Versatility by 22 for 1 min. The effect stacks up to 2 times.

Crystal Carapace: When you take damage greater than 10% of your maximum health, you gain 72 Armor and grant 83 Armor to enemies who attack you in melee range. physical damage. Duration of action – 12 seconds.

Ephemeral Recovery

Precious skin: Taking damage greater than 10% of your maximum health increases your avoidance by 8 and your armor by 36 for 10 sec.

Indifferent look: When receiving damage, the caster recovers 139 units. health. Cooldown time – 6 seconds.

Saving speed: Increases Speed ​​by 28 and Avoidance by 14.

Fleet: The caster's movement speed is increased by 3% of his highest secondary stat, up to 1%.

Full speed ahead: Increases Versatility by 28 and increases movement speed by 14.

Resonating Shield: Once every 30 sec. you gain a shield that absorbs 0 damage. damage over 30 sec.

Self-sufficiency: If there are no enemies within a 20 meter radius, you restore 70 units. health once every 3 sec.

Synergistic growth: When you use your Mass Heal ability, your Mastery is increased by 36 for 10 sec. Cooldown time – 30 sec.

Vampire Speed: When a target you hit dies, you are healed for 624. health, and movement speed increases by 49 for 6 sec.

Winds of War: When you take damage, your Evasion is increased by 3 for 3 sec. The effect stacks up to 10 times.

Ephemeral Recovery: When you cast a healing spell, you restore 0 health. mana for 8 sec. The effect stacks up to 2 times.

Unstable catalyst: Your spells and abilities can create a pool of Azerite at your feet. While you stand in it, your main stat increases by 43 units. Action time – 8 seconds.

Possible additional properties

Defender of Azeroth: Your spells and abilities have a chance to increase all minor stats by 3 for 1 min. The effect stacks up to 4 times.

Unstable Flame: Your damaging abilities have a chance to increase your Critical Strike by 9 for 5 sec. The effect stacks up to 5 times.

Azerite Drops: Your damaging abilities have a chance to hit your opponent with a drop of Azerite. When an enemy is hit by 3 drops of Azerite, an explosion occurs, dealing 231 damage to nearby enemies. fire damage.

Azerite Veins: When you take damage, you have a chance to gain Azerite Veins, restoring 34 damage. health once every 3 sec. Duration of action – 18 seconds. or until complete healing.

Good intentions: Your healing spells can be cast for 20 sec. Apply the “Good Omens” effect to the target. When an ally falls below 50% health, Good Omens is consumed and instantly restores 173 health. health.

Healing cold: Your healing spells have a chance to cause Healing Cold. When healing a target affected by Healing Cold, that target is healed for an additional 83 health. health, and “Healing Cold” goes to the nearest ally (and so on up to 6 times).

Focused Healing: Your healing effects have a chance to heal the target for an additional 14 points. health once every 2 sec. for 12 sec. The effect's strength doubles every 2 sec.

Whirlwind of elements: Your damaging abilities grant you Elemental Whirl, increasing your Critical Strike, Haste, Mastery, or Versatility by 19 for 10 sec.

Ripping: Your damaging abilities have a chance to deal 347 damage to the target. additional physical damage. Rip Up works much more often against targets below 30% health.

Hear my call: The caster's damaging abilities have a chance to deal 154 damage to the target. damage from nature forces, as well as 15 units. Nature damage to enemies within a 3 m radius of this target.

Overwhelming Power: Using damaging abilities, you can gain 25 Overwhelming Energy stacks. Each effect increases the speed indicator by 1. Once every 1 sec. or when you take damage, you lose 1 Overwhelming Energy effect.

Savior: Your healing spells on targets below 35% health have a chance to heal them for an additional 0 health. health.

Numerical advantage: Taking damage has a chance to increase your maximum health by 1088. for each enemy within a radius of 8 m. The maximum number of enemies is 5. Duration of action is 15 sec.

Radiant tutelage: Taking damage has a chance to create a burst of Azerite at your feet, increasing your health by 1905 and armor by 111 while you're in the area of ​​effect. Duration of action – 10 seconds.

Wound Caster: Your healing effects have a chance to grant you up to 16 Haste for 6 seconds. When replenishing health to targets with low level health speed indicator increases more strongly.

Meticulous planning: Your spells and abilities have a chance to grant you Meticulous Planning, which lasts for 8 sec. If you use at least 3 spells, Meticulous Planning will turn into Seize the Day!, increasing your Haste by 55 for 20 sec.

Sandstorm: Your spells and abilities have a chance to summon a piercing tornado. Enemies inside the tornado receive 69 damage. damage once every 2 sec. and inflicts 231 damage on you. less damage.

Homeless soul: Your spells and abilities have a chance to summon a homeless soul from Tros that serves you for 14 sec, transferring some of its power to you.

Bombs, bombs and more bombs: Your spells and abilities can release a fire bomb at the target, which splits into 5 parts as it approaches. When dropped, each bomb explodes, dealing 224 damage. fire damage to nearby enemies. Increases Zandalari or Kul Tiran Engineering skill by 25.

Additional properties that apply to locations

Nazmir

Bloody Ritual: Your spells have a chance to increase your Haste by 22 for 15 sec. When you kill an enemy, the duration of the effect is updated.

Harmful transfusion: Your damaging abilities have a chance to create a corrupted swamp beneath the target, draining them of 1620 damage. health for 6 seconds.

Zuldazar

The excitement of the pack: Periodically let out a brutal roar, increasing your Mastery by 56 and increasing the Mastery of up to 0 nearby allies by 13 for 20 seconds.

Rezan's Fury: Your damaging abilities have a chance to summon a Child of Rezan, which charges at the target, dealing 156 damage. physical damage and causing bleeding, dealing 124 damage. damage over 12 sec.

Rezan's order: When attacked by a Loa enemy, you can summon Rezan's Child, who will give you a blessing that restores 462 HP. health and increases the main characteristic by 116 for 1 min.

Drustvar

Full of rot: Your spells and abilities have a chance to attract a homeless soul from Fros, which will serve you for 14 sec. Soul increases your critical strike by 23.

Deadly Arrow: Your spells and abilities have a chance to attract a homeless soul from Fros, which will serve you for 14 sec. Once every 2 sec. the soul strikes a nearby enemy, dealing 198 damage. damage from dark magic.

Vol'dun

Sand whirlwind: Your spells have a chance to summon a whirlwind of sand, increasing your critical strike by 29 for 12 sec. Critical hits extend the duration of the sand vortex by 1 sec. up to 18 sec.

Rolling Thunder: When you deal damage, you have a chance to cause a thunderclap, dealing 0 damage to the enemy. Nature damage and increases Thunder Clap damage by 20%. When Thunder Clap's damage is increased by 100%, this ability will deal a critical strike and its effect will be nullified.

Tidal wave: Your damaging spells and abilities have a chance to create a tidal wave, dealing 205 damage to the target. damage from ice magic and reducing her movement speed by 20% for 6 sec.

Secrets of the depths: Your spells and abilities have a chance to create a drop of seawater near you. If you pick it up, your main stat will increase by 39 for 18 seconds. Occasionally, a Drop of Abyss may appear, increasing the main stat by 77 for 18 sec.

Tiragarde Sound

Meticulous planning: Your spells and abilities have a chance to grant you Meticulous Planning, which lasts for 8 seconds. If you use at least 3 spells, Meticulous Planning will turn into Seize the Day!, increasing your Haste by 55 for 20 sec.

Dagger in the back: Your damaging spells and abilities have a chance to fire a dagger at the target, causing them to bleed for 32 damage. physical damage over 12 sec. The effect stacks up to 4 times. When hit in the back, the target receives 2 effects.

Seven winds: Casting abilities has a chance to increase Mastery by 19 for 15 sec. When the duration ends, the effect transfers to an ally, increasing their Mastery by 10 for 8 sec.

PvP

PvP traits

Anduin's Devotion

Sylvanas' Resilience: Your abilities have a chance to increase your primary stat by 85 for 10 sec. If an ally near you dies, you gain this effect.

Combat accuracy: When using abilities, you can give the enemy a 20 charge of the Combat Focus effect, causing all Alliance fighters to deal 51 damage to him. more damage. Horde fighters receive 5 additional charges.

Combat concentration: When using abilities, you can give an enemy 20 charges of Combat Focus, causing all Horde units to deal 51 damage to them. more damage. Alliance fighters receive 5 additional charges.

Everything is behind me: Your abilities have a chance to materialize an Alliance Banner that will last for 6 seconds, increasing your primary stat by 77 and your maximum health by 462. Affects you and up to 4 allies.

Joint will: Your abilities have a chance to materialize a Horde Banner that will persist for 6 seconds, increasing your primary stat by 77 and your maximum health by 462. Affects you and up to 4 allies.

United Power: Your abilities have a chance to cause a faction banner to appear for 6 seconds, imbuing you and up to 4 allies with the spirit of the Horde.

Liberator's Might

Battle glory: Your spells and abilities have a chance to increase your Critical Strike by 24 and Haste by 15 for 10 sec. When attacking a character of the opposing faction, the probability of this effect being triggered increases significantly.

Parting gift: Your spells and abilities have a chance to increase your Mastery by 46 and grant you a shield that absorbs 616 damage. damage over 10 sec. When receiving damage from a character of the opposing faction, the likelihood of this effect being triggered increases.

Furious Counterattack: Your spells and abilities have a chance to increase Mastery by 46 and grant a shield that absorbs 616 damage. damage over 10 sec. When attacking a character of the opposing faction, the probability of this effect being triggered increases significantly.

Classes

Death Knight

General
Blood

Deep cuts: “Blow to the heart” for 15 sec. Increases the effectiveness of Blood Plague against the main target, causing the plague to absorb 25 HP each time it absorbs health. more health.

blood flow: Death Strike restores an additional 34 damage. health for each remaining charge of Bone Shield.

Grasp of the Darkened: When Vampiric Blood expires, your Self Healing is increased by 21 for 10 sec.

Bones of the Damned: Spine Shatter has a chance to grant an additional charge of Bone Shield. Bone Shield increases armor by 39.

Eternal Rune Weapon: Dancing Rune Weapon increases Strength by 39, and each Rune spent extends the duration of this effect by 0.5 sec, up to 5 sec.

Ice

Ice Storm: Winter's Relentlessness deals 39 damage. additional damage. The first time Winter's Remorse hits 3 different enemies, you gain the Frost effect.

Killer frost: Frost Strike deals 54 damage. additional damage with each hit and has a 15% chance of triggering the Killing Machine effect on a critical hit.

Extermination: Destroy has a 5% increased chance to trigger Frost. Obliterate also deals 539 damage. additional damage on a critical hit.

Ice Citadel: When Pillar of Ice ends, you gain 99 Strength for 6 sec. The duration of this effect is increased by 2 seconds. for each critical hit with Obliteration and Ice Scythe while Pillar of Ice is active.

Hidden Cold: Frost Strike deals 116 damage. extra damage if you have at least 3 empty runes.

Lunar infection: Your basic attacks have a chance to apply Frost Infestation to the target, dealing 273 Frost damage. Frost damage over 14 sec. Obliterate deals 29 damage to targets hit by Frost Infestation. additional damage.

Howling wind: Howling Wind, empowered by Rime, surrounds you with a second blast of icy wind, dealing 216 damage to nearby enemies. damage from ice magic.

Unholy

The last surprise: When ghouls expire, they explode, dealing 0 damage to nearby enemies. damage from dark magic.

Bone Spike: Death and Decay pierces enemies with bone spikes, dealing 47 damage. physical damage and replenishing the caster 125 units. health for each enemy.

Corrupting Doom: The next Decay Strike after Death Coil deals 154 damage. additional damage.

Monstrous experiment: When Dark Transformation expires, unholy energy bursts out from the ghoul, dealing 157 damage. damage from dark magic to all nearby enemies.

Renegade Scourge: Scourge Strike gives the ghoul 5 damage. energy, and the Scourge Strike ability deals 231 damage. additional damage.

Rotting is power Opening a Festering Sore increases your Strength by 6 for 20 sec. The effect is cumulative. Stacking an effect does not extend its duration.

Rapid decomposition: Death Coil inflicts Rapid Decay on the target, dealing 100 damage. Shadow damage over 4 sec.

Deadly ulcers: Decay Strike deals 154 damage. additional damage, and the chance of hitting the target with 3 festering sores increases by 10%.

Demon Hunter

Crush

Devouring

Angry look: Piercing Gaze deals 120 damage. additional damage. Consuming a Soul Fragment reduces the cooldown of Eye Beam by 1.0 sec.

Furious gaze: When you finish channeling Eye Beam, your Haste is increased by 10 for 8 sec.

Rotating blades: Blade Dance deals 60 damage. additional damage, and the cost of the next Blade Dance is reduced by 5 units. anger for each enemy struck by the last blow.

Soul Collector

Ravenous Blades: Once every 1.5 sec. Chaos Strike damage is increased by 0 units and its cost is reduced by 1 unit. anger. The effect is cumulative.

Seething Power

Revenge

Sealing cycle: When you hit an enemy with one of your Seals, your Agility is increased by 0 for 6 sec and the cooldown of your Seals is reduced by 2 sec.

Devouring: Using Demon's Bite 3 times in a row increases your Mastery by 23 for 12 sec.

Essence Severing: Crack can rip small fragments from the souls of nearby enemies, dealing 99 damage to each. fire damage. Maximum goals – 4.

Gaping Maw: Soul Cleave grants you a shield that absorbs 360 damage. damage You also receive a bonus to the strength of this shield up to 100%, depending on your missing health.

Infernal Armor: Pitfire increases your Armor by 81 and deals 23 damage to enemies who attack you in melee range. fire damage.

Enjoying the pain: When the Fire Brand on the primary target dissipates, you gain a shield that absorbs up to 4695 damage. damage over 15 sec. The strength of the shield depends on how much damage you dealt to the target while Fire Brand is active.

Hard armor: Demonic Spikes increases your Armor by 6 every 1 sec. within 10 sec.

Seething Power: Chaos Strike increases Agility by 8 for 12 sec. Stacking an effect does not extend its duration.

Soul Collector: When you absorb a soul fragment, you are protected by a shield that absorbs 173 damage. damage over 3 sec.

Unbridled Chaos: Your Inner Demon strikes nearby enemies after Fel Rush ends, dealing 125 damage. damage from Chaos magic.

Druid

General

New awakening: When you revive an ally with Rebirth, they absorb 1639 damage. damage over 15 sec.

Ursoc's Stamina: When you cast Barkskin or Survival Instincts, you are protected by a shield that absorbs 0 damage. damage over 8 sec.

Balance

Rising sun: Lunar Strike increases the damage of your next Solar Wrath by 77. for 8 sec.

Exactly at noon: Increases the radius of Solar Fire to 11 m and damage to the main target by 154.

Liveliness of spirit

Long night: Increases the duration of Moonfire by 1.0 sec. Moonfire increases Mastery by 5 for 15 sec.

Lunar shards: Starfall Stars deal 25 damage to nearby enemies. additional damage when hitting an enemy hit by Moonfire.

Lunar power: Moonfire instantly deals 136 damage. additional damage and has a 5% chance of giving you the Lunar Power effect.

Swift Stars: While Parade of Planets is active, your damaging spells cause a Swift Star to fall, dealing 154 damage. additional damage unless you use the same ability twice in a row.

Sunburn: Solar Wrath increases the damage of your next Starsurge by 39.

Beast Power

Bloody Veil: Deep Wound deals 25 damage. additional damage during its duration and can last for 6 sec. give you the Berserk effect. Does not work if the Berserk effect is active.

Bleeding ruptures: Rip deals 24 damage. additional damage for each move in the combo and has a 6% chance of extending the combo when dealing damage.

Jaws of steel: Ferocious Bite has a 6% chance per combo point to increase the damage of your next Cripple by 324. for each dose of the series.

Primordial Fury: While Berserk is active, Rip deals 22 damage. additional damage with each hit.

Fierce Torment: Rake increases the damage of your next Ferocious Bite by 23.

Claws of Fury: After using Tiger's Fury, the next four uses of Shred deal 23 damage. additional damage.

Furious Rending: Shred deals 99 damage. additional damage, and Swipe deals 37 damage. additional damage to enemies hit by your Thrash.

Guardian

Chapped skin: Barkskin reduces the damage of melee attacks against you by 51.

Bloody restoration Maim extends the duration of your active Furious Regrowth by 1.0 sec. In addition, Furious Regrowth restores an additional 74 health. health every second.

Grove care

Wrath of the Guardian: Maul deals 149 damage. additional damage and reduces the cost of the next Iron Fur by 15 units. rage. The effect stacks up to 3 times.

Blood of the Heart: Maim increases the effectiveness of your next incoming healing spell by 231.

Thick mane: Ironfur increases Agility by 25 and has a 10% chance to have 2 charges.

Honed Instincts: Increases Mastery by 10 and Armor by 40 for 10 sec. after the duration of “Survival Instincts” expires.

Curved claws: Thrash's direct damage has a 50% chance to increase your Agility by 13 for 12 sec. The effect stacks up to 5 times.

Healing

Autumn leaves: If Rejuvenation is your only healing over time effect on the target, it restores 46 healing over time. more health.

Consistent recovery: When Lifebloom dissipates, its target with Rejuvenation and Restoration is healed for 385. health.

Mushroom Essence: Rapid Recovery causes a Bloom Mushroom to explode, healing a nearby injured ally for 231. health.

Grove care: Flash Recovery heals the target for 222. health for 9 seconds.

Liveliness of spirit: When Innervate's duration ends, your Intelligence increases by 25 for each spell the target cast while Innervate. Duration of action – 20 seconds.

Abundant Recovery: Restoration restores 72 units. more health over the duration, and its healing over time effect also applies to the target of your Lifebloom.

Rejuvenating Breath: Increases the duration of Rejuvenation by 1.0 sec. “Rejuvenation” generally restores 42 units. more health.

A waking dream: Gift of Ysera's healing effect occurs every 4 sec. and replenishes by 25 units. more health for each active Rejuvenation.

Hunter

General

Cheetah Spirit: Increases the movement speed bonus when using Aspect of the Cheetah by 77% for the first 3 sec. his actions.

Cunning and pretense: When you use Feign Death, you are protected by a shield that absorbs 1622 damage. damage over 6 sec. The cooldown of the Feign Death ability is reduced to 25 seconds.

Riding on a zipper: Increases the critical strike chance of Spirit of the Wild by an additional 5%. Attacks deal 77 damage. additional Nature damage, hitting up to 2 additional targets.

Under a strong armor: Once every 1 sec., while the "Spirit of the Turtle" is active, the caster restores 122 units. health.

Beast Master

Cobra Whisperer: The Cobra Shot ability has a 10% chance of spawning 2-4 nimble snakes that will: nimble snakes that will attack the target for 6 sec.

Cobra bite: Cobra Shot deals 234 damage. nature damage over 9 sec.

Dance of Death: Bursting Shot has a chance equal to your Critical Strike to grant 86 Agility for 8 sec.

Crazy appetite

Flashing fangs: “Team “Take!” Increases the damage of your next Cobra Shot by 326.

Mind-numbing anger: Bestial Wrath increases Agility by 78 for 8 sec.

Alpha individual

Primal Instincts: Spirit of the Wild increases Mastery by 31 and grants a charge of Bursting Shot.

Rotten grip: Command "Take!" can deal from 77 to 385 damage. additional damage and restores 6 units. concentration for 3 seconds.

Sharp teeth: Command "Take!" has a 40% chance of dealing 92 damage. more damage and restores 15 units to the pet. concentrations

Crazy appetite: Burst Shot deals 72 damage. additional damage during its duration, and the duration of Frenzy increases to 9.0 sec.

Shooting

Arcane Flurry: Arcane Shot increases the damage of Arcane Shot by 62. for 3 sec. The effect stacks up to 2 times.

Hail of Arrows: Increases the damage of Aimed Shot by 77. Aimed Shot has a 4% chance to reduce the cooldown of Rapid Fire.

Focus of Fire: Rapid Fire deals 200 damage. additional damage during its action, and each shot has a 30% chance of giving an additional 2 units. concentration.

Sense of rhythm: Upon completion of the Rapid Fire channel, increases Haste by 5. for 8 sec.

Alpha individual: Your main pet's basic attack deals 76 damage. more damage for each other active pet you have.

Fast recharge: If Barrage hits more than 3 targets, you fire another Barrage dealing 59 damage. damage and reduces the cooldown of your spirits by 1 sec.

Seizing the initiative: Aimed Shot has an 8% increased chance to deal critical damage to targets with more than 90% health remaining. Additionally, Aimed Shot deals 434 damage. additional damage.

Steady hand: Steady Shot increases the damage of your next Aimed Shot against the same target by 56. The effect stacks up to 5 times.

Faithful Eye: While True Shot is active, your Critical Strike is increased by 9. every second. The effect stacks up to 10 times.

Survival

Lightning Claws: Raptor Strike used during Coordinated Attack increases your Agility by 12 and your Movement Speed ​​by 3 for 6 sec. The effect stacks up to 5 times.

Slow poison: Damage from Snake Sting applies Slow Poison. The effect stacks up to 10 times. Raptor Strike absorbs all Slow Poison effects, dealing 36 damage. nature damage per effect.

Alpha individual: Your main pet's basic attack deals 76 damage. more damage for each other active pet you have.

Rending Claws: Raptor Strike has a 6% increased chance to critically strike targets with less than 50% health remaining. Raptor Strike deals 83 damage. additional damage.

Face to face: Harpoon increases the damage of your next Raptor Strike by 248. and reduces its cost by 10 units. concentration.

Poisonous fangs: Your pet's basic attacks deal 19 damage. additional damage to targets affected by Snake Sting.

Tireless Wings: Increases the duration of Spirit of the Eagle by 8 sec. Critical hits from Mongoose Bite deal 462 damage. additional damage.

Swirling ricochet: Increases the damage of Hatchet Throw by 77. The hatchet returns to you, dealing 539 damage. damage to affected enemies.

Cluster fire bombs: Firebomb scatters small bombs around the target, dealing 31 damage upon explosion. damage

Survival in nature: Raptor Strike deals 27 damage. additional damage and reduces the cooldown of Firebomb by 1.0 sec.

Mage

General

Lightning cauterizations: When you use Blink, you are healed for 171. health once every 1 sec. for 4 sec.

Mysterious barrier Ice Barrier, Burning Barrier, and Prismatic Barrier absorb 146 damage. additional damage.

Arcane Magic

Abnormal Impact: Arcane Missiles deal 25 damage. additional damage for each Arcane Charge you accumulate.

Magical annihilation: Arcane Blast deals 154 damage. additional damage if you have at least 4 Arcane Charge.

Arcane Onslaught: Arcane Barrage deals 55 damage to targets below 20% health. additional damage for each arcane charge.

Arcane Devastation: Each volley of Arcane Missiles deals 14 damage. more damage than the previous one.

Brainstorm: When you cast Infusion, your Intellect increases by 45 every 1 sec. Duration of action – 10 seconds.

Echo of an explosion: Arcane Blast deals 5 damage. additional damage. If it hits at least 3 targets, then with a 10% chance it deals 50 damage to them. additional arcane damage.

Charging Spark: Arcane Blast deals 34 damage. more damage and has a 10% chance to create a second Arcane Charge.

Fire

Explosion of Mastery: Flame Blast increases your Mastery by 7 for 3 sec.

Explosion of Mastery

Fire double: Fireball deals 34 damage. additional damage. You have a 5% chance to release another Fireball.

Burning Mind: Consuming Hot Streak increases your Intelligence by 8 for 12 sec. The effect stacks up to 3 times.

Flame of Zeal: Enhanced Pyrotechnics increases Haste by 4.

Warming up: Burn increases the damage the target takes from your next Flame Blast by 113 for 30 sec.

Block fragments: Pyroblast ignites enemies between you and the target, dealing 124 damage. fire damage over 6 sec.

Ice

Ice Capture: Icy Blood grants a charge of Fingers of Frost and increases your Intellect by 35 for 10 sec.

Ice Assault: Flurry of Blows has a 10% chance each strike to summon an icy comet that rains down on the target and nearby enemies, dealing 147 Frost damage. damage from ice magic.

Ice of Mind: Each Frostbolt you cast while Frostball is active increases your Intellect by 19 for 10 sec.

Dense ice: Ice Lance deals 13 damage. additional damage to enemies who have recently been hit by your Ice Ball.

Ice tunnel: Frostbolt increases the damage of Frostbolt by 13. The effect stacks up to 3 times. The effect is canceled when you change the target of your Frostbolt.

Whiteout: Ice Lance deals 18 damage. additional damage and reduces the cooldown of Ice Ball by 0.5 sec.

Touch: After Brain Freeze is consumed, there is a 30% chance that your next Flurry of Blows that has a cast time and cast within 15 sec will deal 212 damage. more damage per hit.

Monk

General
Brewmaster

Boiling decoction: Breath of Fire deals 60 damage. additional damage while active and can summon a healing orb when dealing damage.

Knockout agility: Knockout Attack deals 169 damage. additional damage. Critical hits from Knockout Attack grant 1 additional "Nimble Brawler" effect.

I have no strength to endure: If you drink Cleansing Brew while under the effects of Severe Stagger, your next 3 melee abilities will heal you for 360. health.

Blessing of Niuzao: Reduce Harm restores 60 units. health for 6 seconds. for each healing sphere absorbed.

Staggering attacks: Knockout Attack reduces the amount of overtime damage taken when Stagger is triggered by 62.

Fortitude

Lessons from Niuzao: Grants a Mastery Score bonus of up to 51 based on the current level of Stagger.

Mistweaver

Breakthrough life: When Healing Cocoon dispels, it releases a mist that restores 2476 damage. health distributed between the target and nearby allies.

Heavenly Breath: When you use Thunder Tea, you gain Yulong's Breath, which restores 3 HP. maximum 6 health to an ally within a 15 m radius for 2 sec.

Font of Life: Increases the initial healing of Essence Font by 26. Essence Font has a chance to reduce the cooldown of Thunder Tea by 1 second.

Winging decoction: Revive restores an additional 173 units. health under the influence of thunder tea.

Misty Peak: Each time Renewing Mist heals an ally, you have a chance to gain 128 Haste for 10 sec.

Thick fogs: Enveloping Mist heals targets for 62. health every time she takes damage.

Fortitude: While Fortifying Brew is active, you restore 92 HP. health every second.

Joyful revival: Increases the amount of health restored by your Revive spell by 85. Critical hits from your Revive spell reduce the cooldown of Restoration by 1.0 sec.

Technique of the coming sunrise

Windwalker

Iron fists: Fists of Fury increases your Critical Strike by 8 for 6 sec when it hits at least 4 enemies.

Zenith strikes: When the Chain of Strikes mastery is triggered, the cooldown of the Deathtouch ability is reduced by 0.1 sec. Death Touch deals 1540 damage. more damage.

Palm strikes: When Fists of Fury deals damage, it has a 5% chance to grant 1 damage. qi energy, and also inflicts 12 units. additional damage.

Vulnerable point: When using Tiger Palm, the chance that the next Knockout Strike will be used without costing resources increases by 10%. In addition, Tiger Palm deals 15 damage. additional damage.

Technique of the coming sunrise: After damaging a target with Rising Sun Kick within 15 sec. Melee attacks against this target deal 49 damage. additional physical damage.

Quick roundhouse kick: Using Blackout Kick increases the damage of your next Rising Sun Kick by 74. The effect stacks up to 2 times.

Paladin

General

Majestic horse: While Divine Steed is active, you inspire yourself and nearby allies, increasing your and their movement speed by 77 for 5 sec. The cooldown of Divine Steed is reduced to 40 seconds.

Item - Proc Mastery: Your harmful spells have a chance to increase your Mastery by 229 for 20 sec.

Steadfast Defender: When you use Divine Shield, nearby allies are also shielded, absorbing 182 damage. damage over 15 sec.

Light

Divine Enlightenment: Holy Shock has a 5% increased chance to deal critical damage. Additionally, Holy Shock deals 139 damage. additional damage and restores the same amount of health.

fading light: Increases the healing done by Light of Dawn by 77 and its radius to 40m.

Divine revelation: When you heal an ally with Holy Light while under the effects of Surge of Light, you are healed for 51. mana.

Aura-amulets: Aura Mastery also increases allies' maximum health by 308. for the duration of its action.

Judge's mercy

A Piece of Hope: Increases the effectiveness of Flash of Light on a target with your Beacon of Light by 62.

Breath of the Martyr: After using Light of the Martyr, Sacrificial Blessing has a chance to heal the target for an additional 35. health. The effect can stack up to 10

Radiant Radiance: Holy Shock critical hits deal 62 damage. additional damage or replenish 54 units. additional health for 3 seconds.

Life-giving mercy: Holy Light's critical effects restore 25 damage. mana while Avenging Wrath is active.

Second Dawn: Light of Dawn has a 20% chance to create a second sector of light immediately after the first.

A moment of compassion: Flash of Light restores an additional 62 units. health if the target is under the influence of your Beacon of Light.

Protection

Stronghold of Light: Avenger's Shield grants you a shield that absorbs 313 damage. damage over 8 sec.

Judge's mercy: When you condemn an ​​enemy, you restore 96 units to all allies within an 8 meter radius of the condemned enemy. health.

Healer's Hammer: Hammer of the Righteous restores X units. health if your health level falls below 20%.

Inner light: When Shield of the Righteous ends, your Block Rating is increased by 193 and all enemies attacking you are increased for 4 seconds. receive 154 units. damage from light magic.

Encouraging Fortitude: Increases the chance of Great Warrior of Light to trigger by up to 20%. This effect also increases Strength by 62 for 8 sec.

Rational defense: Judgment critical hits reduce the melee damage the target hits you by 193. for 8 sec.

King's Shield: When Defender of Ancient Kings dispels, your Block rating is increased by 539 for 10 sec.

Flame of the Righteous: When Shield of the Righteous ends, your Block Rating is increased by 154 and all enemies attacking you are increased for 4 seconds. receive 231 units. damage from light magic.

Bastion of Righteousness: Shield of the Righteous reduces damage taken for 0.50 additional seconds and deals 55 damage. additional damage.

Floating Shield: Avenger's Shield now hits 4 enemies and increases Mastery by 15 per enemy hit for 8 sec.

Retribution

Punisher's Might: Avenging Wrath increases your Mastery by 46.

Deferred sentence: Crusader Strike has a 3% chance to apply Judgment to the target, dealing X damage. damage from Holy magic after 7 sec.

Divine right: When Divine Storm damages an enemy below 20% Health, gain 35 Strength for 10 sec.

Fire of purification: Blade of Justice's critical hits set the target on fire, causing them to suffer 0 damage. additional damage from Holy magic every 2 sec. for 6 sec.

Uncontrollable anger: When Avenging Wrath expires, gain 616 Strength or Intelligence for 15 sec. The strength of the effect depends on how much damage you dealt and health restored during the duration of Avenging Wrath.

Judge's mercy: When you condemn an ​​enemy, you restore 96 units to all allies within an 8 meter radius of the condemned enemy. health.

Unstoppable Justice: Judgment deals extra damage if you have more health percentage than the enemy. The maximum amount of additional damage is 120 units.

Unyielding Inquisitor: Expending Holy Energy increases your Haste by 1 for 10 sec. for each unit of Light energy spent. The effect stacks up to 20 times.

Scorching Blades: Blade of Justice's critical hits also deal 96 damage to the target. damage from Holy magic for 6 sec.

Fanaticism: When used, Holy Strike increases the damage dealt by Holy Strike by 20. for 20 sec. The effect stacks up to 10 times.

Priest

General
Obedience

Arrogant rebuke: Confession deals 31 damage. additional damage and extends the duration of your Shadow Word: Pain by 1 sec. for each charge.

Dark Depths

Gift of Redemption: Smite deals 87 damage. additional damage if you have at least 3 Atonement active.

A moment of calm: Pain Suppression applies Atonement to the target, instantly healing them for 313. health.

torture torture

Scars and sorrows: When your Confession heals an ally, the damage of your next Smite is increased by 125. When your Confession damages an enemy, your next Power Word: Shield absorbs 219 damage. more damage.

Long shine: Power Word: Radiance restores an additional 62 damage. health and applies Atonement, which lasts 70% of normal.

Reward for Meekness: Atonement reduces damage taken by 0.0%.

The Power of the Dark Side: When using Shadow Word: Pain, your next Confession has a chance to become stronger, dealing 50% extra damage to the target.

Light

Blessed Sanctuary: Reflection of Light from Holy Word: Consecration restores 220 HP. more health.

Everlasting Light: Heal restores up to 198 additional damage. health depending on the amount of mana you lack.

Penetrating Glow: Flash Heal increases the healing done by Flash Heal on the same ally by 63. for 6 sec.

Litany: Prayer of Healing grants an additional 27 damage to the most seriously injured ally. health.

Sacred Flame: Holy Fire instantly deals 124 damage. additional damage and restores 110 units. mana each time damage is dealt.

Word of Restoration: Prayer of Mending heals for an additional 50 and reduces Holy Word: Sanctify’s cooldown by 2 sec.

Shackles of Fate: When you cast Heal on allies, you also heal yourself for 8% of your healed health. In addition, Heal restores an additional 256 damage. health.

Darkness

Chorus of Madness: When Void Form ends, your Critical Strike is increased by 2 per stack of Void Form. The effect gradually weakens every 1 sec.

Death throes: Shadow Word: Pain deals 40 damage. additional damage. When an enemy is killed by your Shadow Word: Pain, you gain 5. madness.

Dark Depths: Each time Shadow Word: Pain deals damage, the healing of your next Shadow Regrowth is increased by 8, up to 240.

Collected Thoughts: After using Vampiric Touch, the damage of your next Mind Blast is increased by 157.

Withering Speech: Mind Sear deals 25 damage. additional damage to enemies affected by your Shadow Word: Pain.

Evil ghosts: Twilight Wraiths deal 25 damage. additional damage to enemies affected by your Vampiric Touch.

torture torture: Increases the duration of Shadow Word: Pain by 1.0 sec. Shadow Word: Pain instantly deals 139 damage. additional damage.

Whispers of the Damned: Void Bolt increases Mind Blast damage by 58. for 6 sec. The effect stacks up to 6 times.

Robber

General

Team sprint: During your Sprint, the movement speed of allies within 8m is increased by 77%.

Twilight Veil: Cloak of Shadows heals you for 171 health. health once every 1 sec., as well as 77 units. health for each effect it dispels.

- the legendary necklace that Magni Bronzebeard will give us in this expansion. Immediately after completing the quest and purchasing it, You will receive the achievement Matters of the heart. In Battle for Azeroth, this artifact will be common to all specializations of our class, and not for each one separately, as it was in Legion.

Heart of Azeroth Enhancement

The strengthening scheme for the Heart of AZeroth is somewhat reminiscent of the artifacts in the Legion. We will also collect some Azerite. Thanks to him, we will increase the level of our necklace. At the very beginning it will be level 280. For each improvement we will receive +2 to the item level. At certain stages of leveling up, new skills on equipment will become available to us.

How to find out what level our Heart of Azeroth is? In the equipment slot where our necklace is located, it is indicated by a number.

Where to get the Heart of Azeroth

How to get the Heart of Azeroth? It’s simple, in addition, we immediately receive a starting quest for it in the capital. The quest chain to obtain it is quite simple. Therefore, you will not have any problem in getting the necklace.

Azerite Armor

The Azerite armor that will give us bonuses consists of 3 things - Head, Shoulders and Body. The way the system will work is that you need to reach a certain Heart of Azeroth level to unlock new skills.

  • Thus, Rare items have three levels of Azerite skill slots.
  • Epic items have four Azerite skill slots.

Also, Azeri armor is not exchangeable. Right-click on armor to open the skill selection menu.


Here we have two epic quality items, level 355 Azerite Armor. As you can see from the screenshots, he has four Azerite skill slots that are not immediately available because they require a certain level of Heart of Azeroth to unlock. And for each piece of equipment, as we see, the numbers will be different.


As we see on Rob, to obtain the first skill we need level 17 of the Heart of Azeroth. While for the shoulders you already need at least level 18.

Azerite Skills

As we can see, things will have 4 skill slots located on 3 circles and one in the middle of our menu. Each slot has a specific skill specificity


Tier 1 (outer circle) contains specialization skills, PVP skills, PVE skills, and skills for different zones

Tier 2 (middle circle) will contain class skills depending on your role, that is, Damagers will receive skills to increase damage, healers to improve healing, and tanks to improve survivability/

Tier 3 (inner circle) serves for defensive and utility skills.

Tier4 (middle) it always has the same single skill that increases the level of an item by 5 units.

How to reset Azerite Skills

You can reset selected skills from special NPCs located in their locations

  • For the Horde, this will be Nadara the Reforger located in Zuldazar, in the Grand Bazaar area, next to the transmog.
  • For the Alliance, this will be Razzie the Incarnator, which is located in Tiragarde Sound in Boralus, right next to the market

You also need to know that the reset is not free. And for each subsequent one you will pay more and more money. Therefore, be careful and judicious when choosing skills.

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At the very beginning of the new expansion, Magni Bronzebeard gives each player Heart of Azeroth. This is an artifact that allows you to enhance special items of equipment, the so-called Azerite armor. In this guide, we will tell you about the Heart of Azeroth and how to improve it using the power of the artifact. You will also learn what knowledge about an artifact is and how it affects the amount of artifact power received.

Who is Azeroth?

In the depths of the planet called Azeroth lives a mysterious creature called the “soul of the world.” It is believed that this creature, which is also called Azeroth, surpasses in strength all the titans of the Pantheon and even Sargeras himself. After the defeat of the Burning Legion on Argus, Sargeras inflicted a terrible wound on Azeroth by plunging his sword into the planet. The heroes' victory was overshadowed. Returning home, they saw the huge sword of Sargeras sticking out of the ground in Silithus. The dark energy of the sword seeped into the bowels of the planet and poisoned Azeroth. The soul of the world was dying, and the heroes had to heal it at all costs.

How to get the Heart of Azeroth

After Sargeras' blow, Azeroth bled to death. She asked Magni Bronzebeard to find a hero who could help her, and offered help in return. Magni Bronzebeard led level 110 players to the Hall of Heart and gave each of them a Heart of Azeroth. Magni told the players to keep the amulet with them at all times, while he set out to find ways to heal the planet. Since then, the Heart of Azeroth has allowed Magni to telepathically communicate with players and relay orders to them.

Magni Bronzebeard: "The voice of Azeroth grows weaker by the minute. If the seal that protects this chamber fails, the soul of Azeroth will be lost! We have the only chance left to save all that is dear to us. Absorb the Azerite that is in this chamber with the help of Hearts of Azeroth. Then release the power of the amulet to close the crack in the center of the hall. Azerite brings destruction, but if you channel its power through the amulet, it can heal our world!"

To complete this storyline, you must complete the Battle for Lordaeron scenario, which was added to the game in the prepatch.

Chain for obtaining the Heart of Azeroth for the Alliance:

  1. Short-lived peace: Find Master Mathias Shaw in Stormwind Bay.
    2. Battle for Lordaeron: Complete the Battle for Lordaeron scenario.
    3. Dying world
    4. Heart of Azeroth
    5. Heart Strengthening

Chain for obtaining the Heart of Azeroth for the Horde:

  1. Hour of Reckoning: Speak with Warlord Saurfang at Grommash Keep.
    Battle for Lordaeron: Complete the Battle for Lordaeron scenario.
    3. Dying World: Find Magni Bronzebeard in Silithus.
    4. Heart of Azeroth: Go to the Hall of Heart and talk to Azeroth.
    5. Heart Empowerment: Consume Azerite to empower the Heart of Azeroth.

Heart of Azeroth Level

Initially, the Heart of Azeroth has the first Azerite level and item level 280. The Heart of Azeroth can be strengthened by collecting Azerite, which gives artifact power. Unlike Legion, in Battle for Azeroth the power of the artifact is absorbed directly by the Heart of Azeroth, and items that provide this power do not take up space in bags.

Having gained a certain amount of artifact power, the Heart of Azeroth receives a new Azerite level and +2 units. to item level. To obtain each subsequent Azerite level of the Heart of Azeroth, more and more artifact power is required:

  • From level 1 to 10, the amount of artifact power required to upgrade the Heart of Azeroth increases linearly.
  • After level 10, each subsequent Azerite level requires 30% more artifact power, which makes it easy to calculate the threshold value above which the increase will be minimal.
Azerite level Item Level
1 300 280
2 350 282
3 400 284
4 450 286
5 500 288
6 550 290
7 600 292
8 650 294
9 700 296
10 750 298
11 1 160 300
12 1 730 302
13 2 530 304
14 3 650 306
15 5 220 308
16 6 790 310
17 8 830 312
18 11 480 314
19 14 920 316
20 19 400 318

The graphs below show the dynamics of the increase in the amount of artifact power required to pump up the Heart of Azeroth at each level.



The amount of artifact power to level up to level 60

Azerite level Base amount of artifact power to next level Item Level
1 300 280
2 350 282
3 400 284
4 450 286
5 500 288
6 550 290
7 600 292
8 650 294
9 700 296
10 750 298
11 1 160 300
12 1 730 302
13 2 530 304
14 3 650 306
15 5 220 308
16 6 790 310
17 8 830 312
18 11 480 314
19 14 920 316
20 19 400 318
21 25 220 320
22 32 790 322
23 42 630 324
24 55 420 326
25 72 050 328
26 93 670 330
27 121 770 332
28 158 300 334
29 205 790 336
30 267 530 338
31 347 790 340
32 452 130 342
33 587 770 344
34 764 100 346
35 993 300 348
36 1 291 300 350
37 1 678 700 352
38 2 182 300 354
39 2 837 000 356
40 3 688 100 358
41 4 794 500 360
42 6 232 900 362
43 8 102 800 364
44 10 533 600 366
45 13 693 700 368
46 17 801 800 370
47 23 142 300 372
48 30 085 000 374
49 39 110 500 376
50 50 843 700 378
51 66 096 800 380
52 85 925 800 382
53 111 703 500 384
54 145 214 600 386
55 188 779 000 388
56 245 412 700 390
57 319 036 500 392
58 414 747 500 394
59 539 171 800 396
60 700 923 300 398

In addition to the immediate stat bonus, leveling up the Heart of Azeroth allows you to gain access to talents on Azerite armor.

Artifact Knowledge

In Battle for Azeroth, we again saw the Artifact Knowledge mechanic, which will allow lagging players to level up the Heart of Azeroth faster. Unlike the start of Legion, in Battle for Azeroth knowledge about the artifact will automatically trigger at the beginning of each week, meaning you won't have to log into the game every few days and place orders.

Each subsequent level of Artifact Knowledge increases the speed of pumping the Heart of Azeroth by 30%, but instead of increasing the amount of power received, it reduces the requirements for obtaining Heart of Azeroth levels, which avoids too high numbers.

The exact values ​​for each knowledge level are presented below.

At the start of Battle for Azeroth, the level of knowledge about the artifact is 1. The next week, the level of knowledge increases to 2, but this does not affect the values. Next, the levels and their corresponding values ​​look like this:

Gaining Artifact Power

In Battle for Azeroth, Azerite can be obtained in the most in different ways. Azerite is required to enhance the Heart of Azeroth and gain access to Azerite armor talents. Azerite is given for killing rare monsters, completing dungeons and raids, and even for world quests. We recommend that you read others.

Expeditions to the islands

  • Azerite for Horde / Azerite for Alliance (weekly) - 2500 units Azerite
  • Wait, I'll listen to rare items - 700 units Azerite for each (total 14000 units)
  • Expedition to the islands in Mythic mode, victory - 300 units. Azerite
  • Expedition to the islands in PvP mode, victory - 300 units. Azerite
  • Expedition to the islands in heroic mode, victory - 225 units. Azerite
  • Expedition to the islands in normal mode, victory - 175 units. Azerite

Fronts

  • Battlefront: Battle for Stromgarde (Weekly) - 750 units Azerite
  • Contribution to the development of the front (weekly) - 500 units. Azerite for each (total 5500 units)
  • Exorcism (weekly) - 300 units Azerite
  • Victory at the front - 150 units. Azerite
  • Rare monsters Arathi (weekly) - 20 units. for everyone

Dungeons

  • Boss in a Mythic dungeon - 35 units. Azerite
  • The final boss in a Mythic dungeon - 150 units. Azerite
  • Bonus for the first heroic dungeon of the day - 300 units. Azerite
  • Bonus for a heroic dungeon - 150 units. Azerite
  • The last boss in the heroic dungeon - 90 units. Azerite
  • Boss in the heroic dungeon - 35 units. Azerite
  • Bonus for the first normal dungeon of the day - 125 units. Azerite
  • Bonus for a normal dungeon - 75 units. Azerite
  • Boss in a normal dungeon
  • The last boss in a normal dungeon - 30 units. Azerite

PvP

  • First victory of the day on a random battlefield - 151 units. Azerite
  • Victory on a random battlefield - 76 units. Azerite
  • Victory on a random epic battlefield - 301 units. Azerite
  • PvP brawl - 151 units. Azerite
  • Skirmish in the arena - 16 units. Azerite
  • War mode supply chest - 300 units. Azerite

Story and world quests

  • Local quest for the world boss - 500 units. Azerite
  • Envoy's task - 400 or 1000 units. Azerite
  • Local task - 100-400 units. Azerite
  • Local quest from the Defenders of Azeroth - 200-300 units. Azerite
  • Local quest from the Defenders of Azeroth - up to 200 units. Azerite (optional)
  • Task for associates - 65-400 units. Azerite
  • Introductory missions of the military campaign - 500 units. Azerite
  • Main tasks of the military campaign - 350 units. Azerite
  • Dungeon quests (for example, [Atal "dazar: Fallen Princess Yazma] -: Ask Magni Bronzebeard to strengthen the Heart of Azeroth. Increases the level of the Heart of Azeroth item by 15 units.
  • Magni Bronzebeard: "The soul of this world grows stronger, hero. But the fight is not over yet. Azeroth suffers from wounds, it becomes difficult to control itself. You have proven your loyalty to Azeroth. I thank you for your deeds! I sense great power in your amulet. Azeroth calls to us! She wants the heart you carry with you to become even stronger. Are you ready?

    Respect

    Magni Bronzebeard: "Your amulet has become even stronger, but to unlock its full potential, we need to get even closer to Azeroth. Heart Chamber! I know things didn't go well the last time you were there. Let's try again . I think now we will be able to heal the wounds of our world."

Avid players of the legendary World of Warcraft probably already know that the new addition will not include artifacts for various classes, as well as artifact powers and the Netherlight Crucible. They will be replaced by the “Heart of Azeroth” artifact amulet. Which will accompany players throughout the entire expansion. A reasonable question arises: what will happen to the existing legendaries?
Firstly, those legendaries that you have now will most likely be abolished or simply deleted. That is, they become irrelevant and, compared to new items, are seriously inferior in strength.
And secondly, no matter what the bonus from the legendary item is, the banal difference in starts will be felt more strongly. Therefore, you will have no options. You'll have to replace your legendaries with the green stuff of the new addition.

What improves the Heart of Azeroth Necklace?

As the developers announced, the “Heart of Azeroth” is a mixture of an artifact and a legendary, an item that will change as you progress and level up in the game. In fact, the interface is slightly changed, but overall it resembles an artifact. That is, this is a one-of-a-kind unique item throughout the entire expansion. You will not have any other legendaries or special items. One necklace that enhances other items you wear has its own special talents and enhancements. It seems that this will be much more convenient than artifacts, because, judging by its weight, the necklace is not tied to a specific spectrum, which means you will not become a slave to local quests or one specialization. There should always be a choice of spectrum without significant loss of power. In the legion you have to download several specs for different needs, which is very inconvenient.

So how can you upgrade your Heart of Azeroth necklace?

The necklace will be upgraded with a new resource - the so-called “Azerite”. Azerite is given for various activities in high-level content. This will be something like an essence for a legendary. That is, you went to the dungeon, did some whips, world quests, went to Battle Ground, went to a new scenario and got some of this Azerite. Then, with the help of it, you opened a new level in the necklace and run calmly further.
It is not yet known how strong the talents and abilities will be, more information will appear a little later. It’s also worth adding a few words about battle-hardened items and items forged by titans - they remain in the game, since the developers are satisfied with the current state of affairs. However, as the creators of the add-on said, this still needs work.

We have prepared a guide to the Heart of Azeroth in WOW. We'll tell you what an artifact is, how to get it and upgrade it, how to get Azerite for the Heart of Azeroth, and much more.

As the story progresses, Magni will ask the player to keep the medallion nearby at all times while they search for ways to heal the damage caused by Sargeras' sword. Thanks to the amulet, Magni can maintain a telepathic connection with the player.

Important information: To unlock the Heart of Azeroth quest chain, you must first complete the Battle for Lordaeron scenario, which has been available since pre-patch 8.0.1.

A series of quests for the Heart of Azeroth:

  1. A Short-Lived Peace: Speak with Anduin Wrynn / Hour of Reckoning: Speak with High Overlord Saurfang.
  2. Battle for Lordaeron: Complete the Battle for Lordaeron storyline.
  3. A Dying World: Meet Magni Bronzebeard in Silithus.
  4. The Heart of Azeroth: Proceed to the Chamber of Heart and speak with Azeroth.
  5. Heart Empowerment: Consume Azerite to empower the Heart of Azeroth.
Magni Bronzebeard

Artifact level

When you receive the Heart of Azeroth artifact, its level will be 1, and its ilvl will be 280. You can increase these levels by collecting Azerite - it will be automatically absorbed by the amulet when you are near its source.

All Azerite absorbed guarantees a certain amount of Artifact Power.

  • from level 1 to 10 of the item required to upgrade the Heart of Azeroth, the amount of artifact power required increases linearly: +50 for each level (300, 350, 400, 450, etc.)
  • after level 10, each subsequent level will require 30% more artifact power than the previous one - 750, 1160, 1730, 2530, etc. Thus, to level up to level 20 you will need 19400 artifact power.

Important: The Heart of Azeroth will need to be leveled up if you want to unlock Azerite armor upgrades and new Azerite talents.

Below is a table with the level of Azerite, the amount of experience for pumping and the level of the Heart of Azeroth item.

Azerite level
Required for the following. level
Item Level
1 300 280
2 350 282
3 400 284
4 450 286
5 500 288
6 550 290
7 600 292
8 650 294
9 700 296
10 750 298
11 1,160 300
12 1,730 302
13 2,530 304
14 3,650 306
15 5,220 308
16 6,790 310
17 8,830 312
18 11,480 314
19 14,920 316
20 19,400 318

Base item level – 280

Artifact Knowledge

The concept of Artifact Knowledge has returned to the game in Battle for Azeroth in a new form. The difference with the Legion is that now Knowledge about the artifact is automatically awarded to all characters during maintenance, and there is no need for each of them to log into the game and collect scrolls daily.

Some things have remained unchanged - each level of Knowledge about the artifact still increases the speed of pumping the artifact (in this case, the Heart of Azeroth) by 30%.

However, there is an important difference - in Legion the amount of artifact power received increased, while in Battle for Azeroth, on the contrary, the amount of artifact power needed to pump up is reduced. That is, technically, Knowledge about the artifact increases the pumping speed by 30%, but this solution helps to avoid large, six-digit values.

How to get artifact power

In Battle for Azeroth, players will receive Azerite for almost all actions in new locations and events.

This will gradually open up access to new Azerite armor and unlock unique abilities associated with this armor.

Thus, to increase the level of the Heart of Azeroth, you simply need to collect Azerite in huge quantities.

How to get Azerite in WoW

Azerite in Battle for Azeroth can be obtained from many sources.

How to get Azerite quantity
Island expeditions
Azerite for Horde / Azerite for Alliance (weekly quest) 2000
Wait, I'll listen Each item collected for this achievement will reward you with 750 Azerite (15,000 if completed completely)
Winning the Island Expedition at Mythic/PvP 250
Win the Island Expedition on Normal difficulty 125
Win the Island Expedition on Heroic difficulty 175
Fronts and Arathi Highlands
Battle for Stromgarde (weekly quest) 750
Weekly quests-contributions to the start of the battle at the front 750 Azerite for each (8250 Azerite when completing all)
Executing Exorcisms (weekly quest) 300
Victory at the front 150
Rare mobs in Arathi Highlands (weekly)

20 each

Dungeons of Battle for Azeroth
Boss on Mythic difficulty 150
First Heroic Dungeon of the Day 300
Subsequent Heroic Dungeons 100
Final boss on Heroic difficulty 75
Normal boss on Heroic difficulty 35
First normal dungeon of the day 200
Subsequent dungeons on normal difficulty 50
First victory on a random battlefield 255
Subsequent victories on a random battlefield 100
Win a random epic battlefield 255
PvP Brawl 255
Victory in the arena 105
War Mode Supply Chest 300
Regular and World Quests
World quest to kill a local boss 500
Envoy's Quest 350 or 850
World quests 100-300
Local quest

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