Turtles Wow
World of Warcraft 3.3.5a
Eight classes
no one has played
A 3.3.5a realm built around eight original classes instead of the ones you already know. Twenty-four specialisations between them, and eight of those are not damage specs. Level cap 80.
The realm is in private testing. Nothing here is live yet.
Overview
A different class list
Turtles Wow keeps the world, the dungeons and the feel of 3.3.5a and replaces the part you have already mastered. The eight classes here were written from nothing: their own resources, their own talent trees, their own reasons to press a button. You will not be re-rolling a spec you played in 2009.
Each class has been played from level 1 to 80 and checked against the other seven, so no one class is the obvious pick and none of them is a trap.
Meet the eightFeatures
What you actually get
No cash shop pitch, no roadmap of things that do not exist. This is the realm as it is being built right now.
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Eight custom classes
Original spellbooks and original talent trees: 24 specialisations and 648 talent nodes in total. Sixteen specs deal damage; the other eight are four tanks, two healers, one support spec and one pet spec.
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Level cap 80
The full Wrath levelling range, played end to end with the new classes rather than bolted onto the last patch.
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Balanced, not guessed
Damage and survivability are measured with a repeatable test harness, so balance changes come from numbers instead of forum volume.
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One-click setup
A single installer points at the 3.3.5a folder you already have, applies the client patch and sets the realm list for you.
Classes
The eight
Eight classes, 24 specialisations, 648 talent nodes. Sixteen of those specs are damage specs; the other eight are four tanks, two healers, one support spec and one pet spec. Every name, role and ability description below is read out of the realm's own files.
Open a class to read its signature abilities and the rules it is built under — including the one weakness each class is never allowed to fix.
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Oathsworn
Oath of the Dawn
A holy front-line fighter that cannot reposition. It walks to the fight, and once it is there it either burns the target down or holds the line.
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Wrath of the Dawn
DamageFire-and-dawn burst: a holy nuke, a burst cooldown, and a cone of holy energy channelled through a guided ally.
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Aegis of the Dawn
TankAbsorb-and-block self-sustain tank: a shield slam, an attack-power-scaled absorb, and the class taunt.
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Judgment
DamageMelee execute: a thrown burning spear and a finisher that dumps Holy Power.
Abilities and class rules for the Oathsworn
Signature abilities
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Flash of Dawn
Shine a powerful beam of sunlight at an enemy, dealing Holy Damage and generating 1 Holy Power.
Wrath of the Dawn
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Aegis Slam
Slam up to 8 enemies in a 12 yd cone with your shield, dealing Holyflame Damage, modified by defense rating. Dawn: Has no cooldown.
Aegis of the Dawn
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Celestial Ward
Absorbs damage, based on attack power. Lasts up to 6 sec.
Aegis of the Dawn
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Spear of Valor
Throw a flaming spear at an enemy, causing Fire Damage. The spear also scorches the ground on impact, causing additional damage every second to enemies.
Judgment
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Oathbound Challenge
Challenge an enemy in the Light's name, taunting them to attack you and increasing your threat generation for 3 sec.
Aegis of the Dawn
Class rules
- Fixed weakness
- Mobility 1/5 — zero self gap-closer/blink/sprint/speed in the kit or any tree, ever
- Rated strength
- Survivability 5/5
- Counters
- Holy Power (max 5), Fervor (max 100)
- Not rated
- Control
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The Vigil
The Long Watch
The roster's only pure-damage class: three damage specs, no tank, no healer, no support spec. A blade, a hound and a gun.
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Inquisition
DamageMelee blade spec: a channelled thrust that consumes Sensed Evil stacks, backed by a melee-haste passive.
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Nightwarden
DamagePet spec: a Witching Beast whose health scales off the The Vigil's stamina and whose damage scales off both its attack power and spell power.
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Deadeye
DamageRanged physical spec: crossbow work that snares and builds rage, with bonus attack power against Demons and Undead.
Abilities and class rules for the The Vigil
Signature abilities
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Stoic Ward
Strengthen your resolve, reducing all damage taken for 6 sec.
Learned at level 62
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Impaling Thrust
Requires Blade Stance. Rapidly strike your target for 3 sec, slowing their movement speed. Each strike deals Weapon Damage. Wickedness: Each strike consumes a stack of Sensed Evil from the target dealing bonus Fire Damage. Purity: While striking, you take reduced damage.
Inquisition
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Summon Wardbeast
Summons a Witching Beast to aid you in combat. The Witching Beast gains health based on your Stamina, and damage based on your spell power and attack power.
Nightwarden
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Hamstring Bolt
Requires Crossbow Stance. Fires a crossbow bolt at an enemy, dealing Off-hand Damage, scaling with ranged attack power. Reduces the target's movement speed for 5 sec. Generates rage. Can only be used directly after Coiling Shot.
Deadeye
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Run Down
Charge an enemy, reducing their movement speed for 4 sec and generating rage.
Learned at level 26
Class rules
- Fixed weakness
- Survivability 2/5 — the sole relief valve is a weak conditional 20 % damage reduction, only while moving AND the hound is alive
- Counters
- Momentum (max 8), Blasting Powder (max 5), Sensed Evil (max 5)
- Not rated
- Mobility
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Vampire
Crimson Thirst
A melee attrition fighter that sustains itself off its target. It has no lockdown, so it cannot stop a fight going long; it wins by being the one still standing.
Shown in the client as Vampire.
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Nightshroud
DamageStealth burst: a leaping scythe arc, an execute usable below 35 % health, and the Underwalk stealth the whole class shares.
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Sanguine Rite
DamageDamage-over-time and plague caster: bleeds, an area blood siphon that heals off the damage it deals, and a swarm.
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Dread Lord
TankLeech-and-mitigation tank: armour and resistance wards, a maximum-health cooldown, and parry retaliation.
Abilities and class rules for the Vampire
Signature abilities
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Slaughter Crescent
Eradicate an enemy with your scythe, dealing Weapon Damage, generating 1 Reaped Soul. Only usable on enemies that have less than 35% health.
Nightshroud
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Exsanguinate
Requires Soul Infusion. Siphon blood from enemies, dealing Shadow Damage to up to 8 enemies within 20 yds, healing for 25% of the damage dealt.
Sanguine Rite
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Shroud of Night
Sneak around in the spirit world, becoming stealthed for 15 sec. Cannot be used in combat.
Nightshroud · Sanguine Rite · Dread Lord
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Bloodward Resolve
Consumes 1 Reaped Soul. Increases your armor and magic resistance based on your Stamina for 15 sec. While active, you can use abilities as if you were in Underwalk.
Dread Lord
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Crescent Leap
Leap forward through the air swinging your scythe in an arc. When you land, unleash a spinning attack that deals Weapon Damage to nearby enemies.
Nightshroud
Class rules
- Fixed weakness
- Control 1/5 — no stuns, no lockdown - one 3 s 50 % slow, ever
- Rated strength
- Self-sustain
- Counters
- Reaped Souls (max 5), Soul Fragments (max 5)
- Not rated
- Mobility
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The Enthraller
The Grey Court
A shadow attrition class that never spikes and instead grinds. The only class on the roster whose fixed weakness is its damage ceiling rather than its survivability, mobility or control.
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The Abyssal Court
DamagePet-army damage: summons and commands the brood, and holds the class's only Void Rune generator.
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The Withering Court
DamagePure shadow damage-over-time: stacked enemy DoTs and curses that shred magic resistance.
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The Grey Communion
HealerHealer: heals and wards, including a leech curse that drains a target to heal the caster.
Abilities and class rules for the The Enthraller
Signature abilities
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Wrath of the Grey Court
Consumes All Void Runes. Crush an enemy with overwhelming void power, dealing Shadow Damage plus periodic damage every 0.5 sec for 6 sec and generates 20 Insanity. Scales with Void Runes consumed. When used with at least 2, this always critically strikes. Cannot be reflected or redirected, and pierces immunity effects. Herald of C'Thun: Strikes enemies.
The Abyssal Court · The Withering Court · The Grey Communion
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Dread Strike
Strike an enemy dealing Weapon Damage, applying Seething Void, and generating 2 Void Runes.
The Abyssal Court
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Shadow Decay
Applies an Eldritch curse to an enemy, causing Shadow Damage every 3 sec for 18 sec. Generates 5 Insanity.
The Withering Court · The Grey Communion
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Malice
Smash an enemy with eldritch force, dealing Shadow Damage and healing the 5 lowest health nearby allies. Usable while moving. Generates 10 Insanity.
The Grey Communion
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Conjure Thrall
Summons a Mindbender to aid you in battle until dismissed. This minion excels at supporting allies and can periodically heal allies.
The Abyssal Court
Class rules
- Fixed weakness
- Burst 2/5 — no execute, no detonation, no nuke, ever
- Rated strength
- Sustain / utility
- Counters
- Insanity (max 100), Void Runes (max 6)
- Not rated
- Survivability, Mobility, Control
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The Revenant
Deathless Cadence
The widest kit on the roster paired with the narrowest permissions: the most buttons of any class, and almost nothing it is allowed to do with them beyond stand its ground and hit things.
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Pyrewrought
DamageFire spec: builds Deathfire and spends it on a Hellstorm, with a Flamewrath-fed fire window on top.
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Bonereaver
TankTank: holds the only Demon's Blood generator and its stack-cap extender, plus the class's taunt.
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Xorothian Runeblade
DamageMelee spec: shadowflame strikes and an area smash, with a strength-stacking passive fed by every target hit.
Abilities and class rules for the The Revenant
Signature abilities
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Grave Hook
Hook an enemy from afar, dealing Physical damage and generating Runic Power.
Learned at level 1
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Skulltaker
Consumes Deathfire Stacks. Slash an enemy viciously, dealing Weapon Damage plus Physical Damage. Deals increased damage per Deathfire consumed.
Bonereaver
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Deathsnarl
Taunts an enemy to attack you and increases your threat generation for 3 sec.
Bonereaver
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Gravestorm
Conjure a Hellstorm, consuming all of your current Deathfire stacks and dealing Fire damage to up to 8 enemies within 8 yds. Embers then flare every 1 sec, dealing Fire damage to the same enemies. The ember window lasts longer for each stack of Deathfire consumed.
Pyrewrought
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Bloodslick Blade
Melee Physical Damage dealt generates a stack of Demon's Blood.
Bonereaver
Class rules
- Fixed weakness
- Mobility 1/5 — no leap/charge/pull/grip, ever
- Fixed weakness
- Control 2/5 — one short interrupt only - no stun/root/silence
- Rated strength
- Button budget 5/5
- Counters
- Deathfire (max 8), Demon's Blood (max 5), Flamewrath (max 6)
- Not rated
- Survivability
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Winter's Widow
Hourglass of Grief
A glass-cannon zoner. It front-loads everything, it has one defensive, and it is not allowed a filler.
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The Stilled Hour
DamageThe Order side nuke kit: sand blasts, plus a detonation that records the damage you deal and replays a share of it.
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The Unmaking
DamageThe Chaos side nuke kit: unmaking damage and a delayed gravity bomb that drags enemies together before it explodes.
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The Endless The Vigil
SupportSupport and control: a defending guardian pet, a reflecting ward, a stun that adds vulnerability, and an ally haste buff.
Abilities and class rules for the Winter's Widow
Signature abilities
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Shatter the Timeline
Shatters the target's timeline. Every point of damage you deal to an enemy is recorded for 10 sec; casting this detonates that record, dealing 60% of the recorded damage to the target.
The Stilled Hour
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Frost Cyst
Launch a blast of magical sand, dealing Arcane Damage to an enemy and to every other enemy within 8 yds of it.
The Stilled Hour
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Imploding Frost
Places a gravity bomb on the target. After 6 sec they explode for Chaos Damage. Directly before the explosion occurs, all enemies are teleported to the initial target.
The Unmaking
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Summon Rime Sentinel
Create a Bronze Protector under the command of the Winter's Widow, capable of defending allies. While active, this pet boosts your haste.
The Endless The Vigil
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Frozen Clasp
Conjure a magical binding upon an enemy target, stunning them in place for 4 sec. While stunned, the target takes increased damage.
The Endless The Vigil
Class rules
- Fixed weakness
- Survivability 2/5 — a small flat absorb, no armor, no self-heal, ever
- Fixed weakness
- Sustained 1/5 — no DoT or filler, ever
- Rated strength
- Resource complexity
- Counters
- Order and Chaos (Frost / Sorrow) (max 20), Frozen Tears (max 4), Hoarfrost (max 5), Reconstruction (max 4), Deconstruction (max 4), Empowerment (max 5), Vast Winter (max 3)
- Not rated
- Mobility
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Blood Hunter
The Ledger
A blood-and-voodoo attrition support class that wins by outlasting, enabling and eroding, from a position it cannot leave.
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Hemomancer
DamageThe class's only damage spec: consumes marks on the target for a combined weapon-and-shadow strike.
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Loaspeaker
HealerHealer, unambiguously: all three of its spec abilities are heals.
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Beastcaller
PetPet and pack spec: the raptors are visuals and every point of pack damage is credited to the player, so it does not depend on a creature ever swinging.
Abilities and class rules for the Blood Hunter
Signature abilities
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Exsanguinate
Consumes Shadow Marks. Invokes Bethekk. Slash an enemy for Weapon damage plus a burst of Shadow damage scaled to your level and gear, increased by 3% for each Shadow Mark consumed.
Hemomancer
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Ichor Beam
Bring mojo to an ally, healing them every 1 sec for 6 sec. This spell is unaffected by haste modifiers.
Loaspeaker
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Sanguine Glaive
Hurl a voodoo glaive at an enemy dealing Ranged Weapon Damage plus Nature Damage, restoring health equal to 2% of the damage dealt. Usable while moving.
Learned at level 1
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Sanguine Bulwark
Create a copy of yourself that channels voodoo energy for 8 sec on allies, reducing damage taken. In addition, you and your summons are immune to damage, but deal 25% reduced damage and healing.
Learned at level 74
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Sanguine Golem
Summon a War Golem for 10 sec, absorbing damage dealt to you based on your Intellect, and redirecting harmful spells cast on nearby allies to itself.
Beastcaller
Class rules
- Fixed weakness
- Mobility 2/5 — zero movement tools anywhere - no blink/sprint/gap-closer/teleport/snare-immunity, ever
- Rated strength
- Survivability 4/5
- Counters
- Blood Spirits (max 5), Vials (max 5), Blood Mark (max 5)
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The Ravener
Rite of the Moon
The roster's damage leader, bought with the roster's worst survivability. A feral predator that kills before it is killed, and dies if that fails.
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Bloodmoon
DamageSelfish blood-and-bite melee with leech: spends Thirst stacks to steal health out of the target.
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Eclipse
DamageLunar and umbral caster damage: bleeds and shreds that scale off spell power, with conditional bonus damage.
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Direlord
TankFeral tank: a damage-reduction cooldown, a melee reflect, an ally shield and a taunt.
Abilities and class rules for the The Ravener
Signature abilities
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Sanguine Fang
Expends Thirst Stacks. Steal health from an enemy. Damage increased for each Thirst stack. Clears Insatiable and Thirst stacks.
Bloodmoon
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Moonbane Shred
Requires Cursed Form. Shred an enemy, dealing Physical Damage. If an enemy is bleeding, below 35% maximum health, or if you are behind them, deal 100% additional Shadow Damage for each condition met.
Eclipse
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Umbral Hemorrhage
Requires Mortal Form. Infest an enemy with blood parasites, dealing Shadow Damage and causing them to bleed every second for 12 sec. Periodic damage from this spell can critically strike.
Eclipse
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Ironpelt
Requires Cursed Form. Reduces damage taken for 5 sec. Useable while stunned.
Direlord
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Bared Fangs Taunt
Requires Worgen Form. Taunts an enemy to attack you for 4 sec, and reduces their movement speed for the duration.
Direlord
Class rules
- Fixed weakness
- Survivability 1/5 — no wall; the Bloodmoon tree trades it further down
- Rated strength
- Damage
- Counters
- Consecutive Worgen Bites (max 3), Bloodmoon Cadence (max 3), Savage Charges (max 6), Darkwing Echo (max 5), Endless Thirst (max 3), Grimclaw (max 1), Bloodsore (max 5), Rent Hide (max 5)
- Not rated
- Mobility, Control
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Getting started
Create your account
Accounts are created on the game server itself, and registration is now open on this site. The playtest is invite-only for the moment, so you need a code from Discord; the form tells you if yours is not valid. Registration only ever happens at turtles-wow.com over HTTPS — if anyone sends you a signup link on another domain, it is not ours.
Creating an account Open now — invite only
Registration is open at turtles-wow.com/register.html. Pick an account name and a password, both 16 characters or fewer — the 3.3.5a client cannot send more than that, and it silently cuts a longer password short, which would lock you out of your own account.
While the realm is in friends-and-family testing you also need an invite code. Ask in Discord for one.
Both the account name and the password are case-insensitive: the game client puts them in capitals before it sends them.
Create an accountLogging in Opens with the realm
There is no account panel to log into yet. When one exists it will be linked from this header, and it will live on this domain — not on a link someone sends you.
You log into the realm from the game client itself, using the account you make when registration opens.
Downloading and playing Launcher built, hosting pending
The launcher is a single Windows .exe. You point it at the World of Warcraft 3.3.5a folder you already have, it downloads roughly 400 MB of client patch data, installs it and sets the realm list. There is no separate 4 GB client download and no manual file copying.
The download is not hosted yet. This button is wired the moment file hosting is in place — check Discord for the announcement.
Download the launcherCommunity
Everything happens on Discord
Test invites, class change notes, bug reports and the date the realm goes public all land in the same place. It is a small server and the people building the classes read it themselves.
Join the DiscordThe invite link goes up alongside the first public test round.
Support
Straight answers
- What do I need before I can play?
- A World of Warcraft 3.3.5a (12340) installation. The launcher handles everything after that.
- Can I play the eight classes right now?
- Not publicly. They are finished and playable to 80 on the private test realm while public testing is set up.
- Are the original classes still there?
- The eight custom classes are the point of the realm. What sits alongside them is being confirmed before it is promised here.
- Where do I report a bug?
- Discord, once testing opens. Bug reports from testers are what the balance passes are built on.
Realm status
- Turtles Wow In Testing
Status is read from /status.json and updates the moment the realm goes public.
News
Where the build is
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Classes
All eight classes balanced and verified
Every custom class has been played the full way to 80 and put through the same damage and survivability harness. The roster came out level with itself: no class is the correct answer and no class is dead weight.
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Launcher
One-click launcher is built
A single .exe that finds your existing 3.3.5a install, pulls about 400 MB of patch data and configures the realm list. It works; what is left is putting the file somewhere the public can reach.
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Testing
Public testing is being set up
The realm runs privately while the public test round is organised. When it opens, the status strip above turns green and account registration opens the same day. No date is being promised until it is certain.