Azeroth Depths Buy me a coffee Play
A party of five fighting Defias in the Deadmines

A World of Warcraft Classic fan game · 1 to 5 players

Azeroth Depths

Gather at Sentinel Hill, take your keystone to the Meeting Stone and fight your way down into Azeroth's dungeons, starting with the Deadmines, with more to follow. Every run deals you new boons, every death costs the whole group, and every clear raises the key.

How to play

A run, from first step to last

Forge a Hero

I

Forge a hero

On the menu, Create Character: a Human of any class or a Night Elf druid, with the client's own faces, hair and markings, or Randomize. A player keeps up to ten characters.

There's no levelling to grind. Everyone fights at level 60; what grows is your gear, your keystone and, inside a run, your boons.

II

Muster at Sentinel Hill

Enter Player Hub and you stand inside the palisade on Sentinel Hill. Other players are there too: whisper, invite, trade stories. The quartermaster, the blacksmith, the enchanter and the boon trainer wait for you, all with a right-click or a tap.

The bar under the minimap holds your bag, your Keystone Shards, your keystone and your score.

III

Touch the Meeting Stone

The stone lists every dungeon open to you, with your best key in each. Alone, press Enter. Leading a party, start a Ready check: once everyone is ready, all of you go in at the leader's keystone.

The Deadmines are the first dungeon on its list, and more are on the way.

IV

Take a kiss, and its curse

At the entrance the leader is dealt three of fourteen pacts. Each gives you a kiss and the run a curse, and adds 15 to 25% to the shards everyone brings home. Take any of them, or none, and press Begin.

The offer closes on its own when the first fight starts.

V

Into the dungeon

Packs stand and patrol, call for help and run at low health, and here they don't give up the chase. In the Deadmines you fight past Rhahk'Zor, Sneed's Shredder, Gilnid and Mr. Smite; doors open as bosses fall, and the Defias Cannon blows the Iron Clad Door.

A red ring on the ground is an enemy's area spell: step out of it.

VI

Choose your boons

Every level-up, every boss and the odd elite's drop offers three boons. Pick one: it lasts the rest of the run, through deaths too.

The fight goes on while you choose, so choose quickly.

VII

Fell the last boss

In the Deadmines that's Edwin VanCleef, on his ship past Captain Greenskin and Cookie. The last boss's death clears the dungeon; you don't have to kill every pack on the way.

Dead heroes stay down until someone resurrects them or they Release Spirit back to the entrance.

VIII

Open the chest, raise the key

The chest holds two items for each of you, uncommon or rare and now and then epic, and you can give yours to anyone who was there. Clear with deaths to spare and the leader's keystone climbs by up to three.

Then Return to Sentinel Hill, spend your shards and go again, deeper.

On the Meeting Stone's list

Dungeons

Each dungeon brings its own bosses, events and loot, and your key score counts your best clear in every one of them. The Deadmines are open now. More of Azeroth's dungeons are on the way.

Open

The Deadmines

The Defias Brotherhood's hideout under Moonbrook, and Edwin VanCleef's ship. Nine bosses, from Rhahk'Zor to VanCleef.

Sealed

Still to come

The next dungeon is on its way.

Sealed

And more

Azeroth has many depths left to open.

Power that lasts one run

Boons

Boons are how a hero grows during a run. They come three at a time and you take one. Try it: these are the game's own boons, rolled with its own odds. Pick a class and where the offer came from.

Choose a Boon
Learn one of these for the rest of the run: 1 reroll

It lasts the rest of the run. The fight goes on while you choose.

Your boons this run
None yet. Choose one above.

Six qualities

Every boon rolls a quality, the colours of the client's items. A better quality multiplies everything the boon does, at every rank. A boon keeps the best quality it was ever taken at.

Bosses never give Poor, level-ups never Legendary, and each keystone level makes Rare and better five percent more likely.

Ranks and gems

Most boons go to six ranks, class boons and augments to three. The gems under the icon count them: gold for ranks you have, a pulsing green one for the rank this pick gives.

Rerolls

You start each run with one and get another for every boss. A reroll swaps one card for another of its kind and rolls its quality again.

Talents and augments

Your first, fourth and eighth offers are talents from your class's three trees, three a run at most. Each talent then opens two augments that build on it.

Kept, in a way

Boons end with the run, but the ones you took can be imbued into gear by Alden Wyke at the hill. Your action bars remember where each talent went last time.

Raise the stakes

Kisses and Curses

Before the first pull the leader is dealt three pacts. Each is a kiss and a curse in one: your heroes get the kiss, the run gets the curse, and everyone brings home more shards.

Playing alone, you also get Lone Wolf: 15% of the damage you deal heals you.

Kisses and Curses

Take any of these for the run, or none:

Keystone Shards +0%

They last the whole run. The offer closes when the first fight begins.

How deep will you go?

The Keystone

+1 keystone level
Enemies ×1.00 health and damage, ten percent more for every level
This week's affixes
None below +2: plain Classic.
Your score for it 30 20 + 10 for each level of your best clear, in every dungeon

Deaths, not a timer

There's no clock. A run allows the group two deaths per player, plus two: four alone, twelve for five. A wipe sends everyone back to the entrance; once the deaths are spent, Release Spirit goes away and the next wipe ends the run.

How the key moves

Clearing raises the leader's keystone by how many deaths you had left. A failed or abandoned run lowers it by one. It never falls below +1 and stops at +30.

Six callings

Choose a Class

Every class is a Human, the druid a Night Elf. Their spells, ranks and costs are read from the client's own spell tables.

Loot from all of Azeroth

Gear

The chest at the end of a run draws from all of Classic: every uncommon, rare and epic item a class here can wear, thousands of them, each with its own name, look and effects. Every one is remade for level 60, so a blue from Westfall is worth as much as one from Scholomance.

Six of them, picked for what they do.

The chest

Each of you gets two items, the first one for your class: mostly uncommon, now and then rare, seldom epic. Until it closes, you can hand yours to anyone who was there.

Item power

An item's power is the keystone it dropped at, plus up to six upgrades from Garrick Stonefield. Each level of gear power, the average over your twelve slots, adds 4% damage, healing and health.

Dungeon sets

Two sets for each class, eight pieces each. Two, four and all eight pieces change how your class's spells work. Now and then the chest's first item for you is a piece of one.

The green lines

"Equip:" effects work while you wear the item, and a weapon's "Chance on hit:" goes off as your blows land. Their amounts grow with the item, like its stats.

Sentinel Hill inside its palisade

Between runs

Sentinel Hill

Shards from your runs pay for everything here: three for each boss you see fall, and fifteen plus five per keystone level for a clear, all raised by the kisses and curses you took.

  • Quartermaster Ellis<Keystone Quartermaster>

    Sells any rare your class can wear for 250 shards once your score reaches 50, epics for 1,000 at 120, and the dungeon sets. Gear comes at the power of your best key.

  • Garrick Stonefield<Blacksmith>

    Upgrades an item up to six times, or salvages it for shards. Each upgrade costs 20 shards plus 5 for every point of the item's power.

  • Alden Wyke<Enchanter>

    For 60 shards, imbues an item with a boon you've taken in a run.

  • Drillmaster Hollis<Boon Trainer>

    Lets you try any boon or talent of your class, at any quality, on the training yard's dummies. Nothing learned there is kept.

  • Training yard<Dummies and Militia>

    A Combat Dummy, an Elite and a Boss one, a Sparring Dummy that hits back, and Wounded Militia for healers to practise on.

At your fingertips

Controls

It plays like the client. Every binding can be changed under Esc → Key Bindings.

Move

WASDrun, backpedal and turn (or arrows)
QEstrafe
Spacejump; hold it to keep jumping
Zwalk or run

Mouse

Left draglook around
Right dragsteer
Bothrun forward
Right clickattack, talk, use

Target

Tabnext enemy (Shift for the last)
F1toF5your party
Esclet go of the target, else the menu

The enemy nearest the middle of your view is your soft target. Attack it, click it or Tab to it and you lock on.

Fight

1to0-=main bar
ShiftCtrlthe second and third rows
Ctrl F1Ctrl F2stances and forms
XRecuperate: all health and mana back over 20 s, out of combat

Windows

PspellbookCcharacter
Bgear, at the hillHhelp
Escthe game menu: options, key bindings, leaving

Chat and sound

Enter/chat, and /help for its commands
Shift Vfriendly nameplates
Ctrl Ssound on or off
Ctrl Mmusic on or off
The game on a phone: the stick, Jump and the ring of spells round Attack

By touch

On a phone or tablet, turn it sideways.

  • Stick appears wherever your left thumb lands.
  • Attack sits bottom right, held to keep swinging, with your twelve main spells on a ring round it.
  • Jump, with Tab above it: tap for the next enemy, hold to let go.
  • The bottom bar holds Recuperate and the other rows, and folds away.
  • Drag to turn, pinch to zoom, tap to target. Hold a spell to read it.
  • Full screen and Menu in the top corner.

Up to five

Party Up

Invite from the chat or from anyone's right-click menu. The party goes in together at the leader's keystone, with the creatures tuned to its size, and only the leader's key moves.

Five heroes fighting together in the Deadmines

Type /help for every command.

/invite Name invites them to your party

/p [Party] [Bulwark]: Pull after the patrol passes.

/w Name To [Mercy]: ready when you are

/promote Name makes them leader

/vote when someone's away in a run: Continue, Abandon or Wait

/who who's on the hill

  • 30 seconds to answer a ready check. A Not Ready, or anyone joining or leaving, calls it off.
  • Dropped? Your hero stays in the world for three minutes, party and place in the run kept, and the page reconnects by itself.
  • Away in a run? The others vote to continue, abandon or wait. A majority decides.

About the Project

Azeroth Depths is a non-commercial fan prototype, made out of love for World of Warcraft Classic. The world, the heroes, the creatures, the spell effects, the icons, the fonts and the sounds are all the client's own, converted from a locally installed copy. The first dungeon is the Deadmines; more will follow. The creatures' places, patrols and scripts come from the open-source VMaNGOS server's database. Only the interface's frames and buttons, like the ones on this page, are drawn for the game.

Azeroth Depths is free to play. If you enjoy it and would like to help it grow, more dungeons included, you can buy me a coffee.

Buy me a coffee

World of Warcraft and its art belong to Blizzard Entertainment. This project isn't affiliated with or endorsed by Blizzard.