Introduction

The Hall of Shadows (Rogue Class Order Hall)

Unlocking the Missions

Back to top

Second part of the campaign

Back to top

Argus Mission Campaign

Back to top

Order Hall Resources



Class Hall Campaign At the start of your Class Hall Campaign you are made sure to have the needed resources so that you won't find yourself unable to progress in the quests. While this isn't very consistent supply in a long run, you are occasionally rewarded some OR in the later parts of the campaign.



Treasures Broken Isles zone treasures aren't either very sustained way to get OR, but they do pile up and are a very good source in the beginning of the expansion. There are several chests hidden around the Legion zones each yielding some Order Resources (amount depends on the chest type) so keep your eyes open! After reaching Honored reputation with a zone faction, you'll be able to buy a treasure map which shows the nearby treasures in the minimap as for that zone. The map can be purchased from the faction's quartermaster like Treasure Map: Azsuna from Veridis Fallon of Court of Farondis.



Rare Encounters Around the Broken Isles you can come across some special events which are denoted as in the minimap. Most of these encounters require you to kill rare monsters which have a chance drop some Order Resources (not guaranteed though). It's always a good idea to tackle the encounter because there's usually some other reward waiting for you. Note that some of the monsters aren't meant to be soloable and might require assistance from the other players.

Bonus objectives During your adventures you might come across to these one-time objectives in the quest areas. On several occasions these objectives reward a good amount of Order Resources along with player experience, so they are definitely worth doing for. Most of the time you can get the objective done while doing the quest(s) you came for.



World Quests The motherload. World quests offer the biggest and the most sustained way to get OR. After reaching level 110 and completing Uniting the Isles you are presented a bunch of quests around to Broken Isles zones which can virtually be anything from picking herbs to killing monsters. Their rewards also vary greatly, but one of them can be several hundreds of Order Resources, depending of the quest's difficulty. These quests have limited availability and usually new quest pops when the previous expires so you might want to prioritize quests rewarding OR if you find yourself lacking the resources.



Emissary Caches Once per day, you are presented a "quest" in your World Map to complete four world quests for certain faction or in certain zone. Doing the needed world quests and then turning in the quest will yield you an item like Farondis Lockbox which can contain a hefty amount of Order Resources as well. However, the cache can contain other items too and thus you aren't guaranteed to get OR.



Combat Allies You can assign certain champions to be your combat ally around the Broken Isles. While you have a Combat Ally active, you can acquire Order Resources when you complete World Quests if your Champion is using certain equipment or you have researched certain Order Hall Advancement. You can read more from the Order Hall Advancements from the next subsection and the champion equipment is covered in a later section.



Back to top

Order Hall Advancements



Initial: 0 Order Resources / 2 hours

Change: 0 Order Resources / 1 day

Requires level 100





Initial: 0 Order Resources / 4 hours

Change: 0 Order Resources / 1 day

Requires level 105





Initial: 0 Order Resources / 6 hours

Change: 0 Order Resources / 1 day

Requires level 110





Initial: 0 Order Resources / 12 hours

Change: 0 Order Resources / 1 day

Requires level 110



if



Initial: 0 Order Resources / 18 hours

Change: 0 Order Resources / 1 day

Requires level 110





Initial: 0 Order Resources / 1 day

Requires level 110





Initial: 0 Order Resources / 5 days

Requires level 110



Back to top

Champions

Leveling and Quality

Uncommon - Second champion ability

Rare - First equipment slot

Epic - Second equipment slot

Titled - Third equipment slot







Level: XP needed: Total XP:

101 200 (200)

102 400 (600)

103 600 (1 200)

104 800 (2 000)

105 1 000 (3 000)

106 1 500 (4 500)

107 1 750 (6 250)

108 2 000 (8 250)

109 2 700 (10 950)

110 3 000 (13 950)



Uncommon 8 000 (21 950)

Rare 20 000 (41 950)

Epic 100 000 (141 950)

Titled 200 000 (341 950)



successful





Level difference: Item level difference: Effects:

0 0 Normal XP gain and success chance increase, abilities counter threats

-1 to -4 -5 to -25 Reduced XP gain and success chance increase, abilities counter threats

-5 or less -30 or less No XP gain or success chance contribution, abilities don't counter threats



Back to top

Abilities

Back to top

Equipment

Class Hall Missions

World Quests

Tier 3 Order Hall Advancements:

Successful Missions with Advancement similar than Ancestral Gift ( Druid, Monk and Shaman only ) or

Successful Missions with Advancement similar than Ancestral Gift ( ) or Work Orders with Advancement similar than Plowshares to Swords (all the other classes)

not

Back to top

Combat Allies

A proc based ability



These abilities have a chance to occur when certain criteria is met. In this case it means either you attacking something or taking damage from the enemies, for example Death from the Shadows. There's always a hidden timer how often the combat ally ability can trigger.

An usable ability with cooldown



This kind of combat ally ability brings a new spell at your disposal which can be anything from damage and crowd control (Winds of the North) to a powerful heal (Boundless Quintessence). The cooldown of these abilities vary from two minutes to five minutes and you can expect the damage dealing ones to have a reduced effect against the harder enemies like world raid bosses. When a combat ally with this kind of an ability is active, the ability will appear in your screen and it can be dragged to the action bars or used directly from the special button:



An NPC which helps in combat



The last combat ally form is the most tangible one as you actually the get champion itself fighting to your side as a bodyguard. Usually bodyguards participate in the combat by attacking targets, casting spells and using some certain abilities typical to their class, for example, Vanessa VanCleef uses Kidney Shot. Bodyguard's stats scale based on the player's gear. They also create aggro and it is possible for them to die, but they will shortly ress - even during the combat.



Back to top

Champions by Class

Back to top

Troops

Recruitment

lesser troops

greater troops

powerful troops

Argus troops

special troop

Back to top

Vitality

Back to top

Abilities and Troop Upgrades

Back to top

Troops by Class

Recruiter: None, but Reanimation is required

Vitality:

Cost: 5x Pile of Bits and Bones





Name: Abilities: Notes:

Coilskar Brute Massive Crash Troop is capped to one at any given time.



Recruiter: Tianji (only when Celestial Favor has been researched)

Vitality:

Cost: 0 Order Resources



Recruiter: Summoner Morn (only when Rise! has been researched)

Vitality:

Cost: 0 Order Resources





Name: Abilities: Notes:

Grimtotem Warrior Grim Strike Troop is capped to one at any given time.



Back to top

Missions

Basics

Back to top

Mechanics



Threat type: When not countered: Notes:

Powerful Success chance reduction Bosses will always come as Powerful. Appears on non-boss threats only on the higher item level missions.

Slowing Doubles the mission duration Multiplicative. If two of these are on the same mission, the mission duration is effectively multiplied by four.

Disorienting Doubles the mission cost Multiplicative. If two of these are on the same mission, the mission cost is effectively multiplied by four.

Cursed Disables the bonus loot Caps the mission success chance to 100%. Doesn't appear on early missions.

Lethal Kills all troops Kills troops even with full vitality, no effect on champions. Doesn't appear on early missions.





Quest missions Certain Class Hall missions are required in order to advance in the Class Hall campaign. Every mission that is required for a quest has this distinct exclamation mark icon to emphasize the mission is quest-related. Rewards from these missions are mostly small amounts of artifact power.



Generic missions Generic missions are the most common mission category around and as their name suggests, they are there pretty much just to keep you busy. Champion experience, reputation tokens, gold and artifact power are the most common rewards from generic missions, but early on you might encounter player experience rewards as well.



Treasure missions After your champions get to higher levels, treasure missions start to pop up. They usually reward champion armaments and equipment and Blood of Sargeras, but occasionally you get a mission which reward starts a dungeon or a raid quest yielding player items.



Special missions Every now and then a special mission appears to your mission pool. There are only a handful of these missions around and they all reward either a pet or a toy.



Abilities and items which add to the success chance (SC) work cumulatively. Meaning if ability A states to add 15% to SC and ability B adds 25%, the total success chance increase will be 15% + 25% = 40%. This alone simplifies matters a great deal as you don't have to worry about calculating the actual percentages. For the record, mission duration reductions however work multiplicatively; two champions with Pathfinder's Saddle WON'T reduce the mission time by 30%, but roughly by 27,8% ( 1 - (1 - 0.15)^2 = 0.2775 ).

There are only two factors which reduce the success chance: 1) threats with a Powerful threat type and 2) Dungeon/Raid missions; Powerful(s) essentially reduce the success chance by 100%. If the threat type isn't Powerful, that threat doesn't have any effect to the success chance . Countering all the Powerful threats in a mission will raise the success chance close to 100%, but you can't ever have 100% chance with one champion alone. The champion has to have some equipment or other ability/buff boosting the success chance in order to nudge it over 100%.

Each champion has a base contribution to the success chance even if they don't counter Powerful threats in that particular mission.

threats with a threat type and Dungeon/Raid missions; Powerful(s) essentially reduce the success chance by 100%. . Countering all the Powerful threats in a mission will raise the success chance close to 100%, but you can't ever have 100% chance with one champion alone. The champion has to have some equipment or other ability/buff boosting the success chance in order to nudge it over 100%. Each champion has a to the success chance even if they don't counter Powerful threats in that particular mission. Countering the same Powerful threat with multiple champions increases the success chance, but only up to certain point. The cap for one Powerful threat is 90% when there's only one Powerful in that mission. If the mission has two Powerful threats, the cap is 47,5% for each threat. Champion's base contribution is excluded from these caps. All this means that if your first champion counters Powerful threat granting 60% to the success chance, adding a second champion with the same counter increases the success chance only by 90% - 60% = 30% (plus by the champion's base contribution).

Champion's base contribution and Powerful counter contributions are modified by the champion's level or item level . If the champion's (item) level is greater than required, it will raise the success chance contribution further. Similarly, if the (item) level is below the required, champion's contribution will diminish.

There exists a threshold after which the additional (item) levels won't contribute anymore to the success chance. The upper limit for champion levels is +5 and +30 for item levels . This means that if the champion is 6 levels above the mission level, it adds to success chance as much it would if the level difference was 5 levels or 8 levels.

. If the champion's (item) level is greater than required, it will raise the success chance contribution further. Similarly, if the (item) level is below the required, champion's contribution will diminish. There exists a threshold after which the additional (item) levels won't contribute anymore to the success chance. The . This means that if the champion is 6 levels above the mission level, it adds to success chance as much it would if the level difference was 5 levels or 8 levels. Same goes with underleveling; champion's success chance contribution diminishes and after a certain point champion isn't worth anything. For levels the lower limit is -5 and -30 for item levels . Starting from those thresholds the champion's success chance contribution is 0%, they won't gain XP and their abilities won't counter threats.

. Starting from those thresholds the champion's success chance contribution is 0%, they won't gain XP and their abilities won't counter threats. Note that non-Powerful threats are binary; they are either countered or not. Despite the penalty to the success chance increase, the low-level champions will still counter these threats until they hit the lower limit.



Mission levels 100-110Item levels 760+ & 1 Item levels 760+ & 2

Base contribution(no level difference) 10% 5%

Base contribution(max overleveling) 15% 8%

Powerful counter(no level difference) 65% 34,5%

Powerful counter(max overleveling) 80% 42%

Max success chance 95% 50% (1 counter)84 % (2 counters)



Champion base contribution (C) with no (item) level difference:

C = 10 / N

where N is the number of Powerful threats in the mission.



Success chance cap for each countered Powerful threat (P):

P = ( 100N - 10 ) / N^2



Threat counter (T) success chance value with no (item) level difference:

T = 13/18 * P

which is 0, if the champion doesn't counter the threat.



So if none of the champions in the mission doesn't have (item) level difference to either way, the success chance formula (SC) is

SC = C1 + C2 + C3 + MIN( ( T1 + T2 + T3 ), P ) + B - M

where B is the sum of all other success chance bonuses, C1-C3 and T1-T3 are the base contributions and threat counter values for each champion and M is the success chance reduction from a dungeon/raid mission.



With these formulas can be calculated that the base contribution is 10%, Powerful threat counter is 65% and Powerful threat cap is 90% for missions with one Powerful threat. For a mission with two Powerful threats the numbers are 5%, 34,3% and 47,5% respectively.



Unfortunately, things are almost always more complicated because of the (item) level differences. Both base contribution and threat counters are modified by the (item) level difference. The Powerful threat cap remains unaltered by these differences so lets just assume it's in the background doing it's job to simplify the formulas a bit.



Success chance formula for a champion on or above the mission level:

SC_OVER_LVL = C + MIN( ( CLVL - MLVL ), 5 ) + ( T + MIN( ( CLVL - MLVL ), 5 ) * 3 )

where CLVL and MLVL are Champion Level and Mission Levels respectively.



Success chance formula for a champion below the mission level:

SC_UNDER_LVL = C + MAX( ( CLVL - MLVL ), -5 ) * 2 + ( T + MAX( ( CLVL - MLVL ), -5 ) * 13 )

Note that two Powerful threats in the same mission can occur only on higher item level missions, so the formulas above should be 100% accurate for mission levels 100 to 110. They also imply that the maximum success chance for a single champion is 95% (15% from base contribution and 80% from threat counter) for "leveling missions".



Item levels proved to be far more harder to figure out because it seems there are some shaky stuff going how the numbers are rounded. Apparently Garrison missions rounded the final success chance always down, but it's unsure what's the case with the Class Hall missions due to several discrepancies. It SEEMS normal rounding is used, but a verification would be nice. The following formulas create a close estimate from the success chance, but aren't probably exact.



Success chance formula for a champion on or above the mission item level:

SC_OVER_ILVL = C + MIN( ( ILVL - MILVL ), 30 ) * 0,17 + ( T + MIN( ( ILVL - MILVL ), 30 ) * 0,5 )

where ILVL and MILVL are Champion Item Level and Mission Item Levels respectively.



Success chance formula for a champion below the mission item level:

SC_UNDER_ILVL = C + MAX( ( ILVL - MILVL ), -30 ) * 0,34 + ( T + MAX( ( ILVL - MILVL ), -30 ) * 2,17 )



The problem with those formulas that they only give proper estimate when there's only one Powerful threat on the mission. Having two Powerful threats really seems to mess the success chance calculation. It roughly cuts every success chance contribution in half, but that still isn't enough to get the formulas to match. On top of that, it might a bug (or not), but it seems the success chance bonus from having a higher item level affects only to the champion which counters the Powerful threat with a specialization. I.e. if the Powerful threat is countered with an ability, that champion only receives the item level bonus to their base contribution. Item level penalty however applies normally.



I've kept track of various mission UI success chances in an Excel spreadsheet while swapping champions and raising item levels to determine base contributions and threat counter values. This and several hours of number crunching provided me the information I have written here. I know it's not perfect, but maybe someone smarter can pick up from here and finish the job. So if any reader out there has some idea how the success chance is REALLY calculated when item levels and multiple Powerful threats are brought into play, I'm all ears. :)

Back to top

Rewards

Back to top

Achievements





Achievement: Description:

Roster of Champions Collect 8 Class Hall Champions.

Champions Rise Raise 8 Class Hall Champions to level 110.

Champions of Power Raise 8 Class Hall Champions to item level 850.





There's a Boss In There Complete a Class Hall Mission that rewards a Dungeon Quest.

Need Backup Complete a Class Hall Mission that rewards a Raid Quest.



Back to top

Companion App



Missions The first section is basically the Missions tab from your Scouting Map. You can view the available and ongoing missions in it, start new missions and assign/remove a combat ally. Starting a new mission is rather straight-forward as you only need to tap the champions and troops you wish to use and after a mission is completed, the rewards can be found from your inventory. Using items like A Master Plan is currently the only thing you can't do from the companion app.



Recruit As the name states, your Class Hall recruitment affairs can be found from this section; you can train new troops and also collect the finished ones. Champion armament work orders can also be placed and collected here along as viewing the current progress of them. Lastly, you can pick up and use the researched Artifact Knowledges too via the Companion app.



World Map Currently available world quests and active emissary quests can be viewed from this Broken Isles map if the player has completed Uniting the Isles. You can also filter the displayed quests from the magnifying glass and tapping your character's name allows you to change the active character for the app. However, the map is only for viewing purposes and it's not possible to actually complete any world quests within the app.



Followers This section covers essentially the Followers tab of the Scouting Map. It allows you to view your champions and troops and their abilities, raise champions' item levels, apply equipment to champions and finally (de)activate champions.



Research The final section is basically a duplicate of your Order Hall Advancements tree with the same functionality. In order words, you can start/finish advancement researchs and view the progress of the current research.



Back to top

About this guide





The writing process for this guide fluctuated a bit. At the beginning, I spent hours and hours browsing the Wowhead database gathering information on champions, troops, abilities etc. and collecting everything to a spreadsheet. After I thought I had everything I needed, I started the writing in the late June. I did most of the writing in bursts and took some time in between. I kind of wanted to finish the guide already on July, but "my creative breaks" pushed the release to August. My late start didn't help much either, but in the end I think it was for the best because the expansion content had already been mostly implemented and I didn't have to spend time on changing my text or guessing how things (which weren't there yet) worked. Anyhow, I hope you enjoy(ed) the guide, see you in the Broken Isles!



Any comments, suggestions or corrections are always welcome to keep this guide up to date. Especially because I have played the Legion leveling content only as Rogue and I haven't been able to verify every class related details regarding the champions and troops. Nonetheless, my intention is keep this guide updated until the next expansion arrives. Thank you for reading it!



Special thanks for Moudi for providing I hadn't given much thought on writing a guide for the Legion; mostly because I think I had understood the concept of Class Hall Missions and Champions all wrong despite watching the last year's Blizzcon stream. One could say I was kind of caught pants down by the Class Hall Missions after I got approached by Wowhead for another guide and when I realized they are some kind of a mix of Garrison and Shipyard Missions. At first, I was a bit sceptical can I pull it off - especially because I played like next to nothing in the Legion Alpha, but when the Beta began, my WoW tooth started aching and my soul was lost once more.The writing process for this guide fluctuated a bit. At the beginning, I spent hours and hours browsing the Wowhead database gathering information on champions, troops, abilities etc. and collecting everything to a spreadsheet. After I thought I had everything I needed, I started the writing in the late June. I did most of the writing in bursts and took some time in between. I kind of wanted to finish the guide already on July, but "my creative breaks" pushed the release to August. My late start didn't help much either, but in the end I think it was for the best because the expansion content had already been mostly implemented and I didn't have to spend time on changing my text or guessing how things () worked. Anyhow, I hope you enjoy(ed) the guide, see you in the Broken Isles!Any comments, suggestions or corrections are always welcome to keep this guide up to date. Especially because I have played the Legion leveling content only as Rogue and I haven't been able to verify every class related details regarding the champions and troops. Nonetheless, my intention is keep this guide updated until the next expansion arrives.for reading it!Special thanks forfor providing a break-down on the Argus missions! It really helped writing the Argus mission section. /cheers

Back to top