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Blog Author: Noah Bennett

Noah Bennett

Noah Bennett

Hey there! I'm a passionate gamer and writer who loves exploring MMORPGs, action RPGs, and open-world adventures. At EZG, I focus on breaking down game mechanics, reviewing new updates, and sharing practical guides to help players level up faster and enjoy every gaming experience.

Blog: ARC Raiders ARC Raiders PvE Test Results: Will the Mode Return Permanently

ARC Raiders PvE Test Results: Will the Mode Return Permanently

Publish Date: Oct 28, 2026 Views: 222

Embark Studios has a major decision to make about the future of ARC Raiders after its limited-time PvE matchmaking test attracted more than 30 million rounds of play. The experiment gave players an alternative to the game's usual PvPvE extraction experience, but the studio has not confirmed whether a permanent PvE mode will return.

In its October 20 announcement, Embark described the test's reception as polarizing and said it needed time to review gameplay data and community feedback. Executive producer Aleksander Grøndal also explained in an interview with MP1ST that the challenge is supporting different player preferences without undermining the game's original design.

For players asking whether ARC Raiders PvE will return, the next milestone is November 2026, when Embark expects to share further information. No permanent-mode release date has been announced.

ARC Raiders PvE Test Results: Will the Mode Return
ARC Raiders PvE Test Results: Will the Mode Return

What Did the ARC Raiders PvE Test Reveal?

The limited-time test ran from October 13 to October 20, 2026. Players could choose cooperative PvE matchmaking instead of the standard PvPvE experience, allowing them to explore, complete quests, scavenge for resources, and fight ARC machines without taking damage from other Raiders.

According to Embark's official test wrap-up, players completed more than 30 million PvE rounds during the experiment. The studio said the results gave its team substantial data to analyze, but it did not treat participation alone as proof that the mode should become permanent.

The developer had already identified demand for different playstyles in its September PvE test announcement. Embark reported that 37% of its player population fell into a friendly co-op category, 27% preferred a mixed approach, and 34% were categorized as pure PvP players. It also reported that 51% of surveyed players expressed interest in a dedicated PvE option.

These are figures reported by the developer, not a guarantee of future demand. The test's 30 million rounds also represent gameplay sessions rather than 30 million unique players.

The results nevertheless gave Embark an opportunity to examine how a dedicated cooperative option might fit into the game. The studio now needs to determine whether that interest can support a lasting mode without creating problems for the wider player experience.

Why Is Embark Hesitant About Permanent PvE?

The uncertainty is rooted in the history of ARC Raiders itself.

Embark originally conceived the game as a cooperative PvE experience built around looting and fighting AI-controlled enemies. The team eventually changed direction and developed the high-tension PvPvE extraction adventure that players know today.

That history helps explain why the studio is cautious about making PvE permanent. In an extraction shooter, the threat of encountering another player changes how every raid unfolds. A seemingly friendly Raider might cooperate, avoid a fight, or attack when valuable loot is at stake.

Removing hostile player encounters changes that dynamic. Players who prefer exploration and cooperative combat may enjoy a more predictable experience, while others may feel that PvP uncertainty is an essential part of the game's identity.

Speaking to MP1ST, executive producer Aleksander Grøndal acknowledged that the studio had been skeptical about introducing the mode for historical reasons. He also suggested that the test could indicate that the game supports a wider range of player types than initially expected.

Grøndal's comments point to the central challenge: Embark needs to understand what players want from PvE before deciding how to support it in future updates.

ARC Raiders PvE vs. PvPvE: What Are the Main Differences?

The October test changed more than the possibility of being attacked by another player. Embark also adjusted the risk-and-reward balance to account for the safer environment.

Feature PvE test Standard PvPvE
Player-to-player damage Disabled Enabled
Main threats ARC enemies and environmental dangers ARC enemies, hostile Raiders, and environmental dangers
Exploration and quests Available with reduced risk from other players Available with the possibility of hostile encounters
Loot value Reduced overall loot value Slightly higher baseline loot values during the test
PvPvE matchmaking rating Unaffected by PvE sessions Standard PvPvE matchmaking applies
Selected map conditions Night Raids, Hidden Bunker, Locked Gate, and Frigate excluded Available according to standard game rules

Embark also explained that the PvE test was not intended to introduce a new progression system or make PvE combat more challenging. Instead, it was designed to provide an alternative for players who wanted to avoid hostile player encounters.

This distinction matters when considering the future of the mode. A permanent PvE experience could require more than simply retaining the test's matchmaking toggle. The developer may need to revisit encounter design, rewards, and the content available in each queue.

How Could Permanent PvE Affect ARC Raiders Items and Loot?

Loot balance is one of the biggest questions facing Embark.

During the test, overall loot value was reduced in PvE sessions to compensate for the relative safety of those raids. PvPvE sessions also received slightly higher baseline loot values during the experiment.

The reasoning is straightforward: when players face fewer threats from other Raiders, the risk associated with extracting valuable equipment is different. If a permanent PvE mode offered the same rewards with substantially less danger, some players might have less incentive to enter standard PvPvE raids.

However, making PvE rewards too restrictive could create the opposite problem. Players who prefer cooperative gameplay might feel that their chosen mode offers little meaningful progression.

For players interested in ARC Raiders items, the final reward structure could determine whether PvE becomes a viable alternative for gathering resources and improving equipment or remains a more relaxed side activity.

Embark has several possible approaches, including adjusted loot rates, different challenge structures, or progression systems designed around each mode's risks. These are potential solutions rather than confirmed plans. The studio has not announced separate inventories, exclusive PvE equipment, or permanent loot rules.

The important point is that PvE and PvPvE do not necessarily need identical rewards. They need reward structures that make sense for the risks, time investment, and challenges each experience offers.

Could a Separate PvE Queue Affect Matchmaking?

Matchmaking is another consideration if Embark decides to retain a dedicated PvE option.

A separate queue divides players between different matchmaking pools. If too few players enter a particular queue in a given region or during quieter hours, matchmaking times could increase. Embark specifically identified queue times and the quality of PvPvE sessions as factors it would monitor during the test.

That does not mean permanent PvE would automatically damage matchmaking. The outcome would depend on player demand, regional populations, and how the system was implemented.

The studio would also need to consider the resources required to support two experiences. Separate modes could require additional balancing, encounter design, and updates to ensure that neither feels neglected.

These considerations help explain why the number of PvE rounds played cannot determine the final decision by itself. Embark needs to weigh participation against the broader impact on the game.

What Could the Future of ARC Raiders PvE Look Like?

Embark has not announced a preferred design, but Grøndal's interview with MP1ST outlined several questions the team needs to answer. He raised the possibility of a relaxed side mode, an AI-focused challenge experience, or a full PvE-only experience.

Those possibilities would lead to different design decisions.

Potential direction How it could work Main consideration
Permanent standalone PvE A dedicated queue for cooperative raids without hostile player damage Requires sustainable matchmaking, rewards, and ongoing content
Casual side mode A lower-pressure option for exploration, quests, or practice May not satisfy players seeking full PvE progression
PvE challenge mode More demanding encounters built around ARC enemies and cooperative combat Needs meaningful challenges and rewards to encourage repeat play

These are possible directions, not confirmed features or an official roadmap. Embark has not announced separate maps, exclusive rewards, or a schedule for rotating cooperative events.

The final design may also differ significantly from the October test. Embark has explicitly said that any future version could look different from the temporary implementation.

For now, the most useful signal from the interview is that the studio is considering what role PvE should play in the overall game, rather than treating the decision as a simple on-or-off switch.

When Will Embark Announce the Future of PvE?

Embark expects to share further information in November 2026, according to its October 20 announcement. The studio has not provided an exact date or confirmed that the next update will include a permanent-mode release plan.

The developer also said it would send a survey to a representative sample of players beginning October 22 and encouraged participants to share feedback through its dedicated PvE test channel on Discord.

The next announcement should clarify what Embark learned from the test and how it intends to proceed. However, players should not assume that November will bring a confirmed release date or a guarantee that PvE will return.

For the latest information, check the official ARC Raiders news page and the game's official community channels.

Frequently Asked Questions

Will ARC Raiders PvE return permanently?

It remains possible, but Embark has not made a final decision. The studio is reviewing gameplay data and community feedback before determining how to proceed.

How many rounds were played during the ARC Raiders PvE test?

Embark reported more than 30 million PvE rounds played between October 13 and October 20, 2026. The figure represents rounds played, not unique players.

Why did Embark test a dedicated PvE mode?

The studio wanted to evaluate demand for cooperative gameplay without hostile player encounters and understand how a separate matchmaking option might affect the wider game.

Will ARC Raiders PvE have the same loot as PvPvE?

That has not been confirmed. During the test, PvE loot value was reduced to account for the relative safety of those sessions, while PvPvE sessions received slightly higher baseline loot values.

When will Embark reveal its PvE plans?

Embark expects to share further information in November 2026. An exact date and the contents of that update have not been confirmed.

The Bottom Line

The October PvE test gave Embark Studios substantial data to evaluate, with more than 30 million rounds played in one week. It also highlighted a difficult design question: can ARC Raiders support cooperative players without weakening the risk, tension, and reward structure that define its PvPvE experience?

The answer will depend on more than participation numbers. Loot balance, matchmaking quality, player preferences, and the cost of supporting different playstyles will all matter.

For now, a permanent ARC Raiders PvE mode remains unconfirmed. Embark expects to share further information in November 2026, but players should wait for an official announcement before treating any proposed format or release date as certain.

Blog: Monopoly Go Running Out of Time in Monopoly GO Monster Mash Album? How to Get Stickers You Need

Running Out of Time in Monopoly GO Monster Mash Album? How to Get Stickers You Need

Publish Date: Oct 24, 2026 Views: 162

Collecting stickers in Monopoly GO Monster Mash album is quite challenging: 22 sets, 198 stickers in total, and 30 gold stickers. This must be completed within a short nine-week period from September 23rd to November 25th, 2026,leaving only one month now.

Since the sticker book contains six six-star stickers, concentrated in the last few sets, simply opening all the packs isn't enough. To obtain more stickers - especially the more useful ones - you need to consciously choose your pack sources, trade, manage duplicate stickers, and manage rare stickers.

This article aims to help you maximize your Monopoly GO Monster Mash Album sticker collection while avoiding common pitfalls. Let's take a look.

Running Out of Time in Monopoly GO Monster Mash Album? How to Get Stickers You Need

Understanding Sticker Acquisition Methods

Stickers in Monster Mash album can be obtained through various channels, but not all are equally effective. The most stable source is milestone rewards from tournaments and banner events, which typically offer sticker packs of varying star ratings. Daily quick wins also reward sticker packs, but these are usually of lower rarity.

Meanwhile, Sticker Exchange Vault converts duplicate stickers into stars, which can be used to redeem card packs and dice. Notably, 700 stars can be redeemed for a Tier 3 vault, containing six 5-Star packs and one Swap Pack, making the accumulation of duplicate stickers a tangible source of stickers rather than a waste.

Furthermore, the key is that stickers can generate more stickers. Completing early sets earns dice rewards, which incentivize players to continue participating in events, thus earning more card packs. This virtuous cycle helps you collect late-game stickers.

Don't hoard low-star card packs, hoping to get better items later. Stickers in card packs gradually lose value over time, while dice earned from completing early events are now far more valuable than similar dice later on.

Make Trading a Core Strategy

When you reach the middle of your sticker book - around sets 7 to 14 - the number of duplicate stickers will exceed the number of new stickers in your card packs. At this point, trading goes from an option to a necessity.

The game's Safe Trade feature allows you to exchange duplicate stickers with friends and community members, while Tycoon Club's Shareable Cards feature allows you to post lists of missing and duplicate stickers on social media platforms or group chats. Regularly updating this card ensures your trading partners are well aware of your needs and available stickers.

Active trading is especially important for four-star and five-star stickers. These stickers are very rare; you might not see one in your pack for days, but other players likely already have extras. Waiting until the last week to start trading usually means scrambling to find partners who have already completed their collections and stopped checking the trading channel.

If you have extra five-star stickers and need two four-star stickers to complete a set, this trade is usually worthwhile, especially in the last three weeks, as completing a set is more important than star ratings at that point.

If you're still missing common stickers in the final stages, you can directly buy Monopoly Go stickers. Our 24/7 automated system will ensure you receive the stickers you need within 30 minutes, and new customers receive an additional discount.

Save Wild Stickers for Genuine Dead Ends

Wild Stickers can be exchanged for any sticker missing from your collection, making them the most tempting resource and tempting to use immediately. But resist the urge.

Using Wild Stickers to exchange for low-star stickers in the early to mid-game is practically a waste, as the sticker will almost certainly reappear naturally after a few days. The same applies to most tradable 4-star and 5-star stickers.

The best time to use Wild Stickers is late in your collection, when your list of missing stickers narrows down to just a few stubborn gold stickers that haven't appeared in any gold blitz events.

Gold stickers are generally not tradable normally, so Wild Stickers may be the only way to fill that final gap. Using Wild Stickers too early for tradable stickers leaves you without security at a true bottleneck, potentially leaving you missing a key card to complete the album.

Monopoly GO Monster Mash Album Stickers Guide

Manage Gold Stickers Carefully

There are 30 gold stickers in Monopoly GO Monster Mash Album that you need to collect, and they cannot be traded through normal means. So don't throw away duplicate gold stickers in your sticker vault just because they seem useless now; they're actually potential trading chips.

When the official team selects this sticker for a future Golden Blitz event, it becomes a tradable card, which you can exchange for the cards you actually need.

Therefore, you need to pay attention to Monopoly GO's community polls on Discord. Sometimes, players vote on which gold stickers will appear in the upcoming Golden Blitz event. If your duplicate sticker is leading in the poll, it means you know about trading opportunities in advance.

Then, you need to contact potential trading partners before Golden Blitz event begins, rather than scrambling during the short 15-24 hour event window.

Strategic Use of Vault

Monopoly GO's sticker vault has three tiers. The temptation to eagerly unlock Tier 1 Vault once you've collected 250 stars is understandable. However, Tier 1 vault only rewards 250 dice - no card packs included.

Tier 2 Vault requires 450 stars to unlock and contains 3-star and 4-star card packs; Tier 3 Vault requires 700 stars and is the only tier that includes a 5-star card pack and a Swap Pack.

If you're close to a higher tier, instead of using your stars every time you get a chance, save them up to unlock higher sticker values. You should also save stars to unlock Tier 3 Vault just from Swap Packs.

That's all for how to get more stickers in Monster Mash album. The key is to accumulate and use them wisely, rather than blindly increasing the number of games played. The players who ultimately collect all 22 sets of stickers are those who take every trade, every card pack, and every Wild Sticker seriously. Good luck!

Blog: CoD: Modern Warfare 4 CoD MW4 Multiplayer Is Live What Players Are Grinding Testing and Complaining About

CoD MW4 Multiplayer Is Live What Players Are Grinding Testing and Complaining About

Publish Date: Oct 23, 2026 Views: 141

Modern Warfare 4 Multiplayer is live, and the launch version is already giving Call of Duty players plenty to work through.

There is no shortage of content. The game launches with 20 Multiplayer maps across its full offering, including 12 Core 6v6 maps, three Ground War maps, four Gunfight maps, and the modular Kill Block experience. More than a dozen Multiplayer modes are available, alongside 33 weapons, 33 Operators, and progression that continues beyond Level 55.

But the first day of a new Call of Duty is rarely about counting maps.

Players want to know how the guns feel, whether the movement is actually different, which maps are worth learning, how quickly weapons can be leveled, and whether matchmaking is going to make casual games feel casual. Those questions are already becoming part of the MW4 conversation.

And there is one particularly noticeable issue: Modern Warfare 4 launched without an Open Matchmaking playlist. Reports of long queue times and highly competitive lobbies have already made matchmaking one of the early talking points around Multiplayer.

For a game that will be played for months rather than days, that may end up mattering just as much as the launch map list.

CoD MW4 Multiplayer Is Live What Players Are Grinding Testing and Complaining About

The MW4 Multiplayer Launch Is Bigger Than 6v6

The standard 6v6 playlist is still going to be where most players spend their time, and MW4 has 12 Core maps ready for launch.

The maps cover a range of settings and combat spaces rather than relying on one particular visual theme. That variety matters because the weapon you enjoy on one map may not be the weapon you want on another. A close-range SMG build can feel excellent when fights are compressed into interior routes, while an assault rifle or marksman setup becomes more attractive when the sightlines open up.

The launch lineup includes maps such as Cachette, Coal, Lithium, Lotus, Mumbai, Munition, Nautical, Reactor J92, Rooftop, Sentry, Silkworm, and Transit 23.

There is also a reason not to judge the maps too quickly.

During the first few days, players are still learning everything. Common routes have not fully settled. Power positions are still being discovered. Spawn behavior is being figured out. A map that feels awkward during the first three matches can become much easier once players understand where the actual fights happen.

That learning period is one of the better parts of a new Call of Duty launch.

Everyone is starting from roughly the same place.

Kill Block Changes How Map Knowledge Works

Kill Block is probably the most unusual addition to MW4 Multiplayer.

The concept is straightforward: the battlefield is assembled from modular sections, and the layout can change between matches. Activision says there are more than 500 possible configurations, with some sections drawing inspiration from recognizable Modern Warfare locations such as Crash, Highrise, and Shoot House.

That makes Kill Block different from a normal fixed map.

Veteran Call of Duty players usually learn a map by memory. They know which lane connects to which building, where an enemy is likely to appear, and which position gives the best view of an objective.

Kill Block makes that knowledge less reliable.

A route that worked in the previous match may not give the same angle next time. Sightlines can change. Cover can move. Familiar pieces can appear in different combinations.

It is not going to replace traditional 6v6 maps, but it gives players something different to learn when the usual playlist starts becoming predictable.

Ground War Gives MW4 a Much Larger Battlefield

For players who prefer larger engagements, Ground War: Combat Outpost is one of the other major launch additions.

The mode uses a 32v32 format and expands the familiar objective-based formula across much larger battlefields. Instead of simply fighting over three static flags, teams capture Outposts, build their available spawn options around those positions, and can reinforce them to unlock additional support such as UAV coverage, vehicle drops, and heavier equipment.

That changes the value of playing the objective.

In a normal 6v6 match, one strong gunfight can swing a small area of the map. In Ground War, the important decision may be whether your squad should push the next Outpost, defend the position already captured, or help teammates establish a stronger frontline.

It also gives MW4 players somewhere to go when the pace of standard Multiplayer becomes too repetitive.

Some players want nonstop close-range fights.

Others would rather have room to maneuver.

Combat Outpost is designed for the second group.

MW4 Movement Is Fast Enough to Reward Practice

Movement is another part of MW4 that players will need time to learn.

The game introduces a set of movement mechanics intended to make traversal more responsive without turning Multiplayer into a completely different type of shooter. The launch build also includes Proving Grounds, a dedicated space where players can practice movement tutorials and timed courses before taking those mechanics into public matches.

That training option is more useful than it might initially sound.

Knowing that a movement mechanic exists is easy.

Using it correctly while someone is shooting at you is not.

A slide around a corner can save a gunfight, but using the same movement at the wrong moment can leave you exposed. Mantling over an obstacle can get you out of danger, but it can also put you directly into another player's sightline.

The early MW4 meta is therefore not going to be decided by weapon statistics alone. Players are still figuring out how movement interacts with individual maps and weapons.

That is something worth watching over the next few weeks.

The Camo Grind Has Already Started

For a large part of the Call of Duty community, the real Multiplayer progression starts with weapons.

MW4 launches with 33 weapons and a progression system that takes players through Level 55 and beyond. Weapon progression and camo challenges give players another reason to keep moving between loadouts instead of finding one rifle or SMG and using it for the entire season.

That also changes the way public matches look.

One player may be using a weapon because it is currently strong.

Another may be using something less popular because they need a particular challenge.

Someone else may be ignoring the scoreboard completely because they are trying to finish a headshot requirement before moving on to the next weapon.

This is why launch-week Multiplayer can feel strangely chaotic even when the basic rules of a mode have not changed.

Everyone is playing for slightly different reasons.

The weapon meta will eventually settle. The camo grind will not disappear.

Matchmaking Is Already One of the Biggest MW4 Arguments

The matchmaking discussion arrived almost immediately.

Modern Warfare 4 launched without an Open Matchmaking playlist, meaning players do not currently have a separate option designed to remove the game's normal skill-based matchmaking structure. Reports from launch have included long waits and complaints about particularly competitive lobbies.

That is important because not every player loads into Multiplayer with the same goal.

Sometimes the objective is simple: win.

Other times a player wants to test an unfamiliar weapon, finish a camo challenge, level up an attachment, or play a few matches without having to treat every gunfight like a ranked game.

The lack of an Open Matchmaking option has therefore become part of the launch conversation.

It does not mean every MW4 lobby is difficult.

It does mean players currently have fewer matchmaking choices than some expected to have at launch.

Whether Infinity Ward eventually adds another matchmaking option is something the community will be watching closely.

Why MW4 Bot Lobbies Are Showing Up in Search

That matchmaking discussion also helps explain the interest around MW4 Bot Lobbies.

Players looking for easier matches are often not simply trying to avoid competition. A large part of the demand comes from progression: leveling weapons, testing attachments, practicing movement, and completing repetitive camo challenges can all become frustrating when every match is highly competitive.

The term “bot lobby” is also used differently depending on the context. Sometimes it refers to a private match containing AI-controlled opponents. In other cases, players use the phrase casually to describe a public lobby where the opposition appears unusually inexperienced.

Those are not the same thing.

Players searching specifically for CoD Modern Warfare 4 Bot Lobbies should also keep that distinction in mind when comparing third-party services. A service advertising an easier lobby is not the same as an official Call of Duty matchmaking feature, and no third-party service should be treated as a guaranteed matchmaking result.

For players interested in the camo grind, though, the appeal is obvious: spend less time fighting through extremely competitive matches and more time working on the actual weapon challenge.

That is why Bot Lobbies are already becoming part of the wider MW4 progression conversation.

Shipment Is About to Change the Weapon Grind

The current map pool will not remain unchanged for long.

Shipment is scheduled to arrive on October 27, just four days after the Multiplayer launch. Possession follows on October 29, while Infected is scheduled for October 30 ahead of Season 1.

Shipment is particularly relevant for anyone working through weapon challenges.

Players familiar with Call of Duty already know what to expect from a map like this. There is very little downtime, fights happen constantly, and the distance between spawning and the next gunfight is measured in seconds rather than minutes.

That makes Shipment attractive for players who want to level weapons quickly.

It also comes with the obvious downside: chaos.

If you are trying to complete a precise challenge, a small map can be exactly what you need. It can also become incredibly frustrating when every corner has multiple players fighting at once.

Either way, the arrival of Shipment will give MW4 players another option during the camo grind.

The Launch Meta Has Not Settled Yet

It is tempting to start looking for the “best MW4 loadout” immediately.

That is probably too early.

The launch version has only just reached the wider player base, and people are still testing weapons, attachments, movement combinations, and map routes. The weapon that looks dominant on day one may not remain dominant after players understand its recoil and effective range.

The same goes for maps.

A route that looks powerful when nobody knows it can become a predictable death trap once the community learns how to counter it.

This is why the first week of MW4 Multiplayer is worth paying attention to even if you have played every recent Call of Duty.

The game has not been solved yet.

What MW4 Multiplayer Needs to Prove

On paper, Modern Warfare 4 has a substantial Multiplayer launch.

There are 20 Multiplayer maps across the full launch offering, more than a dozen modes, 33 weapons, 33 Operators, Ground War, Gunfight, Kill Block, and a progression system that continues well beyond the initial levels.

But none of those numbers tell players whether they will actually enjoy sitting down for a two-hour Multiplayer session.

That will come down to the details.

Do the maps create good fights?

Do weapons remain competitive across different modes?

Does the movement system reward skill without becoming exhausting to fight against?

Can players make meaningful progression without feeling forced into one particular playlist?

And, perhaps most importantly right now, will matchmaking give players enough ways to choose the kind of Multiplayer experience they actually want?

Those questions cannot be answered by a launch trailer.

They need time.

MW4 Multiplayer Is Only Just Getting Started

The first day of Modern Warfare 4 Multiplayer is less about knowing everything and more about figuring out what works.

Players are learning the 12 Core maps, experimenting with the new modes, getting used to the movement system, starting the weapon and camo grind, and arguing about matchmaking. Kill Block is asking players to forget some of the map-memory habits they have built up over years of Call of Duty. Ground War offers a larger alternative, while Shipment is waiting just around the corner.

And that is before the first major season has even arrived.

The next few weeks should tell us much more about MW4 than the launch-day numbers ever could.

For now, the game is still in that unusual stage where the meta is unsettled, map knowledge is incomplete, and even experienced Call of Duty players are making mistakes.

That is usually when Multiplayer is at its most interesting.

Everyone is still learning.

The grind has started.

The arguments have started too.

And Modern Warfare 4 Multiplayer has finally moved from something players were waiting to play into something the community can actually judge for itself.

Blog: WoW TBC Classic Anniversary WoW TBC Classic Anniversary Phase 3.5 Unlocks Zul'Aman and Makes Gearing Easier

WoW TBC Classic Anniversary Phase 3.5 Unlocks Zul'Aman and Makes Gearing Easier

Publish Date: Oct 22, 2026 Views: 1085

The Burning Crusade (TBC) Anniversary Phase 3.5 will officially launch on October 22nd at 3 PM Pacific Time. Although officially called a mini-phase, it includes a wealth of new content - ​​a brand-new 10-player raid, significant changes to badge acquisition, the removal of questlines, and the introduction of epic gems. For many players, this update is of great significance.

This article will detail the content of TBC Classic Anniversary Phase 3.5 and its importance. Let's take a look.

WoW TBC Classic Anniversary Phase 3.5 Unlocks Zul'Aman and Makes Gearing Easier

Zul'Aman: Timed Run and Amani War Bear

The most anticipated content of WoW Classic TBC Anniversary Phase 3.5 is undoubtedly Zul'Aman, a 10-player raid located in

Ghostlands of Eastern Kingdoms.

This is the power center of Amani trolls and their cunning leader, Zul'jin. Zul'jin has been plotting revenge against Horde for years because Horde accepted blood elves. The raid requires no preparation; any level 70 character can enter immediately, and it uses a faster three-day reset mechanism instead of the standard weekly reset.

The boss lineup is a veritable saga of troll gods: Nalorakk the bear, Akil'zon the eagle, Jan'alai the dragonhawk, and Halazzi the lynx serve as lieutenants to the four animal deities, while Hex Lord Malacrass and Zul'jin themselves await the challenge atop the mountain.

The key to Zul'Aman lies in its hostage rescue mechanic. Upon entering the instance, raid members can speak with Harrison Jones to initiate the timed challenge.

All ten raid members must simultaneously strike the gong and hold it for several seconds to open the gate and begin the countdown, starting at twenty minutes.

Each boss killed extends the countdown - fifteen minutes for Nalorakk, ten minutes for Akil'zon - meaning that if the raid can efficiently defeat the first two lieutenants, the time can theoretically be extended to a maximum of forty-five minutes.

If the team successfully rescues all four hostages before the countdown ends, each participant will receive Amani War Bear, a highly prestigious mount obtainable only through this limited-time achievement.

Since the challenge lasts three days, players can only attempt it two to three times per week. This mitigates the frustration of failure without diminishing the mount's status as a symbol of power. Therefore, before participating, check your gear and skills. If needed, buy WoW TBC Classic Anniversary gold to upgrade and accelerate your progress.

For a ten-player raid, the difficulty of these battles has been carefully balanced to facilitate impromptu group participation while providing substantial rewards to bridge the gap between T4 and T6 gear - precisely the catch-up mechanism originally envisioned for Zul'Aman in TBC.

WoW TBC Classic Phase 3.5 Zul'Aman

A Badge Economy Transformed

The most impactful badge economy transformation is coming: a massive, almost absurd, increase in Badges of Justice drop rates. Prior to WoW TBC Phase 3.5, obtaining badges was relatively limited. Now, badges drop from bosses in Karrazhan, Gruul's Lair, Magtheridon's Lair, and throughout Serpentshrine Cavern, Tempest Keep, and Zul'Aman.

Even outdoor world bosses like Doom Lord Kazzak and Doomwalker contribute to the badge pool. This allows players, whether gearing up alts or returning after a period of gameplay, to accumulate badges much faster.

Furthermore, Nether Vortex has been added to G'eras exchange list, and the soulbound restriction on Primal Nether and Nether Vortex has been removed. Materials previously exclusive to the acquirer are now available on the auction house, reducing crafting costs for all players - from newly leveled 70 players to raiders struggling to level up Sunwell.

Attunements Fade and Heroics Loosen Their Grip

In WoW Classic TBC Anniversary phase 3.5, the developers also decided to completely remove the unlock requirements for Battle for Mount Hyjal and Black Temple. This directly means that newly leveled characters can now directly enter Battle for Mount Hyjal and Black Temple without having to go through the previously tedious quest chain.

At the same time, the difficulty of Heroic dungeons has been adjusted to its final nerfed state, and the reputation requirement for obtaining Heroic dungeon keys has been reduced from Revered to Honored.

This is undoubtedly good news for players who previously spent hours grinding Cenarion Expedition reputation just to unlock Heroic Slave Pens.

The reduced difficulty of Heroic dungeons and expanded badge acquisition methods create a clear leveling path.

Players who have just reached level 70 can start by challenging normal dungeons. Once they reach Honored reputation, they can enter Heroic dungeons, accumulating badges through Heroic dungeons and early raids. These badges can then be exchanged for gear to prepare for Zul'Aman and beyond.

Epic Gems, Crafting Shifts, and Dragonmaw Question

TBC Classic Anniversary Phase 3.5 will introduce Epic Gems, which players can obtain through two specific means: Magtheridon's Black Sack of Gems and Brilliant Glass crafted by jewelcrafters.

It's crucial to note that only Black Sacks and Brilliant Glasses obtained or crafted after the update have a chance to drop Epic Gems. Any items stored in the bank that haven't been opened or crafted before the update will only drop older, lower-quality gems. Therefore, players who hoard gems hoping for a quick profit should adjust their expectations accordingly.

In terms of crafting, the unique restriction on Dragonmaw has been removed, allowing Master Hammersmiths to now equip two legendary hammers simultaneously. While this is a small change, it unlocks previously unattainable weapon configurations for warriors and paladins who have invested significant resources in learning this specialization.

This concludes our analysis of The Burning Crusade Anniversary Phase 3.5. However, the true significance of this phase may lie in enabling more players to participate equally in the broader raid ecosystem. Whether you're a returning veteran, an alt player, or a main character looking to fill the last few gear slots, you're sure to experience unique enjoyment.

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