Cheat codes can only be used in single-player mode by pressing the enter key within the game and typing in the codes as shown below within the console.
Caution: Before using cheat codes it’s important to understand that using them will prevent additional achievement gains you might have earned through normal play until either a new campaign is started or a prior save is loaded (one from before the use of the first cheat).
|TookTheRedPill||Disables Fog of War|
|Bunker55AliveInside||Disables the need for Supplies (Food)|
|TerribleTerribleDamage||Enables God Mode|
|SpectralTiger||Adds 5000 Minerals to the Available Resources|
|RealMenDrillDeep||Adds 5000 Gas to the Available Resources|
|WhoRunBartertown||Adds 5000 of each Resource to the Available Resources|
|SoSayWeAll||Allows the use of all Tech|
|IAmIronMan||Instantly Allows all Upgrades|
|CatFoodForPrawnGuns||Enables Fast Builds and Fast Upgrades|
|HanShotFirst||Disables Cooldowns on Spells|
|TyuHasLeftTheGame||Disables Victory Conditions to Allow Continued Play|
|NeverGiveUpNeverSurrender||Enables Continued Play After a Defeat|
|ImADoctorNotARoachJim||Enables Fast Unit Healing|
|MoreDotsMoreDots||All Units and Buildings are Free to Build (No Cost)|
|Story Mode Cheat Codes||Description|
|WhySoSerious||Adds 5 Million Credits|
|LeaveYourSleep||Opens all Missions (Ability to Jump to Missions)|
|EyeOfSauron||Allows Access to all Cinematics|
|StayClassyMarSara||Allows Access to all UNN TV News Broadcasts|
|HoradricCube||Opens all Research Options|
|Jaynestown||Adds 5000 Terrazine to the Available Resources|
|Easter Egg Cheat Codes*||Description|
|OverEngineeredCodPiece||Plays the Song Terran Up the Night|
*Unlike other cheat codes, using the Easter Egg Cheat Code, “OverEngineeredCodPiece” will not prevent achievement earning.
Please note: All of these cheat codes have been added deliberately to the game and unlike third-party hacks or cheats won’t flag an account for suspension.
- Gamon is now immune to all forms of crowd control, uses the abilities Charge and Battle Shout, and wrecks adversaries with his new two-handed axe.
- Players should no longer be prevented from entering a Battleground for no reason.
- Many loot tables for NPCs have been adjusted to provide the correct items and scaling.
- The Alchemy bonus from Flask of Stoneskin now grants 120 stamina, up from 80 stamina, to keep it in-line with similar bonuses from other professions.
- Many creatures in Uldaman were not awarding reputation upon death. This has been corrected.
- Wrathbone Reavers, Wrathbone Sorcerers, and Fallen Warriors no longer grant reputation in Pit of Saron.
- Players can again start the Thrall escape event in Caverns of Time: Old Hillsbrad regardless of quest status.
- The temporary guardian Basalt Rockling no longer drops from Balboa in Azshara.
- Magma-Lord Kolob in Burning Steppes no longer awards dungeon tabard reputation.
- The rest area for Tarren Mill is now correctly located in the inn.
- Golden Skeleton Key can no longer open lockboxes that requires a higher Lockpicking skill than 125.
- Bronjahm should once again drop Heroic-quality loot in Heroic Forge of Souls.
- Random, mean level 15 deer appeared in Teldrassil to the shock and awe of low-level players. They have been replaced with level 1 fawn.
- Gunships in Isle of Conquest should now work properly when a member of the opposite faction is on the gunship.
- It is no longer possible to bypass Fatigue beyond the borders of Dun Morogh (looking at you here, death knights).
- All ranks of Lifeblood are correctly granting the amount of Haste listed in their tooltips and are no longer affected by max health.
- Ravage! is no longer consuming Clearcasting when it is used, and is only benefiting from Stampede.
- Trueshot Aura now functions correctly for level 39 hunters.
- Hunter pets that were immortal can now be killed, flying pets no longer fly, and pets that were immobile after tamed properly move.
- Beetle and turtle pet armor is now consistent with other Tenacity pet armor.
- Qiraji Scarabs from the Temple of Ahn'Qiraj are no longer able to be effected by the Mutate Bug buff after being tamed.
- When Freeze misses or resists on the first target, but is successful on another target, the mage will correctly get the Fingers of Frost procs from the target successfully hit.
- Applying a damage-over-time Fire spell to a target that is being tanked no longer causes that target to face the mage.
- The effect of the talent Firestarter will no longer stop functioning when Molten Armor has only 30 minutes remaining when cast with Glyph of Armors active.
- Hammer of the Righteous now consistently hits all nearby targets, including those behind the paladin.
- Hammer of the Righteous should now function correctly if used right as an auto-attack begins.
- Holy Word: Sanctuary was healing for too much when used with Glyph of Prayer of Healing. This has been corrected.
- Demon pets should not be receiving the appropriate contribution of the warlock's armor.
- Blood Pact is now properly scaling with the level of party members.
- Dungeon quests for level 1-60 dungeons on Eastern Kingdoms and Kalimdor now reward significantly less experience. Read more about this change here.
- The event for "The Battle for Darrowshire" properly resets after a failed attempt and the Relic Bundle will correctly trigger the event again after a failed attempt.
- Soldiers in Northwatch Foothold, Durotar now spawn more frequently.
- Players should no longer get disconnected if they attempt to share a quest that isn't supposed to be sharable.
- Players should still be able to interact with Orgus after offering a drink for the quest "Let's See What You've Got, Zanzil".
- Ranger Glynda Nal'shea no longer has a duplicate personality appearing in Lor'danel, Darkshore.
- Satchel of Helpful Goods should be rewarded when players complete Shadowfang Keep via the Looking For Dungeon system.
- "The Secrets of Uldum" can be completed.
- Margol the Rager in Searing Gorge now respawns in a much more reasonable timeframe.
- Plainstriders in Northern Barrens now respawn considerably faster to meet the demand of their demise.
- "One Draenei's Junk..." and "Kum'isha's Endeavors" can no longer be shared.
- The quest item Enohar's Explosive Arrows for the quest "Curtail the Darktail" can now only be used on Darktail Bonepickers within Blasted Lands.
- Mounted characters can now proceed through "Rise of the Brotherhood" in Westfall without any complications.
- Buttonwillow's Hand Grenade from the quest "Remove Their Arms" can no longer be used outside of Blasted Lands.
- Golems at the Grimesilt Dig Site in Searing Gorge should now respawn at a more reasonable rate.
- Players should no longer experience a client crash when accepting the quest "A Destiny of Flame and Sorrow".
Here's a list of all 1-60 dungeons and the level range at which each should be explored, followed by the minimum level required for entry in parentheses.
In order by minimum level to enter.
- The Deadmines - Level Range: 15-21 (10)
- Ragefire Chasm - Level Range: 15-21 (10)
- Wailing Caverns - Level Range: 15-25 (10)
- Shadowfang Keep - Level Range: 16-26 (11)
- Stormwind Stockade - Level Range: 20-30 (15)
- Blackfathom Deeps - Level Range: 20-30 (15)
- Gnomeregan - Level Range: 24-34 (19)
- The Scarlet Monastery - Graveyard - Level Range: 26-36 (21)
- The Scarlet Monastery - Library - Level Range: 29-39 (21)
- The Scarlet Monastery - Armory - Level Range: 32-42 (21)
- The Scarlet Monastery - Cathedral - Level Range: 35-45 (21)
- Razorfen Kraul - Level Range: 30-40 (25)
- Maraudon - Purple Crystals - Level Range: 30-40 (25)
- Maraudon - Orange Crystals - Level Range: 32-42 (25)
- Maraudon - Pristine Waters - Level Range: 34-44 (25)
- Uldaman - Level Range: 35-45 (30)
- Dire Maul - East - Level Range: 36-46 (31)
- Scholomance - Level Range: 38-48 (33)
- Dire Maul - West - Level Range: 39-49 (34)
- Razorfen Downs - Level Range: 40-50 (35)
- Dire Maul - North - Level Range: 42-52 (37)
- Stratholme - Main Gate - Level Range: 42-52 (37)
- Zul'farrak - Level Range: 44-54 (39)
- Stratholme - Service Entrance - Level Range: 46-56 (41)
- Blackrock Depths - Prison - Level Range: 47-57 (42)
- The Sunken Temple - Level Range: 50-60 (45)
- Blackrock Depths - Upper City - Level Range: 51-61 (46)
- Lower Blackrock Spire - Level Range: 55-65 (48)
- Upper Blackrock Spire - Level Range: 55-65 (48)
If you are wearing one of the new faction tabards (e.g. Thunder Bluff, Stormwind, Orgrimmar, Ironforge, etc.), you will only receive reputation gains for that city/faction when in Classic (1-60), Northrend (70-80), and Cataclysm (80-85) dungeons. Outland dungeons will not currently provide reputation gains for the "home city" faction you are championing; this is intended.
Also, just as a heads up, if dungeon mobs and bosses are trivial to you, you will receive less reputation than if they are within your level range. This is just to ensure that players who exceed the dungeon's intended level range can still benefit from championing a specific faction, but aren't given a distinct advantage over those who are of the appropriate level and are unable to solo the content. This should also help encourage players to improve their reputation in dungeons more appropriate for their level, rather than running lower level content solely for the reputation (which isn't a bad thing by any means; we just want you to enjoy the content designed for your level range, too). :)
Aesthetic minor glyphs (Source Aesthetic Glyphs - Great Start Blizzard!)
We've enjoyed the few that have been made and really hope to continue on with them. A big issue is always time constraints, but the biggest hurdle is probably that we don't have the capability to alter spell effects directly with a glyph yet. The tech doesn't exist for us. Swapping out models, like the two you mentioned, are somewhat easy as long as we like the actual effect and want it in the game. Changing fire to be colored green though, while awesome, isn't as easy.
Some of the things you mentioned are certainly possible, some are quite like never going to happen, and some we just need the tech to pull it off. :)
We do indeed though hope to keep adding aesthetic minor glyphs.
Upcoming realm status page (Source Realm Status)
The page itself has undergone some key improvements. Realms will now be sortable by status, name, type (Normal, PvP, RP, RP-PvP), population, locale (i.e. time zones: Pacific, Mountain, Central, and Eastern), and current queue. Also, when you're logged in, there will be a separate tab that will display the most relevant realms based on where your characters are, allowing you to quickly reference the status of the realms on which you play. :)
A very nice paladin player asked me recently about Vengeance. She had concerns about the mechanic, which made me realize that we haven’t done the best job of explaining to players exactly what Vengeance is supposed to accomplish.
Vengeance is a new passive ability gained by choosing one of the tanking talent trees: Protection for warriors and paladins, Blood for death knights, or Feral for druids. When a tank with one of these talent specs takes damage, she gains an attack power bonus based on the damage taken. This bonus can’t exceed 10% of her health.
Vengeance was designed for a single purpose, which is to make sure tank threat scales as other players improve their gear. Imagine a raid of reasonably geared level-85 characters. In the absence of Vengeance, the tank might generate about 50% of the damage of a DPS character. With the tank’s threat modifiers this should be sufficient for her to generate enough threat to keep her targets stuck to her (unless something unusual is going on in the encounter). The problem is that in later tiers the mages and rogues in the raid accumulate gear that continues to increase their damage, while the tank chooses gear that increases her survivability. Tanks will pick up some threat stats along the way, but as their survival is almost always a necessary condition for victory, they choose gear accordingly. In later tiers, instead of doing 50% of the damage of a DPS class, the tank might start to slip to 30% or less of a DPS character's damage. Now threat becomes an issue. Threat needs to be an important part of the game -- I’ll try to explain why we think so in a future blog. However, it isn’t our design intent for threat generation to get much harder in the third tier of content relative to the first.
So that’s what Vengeance is supposed to be. Here is what it’s not supposed to be. Vengeance is not supposed to solve the threat problem completely. A tank shouldn’t be able to just auto-attack and let Vengeance do the rest. Vengeance isn’t a replacement for the tank generating enough initial threat to get the targets to stick to her. She shouldn’t need to rely on Vengeance in the first six seconds of combat. It’s there to prevent the warlock from slowly creeping up on her threat in the middle of the fight. (If this has never happened to your raid, it’s possible that the huge threat transfer potential of the rogue Tricks of the Trade and hunter Misdirection masked how dicey threat really was for you, but those abilities were redesigned for Cataclysm.) In fact, you shouldn’t need Vengeance at all in the first couple of tiers of Cataclysm content. If a lucky dodge streak causes Vengeance to fall off, and that means that you can’t generate enough threat, then either our numbers aren’t tuned correctly, or you need to L2tank.
Vengeance also isn’t supposed to make you scared to attack a tank in PvP. Tanks have enough benefits in PvP, such as being hard to kill and control, especially in Cataclysm when Rated Battlegrounds provide them with a role where they can defend flags or towers. Players generally don’t hit hard enough to trigger the full effect of Vengeance, unless they are all ganging up on one tank, at which point someone in the group should have the ability to dispel it (Vengeance is treated as an Enrage effect for dispel purposes).
Vengeance is a new mechanic, and like many design changes, it may take some tweaking to get right. Maybe it takes too long to stack up or falls off too easily. Maybe it does too much of the tank’s job for her and ends up producing a generation of lazy tanks. Threat is a tricky thing to balance. If it’s too easy to maintain, then the tank isn’t having fun. If it’s too hard to maintain, then nobody is having fun.
Believe it or not, we want tanking to be fun.
-Greg “Ghostcrawler” Street is the Lead Systems Designer for World of Warcraft and once killed a dinosaur with a spreadsheet.
Gear up and prepare to drop -- the Razer StarCraft II gaming hardware suite has arrived. The Razer Spectre StarCraft II Gaming Mouse, Razer Marauder StarCraft II Gaming Keyboard, and Razer Banshee StarCraft II Gaming Headset are in stock and ready to ship. You’ve honed your skills and studied your strats, now you have the chance to upgrade your gear. The Razer StarCraft II gaming suite is built exclusively for StarCraft II.
Visit http://razerzone.com/sc2 for more information. Players in all regions will be able to order these products directly from Razerzone, and certain retailers will also carry them.