First Forge legendaries: Hammer, First Dawn, Ashen Star, Wild Hunt

ReferenceBuilt from the game’s data

Crafted legendaries with a power: who can wear each, how the powers work, where blueprints drop and with what chance, reagents, forging.

The First Forge series is crafted legendary weapons with a unique power: the Hammer of the First Forge, the First Dawn for healers (staff, Tear of Dawn dagger, Codex tome), the Ashen Star for spellcasters (staff, Fang of the Eclipse dagger, Heart orb) and the Bow of the Wild Hunt for the Ranger. Item level 280; powers work in PvE only — in PvP the items give their stats.

Rules for the whole series

  • 🔒 For whom. Each item lists the classes whose power really works with it. Only they can wear it, forge it and receive its blueprint — even if the weapon type is otherwise allowed (a Barbarian can wear staves and bows, but not these).
  • By class, not spec. A Lightbringer tank can carry the healer Codex — his class wears it; the power fires from the cards in the battle deck: heal, and the First Dawn works. The tooltip says honestly in which specs the power works best.
  • ⚖ One legendary power per hero: if you wear two items with a legendary power, both give their stats, but only one power works — the main-hand or two-handed weapon’s (if there is none — the bow’s, then the off-hand item’s).
  • Personal — cannot be passed on (no auction, mail, bank, trade or party members). The item, the blueprint and the reagents are personal.

Items

ItemPowerTypeOnly forProfessionLegendary reagent
Hammer of the First ForgeHammer of the First Forgeone-handed maceBarbarian, Lightbringer, Rogue, Priest, Revenant, Stormbringer, DruidBlacksmithing 300—
Staff of the First DawnFirst Dawntwo-handed staffPriest, Stormbringer, DruidEnchanting 300Dew of the First Dawn ×5
Tear of DawnFirst Dawnone-handed daggerPriest, Stormbringer, DruidBlacksmithing 300Dew of the First Dawn ×5
Codex of the First DawnFirst Dawntome, off handLightbringer, Priest, Stormbringer, DruidEnchanting 300Dew of the First Dawn ×5
Staff of the Ashen StarAshen Startwo-handed staffMage, Warlock, Priest, Stormbringer, DruidEnchanting 300Ash of the Star ×5
Fang of the EclipseAshen Starone-handed daggerMage, Warlock, Priest, Stormbringer, DruidBlacksmithing 300Ash of the Star ×5
Heart of the Ashen StarAshen Starorb, off handMage, Warlock, Priest, Stormbringer, DruidEnchanting 300Ash of the Star ×5
Bow of the Wild HuntWild Huntbow, rangedRangerLeatherworking 300Fang of the Wild Hunt ×5

Powers

The Hammer counts actions in a row (any other card breaks the rhythm). The new powers count every third heal, spell or shot over the whole battle.

Hammer of the First Forge

  • Anvil Rhythm. Every third action in a row — a strike, a damaging spell or a heal — is 40% stronger. An action is a card that damages an enemy or heals; any other card resets the count.
  • Heat of the First Forge. 20% of the damage your actions deal returns to you as a shield, and 20% of the health you restore becomes a shield on the one you healed.
  • Who can use it: Barbarian, Lightbringer, Rogue, Priest, Revenant, Stormbringer, Druid
  • Works best: Barbarian — all specs; Lightbringer — all specs; Rogue — all specs; Priest — all specs; Revenant — all specs; Stormbringer — all specs; Druid — all specs

First Dawn

  • Grace of Dawn. Every third heal in a battle is 40% stronger (a heal is a card that restores health; other cards do not reset the count). Overhealing is never lost — it becomes a shield on the same ally.
  • Unfading Light. Once per battle, an ally (or you) struck by a lethal blow stays at 1 Health and is instantly healed for 25% of their maximum Health.
  • Who can use it: Lightbringer, Priest, Stormbringer, Druid
  • Works best: Lightbringer — Righteousness; Priest — Holy, Discipline; Stormbringer — Restoration; Druid — Restoration

Ashen Star

  • Stellar Resonance. Every third damaging spell in a battle is 40% stronger and flares: every other enemy takes 35% of the damage it dealt (a spell is a card that damages an enemy and is not an "attack"; other cards do not reset the count).
  • Ash. 20% of the damage your spells deal returns to you as a shield.
  • Who can use it: Mage, Warlock, Priest, Stormbringer, Druid
  • Works best: Mage — all specs; Warlock — all specs; Priest — Shadow; Stormbringer — Elemental; Druid — Balance

Wild Hunt

  • Song of the Bowstring. Every third shot in a battle is 40% stronger and pierces: one more enemy takes 50% of the damage it dealt (a shot is any card that damages an enemy: shots, traps, stings; other cards do not reset the count).
  • Wind of the Hunt. 15% of the damage your shots deal returns to you as a shield.
  • Who can use it: Ranger
  • Works best: Ranger — all specs

Where blueprints drop

A personal roll for each party member, no need-or-greed; the roll only covers blueprints your class can wear. Normal difficulty — nowhere. Guarantee — 30 Shards of the First Forge in the shard exchange. A duplicate blueprint turns into 2 shards. The Hammer blueprint keeps its own places (1% from 3 world bosses and the Ragnamor and K’Tulz raid finals).

ModePlaceBossChance per roll
heroic, last bossThe Fiery MawBazzalan Bloodblade0.5%
heroic, last bossHowling CavernsMutanus the Devourer0.5%
heroic, last bossThe DeadminesEdwin Keenblade0.5%
heroic, last bossDuskshadow KeepMagister Whitewolf0.5%
heroic, last bossThe Blackwood DepthsPrimordial Morok0.5%
heroic, last bossLion's Stronghold DungeonsMad Basil Thred0.5%
heroic, last bossGearnid - The Flooded GnomegradHigh Technocrat Mechagar the Renegade0.5%
heroic, last bossQuillspike — The Thorny BarrowHigh Priestess of the Thorny Root — Thornmother Vyorna0.5%
heroic, last bossScarlet Monastery — Graveyard and LibraryMaster of Forbidden Knowledge - Archivist Morvent (Library Wing)0.5%
heroic, last bossNeedledell — Barrow of the DeadBone Colossus — Aman'Toth, Lord of the Barrow0.5%
heroic, last bossCrimson Sanctuary — Armory and CathedralHigh Inquisitor Morayne0.5%
heroic, last bossUldaman — Halls of the CreatorsStone Keeper Archedus0.5%
heroic, last bossZul'Karrak — Sanctum of SandsSezz'ziz, Avatar of Sand0.5%
heroic, last bossMaraudon — Tomb of the Forest PrincessPrincess Terala, the Fallen Goddess0.5%
heroic, last bossThe Lost Temple of the Seven StarsBlood Avatar of the Memory Devourer0.5%
heroic, last bossBlackforge Depths: Detention BlockPyromancer Loregrain0.5%
heroic, last bossBlackforge Depths: Forge and WorkshopsRibbly Screwspigot, the Tipsy Smuggler0.5%
heroic, last bossBlackforge Depths: Imperial HallEmperor Dagran Firebeard and Princess Moira0.5%
heroic, last bossLower Spire of CindermountChieftain of the Black Clan, Garr Bloodfall0.5%
heroic, last bossUpper Cindermount SpireDragon-Guardian of the Crimson Clutch, Flameborn0.5%
heroic, last bossThe Blighted Sanctum (East Wing — Prison of the Ancients)Great Ancient Rootmane, Keeper of the Hall0.5%
heroic, last bossThe Dire Sanctum (West Wing — Corrupted Library)Alzzin Fel-Face, Demon Keeper0.5%
heroic, last bossThe Dire Chamber (Northern Wing — Ogre Arena)King Gordok Thundermash, Lord of the Arena0.5%
heroic, last bossSchool of Dark Magic: Students' HallsVoronan the Executioner0.5%
heroic, last bossSchool of Dark Magic: Headmaster's QuartersDarkmaster Gandling0.5%
heroic, last bossFallen Stratholme: Dead SideBaron Rivendare0.5%
heroic, last bossFallen Stratholme: Living SideBalnazzar the False Prophet0.5%
Mythic+, key +10 onlyThe Fiery MawBazzalan Bloodblade1%
Mythic+, key +10 onlyHowling CavernsMutanus the Devourer1%
Mythic+, key +10 onlyThe DeadminesEdwin Keenblade1%
Mythic+, key +10 onlyDuskshadow KeepMagister Whitewolf1%
Mythic+, key +10 onlyThe Blackwood DepthsPrimordial Morok1%
Mythic+, key +10 onlyLion's Stronghold DungeonsMad Basil Thred1%
Mythic+, key +10 onlyGearnid - The Flooded GnomegradHigh Technocrat Mechagar the Renegade1%
Mythic+, key +10 onlyQuillspike — The Thorny BarrowHigh Priestess of the Thorny Root — Thornmother Vyorna1%
Mythic+, key +10 onlyScarlet Monastery — Graveyard and LibraryMaster of Forbidden Knowledge - Archivist Morvent (Library Wing)1%
Mythic+, key +10 onlyNeedledell — Barrow of the DeadBone Colossus — Aman'Toth, Lord of the Barrow1%
Mythic+, key +10 onlyCrimson Sanctuary — Armory and CathedralHigh Inquisitor Morayne1%
Mythic+, key +10 onlyUldaman — Halls of the CreatorsStone Keeper Archedus1%
Mythic+, key +10 onlyZul'Karrak — Sanctum of SandsSezz'ziz, Avatar of Sand1%
Mythic+, key +10 onlyMaraudon — Tomb of the Forest PrincessPrincess Terala, the Fallen Goddess1%
Mythic+, key +10 onlyThe Lost Temple of the Seven StarsBlood Avatar of the Memory Devourer1%
Mythic+, key +10 onlyBlackforge Depths: Detention BlockPyromancer Loregrain1%
Mythic+, key +10 onlyBlackforge Depths: Forge and WorkshopsRibbly Screwspigot, the Tipsy Smuggler1%
Mythic+, key +10 onlyBlackforge Depths: Imperial HallEmperor Dagran Firebeard and Princess Moira1%
Mythic+, key +10 onlyLower Spire of CindermountChieftain of the Black Clan, Garr Bloodfall1%
Mythic+, key +10 onlyUpper Cindermount SpireDragon-Guardian of the Crimson Clutch, Flameborn1%
Mythic+, key +10 onlyThe Blighted Sanctum (East Wing — Prison of the Ancients)Great Ancient Rootmane, Keeper of the Hall1%
Mythic+, key +10 onlyThe Dire Sanctum (West Wing — Corrupted Library)Alzzin Fel-Face, Demon Keeper1%
Mythic+, key +10 onlyThe Dire Chamber (Northern Wing — Ogre Arena)King Gordok Thundermash, Lord of the Arena1%
Mythic+, key +10 onlySchool of Dark Magic: Students' HallsVoronan the Executioner1%
Mythic+, key +10 onlySchool of Dark Magic: Headmaster's QuartersDarkmaster Gandling1%
Mythic+, key +10 onlyFallen Stratholme: Dead SideBaron Rivendare1%
Mythic+, key +10 onlyFallen Stratholme: Living SideBalnazzar the False Prophet1%
mythic, raid final bossMolten CoreRagnamor, Lord of Fire1%
mythic, raid final bossLair of the Black QueenOnyxara, the Black Sovereign1%
mythic, raid final bossCrimsonwing LairChromatus, Stitched of Five Bloods1%
mythic, raid final bossThe Lost City of Zul-GarudHakkari, the Blood God1%
mythic, raid final bossRuins of An-KevashOssirian the Scaleless1%
mythic, raid final bossTemple of An-KevashK'thulz, Avatar of Madness1%
world boss, any difficultyKazzagar, VoidlordKazzagar, Voidlord1%
world boss, any difficultyAzurex, Azure Warden of the VoidAzurex, Azure Warden1%
world boss, any difficultyEmerald Nightmares—The Four Fallen DragonsTaerar, Shattered by Madness1%

How to get each item

Hammer of the First Forge

  • 🔒 Only for: Barbarian, Lightbringer, Rogue, Priest, Revenant, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Blacksmithing 300; the recipe is learned from a personal blueprint.
  • Blueprint: 1% from world bosses (Kazzagar, Azurex, Taerar) and raid final bosses (Ragnamor, K’Tulz) — listed classes only.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • One forging a week per hero. The forged item is personal at once.

Staff of the First Dawn

  • 🔒 Only for: Priest, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Enchanting 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Dew of the First Dawn” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Radiant Shard ×6. One forging a week per hero. The forged item is personal at once.

Tear of Dawn

  • 🔒 Only for: Priest, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Blacksmithing 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Dew of the First Dawn” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Radiant Shard ×6. One forging a week per hero. The forged item is personal at once.

Codex of the First Dawn

  • 🔒 Only for: Lightbringer, Priest, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Enchanting 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Dew of the First Dawn” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Radiant Shard ×6. One forging a week per hero. The forged item is personal at once.

Staff of the Ashen Star

  • 🔒 Only for: Mage, Warlock, Priest, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Enchanting 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Ash of the Star” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Arc Spark ×3. One forging a week per hero. The forged item is personal at once.

Fang of the Eclipse

  • 🔒 Only for: Mage, Warlock, Priest, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Blacksmithing 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Ash of the Star” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Arc Spark ×3. One forging a week per hero. The forged item is personal at once.

Heart of the Ashen Star

  • 🔒 Only for: Mage, Warlock, Priest, Stormbringer, Druid. Only they can wear it, forge it and receive its blueprint.
  • Profession: Enchanting 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Ash of the Star” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Arc Spark ×3. One forging a week per hero. The forged item is personal at once.

Bow of the Wild Hunt

  • 🔒 Only for: Ranger. Only they can wear it, forge it and receive its blueprint.
  • Profession: Leatherworking 300; the recipe is learned from a personal blueprint.
  • Blueprint — a personal roll, no need-or-greed: heroic dungeons — 0.5% from the last boss of every dungeon; mythic raids — 1% from the final boss; Mythic+ — key +10 only, 1% from the last boss; world bosses (Kazzagar, Azurex, Taerar) — 1%; normal difficulty — nowhere.
  • The roll only covers blueprints your class can wear: if it drops, it is one of them.
  • 🛡 Blueprint guarantee: 30 Shards of the First Forge → any blueprint of your class (Professions → shard exchange). A duplicate blueprint (already learned or in your bags) turns into 2 shards.
  • 12 Shards of the First Forge — 1–3% from raid and world bosses (about 0.4 a day on average with a full daily round).
  • “Fang of the Wild Hunt” ×5 — 3% from the final bosses of 6 raids and world bosses (any difficulty, once a day per boss), only for the power’s classes. Guarantee: every 20 rolls without luck, the next one is certain.
  • Flame of the First Forge ×1 — 10% from the Hammer blueprint bosses, no more than once a week (one flame for the whole series).
  • Epic reagents: Nexus Crystal ×4, Greater Magic Essence ×2, Arc Spark ×3. One forging a week per hero. The forged item is personal at once.

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