The Class Order Hall is your class's personal base: your champions sit there, the mission table stands there, the campaign runs from there and your upgrades are researched there. It opens at level 98, right after the artifact quest.
Order halls of every class
| Class | Order Hall | Where |
|---|---|---|
| Warrior | Skyhold | above the Halls of Valor, Stormheim |
| Paladin | Sanctum of Light | beneath Light's Hope Chapel |
| Hunter | Trueshot Lodge | the peaks of Highmountain |
| Rogue | Hall of Shadows | the Underbelly of Dalaran |
| Priest | Netherlight Temple | the Twisting Nether |
| Death Knight | Acherus: The Ebon Hold | above the Broken Shore |
| Shaman | The Heart of Azeroth | the Maelstrom |
| Mage | Hall of the Guardian | the upper spire of Dalaran |
| Warlock | Dreadscar Rift | a demon world |
| Monk | The Temple of Five Dawns | the Wandering Isle |
| Druid | The Dreamgrove | Val'sharah |
| Demon Hunter | The Fel Hammer | Mardum |
Every class has its own way of getting inside: the mage teleports, the druid slips through the Dream, the death knight opens a Death Gate, and everyone else has a portal in Dalaran or on Krasus' Landing.
Order Resources
- The hall's main currency: recruiting troops, starting missions, researching upgrades.
- The main source is World Quests and emissary bags, then treasures, rare mobs and one-off bonus objectives in the zones.
- Blood of Sargeras is traded at the order hall vendor for resources: 1 blood = 200 resources.
The order hall campaign
This is a quest chain with time gates: you recruit six champions, and the finale comes down to World Quests and hour-long missions. It is definitely worth finishing.
- The "Forged for Battle" artifact appearance — a dressed-up version of the weapon's base look.
- The order hall armor set, a class title and a relic for your weapon.
- It opens the later research ranks, and with them your second legendary.
- It is mandatory for the class mount: without it you cannot finish Breaching the Tomb.
The campaign does not hand out the hidden artifact appearance — that drops separately. There is a separate guide about it in the Guides section.
Champions and missions
- You have five active champions at first, and research expands that to seven. Level the ones whose counters match the threats that come up most often on missions.
- Champion equipment unlocks at rare quality and adds up to +50% chance against a specific threat.
- Troops are consumables: small ones give +15% success, large ones +30%. They cannot be sent out on their own.
- One champion is assigned as your combat ally and walks the Broken Isles with you.
- Run the table every time you log in: Artifact Power and resource missions pile up on their own, and an idle champion roster is time wasted for nothing.
Order hall upgrades
- Eight ranks of research, each one unlocked after the previous one.
- Ranks 1–2 go into mission success and class perks, 3–4 into troops.
- Rank 6 is the second legendary, the most important choice in the whole tree.
- Rank 7 requires the "Champions of Legionfall" achievement, and rank 8 is about Artifact Power.