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The Ultimate Midnight Season 1 Guide to Reach 289 Ilvl.

Updated 12 Mar 2026 | Author: Dmitro | ~22 min

Midnight raiding is not just about boss mechanics. A big part of your progress comes from gearing decisions made outside the raid itself. Upgrade tracks, crests, crafted items, Great Vault planning, weekly lockouts, and content priority all matter, especially in the first resets when one bad choice can slow your character down for days. A lot of players waste resources early, craft the wrong slots, or overcommit to content that looks rewarding but gives poor long-term value.

This guide explains how Midnight gearing works for raiders. You will learn what changed compared to previous seasons, how to approach each week, when to spend or hold crests, where crafted gear fits into your route, how raid, Mythic+, and the Vault interact, and which mistakes are most likely to hurt your progression. The goal is simple: give you a clear gearing plan that helps you build power faster and avoid wasting your best opportunities early in the season.

How PvE Gearing Changed in Midnight

Midnight is using a tier structure closer to older expansions like Mists of Pandaria and Cataclysm, with raid progression split across multiple instances instead of one long linear raid. The release schedule is staggered, including a Heroic week, which changes how groups plan clears and weekly loot.

Week 1 opens Mythic 0 dungeons and the Raid Finder, Normal, and Heroic versions of the 6-boss The Voidspire raid and the 1-boss The Dreamrift raid.

Week 2 adds the Mythic versions of those raids and also unlocks Mythic+.

Week 3 brings the Raid Finder, Normal, Heroic, and Mythic versions of the 2-boss March on Quel’Danas, which also contains the Omni-Token and two of the hardest bosses in the season.

This split has a few real upsides. Separate raid lockouts give guilds more flexibility and reduce the pressure to hard-extend early in the tier. If your group is stuck on the sixth boss in The Voidspire, you can still clear The Dreamrift quickly. If progression is happening in March on Quel’Danas, you can still pick up the first three bosses of The Voidspire and clear The Dreamrift for two raid vault slots while keeping your focus on the harder end-boss progression. The most aggressive groups can even run Mythic The Dreamrift splits without interfering with the lockout of The Voidspire or March on Quel’Danas.

The gearing model in Midnight also changed in several important ways:

  • Crests are now tied to item track. Hero-track items only use Hero crests, Myth-track items only use Myth crests, and so on. That means you can push Hero gear to 5/6 and 6/6 without eating into your Myth-track progress.
  • Valorstones are gone. Upgrades now cost a very small amount of gold instead.
  • The Champion track, which lines up with Normal raid gear, has been shortened to 6 ranks. A 6/6 Champion item is now equivalent to a 2/6 Hero item, which leaves Normal-mode trinkets, tier pieces, and similar items weaker than before at their ceiling.
  • Upgrade costs are now fixed at 20 crests per rank from 1/6 all the way to 6/6.
  • The weekly crest cap increased from 90 to 100, which means five upgrades per week instead of four.
  • Crafted gear now costs 80 crests. That matches the total needed to bring an item to 5/6, so the overall tradeoff is effectively unchanged.
  • Crest discounts now save 50% and work across every crest type, which makes catch-up upgrading much more forgiving.

A small but important change affects tier tokens. They are now sorted by armor type, and each raid uses its own naming prefix. Tokens from The Dreamrift use the “aln-” prefix, while tokens from The Voidspire use the “void-” prefix. Plate wearers use Alnforged and Voidforged tokens, Mail uses Alncast and Voidcast, Leather uses Alncured and Voidcured, and Cloth uses Alnwoven and Voidwoven. The Omnitoken will not become available until Week 3.

What The New System Actually Does

Normal-difficulty gear on the Champion track loses value much faster now. Because Champion items now top out at the equivalent of a 2/6 Hero piece instead of a 4/6 Hero piece, they no longer hold their weight for nearly as long. That hits Normal-mode trinkets and tier pieces especially hard, since they used to stay relevant deep into the early season. In Midnight, you should expect to move on from them much sooner.

Hero crests matter far more than they did before. That is one of the biggest gearing shifts in the whole system. Hero-track items can keep gaining value for roughly the first six weeks, which gives them much more staying power and pushes your average item level up earlier in the season. It also means Myth crests are easier to protect, because you no longer need to burn them in places where Hero crests can now carry the upgrade path.

Crafted gear is only crest-efficient when you compare it to a 1/6 item. If you are regularly getting 2/6 Myth pieces from raid drops or the Great Vault, spending Myth crests on crafted pieces is usually a bad trade unless you specifically need an Embellishment or you have extra crests and want a short-term power spike. The value is still there, but it is much narrower than before.

Early Myth-track vault breakpoints are still extremely strong. Any vault item you can claim at 3/6 or 4/6 puts you ahead of players taking lower breakpoints. Unless Blizzard changes Mythic+ vault rewards to scale item level differently, taking a Myth-track item higher through the vault will feel unfairly strong compared to most other upgrade paths. A 3/6 vault item is roughly comparable to getting 40% more crests per week, while a 4/6 item is closer to 60% more.

Gearing Alts Is Now Easier?

How PvE Gearing Changed in Midnight

Blizzard has also made a great change for gearing alts! Once one character finishes spending crests in a given slot, every other character gets a 50% discount on upgrades. So if your main already upgraded a Hero item in that slot to 6/6, an alt only pays 10 Hero crests per upgrade instead of 20. That makes catching alts up much easier.

Another strong improvement is tied to the first time you complete your 4-set bonus: all content can drop catalyst charges after that point. That makes early LFR runs much more valuable, because activating your 4-set quickly matters even more now. Once that unlock is in place, you can catalyze a higher item level non-set piece from Mythic+ and still keep the option to convert the random Myth-track armor piece you pull from your Great Vault.

There is also a gem-related change: there is no longer an item that adds sockets to jewelry. Rings and necklaces now drop with sockets already on them, which reduces the total number of sockets you can stack overall. There is still a Great Vault item that adds sockets, but it only works on helmets, belts, and bracers.

Players also get access to a new system called Prey during the first weeks of the season. It works as an extra loot source early on, but like Delves, its value falls off once Mythic opens. Prey comes in three difficulties — Normal, Hard, and Nightmare — which reward weekly Adventurer, Veteran, and Champion gear respectively, along with crests.

For Delve players, the loot structure has not changed much. Most of the adjustments are tied to the Delver’s Journey rather than a full reward overhaul. If you want a deeper breakdown of Delves and everything tied to their reward pool, it is worth keeping up with Our Delves Guide.

There is also a broad range of Consumables, and most of them follow the same general pattern seen in Dragonflight and The War Within. The standard spread of primary, secondary, and tertiary enchants is still here, but Midnight adds a few new wrinkles. One is a crit-damage ring enchant. Another is an embellishment that increases the power of the special crafted Jewelcrafting rings and amulets. Blacksmith sharpening stones return as expected, but there is also a new enchanting stone that adds melee swings and an Arcane damage proc. In practice, most players will still end up following sims. Food buffs are back as well, giving your highest primary and secondary stats while also increasing stamina, which matters more during those early weeks when survivability is still rough. You can also still combine 10 feasts or 5 food buffs to make them hearty.

Midnight also introduces a wide set of new renowns that hand out Champion-track gear at renown levels you reach very naturally through campaign progress and side quests in each zone. The usual reward package includes head, waist, necklace, and trinket pieces, which gives you a small but useful bump going into the first Heroic raid week. By the way, there is no raid renown in Midnight Season 1.

Our dedicated PROs can help with both Gearing your main and Leveling your alts!

What Items To Upgrade First in Midnight Season 1

There are two crafting paths for specs that can use 2-handed weapons. Dual-wield classes will usually craft a 1-handed weapon first, with Fury Warriors as the exception since they want a 2-hander. For Intellect users, there is one extra issue: the only raid 2-handed weapon comes from the final boss, so you may not see it until progression is over. For DH, WW Monks, Rogues, Survival Hunters, and Fury Warriors, the default route is simple: first craft a weapon with an embellishment. If you want a small boost for Normal/Heroic week, craft it with no crests and upgrade later with Myth crests. This route only requires 80 Veteran crests.

For Ranged Hunters, 2-handed melee specs, and casters, the choice is harder. Path 1 is crafting a Myth-equivalent 2-hander ASAP. The upside is an immediate 5/6 Myth-equivalent weapon at item level 285 for 80 Myth crests. The downside is that you spend two crafts’ worth of sparks on one item, it still ends 4 item levels below max, and many specs prefer non-weapon embellishments. Path 2 is upgrading a 3/6 Hero 2-handed weapon from Mythic+ to 6/6 Hero and crafting in two other slots instead. The upside is better total value: for 160 Myth crests, you get two 5/6 Myth-equivalent armor pieces at item level 285 with two embellishments, and when you later get a Myth weapon, you can upgrade it to 6/6 Myth for 80 more crests and finish at 289. The downside is that you stay on a 6/6 Hero weapon, equal to a 2/6 Myth weapon, until a real Myth weapon drops from raid or Vault. There is no guarantee that happens, especially for Intellect users waiting on the final-boss 2-hander. A 1-handed Myth weapon also softens this, since you can pair it with a 6/6 Hero offhand.

On the upgrade side, the March 5 hotfix to Adventurer crest saves means it is no longer worth saving Adventurer crests on alts. Once an alt gets the crest-save achievement, you can upgrade right away; on your main, you can also spend Adventurer crests after your first Mythic 0 world tour. Veteran crests are different: you still want to hold at least 160 to craft embellishment items before raid.

Hero crests should usually be spent after your Week 2 reclear and before your first Mythic raid, unless your team cannot clear Heroic without them. If you get a 1/6 Myth item in a slot where you already have a Hero item, you can use the Hero piece to create a free breakpoint. If your Vault gives you a 1/6 Myth helmet, upgrade your Hero helmet to 5/6 to match it, then push that Hero helmet to 6/6 and upgrade the Myth helmet to 2/6 for free, effectively converting 20 Hero crests into 20 Myth crests.

Midnight Week-by-Week Fast Gearing Guide

Midnight Week-by-Week Gearing Guide

The gearing route in Midnight changes from reset to reset, and the right move in Week 1 is often the wrong move two weeks later. That is why the guide below is split by week. Each section shows what to prioritize during that reset, where your main power gains come from, which currencies to hold or spend, and how to stay on track without wasting crafts, crests, or easy upgrade windows.

Pre-Season Week 1: March 3rd

The opening reset is about groundwork, not rushing random upgrades. The value this week comes from setting up your crest economy, grabbing the easiest renown breakpoints, and clearing the weekly activities that start shaping your early gearing path:

  • Save 160 Veteran crests so you can craft 2x Veteran items with Embellishments. These crafts do not use Sparks.
  • Start with your weekly reset objectives: complete the dungeon quest from Halduron Brightwing for 1000 renown, pick up the world event quest from Lady Liadrin for a pinnacle cache, and finish the world tour quest from Lorthemar for a spark.
  • Push renown with The Singularity to 7, Hara’ti to 8, and Silvermoon & Amani to 9 to claim the free Champion-track pieces. The DMF buff no longer increases these renowns.
  • Do the weekly Saltheril’s Soiree in Eversong Woods, the Abundance Event in Zul’aman, the Legends of the Haranir event in Haranadar, and the Stormarion Assault in the Voidstorm.
  • If you have not cleared them yet, collect each zone’s renown treasures.
  • (Optional) Kill each rare once in every zone for the one-time renown bonus. These kills do not reset weekly.
  • Unlock Delves up to tier 8.
  • Finish 4x Hard Prey. The first 2 reward Veteran gear, while all 4 reward Veteran crests.
  • (Optional) Add 2x random Hard Prey on each character for extra Veteran crests. Doing this each week will cap Veteran crests by the end of week 2.
  • Run a full M0 world tour on each character. These dungeons drop 3/6 Veteran gear at 240 item level.
  • If you only play one character, you can spend Adventurer crests on leftover items after that first M0 world tour. If you have multiple characters, once one character unlocks the achievement, the others can upgrade freely.

Pre-Season Week 2: March 10th

The second pre-season reset is still about cleanup and preparation, but it is also where some characters can finally start converting saved resources into actual crafted upgrades. Most of the work here is finishing leftover renown value, squeezing the last useful rewards out of M0 and side activities, and deciding whether you should craft before raid week or keep waiting:

  • Keep 160 Veteran crests reserved for 2x Veteran Embellishment crafts. These items still do not require Sparks.
  • If you are playing a dual-wield spec, this is usually the point where crafting with Sparks becomes realistic.
  • Any unfinished renown progress should be wrapped up now so you can still collect the remaining Champion-track rewards.
  • Make sure you finish the weekly world event quest from Lady Liadrin for both the pinnacle cache and the spark.
  • Run a full M0 world tour on each character. These dungeons still drop 3/6 Veteran gear at 240 item level.
  • If you have not unlocked Delves to tier 8 yet, do that this week.
  • Clear 4x Hard Prey. The first 2 runs give Veteran gear, and all 4 reward Veteran crests.
  • If you still have Adventurer items left over, go ahead and upgrade them.
  • If you raid on Tuesday the 17th, craft 246 item level pieces in 2 slots before reset using 80 Veteran Dawncrests each. These crafts do not use Sparks. Bracers, cloaks, and boots are the preferred slots, especially with 2x Embellishments, and you should avoid crafting into a slot already covered by an M0 item. If you are not raiding Tuesday and still expect to run more M0 next week, it is usually better to wait.
  • Your character should ideally finish Week 2 at roughly 242 item level or higher.
  • (Optional) Do the weekly dungeon quest from Halduron Brightwing for another 1000 renown.
  • (Optional) Complete the weekly Saltheril’s Soiree in Eversong Woods.
  • (Optional) Complete the weekly Abundance Event in Zul’aman.
  • (Optional) Complete the weekly Legends of the Haranir event in Harandar.
  • (Optional) Complete the weekly Stormarion Assault in the Voidstorm.
  • (Optional) Kill each zone rare once for the one-time renown bonus if you still have any left undone.
  • (Optional) Run random Hard Prey on each character for extra Veteran crests until capped.

Week 1: March 17th

The first raid reset focuses on grabbing fast power without wasting resources right before Mythic+ opens. Heroic is live, M0 drops full item level gear on a daily lockout, and most of this week is about tier access, vault setup, targeted Champion gear, and spending the right currencies at the right moment:

  • Do not spend any crests unless a later step specifically tells you to.
  • Fury Warriors can likely start crafting with Sparks this week.
  • Run LFR for tier pieces.
  • Complete the weekly world event quest from Lady Liadrin for your pinnacle cache and spark.
  • Pick up the weekly housing quest from Vaeli for possible Hero crests (this still needs confirmation once it goes live).
  • Do the PvP quest for a guaranteed Hero-track neck or ring, but do not upgrade it. This may pair well with the optional PvP goal below.
  • (Optional) Push PvP rating to 1600 for a Catalyst charge. This is the same shared charge tied to next week’s 2,000 M+ rating. If your raid gives you 2 tier pieces this week, this can let you catalyze 2 more items and start getting Catalyst charge drops from M+ next week.
  • Complete 2x Nightmare Prey for Champion gear.
  • If Nightmare also offers a weekly quest for a Hero-track item, do that too.
  • Kill the world boss for a 2/6 Champion item at 250 item level.
  • Run Tier 8 Bountiful Delves with coffer keys, use a map on an 8+ Delve, and unlock Tier 11 Delves while doing it.
  • Try to fill every Vault slot for as many tier-piece chances next week as possible.
  • (Optional) Do a full M0 world tour. M0 now drops 1/6 Champion gear at 246 item level and has a daily lockout.
  • (Optional) If you do not want to spam full world tours, farm one dungeon with a very strong trinket each day instead.
  • Before raid, craft 246 item level pieces in 2 slots using 80 Veteran Dawncrests each. These crafts do not use Sparks. Bracers, cloaks, and boots are the preferred slots, especially with 2x Embellishments, and you should avoid crafting into any slot already covered by an M0 item.
  • Before raid, spend all Adventurer, Veteran, and Champion crests upgrading anything still worth touching. Their value drops sharply next week once M+ starts feeding Hero-track gear.
  • You can spend Hero crests on BIS raid trinkets using the upgrade logic covered below.
  • If you are dual-wield, your plan is already 80 Myth crests more expensive than the weapon-upgrade route below, so adjust the rest of your spending around that.

Week 2: March 24th

This is the week where the season actually starts moving. Mythic raid opens, Mythic+ becomes a real gearing lane, and the focus shifts from setup into raw progression. The job here is to keep crest spending controlled, secure the extra one-time value, build Vault options, and turn Hero-track pieces into something strong enough for early Mythic pulls:

  • Do not spend any crests unless one of the steps below tells you to.
  • If you still do not have your 4-set, run LFR for tier pieces.
  • Complete the weekly world event quest from Lady Liadrin for the pinnacle cache and spark.
  • Complete the weekly housing quest from Vaeli for possible Hero crests.
  • (Optional) Kill the world boss for a 2/6 Champion item at 250 item level.
  • (Optional) Finish 4x Nightmare Prey for Champion gear and renown.
  • Do at least one Tier 11 Delve to get the cracked keystone quest, which awards 20 Heroic and Mythic crests that do not count toward the weekly cap.
  • Keep spending Adventurer, Veteran, and Champion crests on any upgrades that still make your early keys easier.
  • Farm +10s for 3/6 Hero 266 gear, Vault slots, and crest income. If +10s are too rough, at least run +8s for 2/6 Hero gear, but do not upgrade those items.
  • Before entering Mythic, upgrade 11 of your 3/6 266 items to 4/6 269 for 220 Hero crests. Avoid slots you are likely to craft in or replace quickly. Later, some of those slots can still be pushed to 6/6 for the extra item level and possible Myth crest savings, but spreading the upgrades now gives similar power while reducing wasted crests in the next few weeks. If you have a BIS Hero raid trinket or a very strong ring that is unlikely to be replaced, you can choose to push those to 6/6 instead, but that costs you some stamina and primary stat elsewhere.
  • If you get enough raid luck to secure a Myth-track item, you can upgrade it fully. If you get a 1/6 Myth item, upgrade its heroic counterpart first to 6/6 so the Myth item gets a free jump to 2/6.
  • If you are a dual-wield class, your route already spent 80 extra Myth crests on the weapon path below, so adjust around that.
  • If you are not dual-wield, your route already spent 160 extra Myth crests below on crafting 2 items, so adjust around that.
By the way, if you need help with clearing Mythic + 10s you know who to ask.

Week 3: March 31st

This reset is where the plan starts narrowing into real upgrade decisions. You open Vault first, lock in your craft path if it is still unfinished, then turn Hero and Myth crests into the highest-value upgrades without sitting on resources for too long:

  • Open your Vault and look for a 272+ Myth-track item. Weapons are especially strong pickups here. Do not upgrade the Vault item until after crafting.
  • If you still have not committed all 3 crafts, decide now. The default assumption is a crafted 2-hander plus 1 other item for 160 crests total. If you crafted 3 separate items instead, you will have 80 fewer crests to work with over the next weeks, so plan around that.
  • If you still do not have 4-piece, run LFR for tier.
  • Keep farming +10s for Vault slots and crest income.
  • On the Hero side, upgrade 2 of your 4/6 269 items to 6/6 276. That costs 80 Hero crests. Keep 20 Hero crests saved for the next step.
  • On the Myth side, if your new Vault item came in at 1/6, upgrade its heroic counterpart first to 6/6 Hero for 20 Hero crests. Then take the 1/6 272 Myth item all the way to 6/6 289 for 80 Myth crests.
  • If you already got a second Myth-track item, ignore next week’s upgrade advice for that slot and adjust immediately.
  • Total crest spending by this point should be 320/320 Hero and 240/320 Myth. Do not sit on Myth crests. If you ended up with more Myth items than expected here, move ahead to the next upgrade step instead of waiting.
  • Your expected ending setup is roughly 2x266, 8x269, 2x276, 2x285 crafted, and 1x289.
  • Vault outcomes and raid drops can shift the exact numbers a bit from one week to the next, but if you stay on the general upgrade path, your character should still land in the right place.

Week 4: April 7th

By this point, the weekly plan is much simpler. You are no longer setting up the season — you are converting steady raid and Vault gains into clean Hero and Myth upgrades, while keeping +10s running for crest income and future choices:

  • Open your Vault first and look for another 272+ Myth-track item.
  • Keep farming +10s for Vault slots and crest income.
  • This plan assumes you already got 1 Myth-track raid item at 2/6, item level 276, during the first two raid weeks.
  • On the Hero side, upgrade 2 of your 4/6 269 items to 6/6 276 for 80 Hero crests, then keep 20 Hero crests saved for the next interaction.
  • If your new Vault item is still 1/6, upgrade its heroic counterpart first to 6/6 Hero for 20 Hero crests, then push that 1/6 272 Myth-track item all the way to 6/6 289 for 80 Myth crests.
  • After that, take your raid-drop Myth item from 2/6 276 to 6/6 289 for another 80 Myth crests.

Week 5: April 14th

Week 5 follows the same general pattern as the previous reset. Open Vault first, keep feeding future upgrades through +10s, and keep prioritizing efficient item upgrades over expensive new crafts unless you have extra Myth crests to burn:

  • Check your Vault for another 272+ Myth-track item.
  • Keep running +10s for Vault progress and crest income.
  • You can craft your next item at 5/6 Myth-equivalent, item level 285, for 80 Myth crests, but this is still much less efficient than upgrading pieces you already have. Only take this route if you are sitting on surplus Myth crests.
  • On the Hero side, upgrade 2 more of your 4/6 269 items to 6/6 276 for 80 Hero crests, then keep 20 Hero crests saved for the next interaction.
  • If your new Vault piece is 1/6 Myth, upgrade its heroic counterpart first to 6/6 Hero for 20 Hero crests, then upgrade that 1/6 272 Myth-track item to 6/6 289 for 80 Myth crests.

Week 6: April 21st

Week 6 is the point where Heroic crests stop being part of the long-term plan. From here, the checklist gets cleaner: finish the last Hero upgrades, keep pushing Myth-track items, and keep your Vault and key farming focused on Mythic progress:

  • Open your Vault and check for another 272+ Myth-track item.
  • Farm +12s for Vault slots and crest income.
  • This route assumes you picked up 1 Myth-track raid item at 2/6, item level 276, across the last two raid weeks.
  • Use your remaining Heroic crests to finish your Hero side upgrades by pushing your leftover items to 6/6 276. After that, you are done with Heroic crests.
  • If your new Vault item is 1/6 Myth, upgrade its heroic counterpart first to 6/6 Hero for 20 Heroic crests, then take that 1/6 272 Myth-track item to 6/6 289 for 80 Myth crests.
  • Take your raid-drop Myth item from 2/6 276 to 5/6 285 for 60 Myth crests.

Week 7: April 28th & Onward

From this point on, your upgrade logic becomes much simpler. Do not spend crafts on slots where your Vault can still realistically give you an item above 1/6 Myth, especially if you already have other pieces waiting for upgrades. Your default priority is to keep pushing Myth-track gear as it comes in, and in most cases that means taking those items all the way to 6/6 289 instead of leaving them half-finished. The +4 item level jumps are still too strong to ignore, so finishing real Myth pieces is usually a better use of crests than forcing another craft too early.

You should also start thinking ahead about your weapon setup. If you are using a weapon embellishment and want to keep that value, an off-hand craft can become the cleaner long-term solution once the rest of your gear stabilizes. The general rule from here is straightforward: upgrade strong Myth pieces first, avoid wasting crafts on slots that Vault can solve better, and only craft when it clearly improves your final setup rather than just patching a short-term gap.

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