Your minted and in-progress models (shared ones from other players appear here too). Click one to load it onto the workbench.
Forged, named, spawnable creatures.
Send a friend a private link — they record a take for every moment right in their browser, nothing to install. Load a session into one of your creations to give it that voice: it replaces its audio for the moments the session covers.
Design it here; the finished item drops into the character you pick. Approve spends Embers, same as in-game.
Statues, fountains, furniture, monuments. Click one to continue where you left off. Object models share the library cap with creatures.
Published into the world pool. A GM spawns one with the command on its row (restart the game client so the model loads). Release frees the slot — the next mint overwrites its model.
Items must be added to the world before they can be reagents, quest rewards, or drops — that needs no login. Icons update live; names need a fresh client cache to change once players have seen them.
Turn several items into one — the "pages into a book" trick. Players right-click the trigger item; if they hold the reagents, they're consumed and the output appears. All your items must be minted first.
Published lines go live in seconds — the ! appears over your NPC with no restart. Quest text players have already seen is cached by their client, so republishing re-mints the chain on fresh quest ids (mid-quest players can still turn in the old ones).
Turn a beast into an NPC of any kind — quest giver, shopkeeper, talkative villager, elite guard, boss. Start from any beast on your shelf; need a new body? Paint one in the Bestiary (concept → model → forge) and come back. A saved design applies every time that beast spawns.
level · HP× · scale · temperament
wander · radius (yd) · speed× · hover (floats above ground)
damage× · armor× · boss CC immunity (stun/fear/root/poly…) — these three + the elite/boss nameplate bake into the template and show after the next server restart; everything else is live on the next spawn
What happens when a player clicks it. Add or remove any time; roles need a neutral or friendly temperament.
Every saved design. Edit loads it into the designer above; audition temp-spawns it next to the selected character; delete returns the beast to its plain forged self.
Reskin a real dungeon or raid boss with a design: the boss keeps its own mechanics, loot and door/quest credit — your beast provides the body, name, scale and voice. Already-spawned copies morph on their next respawn. Revert any time below.
Upload photos to keep. Use in forge stages one for your next in-game /forge;
To Bestiary starts a creature concept from it.
Each moment holds spoken lines (one per row) and up to 6 recordings straight from your mic — one sound per take; a random one plays each time the moment fires, so more takes = more variety. Lines are live in-game; audio playback in-world ships with the client-sync update.
Each poke plays one random take from that tier, and repeat pokes land in the same tier — give every tier several takes and lines so back-to-back pokes don't repeat.
Their built-in sounds — idle noises, aggro roar, hurt and death cries. Current: none
Plays when players click them: a greeting first, and the client itself escalates to the annoyed lines if they keep clicking. Current: none
The server drives Mixamo's own export API with your login session — that's what powers
search, previews and clip exports. Log in at mixamo.com, open DevTools (F12) → Console, run
localStorage.access_token and paste the value here. Tokens last ~24h; re-paste when
searches start failing with “session expired”.
Tap a move, then tap the clip that should play it. Anything you skip is filled from WoW's own animations — idle is the only must-have.