What we run
Rune unlocks for whatever your class engraves, including the ones hidden behind a chain in a zone twenty levels above where the rune is usable. Levels up to sixty, with the runes on the route picked up on the way. The season’s raids, rescaled and cleared in one lockout. Honor ranks played out by a premade. Dungeon runs for the pre-raid list. Gold traded by hand on your realm. Anything else goes through a custom request.
Runes are what makes this version different
Season of Discovery bolts an ability system onto vanilla: your class engraves runes into gear slots, and each rune changes how the class plays rather than making it slightly stronger. They are not rewards for levelling, each one sits somewhere specific in the world and most are a puzzle rather than a kill. That is why runes have their own page and their own prices, and why "level me to sixty" and "unlock my runes" are two different orders.
You choose whether anyone signs in
Self-play means you are in the group and nobody signs in as you. Account share means a booster plays it while you do something else, which is cheaper and faster and is the option that involves a password. Account sharing is against Blizzard’s terms, which is true of every seller in this market, so self-play is offered on everything here rather than as a token alternative.