Haephaistoss

Haephaistoss

WoW 2.4.3 (TBC) & 3.3.5a (WotLK) Systems Engineering · Combat Mechanics · Client Modding

Background

I’ve been tinkering with World of Warcraft server cores, client modding, and combat mechanics for about 15 years, dating back to 2009. My core focus has always centered on The Burning Crusade (2.4.3) and Wrath of the Lich King (3.3.5a)—the twin golden eras of classic MMORPG class design, combat math, and competitive arena.

Over the years, I've spent thousands of hours in the internals of TrinityCore, AzerothCore, MaNGOS (including TBC & WotLK branches), and ArcEmu, writing custom core scripts, debugging synchronization faults, and editing DBC and database tables. On the client side, I reverse engineer game binaries with IDA Pro and x64dbg, build LAA 4GB memory patches, inject DLL hooks, and write custom FrameXML/LUA addons.

Class Mechanics & High-End Gameplay

Anyone who has worked on a 2.4.3 or 3.3.5a core knows that getting class spells and talent interactions right is one of the hardest parts of emulation. Nuances like spell batching windows, resistance curves, proc hierarchies, diminishing return categories, and hidden SpellFamilyFlags rarely behave the way standard documentation suggests.

A lot of my understanding comes from playing both expansions at the highest competitive levels: I’ve achieved multiple Realm Firsts in PvE, earned Rank 1 in arena (peaking at 2822 rating in Season 6), and logged over 10,000 lifetime duels with an active 94%+ win rate across various realms. When you push classes to their absolute limits, you end up studying every frame, heartbeat tick, line-of-sight quirk, and spell priority queue in actual gameplay.

Consulting & Tournament Systems: Over the years, I compiled an exhaustive personal archive of how spells and talents should actually work and interact in edge-case situations. Because of this, private server projects have often consulted me to audit combat systems, untangle tricky spell interaction bugs, and calibrate formulas under high load. I've also organized grassroots arena tournaments with custom spectator and tournament realm scripting.

Projects & Archives

Lasthavens AddOn & LAN Bridge
Extension & Native Daemon

A companion bridge for browser-based WebAssembly WoW clients (such as lasthavens.com). It runs a lightweight background daemon (macOS, Windows, Linux) that synchronizes local AddOns and WTF profiles directly into the browser's virtual filesystem, with automated LAN multi-device sharing (iPad/mobile) and native folder selection.

TypeScript · Node.js · Manifest V3 · WebVfs

Preserving and maintaining the custom 3D login screen framework originally crafted by Mordred on modcraft.io in 2014. Includes the binary-unlocked allFiles.exe patch (12340) for loading loose folder directories (PATCH-V.MPQ) without repacking, 4GB VRAM allocation patching, and dynamic account/realmlist switching through Config.wtf.

C++ Binary Patching · LUA 5.1 · FrameXML · github.com/haephaistoss/LoginScreen-by-Mordred

C++ decompilation and modern reconstruction of the World of Warcraft 3.3.5a client (12340). Functions are matched against original binary addresses with // OFFSET: tags, with pipelines targeting native 64-bit builds on macOS (Apple Silicon Metal via WoWReMac), Linux, and WebAssembly.

C++20 · CMake · Apple Silicon Metal · WebAssembly · github.com/haephaistoss/wow-wotlk-335-decompiled

Technical Focus

Core Focus
WoW 2.4.3 (TBC) & 3.3.5a (WotLK)
Server Cores
TrinityCore, AzerothCore, MaNGOS (TBC/WotLK), ArcEmu
Languages
C++, LUA (FrameXML), x86 ASM, TypeScript, SQL
Reverse Engineering
IDA Pro, Ghidra, x64dbg, Wireshark
Client Systems
Binary patching, DBC/DB2, MPQ/StormLib, Injection

Support the Projects

I work on these tools, archives, and reverse-engineering experiments in my spare time to help preserve classic 2.4.3 and 3.3.5a tech. If any of my scripts or notes helped you out, a coffee is always appreciated!

☕ Buy Me a Coffee
Verification website: https://haephaistoss.github.io/haephaistoss