Enjoy some wasted time! Building off the prior endeavors at:
Below, a re-envisioned ‘release’ of the raids of Ahn’Qiraj as a Mega-Dungeon and Raid, with associated stories, if they were made using Modern WoW mechanics and content. This one, compared to others, is a bit of a rush as I wanted to make it out before the Season of Mastery! This is intended as the culmination of the AQ war effort and content.
Patch X.4.0: Call of C'Thun
The Might of Kalimdor has been assembled, the combined armies of the Horde and Alliance gather to face the legendary evil that awakens behind the Scarab Wall. The Scepter has been reforged, and when the gong at the entrance of the gate is struck, the amassed armies must clash for the sake of Azeroth itself, else C’Thun will fully emerge from what was to be his eternal prison. The deep tunnels dug by the Qiraji, insectoid servants of the mythical ‘old gods’, hum with their own war preparations. Who will be victorious, the mortal races of the Titans, or the thrumming Qiraji and Silithid swarms loyal to ancient and terrible evils?Return to Time-Shifted Silithus and manipulate the time-loop to change history itself, bringing the dragons trapped behind the Scarab-Gate into the present after a malign influence begins attempting to corrupt the vision itself and drag the temporal constructs within into reality. With the battle host assembled, ring open the Scarab Gate to rescue the tortured dragons and to potentially bring an end to the awakening evil. Complete a Mega-Dungeon, the Siege of Ahn’Qiraj, to strike at the armies of Qiraji and the Hives of the Silithid, and then delve deep into the Temple of Ahn’Qiraj to explore the shattered Titan Prison, revealing the mass of an old god itself. Help rebuild Cenarion Hold and support the Might of Kalimdor, eventually gaining access to the powerful secrets of the ancient Qiraji, forging equipment from the shells and pieces of the insectoid race itself. Gather Silithyst at the expense of the opposing faction, using the old-god tainted sands to empower your gear – the power to save the world itself is in your hands.
New Faction: The Might of Kalimdor
An army forged of the combined soldiers of the Horde and Alliance, The Might of Kalimdor requires both the logistical and military support of the heroes of Azeroth. As war preparations are underway the heroes must help train the soldiers, perform scouting missions into the nearby hives, and help the crafters prepare the arms, armor, siege equipment, and rations that are needed for the main assault. As heroes rise in the eyes of the leader of this army, Varok Saurfang and his war council, the heroes will take on even more dangerous tasks, culminating in a campaign to destroy the hives surrounding Cenarion Hold.Once the gate opens, heroes will gain new tasks that take them within the walls of the city, gaining daily and weekly quests that encourage them to explore the city on their own or in small groups, performing recon, theft, and assassination missions at the behest of SI:7 and the Shattered Hand, and with the permission of the Might of Kalimdor. These outdoor missions will be difficult, adventuring into areas of elite monsters, hunting down special named foes who might drop powerful loot, toys, and pets. Each week heroes gain a grand mission requiring that they perform a number of objectives within a portion of the city, granting them greatly increased reputation and rewards.
The Salvagers: Dungeon Set 2
One of the contingents of the Might of Kalimdor are the Salvagers, craftsmen and explorers who are focused on turning the weapons of the Qiraji against themselves. As heroes perform world quests in Silithus or defeat bosses in either the Siege of Ahn’Qiraj or the Temple of Ahn’Qiraj they may gain coins and relics of the Qiraji empire that can be exchanged for powerful gear, including a new Tier Set and Dungeon Set.The Watchers: Faction Epilogue
As the heroes assist the Watchers and explore Time-Shifted Silithus, an epilogue is added where the heroes gain access to a region of the Scarab Gates to learn more of the sacrifice of the dragon flights for the barrier’s creation. As more anachronisms appear within the time loop, however, an instability occurs, allowing a malign force to begin influencing events, trying to rewrite history. Assist the Bronze Flight in stabilizing the timeway so that it can be destroyed, preventing the army of the past from leaking out into the modern world. Similarly, join the Bronze Whelp Amadami in enacting a plan to use these fluctuating timeways to save the dragons that sacrificed themselves at the scarab gates, perhaps bringing them to the modern world where they can be saved. While thwarting this evil the heroes can further empower their Signet Ring of the Bronze Dragonflight, granting them power for the trials ahead.The War of Ahn’Qiraj – Ahn’Qiraj Campaign Part 2
When the Scarab Gate is ready to be opened, heroes can complete story missions to delve to the core of these Hives and sabotage their connection beyond the Scarab Gate, preventing the Qiraji from ambushing the armies during the eventual siege, while also gauging their strength. Additionally, heroes learn of and confront a growing presence of ‘Twilight Cultists’ in Silithus, those who worship and call for the summoning of great ‘old gods’ who are prophesied to destroy Azeroth.When a hero has completed the campaign to forge the scepter that will open the Scarab Gate, a massive server-wide event occurs, causing new World Quests and invasions to pop up throughout Kalimdor as the buried armies of the Qiraji rise up to slaughter all other life. During this event, players gain additional resources, reputation with the Might of Kalimdor, and materials that can be used to fashion Ahn’Qiraj dungeon and raid gear. At the end of the three-week long event the new World Quests become rare and the invasions will enter rotation with the Elemental Invasions (See Molten Core) and the Chromatic Assaults (See Blackwing Lair).
On opening the Scarab Gate the Mega-Dungeon of the Siege of Ahn’Qiraj becomes available. Completing the Siege of Ahn’Qiraj grants the player a quest which allows them to become attuned to the doors of the Temple of Ahn’Qiraj, allowing them to grant access to the raid.
As the hero continues through the campaign they gain ways to enter the Temple of Ahn’Qiraj in different ways, allowing them to skip bosses in future visits. Eventually the heroes will encounter the Old God C’Thun himself, bringing this part of the story to its world-changing conclusion. Should the heroes be successful, they return to their capital city with news of their victory – that Azeroth must surely be safe and will never hear of these ‘Old Gods’ again.
Emissaries of Twilight – Training Hall & Elemental Core Catchup
Drawn to the maddening whispers emanating from deep within the walled city of Ahn’Qiraj, the shadowy followers of the ‘Cult of Twilight’ have set up camp in the wastes of Silithus. Few understand the prophecy, thus many cultists still cling to prior heralds of the destruction of the world. Heroes can gather materials from the cultists to disguise themselves and increase their reputation with Mad Harold, Herald of the End Times (Or Harold of the End Times for short). Capable of summoning a portal into a twisted void, Mad Harold can summon echoes of powerful foes fought by the hero in their adventures, allowing them to practice against the formless apparitions.While in the world, several Qiraji crystals have been taken over by these cultists, who use the energy to open rifts to the elemental planes and summon their allies. By summoning and defeating the Elemental Royalty (enemies similar to those encountered through the Elemental Invasions) heroes can earn invasion equipment and Elemental Cores used to help the Thorium Brotherhood.
World PvP – The Silithyst Must Flow!
As the heroes uncovered Cenarion Hold, the sands of Silithus were laid bare for all to exploit, including the charged ‘Silithyst’ which can be used by both the Horde and Alliance for their war machines. Hoping to gather what they can for their faction to control after the war concludes against the Qiraji, each side has sent a contingent of soldiers to take command of the magical sand. Every four hours the Silithyst becomes open for a faction to take control of, allowing those with Warmode active to participate in this world skirmish. Heroes must gather Silithyst from geysers out in the sands by taking control of these points and holding them while their soldiers gather the sand until the geyser is exhausted, forcing the heroes to move to another. Each faction has a weekly quest that grants a large amount of Might of Kalimdor reputation upon completion, as well as ‘Silithus Battle Commendation’ which can be exchanged for mounts, pets, and other special gear.Unleash the Might of Kalimdor and lay siege to Ahn’Qiraj!
The Scarab Gate has been opened and the massed armies of the Qiraji and the Might of Kalimdor clash to take control over the sands of Silithus. As the armies clash the heroes begin their vigil, protecting the supply lines of Cenarion Hold from Silithud ambushes intended to cut them off from behind. In the distance, the great Hives spring to life, pouring their denizens onto the sands in an effort to bury the Might of Kalimdor beneath their sheer bulk, while from beneath their feet a rumbling terror springs up, ready to devour the entire army. As the heroes take the battlefield, they must face the ancient general of the Qiraji themselves, before his tactical acumen of General Rajaxx spells doom for the titan-born races, in the first half of the mega-dungeon: Assault on the Scarab Gates!
With the general dead, the gates to the city of Ahn’Qiraj lay open, the heroic host ready to stream in and take on the defenders of the city, forged first by the Titan Keeper Ra and his minions before being abandoned to the Qiraji. The city itself, once the capital of the Tol’vir, is lined with corrupted statues and monuments to the ancient glory of their kingdom, now laid waste before time and the Qiraji’s needs, the ancient Anubisath ambling about at the direction of a new master. Can the adventurers purge the remaining Qiraji forces from the surface, taking on Ossirian the Unscarred, the last monument before the menacing doors of the Temple at the center of the city in the second half of the 5-man Mega-Dungeon, Siege of Ahn’Qiraj?
Dungeon Layout: Assault on the Scarab Gate
The adventure begins as heroes must protect Cenarion Hold from several waves of attackers, defeating the Silithid and Qiraji swarms.After clearing four waves, heroes are dive-bombed by one of the leaders in charge of piercing the battle-lines, Princess Huhuran, a massive Silithid Wasp that commands the air. On the defeat of the royal bug, reinforcements reach Cenarion Hold, granting heroes access to mounts who will take them to one of the three Hives, which can be completed in any order. Heroes can also choose to not complete the three Hive bosses, which grants Ouro, the following non-optional boss, additional reinforcements and phases.
Heroes travelling to Hive Ashi find it swarming with wasps that intercept their mount and prevent the hive from being bombed. Heroes must drag the bomb the remaining way without letting it get destroyed, and then throw it into the Hive to destroy the tunnels and draw out Aluntir, the Hive Ashi Overlord.
Heroes travelling to Hive Zora find that their support crew is dragged beneath the soil by beetle-like Silithid, requiring using thumpers to draw them out and recover their allies. On successfully rescuing their allies and dropping the bomb into the tunnels, Arakis appears, the Hive Zora Overlord.
Heroes travelling to Hive Regal find that it is supported by Twilight Cultists who are both defending and being predated upon by the Silithid. Defeat the Twilight Adherents to clear a path for your sapper team to blow up the tunnels, revealing Xil’xix, the Hive Regal Overlord.
Upon defeating the Overlords of the Hives and destroying the tunnels (or directly after defeating Princess Huhuran) heroes can take a provided flying mount to the warfront at the scarab gates, however in route the mount is attacked by wasps and is forced to land before being swallowed whole by the massive worm Ouro. Heroes must then defeat Ouro to escape the wastelands and reach the battle lines.
On reaching the battle lines the heroes encounter the forces of General Rajaxx, and must defeat the waves of forces he sends forth. Joined in battle by the Might of Kalimdor, the heroes must contend with the army at their front, else the siege will fail. On defeating the general, the gates of the city are open, allowing the heroes to travel within and clear the streets of the city itself.
Dungeon Layout: Siege of Ahn'Qiraj
The second half of the Siege of Ahn’Qiraj begins as the heroes take the crumbling terraces just beyond the Scarab Gate, finding that the Twilight Cult has gathered here after sneaking through the battle-lines outside, summoning elemental reinforcements for their dark patron. Committing the ultimate sacrifice, they seek to summon an elemental lord, and while unable to accomplish that, do summon a Vizier of Al’Akir instead, calliong upon Vizier Yor’Yel to blast the opposing army out of the city. Once the elemental is defeated, they try again, this time accidentally summoning an ally of the heroes, Duke Hydraxis, who punishes the cultists for their insolence.With the path forward ruined, heroes must travel down the grand reservoir, defeating the Anubisath that once protected the avenues from the Qiraji. Following the reservoir to a massive pipe network, heroes take on a vile slime, Viscidus, using the purifiers summoned by Hydraxis to cleanse the dark energies from the giant blob, before it can consume them all. With the slime defeated, Hydraxis opens up the canal network, flushing the heroes through the sewers until they are deposited at the far side of the city, directly into the Hatchery of Hive Zara, into a massive pit with Buru the Gorger, a colossus tending to the eggs salvaged from the ruined Hives.
With the roof of Hive Zara destroyed, the heroes are picked up by reinforcements, who begin an aerial assault to take the city, fighting against the swarms of Silithid. Joining in on flying vehicles and beasts of their own, the heroes are stopped by Ayamiss the Hunter, a massive Zara Wasp, who attempts to feed the heroes to its broodmates to make up for the destroyed Hatchery.
Finally reaching the Watcher’s Terrace, the heroes discover the brooding Horusath construct, Ossirian the Unscarred, unable to join the battle directly because of the gifts of C’Thun. Attempting to unlink the guardian from the systems of the titan complex below causes the defenses to deactivate, revealing part of C’Thun’s plan, with the death of Ossirian the prison complex is weakened, allowing the Old God to finally rise from his eternal prison and start the process of beginning an age of ruin on Azeroth.
Cenarion Hold:
Princess Huhuran
A royal Silithid Wasp, Princess Huhuran is both massive and cunning, and thus has been charged with piercing the battle lines of the Might of Kalimdor and striking at their supply network. One of her most endearing traits is her compassion for her subjects, only eating the frail and elderly once they have had the opportunity to serve the hive to the best of their capacity. This cannibalistic hesitance does not, however, extend to those outside of her hive, so those deemed less than useful become victims of her ravenous hunger.
Cenarion Assault (Hazard, Important): Every 10 seconds a Royal Sapper, Soldier, or Mender (Mythic) digs its way up into Cenarion Hold. Each Royal Silithid takes 5 seconds to dig to the surface from below and can be seen via churning earth where they will appear.
Princess Huhuran
Noxious Poison (Important, Poison): Noxious Poison deals Nature damage every 4 seconds over 20 seconds, dealing greater damage the more stacks are on the target. If cleansed the cleanser takes Nature damage per stack.
Royal Hum : Every 30 seconds Princess Huhuran releases a vibration that summons 5 random Royal Sappers, Soldiers, or Menders (Mythic) onto the battlefield.
Cannibalistic Frenzy : Princess Huhuran charges to any Silithid that dies during the encounter and feeds on their corpse, gaining Rage and a stack of Cannibalistic Frenzy. Princess Huhuran deals 1% more melee damage per stack of Cannibalistic Frenzy. If a hero is defeated, she gains additional Rage and 5 stacks of Cannibalistic Frenzy.
Frenzy : On reaching 30% health Huhuran becomes enraged for the rest of the battle, causing her to gain 1 stack of Cannibalistic Frenzy every 3 seconds and causing her to passively generate Rage over time. Frenzy greatly increases the number of globs and their speed when using Toxic Spit, Huhuran no longer consumes with Cannibalistic Frenzy.
Wasp Sting : Deals Physical damage to Huhuran’s target and inflicts 1 stack of Noxious Poison.
Darting Rush : Huhuran targets a ranged foe and charges at them after 3 seconds. Huhuran strikes the first enemy she comes into contact with, dealing Physical damage and inflicting 1 stack of Noxious Poison, dealing greater damage if she hits her original target.
Rampaging Rush : Princess Huhuran charges at each hero, dealing Physical damage and inflicting 1 stack of Noxious Poison.
Toxic Spit : On reaching full Rage, Princess Huhuran begins launching globs of Acid at the locations of each hero every second over 10 seconds, consuming all her Rage, dealing Nature damage to any enemies within 6 yards of the targeted location.
Royal Sapper
Explosive Burst: Royal Sapper begins channeling Explosive Burst when it surfaces, taking 20 seconds before it bursts, dealing Nature damage to all enemies within 8 yards and inflicting 1 stack of Noxious Poison.
Caustic Evolution (Mythic): Whenever Princess Huhuran eats a Royal Sapper, she gains a stack of Caustic Evolution for the rest of the encounter, increasing the damage dealt by Noxious Poison by 2% per stack.
Royal Soldier
Hardened Shell: Royal Soldier takes 60% reduced damage from single target attacks and abilities.
Hardened Evolution (Mythic): Whenever Princess Huhuran eats a Royal Soldier, she gains a stack of Hardened Evolution for the rest of the encounter, decreasing the damage she takes from single target attacks and abilities by 1% per stack.
Royal Mender (Mythic)
Mending Spittle (Interrupt): Royal Mender begins spitting a binding chemical at Princess Huhuran that restores a small amount of her health.
Restorative Evolution (Mythic): Whenever Princess Huhuran eats a Royal Mender, she gains a stack of Restorative Evolution for the rest of the encounter, restoring 1% of her maximum health every 6 seconds per stack
Hive Ashi/Zora/Regal
Hive Lord Xil'Xix
Overlord of Hive Regal, Xil’xix is a fearsome predator that hunts down enemies of the hive and feeds them to the young, using the flesh of their enemies to nourish its offspring. Few risk travelling too near the fearsome soldiers of the hive, but the Twilight Cult appears foolish enough to try and demonstrate their loyalty… which is rewarded with the cultists also being used to feed the young. In reality Xil’xix isn’t that picky.Hive Lord Xil’xix
Call Slashers : Xil’xix calls upon the swarm of Hive Regal, summoning two Regal Slashers to rise from beneath the ground adjacent to Xil’xix.
Call Fools : Xil’xix calls upon the swarm of Hive Regal, but Twilight Cultists respond instead, causing 2 Twilight Infusers and one Twilight Mender (Mythic) to be summoned.
Regal Presence : Xil’xix gains Regal Presence after being reduced to 70% health, greatly reducing the cooldown of its Call abilities. Xil’xix gains the Inevitable Betrayal and Call Fools ability and immediately calls 2 Twilight Infusers.
Regal Precision : Xil’xix gains Regal Precision after being reduced to 50% health. Xil’xix gains the Regal Dance and Guillotine Dash abilities, the arc of Guillotine increases by 15%.
Regal Ferocity : Xil’xix gains Regal Ferocity after being reduced to 30% health. Xil’xix gains the Focused Strikes ability and it becomes immune to movement impairing effects.
Twin Strike : Xil’xix strikes its foe twice, the second blow causing the target to Bleed for 6 seconds.
Guillotine (Deadly): Xil’xix releases a massive strike against all foes in an arc in front of it, dealing massive, likely fatal damage against Bleeding targets.
Guillotine Dash : Xil’xix chooses a distant enemy and faces them, charging to that target’s location after 4 seconds and dealing a massive blow to a single foe if they are within melee range.
Regal Dance : Xil’xix releases a chilling roar that encourages all Regal Slashers in combat to immediately use Guillotine Dash. Starting at 50% health whenever Xil’xix performs Inevitable Betrayal he also uses Regal Dance.
Bloodsoaked : Xil’xix gains 2% additional damage for each stack of Bloodsoaked it gains. Xil’xix gains a stack of Bloodsoaked for each Twilight Cultist it executes, or 3 stacks whenever it kills a hero.
Focused Strikes : Melee attacks cause Xil’xix to gain a stack of Focused Strikes, increasing its melee attack speed by 1% per stack for 6 seconds.
Inevitable Betrayal : Xil’xix leaps at any Twilight Cultist at 10% or less health, drops all threat, and then executes the cultist.
Sudden Betrayal (Healer, Deadly): Xil’xix charges to each foe in sight, dealing Physical damage. Xil’xix instead deals massive, likely fatal damage if the target is at 10% or less health.
Twilight Infuser
Twilight Infusion (Interrupt): The Twilight Infuser channels dark energy towards Xil’xix, causing its melee attacks and abilities to deal additional shadow damage, increasing for each Twilight Infusion Xil’xix is subject to.
Tasty : Taunts Regal Slashers within 12 yards.
Twilight Mender
Life Transfer (Interrupt): The Twilight Mender channels its life force towards Xil’xix, transferring 1% of its maximum health every 3 seconds.
Tasty : Taunts Regal Slashers within 12 yards.
Regal Slasher
Focused Strikes : Melee attacks cause Regal Slasher to gain a stack of Focused Strikes, increasing its melee attack speed by 1% per stack for 6 seconds.
Guillotine Dash : Regal Slasher chooses a distant enemy and faces them, charging to that target’s location after 4 seconds and dealing a massive blow to a single foe if they are within melee range.
Hive Lord Arakis
Overlord of Hive Zora, Arakis is a conniving expert in laying traps for its prey, dragging them beneath the sands to feed slowly on their flesh, tunneling further than any of the other Hive Lords. With the thumpers built by Gnomish engineers, perhaps this menace can be brought to the surface, and then brought to justice.Sand Thumper (Environment, Important): Heroes can pick up a Thumper and then place it down. After 4 seconds the Thumper begins vibrating the ground for 10 seconds, causing any Burrowed Silithid within 12 yards to end burrow. Unearthed Zora Burrowers gain “Helpless” for 30 seconds, as they flail helplessly and take 100% additional damage. When Arakis is Unearthed by a Thumper it gains “Disrupted” for 10 seconds and takes 25% additional damage. On Mythic, the Sand Thumper has a 15 second cooldown between uses, and heroes will drop the Thumper if damaged in any way.
Hive Lord Arakis
Call Burrower : Arakis calls upon the swarm of Hive Zora, causing two Zora Burrowers to erupt from the ground surrounding him. The Zora Burrowers last until defeated or the end of the encounter.
Zora Ingenuity : Arakis gains Zora Ingenuity on reaching 70% health, granting it the Sand Trap ability, additionally Arakis immediately calls two Zora Burrowers into combat.
Zora Power : Arakis gains Zora Power on reaching 50% health, granting it the Rumble ability, and causing Overthrow to throw targets 10 yards further into the air (20 yards).
Zora Cunning : Arakis gains Zora Cunning on reaching 30% health, granting it the Wandering Sands ability, and causing Arakis to summon two burrowed Zora Burrowers whenever it uses Burrow.
Debilitating Strike : Arakis roughly strikes with its mandibles, dealing Physical damage and slowing the target by 70% for 15 seconds.
Overthrow : Arakis roughly handles its target, dealing Physical damage and throwing them over Arakis, up to 15 yards behind it, 10 yards into the air.
Burrow : Arakis digs into the ground, dealing Physical damage to enemies within 6 yards and becoming untargetable. Arakis leaves behind a trail of churned earth where he moves. While burrowed, Arakis gains 5% move speed every 6 seconds.
Rumble : Arakis hits the ground to cause a localized quake, dealing Physical damage to all enemies in contact with the ground to take Physical damage and be Slowed by 30% for 10 seconds. Arakis burrows after completing Rumble.
Sand Pit : Arakis strikes at an enemy above him, dealing massive physical damage and dragging them partially into the ground, rooting them for up to 30 seconds and dealing ongoing physical damage. Bound targets can jump to reduce the duration of Sand Pit’s root effect by 1 second per jump.
Sand Trap : Arakis leaves behind a Sand Trap whenever he Burrows or Surfaces that lasts until triggered or the end of the encounter. Whenever an enemy enters the 4 yard area of a Sand Trap, it causes them to be affected by Sand Pit.
Wandering Sands : Whenever Arakis uses Burrow it releases two zones of Wandering Sand that share the appearance of the trail left behind while it burrows, each Wandering Sands travels randomly across the battlefield for up to 20 seconds.
Zora Burrower
Burrow : The Zora Burrower digs into the ground, dealing Physical damage to enemies within 6 yards and becoming untargetable. The Burrower leaves behind a trail of churned earth where he moves.
Rupture : The Zora Burrower strikes an enemy above it, dealing Physical damage and ending Burrow.
Reinforced Shell (Dispel): The Zora Burrower gains 75% damage reduction. Cannot be recast once dispelled.
Hive Lord Aluntir
Overlord of Hive Ashi, Aluntir is a vicious and cunning predator that few have seen and lived to tell the tale. Master of not just a hive but also the massive spire overlooking Cenarion Hold, any assault on Ahn’Qiraj will have to deal with the flying menace and the swarms at its command.Hive Lord Aluntir
Call Swarm : Aluntir calls upon the swarm of Hive Ashi, causing five Ashi Swarmers to erupt from the ground surrounding him. The Ashi Swarmers will then move outwards at a slow pace until they travel 30 yards, after which they disperse.
Call Stinger : Aluntir calls upon the swarm of Hive Ashi, causing an Ashi Stinger to erupt form the ground nearby. The Ashi Stinger lasts until defeated or the end of the encounter.
Ashi Focus : Aluntir gains Ashi Focus on reaching 70% health, granting it the Needle Dive and Combo Sting abilities, additionally Aluntir immediately calls two Ashi Stingers into combat.
Ashi Pestilence : Aluntir gains Ashi Pestilence on reaching 50% health, causing its Triple Sting to cause a stack of Ashi Toxin, and granting it the Pestilent Dance ability.
Ashi Rage : Aluntir gains Ashi Rage on reaching 30% health, causing it to deal 10% additional damage with its attacks, and granting it the Enraging Pheromones ability.
Ashi Toxin (Poison): Ashi Toxin deals Nature damage every 3 seconds for up to 15 seconds, the damage increases for each stack.
Triple Sting : Aluntir strikes its current target with 3 melee attacks in a row, each one inflicts a stack of Ashi Toxin after Aluntir reaches 50% health.
Paralyzing Sting : Aluntir strikes its current target, dealing Physical damage and stunning them for 3 seconds.
Needle Dive : Aluntir targets an enemy, preferring one that is not adjacent, and charges to their location to deal a large amount of physical damage to the target and anyone within 6 yards.
Combo Sting : Aluntir performs Paralyzing Sting immediately after using Needle Dive.
Pestilent Dance : Aluntir zips across the battlefield to each enemy in sight, using Call Swarm whenever it reaches each one.
Enraging Pheromones (Enrage): Aluntir causes all Ashi Stingers to become Enraged, dealing 15% additional damage and focusing its target.
Ashi Swarmers
Darting Swarm : Ashi Swarmers take 90% less damage from single target attacks, and 50% more damage from AOE attacks.
Pestilent Swarm : Ashi Swarmer deals Nature damage to enemies within 6 yards every 2 seconds.
Ashi Stinger
Ashi Toxin (Poison): Ashi Toxin deals Nature damage every 3 seconds for up to 15 seconds, the damage increases for each stack.
Ashi Sting : The Ashi Stinger deals Physical damage and inflicts its target with 1 stack of Ashi Toxin.
The Sand Wastes
Ouro
A gigantic, armored worm imbued with size and strength by C’Thun itself, Ouro constantly hungers beneath the sands, once trapped behind the Scarab Gates. No longer bound by the wards of the Bronze Flight, Ouro surfaces to attack Cenarion Hold and swallow the enemy army whole. Only the brave will be able stand against the massive, hungering beast and prevent it from decimating the Might of Kalimdor.Silithyst Geyser (Environment): Across the battlefield three Silithyst Geysers are erupting, causing any hero to touch them to be shot 40 yards into the air towards the center of the arena.
Rescue Plan (Environment): When Ouro reaches 65% health, reinforcements arrive on flying mounts above the battlefield. Any hero that reaches at least 40 yards into the air are grabbed by the rescuers and then can jump off the perfectly good mount, parachuting back down onto the battlefield at a reduced fall speed. Any hero on a mount while Ouro resurfaces have a rock thrown at them, dealing damage and knocking them to the ground when it hits.
Phase 1: The Great Worm
Ouro surfaces as the heroes fly towards the front lines at the Scarab Gates, knocking them from the air.
Sweep : Ouro targets a quarter of the battlefield, slamming its body into the ground to crush foes and then sweeping it over a wide swathe. Deals Physical damage to enemies in the landing area, then deals damage to any foes the body comes into contact with as it sweeps the targeted area.
Sand Blast : Ouro targets an arc out to 45 yards in front of him, breathing in and then exhaling a blast of sand that deals Nature damage and knocks any enemies and debris back 60 yards.
Quicksand : Ouro causes the sand to sink towards the center of the battlefield, pulling heroes and debris to be pulled to the center of the battlefield.
Bury (Deadly): At the end of Quicksand, Ouro uses Bury, causing all foes within 12 yards to take massive, likely fatal Physical damage.
Sand Slash : Ouro releases a pulse of sand at an enemy, travelling up to 100 yards, dealing Physical damage and knocking the target 20 yards into the air. Sand Slash is disrupted by Boulders. Cooldown of 15 seconds.
Sand Thrash : Every 15 seconds while Ouro is above ground the cooldown of Sand Slash is reduced, until it reaches 5 seconds. Sand Thrash is reset whenever Ouro submerges.
Boulder Toss : Ouro throws rocks at random enemies if there are no foes within melee range, dealing Physical damage to anything beneath the boulder when it lands. Boulders block ground level line of sight and last until the next time Ouro uses Sand Blast (causing them to be pushed off the battlefield) or Quicksand (causing the boulder to be sucked down).
Submerge : Ouro burrows beneath the sand on reaching 60% and 30% health, becoming untargetable
Swallow Up (Deadly): Ouro begins channeling swallow up over 15 seconds, causing everything within 30 yards of the ground on the battlefield to be drawn into its maw and suffer fatal Nature damage.
Phase 2: Silithid Hivelords (Hard Mode)
When Ouro submerges at 60% and the ground appears safe, the Hive Lords of the remaining Hives attempt to come to its rescue. Aluntir, Arakis, and Xil’xix arrive, depending on which ones remain alive.
The Hive Lords remain until one is defeated, after which Ouro swallows the corpse to gain new abilities. At 30% when Ouro submerges again the remaining Hive Lords appear, should any be alive, however this time if there are two, the remaining Hive Lord once one is defeated does not retreat when Ouro emerges and instead remains for the duration of the battle. If there are no Hive Lords alive, Ouro begins phase 3.
Aluntir
Triple Sting : Aluntir strikes its current target with 3 melee attacks in a row.
Paralyzing Sting : Aluntir strikes its current target, dealing Physical damage and stunning them for 3 seconds
Hive Ashi Evolution : If devoured by Ouro, it causes the worm to evolve vestigial wings and Ouro gains the Struggling Flight ability.
Arakis
Debilitating Strike : Arakis roughly strikes with its mandibles, dealing Physical damage and slowing the target by 70% for 15 seconds.
Overthrow : Arakis roughly handles its target, dealing Physical damage and throwing them over Arakis, up to 15 yards behind it, 10 yards into the air.
Hive Zora Evolution : If devoured by Ouro, it causes the worm to become more cunning, gaining the Sand Trap ability.
Xel’xix
Twin Strike : Xil’xix strikes its foe twice, the second blow causing the target to Bleed for 6 seconds.
Guillotine (Deadly): Xil’xix releases a massive strike against all foes in an arc in front of it, dealing massive, likely fatal damage.
Hive Regal Evolution : If devoured by Ouro, it causes the worm to become more ferocious, granting him the Sand Guillotine ability.
Ouro
Submerged Fury : Ouro remains submerged until one of the Hive Lords is defeated or he completes the channel of Swallow the World.
Swallow the World : Ouro prepares over 120 seconds, after which he swallows and deals fatal Nature damage to all creatures within 60 yards of the ground.
Phase 3: The Devourer Emerges
Ouro resurfaces, swallowing any dead Hive Lords and absorbing their abilities. Ouro retains all of the abilities from phase 1, and gains the following:
Ground Rupture : Ouro resurfaces, dealing a large amount of Physical damage to all foes within 12 yards, the wave of ruptured earth then strikes in a ring between 12-30 yards out from Ouro, then from 30-60 yards out.
Call Scarabs : On emerging, Ouro calls 8 Scarabs which pick a random target and focuses on attacking them for up to 30 seconds, after which they retreat.
Struggling Flight : If Ouro swallowed Aluntir, he gains Struggling Flight. Ouro begins trying to fly up and then performs a Sweep attack, causing the initial slam of the Sweep attack to deal damage to all foes on the ground, this is followed immediately by a Quicksand attack and Bury.
Sand Trap : if Ouro swallowed Arakis he gains Sand Trap. Wherever a Sand Slash ends, whether hitting a boulder, player, or expiring for reaching max distance, causes the Sand Slash to leave behind a Sand Trap, dealing Physical damage to any enemies that come within 6 yards of the trap and rooting them for 30 seconds and dealing ongoing Physical damage. Jumping reduces the duration of the root by 1 second.
Sand Guillotine : If Ouro swallowed Xel’xix he gains Sand Guillotine. Ouro releases a wave of Sand out 30 yards in a straight line that deals massive physical to any foe it comes into contact with. When Sand Guillotine reaches its destination, it releases five Sand Slashes that target each hero on the battlefield.
Rewards: Ouro drops additional Qiraji relics depending on the number of Hive Lords involved with the encounter and drops an additional piece of loot if all three were drawn into the encounter. The Ilvl of dropped gear also increases a small amount for each Hive Lord defeated with Ouro.
The Scarab Gates
Battle at the Scarab Gates
The majority of the Might of Kalimdor battle at the feet of the Scarab Gates, dragon-forged barriers that kept the Qiraji and Silithid bound within their city for centuries. Once before, where these walls now stand, the son of Fandral Staghelm sought to drive back the armies of the Qiraji, his blood mixing with the sands. His sacrifice, and those of countless others will be for naught if the armies under General Rajaxx manage to break through these lines and pour forth across Azeroth. The second war of shifting sands must be won here, decisively, or else the whole world may be doomed.Phase 1: Battle at the Scarab Gates
The armies have begun their battle, however the heroes can pick through the melee to find and challenge the captains of the Qiraji forces to draw forth General Rajaxx.
Champions of the Qiraji (Important): The Battle at the Scarab Gate is already underway, however heroes can challenge the leaders of the troops to battle. Once the first challenge is issued, General Rajaxx begins commanding his forces to destroy heroes, causing further leaders to approach the heroes and challenge them, even if they have not defeated the prior contingent. Every 60 seconds after the heroes choose their first challenger, Rajaxx chooses a random leader to throw at the heroes. This cooldown is reset each time the heroes encounter a new champion. Heroes fight against two captains and one Major (and the Colonel on Mythic), the others will assist Rajaxx during the encounter in Phase 2. Each champion enters combat with two Swarmguard Needlers and one Qiraji Warrior.
Heated Battle (Environment): The ring of challenge is restricted in size by the surrounding battle. Heroes who attempt to enter the surrounding melee are dealt a small amount of damage and knocked back into the ring of challenge.
Swarmguard Needler
Divebomb : The Swarmguard Needler flies up out of melee for four seconds, then dives down on their target, dealing damage to any creatures within 4 yards of the landing area.
Whirlwind : The Swarmguard Needler spins in a tempest of steel, dealing Physical damage to all foes in 4 yards.
Qiraji Warrior
Execute : The Qiraji Warrior strikes its target, dealing additional damage if the target is below 20% health.
Cleave : The Qiraji Warrior deals Physical damage to enemies in an arc in front of it.
The Captains
Heroes will challenge two captains, the first chosen by them, the second randomly determined by General Rajaxx if the heroes have not challenged a second one within 60 seconds of starting combat.
Captain Queez, Echo of the Emperors
Commanding Roar : On entering combat Captain Queez emits a roar that grants allies in combat a 15% bonus to their attack speed until they are defeated.
Raging Blow : Captain Queez strikes with both weapons to deal Physical damage
Rampage : Captain Queez performs four attacks in quick succession, dealing Physical damage with each.
Intimidating Shout : Captain Queez Roars, causing all enemies within 12 yards to flee in fear for 8 seconds.
Piercing Howl : Captain Queez Howls, slowing all enemies within 12 yards by 70% for 8 seconds.
Captain Tuubid, Tip of the Host
Eye of C’Thun : On entering combat Captain Tuubid marks all enemies with the ‘Eye of C’Thun’, preventing the target from entering Stealth and causing attacks against the target to deal additional Shadow damage. Eye of C’Thun lasts until Tuubid is defeated or the end of combat.
Wing Clip : Captain Tuubid strikes, dealing Physical damage and slowing the target by 20% for 8 seconds.
Carve : Captain Tuubid strikes all enemies in an arc in front of him, dealing Physical damage. Deals additional damage to bleeding targets.
Barbed Harpoon : Captain Tuubid throws a spear at a distant target’s location. If Tuubid strikes an enemy, it deals Physical damage and causes a Bleed for 6 seconds, and Captain Tuubid hurls himself to the harpoon’s location, dropping all threat.
Chakrams : Captain Tuubid throws Chakrams in an arc, which deal physical damage and causes a Bleed for 6 seconds if they come into contact with an enemy.
Captain Drenn, Storm above the Hive
Stormbringer : On entering combat Captain Drenn conjures a storm that causes bolts of lightning to target the ground beneath random enemies every 6-10 seconds, dealing Nature damage to any enemies within 3 yards of the targeted location. This storm lasts until Drenn is defeated or combat ends.
Crash Lightning : Captain Drenn causes a bolt of lightning to strike over him, dealing Nature damage and knocking foes within 6 yards away 20 yards.
Resonant Bolt : Captain Drenn hurls a bolt of Lightning that deals Nature damage
Chain Lightning : Captain Drenn releases a bolt of lightning that chains to other enemies near the target, dealing Nature damage to the initial target and then jumping to up to 3 other enemies within 8 yards of the target, dealing 10% less damage per jump.
Storm Armor (Dispel): Captain Drenn is surrounded by lightning, taking damage causes the storm to strike out, dealing Nature damage to the attacking player.
Captain Xurrem, Ossirian's Hammer
Unscarred Blessing : On entering combat Captain Xurrem marks all allies, causing them to take 20% less damage until the end of the encounter or Xurrem is defeated.
Sundering Blow : Captain Xurrem strikes his target, dealing Physical damage and reducing the target’s armor by 10% for 8 seconds. The Sunder can stack up to 5 times.
Crushing Strike : Captain Xurrem targets a 3 yard area in front of him, striking after 2 seconds and dealing massive physical damage to his target, knocking them back up to 15 yards.
Shockwave : Captain Xurrem strikes the ground, inflicting Nature damage to all enemies within 8 yards and slowing them by 20% for 3 seconds.
Crushing Force : Captain Xurrem strikes the ground in front of him, causing a wave of force to push out in a line up to 20 yards, dealing Nature damage to any creature the wave comes into contact with.
The Majors
Heroes will challenge one major. A random Major will join in after 120 seconds of the start of combat unless the heroes activate a major first.
Major Yeggeth, Prophetguard
Favor of Skeram : On entering combat, Major Yeggeth is immune to all damage for 30 seconds. At the conclusion of Favor of Skeram, Yeggeth takes 30% additional damage until the end of the encounter.
Hammer of Ruin : Major Yeggeth strikes with his hammer, dealing Physical and Shadow damage and causing the target to become Dazed for 4 seconds.
Maddening Gaze (Interrupt): Major Yeggeth stares into the soul of his foe over 6 seconds, warping their essence. If the channel completes the target is Stunned for up to 15 seconds.
Blessing of C’Thun : Major Yeggeth grants a Blessing of C’Thun, making the target ally immune to damage for 8 seconds. At the conclusion of Blessing of C’Thun, the target instead takes 30% additional damage until the end of the encounter.
Desecration : Major Yeggeth desecrates the land beneath him, causing Shadow damage to all enemies that enter into the zone over 15 seconds, also slowing enemies by 50%.
Major Pakkon, Prophet's Disciple
Skeramic Vision : On entering combat, Major Pakkon generates two illusory copies that deal the same damage but only have 10% of his maximum health. The illusions have access to all of Pakkon’s abilities.
X-Blade : Major Pakkon strikes the target with his greatsword and deals Physical damage, marking them with a Mortal Slash, stacks up to 2 times, dealing 15% additional damage per Mortal Slash.
Patient Strike : Major Pakkon strikes his current target after 3 seconds, dealing Physical damage. If the target has 2 stacks of Mortal Slash, the target is dealt massive physical damage.
Bloodwind : Major Pakkon spins, dealing physical damage to all enemies within 8 yards and causing them to Bleed for 8 seconds.
Power Leap : Major Pakkon choose a ranged target within 30 yards and leaps to their location, dealing Nature damage on landing to all enemies within 6 yards. If Pakkom hits a foe, his threat is reset and is immune to taunts for 6 seconds.
The Colonel (Mythic)
On Mythic, after 180 seconds or after defeating both Captains and the Major, heroes will encounter Colonel Zerran the Gluttonous, who leaps into combat.
Colonel Zerran, the Gluttonous
Feeding Frenzy : Zerran consumes the bodies of the fallen commanders, gaining additional powers based on the ones defeated in combat. Any defeated while Zerran is active causes him to leap to their location and consume their body, restoring 15% of his maximum health and gaining their power.
Horrifying Screech (Queez): Colonel Zerran roars, dealing Shadow damage and causing foes to flee for up to 6 seconds.
Bone Harpoon (Tuubid): Colonel Zerran fires a spear of bone at a distant target’s location. If Zerran strikes an enemy, it deals Physical damage and causes a Bleed for 6 seconds, and Colonel Zerran hurls himself to the harpoon’s location, dropping all threat.
Void Tempest (Dispel) (Drenn): Colonel Zerran is surrounded by a cloud of void energy, taking damage causes the storm to strike out, dealing Shadow damage to the attacking player.
Void Rip (Xurrem): Colonel Zerran strikes the ground, inflicting Shadow damage to all enemies within 8 yards and slowing them by 20% for 3 seconds.
Ancient Eye (Yeggeth) (Interrupt): Colonel Zerran stares into the soul of his foe over 6 seconds, warping their essence. If the channel completes the target is Stunned for up to 15 seconds.
Rift Leap (Pakkon): Colonel Zerran chooses a ranged target within 30 yards and opens a void rift between his and their locations, the rift lasting for 30 seconds. Any enemies that get within 4 yards of either end of the rift are pulled to it, taking Shadow damage if they come into contact and spat out at the other side, stunned for up to 3 seconds.
Dark Hunger : Colonel Zerran chooses a target and chases them for 8 seconds. The target being chased is marked with Snack Time, causing them to take 100% additional damage from Zerran’s attacks while he is chasing them.
Void Tantrum : If Colonel Zerran finishes Dark Hunger without catching his prey, he uses Void Tantrum, smashing the ground and causing energy shockwaves to move in a line towards his target’s location when it is cast every second over 6 seconds. Coming into contact with a Shockwave deals Shadow damage. At the end of Void Tantrum Colonel Zerran takes 10% additional damage for 15 seconds.
Phase 2: Taking the Field
General Rajaxx decides to personally enter the battlefield and take out the heroes that are decimating his commanders. Once the heroes have defeated the two captains, major, and the colonel (mythic) has been reduced to 50% health, Rajaxx begins a short dialogue and enters combat. Fortunately, heroes are also joined by the soldiers of the Might of Kalimdor.
The Might of Kalimdor (Important): When Rajaxx enters the battlefield, the heroes are reinforced by the Might of Kalimdor as well, joined in battle by Lieutenant General Andorov and four Kaldorei Champions.
Lieutenant General Andorov
Aura of Command : Heroes and allied NPCs within 12 yards of Andorov gain Inspiring Presence, increasing their Haste by 5% and restoring a small amount of health every 3 seconds.
Taunt : Andorov chooses a foe and taunts them, forcing them to target him for 8 seconds. This cannot be overridden by other taunts.
Bury the Lead : Andorov charges to a target and strikes with both weapons, dealing physical damage.
Twin Cleave : Andorov strikes in an arc in front of him twice, dealing physical damage with each strike.
General’s Command (Important): Throughout the fight General Rajaxx will issue commands to the remaining leaders of his army, having them briefly join in battle to perform a signature move. The abilities used depend on which two captains and which major remains when Rajaxx takes the field, for a total of three of these effects per battle.
Rallying Cry (Queez): When Rajaxx performs General’s Command, Queez performs a Rallying Cry that restores 10% life to all Qiraji soldiers in battle and causes them to enter a Frenzy for 15 seconds, increasing their Haste by 15%.
Swarmsteel (Tuubid): When Rajaxx performs General’s Command, Tuubid steps to the side of the battlefield and begins throwing six Chakrams that arc to the location of an enemy before returning to Tuubid’s location. Any hero that touches a Charkram in flight takes Physical damage and bleeds for 6 seconds.
Storm Burst (Drenn): When Rajaxx performs General’s Command, Drenn leaps to the center of the battlefield and performs Storm Burst, dealing Nature damage to all foes and knocking them away from the center of the battlefield up to 30 yards. The distance of the knockback and damage is reduced the further away they are from the center.
Stalking Force (Xurrem): When Rajaxx performs General’s Command, Xurrem leaps to the side of the battlefield and begins slamming the ground and performing Crushing Force, then moves clockwise around the battlefield and performs it again until he has returned to his starting position. Xurrem performs 12 Crushing Force attacks as he leaps around the battlefield.
Desecrating Swarm (Yeggeth): When Rajaxx performs General’s Command, Yeggeth materializes on a corner of the battlefield and begins channeling Desecrating Swarm for 20 seconds, covering a quarter of the battlefield with a cloud of insects that deals Shadow damage every second to enemies within its boundary.
Bloodstorm (Pakkon): When Rajaxx performs General’s Command, Pakkon leaps to an enemy on the battlefield, dealing Nature damage to all enemies within 6 yards, then performs three Bloodwind attacks in a row, the first at 6 yards, the second at 10 yards, and the third at 15 yards, dealing Physical damage with each and causing those struck to Bleed for 6 seconds.
General Rajaxx
General’s Command: Rajaxx issues a command to one of the remaining leaders of the Qiraji army, causing them to perform a special attack. When Rajaxx reaches 60% health, General’s Command issues orders to two commanders. When Rajaxx reaches 30% health, General’s Command issues orders to all three remaining commanders.
Marching Orders (Mythic): Rajaxx issues a call for reinforcements, two Qiraji Warriors and two Swarmguard Needlers join in combat.
Hardened Carapace (Dispel): Rajaxx’s carapace has been blessed by C’Thun, reducing damage taken by 35%
Meteor Toss : Rajaxx grabs his target and throws them across the battlefield, dealing Physical damage and tossing them 20 yards.
Choking Grab : Rajaxx grabs his target and begins squeezing the life from them, causing them to take 5% of their maximum health in damage every 2 seconds until dead. If Rajaxx takes 5% of his health in damage, he drops his current target. On Mythic, Hardened Carapace is automatically cast when Rajaxx grabs his target.
Pincer Strike : Rajax performs two melee attacks on his target, dealing Physical damage with each strike and sundering the target’s armor for 12 seconds by 10%, the sunder stacks up to 5 times.
Sever : Rakaxx performs a powerful physical attack that instantly kills a Kaldorei Champion if they are his target.
Scarab Terrace
Vizier Yor'yel
The ruins of Ahn’Qiraj are ahead and seemingly ripe for the taking, the majority of the Qiraji forces dedicated to battling the front line. Just within the gates, however, the twilight cultists have snuck through the front line and seek to reinforce the Qiraji with elemental allies. As the heroes clear the last of the cultists summoning elementals using the resonating crystals in the Scarab Terrace, one of their leaders commits a sacrifice to open a larger portal – pulling a massive wind elemental into Azeroth.
Phase 1: The Gathering Sandstorm
The Twilight Cultists have summoned the Djinn Yor’yel, his power gathering the winds to blow away those who would challenge the foes of Al’Akir.
Vizier Yor’Yel
Gathering Storm : While in combat and not moving, Yor’yel gathers the power of the winds, manifesting an intense sandstorm that deals Physical damage to all enemies every 3 seconds. Yor’yel gathers a stack of Gathering Storm every 3 seconds, causing the Sandstorm to deal 5% additional damage per stack. Yor’yel loses a stack of Gathering Storm every 5 yards he moves.
Updraft : Yor’yel causes an updraft to form on the ground underneath a ranged hero over 3 seconds. When the Updraft manifests, the hero is shot into the air 30 yards, causing them to take falling damage on landing. If Updraft doesn’t hit a hero it creates a Wind Trap that lasts until triggered or the end of the encounter.
Wind Trap : A gust of wind bursts upwards when an enemy moves on or near the Wind Trap, causing those within 4 yards to be shot into the air 30 yards and take falling damage on landing.
Downdraft : Yor’yel causes a downdraft to form on the ground underneath a nearby hero over 3 seconds. When the Downdraft manifests all enemies within its 12 yard radius is dealt Physical damage and are pushed away from its center up to 20 yards. Downdraft damage decreases towards the edge of the radius.
Easterly : Yor’yel causes the winds to blow strongly from East to West for 15 seconds, causing heroes moving against the wind to become slowed and those moving with the wind to gain a 10% movement speed bonus. Yor’yel gains the movement bonus and does not lose stacks of Gathering Storm while moving with the winds.
Westerly : Yor’yel causes the winds to blow strongly from West to East for 15 seconds, causing heroes moving against the wind to become slowed and those moving with the wind to gain a 10% movement speed bonus. Yor’yel gains the movement bonus and does not lose stacks of Gathering Storm while moving with the winds.
Phase 2: Faithful till the End!
When Yor’Yel reaches 60% health, the Twilight Cultists return to empower him, channeling energy into the resonating crystals to grant the vizier a stronger connection to the elemental planes. When the phase shift occurs, three sets of 5 cultists travel to three resonating crystals and begin channeling energy, empowering Yor’Yel.
Vizier Yor’Yel
Resonating Hum : While the Twilight Cultists are channeling into the Resonating Crystals, Yor’Yel gains Resonating Hum and is empowered, gaining the following abilities, replacing some powers from phase 1:
Empowered Updraft : Yor’Yel sends out five updrafts at once, one for each hero.
Empowered Downdraft : Downdraft’s radius increases to 20 yards.
Wind Lash : Yor’Yel throws a blade of slicing wind if no enemies are within melee range, targeting a random enemy.
Phase 3: NONE WILL EVADE MY WRATH!
Yor’yel is no longer empowered by the resonating crystals once all of the twilight cultists are defeated, losing the bonuses from Phase 2. In his rage, Yor’Yel gains the following abilities instead:
Crashing Wind : Yor’yel summons a series of 12-yard walls of wind that bisect the center of the battlefield with gaps between them. Coming into contact with Crashing Wind causes Physical damage. The walls from Crashing Wind are pushed by the winds during Easterly and Westerly.
Aeolian Gust : Easterly and Westerly no longer dissipates after 15 seconds and instead lasts until the opposing wind is used.
Devil Wind : Yor’Yel causes Easterly and Westerly to switch directions randomly every 5 seconds over the next 15. If the wind does not change, its effect intensifies, increasing the speed bonus and penalty by 10%, and causing Yor’Yel to gain additional stacks of Gathering Storm while travelling with the winds.
The Reservoir
Viscidus
The corruption of C’Thun is an all-consuming rot that inspires zealotry and destruction even as the world crumbles around the maddened masses. The waters of Ahn’Qiraj, the reservoir once pure, now becomes corrupted by a massive slime grown from the castoff energies of C’Thun’s flesh warping. However, when the Twilight Cultists accidentally summon a watery ally of the heroes into the center of the battlefield, the elemental decides that they shall overcome the corruption and cleanse the waters of the desiccated city.Forces of Hydraxis (Important): As heroes clear the reservoir, the forces of Hydraxis appear above the reservoir waters and purify them. On Normal and Heroic there are 6 Reservoir Purifiers, on Mythic there are 4.
Reservoir Purifier
Purify Water : Whenever Viscidus comes within 20 yards of a Reservoir Purifier, it channels ‘Purify Water’ into the slime, causing Viscidus to gain stacks of ‘Solidify’ every two seconds it is channeled.
Corrupted Purifier
Corrupting Beam (Interrupt): The Corrupted Purifier channels a beam of corrupted water at their target, dealing Nature damage every second it is channeled.
Drown : The Corrupted Purifier encases its target in a toxic bubble, causing them to be stunned for up to 60 seconds or until the bubble is burst by damage. Creatures encased in a bubble take Nature damage every 3 seconds.
Bursting Bile : When defeated, Corrupted Purifier releases a dozen globs of ooze that target the ground between the Corrupted Purifier and the next uncorrupted Reservoir Purifier, dealing Nature damage to all within 3 yards of the landing spots and spawning a Bile Tentacle.
Bile Tentacle
Pool of Ooze : A Bile Tentacle is surrounded by a pool of Ooze that deals Nature damage to enemies within 1 yard of its base.
Grab : A Bile Tentacle grabs a target, dealing Physical damage every second while it whips the target around. The target is considered rooted while grabbed but can still attack. At the end of 5 seconds the Bile Tentacle flings the target 10 yards away.
Viscidus
Corrupted Mass : Viscidus takes 50% damage from all sources
Solidify : Whenever Viscidus is subject to Purify Water cast by a Reservoir Purifier, it gains a stack of Solidify. At 5 stacks, the bonus from Corrupted Mass is reduced to 45%, and at 8 stacks Viscidus is slowed by 15%. At 10 stacks Corrupted Mass is reduced to 40% and at 12 stacks the slow from Solidify increases to 30%. At 15 stacks, Viscidus explodes, using Toxic Burst and then Splatter.
Slime Pod : Viscidus launches a glob of slime that transforms itself into a writhing tentacle of bile that does not move. Bile Tentacles remain until defeated or the end of the encounter.
Toxic Cloud : Viscidus releases a 12 yard radius toxic cloud that moves randomly away from its location, dealing Naure damage every 2 seconds to any enemy that comes into contact with it, also slowing those effected by 40% for 3 seconds.
Toxic Bolt : Viscidus spits a glob of bile at an enemy, dealing Nature damage.
Toxic Volley (Healer, Poison): Viscidus spits a glob of bile at all enemies in sight, dealing Nature damage and causing the enemy to be afflicted with Corrupting Toxin for 10 seconds. Corrupting Toxin deals Nature damage every 2 seconds.
Toxic Burst : Viscidus explodes, dealing Nature damage to all foes within 25 yards. Immediately transforms Reservoir Purifiers in range into Corrupted Purifiers, and deals Nature damage to all other enemies.
Splatter : Viscidus splits into 1-20 slimes that are launched 20-40 yards away from Viscidus body based on his health. Each slime moves back towards Viscidus before being re-absorbed, restoring 5% life for each that makes it, each one defeated causes Viscidus to lose 5% health. If all slimes are defeated, or Viscidus uses Splatter while at less than 5% health, Viscidus is destroyed.
The Hatchery
Buru the Gorger
As Duke Hydraxis opens the reservoir, heroes can move through the sewers of the city, pulled along the current until they are unceremoniously dumped at the other end into a massive Silithid hatchery. Hoping to take advantage of the chaos to destroy the nest at the heart of Ahn’Qiraj, heroes take on the guardian, Buru the Gorger, a colossus charged with the protection of the younglings… at least those it doesn’t eat.Phase 1: Deep in Hive Zara
Hatchery Egg
Explosive Hatching : When reduced to 5% health the Hatchery Egg explodes, dealing Nature damage to all creatures within 12 yards. The explosion causes Corroded Exoskeleton for 20 seconds if it hits Buru. Whenever an Egg explodes, it releases a Zara Hatchling.
Corroded Exoskeleton : Silithid hit by Explosive Hatching gain a stack of Corroded Exoskeleton, causing the creature to take 5% additional damage per stack.
Buru the Gorger
Barbed Exoskeleton : When Buru is dealt damage by physical attacks, he deals a small amount of Physical damage that has a chance to cause the target to Bleed for 6 seconds.
Broken Exoskeleton : When Buru gains 5 stacks of Corroded Exoskeleton, his shell shatters, removing all stacks of Corroded Exoskeleton, removing Barbed Exoskeleton, and replacing them with Expose, causing Buru to take 30% additional damage for the rest of the encounter.
Hungering Gaze : Buru focuses his attention on a single target and chases them for up to 15 seconds.
Skitter : Buru gains a +1% bonus every 3 seconds to his movement speed while chasing a target with Hungering Gaze. Taking damage from Hatchery Egg resets the bonus from Skitter.
Feeding Rush : When Hungering Gaze ends, Buru readies a charge attack, choosing a random enemy and then charging through their location after 3 seconds, dealing damage to any enemy he comes into contact with.
Dismember : Buru strikes his target, dealing Physical damage and causing a Bleed over 12 seconds. Dismember’s Bleed stacks, dealing additional damage with each stack.
Phase 2: Incinerating the Hive
Buru’s shell is broken and the colossus lets out a massive roar, awakening the sleeping guardians of Hive Zara to defend its halls. This causes the roof to collapse, revealing the city above. The armies have taken to the skies and begins firebombing the hive from above.
Collapse (Important, Dangerous): The roof of the Hatchery begins to crumble, revealing the city above. For 30 seconds after Buru uses Colossal Roar the ground beneath the heroes is targeted by falling rocks, causing physical damage to creatures within 6 yards of the landing zone. At the end of the 30 seconds, the roof falls in, dealing a large amount of Physical damage to all heroes in combat and stunning Buru for 15 seconds.
Firebomb (Important): The Might of Kalimdor have taken to the skies and are raining firebombs into the Hive. Firebombs target an 8 yard circle on the ground, dealing fire damage when they land and ongoing Fire damage over 6 seconds. Firebombs initially target any remaining Hatchery Eggs, instantly setting them on fire and killing them. Afterwards, the firebombs target Buru.
Buru the Gorger
Colossal Roar : Shortly after gaining Broken Exoskeleton, Buru goes to the center of the hatchery and uses Colossal Roar, stunning all heroes for 6 seconds and causing the roof to collapse.
Broken Exoskeleton : Buru to takes 30% additional damage for the rest of the encounter.
Terrifying Rage : On reaching 30% life, Buru becomes enraged, causing his attacks to deal 30% additional damage. When this is cast, Buru roars, causing all enemies in combat to run in Terror for 6 seconds.
Feeding Rush : Buru readies a charge attack, choosing a random enemy and then charging through their location after 3 seconds, dealing damage to any enemy he comes into contact with.
Chitter : Buru releases a roar of strange noises, calling two Zara Mind-Renders into the fight.
Dismember : Buru strikes his target, dealing Physical damage and causing a Bleed over 12 seconds. Dismember’s Bleed stacks, dealing additional damage with each stack.
Zara Mind Render
Mental Disruption (Interrupt): The Mind Render channels a thought disrupting psionic assault into their target’s mind, dealing shadow damage every second. If the Mind Render channels for 6 seconds, the target is stunned for 3 seconds.
Ruins Overlook
Ayamiss the Hunter
Taking wing to leave the burning husk of Hive Zara, the heroes see the battle taking place across the ruins of Ahn’Qiraj. Looking to take the fight to the leader of the city defenders at the Watcher’s Terrace, heroes will attempt to fly there, dodging the aerial forces of the Silithid and Qiraji as they attempt to counter the air support. Heroes will first encounter Ayamiss in the air as the wasp paralyzes the mount of Overlord Saurfang, then landing to defeat the injured hunter before they can continue their assault.Phase 1: Skirmish above Ahn’Qiraj
Heroes take wing to offer support during the battle for the surface of Ahn’Qiraj, and can mount either a Gyrocopter, a Wyvern, a Hippogriff, or a Gryphon, each with their own abilities to counter the forces of the Silithid and Qiraji. Ayamiss appears and attempts to ground the heroes. Phase 2 begins once Ayamiss destroys all of the vehicles or reaches 70% health.
Hive Zara Swarmguard : Hive Zara sends the majority of its forces to attack the Might of Kalimdor, sending out Zara Swarmers to attack foes in the air, Zara Slashers to attack any grounded forces, and Bile Launchers to try and shoot down flying foes.
Parachute (Important): When a Flying Vehicle is destroyed the occupant is ejected and uses Parachute to land on the Overlook below.
Gyrocopter
Chain Gun : Fire a chain gun, dealing damage to an airborn foe
Bombs Away : Release a bomb, dealing damage to enemies on the ground directly below the Gyrocopter.
Hippogriff
Wing Buffet : Deal damage to Qiraji Wasps within 8 yards and knock them away.
Lunar Blessing : Place a lunar blessing on an ally, healing them and causing their vehicle to restore health over 10 seconds.
Gryphon
Stormhammer : Fling a Stormhammer at a flying enemy, dealing Nature damage. Stormhammer can be cast immediately when the hammer returns, taking less time to return when flung at nearby enemies.
Wing Roll : Charge forward while spinning, dealing damage to enemies on or adjacent to the Gryphon and knocking them away.
Wyvern
Poison Tipped Spear : Fling a spear at a flying enemy, causing damage and additional Nature damage over time.
Firebomb : Fling a bottle of flaming chemicals to the ground below, dealing damage to ground based enemies.
Ayamiss the Hunter
Focused Sting : Ayamiss strikes its current target, dealing Physical damage to their target and ongoing Poison damage over 10 seconds.
Hunt Down : Ayamiss charges to a new target, dealing physical damage and dropping all threat.
Rip Apart : Ayamiss attaches itself to a vehicle, dealing damage to it over 10 seconds. Some abilities can knock Ayamiss off or away.
Stinger Spray : Ayamiss uses Stinger Spray on reaching 70% health, killing or destroying all vehicles.
Phase 2: Standoff at the Overlook
Ayamiss has grounded the attacking heroic forces, joining in combat after 30 seconds of the last hero landing on the Overlook, giving them a chance to defeat any remaining Bile Launchers or Slashers.
Ayamiss the Hunter
Swarming Pheromone : Ayamiss releases a pheromone that calls other swarmers, summoning 10 Zara Swarmers that arrive by using Dive Sting, then proceed to attack their targets. Starting at 40% health the pheromone also calls a Zara Mind Render.
Nurturing Hum : Ayamiss channels a buzz that calls swarmers to bring Hatching Eggs to the platform. Swarmers bring 3 eggs on normal and heroic, and 5 eggs on Mythic. Eggs Hatch after 3 seconds and release 2-5 Zora Larva.
Focused Sting (Poison): Ayamiss strikes its current target, dealing Physical damage and ongoing Poison damage over 10 seconds.
Stinger Spray : Ayamiss targets a 15-yard cone and begins releasing bursts of venom, dealing Nature damage to all enemies in the area every second over 6 seconds.
Paralyzing Sting (Poison): Ayamiss chooses a target and attaches herself to them, dealing Physical damage and Stunning them, flying them to the center of the platform. When Ayamiss reaches the center, she uses Nurturing Hum. Ayamiss finishes Paralyzing Sting when the target dies, or all larvae have been defeated.
Zara Swarmer
Dive Sting : The Swarmer targets the ground beneath a hero and dives to the location, dealing damage to any enemies on its arrival.
Vile Sting (Poison): The Swarmer strikes with its Stinger, dealing Physical damage and causing additional Nature damage over 10 seconds.
Zara Larvae
Fresh Born : Zara Larvae can be interacted with to stomp on and destroy them.
Infestation : When Zara Larvae spawn they immediately begin crawling towards the target of Ayamiss’ Paralyzing Sting. The first Larvae to reach the body infests it, causing the target to die after 5 seconds, exploding and releasing an Infested Puppet. Any Larvae still active when the target is infested will perish for lack of a host.
Zara Mind Render
Shadow Bolt : The Mind Render flings a bolt of dark energy at their target, dealing Shadow damage.
Mental Disruption (Interrupt): The Mind Render channels a thought disrupting psionic assault into their target’s mind, dealing shadow damage every second. If the Mind Render channels for 6 seconds, the target is stunned for 3 seconds.
Infested Puppet
Shambling Blow : The Infested Puppet strikes with its fist, dealing Physical damage and knocking the target back 5 yards.
Reanimate : On being brought to 0 health, the Infested Puppet begins reviving, returning to life after 15 seconds.
Watcher’s Terrace
Ossirian the Unscarred
In the first war of shifting sands, Ossirian single-handedly fought and brought down the dragon Grakkarond, but suffered a mortal wound for his effort. Blessed by C’Thun, the construct was brought deep below the surface to the titan prison, and upon awakening Ossirian was no longer of the simple Anubisath, instead reforged as a Horusath, gaining power over the defenses of the complex. Bound to the titan systems, the furthest Ossirian can now travel is to the surface at the Watcher’s Terrace, from which he oversees the gathering forces of the Qiraji and Silithid swarms.Phase 1: The Eye of Ra
As the heroes reach the terrace, Ossirian uses the powers granted to him by the Titanic Keeper Ra. Heroes must deactivate the Titan Pylons spread across the terrace to disconnect Ossirian from the systems of the titan complex below.
Titan Network Pylon (Important): Four Network Pylons are spread across the terrace and can be deactivated by interacting with them. Deactivating all four pylons causes Ossirian to lose the Eye of Ra bonus.
Ossirian the Unscarred
The Eye of Ra : Ossirian is empowered, causing his melee attacks to deal 50% more damage and to reduces all damage taken by 70%.
Stormstomp : Ossirian stomps and releases a burst of lightning, dealing Nature damage to all enemies within 8 yards and knocking them back 20 yards.
Vortex Strike : Ossirian strikes his target, dealing Physical damage and causing them to gain the Vortex Mark. After 8 seconds the Vortex Mark activates, causing all enemies within 20 yards of the marked target to be pulled to its location.
Enveloping Winds (Dispel): Ossirian causes his current target to be enveloped by disabling winds, stunning them for up to 10 seconds.
Tornado Blow : Ossirian winds up a powerful blow, striking all foes in an arc in front of him, dealing physical damage and knocking the targets back 20 yards. The force of air causes a Sand Vortex to spawn adjacent to Ossirian. Sand Vortexes last until the end of the encounter.
Sand Vortex : Sand Vortex is untargetable, dealing damage to heroes that come into contact with the 8-yard radius tornado and picking up any heroes that come within range, stunning them for 6 seconds then spitting them out in a random direction.
Phase 2: The Eye of C’Thun
With the power of the titan complex disabled, C’Thun’s presence is immediately felt, reaching up through the depths with the deactivation of the defense systems. The sky darkens and visibility is reduced dramatically, C’Thun’s madness growing until it overwhelms the world.
Titan Network Pylon (Important): The Four Network Pylons sink beneath the sand and move to different locations on the battlefield, buried with only a small point visible. Interacting with a Network Pylon causes it to reactivate, activating all four restarts Phase 1 and removes all stacks of Eye of C’Thun.
The Dark Sun (Important): With the Eye of Ra gone, heroes are plunged into darkness, their visibility restricted to a total of 8 yards around them. Creatures outside of the visible area cannot be targeted by spells or abilities.
Ossirian the Maimed
The Eye of C’Thun : Ossirian is weakened, taking 20% additional damage from all sources. Every 3 seconds Ossirian releases a bolt of Darkness against a random target for each stack of Eye of C’Thun gained, gaining a stack of Eye of C’Thun every 6 seconds. Bolt of Darkness deals Shadow damage to its target.
Babbling : The air around Ossirian is filled with mad gibbering, causing a distraction and reducing casting speed of enemies within 30 yards by 20%.
Voidstomp : Ossirian Stomps and releases a burst of dark energy, dealing Shadow damage to all enemies within 8 yards and pulling in all enemies within 12 yards.
Open the Eyes : Ossirian strikes his target, dealing Physical damage and causing them to gain Eye of C’Thun for 30 seconds. Every 3 seconds the target releases a shadow bolt against a random hero within 12 yards which deals Shadow damage.
Drag Below : Ossirian channels dark energy into the ground, causing a 6-yard pool of darkness to manifest that deals Shadow damage to any enemies that come into contact with it. Enemies damaged by Drag Below gain a Shadow Tether that lasts for 8 seconds. At the end of 8 seconds the Shadow Tether yanks the hero back towards the pool of darkness, up to 12 yards. Pool of Shadows lasts until the end of the Eye of C’Thun phase.
Maddening Shuffle : Ossirian gives in to the madness, causing the Titan Network Pylons to shuffle their on and off positions.
Phase 3: All Shall Become as Ruined as I!
Heroes switch between the Eye of Ra and Eye of C’Thun as needed until Ossirian reaches 30% health, causing the Titan Pylons to shatter. At 10%, Ossirian casts Mad Wanderings and begins channeling Ruinous Prophecy, and must be defeated before he finishes or else the heroes are overcome by C’Thun’s madness.
Topple (Important, Environment): The pylons topple, tipping over and crushing any heroes that they land on, dealing potentially fatal physical damage. At the conclusion of Topple, C’Thonic Eclipse occurs.
C’Thonic Eclipse : The sunlight is blocked by a C’Thonic Eclipse, the eye of C’Thun replacing the sun in the sky. During this phase, heroes can see up to 12 yards around them, however Ossirian gains the abilities of both Phase 1 & Phase 2 rotating through the Ra and C’Thonic versions each time they are used, minus Eye of Ra, and gains the following abilities:
Ossirian the Maimed
Ray of Ruin : Ossirian channels the dark energy of C’Thun and releases it as a ray in front of him, to the other end of the battlefield, dealing massive Shadow damage to any enemy it hits. The light of an incoming Ray of Ruin is visible regardless of the C’Thonic Eclipse and the beam is interrupted by line of sight.
Ray of Ra : Ossirian channels the storm of Ra and releases it as a ray of energy at targeted locations, dealing massive Nature damage to any enemy it hits.
Mad Wanderings : When Ossirian reaches 10% health the heroes are shifted into darkness for 3 seconds and teleported to a far side of the battlefield, while Ossirian teleports to the altar at the other end. Ossirian begins channeling Ruinous Prophecy.
Ruinous Prophecy : Ossirian begins uttering the maddened prophecies of C’Thun over 120 seconds. The heroes must reach the altar and defeat Ossirian before the prophecy is completed or else they submit to the old gods will, becoming Mind Controlled and their hearts exploding, instantly killing them.
Wow, if you made it any portion through that, thanks! And thanks for joining me through this project.