Loading
215 of 215 entries
Sign in to keep track of what you have here — marked entries stay ticked off, and you can filter down to what is left.
| Instance | Kind | Bosses | Lore |
|---|---|---|---|
| The Nokud Offensive | — | 0 | Centaur civil war rages on the plains. Betraying his own people, Balakar Khan has allied with Primalist forces against the other centaur clans and their green dragon allies. While stormcasters summon an elemental to the battlefield, Shikaar ballistae repel Primalist proto-dragons. The tyrannical Balakar has captured the wind goddess Ohn'ahra. If we can take down Balakar and free the goddess, we'll liberate the land. |
| Raid | 1 | — | |
| Raid | 1 | — | |
| Raid | 1 | — | |
| Raid | 1 | — | |
| Raid | 1 | — | |
| Raid | 1 | Deep in the fungal valleys of Harandar, the fungarian sporecallers have been growing a new threat for The Grudge Pit. Shaded by towering mushrooms, Sporefall is the perfect site to empower their new creation. | |
| — | 1 | — | |
| Raid | 1 | The Dreamrift exists deep within the Rift of Aln, where the dreams of Aln'hara took form long ago. Dark manifestations have grown within the rift in Aln'hara's absence, devouring each other in an endless cycle. Even the brave haranir dare not delve too deep, for now something greater and more terrible lurks within the Dreamrift's depths. | |
| Raid | 1 | Hidden beneath the waves of Atal'Utek lies the Tidebound Grotto, a submerged cave veiled by shifting tides. Within, the naga sorceress Nymrissa Wavecaller bends the tides to conceal her domain--and to drown any who dare uncover it. | |
| Raid | 2 | Al'Akir the Windlord's personal lair, the Throne of the Four Winds, glides high among Skywall's boundless vistas. Now that the barriers of the Elemental Plane have been ruptured, Al'Akir is free to travel Azeroth's winds at his leisure. He has mustered his fiercest tempests to scour Uldum of life and seize control of the mysterious titan-forged Halls of Origination. | |
| Dungeon | 2 | The original exiles on Draenor found death to be an unsettling and unfortunate consequence of life, and so the draenei hid their dead away in the subterranean grave-city of Auchindoun, a labyrinthine marvel located beneath the forests of Terokkar. | |
| Dungeon | 2 | For many years, champions among the races of Azeroth have stood against the Lich King only to be slaughtered mercilessly and forced to serve in his army of undead horrors. In his ongoing struggle to stop the Lich King, Tirion Fordring of the Argent Crusade has joined forces with Darion Mograine of the Knights of the Ebon Blade in order to assault Icecrown Citadel with a unified army called the Ashen Verdict. | |
| Raid | 2 | — | |
| Raid | 2 | A long-submerged evil stirs beneath the Shrine of the Storm. The whispers that drove Lord Stormsong to madness echo within the depths, a siren song of eldritch power. Those who listen and obey prepare dark rituals to carry out their master's will. Whatever nightmarish schemes fuel their fanatical devotion, one thing is certain: they must be stopped. | |
| Raid | 2 | Darkness has eclipsed the Isle of Quel'Danas, clouding the skies above Silvermoon City. With Arator the Redeemer by their side, the Champions of Azeroth must march on the Sunwell before the light of the blood elves is lost forever. | |
| Dungeon | 2 | In Mythic Keystone dungeons, players battle empowered enemies and attempt to finish the dungeon within a time limit. | |
| Dungeon | 3 | The Vortex Pinnacle exists within the elemental plane of Skywall. Its elegant structures, crowned with bronze and gold, sit atop platforms bridged by pure air. Yet behind its exterior beauty, the pinnacle harbors Neferset tol'vir, as well as Al'Akir the Windlord's merciless elemental legions. As long as the barrier between Skywall and Azeroth remains open, terror will rain down on Uldum from the skies. | |
| World bosses | 3 | Following the Second War, the ruined fortress of Baradin Hold on the remote island of Tol Barad was converted into a prison for some of the most dangerous forces on Azeroth. Yet with the devastation wrought by the Cataclysm, the prison's integrity has been compromised. Now as the Horde and Alliance vie for supremacy on the island, the liberation of its forgotten horrors may be at hand. | |
| Dungeon | 3 | Ten-thousand years in the past, the night elven capital city of Zin-Azshari was a magnificent, sparkling metropolis. Situated on the shores of the Well of Eternity, it was here that the aristocratic Highborne first opened a portal into the Twisting Nether and invited the Burning Legion to invade Azeroth. Under the command of the night elven queen, Azshara, they now pour their energies into the portal, preparing it for the terrifying and glorious entrance of the demon god Sargeras. | |
| Dungeon | 3 | With the Dragon Soul retrieved from the past, the Heroes of Azeroth now prepare for the final confrontation with Deathwing. In the frozen wastes of Northrend, the towering spire of Wyrmrest Temple is under the assault of Deathwing's Twilight forces. In order to save Azeroth, Thrall must arrive safely at the temple with the Dragon Soul in hand. | |
| Dungeon | 3 | Stormwind Stockade is a closely guarded prison built beneath the canals of Stormwind City. Warden Thelwater keeps watch over the stockade and the highly dangerous criminals who call it home. Recently, the inmates revolted, overthrowing their guards and plunging the prison into a state of pandemonium. | |
| Dungeon | 3 | At the heart of Outland's barren Hellfire Peninsula stands Hellfire Citadel, a nearly impenetrable bastion that served as the Horde's base of operations throughout the First and Second Wars. | |
| Dungeon | 3 | Deep within the Caverns of Time, the brooding dragon Nozdormu has awakened. Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the delicate balance of time is upheld. | |
| Dungeon | 3 | The original exiles on Draenor found death to be an unsettling and unfortunate consequence of life, and so the draenei hid their dead away in the subterranean grave-city of Auchindoun, a labyrinthine marvel located beneath the forests of Terokkar. | |
| Dungeon | 3 | Deep within the Caverns of Time, the brooding dragon Nozdormu has awakened. Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the delicate balance of time is upheld. | |
| Dungeon | 3 | At the heart of Outland's barren Hellfire Peninsula stands Hellfire Citadel, a nearly impenetrable bastion that served as the Horde's base of operations throughout the First and Second Wars. | |
| Dungeon | 3 | The mighty Tempest Keep was created by the enigmatic naaru: sentient beings of pure energy and the sworn enemies of the Burning Legion. In addition to serving as a base of operations for the naaru, the structure itself possesses the technology to teleport through alternate dimensions, traveling from one location to another in the blink of an eye. | |
| Dungeon | 3 | Coilfang Reservoir is the name for a naga-dominated compound that lurks under Zangarmarsh's deepest waters. The reservoir, punctured throughout by massive open pipes and pistons, seems big enough to house armies - and, yet, its purpose isn't strictly military. | |
| Dungeon | 3 | Coilfang Reservoir is the name for a naga-dominated compound that lurks under Zangarmarsh's deepest waters. The reservoir, punctured throughout by massive open pipes and pistons, seems big enough to house armies - and, yet, its purpose isn't strictly military. | |
| Dungeon | 3 | Azjol-Nerub was an empire of great strength when the Lich King arrived in Northrend. Despite ferocious resistance, however, Scourge forces managed to overtake the subterranean kingdom and slaughter its inhabitants, the nerubians. Scarred by years of war and abandonment, this vast domain is now occupied on two fronts. | |
| Dungeon | 3 | For many years, champions among the races of Azeroth have stood against the Lich King only to be slaughtered mercilessly and forced to serve in his army of undead horrors. In his ongoing struggle to stop the Lich King, Tirion Fordring of the Argent Crusade has joined forces with Darion Mograine of the Knights of the Ebon Blade in order to assault Icecrown Citadel with a unified army called the Ashen Verdict. | |
| Dungeon | 3 | Agents of the Lich King have captured Alliance forces and put them to work in this frozen quarry. To disrupt this critical source of saronite used for the Scourge's war effort, Lady Jaina Proudmoore and her allies aim to free these captives and put down the leader of this operation, Scourgelord Tyrannus. | |
| Dungeon | 3 | Utgarde Keep was long thought to be abandoned, a relic of a lost civilization among the central cliffs of the Howling Fjord. Yet in recent days something has roused the fortress' slumbering residents, the vrykul. | |
| Dungeon | 3 | When Chen Stormstout arrived in the Valley of the Four Winds, he journeyed to the renowned brewery of his namesake, hoping to connect with his relatives. What he found was his ancestral home in disarray. Under the watch of the incompetent Uncle Gao, loathsome virmen and unruly hozen have infiltrated the brewery, sparking a destructive revel that will soon devastate the region's supply of tasty brews. | |
| Dungeon | 3 | The Crusade's fiercest warriors, those who have held their ground and fought to defend the monastery throughout these dark times, are rapidly preparing an army within the Scarlet Halls. These soldiers are bound by their hatred of the unliving, and they are willing to sacrifice everything for their order's righteous cause. | |
| Dungeon | 3 | The Crusade's fanatical leaders direct their followers from the Scarlet Cathedral, at the heart of the monastery grounds. This heavily guarded location functions as the order's headquarters, and some of the most zealous and intolerant crusaders roam the halls of this once-hallowed place. | |
| Dungeon | 3 | The ancient Mogu'shan Palace is the last true bastion of mogu strength on mainland Pandaria. Three of their great clans recently gathered at this stunning location to meet with their king, Xin the Weaponmaster. This mighty ruler has formulated a bold plan to unite his scattered people and reclaim the glory of their fallen empire. With turmoil gripping Pandaria, Xin's lofty dream of conquest could become reality. | |
| Dungeon | 3 | The Grimrail Depot is a vital hub in the Iron Horde war machine, allowing for the transport of troops and materiel produced in the Blackrock Foundry to the front lines of the war being waged across Draenor. The Depot's namesake is the Grimrail itself, a massive train that can bear entire battalions of troops and artillery. On this day, the Grimrail has been fitted with a massive railgun powerful enough to shatter the shield protecting Shattrath, and is about to depart.... | |
| Dungeon | 3 | While the greatest vrykul warriors are spirited away to the Halls of Valor to glory eternal, shiny and gold, the cursed and the damned find themselves on the shores of the Maw of Souls. Amidst fog and mist, they await the Naglfar, a fearsome ship formed from sinew and bone, which comes to deliver these poor souls to Helheim, and the clutches of Helya. | |
| Dungeon | 3 | Even as Legion troops patrol the streets, casting a pall over the grand city of Suramar, the socialites of the Nightborne nobility continue to cling to custom and routine. On this clear night, the cry of revelers echoes through the chill air, as the largest mansion in the Noble District opens its doors for a grand gala. Rumor has it that Grand Magistrix Elisande herself may be making an appearance, in an effort to reassure several of her closest allies despite recent turmoil. | |
| Raid | 3 | Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. In recent days, however, great heroes have arrived in the lands of Stormheim in the Legion's wake. Hoping that their might and determination could tip the scales and end Helya's reign, Odyn summons these champions for a final test. | |
| Dungeon | 3 | The lush grove called Tirna Scithe has ever been diligently protected by the fae folk, for it is a sacred place said to hold ancient secrets. Legends warn that an unwary traveler might find themselves lost for an eternity wandering its countless mist-shrouded paths. But as drought depletes the forests of Ardenweald, enemies seek to plunder the grove's potent magic. Even the realm's native denizens are driven by hunger and desperation to consume that which the Winter Queen holds most dear. | |
| Dungeon | 3 | As the ancestral nesting grounds for the five flights, the Ruby Life Pools is a sacred place. The Red Dragonflight, whose charge it is to nuture all life, protect these pools and the the future of all dragonkind held within them. However, Raszageth and her Primalists have come to steal that future away and infuse their own powers into the sacred pools. They must be stopped for dragonkind to thrive. | |
| Dungeon | 3 | Beneath the sacred Maisara Hills, Vilebranch trolls sacrifice Witherbark captives to power their necromancy. Their rituals twist stolen souls into fuel for Rak'tul, a monstrous dire troll bound in the depths. If the cavern's magic is left to fester, Zul'Aman will face a terror it cannot contain. | |
| Dungeon | 3 | The Priory of the Sacred Flame was built for ardent worshipers to contemplate the mystery of the emperor's vision. The acolytes have become withdrawn from the people of Mereldar, looking down upon them with disdain for their weak faith. Sister Etna Blayze has called for help to investigate what secrets lay hidden in the inner sanctum of Prioress Murrpray. | |
| Dungeon | 3 | The Stormperch is not only the home and rookery of the stormrooks but also the barracks and headquarters for Stormward Baelgrim and the stormriders. For thousands of years, the Stormperch has stood unbreached by the earthen's enemies. Unfortunately, defense of the rookery is harder when the breach comes from within. | |
| Dungeon | 3 | The Arathi have completed construction of their flagship, the Dawnbreaker. A new warship design with the firepower to turn the tide in this endless war against Azj-Kahet. The ceremonial ship launching is about to begin and General Steelstrike has requested the appearance of heroic outsiders to witness this historic launch. | |
| Dungeon | 3 | Just beneath the City of Threads lies Ara-Kara, City of Echoes, the deserted ruins of the City's previous layer. There, Ansurek's forces seek to harvest enough deadly materials to put the entirety of nerubian civilization through ascension if necessary--whether they are willing or not. | |
| Dungeon | 3 | The eco-domes represent the best hope of restoring life to K'aresh. Eco-Dome Al'dani was built on the bones of one of the most sacred sites on K'aresh. A Wastelander invasion has ripped open the dome, exposing it to destruction. Ve'nari has called for help to keep K'aresh's greatest hope from being destroyed. | |
| Dungeon | 3 | Wounded by Zul'jin and Malacrass, Nalorakk turned his back on the Amani, slumbering in his den to ease his pain. Now, the Amani seek to heal the rift between their tribe and the loa. But, to gain Nalorakk's favor, those who come before him must complete his trials. Assist Zul'jarra as she journeys into the mind of the Loa of War to defeat him and gain his blessing. | |
| Dungeon | 3 | The Voidscar Arena awaits worthy challengers! Overseer Charonus has filled the arena with opponents plucked from across Azeroth, forcing them to participate in his games. | |
| Dungeon | 3 | A fractured facility teetering on the edge of collapse. Once a hub of innovation, its core now pulses with unstable void and arcane energy. Brave adventurers must navigate its shifting wings, confront voidwalking guardians, and uncover the truth behind its unraveling power. | |
| Dungeon | 3 | Upon the Altar of Fangs, the ancient Amani sealed the vaults of Atal'Utek with the Fang of Ula'tek. Only that cursed dagger has the power to unseal the prison of the great weapon of the Amani. Aid Orweyna and Liadrin in their pursuit of Zul'jan, who has entered this accursed place in a misbegotten attempt to bring lost glory back to the Amani. | |
| Dungeon | 4 | Deep within the Abyssal Maw's fathomless expanses lies the Throne of the Tides. From here, the great elemental lord Neptulon the Tidehunter has surveyed and protected his aquatic domain for ages. He now faces his greatest challenge as a force of serpentine naga and malefic faceless ones threaten to depose him, leaving his realm and its secrets ripe for the plundering. | |
| Dungeon | 4 | Within the Temple of Earth, locked in the heart of Deepholm, lies the Stonecore. It was inside these caverns that the Twilight's Hammer toiled over Deathwing, hammering elementium plates to the Dragon Aspect's body in an attempt to hold his tormented form together. With his renewal complete, Deathwing ascended into Azeroth, shattering the World Pillar and destabilizing the region of Deepholm. | |
| Dungeon | 4 | The Lost City of the Tol'vir is the stronghold of the Neferset, a faction of the cat-like tol'vir who swore fealty to Deathwing in exchange for a cure to the curse of flesh, which had turned their rocky hides to soft skin. With the affliction expunged, the tol'vir have rebelled against their benefactor, although they remain irrevocably twisted and hostile due to the dark pact that they made. | |
| Dungeon | 4 | Don't be fooled by Grim Batol's humble exterior; many of this mountain fortress's desecrated chambers are buried deep in the Twilight Highlands. Once the stronghold of the Wildhammer dwarves, and later seized by orcs as a prison for Alextrasza, the city is now in the clutches of the Twilight's Hammer cult. Heroes brave enough to infiltrate the brooding depths of the stronghold must confront Deathwing's agents to thwart the mysterious evil within. | |
| Dungeon | 4 | At the heart of Outland's barren Hellfire Peninsula stands Hellfire Citadel, a nearly impenetrable bastion that served as the Horde's base of operations throughout the First and Second Wars. | |
| Dungeon | 4 | Ragefire Chasm extends deep below the city of Orgrimmar. Barbaric troggs and devious Searing Blade cultists once plagued the volcanic caves, but now a new threat has emerged: dark shaman. Although Warchief Garrosh Hellscream recently called on a number of shaman to use the elements as weapons against the Alliance, the chasm's current inhabitants appear to be renegades. Reports have surfaced that these shadowy figures are amassing a blistering army that could wreak havoc if unleashed upon Orgrimmar. |
Data from wago.tools — Community dump of the game client's own tables — World of Warcraft © Blizzard Entertainment. Last updated .