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| Instance | Kind | Bosses | Lore |
|---|---|---|---|
| Utgarde Pinnacle | Dungeon | 4 | 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 | 4 | For generations, a massive wall called the Serpent's Spine has protected the denizens of Pandaria from periodic assaults by the rampaging, insect-like mantid. This brutal race's cycle of aggression recently began earlier than expected, catching the wall's defenders off guard. As the mightiest mantid warriors charge the battle-worn gates, Pandaria must hold back the most devastating army in the land's recorded history. | |
| Dungeon | 4 | War has spread across Pandaria, and the destructive conflict between the Horde and Alliance has led to turmoil in the majestic Shado-Pan Monastery. There, three malevolent entities--the Sha of Violence, the Sha of Hatred, and the Sha of Anger--have erupted from their prisons. Although the Sha of Anger fled the secluded monastery completely, the remaining sha have begun wreaking havoc on the site's brave Shado-Pan defenders. | |
| Dungeon | 4 | Rising high above the east coast of Pandaria, the Temple of the Jade Serpent stands as a sacred monument to the legendary pandaren emperor Shaohao's victory over the Sha of Doubt thousands of years ago. Recently, a disastrous conflict in the Jade Forest unleashed the sha, and several of the entities have raided the temple's most treasured stores of wisdom and knowledge. | |
| Dungeon | 4 | Niuzao Temple extends across two fortified islands far beyond a towering wall called the Serpent's Spine. For years, tenacious pandaren defenders have protected the narrow bridges connecting the isles, staving off any would-be invaders. Yet recently, the mantid created their own bridge--a massive tree root--and seized one of the islands by surprise. Now, these brutal insectoids are poised to assault Niuzao's remaining guardians. | |
| Dungeon | 4 | On the northern outskirts of Frostfire Ridge, the Bloodmaul ogres run a brutal mining operation amidst the sweltering heat of active volcanic caverns. Slaves from across Draenor are transported to the mines, never to leave alive. The Slag Mines produce abundant yields of gemstones and ore, but it is rumored that the true purpose of these mines is to dig for an ancient relic of immense power. | |
| Dungeon | 4 | Atop the crowning pinnacle of the Spires of Arak, amidst the clouds, Skyreach stands as the seat of power of the Adherents of Rukhmar. The arakkoa have gathered and harnessed the Apexis technology of their forebears, and now they are ready to unleash the focused power of the sun upon their enemies. | |
| Dungeon | 4 | The traditional burial grounds of the Shadowmoon clan are the final resting place for countless generations of ancestors. The fallen chieftain Ner'zhul, in the depths of his depravity, has sacrificed the very soul of his clan in a desperate quest for power. Now the ancestral spirits are restless, tormented and used to fuel dark rituals that will pull all of Draenor into the void if allowed to run their course. | |
| Dungeon | 4 | Auchindoun is the holy mausoleum of the draenei, a sanctum of the Light in which the spirits of the dead find respite. The crystalline structure also serves to protect and shield draenei souls from their eternal enemies: the Burning Legion, who hunger eternally for draenei spirits. This fact makes it a location of particular interest to Gul'dan and his Shadow Council, who seek to gain favor with their demonic masters. | |
| Dungeon | 4 | On the northern coast of Gorgrond, the Iron Docks represent the heart of the Iron Horde's naval might. Huge warships and artillery, forged and assembled within the Blackrock Foundry, are readied for war within this massive port. The greatest beasts of Draenor are broken and trained alongside elite infantry units, comprising the ground troops that will surge ashore to break the will of any who would dare oppose the Iron Horde. | |
| Dungeon | 4 | Carved from the greatest mountain of Val'sharah by ancient elven masons, Black Rook Hold stood as a bulwark against the Burning Legion during the War of the Ancients. The nigh-impregnable fortress is also the ancestral home of Lord Kur'talos Ravencrest, one-time mentor of Illidan himself. But since the latest Legion attack, a strange dark energy emanates from the Hold, and restless dead plague the surrounding lands. | |
| Dungeon | 4 | In the shadow of Shaladrassil, the Nightmare permeates every inch of the once-lush forest. Where the eldest and greatest druids once tended to the woods, meditating beneath the great world tree, corruption and madness now reign. Deep within the tangled thicket, the Nightmare Lord Xavius works to break the will of his greatest prize. | |
| Dungeon | 4 | The Earth Warder Neltharion, later known as Deathwing, once called this cavern home. Since his fall, the drogbar that once worshipped the great dragon built their capital within this ancient lair. Now, Dargrul, chieftain of the drogbar, rallies a massive army within these depths. Bolstered by the Hammer of Khaz'goroth, this army will surge from the mountainside if left unchecked, devastating Highmountain and threatening the security of all Azeroth. | |
| Dungeon | 4 | The upper chambers of the Tomb of Sargeras were once a place of worship to Elune. Since the Legion's invasion, fel minions have desecrated this holy place, twisting it into their own image. Now, this site will host a battle that could turn the tide of the invasion. While the Armies of Legionfall engage the fel army directly, a small group of heroes infiltrates the upper reaches of the cathedral in a desperate hope to return the Aegis of Aggramar to its resting place. | |
| Dungeon | 4 | Argus was governed from the gleaming halls of the Seat of the Triumvirate--until the eredar struck their unholy bargain with Sargeras. Enraged by Velen's defiant exodus, Kil'jaeden decreed that the Seat should be abandoned as a symbol of an irrelevant past... for the Legion had become their future. Its once-gleaming halls now fallen into shadow, the Seat radiates a dark power that has drawn those seeking to harness the might of the Void and unleash it upon their enemies. | |
| Dungeon | 4 | For millennia, the Zandalari kings were laid to rest within the tombs of Atal'Dazar, secluded high atop the mountain Mugamba. These pyramids grew more elaborate with each passing ruler, as new rooms were constructed to house the deceased's vast wealth. Now, these once pristine halls have been corrupted by the Prophet Zul and his trusted lieutenant, Yazma, who seek to twist the power of these ancient kings for their own dark machinations. | |
| Dungeon | 4 | Freehold has traditionally served as a haven for pirates, scoundrels, and those who wish to live free of Kul Tiran control. Now, the Irontide Raiders have brought the city under their harsh rule and are coercing the various pirate crews under their banner. While the pirates gather, a small group of heroes must infiltrate the town and eliminate their leadership to dissolve this growing alliance of cutthroats. | |
| Dungeon | 4 | Once a highly maintained prison, Tol Dagor has since been purchased and run by the Ashvane Company. Now, it serves as indefinite holding for any who would oppose the Ashvane Trading Company. | |
| Dungeon | 4 | The Isle of Kezan, rent asunder by the eruption of Mount Kajaro, is now brimming with Azerite in the aftermath of Sargeras' assault on Azeroth. Seeking to make a fortune and stake his claim to the title of Trade Prince, Mogul Razdunk has focused the Venture Company's efforts on weaponizing Azerite and selling it to the highest bidder. | |
| Dungeon | 4 | Deep within the swamps of Nazmir, a blight grows beneath the surface. Unless this corruption is purged immediately, its influence will spread across the land like a ravenous plague, leaving behind nothing but a festering world. | |
| Dungeon | 4 | Centuries ago, Sethraliss, a powerful snake loa, sacrificed herself to stop Mythrax from unleashing his master upon Azeroth. After the battle, her devoted followers transported her remains and built a temple around them while they awaited her rebirth. Now, a dark force stirs within this sacred temple that seeks to twist her power towards nefarious ends. | |
| Dungeon | 4 | The Shrine of the Storm is a seat of power for both House Stormsong and the tidesages alike. Here, blessings upon the fleet are performed to ensure that the Kul Tiran fleet knows no equals in combat. Yet, a dark force has corrupted these sacred ground and threatens to steal control of the Kul Tiran Fleet forever. | |
| Dungeon | 4 | Few places in Zandalar are more sacred than Kings' Rest. Every king, conqueror, or tyrant who has held control of the Zandalari empire is housed within this great city of the dead to protect and honor not only their bodies, but also their spirits. Entry has historically been restricted solely to the Zandalari priesthood and royalty, but as Zul's dark magic winds its way through the tomb you must venture inside and put an end to the darkness that has found purchase there. | |
| Dungeon | 4 | In an unthinkable act of treachery, forces from Maldraxxus, the realm charged with defending the Shadowlands, have invaded the Temple of Courage. They have pillaged anima and taken slaughtered kyrian to fuel their dark practices. If left unchecked, the necrotic forces of the necropolis Zolramas will pillage Bastion leaving destruction in their wake. | |
| Dungeon | 4 | Underneath the ruined House of Plagues, lies one of the most destructive forces Maldraxxus has ever known. Those who covet this power search the plague-ridden debris in a race to claim this weapon for themselves. Whoever captures this prize will hold the fate of the Shadowlands in their clutches. | |
| Dungeon | 4 | Under the Accuser, the Halls of Atonement were a tribute to Revendreth's mission. While the halls rang with suffering and sin, it was all directed to redeeming the souls and keeping them from falling into the Maw. But the recently promoted Lord Chamberlain has bent the hall's purpose to selfish reaping of anima, often to the point of leaving souls unable to be redeemed. Someone will have to put an end to the depravity that has grown within these walls. | |
| Dungeon | 4 | Floating among the clouds and representing the pinnacle of kyrian ideals, the Spires of Ascension is the Archon's seat of power. Unquestioned and unchallenged for countless eons, the ruler of Bastion has always embodied the virtues of duty and service. But with drought and instability causing fractures in the belief system of the Ascended, the Archon's reign faces an unimaginable peril as one of her most trusted followers falls under the sway of the darkest of evils. | |
| Dungeon | 4 | Bwonsamdi has kept a secret place in the Shadowlands he refers to as De Other Side. When the dead started funneling into the Maw, Bwonsamdi hid several souls in his little domain, keeping his troll followers safe. But this broke an old deal with Mueh'zala and now the ancient loa has come to harvest those souls and destroy their caretaker. Bwonsamdi will need help collecting on some of his other dealings if he is to survive this onslaught and protect the souls within. | |
| Dungeon | 4 | Far below Castle Nathria lies the Sanguine Depths, a prison created to house Sire Denathrius's most intriguing dissidents. Prisoners here are kept for eons, drained of their anima for research and study. The Sinfall resistance knows of a particular prisoner here that could help tip the balance of their fight with Sire Denathrius to their favor, and have asked for assistance in extracting them. | |
| Dungeon | 4 | Brackenhide Hollow is the largest gnoll settlement in the Dragon Isles, and home to unspeakable danger. Decay seeps from the Hollow, spreading among the gnoll tribes of the Azure Span and threatening to rot away all life. In the heart of the Hollow lies the leader of the Brackenhide, and the knowledge she gleefully shares with her withered kin. | |
| Dungeon | 4 | After Clan Nokhud captured the ancient eagle spirit, Ohn'ahra, civil war spread across the Ohn'ahran plains like wildfire. To the other clans, Ohn'ahra is more than a mere spirit: she is their goddess. Primalists summon elemental forces, and necromancers command the spirits of legendary centaur. Beset by enemies, the other Maruuk clans rally. The Nokhud tyrant, Balakar Khan, watches from afar, bellowing commands. Relentless enemy offenses will continue until his forces submit. The battlefield awaits. | |
| Dungeon | 4 | Beneath the Obsidian Citadel lies Neltharus, home of the black dragonflight's hoard and the secrets behind their legendary forging. When the djaradin woke from their slumber, they chose Neltharus as the point of entry for their attack. Surprised to find it deserted, they quickly laid claim to its secrets for themselves... as well as the rest of the Obsidian Citadel. | |
| Dungeon | 4 | Long ago, the great Algeth'ar Academy was a place of higher learning for all dragons. Though it fell dormant with the rest of the Isles, it has reopened and is back under the guidance of Headteacher Doragosa. In a series of exciting, new changes the Academy is currently seeking new students from all walks of life, not just dragons, as well as volunteers to help get it back to the bustling halls of education it once was. Those who walk the Academy grounds are sure to learn something new. | |
| Dungeon | 4 | Long ago, Malygos created the Azure Vault as a place for Sindragosa to catalogue and store any curious magical artifacts he found. Locked away and deserted millennia ago, the Vault has since fallen into disrepair, leaving it vulnerable to attacks from without... and within. | |
| Dungeon | 4 | Deep beneath Tyrhold lies the Halls of Infusion. Its structure was built upon an ancient wellspring, the waters of which were channeled by Keeper Tyr to feed the Life Pools of the red flight. Now that the Dragon Isles have reawakened, Primalist forces have invaded these halls. Have they come to destroy the facility... or to reveal secrets that Tyr left behind? | |
| Dungeon | 4 | Darkflame Cleft was once a prosperous earthen mine, but eventually, that prosperity ended. Earthen Machine Speakers moved out, and not long thereafter, kobolds swarmed in. The workers were soon oppressed by a tyrannical Candle King, a tall, bulky brute who towered over his subjects. Obvious wealth was extracted long ago. The real opportunity here is to defeat the last of the king's horrendous henchmen and liberate the intimidated kobolds within. | |
| Dungeon | 4 | Machine Speakers maintain the Stonevault, a facility adjacent to their Hall of Awakening. Their former leader, Void Speaker Eirich, was recently deposed after becoming infected with Void corruption. While Machinists labor and loyalists patrol, Eirich hides behind his most fanatic and corrupted followers. Sequestered behind titan tunnels, he has undergone a terrifying transformation. To ensure he never ascends to power again, your swift intervention is required. | |
| Dungeon | 4 | Under new management! The Cinderbrew Meadery is a focal point of Unbound earthen culture, and under the dotage of Wenbrandt, the meadery has crafted a fiery, potent brew enjoyed by all earthen. However, the meadery has been the victim of a hostile corporate acquisition by Goldie Baronbottom, a goblin entrepreneur, ushering in a new age of mass-produced cinderbrew. | |
| Dungeon | 4 | Deep within the City of Threads lies the Transformatory - a once hallowed hall of nerubian evolution. Now, this place is used to transform "worthy" nerubians into the powerful ascended. The Weaver and the Vizier will stop at nothing to see the process brought to a grinding halt, before it consumes all of Azj-Kahet. | |
| Dungeon | 4 | Built thousands of years ago to house the kaldorei's arcane secrets, the formerly great city of Eldre'Thalas now lies in ruin, writhing with warped, twisted forces. Competing covens once fought for control of Dire Maul's corrupted energy, but they have since settled into uneasy truces, choosing to exploit the power within their own territories rather than continue to battle over the entire complex. | |
| Dungeon | 4 | Agent Renzik "The Shiv" leads a covert mission to infiltrate a crooked Darkfuse project at the Waterworks dam. The mad scientist behind it all must be neutralized in order to cut off the power headed towards Gallywix's sinister schemes. | |
| Dungeon | 4 | Once the hallowed home of the Windunner family, Windrunner Spire now mirrors the scarred relationship between Alleria, Sylvanas, and Vereesa. Animosity during a reunion at the home drove suffering and grief into a haunted manifestation that binds the spirits there, unable to find peace. | |
| Dungeon | 4 | Magisters' Terrace is the heart of arcane study for the sin'dorei, including Magister Umbric, long ago. Within its halls lies the Cynosure of Twilight, the key to unlocking the way into the Voidstorm. | |
| Dungeon | 4 | The darkened streets of Murder Row hide a secret fel-smuggling operation that has been preying on the fears of Silvermoon's citizens ever since the Voidstorm appeared. | |
| Dungeon | 4 | The Blinding Vale sprouted instantly. From within the Lightbloom, rutaani emerged and spread the Lightbloom in their wake. After the Lightbloom's defeat in Eversong, Orweyna began surgical strikes to keep the Lightbloom in check. But the hideous glare of the Blinding Vale hides a garden where the Lightbloom cultivates new creatures and magic to drive forward their one fanatical imperative. Growth unstoppable. | |
| 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. | |
| 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. |
Data from wago.tools — Community dump of the game client's own tables — World of Warcraft © Blizzard Entertainment. Last updated .