Chargement
143 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 |
|---|---|---|---|
| Bloodmaul Slag Mines | 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 | 5 | Looming over Pyrewood Village from the southern bluffs of Silverpine Forest, Shadowfang Keep casts a shadow as dark as its legacy. Sinister forces occupy these ruins, formerly the dwelling of the mad archmage Arugal's worgen. The restless shade of Baron Silverlaine lingers, while Lord Godfrey and his cabal of erstwhile Gilnean noblemen plot against their enemies both living and undead. | |
| Dungeon | 5 | Rumors suggest that Deathwing himself carved out the subterranean labyrinth that allows the Twilight's Hammer to secretly transport elementals from the majestic Mount Hyjal to Blackrock Mountain. A vital hub of this shadow network is Blackrock Caverns, site of the cult's blistering forge and some of its most heinous experiments, including the transformation of cultists into twilight dragonkin. | |
| Dungeon | 5 | One of an infinite number of potential outcomes, this timeway depicts the desolate future of Azeroth should Deathwing fail to be stopped. Nozdormu has identified a powerful anomaly that exists in this moment and bars access to the past - and hope of retrieving the Demon Soul. The powerful creature from out of time lives alone amidst the time-twisted echoes of the past. | |
| Dungeon | 5 | 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 | 5 | Built deep within the mountains of Dun Morogh, the wondrous city of Gnomeregan was a testament to the gnomes' intelligence and industry. But when the capital was invaded by troggs, the gnomish high tinker was betrayed by his advisor Sicco Thermaplugg. As a result, Gnomeregan was irradiated, and most of its inhabitants slain. The surviving gnomes fled, vowing to return someday and retake their home. | |
| Dungeon | 5 | Legends state that where the demigod Agamaggan fell, his blood gave rise to great masses of thorny vines. Recently, scouts have reported seeing undead milling about the region, engendering fears that the dreaded Scourge may be moving to conquer Kalimdor. | |
| Dungeon | 5 | Legends state that where the demigod Agamaggan fell, his blood gave rise to great masses of thorny vines. Many quilboar have taken up residence in the largest cluster of giant thorns, the Razorfen, which they revere as Agamaggan's resting place. | |
| Dungeon | 5 | Individuals seeking to master the powers of undeath know well of Scholomance, the infamous school of necromancy located in the dark and foreboding crypts beneath Caer Darrow. In recent years, several of the instructors have changed, but the institution remains under the control of Darkmaster Gandling, a particularly sadistic and insidious practitioner of necromantic magic. | |
| Dungeon | 5 | 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 | 5 | 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 | 5 | Desperate to save their kingdom from collapse, the trolls of Zul'Drak have turned on their ancient gods. The wild deities are now considered a source of untapped power, their potent blood providing the means to repel the Lich King's minions, who have overtaken parts of the troll nation. Heroes have recently journeyed to the beleaguered region to strike at the savage Drakkari and their maddened prophets. | |
| Dungeon | 5 | Clouds blanket the skies of Icecrown and heroes gather beneath battle-worn banners in preparation for the coming storm. They say that even the darkest cloud has a silver lining. It is this hope that drives the men and women of the Argent Crusade: hope that the Light will see them through these trying times, hope that good will triumph over evil, hope that a hero blessed by the Light will come forth to put an end to the Lich King's dark reign. | |
| Dungeon | 5 | After the disruption of the Dark Portal, the Kirin Tor realized that to fight the Iron Horde on their own soil, they would need a supply line for reinforcements. Thus, they created outposts across Draenor with magical links back to Azeroth. Unfortunately, what seemed like a prime strategic location near the Blackrock Foundry was known to the botani as The Everbloom, a sacred place within the Gorgrond woodlands. The outpost was quickly overgrown, but it still contains a link to the outskirts of Stormwind.... | |
| Dungeon | 5 | The history of this imposing fortress is long and complex. Carved into the fiery core of Blackrock Mountain by the Dark Iron clan centuries ago, and eventually taken by the black dragon Nefarian and his brood, the upper reaches of Blackrock Spire are now home to the Ironmarch vanguard. As preparations to use the Spire as the staging ground for a full-scale invasion of Azeroth continue, the Iron Horde has set up a terrifying contingency plan: a doomsday weapon within the heart of Blackrock Mountain. | |
| Dungeon | 5 | This secret Warden facility was carved into the mountainside deep in Azsuna, and sealed with magical wards both to keep intruders out, and to ensure that the terrors locked within could never escape. Many of the most dangerous foes the Wardens have encountered were locked away within the Vault, but in the aftermath of Cordana's betrayal and the Legion's attack, those creatures now roam the halls freely. | |
| Dungeon | 5 | Amidst outlying shoals off the coast of Azsuna, an ancient source of power lies beneath the waves. Long ago, the power of Queen Azshara extended throughout these lands, and the naga seeking the Tidestone of Golganneth still act at her behest. As clouds roll in and the air crackles with the energy of an approaching storm, Azshara's followers prepare to summon an incarnation of her Wrath to lay waste to the land. | |
| Dungeon | 5 | In the clouds high above Stormheim, the titanic keeper Odyn has called the greatest vrykul warriors of Azeroth to be his Valarjar. Amidst feasting halls and hunting grounds, these ascended vrykul test themselves and prepare for the great war that is to come. Adventurers must pass through these halls and prove their worth if they hope to stand before Odyn and claim the Aegis of Aggramar. | |
| Dungeon | 5 | As vast as the city of Suramar is, the vast network of tunnels beneath the city spans an even greater reach. Nightborne society has grown to depend on the power of the Nightwell, and the Arcway delivers that lifeblood throughout the city. This labyrinthine complex was built thousands of years ago, running beneath the foundations of the city's largest buildings, and most modern citizens live their lives entirely unaware of what may lurk in the shadows beneath their feet.... | |
| Dungeon | 5 | Once the palatial estate of the Drustvar's ruling family, Waycrest Manor now serves as the focus of dark rumors since the Lord and Lady inexplicably locked themselves within its halls. Stories of foul rituals, people disappearing in the night, and horrible screams coming from within the home are common among the townsfolk. Amid all these whispers, only one thing is known, something evil has taken root within the Waycrest grounds. | |
| Dungeon | 5 | In Maldraxxus you must constantly be tested and measured as the best to defend the Shadowlands. The best place to prove yourself is the Theater of Pain. Throngs of contenders face off for the hope of facing one of the champions. Brutality! Mayhem! Violence! And of course Pain! Only the strongest become champions of their house, and only one can be the strongest. |
Data from wago.tools — Community dump of the game client's own tables — World of Warcraft © Blizzard Entertainment. Last updated .
Les bases de données, les classements et les noms des entrées sont en anglais : c'est ainsi qu'ils arrivent des sources — Steam, Twitch, les boutiques — et les traduire voudrait dire les réécrire, donc les inventer.