NPCs and Quests

Build Highlights

New Models

Changed Tier 17 Bonuses

interface/garrison:

New:

Updated:

Icons

Achievements

Garrison Buildings

: Obtain bluprints for all of the small Garrison buildings.

Obtain bluprints for all of the small Garrison buildings. : Raise all primary professions to 700 skill points.

Raise all primary professions to 700 skill points. : Obtain bluprints for all of the medium Garrison buildings.

Obtain bluprints for all of the medium Garrison buildings. : Obtain bluprints for all of the large Garrison buildings.

Obtain bluprints for all of the large Garrison buildings. : Complete the Garrison Builder achievements listed below.

Complete the Garrison Builder achievements listed below. : Upgrade all the buildings on your garrison plots to level 2.

Upgrade all the buildings on your garrison plots to level 2. : Upgrade all the buildings on your garrison plots to level 3.

Upgrade all the buildings on your garrison plots to level 3. : Construct all of the buildings listed below.

Construct all of the buildings listed below. : Upgrade any Garrison building to level 3.

Upgrade any Garrison building to level 3. : Learn 20 Garrison Blueprints.

Learn 20 Garrison Blueprints. : Learn 40 Garrison Blueprints.

Learn 40 Garrison Blueprints. : Learn 60 Garrison Blueprints.

Garrison Leveling

: Upgrade any Garrison building to level 2.

Upgrade any Garrison building to level 2. : Upgrade your Garrison to Tier 2.

Upgrade your Garrison to Tier 2. : Upgrade your Garrison to Tier 3.

Ashran

: Kill the opposing faction Commander while controlling all points on the Road of Glory.

Kill the opposing faction Commander while controlling all points on the Road of Glory. : Loot all the following off Alliance player corpses:

Loot all the following off Alliance player corpses: : Loot all the following off Horde player corpses:

Loot all the following off Horde player corpses: : Complete each Event at the following areas listed below.

Complete each Event at the following areas listed below. : Activate a Class Specific Book Epic Item found within Ashran.

Activate a Class Specific Book Epic Item found within Ashran. : Defeat all of the creatures within Ashran listed below.

Defeat all of the creatures within Ashran listed below. : Defeat Fangraal within 5 minutes of it being summoned by the Alliance.

Defeat Fangraal within 5 minutes of it being summoned by the Alliance. : Loot 100 Artifact Fragments from an enemy Player, and turn them in

Loot 100 Artifact Fragments from an enemy Player, and turn them in : Loot 500 Artifact Fragments from an enemy Player, and turn them in

Loot 500 Artifact Fragments from an enemy Player, and turn them in : Loot 1000 Artifact Fragments from an enemy Player, and turn them in

Loot 1000 Artifact Fragments from an enemy Player, and turn them in : Kill 5000 enemy Players anywhere outside the Road of Glory within Ashran.

Kill 5000 enemy Players anywhere outside the Road of Glory within Ashran. : Defeat Yalnu without any Kirin Tor Battle-Mages dying in The Everbloom on Heroic Difficulty.

Defeat Yalnu without any Kirin Tor Battle-Mages dying in The Everbloom on Heroic Difficulty. : Defeat all of the Horde Captians within The Road of Glory listed below.

Defeat all of the Horde Captians within The Road of Glory listed below. : Defeat all of the Horde Captians within The Road of Glory listed below.

Garrison Followers

: Recruit 5 Followers.

Recruit 5 Followers. : Recruit 10 Followers.

Recruit 10 Followers. : Recruit 20 followers.

Recruit 20 followers. : Raise a Follower to level 100.

Raise a Follower to level 100. : Raise 10 garrison followers to level 100.

Raise 10 garrison followers to level 100. : Raise 20 garrison followers to level 100.

Raise 20 garrison followers to level 100. : Recruit a Rare Follower.

Recruit a Rare Follower. : Recruit a Epic Follower.

Recruit a Epic Follower. : Visit a friends garrison.

Visit a friends garrison. : Visit a friends garrison.

Visit a friends garrison. : Raise a followers Item Level to 600.

Raise a followers Item Level to 600. : Raise a followers Item Level to 650.

Raise a followers Item Level to 650. : Raise 10 followers Item Level to 650.

Garrison Missions

: Complete 10 Garrison Missions.

Complete 10 Garrison Missions. : Complete 50 Garrison Missions.

Complete 50 Garrison Missions. : Complete 100 Garrison Missions.

Complete 100 Garrison Missions. : Complete 500 Garrison Missions.

Complete 500 Garrison Missions. : Complete 1000 Garrison Missions.

Complete 1000 Garrison Missions. : Complete a Rare Garrison Mission.

Complete a Rare Garrison Mission. : Complete 50 Rare Garrison Missions.

Complete 50 Rare Garrison Missions. : Complete 300 Rare Garrison Missions.

Complete 300 Rare Garrison Missions. : Complete a Garrison Profession Mission.

Complete a Garrison Profession Mission. : Complete a Garrison Treasure Mission.

Complete a Garrison Treasure Mission. : Complete a Garrison Patrol Mission.

Complete a Garrison Patrol Mission. : Complete the Mission Specialist achievements listed below.

Complete the Mission Specialist achievements listed below. : Complete an Exploration Mission.

Complete an Exploration Mission. : Complete a Pet Battle Mission.

Garrison Invasions

: Successfully complete a Garrison Invasion.

Successfully complete a Garrison Invasion. : Successfully complete a Garrison Invasion with a Bronze rating.

Successfully complete a Garrison Invasion with a Bronze rating. : Successfully complete a Garrison Invasion with a Silver rating.

Successfully complete a Garrison Invasion with a Silver rating. : Successfully complete a Garrison Invasion with a Gold rating.

Successfully complete a Garrison Invasion with a Gold rating. : Complete the Invasion achievements listed below.

Complete the Invasion achievements listed below. : Successfully complete 10 Garrison Invasions.

Successfully complete 10 Garrison Invasions. : Complete the Thunderlord invasion without dying.

Complete the Thunderlord invasion without dying. : Complete a Thunderlords Clan Garrison Invasion without letting any Garrison buildings get destroyed.

Complete a Thunderlords Clan Garrison Invasion without letting any Garrison buildings get destroyed. : Complete a Breakers Garrison Invasion without letting any Garrison buildings get destroyed.

Complete a Breakers Garrison Invasion without letting any Garrison buildings get destroyed. : Complete an Iron Horde Garrison Invasion without letting any Garrison buildings get destroyed.

Complete an Iron Horde Garrison Invasion without letting any Garrison buildings get destroyed. : Complete a Primals Garrison Invasion without letting any Garrison buildings get destroyed.

Complete a Primals Garrison Invasion without letting any Garrison buildings get destroyed. : Complete a Shadow Council Garrison Invasion without letting any Garrison buildings get destroyed.

Complete a Shadow Council Garrison Invasion without letting any Garrison buildings get destroyed. : Complete a Shadowmoon Clan Garrison Invasion without letting any Garrison buildings get destroyed.

Complete a Shadowmoon Clan Garrison Invasion without letting any Garrison buildings get destroyed. : Complete an Ogre Garrison Invasion without letting any Garrison buildings get destroyed.

Complete an Ogre Garrison Invasion without letting any Garrison buildings get destroyed. : Complete the Save Those Buildings Achievements listed below.

Complete the Save Those Buildings Achievements listed below. : Successfully complete a Thunderlord Clan Garrison Invasion.

Successfully complete a Thunderlord Clan Garrison Invasion. : Successfully complete a Shadow Council Garrison Invasion.

Successfully complete a Shadow Council Garrison Invasion. : Successfully complete an Ogre Garrison Invasion.

Successfully complete an Ogre Garrison Invasion. : Successfully complete an Iron Horde Garrison Invasion.

Successfully complete an Iron Horde Garrison Invasion. : Successfully complete a Shadowmoon Clan Garrison Invasion.

Successfully complete a Shadowmoon Clan Garrison Invasion. : Successfully complete a Breakers Garrison Invasion.

Successfully complete a Breakers Garrison Invasion. : Successfully complete a Primals Garrison Invasion.

Successfully complete a Primals Garrison Invasion. : Complete all of the Invasion achievements listed below.

Brawler's Guild

: Win a brawl.

Win a brawl. : Reach Rank 4 with Bizmo's Brawlpub.

Reach Rank 4 with Bizmo's Brawlpub. : Reach Rank 8 with Bizmo's Brawlpub.

Reach Rank 8 with Bizmo's Brawlpub. : Defeat the following rare brawl bosses.

Defeat the following rare brawl bosses. : Win a brawl.

Win a brawl. : Reach Rank 4 with Brawl'gar Arena.

Reach Rank 4 with Brawl'gar Arena. : Reach Rank 8 with Brawl'gar Arena.

Reach Rank 8 with Brawl'gar Arena. : Defeat the following rare brawl bosses.

Defeat the following rare brawl bosses. : Defeat the following Brawler's Guild bosses.

Defeat the following Brawler's Guild bosses. : Defeat the following Brawler's Guild bosses.

Factions

: Gain exalted reputation with Wrynn's Vanguard.

Gain exalted reputation with Wrynn's Vanguard. : Gain exalted reputation with Vol'jin's Spear.

Changes

Railmaster Rocketspark and Borka the Brute

Railmaster Pauli Rocketspark, chief foreman of the Grimrail Depot, has been enlisted by Garrosh Hellscream to build the technology required for the Iron Horde's infrastructure. Given the dim-witted assistant Borka to do the heavy lifting, Rocketspark set about building the Grimrail.

Nitrogg Thundertower

Thunderlord General

Sadana Bloodfury

Nhallish, Feaster of Souls

Overview : Nhalish manipulates powerful a well of void energy, banishing players to their own dimension. While banished, your soul is separated from your body and possessed.

During Soul Possession, you must subdue and reclaim your soul before the banishment fades.

Planar Shift

Void Vortex

Void Blast

Void Devastation

Exhume the Crypts

Soul Possession : Nhallish periodically tears players' spirits from their bodies, dealing damage until they subdue and recapture their soul.

Soul Shred



Returned Soul

Bonemaw

Ner'zhul

Overview :

Ner'zhul initiates a [Ritual of Bones]

Ner'zhul channels an [Omen of Death] Ner'zhul initiates a, raising an army of shadow and death that marches across his platform. Break the chains of shadow by slaying the Ritual Bones.Ner'zhul channels annear random players, inflicting greater damage the closer players remain to the Omen.

Malevolence

Omen of Death

Ritual of Bones:

Tendrils of void bind the bones to one another, inflicting 29250 to 30750 Shadow damage per second to those who cross its threshold. Ner'zhul summons an army of shadow and death which marches across his platform, eradicating all life in its path.Tendrils of void bind the bones to one another, inflicting 29250 to 30750 Shadow damage per second to those who cross its threshold.

Kargath Bladefist

Kargath Bladefist, Chieftain of the Shattered Hand, honed his brutal skills as a slave in the Ogres' gladiatorial games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired "champions." Fueled by rage, Kargath tore off his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he eagerly returns to the arena to teach you the true meaning of savagery.

The Butcher

Overview :

The Butcher periodically chooses the largest clump in melee range and [Cleaves] [Gushing Wounds]

Upon reaching full energy, he will stomp, inflicting Physical damage to the entire raid and knocking them backwards. Shortly thereafter the Butcher will charge towards the largest clump of players and Cleave them. The Butcher periodically chooses the largest clump in melee range andthem for shared damage. This attack inflicts, which will instantly kill anyone who receives 5 applications.Upon reaching full energy, he will stomp, inflicting Physical damage to the entire raid and knocking them backwards. Shortly thereafter the Butcher will charge towards the largest clump of players and Cleave them.

Tanks :

[Heavy Handed]

[The Tenderizer]

[The Cleaver] will only apply its damage over time effect if the attack successfully lands on its target. Heavy Handed causes the Butcher to attack the player closest to his current target with a copy of all of his melee attacks. These attacks can be mitigated and avoided as usual. If another player is not close enough, the second attack will trigger on the primary target.will always hit. It cannot be dodged or parried, but it can be blocked.will only apply its damage over time effect if the attack successfully lands on its target.



Damage Dealers :

Players in melee range will need to form clumps of varying size throughout the fight to control the Butcher's [Cleave]

Players at range will need to be ready to form a clump in order to survive the Butcher's Bounding Cleave sequence. Players in melee range will need to form clumps of varying size throughout the fight to control the Butcher'sability.Players at range will need to be ready to form a clump in order to survive the Butcher's Bounding Cleave sequence.



Healers :

Groups that are struck by Cleave will suffer periodic damage from [Gushing Wounds]

All players in the raid suffer Physical damage when the Butcher begins his Bounding Cleave sequence. Groups that are struck by Cleave will suffer periodic damage from. Gushing Wounds stacks.All players in the raid suffer Physical damage when the Butcher begins his Bounding Cleave sequence.

Heavy Handed : All of the Butcher's standard auto attacks trigger a second attack on the next closest target within 5 yards. If no target is found, the primary target is struck again.

The Cleaver

The Tenderizer

Section 15

Cleave

Bounding Cleave : When the Butcher reaches 100 energy he begins the Bounding Cleave sequence by knocking all players back, then charging to a clump at range and cleaving targets within that clump.

Gushing Wounds : In Mythic Difficulty, any player that has 3 or more stacks of Gushing Wounds will perish instantly.

Frenzy :

After the Butcher reaches 30% health remaining, he Frenzies. While Frenzied the Butcher deals 10% more damage and attacks 30% faster.

Night-Twisted Cadaver : In Mythic Difficulty, Night-Twisted Cadavers will spawn and walk towards The Butcher in a final, vain attempt to slay him. When the Cadaver reaches The Butcher or when they walk near a player, they will Explode, leaving a pool of Pale Vitriol behind for the duration of the encounter. (Mythic)

Paleobomb (Mythic) (Mythic)



Section 14 (Mythic) (Mythic)

Tectus, The Living Mountain

An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintain control over this imposing force of nature.

Brackenspore, Walker of the Deep

Fungal Giant. All visuals are temp.

Twin Ogron

[PH]

Fel Breaker

Imperator Mar'gok

Sorcerer King

Tarlna the Ancient

The Biggest Magnaron

Sun-God of the High Arakkoa

Orebender Gor'ashan

Working with the Iron Horde, the leader of the Warcasters attemps to empower himself by feeding upon the power locked inside the ancient runes placed in the Spire by the Dark Iron Dwarves that built it.

Kyrak

A survivor of Nefarian's force, Kyrak has remained in Blackrock Spire attempting to harvest the remaining Black Dragon Flight eggs.

Commander Tharbek

Born in Draenor, Tharbek was honored by Warlord Zaela with the opportunity to lead the Ironmarch into Azeroth. Relentless and cruel, Tharbek demands obedience from all who serve under him.

Ragewing the Untamed

Ragewing is a gigantic Proto-Dragon raised by the Dragonmaw clan. Her unbreakable spirit has kept her from being taken as a mount by any of the Dragonmaw, although Zaela has been able to create an uneasy friendship with her.

Overview

Damage Dealer :

Destroy Ragewing Whelplings as quickly as possible.

Standing towards the middle of the bridge will make it easier to avoid [Engulfing Fire]

Spreading out will decrease the chance of [Magma Spit] Destroy Ragewing Whelplings as quickly as possible.Standing towards the middle of the bridge will make it easier to avoidSpreading out will decrease the chance ofaffecting more than one person.



Tank :

Standing towards the middle of the bridge will make it easier to avoid [Engulfing Fire]

Spreading out will decrease the chance of [Magma Spit] Standing towards the middle of the bridge will make it easier to avoidSpreading out will decrease the chance ofaffecting more than one person.



Healer :

Standing towards the middle of the bridge will make it easier to avoid [Engulfing Fire]

Spreading out will decrease the chance of [Magma Spit] Standing towards the middle of the bridge will make it easier to avoidSpreading out will decrease the chance ofaffecting more than one person.

Ragewing

Engulfing Fire



Magma Spit



Ripping Claw



Fire Storm



Burning Rage

Warlord Zaela

Zaela, Warlord of the Dragonmaw clan, was entrusted by her old ally Garrosh to work with the Iron Horde invasion vanguard to set up a doomsday weapon in the heart of Blackrock Mountain.

Fleshrender Nok'gar

Fleshrender Nok'gar : Fleshrender Nok'gar rides into battle on his trusted wolf Dreadfang, and commands a mighty Grom'kar archer battalion. The howls of Nok'gar's Warsong clan are highly intimidating, attacking him while he is under its effects will instill fear in even the mightiest of warriors.

Tank :

While Nok'gar is mounted he is immune to damage.

Watch the skies! Nok'gar will call down a variety of arrow barrages.

Attacking Nok'gar while he is under the effects of [Reckless Provocation] While Nok'gar is mounted he is immune to damage.Watch the skies! Nok'gar will call down a variety of arrow barrages.Attacking Nok'gar while he is under the effects of, will instill fear in even the mightiest of warriors.



Damage Dealers :

While Nok'gar is mounted he is immune to damage.

Watch the skies! Nok'gar will call down a variety of arrow barrages.

Attacking Nok'gar while he is under the effects of [Reckless Provocation] While Nok'gar is mounted he is immune to damage.Watch the skies! Nok'gar will call down a variety of arrow barrages.Attacking Nok'gar while he is under the effects of, will instill fear in even the mightiest of warriors.



Healers :

While Nok'gar is mounted he is immune to damage.

Watch the skies! Nok'gar will call down a variety of arrow barrages.

Attacking Nok'gar while he is under the effects of [Reckless Provocation] While Nok'gar is mounted he is immune to damage.Watch the skies! Nok'gar will call down a variety of arrow barrages.Attacking Nok'gar while he is under the effects of, will instill fear in even the mightiest of warriors.

Fleshrender Nok'Gar

Barbed Arrow Barrage



Section 3



Section 4

Dreadfang

Section 6



Section 7



Section 8

Grimrail Enforcers

Oshir

Skulloc, Son of Gruul

:

Skulloc will occasionally perform [Cannon Barrage]

After each barrage, a plume of heat and smoke will [Backdraft] Skulloc will occasionally perform, attacking all players outside of cover. He will continue to do this until he detects an enemy player closeby.After each barrage, a plume of heat and smoke willfrom the rear of the ship, inflicting critical damage to those within range and outside of cover.

Cannon Barrage

Backdraft (Heroic) (Heroic)

Captain Koramar

Berserker Leap



Melee Sparks



Bladestorm

First Mate Zoggosh

Rapid Fire

Witherbark

Overview : As Witherbark attacks he consumes his stores of Aqueous Energy.

At 0 Aqueous Energy, Witherbark gains Brittle Bark and Aqueous Globules form at the edge of the lake and move towards him. Each globule that reaches Witherbark restores 25 Aqueous Energy. If a globule crosses paths with an Unchecked Growth, it animates and attacks.

At 100 Energy, Aqueous Globules no longer form and Witherbark loses Brittle Bark, freeing him to attack.

Damage Dealers :

Avoid [Unchecked Growth]

Destroy Aqueous Globules before they can reach Witherbark. AvoidDestroy Aqueous Globules before they can reach Witherbark.



Healers :

Avoid [Unchecked Growth]

[Aqueous Burst] Avoidinflicts damage to all party members when a globule is killed or reaches Witherbark.



Tanks :

Avoid [Unchecked Growth]

Face Witherbark away from players during [Parched Gasp]

Be prepared to pick up and tank any [Unchecked Growth] AvoidFace Witherbark away from players duringBe prepared to pick up and tank anythat animate.

Brittle Bark

Parched Gasp

Unchecked Growth : In Heroic difficulty, Witherbark can continue to cast Unchecked Growth even while affected by Brittle Bark.

Unchecked Growth : When touched by the life giving power of an Aqueous Globule the Unchecked Growth uproots itself and attacks anyone nearby.



Thorny Vines (Heroic) (Heroic)

Aqueious Globules : A sphere of pure magical water that moves in a line towards Witherbark. Each Aqueous Globule that reaches Witherbark restores 25 Aqueious Energy and bursts.

Aqueous Burst

Ancient Protectors

Archmage Sol

Archmage Sol is the last holdout of the Kirin Tor expedition here; but ultimately has succumbed to the spores that have taken root in her brain. She now lives as a prisoner inside her own body.

Xeri'tac

Yalnu

Protector of Auchindoun

Overview : The Defense Construct attacks with his massive sword and shield. When he hurls his Holy Shield to the ground, players may use it to protect themselves from his Consecrated Light attack.

Holy Shield

Consecrated Light

Sanctified Strike

Hallowed Ground

Fate (Heroic, Challenge) (Heroic, Challenge)

Soulbinder Nyami

Azzakel, Vanguard of the Legion

On Argus - the former homeworld of the Draenei, now the stronghold of the Burning Legion - Azzakel waits, poised for a servant of the Legion to open a portal to one of the countless worlds they seek to invade. As Soulbinder Nyami lowers the defenses of Auchindoun, Azzakel senses that his services will soon be employed towards the destruction of the holiest of Draenei temples.

Overview : Azzakel alternates between engaging players directly in combat and summoning reinforcements from the demon world Argus. While summoning reinforcements, Azzakel cannot be attacked and players should focus on quickly defeating the reinforcements that emerge from the portal, so that they are not overwhelmed as more demons invade.

Damage Dealers :

Do not stand too close to Blazing Tricksters to avoid [Conflagration]

Interrupt [Fel Blast]

Do not stand near other players while affected by Do not stand too close to Blazing Tricksters to avoidInterruptor kill Cackling Pyromaniacs before they finish casting it.Do not stand near other players while affected by



Healers :

Do not stand too close to Blazing Tricksters to avoid [Conflagration]

Do not stand near other players while affected by Do not stand too close to Blazing Tricksters to avoidDo not stand near other players while affected by



Tanks :

The Felguards summoned while Azzakel channels [Claws of Argus]

Do not stand near players affected by [Conflagration] . The Felguards summoned while Azzakel channelsinflict heavy melee damage and must be tanked.Do not stand near players affected by

Azzakel, Vanguard of the Legion

Azzakel



Fel Lash





Curtain of Flame





Claws of Argus





Blazing Trickster







Felblast





Cackling Pyromaniac





Conflagration



Felguard



Fel Stomp

Fel Pool : In Heroic and Challenge Mode difficulties, Fel Sparks shoot out from the Fel Pool when it is created.

Fel Spark (Challenge, Heroic) (Challenge, Heroic)

Teron'gor

Working alongside the Sargerai, Gul'dan's agent Teron'gor plots to feast upon the bounty of souls that lie behind the barriers of the holy city of Auchindoun.

Ranjit, Master of the Four Winds

The Arakkoa's penultimate Chakradhaari, Ranjit has mastered the secret techniques required to create gale force winds with his chakra.

Overview : Ranjit employs different chakras that create damaging zones that move or rotate.

Ranjit's Fan of Blades ability hits all enemies and inflicts damage over time.

Piercing Rush inflicts significant damage on all targets that Ranjit passes through as he charges forward in a straight line.

Four Winds : The caster creates a a massive vortex of wind that moves four trails in either direction. Enemies caught in the vortex suffer Nature damage.

Spinning Blade : The caster summons a spinning blade that will inflict Physical damage to all enemies caught in its path.

Fan of Blades : The caster hurls razor sharp blades in all directions, inflicting Physical damage and causing all affected targets to bleed over 6 sec.

Windwall : Ranjit hurls a Wind Chakram at the location of a random enemy that creates a spinning Windwall on impact. The Windwall inflicts Nature damage to all enemies caught in its confines.

Piercing Rush : The caster winds up a big attack, inflicting a large amount of Physical damage to their target.

Lense Flare: High Sage Viryx now helps Ranjit by calling down a beam of intensely focused sunlight to follow a randomly chosen target. The beam will slowly trail the victim for a short while, causing the ground in its wake to burn all enemies for 45000 Fire damage every second.

Araknath

A construct of ancient Arakkoan civilization powered by the light of the sun.

Overview : Araknath awakens random Sun Construct Prototypes located around the edge of the arena. These prototypes focus a beam on Araknath that will heal it unless players stand in the path of the beam to prevent this.

Burst inflicts a great deal of damage to any enemies that remain close to Araknath.

Smash : The caster smashes the ground, inflicting great Physical damage to all enemies in the area.

Burst : The caster releases a burst of energy that inflicts Fire damage to all enemies within 10 yards.

Energize: A Sun Construct Prootype reflects the incoming light rays at the Arrakoa Sun Construct to heal it for 2% of its maximum health every second. Players can step into the beam to prevent this; but will suffer 10000 Fire damage every second instead.

Rukhran

Overview : Rukhran resurrects nearby Piles of Ash into phoenixes that chase a random player until they either reach their target, or are reduced to 1 health. When either of these occurs, the phoenix will explode, damaging the entire party and activating any nearby Piles of Ash.

If Rukhran is not engaged in melee combat he will Screech, inflicting severe damage to all enemies until melee combat resumes.

Pierce Armor applies a significant debuff to any tank that does not have their Active Mitigation enabled.

Pierce Armor : The caster's next attack pierces the target's armor for great Physical damage. Victims of this attack are affected with Pierced Armor.

Pierced Armor :

This affect will not apply to tanks using their active mitigation. Pierces the victim's armor, causing them to receive 10% more damage from Pierce Armor for each application of Pierced Armor.This affect will not apply to tanks using their active mitigation.

Solar Flare : Reanimates all Piles of Ash within 5 yards as a Solar Flare that will pursue an enemy target at random. When the familiar reaches the target or is brought to zero health it will explode.

Sunstrike :

Any Piles of Ash within 5 yards of the caster will activate. The caster explodes for 83250 to 96750 Fire damage to all enemies within 10 yards. The explosion forces the caster to go dormant.Any Piles of Ash within 5 yards of the caster will activate.

Quills : Inflicts 30000 Physical damage to all enemies in the area and increases damage taken from Screech and Quills by 10%. (Challenge, Heroic)

Screech:

Screech will only be used whenever Rukhran is not engaged in melee combat and ignores line of sight. Inflicts 10000 Physical damage to all enemies in the area and increases damage taken from Quills by 10%.Screech will only be used whenever Rukhran is not engaged in melee combat and ignores line of sight.

High Sage Viryx

Boss 4

Overview : High Justicar Viryx calls upon two types of protectors during the encounter, in addition to targeting players with the Arakkoa's massive beam weapon.

Zealots carry players off the edge of the platform to fall to their death.

Shield Constructs prevent all damage to High Justicar Viryx until they are dispatched.

Cast Down : High Justicar Viryx summons a Solar Zealot to grab a player and throw them over the balcony.

Lens Flare : The caster calls down a beam of intensely focused sunlight to follow a randomly chosen target. The beam will slowly trail the victim for a short while, causing the ground in its wake to burn all enemies for 45000 Fire damage every second.

Solar Burst : Inflicts 46250 to 53750 Fire damage to an enemy.

Shielding: The Arakkoa Shield Construct extends a shield over High Justicar Viryx, preventing 99% damage from all sources.

Gruul

Oregorger, The Devourer

Oregorger is an overgrown Goren who has burrowed his way into the Blackrock Foundry's storage room and gluttonously consumed their Blackrock ore.

Overview : Oregorger is fought in a Blackrock storage room.

His abilities spend his Blackrock Ore resource to cast. When he has spent all of his Blackrock Ore he begins rolling through the storage room consuming any Blackrock Ore he sees.

Once Oregorger is full of Blackrock Ore, he stops rolling and returns to fighting.

Damage Dealers :

Interrupt [Blackrock Barrage]

Breaking open Ore Crates during Feeding Frenzy will leave Blackrock Ore on the ground for Oregorger to consume. Interruptto prevent raidwide damage and slow Oregorger's consumption of Blackrock Ore.Breaking open Ore Crates during Feeding Frenzy will leave Blackrock Ore on the ground for Oregorger to consume.



Healers :

Shielding and using damage mitigating abilities on the closest target of [Acid Torrent] Shielding and using damage mitigating abilities on the closest target ofcan decrease the damage dealt to rest of the targets.



Tank :

Position yourself to be closest in the [Acid Torrent]

Quickly regain threat after Oregorger leaves his Feeding Frenzy. Position yourself to be closest in thecone and use damage mitigating abilities to decrease the damage dealt to others.Quickly regain threat after Oregorger leaves his Feeding Frenzy.

Satiated Slaughter :

When sated, Oregorger draws upon his Ore reserve to unleash powerful attacks against his enemies.

Acid Torrent



Retched Blackrock



Explosive Shard



Blackrock Barrage

Feeding Frenzy :

When his Blackrock Ore reserves have depleted, Oregorger rampages through the room, trampling all in his path as he searches for ore to eat.

Rolling Fury



Earthshaking Collision : These collisions also leave Unstable Slag residue at the location of the collision. Unstable Slag explodes if another collision occurs at the same location.



Hunger Drive



Unstable Slag Explosion (Mythic) (Mythic)

The Blast Furnace

Hans'gar and Franzok

Hans'gar and Franzok are twin brothers raised to become masterful brawlers of the Warsong clan. Both carved paths of glory on their way to become Warlord, but destiny had other plans. The brothers, each unwilling to slay the other to claim leadership, were banished from the Warsong and left for dead. They survived, alone in the savage wilds of Draenor, and when the Iron Horde called, these powerful warriors found a new home among the massive war machine.

Overview : The battle against Hans'gar and Franzok takes place amidst an operational Blackrock assembly line.

At fixed health thresholds, one of the twin orcs jumps out of the fight space to activate the factory machinery, enabling the conveyor belts that bear plates of molten Blackrock ore, or massive presses that stamp down from overhead.

Damage Dealers :

Franzok's Disrupting Roar interrupts casting, and the distance it travels increases as his rage goes up.

Hans'gar and Franzok share health and cannot be damaged while they're outside the fight space.



Healers :

When either Hans'gar or Franzok land they cause Aftershocks that deal raid wide damage.

Franzok's Disrupting Roar interrupts casting, and the distance it travels increases as his rage goes up.

During the phase swaps when either Hans'gar and Franzok leave the fight space they will pick up both tanks and Crippling Suplex them together for high damage.



Tanks :

During the phase swaps when either Hans'gar and Franzok leave the fight space they will pickup both tanks and Crippling Suplex them together for very high damage.

When Hans'gar and Franzok land from jumping they will inflict Shattered Vertebrae, which increases damage taken with each application in an area around them.

Hans'gar and Franzok share health and cannot be taunted while they're outside the fight space.

Environmental Threats :

The battle takes place admist an active Blackrock processing line, which poses many dangers to the unaware player.

Searing Plates



Scorching Burns



Stamping Presses



Smart Stampers (Mythic) (Mythic)

Crippling Suplex

Pumped Up :

Skullcracker - Throws additional hammers.

Disrupting Roar - Gains increased range.

Jump Slam - Gains additional jumps. As Hans'gar and Franzok take damage they become Pumped Up and inflict more damage. As Pumped Up rises it affects Hans'gar and Franzok's abilities.Skullcracker - Throws additional hammers.Disrupting Roar - Gains increased range.Jump Slam - Gains additional jumps.

Bound by Blood

Hi-Flying Elbow Drop

Shattered Vertebrae



Aftershock

Franzok

Disrupting Roar



Skullcracker

Hans'gar

Jump Slam



Shattered Vertebrae





Aftershock

Flamebender Ka'graz

Under the banner of the Iron Horde, Blackhand has enlisted Flamebender Ka'graz of the Burning Blade to imbue the Blackrock-forged armaments with the essence of flame. Along with her assistant Aknor Steelbringer, Ka'graz toils before an everburning forge in support of the Iron Horde's conquest of Draenor.

Kromog, Legend of the Mountain

Beastlord Darmac

As a young orc, Darmac quickly rose through the ranks of the Thunderlord as a gifted trainer of beasts. Where others only saw animal instincts, he recognized intellect and drew forth untapped potential from brain and muscle and bone. When the Iron Horde demanded his service, Darmac saw no greater honor than to outfit and train the most savage beasts Draenor had to offer.

Stage Three: Spiritual Successor:

Darmac is empowered by slain Prime Beasts.

Operator Thogar

The Iron Maidens

With little opportunity to exercise her tactical brilliance under the ancient social structure of the orc clans, Gar'an was thrilled to be one of the first warriors to volunteer for naval duty under the Iron Horde. Instantly successful in battle, she was named Admiral of the Iron Horde fleet and selected Marak and Sorka as her lieutenants. Together, they are called The Iron Maidens - and have crushed any who have dared face them in battle.

Blackhand

Warlord of the Blackrock Clan.

Magmolatus

Overview : Forgemaster Gog'duh hurls two greater elementals at the party in an attempt to buy time.

Once the Forgemaster is brought low on health, Magmolatus will escape from the furnace and engage the party. Magmolatus will periodically call in Molten Elementals to assist him.

Damage Dealers :

While Forgemaster Gog'duh is alive, defeat the elementals called into combat.

Interrupt Calamity's [Firestorm]

While Magmolatus is active, kill Molten Elementals to avoid being overwhelmed. While Forgemaster Gog'duh is alive, defeat the elementals called into combat.Interrupt Calamity'sto prevent heavy Fire damage.While Magmolatus is active, kill Molten Elementals to avoid being overwhelmed.



Healers :

Dispel [Dancing Flames] [Withering Flames]

If uninterrupted, [Firestorm] Dispelandquickly to prevent them from spreading.If uninterrupted,can do a lot of damage to a large area!



Tanks :

[Rough Smash] [Slag Smash]

Molten Elementals are immobile and cannot be tanked. andboth do high damage and stun players!Molten Elementals are immobile and cannot be tanked.

Stage One: Frantic Forgemaster :

Gog'duh hastily conjures two elementals in his defense, then assaults players with blasts of magma.

Gog'duh



Magma Barrage





Ruination, Servant of the Earth





Shatter Earth







Rough Smash



Calamity, Servant of the Flame



Dancing Flames : In Heroic Difficulty, Dancing Flames initially strikes two players. In Challenge Mode, Dancing Flames initially strikes two players.





Firestorm





Scorch

Stage Two: Menacing Magma:

Once Gog'duh is badly injured, the powerful elemental Magmolatus escapes and begins to wreak havoc.

Slave Watcher Crushto

Overview : Slave Watcher Crushto attacks the party with a series of physical and earthen abilities.

He will periodically call in Captured Slaves to fight for him. Some especially daring slaves might turn against him!

Damage Dealers :

Interrupt Slave Watcher Crushto when he casts [Ferocious Yell]

Kill hostile enslaved miners so they do not overwhelm your group. Interrupt Slave Watcher Crushto when he castsKill hostile enslaved miners so they do not overwhelm your group.



Healers :

Hostile Captured Miners will focus on allies who have been struck by [Crushing Leap]

Heal friendly rebelling miners to keep them in the fight. Hostile Captured Miners will focus on allies who have been struck byHeal friendly rebelling miners to keep them in the fight.



Tanks :

Interrupt Slave Watcher Crushto when he casts [Ferocious Yell]

Enemy miners will fixate on players hit by [Crushing Leap] Interrupt Slave Watcher Crushto when he castsEnemy miners will fixate on players hit by, ignoring taunt effects during this time.

Slave Watcher Crushto : Crushto ferociously attacks players, periodically calling in Captured Miners to assist him in combat.

Earth Crush



Ferocious Yell



Wild Slam



Crushing Leap



Raise the Miners

Captured Miner : Captured Miners are forced to fight for their slave master, but some will turn to your side upon noticing your faction.

Traumatic Strike

Roltall

Overview : Roltall summons a series of Fiery Boulders that roll down the narrow bridge, damaging all enemies in their path.

After the Fiery Boulders, he calls a Heat Wave to damage all players and push them down the bridge.

Finally, he throws Burning Slag that ignites the bridge for the remainder of the fight.

Fiery Boulder

Heat Wave

Burning Slag

Scorching Aura (Heroic, Challenge) (Heroic, Challenge)

Gug'rokk

Battle Pet Abilities

New

: Look adorable, becoming unattackable for 2 rounds. During this time, Puppies of the Flame attack the opponent, dealing 5 Elemental damage each round.

Look adorable, becoming unattackable for 2 rounds. During this time, Puppies of the Flame attack the opponent, dealing 5 Elemental damage each round. : 100% Hit Chance



Deals 5 Elemental damage to the enemy pet twice each round.

100% Hit Chance Deals 5 Elemental damage to the enemy pet twice each round. : 100% Hit Chance



Deals 10 Elemental damage and forces the opponent's lowest health pet to swap into battle.

100% Hit Chance Deals 10 Elemental damage and forces the opponent's lowest health pet to swap into battle. : 100% Hit Chance



Barks with incredible power, dealing 35 Beast damage.



This attack cannot reduce the opponent's health below 1.

100% Hit Chance Barks with incredible power, dealing 35 Beast damage. This attack cannot reduce the opponent's health below 1. : Cannot be targeted.

Cannot be targeted. : 100% Hit Chance



Deals 15 Beast damage and reduces the target's next attack by 25%. Lasts 1 rounds.

100% Hit Chance Deals 15 Beast damage and reduces the target's next attack by 25%. Lasts 1 rounds. : 100% Hit Chance



Builds up power during the first round.



The next round the user charges the enemy with unstoppable force, dealing 50 Beast damage.

Changes

Classes

Anti-Magic Zone: Places a large, stationary Anti-Magic Zonean Anti-Magic Zone for 3 sec that reduces spell damage done totaken by party or raid members inside it by 20%. The Anti-Magic Zone lasts for 3 sec.by 20%.

Places a large, stationary Anti-Magic Zonean Anti-Magic Zone for 3 sec that reduces spell damage done totaken by party or raid members inside it by 20%. The Anti-Magic Zone lasts for 3 sec.by 20%. : Each Death Coil, Frost Strike, or Rune Strike generatesand Rune Strike generate 2 Blood Charges, up to a maximum of 12 charges. Blood Tap consumes 5 Blood Charges to activate a random fully-depleted rune as a Death Rune.

Each Death Coil, Frost Strike, or Rune Strike generatesand Rune Strike generate 2 Blood Charges, up to a maximum of 12 charges. Blood Tap consumes 5 Blood Charges to activate a random fully-depleted rune as a Death Rune. : Victims of your Frost Fever disease are Chilled, reducing movement speed by 50% for 10 sec, and victims of your Chains of Ice immobilizes targetsare immobilized for 3 sec.

Victims of your Frost Fever disease are Chilled, reducing movement speed by 50% for 10 sec, and victims of your Chains of Ice immobilizes targetsare immobilized for 3 sec. Conversion: Continuously Converts Runic Power to health, restoring 2% of maximum health every 1 sec. Only base Runic Power generation from spending runes may occur while Conversion is active. This effectper 1 sec. Lasts until canceled or Runic Power is exhausted.

Continuously Converts Runic Power to health, restoring 2% of maximum health every 1 sec. Only base Runic Power generation from spending runes may occur while Conversion is active. This effectper 1 sec. Lasts until canceled or Runic Power is exhausted. Death Pact: Heals the Death Knight for 50% health, and causes Death Pact, absorbingof max health, and absorbs incoming healing equal to 50% of the amount healed lasting 15 sec.for 15 sec.

Heals the Death Knight for 50% health, and causes Death Pact, absorbingof max health, and absorbs incoming healing equal to 50% of the amount healed lasting 15 sec.for 15 sec. Death Siphon: DealDeals (60.2064% of Attack power) Shadowfrost damage to an enemy, healing the Death Knight for 335% of damage dealt.

DealDeals (60.2064% of Attack power) Shadowfrost damage to an enemy, healing the Death Knight for 335% of damage dealt. Lichborne: Draw upon unholy energy to increase your Leech by 10%, and make you immune to Charm, Fear, and Sleep effects. Lastsfor 10 sec.

Draw upon unholy energy to increase your Leech by 10%, and make you immune to Charm, Fear, and Sleep effects. Lastsfor 10 sec. Plague Leech: Draw forth the infection from an enemy, consumingConsumes your Blood Plague and Frost Fever diseases on the target to activate two random fully-depleted runes as Death Runes.

Draw forth the infection from an enemy, consumingConsumes your Blood Plague and Frost Fever diseases on the target to activate two random fully-depleted runes as Death Runes. : Your Death Coil and Frost Strike abilities also infect your target, adding 4 sec to the existing duration of Frost Fever and Blood Plague, and adding an additional stack to existing Necrotic Plague infections.Necrotic Plague.

Your Death Coil and Frost Strike abilities also infect your target, adding 4 sec to the existing duration of Frost Fever and Blood Plague, and adding an additional stack to existing Necrotic Plague infections.Necrotic Plague. Purgatory: An unholy pact grants you the ability to fight on through damage that would kill mere mortals. When you wouldthat prevents death when you sustain fatal damage, you instead are wrapped in a Shroud of Purgatoryinstead absorbing incoming healing equal to the amount of damage prevented, lasting 3 sec.If any healing absorption remains when Shroud of Purgatory expires, you die. Otherwise, you survivethis effect expires, you will die. This effect may only occur every 3 min.

An unholy pact grants you the ability to fight on through damage that would kill mere mortals. When you wouldthat prevents death when you sustain fatal damage, you instead are wrapped in a Shroud of Purgatoryinstead absorbing incoming healing equal to the amount of damage prevented, lasting 3 sec.If any healing absorption remains when Shroud of Purgatory expires, you die. Otherwise, you survivethis effect expires, you will die. This effect may only occur every 3 min. Runic Corruption: When you land a damagingHitting with Death Coil, Frost Strike, or Rune Strike you havehas a 45% chance to activate Runic Corruption, increasingincrease your rune regeneration rate by 100% for 3 sec.

When you land a damagingHitting with Death Coil, Frost Strike, or Rune Strike you havehas a 45% chance to activate Runic Corruption, increasingincrease your rune regeneration rate by 100% for 3 sec. Runic Empowerment: When you land a damagingHitting with Death Coil, Frost Strike, or Rune Strike you havehas a 45% chance to activate a random fully-depleted rune.

When you land a damagingHitting with Death Coil, Frost Strike, or Rune Strike you havehas a 45% chance to activate a random fully-depleted rune. Unholy Blight: Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards, every 1 sec, infecting them with Blood Plague and Frost Fever.Blood PlagueA disease that deals Shadow damage every 3 sec for 30 sec. Frost FeverA disease that deals Frost damage every 3 sec for 30 sec.

: You gain 5% more of the Multistrike stat from all sources and your autoattack multistrikes have a chance towith a two-handed weapon generate 15 Runic Power.

: Rune of the Fallen Crusader heals for an additional 7%3%.

Ascension: Increases your maximum Chi by 1, your maximum manaenergy regeneration by 10%, and your energy regen by 10%. maximum mana by 10%.

Increases your maximum Chi by 1, your maximum manaenergy regeneration by 10%, and your energy regen by 10%. maximum mana by 10%. Celerity: Allows you toReduces the cooldown of Roll and Chi Torpedo more oftenby 5 sec and increases their maximum number of charges by 1.and reduces their cooldown by 5 sec.

Allows you toReduces the cooldown of Roll and Chi Torpedo more oftenby 5 sec and increases their maximum number of charges by 1.and reduces their cooldown by 5 sec. : A mighty Ox effigy rushes forward 30 yards, in front of you, stunning all enemies withinin its path for 3 sec.

A mighty Ox effigy rushes forward 30 yards, in front of you, stunning all enemies withinin its path for 3 sec. Chi Burst: You summonHurls a torrent of Chi energy and hurl it forward, up to 40 yds forward, dealing (1 + 1 * Attack power * 2.036) Nature damage to all enemies, and (0 + 1 * Attack power * 1.00) healing to the Monk and all allies in its path.Chi Burst will always heal the Monk.While casting Chi Burst, you continue to dodge, parry, and auto-attack.

You summonHurls a torrent of Chi energy and hurl it forward, up to 40 yds forward, dealing (1 + 1 * Attack power * 2.036) Nature damage to all enemies, and (0 + 1 * Attack power * 1.00) healing to the Monk and all allies in its path.Chi Burst will always heal the Monk.While casting Chi Burst, you continue to dodge, parry, and auto-attack. Chi Torpedo: Torpedo a distance in front of youforward, dealing (65.604% of Attack power) Nature damage to all enemies and 0 healing to all allies in your path.Chi Torpedo replacespath.Replaces Roll, and travels farther.than Roll.

Torpedo a distance in front of youforward, dealing (65.604% of Attack power) Nature damage to all enemies and 0 healing to all allies in your path.Chi Torpedo replacespath.Replaces Roll, and travels farther.than Roll. Chi Wave: You cause A wave of Chi energy to flow through friend and foeflows through friends and foes, dealing (1 + 1 * Attack power * 0.757) Nature damage or (0 + 1 * Attack power * 0.757) healing. Bounces up to 7 times to the nearest targets within 25 yards.When bouncing to allies, Chi Wave will prefer those injured over full health.yards.

You cause A wave of Chi energy to flow through friend and foeflows through friends and foes, dealing (1 + 1 * Attack power * 0.757) Nature damage or (0 + 1 * Attack power * 0.757) healing. Bounces up to 7 times to the nearest targets within 25 yards.When bouncing to allies, Chi Wave will prefer those injured over full health.yards. Dampen Harm: You dampen the damage from the most harmful attacks done to youReduces damage by 50% from the next 3 attacks within 45 sec that deal damage equal tothat damage you for 15% or more of your total health are reduced by half.Dampen Harm can be cast while stunned.maximum health. Castable while stunned.

You dampen the damage from the most harmful attacks done to youReduces damage by 50% from the next 3 attacks within 45 sec that deal damage equal tothat damage you for 15% or more of your total health are reduced by half.Dampen Harm can be cast while stunned.maximum health. Castable while stunned. Diffuse Magic: Reduces all spellmagic damage taken by 90% and clears all magical effects on you, reversing themfor 6 sec and transfers all harmful magical effects back to their original caster if within 40 yards if possible. Lasts for 6 sec.possible.

Reduces all spellmagic damage taken by 90% and clears all magical effects on you, reversing themfor 6 sec and transfers all harmful magical effects back to their original caster if within 40 yards if possible. Lasts for 6 sec.possible. Healing Elixir: Every 18 sec, you gain Healing Elixirs.Healing Elixirs Heals you for 15% of your total health the next timemaximum health when a damaging attack brings you below 35% of your maximum health, orhealth, or when you drink a Brew or Tea while injured. This effect can only happen once every 18 sec.

Every 18 sec, you gain Healing Elixirs.Healing Elixirs Heals you for 15% of your total health the next timemaximum health when a damaging attack brings you below 35% of your maximum health, orhealth, or when you drink a Brew or Tea while injured. This effect can only happen once every 18 sec. Invoke Xuen, the White Tiger: InvokesSummon an effigy of Xuen, the White Tiger Celestial, summoning an effigy at the command of the caster. The effigy will assist you, attackingfor 45 sec under your command. Xuen attacks your primary target and also inflicting tiger lightning every 1 sec to 3 nearbystrikes 3 enemies within 10 yards dealingevery 1 sec with Tiger Lightning for (66.6% of Attack power) damage. Lasts for 45 sec.Brewmaster Xuen will also taunt the target, forcing it to attack him.Nature damage.

InvokesSummon an effigy of Xuen, the White Tiger Celestial, summoning an effigy at the command of the caster. The effigy will assist you, attackingfor 45 sec under your command. Xuen attacks your primary target and also inflicting tiger lightning every 1 sec to 3 nearbystrikes 3 enemies within 10 yards dealingevery 1 sec with Tiger Lightning for (66.6% of Attack power) damage. Lasts for 45 sec.Brewmaster Xuen will also taunt the target, forcing it to attack him.Nature damage. Leg Sweep: You knockKnocks down all enemies within 5 yards, effectively stunning them for 5 sec.

You knockKnocks down all enemies within 5 yards, effectively stunning them for 5 sec. : Every time you Roll or Chi Torpedo, your movement speed is increasedRoll and Chi Torpedo also increase movement speed by 25% for 10 sec, Stacksstacking up to 2 times.

Every time you Roll or Chi Torpedo, your movement speed is increasedRoll and Chi Torpedo also increase movement speed by 25% for 10 sec, Stacksstacking up to 2 times. Power Strikes: Every 20 sec, you gain Power Strikes, causing, your next Jab, Spinning Crane Kick, Expel Harm, or Crackling Jade Lightning to generate 1 additional Chi.If you aregenerates 1 additional Chi, or a Chi Sphere if already at maximum Chi.a Chi Sphere will be summoned near you.

Every 20 sec, you gain Power Strikes, causing, your next Jab, Spinning Crane Kick, Expel Harm, or Crackling Jade Lightning to generate 1 additional Chi.If you aregenerates 1 additional Chi, or a Chi Sphere if already at maximum Chi.a Chi Sphere will be summoned near you. Ring of Peace: Forms a sanctuaryForm a Ring of Peace around the friendly target instantlyfor 8 sec, incapacitating all enemies for 3 sec, In addition, enemies within the Ring of Peace whoand incapacitating them again each time they attack or cast harmful spells will be incapacitated for an additional 3 sec. Ring of Peace lasts for 8 sec.a harmful spell.

Forms a sanctuaryForm a Ring of Peace around the friendly target instantlyfor 8 sec, incapacitating all enemies for 3 sec, In addition, enemies within the Ring of Peace whoand incapacitating them again each time they attack or cast harmful spells will be incapacitated for an additional 3 sec. Ring of Peace lasts for 8 sec.a harmful spell. Rushing Jade Wind: You Summon a whirling tornado around you, which deals dealing * (0.880503 * (1 * 0.898882 * (Mainhand Min DPS + 1 * (Mainhand Min DPS / 2)) + (Attack power / 14) - 1)) + to 1.59 * (0.880503 * (1 * 0.898882 * (Mainhand Max DPS + 1 * (Mainhand Max DPS / 2)) + (Attack power / 14) + 1))) / damage to all nearby enemies every 0.8 sec2 * 9] damage over 6 sec to enemies within 8 yards . Generates 1 Chi if it hits at least 3 targets. Lasts 6 sec.Replacestargets.Replaces Spinning Crane Kick.

You Summon a whirling tornado around you, which deals dealing * (0.880503 * (1 * 0.898882 * (Mainhand Min DPS + 1 * (Mainhand Min DPS / 2)) + (Attack power / 14) - 1)) + to 1.59 * (0.880503 * (1 * 0.898882 * (Mainhand Max DPS + 1 * (Mainhand Max DPS / 2)) + (Attack power / 14) + 1))) / damage to all nearby enemies every 0.8 sec2 * 9] damage over 6 sec to enemies within 8 yards . Generates 1 Chi if it hits at least 3 targets. Lasts 6 sec.Replacestargets.Replaces Spinning Crane Kick. Tiger's Lust: Instantly clears the target of all immobilizing and movement impairing effects, and increases theirIncreases movement speed by 70% for 6 sec and removes all roots and snares.

Instantly clears the target of all immobilizing and movement impairing effects, and increases theirIncreases movement speed by 70% for 6 sec and removes all roots and snares. Zen Pulse: Forms a Zen Sphere above the target, healing the target for over 16 sec and dealing $healingperiodic=]$damagedetonate8]$damagedetonate=$healingdetonate= Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time.If the target ofyards.After 16 sec, the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonatedetonates, dealing Nature damage and healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.

: Haste effects lower the global cooldown of your spells and abilities.abilities.Your attack power now equals exactly 100% of your spell power.

Haste effects lower the global cooldown of your spells and abilities.abilities.Your attack power now equals exactly 100% of your spell power. : Sets your attack power equal to exactly 100% of your spell power, causes you to use Mana instead of Energy, and Improves the functionality of Surging Mist, Blackout Kick, and Crackling Jade Lightning.While in this stance, you will gain Eminence.Eminence35% of all damage you deal will be converted into healing on an injured ally within 20 yards.

Sets your attack power equal to exactly 100% of your spell power, causes you to use Mana instead of Energy, and Improves the functionality of Surging Mist, Blackout Kick, and Crackling Jade Lightning.While in this stance, you will gain Eminence.Eminence35% of all damage you deal will be converted into healing on an injured ally within 20 yards. : Causes you to use Mana instead of Energy, increasesIincreases healing done by 20%, and improves the functionality of Crackling Jade Lightning and Spinning Crane Kick.

Causes you to use Mana instead of Energy, increasesIincreases healing done by 20%, and improves the functionality of Crackling Jade Lightning and Spinning Crane Kick. Teachings of the Monastery: Causes your Spinning Crane Kick to heal nearby injured allies for (049.375% of Spell power) every 0.8 sec for 2.25 sec. Healing yourself does not count for Chi generation from Spinning Crane Kick.

Cenarion Ward: Protects a friendly target causingfor 30 sec. Any damage taken towill consume the ward and heal the target for (293.3%879.9% of Spell power) every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30 sec.over 6 sec.

Protects a friendly target causingfor 30 sec. Any damage taken towill consume the ward and heal the target for (293.3%879.9% of Spell power) every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30 sec.over 6 sec. Ursol's Vortex: Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%.The50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center.Lasts 10 seccenter. Useable in all shapeshift forms.

Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%.The50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center.Lasts 10 seccenter. Useable in all shapeshift forms. Ysera's Gift: Every 5 sec, Heals you for 4% of your maximum health every 5 sec. If you are at full health, then a random injured nearbya random nearby injured ally will be healed instead.

: Increases healing from Healing Touch by 20%. Each time you activate Eclipsereach maximum Lunar or Solar Power, your next Healing Touch is instant and will cause your next Starsurge not to trigger its cooldown.

Increases healing from Healing Touch by 20%. Each time you activate Eclipsereach maximum Lunar or Solar Power, your next Healing Touch is instant and will cause your next Starsurge not to trigger its cooldown. Heart of the Wild: When activated, dramatically improves the Druid's ability to tank, deal melee damage, and heal.While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced.While in Cat Form, Agility, Hit Chance, and Expertise increased.Healing increased and mana cost of all healing spells reduced by 100%.heal.

Dream of Cenarius: Increases healing from Healing Touch and Rejuvenation by 20%.Your20%. Your Healing Touch and Rejuvenation also heal you as well, when youwhen used to heal someone else.

Increases healing from Healing Touch and Rejuvenation by 20%.Your20%. Your Healing Touch and Rejuvenation also heal you as well, when youwhen used to heal someone else. Heart of the Wild: When activated, dramatically improves the Druid's ability to tank, cast spells, and heal for 45 sec.While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced.Spell damage and healing increased, and mana cost of all spells reduced by 100%.sec.

Dream of Cenarius: Increases healing from Healing Touch by 20%, increases the critical strike chance of Mangle by 10%, and your Mangle critical strikes have a 40% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, and to benefit from Attack Power instead of Spell Power.

Increases healing from Healing Touch by 20%, increases the critical strike chance of Mangle by 10%, and your Mangle critical strikes have a 40% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, and to benefit from Attack Power instead of Spell Power. Heart of the Wild: When activated, dramatically improves the Druid's ability to deal melee damage, cast spells, and heal.While in Cat Form, Agility increased.Spell damage and Healing increased and mana cost of all healing spells reduced by 100%. Allows Rejuvenation to be cast while shapeshifted.heal.

Heart of the Wild: When activated, increases all healing done by 25% and dramatically improves the Druid's ability to tank, deal melee damage, and cast spells.While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced.While in Cat Form, Agility increased.Spell Damage increased. Mana cost of all damage spells reduced by 100%.spells.

When activated, increases all healing done by 25% and dramatically improves the Druid's ability to tank, deal melee damage, and cast spells.While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced.While in Cat Form, Agility increased.Spell Damage increased. Mana cost of all damage spells reduced by 100%.spells. Incarnation: Tree of Life: Shapeshift into the Tree of Life, increasing healing done by 15%, increasing your armor by 120%, and gaining protection from Polymorph effects. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 30 sec.Yougranting immunity to Polymorph. Functionality of Lifebloom, Wild Growth, Regrowth, and Entangling Roots is enhanced.You may freely shapeshift in and out of this form for its duration.Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots30 sec, at which point the shapeshift expires.

Shapeshift into the Tree of Life, increasing healing done by 15%, increasing your armor by 120%, and gaining protection from Polymorph effects. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 30 sec.Yougranting immunity to Polymorph. Functionality of Lifebloom, Wild Growth, Regrowth, and Entangling Roots is enhanced.You may freely shapeshift in and out of this form for its duration.Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots30 sec, at which point the shapeshift expires. Soul of the Forest: You gainCasting Swiftmend grants 50% haste for your next spell when you cast Swiftmend.spellcast.

: Faeries surround the target, preventing it from stealthing or turning invisible.Dealsstealth and invisibility. Deals (32.5008% of Attack power) damage when cast from Bear Form.

: Faeries surround the target, preventing it from stealthing or turning invisible.Dealsstealth and invisibility. Deals (32.5008% of Attack power) damage when cast from Bear Form.

: Your stag form can now be used as a mount by party members. Travel Form will no longer ever activate flight, and Flight Form is learned as a separate ability.

Flight Form: New name : Flight FormGrants an alternate version of stag form which other players can ride as a mount.Shapeshift into flight form, increasing movement speed by 150% and allowing you to fly. Cannot use in combat. The act of shapeshifting frees the caster of movement impairing effects.

Barrage: Rapidly firefires a spray of shots forward for 3 sec, dealing a total of 480% weapon damage to the enemy target and an average of 240% weapon damage to each other enemy target in front of you.Useableyou. Useable while moving.

Rapidly firefires a spray of shots forward for 3 sec, dealing a total of 480% weapon damage to the enemy target and an average of 240% weapon damage to each other enemy target in front of you.Useableyou. Useable while moving. Binding Shot: You fireFires a magical projectile, tethering the enemy and any other enemies within 5 yards of the landing arrow for 10 sec.If targets movefor 10 sec, stunning them for 5 sec if they move more than 5 yards from the arrow.they are stunned for 5 sec (3 sec PvP) and will be immune to the effects of Binding Shot for 10 sec.

You fireFires a magical projectile, tethering the enemy and any other enemies within 5 yards of the landing arrow for 10 sec.If targets movefor 10 sec, stunning them for 5 sec if they move more than 5 yards from the arrow.they are stunned for 5 sec (3 sec PvP) and will be immune to the effects of Binding Shot for 10 sec. Exhilaration: Instantly heals you for 22% and your pet for 100% of totalmax health.

Instantly heals you for 22% and your pet for 100% of totalmax health. Narrow Escape: When you Disengage, you also activateDisengage also activates a web trap which encasesimmobilizes all targets within 8 yards in sticky webs, preventing movement for 8 sec.

When you Disengage, you also activateDisengage also activates a web trap which encasesimmobilizes all targets within 8 yards in sticky webs, preventing movement for 8 sec. Posthaste: Your DisengageDisengage also frees you from all movement impairing effects and increases your movement speed by 60% for 8 sec.

Your DisengageDisengage also frees you from all movement impairing effects and increases your movement speed by 60% for 8 sec. : You wind up A powerful shot which deals 450% weapon damage to the target and 225% weapon damage to all enemies in between you and the target.Enemies hit by Powershot are also knocked back.target. All enemies hit are knocked back.

You wind up A powerful shot which deals 450% weapon damage to the target and 225% weapon damage to all enemies in between you and the target.Enemies hit by Powershot are also knocked back.target. All enemies hit are knocked back. Stampede: Summons all of your pets to fight your current target for 20 sec. Your pets dealWhile in an Arena or Battleground, these pets deal only 25% of their normal damage.in Arenas and Battlegrounds while summoned this way.

Summons all of your pets to fight your current target for 20 sec. Your pets dealWhile in an Arena or Battleground, these pets deal only 25% of their normal damage.in Arenas and Battlegrounds while summoned this way. Wyvern Sting: A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect.Only one Sting per Hunter can be active on the target at a time.

Adaptation: New name : AdaptationIncreases the effect of your pet's Combat Experience to 70% increased damage. Your pet now gains the following abilities, regardless of its active spec:Spiked CollarRoar of SacrificeCorneredBoar's SpeedLast StandBlood of the RhinoGreat Stamina

Beast Cleave: After you Multi-Shot, your pet's melee attacks and their multistrikes also strike all other nearby enemy targets for 75% as much for the next 4 sec.

Serpent Sting: Targets hit by your Multi-Shot and Arcane Shot are also afflicted by Serpent Sting, dealing (125.6% of Attack power) Nature damage over 15 sec. Serpent Sting grants you 3 Focus each time it deals damage. You can gain Focus this way only once every 3 sec.

Frost Nova: Blasts enemies within 12 yds of the caster for (14.925% of Spell power) Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.

Alter Time: AlterAlters the fabric of time, causing the caster to return to theirreturning you to your current location and health when cast a second time, or after 15 sec. Effect negated if the caster dies within the 15 sec before the effect occurs or moves too far away.by long distance or death.

AlterAlters the fabric of time, causing the caster to return to theirreturning you to your current location and health when cast a second time, or after 15 sec. Effect negated if the caster dies within the 15 sec before the effect occurs or moves too far away.by long distance or death. Blazing Speed: Suppresses movement slowing effects and increases your movement speed by 150% for 1.50 sec. This spell may be cast while a cast timeCastable while another spell is in progress and is not on the global cooldown.unaffected by global cooldown.

Suppresses movement slowing effects and increases your movement speed by 150% for 1.50 sec. This spell may be cast while a cast timeCastable while another spell is in progress and is not on the global cooldown.unaffected by global cooldown. Cauterize: An attack which would otherwise kill youFatal damage will instead bring you to 35% of your maximum health, and you will burnhealth and then burn you for 28% of your maximum health over the next 6 sec.Cauterizemax health over 6 sec. This effect cannot occur more than once every 2 min.

An attack which would otherwise kill youFatal damage will instead bring you to 35% of your maximum health, and you will burnhealth and then burn you for 28% of your maximum health over the next 6 sec.Cauterizemax health over 6 sec. This effect cannot occur more than once every 2 min. : When activated, this spell finishesImmediately resets the cooldown of your Ice Block, Specialization 1Presence of Mind, Specialization 2Dragon's Breath, Specialization 3Cone of Cold, and Frost Nova spells, and heals you for 22% of your maximum health.This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.health. Usable during most loss of control effects, and unaffected by global cooldown.

When activated, this spell finishesImmediately resets the cooldown of your Ice Block, Specialization 1Presence of Mind, Specialization 2Dragon's Breath, Specialization 3Cone of Cold, and Frost Nova spells, and heals you for 22% of your maximum health.This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.health. Usable during most loss of control effects, and unaffected by global cooldown. Evanesce: Fade into the nether, avoiding all attacks against you for 3 sec. This spell may be cast while a cast timeCastable while another spell is in progress and is not on theunaffected by global cooldown.Replaces Ice Block.

Fade into the nether, avoiding all attacks against you for 3 sec. This spell may be cast while a cast timeCastable while another spell is in progress and is not on theunaffected by global cooldown.Replaces Ice Block. : Protects you with fiery energy, absorbing up to ($SPFI * 22 / 100) damage from each attack against you.up to a maximum of 30% of the attack).

Protects you with fiery energy, absorbing up to ($SPFI * 22 / 100) damage from each attack against you.up to a maximum of 30% of the attack). : Silences and freezes the target in place for 8 sec. Lasts half as long versus Player targets. Damage caused may interrupt the effect.

Silences and freezes the target in place for 8 sec. Lasts half as long versus Player targets. Damage caused may interrupt the effect. Greater Invisibility: Instantly makes the caster invisible, reducingyou invisible and untargetable for 20 sec, removing all threat and removing two damage over time effects. While invisible, you are untargetable by enemies. Lasts 20 sec. Invisibility is cancelled if you perform any actions.Damage taken is reduced by 90%Any action taken cancels this effect. You take 90% reduced damage while invisible and for 3 sec after coming out of invisibility.Replaces Invisibility.the effect expires.Replaces Invisibility.

Instantly makes the caster invisible, reducingyou invisible and untargetable for 20 sec, removing all threat and removing two damage over time effects. While invisible, you are untargetable by enemies. Lasts 20 sec. Invisibility is cancelled if you perform any actions.Damage taken is reduced by 90%Any action taken cancels this effect. You take 90% reduced damage while invisible and for 3 sec after coming out of invisibility.Replaces Invisibility.the effect expires.Replaces Invisibility. Ice Barrier: Instantly shields you for 1 min, absorbing (0 + $SPFR * 4.95) damage. Lasts 1 min. While the shield holds, spellcasting will not be delayedinterrupted by damage.

Instantly shields you for 1 min, absorbing (0 + $SPFR * 4.95) damage. Lasts 1 min. While the shield holds, spellcasting will not be delayedinterrupted by damage. Ice Floes: Allows you to move while casting and channeling the next Mage spell that has a base cast or channel time less than 4 sec. This spell mayYour next spell can be cast while a cast timemoving. Castable while another spell is in progress and is not on the global cooldown, and accumulates up to 3 charges. Lasts 15 sec.unaffected by global cooldown. Max 3 charges.

Allows you to move while casting and channeling the next Mage spell that has a base cast or channel time less than 4 sec. This spell mayYour next spell can be cast while a cast timemoving. Castable while another spell is in progress and is not on the global cooldown, and accumulates up to 3 charges. Lasts 15 sec.unaffected by global cooldown. Max 3 charges. : Places an Ice Ward onProtects a friendly target When an enemy strikes the targetfor 30 sec. Any melee attack will consume the ward and freeze all enemies within 10 yds will become frozen in place for 5 sec.1 charge. Lasts 30 sec.

Places an Ice Ward onProtects a friendly target When an enemy strikes the targetfor 30 sec. Any melee attack will consume the ward and freeze all enemies within 10 yds will become frozen in place for 5 sec.1 charge. Lasts 30 sec. Incanter's Flow: Magical energy flows through you increasing all spell damage done by 5% per stack. while in combat, the magical energy builds up to 5 stacks over 5 sec and then diminishes down to 1 stack over 5 sec. This cycle repeatsbuilding up to 25% increased damage and then diminishing down to 5% increased damage, cycling every 10 sec.

Magical energy flows through you increasing all spell damage done by 5% per stack. while in combat, the magical energy builds up to 5 stacks over 5 sec and then diminishes down to 1 stack over 5 sec. This cycle repeatsbuilding up to 25% increased damage and then diminishing down to 5% increased damage, cycling every 10 sec. Ring of Frost: Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring will become frozen for 10 sec. Lasts 10 sec. 10 yd radius. Limit 10 targets.

Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring will become frozen for 10 sec. Lasts 10 sec. 10 yd radius. Limit 10 targets. Rune of Power: Places a Rune of Power on the ground which lasts for 3 min While standingwhich increases your spell damage by 15% while you stand within 8 yds. of your own Rune of Power, your spell damage is increased by 15%. OnlyYou may place up to 2 Runes of Power can be placed at one time.

Places a Rune of Power on the ground which lasts for 3 min While standingwhich increases your spell damage by 15% while you stand within 8 yds. of your own Rune of Power, your spell damage is increased by 15%. OnlyYou may place up to 2 Runes of Power can be placed at one time. Unstable Magic: Arcane Blast, Fireball, and Frostbolt have a 30% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.

Nether Tempest: Places a Nether Tempest on the target which deals (37.2% of Spell power) Arcane damage over 12 sec Limit 1.Each time Nether Tempest deals damage, it also triggers a wave of arcane energy that deals an additionalto the target and Arcane damage12] to all enemies within 10 yards.Nether Tempest's damage isyards. Limit 1 target. Damage increased by 50% per Arcane Charge when cast.at cast time.

Places a Nether Tempest on the target which deals (37.2% of Spell power) Arcane damage over 12 sec Limit 1.Each time Nether Tempest deals damage, it also triggers a wave of arcane energy that deals an additionalto the target and Arcane damage12] to all enemies within 10 yards.Nether Tempest's damage isyards. Limit 1 target. Damage increased by 50% per Arcane Charge when cast.at cast time. Supernova: CauseCauses a pulse of arcane energy around the target enemy or ally, dealing (112.5% of Spell power) Arcane damage to all enemies within 8 yards, and knocking them up. If the primary target is an enemy, theyA primary enemy target will take 100% increased damage.Replaces Frost Nova. Max 2 charges.damage. Max 2 chargesReplaces Frost Nova.

Blast Wave: Cause an explosion of fiery forceCauses an explosion around the target enemy or ally, dealing (112.5% of Spell power) Fire damage to all enemies within 8 yards, and dazing them, reducing theirreducing movement speed by 70% for 4 sec. If the primary target is an enemy, theyA primary enemy target will take 100% increased damage.Replaces Frost Nova. Max 2 charges.damage. Max 2 charges.Replaces Frost Nova.

: Places a Frost Bomb on the target for 12 sec Limit 1.Your Ice Lances that hit the target while frozen cause the Frost Bomb to releasetriggered by each Ice Lance while the target is frozen. The bomb releases a wave of freezing ice that dealsdealing (258.51% of Spell power) Frost damage to the target and (129.375% of Spell power) Frost damage to all other enemies within 10 yards. Limit 1 target.

Places a Frost Bomb on the target for 12 sec Limit 1.Your Ice Lances that hit the target while frozen cause the Frost Bomb to releasetriggered by each Ice Lance while the target is frozen. The bomb releases a wave of freezing ice that dealsdealing (258.51% of Spell power) Frost damage to the target and (129.375% of Spell power) Frost damage to all other enemies within 10 yards. Limit 1 target. Ice Nova: CauseCauses a whirl of icy wind around the target enemy or ally, dealing (97.5%112.5% of Spell power) Frost damage to all enemies within 8 yards, and freezing them for 2 sec. If the primary target is an enemy, theyA primary enemy target will take 100% increased damage.Replaces Frost Nova. Max 2 charges.damage. Max 2 charges.Replaces Frost Nova.

: Stuns the target for 5 sec. Only usable on Frozen targets. This effect will break if the target takes any damage.Damage caused may interrupt the effect.

: Consumes up to 3 Holy Power to heal a friendly target for 88.1969%up to (264.591% of Spell power). per charge of Holy Power.

Consumes up to 3 Holy Power to heal a friendly target for 88.1969%up to (264.591% of Spell power). per charge of Holy Power. Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for 88.1969%up to (264.591% of Spell power). per charge of Holy Power.

Consumes up to 3 Holy Power to heal a friendly target for 88.1969%up to (264.591% of Spell power). per charge of Holy Power. : Consumes up to 3 Holy Power to heal a friendly target for (88.1969%264.591% of Spell power) per charge of Holy Power.

: Places a Hand on the party or raid member, temporarily removing all their threat for 10 sec. Players may only have one Hand on them per Paladin at any one time.

: You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice and Hand of Salvation twice each before incurring their cooldowns.Your Hand abilities all now have 2 charges.

You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice and Hand of Salvation twice each before incurring their cooldowns.Your Hand abilities all now have 2 charges. : Your Word of Glory abilitiesWord of Glory have a 25% chance to cause the Divine Purpose effect. Divine PurposeYouryour next Word of Glory ability willor Light of Dawn to consume no Holy Power and willbut cast as if 3 Holy Power were consumed. Lasts 8 sec.were consumed.

Your Word of Glory abilitiesWord of Glory have a 25% chance to cause the Divine Purpose effect. Divine PurposeYouryour next Word of Glory ability willor Light of Dawn to consume no Holy Power and willbut cast as if 3 Holy Power were consumed. Lasts 8 sec.were consumed. : Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for (88.1969%heal an ally for up to (264.591% of Spell power) and an additional (16.0285% of Spell power) every 2 sec for 10 sec. Initial healing amount and heal over time duration increased per charge of Holy Power. The heal over time isup to 30 sec. Healing over time increased by 50% if used on the Paladin.Replaceswhen cast on self.Replaces Word of Glory.

Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for (88.1969%heal an ally for up to (264.591% of Spell power) and an additional (16.0285% of Spell power) every 2 sec for 10 sec. Initial healing amount and heal over time duration increased per charge of Holy Power. The heal over time isup to 30 sec. Healing over time increased by 50% if used on the Paladin.Replaceswhen cast on self.Replaces Word of Glory. : A hammer slowly falls from the sky, causing (Spell power * 9142 / 1000 + 26.72716306 * 0) Holy damage over 10 sec. This damage is dealt slowly at first andDamage increases over time, culminating in a final burst. of damage. Dispelling the effect triggers the final burst.Stay of ExecutionIf used on friendly targetsExecutionOn a friendly target, the falling hammer heals the target for (Spell power * 6742 / 1000 + 26.72716306 * 0) healing over 10 sec. This healing is dealt slowly at first andHealing increases over time, culminating in a final burst. of healing. Dispelling the effect triggers the final burst.

A hammer slowly falls from the sky, causing (Spell power * 9142 / 1000 + 26.72716306 * 0) Holy damage over 10 sec. This damage is dealt slowly at first andDamage increases over time, culminating in a final burst. of damage. Dispelling the effect triggers the final burst.Stay of ExecutionIf used on friendly targetsExecutionOn a friendly target, the falling hammer heals the target for (Spell power * 6742 / 1000 + 26.72716306 * 0) healing over 10 sec. This healing is dealt slowly at first andHealing increases over time, culminating in a final burst. of healing. Dispelling the effect triggers the final burst. : Places a Hand on the friendly target, reducing damage taken by 10% and damage from damage over time effectsover time by an additional 80% (less for some creature attacks for 6 sec. Players may only have one Hand on them per Paladin at any one time.

Places a Hand on the friendly target, reducing damage taken by 10% and damage from damage over time effectsover time by an additional 80% (less for some creature attacks for 6 sec. Players may only have one Hand on them per Paladin at any one time. Holy Prism: Sends A beam of light toward a target, turning them into a prism for Holy energy.If an enemy is the prism, they taketurns the target into a Holy Prism.An enemy target takes (165% of Spell power) Holy damage and radiateradiates (120.585% of Spell power) healing to 5 nearby allies within 15 yards.If an ally is the prism, they areyards.A friendly target is healed for (178.928% of Spell power) and radiateradiates (235% of Spell power) Holy damage to 5 nearby enemies within 15 yards.

Sends A beam of light toward a target, turning them into a prism for Holy energy.If an enemy is the prism, they taketurns the target into a Holy Prism.An enemy target takes (165% of Spell power) Holy damage and radiateradiates (120.585% of Spell power) healing to 5 nearby allies within 15 yards.If an ally is the prism, they areyards.A friendly target is healed for (178.928% of Spell power) and radiateradiates (235% of Spell power) Holy damage to 5 nearby enemies within 15 yards. Light's Hammer: HurlHurls a Light-infused hammer into the ground, where it will blastblasts a 10 yard area with Arcing Lightradius every 2 sec for (15.50 sec - 1.5) sec.Arcing LightDealssec. Each blast deals (51.678% of Spell power) Holy damage to enemies, and reduces theirreduces enemy movement speed by 50% for 2 sec, and heals allies for (40.2432% of Spell power).every 2 sec.

HurlHurls a Light-infused hammer into the ground, where it will blastblasts a 10 yard area with Arcing Lightradius every 2 sec for (15.50 sec - 1.5) sec.Arcing LightDealssec. Each blast deals (51.678% of Spell power) Holy damage to enemies, and reduces theirreduces enemy movement speed by 50% for 2 sec, and heals allies for (40.2432% of Spell power).every 2 sec. : A successful Judgment increasesSuccessful Judgments increase your movement speed by 45% for 3 sec.

A successful Judgment increasesSuccessful Judgments increase your movement speed by 45% for 3 sec. Pursuit of Justice: You gain 15% movement speed at all timesIncreases your movement speed by 15%, plus an additional 5% movement speed for each currentfor each charge of Holy Power up to 3.

You gain 15% movement speed at all timesIncreases your movement speed by 15%, plus an additional 5% movement speed for each currentfor each charge of Holy Power up to 3. Repentance: PutsMeditation incapacitates the enemy target in a state of meditation, incapacitating them for up tofor 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids, and Undead.

PutsMeditation incapacitates the enemy target in a state of meditation, incapacitating them for up tofor 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids, and Undead. : Protects the target with a shield of Holy Light for 30 sec, The shield absorbsabsorbing up to (0 + 1.229 * Spell power) damage every 6 sec.Can be active only on one targetsec. Only one target can be affected at a time.

Protects the target with a shield of Holy Light for 30 sec, The shield absorbsabsorbing up to (0 + 1.229 * Spell power) damage every 6 sec.Can be active only on one targetsec. Only one target can be affected at a time. Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.HolyReduces the cooldown of Holy Shocklasts.$?s20473 by 50% and increases theits critical strike chance of Holy Shock by 20%.ProtectionReduces theby 20%.]$?s31935 cooldown of Judgment by 50%, and causes Judgmentit to generate one additional Holy Power. Avenging Wrath also increases healing received by 20%.RetributionReduces the cooldown of Hammer of Wrath by 50%.20%.]

Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.HolyReduces the cooldown of Holy Shocklasts.$?s20473 by 50% and increases theits critical strike chance of Holy Shock by 20%.ProtectionReduces theby 20%.]$?s31935 cooldown of Judgment by 50%, and causes Judgmentit to generate one additional Holy Power. Avenging Wrath also increases healing received by 20%.RetributionReduces the cooldown of Hammer of Wrath by 50%.20%.] Selfless Healer: Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35%, per stack and improves its effectiveness by 20% per stack when used to heal othersand increase its effect on others by 20%. Stacks up to 3 times.

: Casting Holy Radiance causes your next Holy Shock to also heal each allyup to 6 allies within 10 yards of the target for 15% of the original healing done. Can accumulate up to 2 charges.

Casting Holy Radiance causes your next Holy Shock to also heal each allyup to 6 allies within 10 yards of the target for 15% of the original healing done. Can accumulate up to 2 charges. : Casts down the enemy with a bolt of Holy Light, causing (91.5% of Spell power) Holy damage and preventing the target from causing critical effects for the next 4 sec.

Casts down the enemy with a bolt of Holy Light, causing (91.5% of Spell power) Holy damage and preventing the target from causing critical effects for the next 4 sec. Light of Dawn: Consumes up to 3 Holy Power to unleash a wave of healing energy, healing 6 injured targets in your party or raidallies within 30 yards for up to .

Power Word: Shield: Shield a friendly target, absorbing damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.

Shield a friendly target, absorbing damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec. Prayer of Mending: Places a spell on the target that heals them for the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid memberan ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump.

: After casting Power Word: Shield, you gain Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%.

: Anytime a damagingWhen an attack brings you below 30% health, you gain an absorption shield equal to 15% of your total health lasting for 20 sec.This effectmaximum health for 20 sec. Cannot occur more than once every 90 sec.

Anytime a damagingWhen an attack brings you below 30% health, you gain an absorption shield equal to 15% of your total health lasting for 20 sec.This effectmaximum health for 20 sec. Cannot occur more than once every 90 sec. Angelic Feather: Place a feather at the target location, If alliesgranting the first ally to walk through it, they gain 60% increased movement speed for 6 sec. Max 3 charges. Only 3 feathers can be placed at one time.Maximum 3 charges.

Place a feather at the target location, If alliesgranting the first ally to walk through it, they gain 60% increased movement speed for 6 sec. Max 3 charges. Only 3 feathers can be placed at one time.Maximum 3 charges. Body and Soul: When you castYour Power Word: Shield orand Leap of Faith you increase thealso increase your target's movement speed by 60% for 4 sec.

When you castYour Power Word: Shield orand Leap of Faith you increase thealso increase your target's movement speed by 60% for 4 sec. Desperate Prayer: Instantly Heals the caster for 22% of their totalmaximum health.

Instantly Heals the caster for 22% of their totalmaximum health. Phantasm: When you Fade, you removeActivating Fade removes all movement impairing effects from yourself, andand prevents your movement speed is unhinderedfrom being reduced for 5 sec.

When you Fade, you removeActivating Fade removes all movement impairing effects from yourself, andand prevents your movement speed is unhinderedfrom being reduced for 5 sec. Power Infusion: Infuses the Priest with power for 20 sec, increasing haste by 25% and reducing the mana cost of all spells by 20%.Lasts 20 sec.

Infuses the Priest with power for 20 sec, increasing haste by 25% and reducing the mana cost of all spells by 20%.Lasts 20 sec. : Summons shadowy tendrils out of the ground, rooting up to 5 enemy targets within 8 yards of the caster for 20 sec Killing the tendril will cancel the effect.or until the tendril is killed.

: When you cast Penance, there is a 100% chanceCasting Penance causes your next Power Word: Shield will bothto ignore and not cause the Weakened Soul effect.Weakened Soul.

When you cast Penance, there is a 100% chanceCasting Penance causes your next Power Word: Shield will bothto ignore and not cause the Weakened Soul effect.Weakened Soul. Power Word: Solace: Strike an enemy with the power of the heavensheavenly power, dealing (183.48% of Spell power) Holy damage, an additional (15.47% of Spell power) Holy damage over 7 sec, and restoring 1% of maximum mana.Damage dealt by Power Word: Solace will instantlymana. This damage will heal a nearby low health friendly target within 40 yards from the enemy targetinjured ally for 100% of the damage dealt, 50% when healing the Priest).Replaces Holy Fire.or half as much if it heals the Priest.Replaces Holy Fire.

Strike an enemy with the power of the heavensheavenly power, dealing (183.48% of Spell power) Holy damage, an additional (15.47% of Spell power) Holy damage over 7 sec, and restoring 1% of maximum mana.Damage dealt by Power Word: Solace will instantlymana. This damage will heal a nearby low health friendly target within 40 yards from the enemy targetinjured ally for 100% of the damage dealt, 50% when healing the Priest).Replaces Holy Fire.or half as much if it heals the Priest.Replaces Holy Fire. Surge of Light: YouYour healing spells and Smite have a 10% chance when you Smite or cast a healing spell to gain Surge of Light, causingto make your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges.instant and cost no mana. Can accumulate up to 2 charges.

: Heals an ally for (492.4% of Spell power), increased by up to 100%, based on how injured the target is.Also heals up to 5 injured allies within 10 yards of the target for up to , split such that more injured targets will receive a larger portion of the healing. The more injured targets are, the greater the total healing received will be.Replacesthe same amount.Replaces Prayer of Healing.

Heals an ally for (492.4% of Spell power), increased by up to 100%, based on how injured the target is.Also heals up to 5 injured allies within 10 yards of the target for up to , split such that more injured targets will receive a larger portion of the healing. The more injured targets are, the greater the total healing received will be.Replacesthe same amount.Replaces Prayer of Healing. : When you cast Greater Heal orYour Greater Heal and Prayer of Healing there ishave a 40% chance to make your next Prayer of Mending will not trigger its cooldown and will jump to each target instantly.

When you cast Greater Heal orYour Greater Heal and Prayer of Healing there ishave a 40% chance to make your next Prayer of Mending will not trigger its cooldown and will jump to each target instantly. Power Word: Solace: Strike an enemy with the power of the heavensheavenly power, dealing (183.48% of Spell power) Holy damage, an additional (15.47% of Spell power) Holy damage over 7 sec, and restoring 1% of maximum mana.Damage dealt by Power Word: Solace will instantlymana. This damage will heal a nearby low health friendly target within 40 yards from the enemy targetinjured ally for 100% of the damage dealt, 50% when healing the Priest).Replaces Holy Fire.or half as much if it heals the Priest.Replaces Holy Fire.

Strike an enemy with the power of the heavensheavenly power, dealing (183.48% of Spell power) Holy damage, an additional (15.47% of Spell power) Holy damage over 7 sec, and restoring 1% of maximum mana.Damage dealt by Power Word: Solace will instantlymana. This damage will heal a nearby low health friendly target within 40 yards from the enemy targetinjured ally for 100% of the damage dealt, 50% when healing the Priest).Replaces Holy Fire.or half as much if it heals the Priest.Replaces Holy Fire. Surge of Light: YouYour healing spells and Smite have a 10% chance when you Smite or cast a healing spell to gain Surge of Light, causingto make your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges.instant and cost no mana. Can accumulate up to 2 charges.

Shadowy Insight: Damage over time from Your Shadow Word: Pain and damage from your Mind SpikeMind Spike damage has a 5% chance to reset the cooldown on Mind Blast and causemake your next Mind Blast within 12 sec to be instant cast and cost no mana.instant.

Damage over time from Your Shadow Word: Pain and damage from your Mind SpikeMind Spike damage has a 5% chance to reset the cooldown on Mind Blast and causemake your next Mind Blast within 12 sec to be instant cast and cost no mana.instant. : Casting Mind Flay while your target is affected byMind Flay deals 33% additional damage to your Devouring Plague causes your Mind Flay to deal 33% additional damage per orb consumed by Devouring Plague.victims per Shadow Orb spent on the Devouring Plague.

Casting Mind Flay while your target is affected byMind Flay deals 33% additional damage to your Devouring Plague causes your Mind Flay to deal 33% additional damage per orb consumed by Devouring Plague.victims per Shadow Orb spent on the Devouring Plague. Surge of Darkness: Damage over time from Your Vampiric Touch and Devouring Plague damage has a 20% chance to grant you Surge of Darkness, causingcause your next Mind Spike to notnot to consume your damage over time effects, become instant cast, cost no manabe instant, and deal 50% additional damage. Limit 3 charges.Can accumulate up to 3 charges.

Holy Nova: Causes an explosion of holy light around the caster, causing (14.3%28.6% of Spell power) Holy damage to all nearby enemy targets within 12 yards and healing up to 5 nearby targets within 12 yards for (46.1988% of Spell power).

Causes an explosion of holy light around the caster, causing (14.3%28.6% of Spell power) Holy damage to all nearby enemy targets within 12 yards and healing up to 5 nearby targets within 12 yards for (46.1988% of Spell power). Prayer of Healing: A powerful prayer heals the friendly target's party members within 30 yards for (110.832%221.664% of Spell power).

Holy Word: Sanctify: Heals up to 5 friendly party or raid members within 30 yards of the target for (110.833%221.666% of Spell power).Prioritizes healing the most injured party members.

Heals up to 5 friendly party or raid members within 30 yards of the target for (110.833%221.666% of Spell power).Prioritizes healing the most injured party members. Mastery: Echo of Light: Your direct healing spells and their multistrikes heal for an additional 10% over 6 sec.

Your direct healing spells and their multistrikes heal for an additional 10% over 6 sec. Prayer of Healing: A powerful prayer heals the friendly target's party members within 30 yards for (110.832%221.664% of Spell power).

: Consumes up to 3 Shadow Orbs to deal up to (337.5% of Spell power) Shadow damage and then up to an additional 100% of the initial damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration.100% of damage done.

Consumes up to 3 Shadow Orbs to deal up to (337.5% of Spell power) Shadow damage and then up to an additional 100% of the initial damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration.100% of damage done. Mind Blast: Blasts the target for (207.9% of Spell power) Shadow damage and generates 1 Shadow Orb.

Blasts the target for (207.9% of Spell power) Shadow damage and generates 1 Shadow Orb. Mind Spike: Blasts the target for (97.5% of Spell power) Shadowfrost damage, but extinguishes your damage over time effects on the target.

: Your Borrowed Time is now displayed visually.

: Teaches you the ability Holy Nova.Causes an explosion of holy light around the caster, causing (14.3%28.6% of Spell power) Holy damage to all enemy targets within 12 yards and healing up to 5 targets within 12 yards for (46.1988% of Spell power). Healing is divided among the number of targets healed. These effects cause no threat.

: An earthquake shakes the target area, dealing 1 Physical damage to enemies every 1 sec, with a 10% chance of knocking them down.

: You cause the earth at the target location to tremble and break, dealing (Spell power * 0.1125 * 10) Physical damage over 10 sec to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets.

Chain Lightning: Hurls a lightning bolt at the enemy, dealing (30.6555% of Spell power) Nature damage and then jumping to additional nearby enemies. Affects 3 total targets.

Hurls a lightning bolt at the enemy, dealing (30.6555% of Spell power) Nature damage and then jumping to additional nearby enemies. Affects 3 total targets. Lava Burst: You hurl molten lava at the target, dealing (77.04% of Spell power) Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage.

You hurl molten lava at the target, dealing (77.04% of Spell power) Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. : When you deal direct damage with Lightning Bolt, Chain Lightning, and Earth Shock, you have a 16% chance to gain Electric Charge. At 3 Electric Charges, a Lightning Strike hits the target for (100% of Attack200% of Spell power) Nature damage.When you deal direct damage with Lava Burst, Lava Beam, and Flame Shock, you have ana 16% chance to gain Rising Heat. At 3 Rising Heats, an Eruption hits the target for (100% of Attack300% of Spell power) Fire damage.

Chain Lightning: Hurls a lightning bolt at the enemy, dealing (30.6555% of Spell power) Nature damage and then jumping to additional nearby enemies. Affects 3 total targets.

Lava Burst: You hurl molten lava at the target, dealing (77.04% of Spell power) Fire dam