User:Zlmodlor/Twilight Citadel

Twilight Citadel
Introduction

In the caverns beneath Ahn’kahet, where no Scourge has ever travelled to, lies Nar’hakir, The Inner Kingdom. There, no intelligent life has taken up residence for hundreds of years ever since the War of the Spider.

Recently, the Twilight’s Hammer has uncovered a passageway to Nar’hakir from Ahn’kahet and decided to set up their base there. The Twilight’s Hammer also created a portal between them and Yogg-Saron’s shadowy prison. However, the portal matrix was weak and unstable. Furthermore, it was a one-way portal - they were unable to summon forth Yogg-Saron’s servants whereas they could go to his realm. Even then, each person crossing carried the risk of getting ripped apart by the portal energies, All these changed when they discovered three powerful oases of power where the ley-lines intersect. The Twilight’s Hammer cultists have set up instruments of dark sorcery to harness the magic to stabilize the portal and to summon forth the forces of Yogg-Saron.

You, brave adventurers, need to stop them before they can bring the portal to full strength!

About the dungeon

This is a 5man dungeon with both normal and heroic modes. One can also set it to be a 10 man raid (no heroic mode for 10 man) where it will give more loot and the level of difficulty is increased. However, 10 players in the dungeon is the maximum limit. Also, there is a time limit to reach the Lord Xavius and kill him, effectively shutting down the portal he was creating. This will cause a bonus boss (General Harum and friends) to come out of the portal after Lord Xavius is dead. Killing the bosses (Arian, Hugar and Zardin) and destroying the oases of power they are guarding will cause the portal to regress, giving players extra time to reach Lord Xavius.

This dungeon will be the most difficult 5 man in World of Warcraft. This dungeon requires alot of crowd control and careful pulls to enusre success. The dungeon in 10 man will be as difficult as the first half of Ulduar. In addition, this dungeon takes quite a while to complete (3 hours minimum)and is not like other quick 5 man dungeons.

Loot in 5 man normal mode would be on par with loot from Naxxramas 10 man for the first half and on par with loot from Naxxramas 25 man for the next half. Loot in 5man heroic mode would be on par with loot from Naxxramas 25 man in the first half and on par with loot from the first few bosses of Ulduar for the next half. Loot in the 10man version will be on par with Ulduar 10 man.

Bosses

 * Captain Draven
 * High Priestess Endali
 * Conjurer-Lord Arian
 * Lady Ar'aranea
 * Death-Lord Hugar
 * Portal-Lord Zardin
 * Tiran'dor the Swifteyed


 * Lord Xavius

Bonus
 * General Harum
 * accompanied by Captain Vejas and Captain Zolzax

Dungeon Denizens

 * Twilight's Hammer cultists
 * Midnight Nerubians
 * Enslaved Elementals

Twilight's Hammer Cultists

The Twilight's Hammer are a group of mortals that are only interested in heralding the end of the world by any means necessary. This particular sect seeks to revive Yogg-Saron and allow him to rain destruction and chaos over the world.


 * Twilight Warrior: Shield Bash, Heroic Strike, Rend
 * Twilight Cleric: Power Word: Fortitude, Power Word: Barrier (All allies within 30 yards of the caster are surrounded by a magical barrier, absorbing damage for 30 sec), Smite, Flash Heal
 * Twilight Geomancer: Stormstrike, Lava Lash, Earth Shock, Summon Elemental (Summons an earth, air, fire or water elemental to aid the caster)
 * Twilight Dark Templar: Shadow Shock (Instant shadow damage spell), Mana Feast (Drains an enemy's mana and gains health equal to the amount of mana drained), Fear, Whirlwind
 * Twilight Death Priest: Mind Blast, Mind Flay, Shadow Word: Pain, Shadowform
 * Twilight Sentry: Shoot, Burning Arrow (Fire damage plus a fire damage DoT), Arcane Shot, Cleave, Flame Trap, Vial of Poison (Hurls a vial of poison on the floor, dealing damage to any enemy in the radius for 15sec)
 * Twilight Death Speaker: Raise Dead (Raises skeletons), Curse of Blood, Shadowguard, Mind Blast
 * Twilight Summoner: Arcane Barrage, Arcane Explosion, Arcane Drain (DoT, drains mana to the caster and deals Shadow damage every 5 sec for 30 sec), Summon Cultist (Summons a cultist from the portal. Instant cast, 15 second cooldown.)
 * Twilight Portal Keeper: Fire Blast, Blast Wave, Heart of the Void (Buffs the caster, allowing him/her to drain the life of nearby targets each second for 30 sec. 5sec cast time)

Midnight Nerubians

The Midnight are a sect of Nerubians who have agreed to work for Yogg-Saron in return for immortality and power. Currently, they work alongside the Twilight's Hammer cultists, trying to usher the end of the world. Their leader is Lady Ar'aranea, an enormous Nerubian queen.


 * Midnight Broodling: Deadly Poison, Heroic Strike
 * Midnight Webspinner: Web (Immobilizes target enemy), Crippling Poison
 * Midnight Stalker: Stealth, Backstab, Mind-numbing Poison, Sinister Strike
 * Midnight Reaver: Cleave, Backhand (Knocks target down for 3 sec), [[Poison Shield (3 charges. Chance to deal Virulent Poison (Deadlier form of [[Deadly Poison) upon getting struck. Each discharge of poison expends 1 charge.)
 * Midnight Seer: Demon Armor, Corruption, Shadow Storm (Deals shadow damage over a large area. Channeled, 8 sec)

Enslaved Elementals

The Twilight's Hammer have bound a number of elementals to their service. Their Geomancers can summon them at a whim to do their bidding without question.


 * Bound Tidal Elemental: Frostbolt, Tidal Wave (Deals damage to enemies ina cone radius, knocking them back)
 * Enslaved Lava Elemental: Detonate (Self destructs at 10% health), Fire Blast, Scorch
 * Captured Wind Elemental: Chain Lightning, Gale (Slows casting and attack speed of the enemy for 10 sec)
 * Trapped Rock Elemental: Earth Shock, Shockwave, Thunderclap