Zirin-mumkhu...no riches...only peril...

Ash Zagh Poshat is the new 12-person raid instance, allowing players to finally explore the depths of Ironspan and venture deep beneath Forodwaith and Angmar mountains.
Uniquely, this raid features a "Story Mode" setting, allowing a single player to complete the instance. This change does not impact the full version of the instance and only serves for those that wish to see the story.

Part 1:
Brave through the Portal of Iron, raised by the dwarves as the main entrance into their hold. Though the doors have long crumbled, the massive archway still remains and around it, the first challenge

This is the area beyond the entry that we can currently see. Ironspan is an old mining hold/fortress, build by the Durins Folk with their Western-inspired architecture. The entry and first "arena" is bridged by the titular Ironspan, a massive bridge made of iron that goes into a sheer cliff-face where the Portal of Iron stands. While the doors can be seen shattered and torn down, the supporting archway is still standing proudly. At this archway is the first set of enemies.
Past the archway, the area opens up, for this is the entrance ancient fortress. Many Angmarim can be found here, practicing either incantations or battle-sparring and will attack the player together when engaged. All of them are overseen by their Captain, a man named Culagar.

Technicalities
The mobs are combined into "packs/groups" and aggro together, with 3 types of them present:
  • A) Angmarim Soulcaller

    • Has less morale than other enemies
    • Has less mitigations than other enemies
    • Upon defeating other enemies, she start channeling (inducting) a skill "Never Rest", raising the spirit of the defeated. Depending on the enemy that died, the spirit will have different properties:
      • Angmarim Soulcaller Spirit - reduces tactical mitigation of all players in an area by 35% and deals 10% max morale damage per second as Shadow Damage
      • Angmarim Wintershield Spirit - AOE damage reduction (25%) and deals 10% max morale damage as Shadow Damage
      • Angmarim Captain - boosts damage done by 50% and deals 10% max morale damage as Shadow Damage
    • Induction cannot be interrupted, but she can be FM'd once every 1 minute. This means that unless they are focused first, they will always get at least one induction off successfully
    • Has ranged Shadow Damage attacks and keeps distance till engaged in Melee, where she deals melee Shadow Damage instead
    • While alive, she gains bonus damage while in combat based on number of allies around, 5% damage per ally. This effect is gained once every 5 seconds.
    • Has a Dread Aura equal to 3
  • B) Angmarim Wintershield

    • Has the most morale of the enemies
    • Has the highest mitigations of the enemies
    • Gains a damage shield equal to 15% of their max morale and regenerate 5% max morale while the shield is active
    • Deals a Shadow Damage frontal attack that has random aggro and stuns all affected for 2 seconds. The target will be shown an "eye" marker above their head when the Wintershield begins to charge at them to initiate a strike. Only one enemy will target this attack and they all share a cooldown between it. Once a target gets hit, they gain "Shadow Charge immunity" buff, making them immune to further attacks for a moderate amount of time
    • Upon defeat, inspires those nearby, giving them a 10% max morale shield and 5% permanent damage buff. Damage buff stacks.
  • C)Angmarim Ice-Captain

    • Has moderate mitigations and morale
    • Has multiple (de)buffing skills:
      • Shadow's Blessing: Targets Ice-Captain allies, giving them a 50% evasion buff, immunity to all Combat States and 15% extra damage. Lasts for 20 seconds and will only use it once.
      • Weight of Shadow: Targets Ice-Captain enemies, dealing a burst of Shadow Damage and applying a debuff, causing them to lose Shadow Mitigation (25%)
      • Wretched Rage: Self-buff, gains a damage, run speed and incoming damage buff (15% each), lasts until defeated. Activates once they drop below 65% morale. Once defeated, Ice-Captain's enemies take a burst of Shadow Damage equal to 50% of their morale.
      • Banished From Death: Induction skill, last 2 seconds, (FM interruptable only), targets both allies and itself, upon defeat, a wraith appears where they were defeated. It has random aggro and their target will take a burst of Shadow damage, immediately defeating them. Wraith be interrupted, but the ghost is slow and can be kited easily. Wraith is also rather weak and feeble, so it can alternatively be focused. Angmarim Soulcaller cannot use her skills on an ally that was defeated with "Banished From Death"


Culagar, Captain of Darkwatch, taunts the players and beckons forth a man to come out of the shadows.


The boss of the area is a man, based as a corrupted Warden and known as Agarnulk, Fang of Angmar
  • Has a very large morale pool
  • Wields a Warden Shield and Spear and uses similar attack animations
  • Abilities:
    • Coward's Shame: If the enemy target is at range, they deal a burst of Shadow Damage to all enemies in a massive area (50m). Enemies that survive gain a permanent 10% Shadow Damage debuff which stacks. Random attack.
    • Outnumbered, not Outmatched: Induction which cannot be interupted by any means. Gains a damage buff (10%) and a 5% heal based on the amount of enemies in a moderate area around them (15m)
    • Dark Auspiciousness: Dealing damage onto the same target grants a damage buff that tiers up to 4 times. 10% damage buff per tier. Once at max tier, regenerates 2% max morale every 1 second for 5 seconds, removes the damage buff.
    • Engaging Taunt: Single target Shadow DOT effect, lasts for 24 seconds, a DOT ticks every 4 seconds. Deals moderate damage.
    • Sharp Sting: Single Target Bleed DOT effect, lasts for 12 seconds, a DOT ticks every 4 seconds. Deals large damage and reduces incoming healing by 50% on the target. Common damage.
    • Whirling Riposte: Instant AOE attack, deals damage in an AOE around Agarnulk. Deals both Shadow and Bleed damage, lasts for 15 seconds, 3 seconds between ticks.
    • Shameful Display: Gains a massive movespeed buff and aggro's onto a target that's at range. Upon reaching them, applies a both Shadow and Bleed DOT which ticks every 4 seconds for 32 seconds.
    • Consuming Shadows: Targets enemies at range, affecting them with a Shadow Damage DOT. Once it expires, the DOT spreads to all enemies in an area around the target.
    • All DOTs are unpottable and cannot be removed by any measure.
    • DOTs cannot critically strike.
    • All DOTs stack.


Challenge mode:
Defeat Agarnulk with at least 5 tiers of Cowards Shame on everyone.


Upon defeat, a Wraith appears, the Wraith does not attack and is not hostile. They explain how the Wraith hailed from Fornost, where they fell in the siege once the city walls were breached. They were however not killed, but instead taken to Carn Dum and tortured for a long time, eventually succumbing. Corrupted, they were given a new name and their body infused with power of Shadow. Since then, they were relegated to Ironspan, killing anyone who dared oppose Angmar there. It also speaks of their companions, but cannot remember where they are. The wraith disappears, mentioning that it will remain in Ironspan and look over it.





Part 2:
Swirling mist and shadow encompass you. You who do not belong here.

After defeating the Agarnulk, you climb a set of descending stairs that go underground, into a large and excavated, but abandoned Dwarven fortress. Zirin-mumkhu was a failed hold, as it hadn't provided a sustainable yield of valuable ore that Dwarves sought and was eventually abandoned, without combat or strife. Now, old caverns, outposts and mines serve as a direct way forward from Angmar into Forochel.



Players go down the stairs and enter the Armoury. Most of the shelves and crates are broken and looted and whatever remains appears to be refuse that the former Angmarims discarded. In the armoury, players encounter only one pack of enemies:
  • 2 Angmarim Soulcallers
  • 2 Angmarim Captains
  • 4 Angmarim Wintershields


After defeating them, the Wraith appears again. It mutters a few words and guides the players into the Mustering Hall. The hallway contains a few enemies:
  • 1 Angmarim Soulcaller
  • 1 Angmarim Captain
  • 4 Angmarim Wintershields
  • 3 Orc Savages
    • Gains bonus parry change the longer it stays in combat. 2% parry chance every 10 seconds
    • Every time they parry an attack, the gain a skill called "Savage Rispote": frontal AOE attack that deals 10% max morale in damage and leaves a bleed that deals 2% bleed DOT until combat expires
    • Will randomly run to a player and attack them, dealing moderate damage and disarming them. Happens every 10 seconds. Gains a movespeed buff (60%) during this attack.
    • Upon death, Soulcallers can bring back their spirits called Spirit of Savagery. It deals moderate attack damage and deals AOE Shadow Damage equal to 10% max morale. Can still charge a random player and attack and disarm them.


Inside Mustering Hall, Culagar can be seen atop a platform opposite of the entrance, talking to 3 figures below. He tells them that the fortress is under attack and that they must be raised to defend the halls. Upon approaching, he curses the players and commands the 3 figures to attack. This is the second boss encounter:

Cuathromil, Orgranoth and Sillemari

Cuathromil, Undying Defender
Equipped with a large kite shield and sword, based around defence, protecting their allies and retaliatory strikes. Attacking them will be very punishing and difficult.

  • Has a set of 200 corruptions which can be taken down before defeating them
    • At 160 corruptions: gains a skill called Charge: attacks a random enemy, dealing massive damage and knocking them down for 15 seconds. Gains massive movespeed and damage buff during and after the attack.
    • At 120 corruptions: gains a skill called Challenge The Darkness: let's out a cry, stunning all enemies in the room. All enemies gains a permanent -20% damage penalty for the rest of the fight
    • At 80 corruptions: gains a skill called Vile Renewal: Uninterruptible Induction which applies a 2% max morale heal buff every time they take damage, lasts for 10 seconds, 60 second cooldown.
    • At 40 corruptions: gains a skill called Seething Hatred: All attacks are now completely random and cannot be controlled. If a Forced Attack ability is used, gains a move and attack speed buff (30%)
    • At 0 corruptions: gains a skill called Unyielding Rage: Cannot be defeated for an extended period of time and gains a damage buff (150%)
  • Shield Bash: strikes with the shield, stunning the target. Resets aggro on all 3 bosses and provides a movespeed buff to all allies (25%)
  • Upon blocking an attack, heals for 1% max morale. 5 second cooldown.
  • War-Dirge: Shouts in a AOE, dealing Shadow Damage and reducing Shadow/Common mitigations for by 15% for 10 seconds, 30 second cooldown.
  • If defeated, Cuathromils allies gain a 15% speed buff and gain 15% damage reduction until fight ends.


Orgranoth, Edge of Suffering
Equpped with an axe and a sword, attacks completely randomly with a flurry of AOE and DOT attacks.

  • Periodically gains a corruption that gives him increased damage (5%). Stacks indefinitely, with one stack every 30 seconds.
  • Might of Forsworn: whirls in a circle, applying a common damage bleed that reduces physical mitigations and decreases incoming healing by 25% to all hit for 15 seconds, 30 second cooldown.
  • Suffering Strike: attacks a random target, dealing large damage, slowing their movespeed, attack speed and increasing their induction times by 40%. Lasts 10 seconds, 30 second cooldown.
  • Raging Cut: Frontal wide attack, dealing large initial damage and applying a bleed DOT effect. Deals moderate damage, can stack upon itself and doesn't expire. 45 second cooldown.
  • Cloven Horn: blowns a horn, stunning all nearby enemies and dealing massive shadow damage. Gains a damage buff for each enemy hit (5% per enemy hit). Induction attack. 1 minute cooldown.
  • If defeated, Orgranoths allies gain a 50% damage buff and 30% attack speed buff until fight ends.


Sillemari, the Shadow-rune
Equipped with corrupted Runes, provides both damage and healing to her allies.

  • Dark Prophecy: 3 random players gain a 20% incoming damage debuff. Lasts for 20 seconds, 30 second cooldown
  • Rune of Renewal: Raises a dark rune nearby, granting herself or one of her allies a HOT (1% every 3 seconds) and damage buff (25%)
  • Shocking Images: Large AOE daze, dealing Lightning damage. 1 minute cooldown.
  • Searing Incantations: Channeled attack, deals massive amounts of fire damage to a single target. Can be interrupted.
  • Prophetic Madness: Induction attack, cannot be interrupted. All allies (and herself) gain a damage-preventing bubble. Once the bubble is removed, they gain a short-term damage buff (10% for 25 seconds). Only does once her morale drops under 50%
  • Do Not Succumb: places a mark an ally (not herself) that's available once they reach 10% morale. Delays their defeat and makes them immune to damage for 15 seconds. No cooldown, but can only be placed once per target.


Challenge mode:
Remove all corruptions from Cuathromil, do not interrupt Orgranoth's Cloven Horn and allow Sillemari to use both Do Not Succumb procs before defeating all 3.


After defeating them, their Wraiths are raised. Each tells their story of how they came to be here, how they fell at Siege of Fornost and were captured, tortured and corrupted in Carn Dum. The first Wraith recognizes them and asks them to accompany them deeper into Ironspan.
Tracing back, the party is ambushed by a group of Angmarim and Orc Savages. Defeating them reveals that the way towards Forges of Ironspan is open. While the hallway is clear, the forges are filled with various enemies:
  • Smelter Goblins: Apply a fire-based DOT that deals 5% max morale damage every second. Lasts 5 seconds and stacks with other Goblins attacks. Very small morale pool and can be easily defeated, but are numerous
  • Olog Taskmaster: Stuns all enemies in the front, dealing large damage. Has an induction based range attack which throws a boulder at a player, instantly killing them. Allies nearby an Olog gain a HOT (5% of max morale)
  • Pale-folk Slaves: Apply a poison-based DOT that deals 10% max morale damage every 2 seconds and lasts for 15 seconds. Also reduces incoming healing by 15%. Cannot be removed and stacks.


The Forges appear rather humble compared but forges of Moria and Blue Mountains, but are still impressive by Man's standards. Area is filled with wicked weapons used by Angmarim and Orcs, as well as large metal clubs used by Ologs. One way leads out of the forges, a long, narrow and descending track with rails that leads into the Mining Depot. Area is filled Pale-folk Slaves and Ologs, making movement difficult.
The party emerges from one of the tunnels in the corner of a large cavern, filled with numerous carts. Slaves are working frantically to appease their Olog Taskmasters and Angmarim oversee the entire operation. On the other side of the cavern, the voice of Calagar booms to kill the trespassers. Entire room is instantly aggro'd onto the players and have to be fought as one, with the total numbers including:
  • 2 Angmarim Soulcallers
  • 2 Angmarim Wintershields
  • 1 Angmarim Captain
  • 10 Pale-folk Slaves
  • 3 Olog Taskmasters
  • 5 Orc Savages


Defeating them causes Calagar to appear, accompanied by multiple Angmarim Soulcallers, Wintershields and Captains. Boasting about the army he has at his commands, he demands that you surrender and be taken prisoners of Ironspan. As his Angmarim move forward to capture you, the Wraiths appear and attack the some of the Angmarim escort, causing Calagar to flee deeper into the tunnels. You pursue him into a long and winding pass until you reach a massive cavern. The air is extremely cold and appears to freeze the moment it touches the skin. In the far distance, players can make out a winding path that was chiseled into the cavern, which must be a way towards Angmar. Descending the path, you reach the bottom of the cavern and confront Culagar. Taunting the players, he summons more Angmarim to fight with him. They appear from all around the cavern and slowly encircle the players. The fight proceeds:

Culagar, Captain of Darkwatch
Has a large sword and commands multiple Angmarim to fight beside him. Has multiple attacks with many options to heal and support his allies

Phase 1:
  • Deep Cut: Swings the sword twice infront of himself, applying a bleed DOT to all enemies hit. Bleed ticks every 2 seconds for 30 seconds, deals moderate damage. Cooldown of 10 seconds, can stack.
  • Lamented Light: Surrounds a random enemy in darkness, causing them to cower for 15 seconds. Complete immobilize and cannot be overcome by any measure. 30 second cooldown.
  • Sundering Strike: Deals massive damage to the target. Reduces armour value to 0%. Lasts 10 seconds, 35 second cooldown. All allies immediately attack the Sundered target.
  • Words of Shadow: Places a HOT on an ally that is under 70% morale. If the target heals to full, they gain a large damage boost (100%). Works on himself and can happen only once per target.
  • Oathes Broken: Induction attack, cannot be interrupted. Applies an incoming damage debuff to all enemies (15%). Induction starts in 20% max morale increments. (First attack happens at 79%, then 59%, 39% and 19%).
  • At 10%, the combat stops. Calagar's escort surrounds him and in a fit of rage, he executes them all with a single attack. Gains a 10% max morale heal and 5% damage reduction per execution.


Phase 2:
  • All damage Culagar deals is increased by 25%
  • Deep Cut: Bleed no longer expires in combat, but deals less damage
  • Lamented Light: Target gains a permanent 5 Dread level debuff. Stacks.
  • Sundering Strike: Armour loss is now permanent
  • Words of Shadow: Now casts it on a random enemy, causing them to take 25% max morale as damage every second for 10 seconds. Damage cannot be reduced by mitigations and pierces damage reduction debuffs.
  • Oathes Broken: Also Stuns all enemies for 5 seconds.


Challenge mode:
Do not defeat any member of the Angmarim escort


Once defeated, Culagars Wraith appears. Unlike others, it's hostile towards the players. Before it can attack, other Wraiths appear, condemning their Captain for betraying them at the Siege of Fornost, dooming the city to fall. They take him away and disappear. The 12 man version of the raid ends here.

Loot

The loot is inspired by all 3 bosses and each one drops a box that has 2 unique pieces to them. This means that you cannot gain all pieces from only one boss.

  • Beorning
    • Stalwart Hide Armour
      • 2 set bonus: Gains 2% damage reduction for every 15 Wrath you currently have
      • 4 set bonus: +3% physical/tactical mitigation
      • 6 set bonus: Repeated usage of Claw strike refreshes and stacks the debuff, up to 4 times
    • The Bleeding Claw
      • 2 set bonus: Bash bleed stacks
      • 4 set bonus: +5% damage buff
      • 6 set bonus: Execute leaves behind a DOT that deals damage equal to Execute's initial hit
    • The Roaring Heart
      • 2 set bonus: -5 Rejuvenating Bellow Wrath cost
      • 4 set bonus: +5% outgoing healing
      • 6 set bonus: Bond of Trust trigger chance increased to 30$
  • Burglar
    • The Cutpurse Gambler
      • 2 set bonus: High Roller and A Sure Thing gain 10% extra damage each
      • 4 set bonus: +3% melee critical strike chance
      • 6 set bonus: Cunning Attack and Gamblers Advantage gain one pulse and pierce 10% mitigations
    • The Silent Strike
      • 2 set bonus: Critical Response chain +10% damage
      • 4 set bonus: +3% melee critical strike chance
      • 6 set bonus: Coup the Grace cooldown reset upon defeating the enemy
    • The Playful Trickster
      • 2 set bonus: Reveal Weakness +2% incoming damage debuff
      • 4 set bonus: +3% physical/tactical mitigation
      • 6 set bonus: Trickster allows a Burglar to apply 3 stacking Tricks on an enemy
  • Captain
    • Inspiring Hands of Healing
      • 2 set bonus: Valiant Strike grants a 5% damage buff
      • 4 set bonus: +3% critical healing chance
      • 6 set bonus: Words Of Courage stacks up to 2 times
    • The Deadly Charge
      • 2 set bonus: Pressing Attack always Critically Strikes
      • 4 set bonus: +3% melee critical chance
      • 6 set bonus: Oathbreakers Shame +5s duration
    • The Display of Leadership
      • 2 set bonus: +10 seconds In Harms Way duration
      • 4 set bonus: +3% physical/tactical mitigation
      • 6 set bonus: Elendil's Boon now lasts for 5 seconds
  • Champion:
    • The Martial Prowess
      • 2 set bonus: +4% Aggressive Exchange debuff
      • 4 set bonus: +3% physical/tactical mitigation
      • 6 set bonus: +5 damage reduction from Glory
    • The Savage Berserker
      • 2 set bonus: -1 all Fervour cost
      • 4 set bonus: +5% damage buff
      • 6 set bonus: Merciful Strike bypasses 20% mitigations
    • The Blade Storm
      • 2 set bonus: +15 critical chance for Raging Blades
      • 4 set bonus: +5% damage buff
      • 6 set bonus: -10 second CD for Fury of Blades
  • Guardian:
    • The Unyielding Defender
      • 2 set bonus: 25% chance for all Shield Skills to increase damage taken to the target by 5%
      • 4 set bonus: +5% max morale
      • 6 set bonus: Shield Swipe reduces CD of Warriors heart by 2 seconds.
    • The Sharp Blade
      • 2 set bonus: Terrible Wound reduces incoming heal of the target by 25%
      • 4 set bonus: +3% melee critical strike chance
      • 6 set bonus: +10% Bleed damage and critical chance
    • The Shadow Fighter
      • 2 set bonus: +2 seconds Redirect duration
      • 4 set bonus: +5% max morale
      • 6 set bonus: +1 second cooldown reduction from Demoralizing Anthem
  • Hunter
    • The Deadly Huntsman
      • 2 set bonus: +1 Focus Generation for Improved Fleetness
      • 4 set bonus: +3% ranged critical chance
      • 6 set bonus: -45 second CD Rapid Fire cooldown
    • The Keen Eyed Marksman
      • 2 set bonus: +2% True Shot Critical Vulnerability
      • 4 set bonus: +3% ranged critical chance
      • 6 set bonus: +5 second Burn Hot duration
    • The Trapping Master
      • 2 set bonus: +10 second Tripple Trap damage debuff duration
      • 4 set bonus: +3% ranged critical chance
      • 6 set bonus: +20% all Trap damage
  • Lore-Master:
    • The Student of Nature
      • 2 set bonus: -15s Catmint cooldown
      • 4 set bonus: +5% critical healing chance
      • 6 set bonus: -60 seconds Sic'em cooldown
    • The Nature's Wrath
      • 2 set bonus: +10% fire and lightning type damage
      • 4 set bonus: +3% tactical critical chance
      • 6 set bonus: -5s Staff Sweep cooldown
    • The Ancient Power
      • 2 set bonus: +3% Fire/Frost Lore debuff potency
      • 4 set bonus: +5% max morale
      • 6 set bonus: -15s Ancient Craft cooldown
  • Minstrel
    • The Voice of Resolve
      • 2 set bonus: 2% damage buff per Soliloquy of Spirit on target
      • 4 set bonus: +3% critical healing chance
      • 6 set bonus: -15% all Bubble cooldowns
    • The Fierce Cries
      • 2 set bonus: +10% Encore proc chance
      • 4 set bonus: +3% tactical critical chance
      • 6 set bonus: -10s Cry of the Wizards and Valar CD
    • The Rousing Spirit
      • 2 set bonus: Inspire Fellows stacks twice
      • 4 set bonus: +5% max morale
      • 6 set bonus: Strike a Cord buffs doubled
  • Rune-keeper
    • Prophecy of Peace
      • 2 set bonus: +1 Mending Pulse heal
      • 4 set bonus: +3% critical healing chance
      • 6 set bonus: -15s CD on Our Fates Entwined
    • Prophecy of Flame
      • 2 set bonus: +2 Fire Skills pulses
      • 4 set bonus: +3% tactical critical chance
      • 6 set bonus: +5% Mystifying Flames debuff
    • Prophecy of Thunder
      • 2 set bonus: -60 second Concession and Rebuttal cooldown
      • 4 set bonus: +3% tactical critical chance
      • 6 set bonus: -10 second Vivid Imagery cooldown
  • Warden
    • Determinted Shield
      • 2 set bonus: +2% damage reduction per Gambit builder
      • 4 set bonus: +3% physical/tactical mitigation
      • 6 set bonus: -30 second cooldown on For The Free Peoples
    • Reckless Spear
      • 2 set bonus: -2 seconds on all Masteries
      • 4 set bonus: +3% melee critical chance
      • 6 set bonus: +10% chance Martial Fury proc
    • Assailing Force
      • 2 set bonus: +50% Seize the Moment proc chance
      • 4 set bonus: +5% damage buff
      • 6 set bonus: +2% Marked and Diminished Target debuff potency


Story mode

The player receives a letter from Thorin's Hall, urging them to go there. Upon arriving, Dwarves of the Blue Garrison say that an a call to arms message came from Forochel and they should swiftly depart with a company of Dwarves. Upon arriving in Suri-Kyla, player learns of the advancements of aggression from Angmar and that the tribes require help to stop them. They mention that the old fort of Ironspan serves as a direct route for Angmarim reinforcements. Dwarves have shunned the place ages ago, believing it bore no danger worth, but it seems that malice has grown deep beneath the mountains. The leader of the Forochel tribes mentions various spirits and necromancers that inhabit the fortress and that player should seek many allies if they wish to attack the fortress. The Dwarves of Blue Garrison respond immediately and together you decide to brave through the fortress.

For purposes of difficulty, solo/story version has much reduced morale, damage and reduced number of mechanics. These mechanics include:

  • Soulcallers summon regular Spirits with reduced morale, similar to other mobs of the same type.
  • Wintershields only stun their target once.
  • Captains only provide an AOE damage aura.
  • Agarnulk only damages the target with small damaging bleed and shadow DOTs.
  • The bosses in Mustering Hall:
    • Cuathromil: Only stuns a single target and attacks in a frontal arc with much reduced damage on the hit
    • Orgranoth: Only uses Might of the Forsworn with much reduced damage on both the attack and the bleed
    • Sillemari: Only requires interrupting on Searing Incantations
  • Olog Taskmasters don't throw boulders
  • Pale-folk Slaves and Goblin Smelters do not use their DOT attacks
  • Culagar doesn't have a second phase and the fight only requires you to defeat all the enemies in the room. He doesn't use any of his mechanics in Story Mode fight.
  • You are accompanied by 5 Dwarves, each having a different role:
    • One Dwarf constantly uses Taunts and tanks the damage for the rest
    • Two Dwarves provide strong AOE damage output
    • One Dwarf provides a healing and damage aura
    • One Dwarf keeps providing immediate healing to the player themselves.




I'll leave it up to you to fill in the names of the Dwarves and how they would comment on events transpiring inside Ironspan. This is also open to feedback from both raiders and regular players, if they like the mechanics and how does the difficulty seem on paper for both raid and story modes.