Only the endgame raid bosses carry scripted mechanics — every leveling-dungeon boss row in the config is a plain stat block. The raid tier is a straight WoW-Vanilla homage: Flame Heart is Molten Core, Princess’ Lair is Onyxia, Black Spire is Blackwing Lair, Ancient Temple is Ahn’Qiraj, and the Natrixx complex is Naxxramas. Abyss versions reuse identical ability kits at roughly 3× the health — nothing new to learn, just a bigger throughput check.
Flame Heart (Molten Core) — wings 1–3
| Boss | Mechanics | Five-man call |
|---|---|---|
| Lord Lucius | Curse of Doom (3 targets, −50% resource regen), Doom Approaching (200% fire AoE) | Dispel the curse off your healers; spread for the big AoE. |
| Magmasha | Mass Fear (5s), enrage every −30% HP (+100% dmg for 10s), Flame Breath cone | Priest holds a fear counter; Rogue/Hunter dump cooldowns during enrage windows, not before. |
| Kihynos | −75% healing on tank for 10s, Shadow Bolt volley, Fire Rain zones | Pre-stack Druid HoTs before the curse; move out of puddles. |
| Galgorn | 3 Stone Elementals that explode below 20% HP; permanent enrage once all adds die | Kill adds away from group, stagger their deaths, save cooldowns for the enrage. |
| Baron Gorddon | Stacking Inferno AoE (doubles per second), Mana Burn, Living Bomb on 2 non-tanks | Burst the first 4 seconds or leave the zone; bomb targets spread. |
| Shalsar | +100% magic taken curse (3 targets), Spell Barrier (−50% magic), aggro-wipe blink every −10% HP | Dispel priority; physical burst during the barrier; Paladin re-taunts on every blink. |
| Goremal | Felhound adds, stacking Sunder (−25% armor), 30-yd Earthquake stun | Bubble or fear-ward the healer before Earthquake. |
| Eksocutus | Reflective Shield returns damage as Arcane | Rogue pauses autos during shield windows. |
| Flamevil (wing boss) | Stacking burn on autos, Flame Purge AoE stun, 300% cone + knockback, heals rapidly if nothing is in range | Never let melee and pets all lose range at once. |
Princess’ Lair (Onyxia) — cheapest raid in the game
Noyxia: frontal Dragon’s Breath, rear Tail Sweep (never stand behind), fear + threat wipe, and Deep Breath — a full-field 300% fire strafe everyone must dodge. Every −25% HP spawns baby dragons that stack +10% damage on the boss while within 35 yd — kite or kill them immediately. At 2 tickets per entry it’s the most ticket-efficient farm in the tier.
Black Spire (Blackwing Lair)
| Boss | Mechanics | Five-man call |
|---|---|---|
| Gor the Breeder | Wipe mechanic: any Dragon Egg alive at 20% boss HP = instant raid kill + full heal | Eggs die first, always — they spawn guards when damaged, so assign Hunter to eggs early. |
| Vaz the Corrupted | Marks a player: +100% dmg / +50% haste for 60s, then instant death on expiry | The marked DPS goes all-in for the minute; healer tops them and accepts the loss if the fight runs long. |
| Razorgore | Mortal Strike (250% + 50% heal reduction), charge + knockup, AoE slow | Tank-healing check — Druid pre-HoTs, Priest on standby. |
| Glinthor & Sephidor | Paired dragons: shared HP, −20% dmg taken when close, both enrage if pulled 80+ yd apart | Keep them together; eat the 20% reduction — splitting is a trap. |
| Nefarian (2 phases) | Human phase with sheep CC; at 50% goes invincible 2 min, 3 waves of 8 adds; dragon phase with Shadow cone + 25% enrage | Save Paladin AoE and Druid swipe for the add waves; hold burst for the dragon phase. |
Ancient Temple (Ahn’Qiraj) — most expensive, most bosses
| Boss | Mechanics | Five-man call |
|---|---|---|
| Queen Joia & the Earl | Shared HP; raid-wide fear + beetle waves; Earl executes at 300% and enrages at 30% | Cleave both together; save defensives for the sub-30% window. |
| Sand Wanderer | Hard 4-minute enrage timer + sandworm adds every 60s | This is the tier’s DPS check — minimize deaths (revive timers escalate 3→30s) or you fail the clock, not the mechanics. |
| Scavenger Thlime | Frozen phase (−50% phys — use spells) flips to Shattered (−50% spell — use phys), then splits into 8 slimes | Druid/Priest carry the Frozen phase, Rogue/Hunter the Shattered; AoE ready for the split. |
| Vethas & Viktor (Twin Emperors) | Shared HP; Vethas has a −65% magic shield, Viktor a −65% phys shield | Rogue+Hunter on Vethas, Druid+Priest damage on Viktor, Paladin holds both — your comp maps perfectly. |
| Eye → AnnChira (C’Thun) | Heals 10%/s if untargeted, tentacle waves every 30–45s, phase flip at 50% | Someone is always in range and attacking — no full-group repositioning, rotate movement. |
Natrixx (Naxxramas) highlights
Night King Anu
Locust Swarm heals the boss for 300% of its damage, and Crypt Guard adds heal it for 100% of theirs — adds die first, always.
Elek Trekman (Thaddius)
Polarity mechanic: wrong-charge players take DoTs and the boss gains 99% damage reduction. Priest calls swaps; grouping wrong-polarity players eats a 200% AoE + stun from the coils.
Baron Olive Raven
Three distinct add waves at 75/50/25% — one silences and self-heals; that wraith is the Priest’s dispel/CC priority.
Abyss mirrors
Identical kits at ~3.2× HP and +15 armor points. If a normal clear takes 4 minutes, budget 12 — enrage-timer fights are the ones to gear-check first.
AFK farming, optimized
The config designates exactly one best grind spot per level — there is no choice to agonize over, just be at the right one. Checkpoints below; the gate columns are the stamina/armor the spot expects before you idle there safely.
| Level | Monster | Map · coords | Exp/kill |
|---|---|---|---|
| 51–59 | Seeking Horror → Broken Spirit | m1011 | 4,133→6,017 |
| 60 | Scarlet Preacher | m1011 · 158,76 | 6,208 |
| 60+ (geared) | Obsidian Slayer (lv63) | m1012 · 123,48 | 8,257 |
| TBC 1–5 | Inferno/Void mobs | m1023 | 19→26 |
| TBC 6–9 | m1024 mobs | m1024 | 29→70 |
| TBC 10–14 | m1025 mobs | m1025 | 81→98 |
| TBC 15–18 | Sun Wrath Warrior | m1026 · 248,62 | 217 |
The +100% party lever
team exp bonus: solo +0% → full 5-man +100%A full party literally doubles AFK exp for everyone. Your five characters idling together earn twice what they earn apart — the single biggest AFK multiplier in the config.
Extend your AFK time cap (+8h, account-wide, one-time)
reach lv 20 +1h join a guild +1h clear RageAbyss(H) +2h clear Dim Mine +1h any Enhance Lv40 +1h own 1 Legendary +2hSix one-time account milestones permanently extend the unattended AFK ceiling for every character. Knock them all out once.
Field elites: kill, don’t camp
World elites pay ~13× the exp per kill but carry 15–40× the HP with limited respawns — worth a manual kill when one is up, never worth pointing your AFK at.
Dungeon exp credits
daily bonus-exp runs: 20 solo, 2 with team bonusSolo-running instanced content carries a 0.5× exp penalty — do your two team-credited runs with the full five, then AFK in the open world.
At level 60: farm drops, not exp
exp per HP of damage dealt (≈ exp/hour at fixed DPS): Scarlet Sorcerer 0.0955 drops collection I0110805 Scarlet Preacher 0.0943 drops collection I0110805 Obsidian Slayer 0.1000 drops NO collection itemGold per kill isn’t in the client (loot rolls are server-side), but the loot tables differ decisively: the Scarlet family feeds a collection drop on top of AFK materials, while Obsidian Slayer’s table is literally tagged “no collection item.” At the cap, exp is dead value — park on the Scarlet mobs (m1011) unless you’re banking exp for the TBC track, in which case Obsidian’s +6% exp/HP wins.
Weekly ticket economics
Normal raids and Abyss raids draw from separate ticket pools, so they never compete. Two clears per raid per reset (Abyss: one).
| Raid | Tickets/entry | Clears/reset | Verdict |
|---|---|---|---|
| Princess’ Lair | 2 | 2 | Most currency per ticket — never skip it |
| Flame Heart 2/3 | 3 | 2 | Cheap multi-boss wings |
| Flame Heart 1 | 4 | 2 | 4 bosses, solid value |
| Black Spire 1/2 | 5–6 | 2 | Mid-tier |
| Ancient Temple 1/2 | 10 | 2 | Most expensive per ticket, most bosses per entry — best when you can full-clear |
| All Abyss mirrors | 1–10 (own pool) | 1 | Always take the free-pool clears you can survive |
The loop is self-funding: Flame Heart bosses drop the same Brave Prove currency the Mystery Merchant charges for extra Raid Tickets (20 tickets per 11,000). One extra entry costs about seven full clears’ worth of currency — so the weekly two-clear cap, not the currency, is the real bottleneck. Spend Brave Prove on the Vanilla tier-set pieces in that shop instead.