Halls of Origination

Halls of Origination

Dungeon ID: 70

Cataclysm · Dungeon · Requires level 35

Constructed by the great titans, the Halls of Origination are filled with ancient relics and the fearsome guardians that protect them. Rumors abound that the complex also contains a devastating weapon capable of reordering all life on Azeroth. Deathwing has moved to obtain this terrifying device through his agent, Al'Akir the Windlord. Thus far the facility's communication systems have been fully corrupted, but the weapon inside continues to elude Deathwing's grasp.

Encounters

Temple Guardian Anhuur

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In the final days of the Halls of Origination's use by titanic forces, Temple Guardian Anhuur was endowed with the willpower needed to wield the Light. Thus empowered, he was charged with judging the purity of those entering the facility.

Burning Light
A beam of Holy energy erupts from an ornate decoration on the wall, creating a 4 yard radius area of Burning Light on Anhuur's platform for 10 sec. The Burning Light inflicts 0 Holy damage every second to players standing within the area.
Divine Reckoning
Temple Guardian Anhuur places a Divine Reckoning on a random player. After 8 seconds, the target and all other players within 7 yards of the target take 2,300 Holy damage and heal Temple Guardian Anhuur for five times the amount of damage dealt.
Shield of Light
When Temple Guardian Anhuur reaches 66% and 33% of his remaining health, he channels energy from two nearby beacons and erects a Shield of Light that makes him immune to damage and spell school interrupts. The energy powering the shield can be disrupted by activating the two Beacons of Light in the pit below Anhuur's platform.
Reverberating Hymn
After Anhuur casts Shield of Light, he then immediately channels a Reverberating Hymn. The song inflicts 0 Holy damage to all players every 4 seconds.This effect stacks every 4 seconds as Anhuur continues to channel the song.
Pit Viper
These snakes inhabit the pit below Anhuur's platform.
Poison-tipped Fangs
Poison from the viper's fangs inflicts 0 Nature damage every 3 seconds for 15 sec.

Earthrager Ptah

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Outside Earthrager Ptah's tomb, the sand is littered with the bones of creatures purified by Anhuur. It is said that Ptah can bend these remains to his will and send them against beings who manage to elude the facility's first line of defense.

Flame Bolt
Earthrager Ptah begins to channel and launch flame bolts into the air for 5 sec., inflicting 0 Fire damage every second to two random players.
Earth Spike
Earthrager Ptah causes the ground under a random player's location to rumble, and 4 seconds later an Earth Spike erupts from the rumbling ground. The spike inflicts 0 Nature damage and knocks up every player within 4 yards.
Raging Smash
Earthrager Ptah inflicts 150% of normal melee damage to his current target and two additional enemies in Ptah's melee range.
Tumultuous Earthstorm
When Earthrager Ptah's remaining health reaches 50%, he generates a massive earthquake and disperses. Dustbone Horrors and Jeweled Scarabs rise from the sands, and pools of quicksand form. The Earthstorm will end when all the Dustbone Horrors and Jeweled Scarabs die. Ptah will then erupt from the sand once again to continue fighting the players.
Dustbone Horror
Two Dustbone Horrors rise from the sand and attack the players.
Smash
The Dustbone Horror strikes its current target for 125% of normal melee damage.
Jeweled Scarab
Eight Jeweled Scarbs rise from the sand and attack the players. The scarabs have low health.
Quicksand
During the Tumultuous Earthstorm, 7 yard radius pools of quicksand form randomly near players. The quicksand inflicts 0 Nature damage every 2 seconds and reduces the movement speed by 50% of any player standing within the quicksand.
Sand Vortex
A large tornado forms during the Tumultuous Earthstorm, and then slowly wanders around the sand. The sand vortex grabs any player that moves nearby, inflicting 0 Physical damage every 2 seconds for 8 sec. The sand vortex then ejects the player out. While the sand vortex traps players, they may not attack or cast spells.

Anraphet

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The Anraphet maintenance unit was created to man the inner workings of the Halls of Origination. In the event that the facility is contaminated by foreign entities, Anraphet will access programs designed to annihilate the intruders by any means necessary.

Nemesis Strike
Anraphet strikes his current target, inflicting Shadow damage equal to 50% of his normal melee attack and 0 Shadow damage every 2 seconds for 10 sec.
Alpha Beams
Anraphet begins to channel Alpha Beams at a random player, inflicting 0 Shadow damage to players within 5 yards of the target's location every 0.5 second for 3 sec.
Omega Stance
Anraphet assumes his Omega Stance, inflicting 0 Shadow damage on all enemy targets every 1 second for 8 sec. Omega Stance also reduces the movement speed of enemies by 50% for 4 sec.
Crumbling Ruin
After using either Alpha Beams or Omega Stance, Anraphet casts Crumbling Ruin. This ability decreases the maximum health of all enemies by 8%, and stacks up to 10 times.

Isiset, Construct of Magic

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Isiset serves to regulate the arcane energies contained within, and produced by, the Halls of Origination. Legend has it that this construct has become enraptured with her own arcane mastery and the perfection with which it seemingly endows her.

Supernova
Isiset unleashes a supernova, inflicting 0 Arcane damage and confusing any player who faces her for 4 sec.
Mirror Images
When Isiset's remaining health reaches 66%, she splits into three separate creatures. Each of the creatures represents one of her three main abilities. Killing one of the three images prevents her from using that image's ability for the rest of the encounter, but the other two abilities are empowered. When Isiset's remaining health reaches 33%, she again splits but into two separate creatures. These two creatures cast and correspond to her two remaining abilities. Killing one of these two images prevents her from using that image's ability for the rest of the encounter, but the sole remaining ability is further empowered.
Astral Rain
Killing this Mirror Image prevents Isiset from casting Astral Rain.
Celestial Call
Killing this Mirror Image prevents Isiset from casting Celestial Call.
Veil of Sky
Killing this Mirror Image prevents Isiset from casting Veil of Sky.
Astral Rain
Isiset summons a shower of stars, inflicting Arcane damage to all players within 20 yards every 3 seconds for 8 sec. The amount of Arcane damage dealt changes based on how many Mirror Images were previously destroyed by the players. No Mirror Images destroyed: 0 Arcane damage One Mirror Image destroyed: 0 Arcane damage Two Mirror Images destroyed: 0 Arcane damage
Celestial Call
Isiset summons a number of Celestial Familiars to aid her. The number of Celestial Familiars summoned changes based on how many Mirror Images were previously destroyed by the players. No Mirror Images destroyed: One Celestial Familiar One Mirror Image destroyed: Two Celestial Familiars Two Mirror Images destroyed: Three Celestial Familiars
Celestial Familiar
These floating pieces of stars attack by casting Arcane Barrage at random players.
Arcane Barrage
The Celestial Familiar unleashes a barrage of celestial energy to inflict 377 Arcane damage on a random enemy player.
Veil of Sky
Isiset drapes herself in a protective shield that absorbs damage by draining Isiset's mana instead of her health and reflecting back a percentage of the spells cast at her. The amount of damage absorbed and the chance of a spell being reflected changes based on how many Mirror Images were previously destroyed by the players. No Mirror Images destroyed: 0 damage absorbed and 20% chance to reflect spells One Mirror Image destroyed: 0 damage absorbed and 40% chance to reflect spells Two Mirror Images destroyed: 0 damage absorbed and 60% chance to reflect spells

Ammunae, Construct of Life

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Although designed to reduce Azeroth to its base elements, the reordering system inside the Halls of Origination also creates new life. To that end, the construct Ammunae regulates the natural energies coursing through the facility to ensure that life will exist on a reforged Azeroth.

Wither
Ammunae causes a random player to wither away, reducing their attack and casting speeds by 60% and movement speed by 60% for 10 sec.
Consume Life Energy
Ammunae pulls the life and power from a random player, granting himself energy. Consuming the life energy of the player inflicts 0 Nature damage every 1 second and stuns for 4 sec. The spell also drains a small amount of either Mana, Runic Power, Rage, Focus, or Energy from the player, depending on their class. Consuming the life energy grants Ammunae 12 Energy every second for 4 sec.
Seedling Pod
Ammunae periodically creates a Seedling Pod in a random location 14 yards away from him. Seedling Pods have low health.
Energize
The Seedling Pod increases Ammunae's damage dealt by 5% and melee haste by 30% while the Pod is alive.
Energizing Growth
The Seedling Pod also heals Ammunae for 1% of his maximum health every 5.2 seconds while the Pod is alive.
Rampant Growth
Ammunae releases all of his stored Life Energy, transforming all Seedling Pods into Bloodpetal Sprouts and inflicting 0 Nature damage to all enemies. This spell costs Ammunae 100 Life Energy to cast.
Bloodpetal Blossom
Ammunae infuses a random Seeding Pod with Life Energy, transforming it into a Bloodpetal Blossom.
Thorn Slash
The Bloodpetal Blossom rakes its current target with thorny vines, inflicting 150% of its normal melee damage and causing the target to bleed for 0 Physical damage every 2 seconds for 15 sec.
Spore
Ammunae occasionally releases a Spore from his body. This creature moves slowly and has low health. When the Spore dies, it forms a 6 yard radius spore cloud at its location that lasts for 30 seconds.
Noxious Spores
The spore cloud released by the Spore inflicts 370 Nature damage every 1.5 seconds to any player standing in the cloud. The spore cloud also rots away any plant life inside it, inflicting 15% of the plant's life as Nature damage.

Setesh, Construct of Destruction

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Given the purpose of the Halls of Origination, the titans deemed it necessary to create Setesh, a construct who holds sway over the powers of destruction. Should Setesh ever fall to corruption, the results would be disastrous.

Chaos Bolt
Setesh casts Chaos Bolt at random players instead of performing a melee attack. Chaos Bolt inflicts 267 unresistable damage to a random player.
Reign of Chaos
Setesh summons small 2 yard radius bubbles of void energy every 0.5 second at the location of players and random spots in the room. After a bubble is summoned, it immediately begins to inflict 0 unresistable damage every second to enemies. Each bubble lasts 5 seconds before it pops.
Chaos Blast
Setesh throws a Chaos Blast at the location of a random player that is at least 15 yards away from Setesh. After 5 seconds the Chaos Blast lands at the targeted location, inflicting 0 unresistable damage to any player within 12 yards. The Chaos Blast leaves behind a 10 yard radius void zone that inflicts 0 unresistable damage every second to any player standing in the area.
Seed of Chaos
Setesh creates a Seed of Chaos at a random location in his room that drops to the floor. Moving close to the seed causes it to explode, inflicting 0 Shadow damage to all enemies within 12 yards. Players within the explosion are also infused with chaos for 15 sec. and inflict an additional 0 unresistable damage when they land one of their hostile abilities or spells on a target. This additional damage can only occur once every 2 seconds.
Summon Chaos Portal
Setesh channels onto a random location in the room, and opens up a Chaos Portal. When the portal opens, two Void Wurms appear. After another 12 seconds a Void Seeker appears, then after 15 seconds a Void sentinel appears. The Chaos Portal then closes.
Void Sentinel
The Chaos Portal summons one of these very difficult to kill creatures at a time.
Void Barrier
Void Sentinels wrap themselves in a barrier, reducing the damage dealt to them by 90%.
Charged Fists
Void Sentinels charge their fists and increase their Physical damage dealt by 10% and attack speed by 20% for 15 sec.
Void Seeker
The Chaos Portal summons one of these void creatures at a time.
Anti-Magic Prison
The Void Seeker channels and traps its current target within an Anti-Magic Prison, reducing their movement speed by 60% and causing the target to become immune to all magical effects (including friendly healing) for 30 sec.
Void Wurm
The Chaos Portal summons two of these low health creatures at a time.

Rajh, Construct of Sun

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Rajh oversees the energies that have both sparked life and snuffed it out in an untold number of his kin. Considered the mightiest of his fellow constructs, Rajh holds the power to unleash the fury of a thousand suns upon Azeroth.

Sun Energy
Rajh begins with 100 Sun Energy, and uses this resource to cast his spells.
Sun Strike
Rajh unleashes a burst of flames, inflicting 380 Fire damage to every player within 50 yards and 374 Fire damage every 3 seconds to his current target for 15 sec. This ability costs Rajh 20 Sun Energy.
Summon Sun Orb
Rajh channels for 3 seconds then summons a Sun Orb above the location of a random player. The Sun Orb then falls, and when it lands the Orb deals 0 Fire damage to any player within 13 yards and knocks them back. This ability costs Rajh 20 Sun Energy.
Inferno Leap
Rajh prepares to leap to the location of a random player, then propels himself into the air and lands on the chosen location. While Rajh is casting Inferno Leap, players within 10 yards of the chosen location have their movement speed increased by 50%. When Rajh lands at the chosen location, he inflicts 0 Fire damage and knocks away any player within 10 yards. This ability costs Rajh 20 Sun Energy.
Solar Winds
Rajh summons a fiery vortex in front of him. The vortex grows and moves away from Rajh, then begins to move around the room. The Solar Winds vortex inflicts 0 Fire damage and knocks back any players that move within 4 yards. This ability costs Rajh 20 Sun Energy.
Solar Fire
As the Solar Winds move across the room, they periodically create small 4 yard patches of Solar Fire. The Solar Fire inflicts 0 Fire damage every 1 second to any player that stands within the flames.
Blessing of the Sun
When Rajh has less than 10 Sun Energy, he walks to the middle of the room and reenergizes himself with the Blessing of the Sun for 3 sec. Rajh gains 5 Sun Energy, inflicts 0 Fire damage to all players, and increases the damage players inflict by 100% while he channels the Blessing of the Sun.