
Raid - Warlords of Draenor
Highmaul
7 encounters, 98 boss abilities and 149 drops, with the Adventure Guide’s own ability and strategy notes for each fight. Every drop links to its item page; tradeable drops carry an Auction House price.
Highmaul is the seat of power for the Gorian Empire, the ogre civilization that ruled Draenor for generations, until the arrival of the draenei. A massive city that belies the ogre reputation for brutish stupidity, Highmaul is full of bustling markets, wealthy nobles, and the roar of the Coliseum crowd echoing through the streets of the slums. Visible from everywhere within the city's walls, Imperator Mar'gok's citadel casts a long shadow, a reminder of his watchful eye and iron grip.
Quick Facts
| Type | Raid |
|---|---|
| Expansion | Warlords of Draenor |
| Encounters | 7 |
| Boss abilities | 98 |
| Drops | 149 |
| Item level | 1 to 44 |
| Tradeable drops | 4 |
| Difficulties | Looking For Raid, Normal, Heroic, Mythic |
Difficulties and Lockouts
Highmaul has 4 difficulties in the game data: Normal, Heroic, Mythic and Looking For Raid save you to a weekly lockout.
| Difficulty | Players | Level range | Lockout |
|---|---|---|---|
| Normal | 30 | 40 | Weekly |
| Heroic | 30 | 40 | Weekly |
| Mythic | 20 | 40 | Weekly |
| Looking For Raid | 30 | 40 | Weekly |
Raid Finder splits Highmaul into 3 wings:
- Walled City
- Arcane Sanctum
- Imperator's Rise
Loot Table Value
4 of Highmaul’s 149 drops are tradeable, and 4 of those are on the Auction House right now. The richest is Item 113593 at 3,754g (median across 46 realms).
| Tradeable drop | Median price | Cheapest listing | Listed on |
|---|---|---|---|
| Item 113593 | 3,754 gold | 200 gold | 46 realms |
| Item 113632 | 3,299 gold | 300 gold | 46 realms |
| Throat-Ripper Gauntlets | 2,933 gold | 266 gold | 49 realms |
| Meatmonger's Gory Grips | 2,810 gold | 298 gold | 44 realms |
Median is the middle price across every connected realm that currently lists the item, from our own Auction House scan, updated within the hour.
Where It Is
The entrance to Highmaul is in Nagrand at 32.8, 38.4.
Abandoned CargoAdventurer's MaceAdventurer's PackAdventurer's PouchAdventurer's SackAdventurer's StaffA Pile of DirtAppropriated Warsong SuppliesBag of HerbsBone-Carved DaggerBounty of the ElementsBrilliant DreampetalBurning Blade CacheElemental OfferingElemental ShacklesFragment of Oshu'gunFreshwater ClamFungus-Covered ChestGambler's PurseGenedar DebrisGoblin PackGolden Kaliri EggGoldtoe's PlunderGrizzlemaw's BonepileHidden StashHighmaul SledgeImportant Exploration SuppliesLost PendantMountain Climber's PackOgre BeadsPale ElixirPokkar's Thirteenth AxePolished Saberon SkullSaberon StashSmuggler's CacheSpirit CofferSpirit's GiftSteamwheedle SuppliesTelaar Defender ShieldTreasure of Kull'kroshVoid-Infused CrystalWarsong CacheWarsong HelmWarsong LockboxWarsong SpearWarsong SpoilsWarsong SuppliesWatertight BagEntrance 32.8, 38.4Nagrand, from the game’s own world map art. The framed marker is the Adventure Guide entrance; gold diamonds are the zone’s landmarks.
3D Model
First-party render from the game files. Model © Blizzard Entertainment.
Instance Map
The Adventure Guide places 7 bosses of Highmaul on 4 maps. Numbers follow the encounter order; each links to that fight below.
Highmaul
1Kargath Bladefist- 1 Kargath Bladefist 54.8, 57.7
Highmaul
2The Butcher3Tectus4Brackenspore- 2 The Butcher 57.9, 55.1
- 3 Tectus 37.0, 74.8
- 4 Brackenspore 50.9, 16.4
Highmaul
5Twin Ogron6Ko'ragh- 5 Twin Ogron 55.1, 36.4
- 6 Ko'ragh 37.8, 65.5
Highmaul
7Imperator Mar'gok- 7 Imperator Mar'gok 45.3, 75.2
Encounters
LFRLooking For RaidNNormalHHeroicMMythic
The Butcher
Born in the fetid Underbelly of Highmaul, this ogre may have once had a proper name, but it is long forgotten. Abused and beaten from his earliest days, the hardship only strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his days.
Abilities & Strategy
Overview
The Butcher attacks relentlessly, hacking at his foes with his dual implements of destruction. His main abilities seek to target large clumps of enemies, and positioning is key to handling and overcoming his attacks.
Damage Dealers
- Players in melee range must form clumps of varying sizes throughout the fight to manage the Butcher's Cleave and allow Gushing Wounds to fade.
- Players at range must clump in order to survive the Butcher's Bounding Cleave sequence.
Healers
- Groups that are struck by Cleave suffer periodic damage from Gushing Wounds, which can stack.
- All players in the raid suffer Physical damage when the Butcher begins his Bounding Cleave sequence.
Tanks
- 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.
- The Tenderizer will always hit. It cannot be dodged or parried, but it can be blocked.
- The Cleaver will only apply its damage over time effect if the attack successfully lands on its target.
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
Spell details
The Tenderizer
Spell details
Meat Hook
Spell details
Cleave
Spell detailsBounding 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
Spell detailsFrenzy
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.
Paleobomb
Spell details
Pale Vitriol
Spell detailsLoot
21 drops · item level 44 · 10 slots (Back, Feet, Finger, Hands, Head, One-Hand +4 more) · 2 tradeable
Kargath Bladefist
Kargath Bladefist, Warlord 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 returns to the arena to teach you the true meaning of savagery.
Abilities & Strategy
Overview
Kargath's Berserker Rush cannot be stopped until he either kills his target, or finds something else to take his anger out on. As the fight progresses, Iron Bombers and Drunken Bileslingers rain destruction from the arena stands. Players can dispatch these creatures after being tossed into the crowd by Kargath's Chain Hurl. In Mythic difficulty, the raid must perform well to gain favor that is tracked by Roar of the Crowd. If the raid gains enough favor from Roar of the Crowd, the raid is granted increased damage dealing.
Damage Dealers
- Iron Bombers and Drunken Bileslingers will continue to harass the raid from the stands until they are killed.
Healers
- Kargath inflicts massive damage to the tank with his Impale ability.
- Iron Bombers inflict raidwide damage until they are killed.
Tanks
- Kargath's Impale leaves Open Wounds on his target that increases the damage of consecutive Impales.
Roar of the Crowd
Favor gained by performing well is tracked by Roar of the Crowd. As the raid's favor increases, they gain Crowd Favorite buffs that increase the raid's damage done.
Kargath Bladefist
Impale
Spell details
Blade Dance
Spell details
Berserker Rush
Spell detailsIn Mythic difficulty, the raid gains favor for Roar of the Crowd the longer Kargath stays in Berserker Rush. However, if Kargath's fixate target dies, the raid loses a big chunk of favor.
Chain Hurl
Spell detailsIn Looking for Raid difficulty, Kargath automatically tosses the tank with the highest amount of Open Wounds stacks, one random healer, and three random DPS into the crowd.
Monster's Brawl
Kargath uses Chain Hurl to toss raid members into the arena stands. Once in the stands, the raid members can attack the audience until either the Highmaul Sweeper knocks them out of the stands, or their corpse is thrown back into the arena.
Drunken Bileslinger
Drunken Bileslingers appear in the stands and throw Mauling Brew into the arena.
Iron Bomber
Iron Bombers appear in the stands and hurl Iron Bombs into the raid.
Iron Grunt
A seemingly endless throng of rowdy orcs. In Mythic difficulty, killing Iron Grunts grants favor for Roar of the Crowd.
Grapple
Spell detailsFire Pillar
A pillar of screaming skulls that belch a continuous stream of flames.
Flame Jet
Spell details
Flame Gout
Spell detailsRavenous Bloodmaw
Ravenous Bloodmaws prowl hungrily within their pits, waiting to maul anyone unfortunate enough to fall in. In Mythic Difficulty, the Ravenous Bloodmaws are released from their pits. Setting these beasts on fire will gain favor for Roar of the Crowd.
On the Hunt
Spell detailsLoot
21 drops · item level 1 to 44 · 12 slots (Back, Chest, Feet, Finger, Hands, Head +6 more) · 2 tradeable
Twin Ogron
Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar'gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.
Abilities & Strategy
Overview
The Twin Ogron combat players while performing attacks at specific energy thresholds. At 33 energy, an Ogron uses his special weapon attack. At 66 energy, an Ogron performs a large shout. Finally, at 100 energy, an Ogron performs a large, raid-wide attack. As the distance between the Ogron increases, their haste increases and casting time additionally decreases, reducing the amount of time players have to react to various abilities.
Damage Dealers
- Stand near Phemos for Enfeebling Roar, as he splits damage, effectiveness, and duration amongst nearby targets.
- Be wary of the radius of Whirlwind and the path of Shield Charge.
Healers
- Be ready to heal on the move when Quake and Blaze begins.
- Watch for Interrupting Shout, as it will interrupt and lock you out of spellcasting for a short duration.
Tanks
- Whirlwind has a large radius, and can be deadly when combined with Shield Bash.
- Controlling the distance between the Twin Ogron is essential to managing the potency of their abilities.
Pol
Shield Bash
Spell details
Arcane Bash
Spell details
Shield Charge
Spell details
Arcane Charge
Spell details
Injured
Spell details
Interrupting Shout
Spell details
Pulverize
Spell details
Arcane Fragment
Spell detailsPhemos
Double Slash
Spell details
Arcane Wound
Spell details
Whirlwind
Spell details
Arcane Vortex
Spell details
Weakened Defenses
Spell details
Enfeebling Roar
Spell details
Arcane Volatility
Spell details
Quake
Spell details
Blaze
Spell details
Warming Up
Spell detailsLoot
20 drops · item level 44 · 13 slots (Back, Chest, Finger, Hands, Held In Off-hand, Legs +7 more) · all Bind on Pickup
Ko'ragh
Ko'ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, and was left with a near-complete immunity to all magic. Rumors abound regarding his connection to the Imperator, with some wondering why Ko'ragh would remain subservient to a sorcerer despite his unique gifts.
Abilities & Strategy
Overview
Ko'ragh is protected by a Nullification Barrier that absorbs all magic damage taken. When the barrier is removed, he activates a rune that recharges it. While recharging, one player may also absorb some of the rune's energy and receive a Nullification Barrier. As the fight progresses, an increasing amount of Overflowing Energy orbs spill from the rune and float to the ground, exploding when they land. Players who have a Nullification Barrier can catch and absorb Overflowing Energy to mitigate the amount of raid wide damage and prevent a lethal amount of damage from occurring. In Mythic difficulty, two players may enter the rune per phase of Charging.
Damage Dealers
- Absorb Caustic Energy to gain a Nullification Barrier.
- Avoid Overflowing Energy until you have a Nullification Barrier. Absorb Overflowing Energy when you do have a Nullification Barrier.
Healers
- Focus intense healing on players absorbing Caustic Energy to allow them to survive the transformation.
- Expel Magic: Fire inflicts heavy raid wide damage and requires dispels to mitigate some of the damage.
- Expel Magic: Shadow absorbs all healing on the raid until it is removed.
Tanks
- Tanks marked with Expel Magic: Arcane must run away from their allies and avoid the periodic explosions.
- Volatile Anomalies will spawn periodically during the charging phase. If they are killed within a Suppression Field, they will not cast Destabilize.
Nullification Barrier
Spell details
Breaker's Strength
Spell detailsCharging
When the Ko'ragh's Nullification Barrier is removed, he begins to recharge. After 20 sec, the barrier is restored.
Caustic Energy
One player may enter the rune with Ko'ragh, absorbing a portion of its energy. This effect pierces all immunities and damage reductions. When the rune powers down, the player receives their own Nullification Barrier, proportional to the amount of time spent inside the rune. The Nullification Barrier received by players can absorb up to Magic damage. In Mythic difficulty, two players may enter the rune per phase of Charging. In Raid Finder difficulty, five players may enter the rune per phase of Charging.
Suppression Field
Spell detailsVolatile Anomalies
While the Rune of Nullification is active, 3 Volatile Anomalies spawn every 8 sec.
Destabilize
Spell detailsExpel Magic
Expel Magic: Fire
Spell details
Expel Magic: Fel
Spell details
Expel Magic: Arcane
Spell details
Expel Magic: Frost
Spell details
Expel Magic: Shadow
Spell details
Overflowing Energy
Spell detailsIn Mythic difficulty, the rate that Overflowing Energy forms is accelerated.
Dominating Power
Spell details
Forfeit Power
Spell detailsLoot
22 drops · item level 44 · 12 slots (Back, Chest, Feet, Finger, Head, Legs +6 more) · all Bind on Pickup
Tectus
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.
Abilities & Strategy
Overview
Tectus cannot be killed by traditional means. He builds energy, channeling Tectonic Upheaval whenever he reaches 100. Depleting Tectus's health before the end of Upheaval shatters it into two Shards of Tectus; otherwise, Tectus heals and resumes gaining energy. Each Shard splits into four Motes of Tectus when shattered. Players must kill all eight Motes to defeat Tectus.
Damage Dealers
- Deplete Tectus' health before the end of Tectonic Upheaval.
- Move out of the rumbling earth before the eruption of Earthen Pillar!
Healers
- Players will take heavy damage during Tectonic Upheaval.
- Move out of the rumbling earth before the eruption of Earthen Pillar!
Tanks
- Face Night-Twisted Earthshapers away from other players to minimize damage from Earthen Flechettes.
- Intercept Gift of Earth if you are not tanking Tectus.
- Move out of the rumbling earth before the eruption of Earthen Pillar!
Tectus, The Living Mountain
Tectus begins the battle fully formed, able to inflict full damage.
The Living Mountain
Spell details
Accretion
Spell detailsOn Mythic difficulty, if any other Shards or Motes of Tectus are. of Tectus when he gains Accretion, they will also gain Accretion.
Earthen Pillar
Spell detailsOn Mythic difficulty, Tectus also uses this ability at 50 Energy.
Crystalline Barrage
Spell details
Fracture
Spell details
Tectonic Upheaval
Spell details
Hollowed Heart of the Mountain
Spell detailsShard of Tectus
When shattered, the remnants of Tectus will form two Shards of Tectus. Shards of Tectus share Tectus' abilities, but individually deal less damage.
Shard of the Mountain
Spell details
Accretion
Spell detailsOn Mythic difficulty, if any other Shards or Motes of Tectus are. of Tectus when he gains Accretion, they will also gain Accretion.
Crystalline Barrage
Spell details
Fracture
Spell details
Earthen Pillar
Spell detailsOn Mythic difficulty, Tectus also uses this ability at 50 Energy.
Tectonic Upheaval
Spell details
Hollowed Shard of the Mountain
Spell detailsMote of Tectus
When shattered, the remnants of each Shard of Tectus will form four Motes of Tectus. Motes of Tectus do not need to be shattered. Players are victorious over Tectus after they have killed all of the Motes of Tectus.
Mote of the Mountain
Spell details
Accretion
Spell details
Crystalline Barrage
Spell details
Fracture
Spell details
Earthen Pillar
Spell detailsOn Mythic difficulty, Tectus also uses this ability at 50 Energy.
Tectonic Upheaval
Spell detailsNight-Twisted Pale
While Tectus is fully formed, Night-Twisted Pale will attempt to enter the fight, empowering Tectus and attacking players. In Mythic difficulty, Night-Twisted pale continue to attack after Tectus is shattered.
Night-Twisted Earthwarper
Gift of Earth
Spell details
Earthen Flechettes
Spell detailsNight-Twisted Berserker
Raving Assault
Spell detailsLoot
23 drops · item level 1 to 44 · 12 slots (Chest, Feet, Finger, Head, Legs, Neck +6 more) · all Bind on Pickup
Brackenspore
The Iron Horde juggernaut moored in the waters beside Highmaul drew the attention of Brackenspore, ancient walker of the deep. The aquatic giant spreads fungal growth and moss in his wake, and is driven by primal instinct to eradicate any traces of civilization on Draenor.
Abilities & Strategy
Overview
Brackenspore emerges from the infested waters beneath the cliffs of Highmaul, spreading fungal growth that will engulf the beach if left unchecked. Players must use available Flamethrowers to keep Creeping Moss in check, while defeating hostile fungi that Brackenspore creates in his wake.
Tanks
- Grab the attention of Fungal Flesh-Eaters as they stream in from the sea.
- Interrupt Decay which is cast by the Fungal Flesh-Eaters.
Damage Dealers
- Interrupt Decay which is cast by the Fungal Flesh-Eaters.
- Intercept the damage from Spore Shot away from other players, to avoid splashing the damage.
Healers
- Heal friendly mushrooms to full to gain their effects. Once they are healed to full they will begin to wither and die at an increasing rate. Keep them healed in order to maintain their beneficial effects.
- Heal Living Mushrooms to full to gain Living Spores in order to survive the damage caused by Infesting Spores.
Creeping Moss
Spell details
Necrotic Breath
Spell details
Infesting Spores
Spell details
Call of the Tides
Spell details
Exploding Fungus
Spell detailsHostile Fungus
Spore Shooter
Spore Shot
Spell detailsMind Fungus
Mind Fungus
Spell detailsFungal Flesh-Eater
Flesh Eater
Spell details
Decay
Spell detailsBeneficial Mushrooms
Living Mushroom
Heal this unit to full to gain the effects of Living Spores.
Living Spores
Spell details
Withering
Spell detailsRejuvenating Mushroom
Heal this unit to full to gain Rejuvenating Spores.
Rejuvenating Spores
Spell details
Withering
Spell detailsBlackfuse Company 9000
Players may use this weapon to burn away Creeping Moss.
Flamethrower
Spell details
Burning Infusion
Spell detailsLoot
19 drops · item level 44 · 11 slots (Back, Chest, Feet, Hands, Neck, Ranged +5 more) · all Bind on Pickup
Imperator Mar'gok
As the grand Imperator of Highmaul, Mar'gok is descended from a long line of sorcerers who have ruled the Gorian Empire. Equal parts cunning and brutality, Mar'gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor.
Abilities & Strategy
Overview
Imperator Mar'gok assaults players with destructive Arcane magic and summons Arcane Aberrations to fight for him. When Imperator Mar'gok reaches 85%, 55% and 25% health remaining, he activates one of the runestones in his throne room, augmenting his abilities with additional effects. The runestones activated at 55% and 25% must be awakened from their dormant state. As they charge, guards arrive to defend the Imperator as Volatile Anomalies pour from the stone. In Mythic difficulty, Imperator Mar'gok maintains the effects of 2 runestones at once and begins to awake a new runestone at 66% and 33% health remaining.
Damage Dealers
- Arcane Wrath spreads to nearby allies.
- Destructive Resonance will inflict lethal damage if triggered.
- Arcane Aberrations inflict heavy raid wide damage as long as they are alive.
Healers
- Arcane Wrath inflicts heavy damage when it expires from a target.
- Arcane Aberrations will inflict raid wide damage every second that they are alive.
- Force Nova inflicts heavy damage to players as it moves over them.
Tanks
- Accelerated Assault will stack indefinitely until Imperator Mar'gok melee attacks a different target.
- Mark of Chaos will inflict damage to allies within 35 yards when it expires.
- Imperator Mar'gok will periodically summon Arcane Aberrations.
Stage One: Might of the Crown
Arcane Wrath
Spell details
Destructive Resonance
Spell detailsArcane Aberration
Imperator Mar'gok summons an Arcane Aberration.
Collapsing Entity
Spell details
Mark of Chaos
Spell details
Force Nova
Spell details
Accelerated Assault
Spell detailsStage Two: Rune of Displacement
When Imperator Mar'gok reaches 85% health remaining, he activates the Rune of Displacement. In Mythic difficulty, Imperator Mar'gok begins the fight with both the Rune of Displacement and Rune of Replication active.
Arcane Wrath: Displacement
In addition to Arcane Wrath's normal effects, Branded Players are unable to move more than 10 yards from the location they were marked. Attempting to leave the marked area will teleport the player back to the location they were originally marked.
Destructive Resonance: Displacement
In addition to Destructive Resonance's normal effects, it grows to twice its original size over 30 seconds.
Displacing Arcane Aberration
Imperator Mar'gok summons a Displacing Arcane Aberration.
Impactful Pulse
Spell detailsMark of Chaos: Displacement
In addition to Mark of Chaos' normal effects, the target is teleported to a random location.
Force Nova: Displacement
In addition to Force Nova's normal effects, it now also pushes players away as the nova moves outwards.
Intermission: Dormant Runestones
When Imperator Mar'gok reaches 55% health remaining, he begins to awaken the Rune of Fortification. The rune charges for 1 minute before releasing its power. In Mythic difficulty, Imperator Mar'gok begins to awaken the Rune of Fortification at 66% health remaining. This causes the Rune of Replication to become dormant.
Gorian Warmage
Two Gorian Warmages come to defend Imperator Mar'gok as he charges the Rune of Fortification.
Volatile Anomaly
As the Rune of Fortification charges, Volatile Anomalies pour from the rune stone every 12 sec.
Destabilize
Spell detailsStage Three: Rune of Fortification
Arcane Wrath: Fortification
In addition to Arcane Wrath's normal effect, the jump range of Arcane Wrath is only decreased by 25% with each jump.
Destructive Resonance: Fortification
In addition to Destructive Resonance's normal effects, it persists for 2 minutes.
Fortified Arcane Aberration
Imperator Mar'gok summons a Fortified Arcane Aberration.
Fortified
Spell detailsMark of Chaos: Fortification
In addition to Mark of Chaos' normal effects, the target is rooted in place.
Force Nova: Fortification
In addition to Force Nova's normal effects, an additional nova is released every 8 sec,. for 16 sec.
Intermission: Lineage of Power
When Imperator Mar'gok reaches 25% health remaining, he begins to awaken the Rune of Replication. The rune charges for 1 minute before releasing its power. In Mythic difficulty, Imperator Mar'gok begins to awaken the Rune of Replication at 33% health remaining. This causes the Rune of Displacement to become dormant.
Gorian Reaver
A Gorian Reaver comes to defend Imperator Mar'gok as he charges the Rune of Replication.
Gorian Warmage
Two Gorian Warmages come to defend Imperator Mar'gok as he charges the Rune of Replication.
Volatile Anomaly
As the Rune of Replication charges, Volatile Anomalies pour from the rune stone every 12 sec.
Destabilize
Spell detailsStage Four: Rune of Replication
Arcane Wrath: Replication
In addition to Arcane Wrath's normal effects, a second player will be Branded the first time Arcane Wrath jumps.
Destructive Resonance: Replication
In addition to Destructive Resonance's normal effects, two additional Destructive Resonances are created nearby when it detonates or expires.
Replicating Arcane Aberration
Imperator Mar'gok summons a Replicating Arcane Aberration.
Replicate
Upon death, Replicating Arcane Aberrations split into 7 Arcane Remnants.
Mark of Chaos: Replication
In addition to Mark of Chaos' normal effects, 8 Orbs of Chaos are conjured when Mark of Chaos expires. Each orb flies out from the wearer and inflicts Arcane damage to all players that they move through.
Force Nova: Replication
In addition to Force Nova's normal effects, players who are damaged by Force Nova will inflict Arcane damage to their allies.
Loot
23 drops · item level 44 · 11 slots (Back, Chest, Feet, Finger, Head, Legs +5 more) · all Bind on Pickup
Quests
3 quests Blizzard’s quest data files under Highmaul, all for level 40:
Achievements
15 achievements tied to Highmaul, worth 140 achievement points in total.
Mythic: Kargath BladefistDefeat Kargath Bladefist in Highmaul on Mythic difficulty.10
Mythic: The ButcherDefeat The Butcher in Highmaul on Mythic difficulty.10
Mythic: TectusDefeat Tectus in Highmaul on Mythic difficulty.10
Mythic: BrackensporeDefeat Brackenspore in Highmaul on Mythic difficulty.10
Mythic: Twin OgronDefeat the Twin Ogron in Highmaul on Mythic difficulty.10
Mythic: Ko'raghDefeat Ko'ragh in Highmaul on Mythic difficulty.10
Mythic: Imperator's FallComplete the Imperator Mar'gok encounter in Highmaul on Mythic difficulty.Title: Empire's Twilight10
Flame On!Defeat Kargath Bladefist in Highmaul without destroying any Fire Pillars on Normal difficulty or higher.10
Hurry Up, Maggot!Cause the Butcher in Highmaul to slay 6 Maggots before defeating him on Normal difficulty or higher.10
More Like Wrecked-usDefeat Tectus in Highmaul by destroying all eight Motes of Tectus within 10 seconds of each other on Normal difficulty or higher.10
A Fungus Among UsGain 15 stacks of Burning Infusion and then defeat Brackenspore in Highmaul on Normal difficulty or higher.10
Brothers in ArmsDefeat the Twin Ogron in Highmaul without their Disposition ever exceeding 30% on Normal difficulty or higher.10
Pair AnnihilationDefeat Ko'ragh in Highmaul with fewer than 15 Overflowing Energy orbs touching the ground or players without Nullification Barrier, on Normal difficulty or higher.10
Lineage of PowerEmpower and defeat a Fortified Replicating Gorian Warmage and then defeat Imperator Mar'gok in Highmaul on Normal difficulty or higher.10
Cutting Edge: Imperator's FallComplete the Imperator Mar'gok encounter in Highmaul on Mythic difficulty, before the release of patch 6.2.
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