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Azjol-Nerub

Northrend - Level 15-30.

Azjol-Nerub loading screen
Azjol-Nerub loading screen
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Details

ContinentNorthrend
LevelLevel 15-30
Game mapNorthrend

Counts are what the current game build's data holds for this zone.

Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

2
51651+48via Wowhead (opens the original comment in a new tab)

Azjol-Nerub, also known as the Spider Kingdom (pronounced "ah-ZHOL nuh-ROOB"), is the vast underground empire of the arachnid Nerubians, located on the icy continent of Northrend. The entrance to Azjol-Nerub can be found in the northern reaches of the Dragonblight.

However, it seems as though a large portion of the underground Azjol-Nerub caverns was pushed upwards by a cataclysm, ascending the underground ruins toward the surface as the ice broke. Nerubians no longer inhabit these Riplash Ruins; therefore, the naga took residence within the abandoned ruins. Before its destruction by the Scourge, Azjol-Nerub contained huge libraries of literature, philosophy, and arcane lore.

In Lands of Mystery Azjol-Nerub is described as being its very own zone, located underground. The kingdom consists of two main sections, the Old Kingdom, and the Upper Kingdom. Part of the Upper Kingdom is controlled by dwarves, who control a small town known as Doorward, while some areas are controlled by the Scourge. Deeper underground is the Old Kingdom, which is controlled by potentially "neutral" Nerubians. Brann Bronzebeard claims it may be possible for an alliance with their faction if one is willing to help them clear out the Scourge from their Empire. Still, some areas are controlled by the Faceless Ones.

From:www.wowwiki.com

3
DKRakiel+41via Wowhead (opens the original comment in a new tab)

In the notice of their being a certain lack of how to actually *handle* the instance of people and more an awe of how to pull it off : (All is done off handily based on Heroic Runs, feel free to correct):

First leg mobs:
Skirmishers will charge a random target and will attack for 10 seconds straight; they cant be taunted off but it appears that normal non-taunt threat builders may be possible to pull them off. Either way, just kill them first and you won't have to worry about it - if skirmishers charging people constantly before you can kill them is a serious issue, go and get more gear before you come back.

Shadowcasters: Standard caster type mob; squishy, high damage, high priority on kills as well. Can silence/interrupt.

Warriors : High single target DPS tank and spank types.

Webwinders
: Do the lovely and oh so annoying "Web Wrap" which is a 10 second stun, but the webs have roughly 1k hp (Heroic) and can easily be removed. If you see someone about to get wrapped (the animation plays around them before they are stunned) target them and get ready to slap an attack on them - if you can put out over 1k in a hit, than they will be instantly released. They also do a Blinding Web attack which is a standard daze. If they are issues, take them out, but generally low priority in my groups.

First Boss: "The Gatekeeper"

This event starts when you pull the one of the three Watchers that are arranged infront of him - its a timed event, so you want to drop them quick as you can. The one of the left will be your biggest issue most likely; he has an AoE poison splash for a fair bit of damage - the other watchers are tank and spank enraging types. Once you kill one Watcher, let the next one come to you - the glory of timed events is if you kill them fast enough you can get a couple seconds break to restore yourself.

UPDATED INFORMATION : If you DO decide to pull the Watchers there is nothing wrong with that, but be aware they have a fixed order that he sends them out at. The order they go is left group, right group, center group. You can NOT over-ride this, so if you pull any other group when he triggers the first send he will send the left group, and so on and so forth.

The boss himself is relatively easy; he's a tank and spank that will summon up scarabs in large swarms - drop an AoE when they are out to control the scarabs - they don't have much health, but will muck with a squishies day.

Second Leg Mobs:
As you leave the first room you will enter the spiders web; and yet another timed event - AN is pretty much one gigantic gear check. The event starts when you pull the first Crusher from the middle - pull him to the back of the room for once he's pulled two more will come out of the holes in the back. These will not add, if your not in the middle. Crushers hit hard and will enrage at around 25% health - all other mobs are non-elites and standard melee/caster types - kill them as they come, drop crusher. Throughout the start of the event non-elites will pour from the holes in the back at a pace of one every roughly 20 seconds at the very least. Pick these up and grab the next crusher, and than rinse and repeat till its gone. Go to the back of the room and wait for Hadronix to finish coming up. If she comes out when your still fighting, your dead.

Second Boss: "Spidey"

You will want to wait for her to web off the holes in the back wall and therefore stop the flow of non-elite trash; theres an achievement to do it while they come out.. But the irritation of that is that she has a poison that will heal her for the damage it does, and if someone dies while its on it does a large % based heal to her... And that includes the mobs. So best to wait for them to be finished off and than she will run at you - pick her up before she attacks the healers.

Had' is quite easy.. Assuming you can remove the poison. Shes a tank and spank that will occasionally drop acid clouds behind her, drag her out of them when she does and continue. If you cant remove the poison, its a DPS check and you will simply have to out DPS the self-healing she does.

UPDATED INFORMATION : If you go for the achievement on her try to pull her with as few non-elites as possible. Your choice from than on is whether you want to clear off all the current non-elites and than continue or simply DPS her down. Maintain a kite on her so that the non-elites stay out of her poison cloud, contrary to all common sense you DONT want them to die, because each time they die (if they have her poison on them, which is safe to expect) she regenerates 5% HP. With strong healing, strong avoidance and mitigation on a tank, and some heavy DPS, its possible to drop her with the trash clustered on your tank. You'll really want to be geared for all the AN achievements.r

Third Leg Mobs:
Follow the path down and take the hole in the ground to the last bit; theres two mobs here : kill one than the other, they hit hard and will put a Mark on someone - the mark ticks for roughly 1.4k shadow damage damage and when it is done will explode for 4-5k on anyone in a small radius. They also will progressively reduce your damage the longer you fight them, so polish them off quick.

Final Boss:

Anub'arak is more of an annoyance than a real challenge. Get on the platform as it is webbed off after the fight starts. Tank run through him to the back wall, than back him up so his back is to the wall. Group goes behind him, tank stays infront - he does a frontal cone "Slam" that stuns for 5 seconds and does an irritating amount of damage. I've had it hit up to 30k on me, albeit that was a freak non-crit occurance - generally it hits for 15k and thus can be tanked and spanked through. However in interests of not being removed from fight for 5 seconds and not risking the extra damage, when he goes to slam - simply run back. He will turn to follow you if you move to the side, and thus catch group, but he wont move if you walk backwards out of slam and thus don't have to eat it.

Periodical moves :
Locust Swarm (Low AoE damage).
Scarabs (Summons a relatively small batch of scarabs up from the ground; just aoe them down).

So in this phase of it he's... Very straight forward - the reason he is annoying is he likes to dip beneath the ground at which point you cant attack him. You will see a ground shifting disturbance on the ground; move out if it - he impales up through the ground which does a fair bit of straight forward damage and as your launched in the air you will fall back and take falling damage ontop of that. While underground he will also call in a variety of non-elites; they are all tank and spank with the priority on darters as they will give a poison onto the group. Two groups of elite mobs will come down the webway you entered from during the fight, they are timed so you want to drop them fast - they cast wide spread poison bolts which can be interrupted or silenced - but do fair bit of damage if they land.

After the two elite groups are killed he will come out of the ground and resume the first phase, and than pop back under occasionally. Drop him as a fast as possible, not because of any real timer.. But just because long stretches of not being able to attack him are terribly boring.

-Rakiel.

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About Azjol-Nerub

Azjol-Nerub is an area of the Northrend game map, from Wrath of the Lich King.

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Community notes from Wowhead · 108 comments

Top 3 shown above

The comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.

The top 3 are shown in Top Comments above. Read all 108 on Wowhead.

Collectibles from Azjol-Nerub

Mounts, toys and battle pets the game data says you can obtain in Azjol-Nerub.

Pets (1)

Achievements Tied to Azjol-Nerub

1 achievement in the current game data names Azjol-Nerub in its criteria.