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The Black Temple Raid Guide - TBC Anniversary Phase 3

In this Black Temple raid guide for TBC Classic Anniversary, I’ll explain how to finish the attunement, reach the entrance, prepare the required resistance sets, and organize your raid. I’ll also cover all nine bosses, the trash mobs that can actually wipe you, Tier 6 tokens, Ashtongue Deathsworn reputation, and the best loot from Illidan Stormrage.

My WoW Character Versus Illidan in Black Temple Raid

Black Temple Raid Guide Quick Overview:

  1. Black Temple is a 25-player raid that releases with TBC Anniversary Phase 3 on August 27, 2026.
  2. The raid contains nine bosses, ending with Illidan Stormrage.
  3. Black Temple requires a long attunement chain that passes through Serpentshrine Cavern, Tempest Keep, and Mount Hyjal.
  4. After Supremus, Shade of Akama, Teron Gorefiend, Gurtogg Bloodboil, and Reliquary of Souls can be tackled with some route flexibility, but all four must die before Mother Shahraz.
  5. Mother Shahraz drops Tier 6 Shoulder tokens, the Illidari Council drops Leg tokens, and Illidan drops Chest tokens.
  6. Regular boss and trash epics are ilvl 141, Tier 6 tokens are ilvl 146, and Illidan drops ilvl 151 gear, including the legendary Warglaives of Azzinoth.

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Black Temple Raid Overview

Black Temple is the larger of the two raids released with TBC Classic Anniversary Phase 3. It opens globally on August 27, 2026, alongside Mount Hyjal. Mount Hyjal is a compact five-boss defense event, while Black Temple is a full nine-boss assault on Illidan Stormrage's fortress in Shadowmoon Valley. The instance begins in the Karabor Sewers, continues through the temple's courtyards and sanctums, and ends at the summit.

The temple was originally known as Karabor, a sacred Draenei site. Gul'dan and the Shadow Council transformed it during the Horde's occupation of Draenor, Magtheridon later claimed it, and Illidan took control after arriving in Outland. The Phase 3 raid follows Akama's attempt to free his people and remove Illidan from the temple.

Raid Info

Details

Phase

TBC Anniversary Phase 3

Release Date

August 27, 2026

Raid Size

25 players

Minimum Level

70

Bosses

9

Final Boss

Illidan Stormrage

Lockout

Weekly

Location

Eastern Shadowmoon Valley

Attunement

Required

Entry Item

Medallion of Karabor

Reputation

Ashtongue Deathsworn

Regular Loot

ilvl 141

Tier 6 Tokens

ilvl 146

Illidan Loot

ilvl 151

Black Temple is mechanically broader than Mount Hyjal. Some encounters are straightforward tank-and-move fights, but the later half introduces unusual assignments. Teron Gorefiend temporarily turns players into ghosts, Reliquary of Souls disables normal healing during one phase, the Illidari Council requires four separate tanking and interrupt teams, and Illidan needs Fire Resistance tanks plus a Warlock prepared to tank Demon Form. The raid also supplies three core Tier 6 slots. Mother Shahraz drops Shoulder tokens, the Illidari Council drops Leg tokens, and Illidan drops Chest tokens. Gloves and Helms come from Mount Hyjal, so a complete five-piece Tier 6 set requires progress through both Phase 3 raids.

Black Temple Attunement Guide

Black Temple has the longest attunement in TBC Anniversary Phase 3. It begins with faction-specific quests in Shadowmoon Valley and eventually sends you through The Arcatraz, Serpentshrine Cavern, Tempest Keep, and Mount Hyjal.

The opening quest depends on your Shattrath faction:

  • Aldor players start Tablets of Baa'ri with Anchorite Ceyla at the Altar of Sha'tar around /way 62.6 28.4.
  • Scryer players start their version of Tablets of Baa'ri with Arcanist Thelis at the Sanctum of the Stars around /way 56.2 59.6.

The full chain is lengthy, but its progression can be summarized as follows:

  1. Complete Tablets of Baa'ri, Oronu the Elder, The Ashtongue Corruptors, and The Warden's Cage in Shadowmoon Valley.
  2. Complete Proof of Allegiance, meet Akama, and accept Seer Udalo.
  3. Enter The Arcatraz and inspect Seer Udalo in the room before Harbinger Skyriss.
  4. Return to Akama, complete A Mysterious Portent and The Ata'mal Terrace, then finish Akama's Promise in Shattrath.
  5. Defeat Fathom-Lord Karathress in Serpentshrine Cavern. Speak with Seer Olum afterward and accept The Secret Compromised.
  6. Complete Ruse of the Ashtongue by defeating Al'ar in Tempest Keep while wearing the Ashtongue Cowl.
  7. Complete An Artifact From the Past by defeating Rage Winterchill in Mount Hyjal and looting the Time-Phased Phylactery.
  8. Finish The Hostage Soul, Entry Into the Black Temple, and A Distraction for Akama.
  9. Receive the Medallion of Karabor, which grants access to Black Temple and provides 40 Shadow Resistance.

You can finish most of the chain before Phase 3 opens. The main release-day gate is An Artifact From the Past because it requires a Rage Winterchill kill in Mount Hyjal. Every prospective raider should reach that step in advance.

Completed raid attunements are account-wide in TBC Anniversary. Partial progress is not copied between characters. There is also an important gearing distinction: the account-wide unlock lets an alt enter, but it does not automatically place a Medallion of Karabor in that character's bags. Any alt that wants the necklace's 40 Shadow Resistance should complete the chain personally.

Black Temple Location and Map

Black Temple is located at the eastern end of Shadowmoon Valley. Alliance players can fly to Wildhammer Stronghold, while Horde players can use Shadowmoon Village. Both factions then travel east toward the enormous temple complex.

The actual raid portal is not behind the sealed front gate. It is inside a breach in the southern outer wall that leads into the Karabor Sewers. Use this waypoint:

/way Shadowmoon Valley 71.0 46.3 Black Temple Entrance

Follow the cracked wall into the sewer approach and enter the green raid portal. The Medallion of Karabor is required unless the account-wide Anniversary attunement unlock already applies to that character.

Later in the attunement storyline, the necklace can be upgraded to the Blessed Medallion of Karabor. That version can teleport its owner directly to the Black Temple entrance, which saves travel time on future lockouts.

How Black Temple Raid Progression Works

Black Temple is not completely linear from room to room, even though all nine bosses are required for a full clear. The opening and ending are fixed, while the central section gives the raid some freedom.

The basic progression looks like this:

  1. Enter the Karabor Sewers and defeat High Warlord Naj'entus.
  2. Clear into the courtyard and defeat Supremus.
  3. Enter the central temple section.
  4. Defeat Shade of Akama, Teron Gorefiend, Reliquary of Souls, and Gurtogg Bloodboil. The exact order of these four can vary with your route.
  5. Continue into the Den of Mortal Delights and defeat Mother Shahraz.
  6. Defeat the Illidari Council.
  7. Complete Akama's summit event and defeat Illidan Stormrage.

Supremus is the gate into the middle of the raid. Once he dies, your group can choose a route based on progression goals, available time, or which boss your roster is best prepared to handle. Shade of Akama is commonly killed first because it is short and relatively forgiving. Teron Gorefiend is another frequent early target, while Reliquary of Souls and Gurtogg Bloodboil usually demand more coordination.

All four central encounters must be cleared before the door to Mother Shahraz opens. From Shahraz onward, progression becomes completely linear again.

The Spirit of Olum near the entrance provides deeper teleport destinations as the raid advances. Use these checkpoints after wipes instead of making 25 players run from the sewers every time. Black Temple is a large instance, and wasted corpse runs add up quickly during progression.

Black Temple Boss Order

Black Temple has nine bosses. A typical clear follows this order:

  1. High Warlord Naj'entus - A raid-wide healing check built around Impaling Spine, Tidal Shield, and Tidal Burst.
  2. Supremus - Alternates between a tank phase and a Fixate phase filled with volcanoes and Molten Flame trails.
  3. Shade of Akama - A short add-control encounter where the raid frees Akama's shade before burning it down.
  4. Teron Gorefiend - Marked players become ghosts and must kill Shadowy Constructs before they reach the raid.
  5. Reliquary of Souls - A three-phase encounter with disabled healing, reflected damage, mandatory interrupts, and escalating raid damage.
  6. Gurtogg Bloodboil - Rotates between a three-tank threat phase, Bloodboil group assignments, and Fel Rage targets.
  7. Mother Shahraz - The raid's Shadow Resistance check, with Fatal Attraction and Saber Lash punishing poor positioning.
  8. The Illidari Council - Four bosses share one health pool and require separate tanks, interrupts, dispels, and movement plans.
  9. Illidan Stormrage - A five-phase final encounter requiring Fire Resistance tanks, a Shadow Resistance Warlock tank, precise add control, and clean transitions.

Shade of Akama, Teron Gorefiend, Reliquary of Souls, and Gurtogg Bloodboil can be completed in a different internal order, but none can be skipped if you want to reach Mother Shahraz.

Black Temple Raid Composition

Black Temple does not demand one exact class roster, but several encounters require specialized assignments. A raid that arrives without those jobs prepared may clear the opening bosses and then stop abruptly at Council or Illidan.

For a first clear, use something close to this setup:

Role

Recommended Amount

Notes

Tanks

3

One main tank and two off-tanks cover most encounters; Illidan also needs two Fire Resistance tanks

Healers

6

Five can work for optimized groups, but six makes Reliquary, Council, and Illidan progression safer

DPS

16

Bring a balanced mix with reliable interrupts, dispels, crowd control, and ranged damage

Prepare these special assignments before raid night:

Assignment

Recommended Preparation

Mother Shahraz raid

Around 174 unbuffed Shadow Resistance on non-tanks, reaching 244 with Prayer of Shadow Protection

Illidan Phase Two

Two tanks approaching 365 buffed Fire Resistance

Illidan Demon Form

One Warlock with roughly 335-365 buffed Shadow Resistance and a large health pool

Illidan main tank

Reliable block or avoidance coverage against Shear; Warriors and Paladins are particularly convenient

Illidari Council

A Mage ready to tank High Nethermancer Zerevor by maintaining Spellsteal and ranged threat

Teron Gorefiend

Every eligible player should practice the ghost action bar before the pull

 

A Protection Paladin is excellent for trash and Shade of Akama adds. Warrior tanks are convenient for Illidan because Shield Block provides reliable coverage against Shear. Feral Druids can handle many conventional tank assignments, although the raid should reserve the most mechanically suitable tanks for Illidan.

Bring several Shamans. Bloodlust or Heroism matters on nearly every boss, while Tremor Totem is valuable against dangerous trash fears. Mages provide Spellsteal for Reliquary of Souls and the required Zerevor tank for Council. Warlocks bring Banish, Healthstones, Soulstones, curses, and the ranged tank needed for Illidan's Demon Form.

Priests contribute Fear Ward and Prayer of Shadow Protection. Druids and Mages handle curses. Paladins and Priests provide important dispels. Hunters simplify awkward pulls with Misdirection. The roster does not need to be perfect, but every special assignment should have a primary player and at least one backup.

Black Temple Consumables and Preparation

Black Temple progression consumes more supplies than Mount Hyjal because it contains nine bosses, long trash sections, and several late encounters that may take many attempts. Stock for a full four-hour raid rather than bringing only enough for the opening wing. Flasks are convenient because they last two hours and persist through death. If you have Marks of the Illidari, the Shattrath flask versions work inside Black Temple. Players using Elixir of Demonslaying should remember that it is a Battle Elixir and therefore cannot be combined with a flask.

Here is a practical packing table:

Role

Flask / Elixir

Weapon Consumable

Food

Potions / Extras

Tanks

Flask of Fortification

Class-specific threat enhancement or Adamantite stone

Spicy Crawdad or Fisherman's Feast

Ironshield Potion, Super Healing Potion, Nightmare Seed

Physical DPS

Flask of Relentless Assault; Elixir of Demonslaying for Demon bosses

Adamantite Sharpening Stone or Adamantite Weightstone where applicable

Roasted Clefthoof, Grilled Mudfish, Warp Burger, Spicy Hot Talbuk, or Ravager Dog

Haste Potion, Super Healing Potion

Fire, Frost, or Shadow caster

Flask of Pure Death

Superior Wizard Oil or Brilliant Wizard Oil

Blackened Basilisk or Crunchy Serpent

Destruction Potion, Super Mana Potion

Arcane or Nature caster

Flask of Blinding Light

Superior Wizard Oil or Brilliant Wizard Oil

Blackened Basilisk or Crunchy Serpent

Destruction Potion, Super Mana Potion

Healers

Flask of Mighty Restoration

Brilliant Mana Oil or Superior Mana Oil

Golden Fish Sticks or Blackened Sporefish

Super Mana Potion, Dark Rune, Demonic Rune

Shadow Resistance user

Flask of Chromatic Wonder if extra resistance is needed

Normal role-specific enhancement

Broiled Bloodfin or role-specific food

Major Shadow Protection Potion

For one four-hour progression night, bring approximately:

  • 2 flasks and 1 spare.
  • 20-25 pieces of buff food.
  • 5 one-hour weapon applications per weapon. Dual-wielders need separate applications for both weapons.
  • 20-30 Super Mana Potions for healers and mana-heavy casters.
  • 10-15 Dark Runes or Demonic Runes for mana users.
  • 10-20 Haste Potions or Destruction Potions if you use offensive potion cooldowns aggressively.
  • 15-20 Ironshield Potions for tanks expecting repeated physical-damage attempts.
  • 5-10 Major Shadow Protection Potions for Reliquary, Mother Shahraz, and Illidan.
  • 5 Major Fire Protection Potions for Illidan's Flames of Azzinoth phase.
  • 5 Free Action Potions and 2-5 Living Action Potions for trash emergencies.
  • 5-10 Nightmare Seeds for dangerous progression windows.
  • 3-4 Field Repair Bot 110Gs distributed across the raid.

Superior Wizard Oil provides 42 spell damage. Brilliant Wizard Oil provides 36 spell damage and 14 spell critical strike rating. Healers can choose Brilliant Mana Oil for healing plus mana regeneration or Superior Mana Oil for stronger mana regeneration. Rogues and Shamans should use their normal poisons and weapon imbues instead of replacing an essential class effect with a generic stone or oil.

Physical DPS can use Elixir of Demonslaying for 265 attack power against Demons. It is particularly strong against Supremus, Mother Shahraz, and Illidan, but replacing Flask of Relentless Assault only makes sense when enough of the elixir's five-minute duration is spent attacking a Demon.

Major protection potions absorb roughly 2,800-4,000 damage of their school. They are not mandatory on every pull, but they can prevent deaths while the raid is learning Fatal Attraction, Reliquary transitions, or Illidan's Fire and Shadow phases. A Cauldron of Major Shadow Protection can supply the entire raid before Mother Shahraz.

Free Action Potion does not prevent Fear. Use Tremor Totem, Fear Ward, Will of the Forsaken, Berserker Rage, or other class tools against fear mechanics. Refresh Healthstones whenever possible and make sure everyone brings class reagents, ammunition, pet food, poisons, resistance pieces, and repair money.

Do You Need Resistance Gear for Black Temple?

Yes, but not on every player for every boss. Black Temple uses three distinct resistance assignments.

The largest raid-wide requirement is Mother Shahraz. A practical starting target for non-tanks is 244 buffed Shadow Resistance. Prayer of Shadow Protection gives 70, so players need about 174 from gear before the raid buff. The Medallion of Karabor contributes 40. Tanks usually prioritize survivability and threat because they are not selected by Fatal Attraction while actively tanking.

Crafted Shadow Resistance sets are sold through recipes from Okuno, the Ashtongue Deathsworn quartermaster. They require Hearts of Darkness from Black Temple and Mount Hyjal. Do not wait until the raid reaches Shahraz to discover that half the roster never crafted its set.

Illidan requires two Fire Resistance tanks for the Flames of Azzinoth. Aim for roughly 365 buffed Fire Resistance while preserving enough health and defensive stats to survive melee hits. Auras, totems, and buffs can contribute part of the total.

Illidan's Demon Form is normally tanked by a Warlock in Shadow Resistance gear. Around 335-365 buffed Shadow Resistance and approximately 12,000 health provide a comfortable progression target. The Warlock also needs reliable threat, so do not replace every offensive stat with resistance if it makes control unstable.

Black Temple Trash Packs and Important Mobs

Black Temple contains much more conventional trash than Mount Hyjal. Most packs are manageable with marking, crowd control, and careful pulls, but several enemies can wipe the raid if ignored.

Enemy

Main Threat

What to Do

Coilskar General

Booming Voice dramatically accelerates nearby allies

Kill first and keep nearby casters interrupted

Coilskar Harpooner

Hooks players and disrupts positioning

Control or kill before it drags healers into melee

Dragon Turtle

Shell Shield reflects magic damage

Casters stop attacking during the shield; physical DPS finish it

Illidari Nightlord

Raid-wide Fear and heavy area damage

Maintain Tremor Totem and Fear Ward coverage; avoid pulling patrols together

Illidari Fearbringer

Fear, cleave, and dangerous tank pressure

Face away, control Fear, and never combine several accidentally

Shadowmoon Reaver

Spell Absorption can lead into lethal Chaotic Retribution

Make it the hard kill priority and stop uncontrolled spell spam

Shadowmoon Champion

Chaotic Light frontal and Whirling Blade

Face away from the raid and move from the spinning weapon

Shadowmoon Houndmaster

Freezing Trap and Silencing Shot

Dispel roots quickly and keep healers spread

Bonechewer Behemoth

Meteor-style shared damage

Stack the assigned group to split the hit

Bonechewer Blade Fury

Whirlwind

Disarm where possible and move out immediately

Ashtongue Mystic

Chain Heal, Bloodlust, and Windfury Totem

Interrupt or stun, purge Bloodlust, and kill Windfury Totems instantly

Promenade Sentinel

Arcane Charge can reach lethal stacks

Track the target and pre-shield or heavily heal them

The Coilskar packs before Naj'entus and Supremus are dangerous because their support abilities multiply each other. Crowd control the casters, keep Dragon Turtles facing away, and announce Shell Shield so casters do not kill themselves through reflected damage.

After Supremus, the Ashtongue packs mix Battlelords, Mystics, Primalists, Stormcallers, and Feral Spirits. Mystics are usually the first target because Chain Heal and Windfury Totem can extend the pull or suddenly kill a tank. Purge hostile Bloodlust immediately. The Ashtongue become friendly after Shade of Akama dies, so killing Shade early reduces the amount of trash you may need to fight later.

Before Teron Gorefiend, face Shadowmoon Champions away from the raid and dispel Freezing Traps from Houndmasters. The halls around Reliquary of Souls contain tightly packed patrols and a spirit gauntlet. Keep the raid moving during the soul waves, but do not let the front group enter the boss room before everyone has recovered.

The Den of Mortal Delights contains some of the raid's most annoying trash. Use Tremor Totem against Nightlords, remove poisons from Ashtongue Stalkers, and avoid pulling patrolling Sisters into Mother Shahraz. Before Council and Illidan, prioritize Shadowmoon Reavers and Promenade Sentinels. One missed Chaotic Retribution or an unhealed Arcane Charge can erase a full-health player.

Black Temple Boss Tactics

The following strategies cover the core mechanics and assignments for all nine encounters. The exact damage and resistance requirements may feel easier as Phase 3 gear improves, but the positioning and failure conditions do not change.

High Warlord Naj'entus Strategy

High Warlord Naj'entus is the first boss and a raid-wide health check. Every player should have approximately 10,000 health after buffs so Tidal Burst cannot kill them from full health. Spread around the boss by at least six yards without outranging healers.

Ability

What It Does

Needle Spine

Hits a random player and nearby allies for physical damage

Impaling Spine

Pins a player in place, deals initial damage, and continues damaging them until another player removes the spine

Tidal Shield

Makes Naj'entus immune and restores health until a collected spine breaks the shield

Tidal Burst

Deals about 8,500 Frost damage to the entire raid when Tidal Shield breaks

Berserk

Greatly increases Naj'entus's damage if the encounter lasts too long

The tank should hold Naj'entus in the middle of the room and face him away from the raid. Melee can spread around his large hitbox instead of stacking on one point. Ranged players and healers should also keep six-yard gaps so Needle Spine does not strike several people.

When Impaling Spine pins a player, somebody standing nearby must click the visible spine to remove it. The rescuer receives a Naj'entus Spine item. Do not remove it from the action bar or throw it immediately. The raid needs that spine for the next Tidal Shield. Naj'entus periodically surrounds himself with Tidal Shield. He becomes immune to damage and begins recovering health. Healers must top the entire raid before the assigned player uses the collected spine on the shield. Breaking it triggers Tidal Burst and deals approximately 8,500 Frost damage to every player. Do not break the shield while someone is low. The extra seconds of healing gained by waiting are worth more than the small amount of boss health restored by Tidal Shield. Use Healthstones, Super Healing Potions, and personal defensives if your health is not safe when the raid leader calls for the throw. Use Bloodlust or Heroism on the pull. There is no later vulnerability phase worth saving it for, and front-loading damage reduces the number of shields the raid must survive. Once the group handles the spine, top-off, and shield-break sequence consistently, Naj'entus becomes a simple repeating encounter.

Supremus Strategy

Supremus alternates between a 60-second tank phase and a 60-second movement phase. The encounter has very few abilities, but volcanoes and poor Fixate kiting can kill players almost instantly.

Ability

What It Does

Hateful Strike

Hits the nearby high-threat player with the highest current health, usually an off-tank

Molten Flame

Creates a moving fire trail that deals heavy damage to anyone standing inside it

Fixate

Makes Supremus chase a random player during Phase Two

Molten Volcano

Spawns a volcano beneath a player and deals rapidly escalating Fire damage nearby

Charge

Punishes a Fixate target who moves too far away from Supremus

During the tank phase, the main tank holds Supremus near the middle of the courtyard. Two off-tanks stay in melee range, remain high on threat, and keep their health topped so Hateful Strike lands on them instead of a melee DPS player. Healers should assign direct coverage to all three tanks. Move Supremus gradually when Molten Flame runs through the melee position. Do not drag him across the whole courtyard. Ranged players spread around the room and stay far enough from melee that new ground effects do not block the tank group. When Phase Two begins, Supremus ignores normal threat and fixates random players. The targeted player runs away while everyone else continues attacking from safe positions. Keep moving, but do not kite more than roughly 40 yards from the boss. Excessive distance can trigger Charge and kill the target.

Volcanoes are the main danger. Their damage ramps up extremely quickly, so move the instant a volcano forms under or near you. Do not finish a cast, wait for a heal, or try to squeeze through a narrow gap. Move sideways into open ground and resume attacking only after reaching safety.

Threat resets when the movement phase ends. DPS must stop until the main tank has control. A clean transition is more important than a few early attacks. Bloodlust or Heroism works well during the first tank phase, when the entire raid has stable uptime.

Shade of Akama Strategy

Shade of Akama is a two-part add-control encounter. Six Ashtongue Channelers hold the Shade in place while waves of enemies enter from the side doors. Once the channels are broken, the raid must kill the Shade before it defeats Akama.

Enemy or Mechanic

What It Does

Ashtongue Channeler

Maintains the binding channel on Shade of Akama and does not fight back

Ashtongue Sorcerer

Runs to the Shade and replaces a dead Channeler

Side-door adds

Elementalists, Spiritbinders, Rogues, and Defenders pressure tanks and healers

Shade of Akama

Becomes active after the channels end and attacks Akama directly

Assign one tank and a small control team to each side entrance. Pick up incoming Defenders before they reach healers. Interrupt Spiritbinders and Elementalists, then use stuns, traps, fears, and AoE to keep the mixed packs under control.

The main DPS group focuses the six Channelers. Cleave nearby adds when it does not reduce Channeler damage, but do not let the entire raid turn around for every small spawn. The goal is to end the channeling phase before the side groups become overwhelmed. Ashtongue Sorcerers periodically run toward the Shade and begin channeling. Mark and kill them immediately. Every active Sorcerer delays the transition, giving the side doors more time to fill the room.

Once every channel ends, the Shade moves toward Akama. Players cannot tank it normally because Akama holds its attention. Use Bloodlust or Heroism and burn the Shade before Akama dies. Tanks continue controlling leftover adds, but almost every damage dealer should switch to the boss. Defeating Shade of Akama also makes many Ashtongue enemies in the surrounding section friendly. This is one reason raids commonly kill Shade first after Supremus.

Teron Gorefiend Strategy

Teron Gorefiend is a personal-responsibility fight. The normal boss mechanics are manageable, but every player who receives Shadow of Death must use the temporary ghost abilities correctly or their Shadowy Constructs will reach the raid.

Ability

What It Does

Shadow of Death

Kills the target after 55 seconds, turns them into a ghost, and summons four Shadowy Constructs

Shadowy Construct

Moves toward living players and can quickly wipe the raid if it escapes the ghost

Incinerate

Applies a dispellable Fire damage-over-time effect

Crushing Shadows

Increases Shadow damage taken by affected players

Doom Blossom

Summons a stationary blossom that attacks random raid members

The tank should hold Teron in a fixed position. Melee stack behind him, while ranged players and healers spread around the assigned side of the room. Keep the back corners clear for Shadow of Death targets. Dispel Incinerate immediately. Crushing Shadows makes any additional Shadow damage more dangerous, so affected players should use a Healthstone or defensive if their health drops. Doom Blossoms contribute steady random damage but are normally healed through rather than attacked. When Shadow of Death appears, the marked player has enough time to finish a normal damage cycle before moving. At about ten seconds remaining, run to the assigned far corner. Dying beside the raid causes the Constructs to start too close to their targets. After death, the player gains a temporary ghost action bar. Immediately place the area slow or root on the spawning Constructs, use the area attack, and then tab between targets with the single-target lance. Keep all four controlled and kill them before the ghost expires. Do not tunnel one Construct while the other three walk out of the slow. Every eligible raider should practice the ghost controls before progression. A simulator, WeakAura, or target-dummy practice setup is more useful than hearing the explanation for the first time after receiving Shadow of Death. Use Bloodlust or Heroism early so every living player benefits before deaths begin. Teron is a pure execution check: if every marked player kills their Constructs, the boss usually dies; if even one wave escapes, the pull often collapses.

Reliquary of Souls Strategy

Reliquary of Souls contains three different essences separated by waves of Enslaved Souls. Each phase changes the basic rules of combat, so the raid needs separate tank, interrupt, and cooldown plans for all three.

Phase

Main Mechanics

Essence of Suffering

Healing is disabled, armor becomes ineffective, and the nearest player receives Fixate

Essence of Desire

Damage is reflected, maximum mana drains over time, Rune Shield must be stolen, and Spirit Shock must be interrupted

Essence of Anger

Raid damage escalates continuously while Spite and Soul Scream punish poor threat and positioning

Phase One: Essence of Suffering

Aura of Suffering prevents all healing and reduces armor to zero. Since damage cannot be restored, the goal is to distribute melee hits across several durable players rather than letting one tank absorb the entire phase  The Essence fixates the nearest player. Begin with the main tank directly in front and the backup tanks a step behind. When the active tank's health becomes unsafe, they move back and the next tank steps closer to take Fixate. Keep the swaps controlled so the boss does not turn into melee. Dispel Soul Drain quickly. It damages the target and transfers health to the boss, wasting limited player health and extending the phase. When the Essence enrages, use Evasion, defensive cooldowns, avoidance, and planned tank rotations rather than trying to heal through it.

 

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Phase Two: Essence of Desire

Aura of Desire reflects a portion of all damage back to the attacker and gradually reduces maximum mana. Every damage dealer must watch their own health. Stop attacking before reflected damage kills you, especially during large critical hits or execute abilities. Assign a strict kick rotation to Spirit Shock. One missed cast can kill the tank or destabilize the phase. Apply Curse of Tongues to make the cast easier to manage, but do not rely on the slow as a replacement for assigned interrupts. The Essence periodically casts Rune Shield. A Mage should Spellsteal it immediately. Until the shield is removed, interrupts may fail and the boss absorbs damage. Deaden increases damage taken by the Essence, so call controlled burst during the debuff while players remain conscious of reflected damage.

Phase Three: Essence of Anger

The final Essence deals steadily increasing raid damage. Give the tank a clear threat lead because the boss punishes threat mistakes aggressively. Soul Scream deals damage and removes rage or mana from targets in front, so keep the boss faced away from the raid. Spite targets players with a short immunity followed by lethal damage when the effect expires. Affected players need immediate focused healing as the immunity ends. Use personal defensives if available. Activate Bloodlust or Heroism and rotate healing cooldowns as the aura ramps. Do not spend every raid cooldown in the opening seconds. The final part of the phase is the dangerous one, and the raid must kill the Essence before the increasing damage becomes unhealable. Between essences, Enslaved Souls stream into the room. Stack them for AoE, but do not let tanks overextend away from healers. Killing the souls restores health and mana, making these short transitions essential recovery periods.

Gurtogg Bloodboil Strategy

Gurtogg Bloodboil alternates between a normal tank phase and a Fel Rage phase. He cannot be controlled by an ordinary Taunt, so all three tanks must build threat and execute swaps without relying on a forced target change.

Ability

What It Does

Acidic Wound

Stacking bleed and armor reduction applied to the current tank

Bloodboil

Targets the five farthest players and applies a stacking damage-over-time effect

Fel Acid Breath

Frontal Nature damage that must be aimed away from the raid

Bewildering Strike

Damages and disorients the current tank, allowing the next threat target to take over

Eject

Knocks back a tank and reduces their threat

Fel Rage

Fixates a random player and gives both the target and Gurtogg powerful temporary effects

Phase One: Bloodboil

Use three tanks and keep all of them near the top of the threat table. Acidic Wound stacks on the current tank and lowers armor, so rotate around seven or eight stacks. Since Gurtogg is not conventionally tauntable, the next tank must already have enough threat to take control when the current tank backs off or receives Bewildering Strike. Face Gurtogg away from the raid so Fel Acid Breath never clips melee. Tanks should stand close enough to maintain threat but avoid placing unnecessary players in front of the boss. Split 15 ranged players and healers into three Bloodboil groups of five. The active group moves farthest from Gurtogg before the cast, receives the debuff, and then steps closer while the next group moves out. Five Bloodboil casts occur in a cycle, so a simple rotation is Group 1, Group 2, Group 3, Group 1, Group 2. Distance, not a manually selected target, determines who receives Bloodboil. All players outside the active group must stand clearly closer to the boss. One person drifting behind the assigned line can take an unintended stack and ruin the rotation.

Phase Two: Fel Rage

Gurtogg selects a random player for Fel Rage. That player gains a large increase to health, armor, healing received, damage, and threat, allowing them to survive as the temporary tank. They should stand in front of Gurtogg and keep attacking throughout the phase. Assign several healers to the Fel Rage target immediately. The normal tanks continue receiving enough support to survive leftover effects but do not attempt to take the boss back until Fel Rage ends. The target must not Vanish, Feign Death, use Ice Block, Divine Shield, or otherwise remove themselves from combat. Breaking the fixation can send Gurtogg into the raid. Everyone else should reduce threat and avoid overtaking the target. At the end of Fel Rage, the normal threat table returns. DPS slows down while the tanks regain control and re-establish the Acidic Wound rotation. Use Bloodlust or Heroism during a stable damage window rather than during a chaotic transition.

Mother Shahraz Strategy

Mother Shahraz is the raid's Shadow Resistance and positioning check. Non-tanks should begin progression with around 244 buffed Shadow Resistance. The fight becomes less punishing with better gear, but Fatal Attraction can wipe even a well-equipped group if its targets move poorly.

Ability

What It Does

Saber Lash

Deals enormous physical damage divided between up to three tanks in front of Shahraz

Fatal Attraction

Teleports three players together and repeatedly damages them and nearby allies until they separate

Silencing Shriek

Silences players within 18 yards

Random Beams

Applies recurring Shadow effects that damage, drain mana, or disrupt players

Prismatic Aura

Increases damage taken from one magic school while reducing damage taken from another

 

Three tanks stack tightly in front of Mother Shahraz. Saber Lash is divided between them. If one tank moves too far away, the remaining tanks can receive an unsurvivable hit. Keep Shahraz stationary unless Fatal Attraction or room geometry forces a controlled adjustment. The rest of the raid spreads behind and around the boss. Melee should stand at maximum melee range when possible, while ranged players maintain enough space to react to teleports without crossing through the tank group. Fatal Attraction selects three non-tanks and teleports them to the same location. All three immediately run in different directions until the effect ends. Standing together causes rapidly repeated Shadow explosions. Mark three escape directions before the pull so players do not hesitate or run through the main raid. If Fatal Attraction places the group near a wall, do not all follow the same open route. One player can move along the wall while the other two split toward the room. Healthstones, Major Shadow Protection Potions, and instant self-healing can buy time, but movement is the real solution. Silencing Shriek affects players within 18 yards. Ranged healers stay outside that radius, while melee accepts the short silence and continues moving for other mechanics. Keep the Saber Lash tanks topped before each silence so a brief interruption does not become a tank death. The random beams provide steady raid damage throughout the encounter. Shadow Resistance reduces much of this pressure and makes Fatal Attraction more forgiving. Use Bloodlust or Heroism after positioning is stable, then prioritize clean teleports over damage uptime.

The Illidari Council Strategy

The Illidari Council consists of Gathios the Shatterer, Veras Darkshadow, Lady Malande, and High Nethermancer Zerevor. They share one health pool, but each requires a separate tanking or control assignment. The pull itself is one of the hardest moments of the encounter.

Council Member

Main Threats

Primary Assignment

Gathios the Shatterer

Consecration, seals, judgments, auras, and heavy melee damage

Conventional tank plus melee damage group

Veras Darkshadow

Vanish, Deadly Poison, and Envenom

Physical tank who re-establishes control after every vanish

Lady Malande

Circle of Healing, Divine Wrath, and Reflective Shield

Interrupt team and focused dispels

High Nethermancer Zerevor

Arcane Bolt, Arcane Explosion, Blizzard, and Flamestrike

Mage tank maintaining Spellsteal and ranged threat

Have the Mage tank initiate on Zerevor or establish control immediately with Misdirection support. Other Hunters can direct Gathios and Veras toward their assigned tanks. Malande does not need conventional tanking, but her interrupt team should reach her quickly without standing in Zerevor's area damage.

Gathios the Shatterer

A conventional tank holds Gathios away from the other Council members and slowly moves him out of Consecration. Gathios hits extremely hard, so assign dedicated healers and prioritize health over aggressive threat gearing. Melee normally attack Gathios because he is the safest sustained target. Dispel his harmful judgments and remove beneficial effects where possible. When he uses Blessing of Protection or Blessing of Spell Warding, the appropriate physical or magical damage dealers switch targets instead of wasting attacks into immunity.

Veras Darkshadow

A second physical tank handles Veras. He periodically Vanishes, removes himself from normal targeting, and reappears to poison a raid member. The poison target needs immediate healing because Deadly Poison followed by Envenom can deal a large burst. Veras resets or disrupts threat through his vanish cycle. The assigned tank must be ready to pick him up when he reappears. Other players should not chase him across the room or drag themselves through Consecration, Blizzard, or Flamestrike.

Lady Malande

Apply Curse of Tongues and assign at least two reliable interrupters to Malande. Circle of Healing must not complete. Since the Council shares health, one successful heal restores a meaningful amount to the entire encounter. Malande also uses Reflective Shield. Physical attacks against the shield can reflect damage, while the shield may prevent the interrupt team from functioning normally. Purge or dispel it immediately and have damage dealers stop attacking if removal is delayed.

High Nethermancer Zerevor

A Mage tanks Zerevor at range by Spellstealing Dampen Magic and generating threat with spells. Dedicated healers stay in range of the Mage without moving close enough to be hit by Arcane Explosion. The entire raid avoids Blizzard and moves out of Flamestrike as soon as its first visual appears. Zerevor should remain isolated from the other Council members so his area effects do not overlap the melee group. Use Bloodlust or Heroism after all four assignments are stable. Council is not a burst race. Maintain interrupts, keep the four enemies separated, move out of every ground effect, and let shared-health damage accumulate safely.

Illidan Stormrage Strategy

Illidan Stormrage is a five-phase encounter that uses every specialized assignment prepared for the raid. You need one conventional main tank, two Fire Resistance tanks for the Flames of Azzinoth, and one Shadow Resistance Warlock for Demon Form.

Phase

Main Mechanics

Phase One

Shear, Flame Crash, Draw Soul, and Parasitic Shadowfiend

Phase Two

Two Flames of Azzinoth, Eye Blast, Blaze, Fireball, and Dark Barrage

Phase Three

Phase One mechanics plus Agonizing Flames

Phase Four

Demon Form, Shadow Blast, Flame Burst, Aura of Dread, and Shadow Demons

Phase Five

Maiev's traps, Illidan's Enrage, and the returning ground-phase mechanics

Phase One: The Betrayer

The main tank faces Illidan away from the raid. Shear is the key tank mechanic. If it lands, it reduces maximum health by 60% and normally leads to a death. Shear cannot miss, but it can be dodged, parried, or blocked. Warriors should maintain Shield Block coverage, while Paladins use an avoidance and block setup that prevents the hit from landing unmitigated. Flame Crash creates a fire patch under the tank area. Move Illidan out of it without turning the boss into melee. The raid remains behind and to the sides, allowing healers to cover both the tank and scattered players. Parasitic Shadowfiend applies a debuff that later spawns two parasites. Marked players move to an assigned edge or controlled add location before expiration. Kill the Shadowfiends immediately, because their attacks can infect additional players and multiply the problem. Illidan also uses Draw Soul in a frontal cone and heals for part of the damage dealt. This is another reason nobody except the tank should stand in front.

Phase Two: Flames of Azzinoth

At 65% health, Illidan flies into the air and throws down the two Blades of Azzinoth. Each blade summons one Flame of Azzinoth. The Fire Resistance tanks pick up one Flame each and position them near their corresponding blades. Never move a Flame more than approximately 25 yards from its blade. Excessive distance triggers an enormous charge and escalating damage that usually kills the tank. The two Flames must also remain separated so one tank does not receive both enemies. Each Flame leaves Blaze patches under itself. Tanks move gradually around the blade while keeping a safe route open. Ranged players split into loose groups between the two sides and focus one Flame or balance their health according to the raid plan. Eye Blast sweeps a line across the platform and leaves a lethal blue fire trail. Watch Illidan's position in the air and move before the beam reaches your group. Do not cross the lingering trail afterward. Dark Barrage targets one player with intense Shadow damage. Healers respond immediately, and the target uses a defensive or Healthstone if available. Fireballs and other aerial attacks keep the entire raid under pressure, so maintain spacing without outranging healers. Kill both Flames close together, then collapse toward the normal tanking position while Illidan lands. Threat resets during the transition.

Phase Three: Agonizing Flames

Allow the main tank to regain control before attacking. Illidan again uses Shear, Flame Crash, Draw Soul, and Parasitic Shadowfiend. Agonizing Flames targets a random player and deals heavy Fire damage to them and nearby allies. Ranged players spread, and healers focus the target through the damage-over-time effect. Do not let Agonizing Flames overlap the parasite drop group. Use Bloodlust or Heroism here and push Illidan toward 30%. Strong damage can shorten the number of Demon Form cycles, but never sacrifice parasite control or tank safety for extra uptime.

Phase Four: Demon Form

When Illidan transforms, melee players move well away. Aura of Dread damages nearby players and increases their Shadow damage taken, making melee range unsafe. The Shadow Resistance Warlock takes control from range and tanks Illidan's Shadow Blasts. Assign dedicated healers to the Warlock and keep other players spread so the Shadow Blast splash does not hit several targets. Flame Burst deals recurring Fire damage to the raid and increases Fire damage taken. Healers prepare group healing while the raid avoids stacking unnecessarily. Illidan summons Shadow Demons that fixate players and paralyze them. Kill or control the demons before they reach their targets. Stuns, slows, and focused ranged damage are essential. A demon reaching its player can kill them and destabilize the entire transition. When Demon Form ends, stop damage until the main tank regains Illidan. Phases Three and Four repeat until the boss reaches 30% health.

Phase Five: Maiev Shadowsong

At 30%, Maiev joins the fight. Illidan continues using Shear, Flame Crash, Agonizing Flames, Draw Soul, and Parasitic Shadowfiend, so the raid cannot abandon its earlier assignments. Illidan periodically becomes Enraged and deals dramatically increased damage. Maiev creates a trap nearby. The main tank kites Illidan over the active trap to remove Enrage and make him vulnerable. The raid follows carefully without walking through Flame Crash or parasite positions. Do not drag Illidan toward a trap before it fully activates. Tanks should call the route, healers should move early, and DPS should stop if threat becomes unstable during the reposition. Repeat the trap cycle until Illidan reaches zero health. The cleanest kills come from treating every landing, Demon Form ending, and trap movement as a threat reset. Waiting two seconds for control is better than losing the tank during the final minute.

Black Temple Loot

Black Temple is one of the main gearing sources in TBC Anniversary Phase 3. Most Epic items from the first eight bosses and trash are ilvl 141. Tier 6 tokens are ilvl 146, while Illidan's regular armor and weapons are ilvl 151.

Loot Source

Item Level

Boss and Trash Epics

141

Tier 6 Tokens

146

Illidan Stormrage Loot

151

Black Temple contains three of the five core Tier 6 slots. Mother Shahraz drops Shoulders, the Illidari Council drops Legs, and Illidan Stormrage drops Chests. Azgalor and Archimonde provide Gloves and Helms in Mount Hyjal.

The three token groups are:

  • Conqueror, shared by Paladins, Priests, and Warlocks.
  • Vanquisher, shared by Rogues, Mages, and Druids.
  • Protector, shared by Warriors, Hunters, and Shamans.

You exchange Black Temple tokens with Tydormu near the Mount Hyjal entrance inside the Caverns of Time. The following table collects the complete boss loot list in one place.

 

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Black Temple Boss Loot Table

Item

Slot

Type

Boss

Ring of Calming Waves

Finger

Ring

High Warlord Naj'entus

Ring of Captured Storms

Finger

Ring

High Warlord Naj'entus

Slippers of the Seacaller

Feet

Cloth Armor

High Warlord Naj'entus

Guise of the Tidal Lurker

Head

Leather Armor

High Warlord Naj'entus

Mantle of Darkness

Shoulder

Leather Armor

High Warlord Naj'entus

Helm of Soothing Currents

Head

Mail Armor

High Warlord Naj'entus

Fists of Mukoa

Hands

Mail Armor

High Warlord Naj'entus

Boots of Oceanic Fury

Feet

Mail Armor

High Warlord Naj'entus

Eternium Shell Bracers

Wrist

Plate Armor

High Warlord Naj'entus

Pearl Inlaid Boots

Feet

Plate Armor

High Warlord Naj'entus

Tide-stomper's Greaves

Feet

Plate Armor

High Warlord Naj'entus

Rising Tide

One-Hand

One-Handed Axe

High Warlord Naj'entus

The Maelstrom's Fury

Main Hand

Dagger

High Warlord Naj'entus

Halberd of Desolation

Two-Hand

Polearm

High Warlord Naj'entus

Band of the Abyssal Lord

Finger

Ring

Supremus

Choker of Endless Nightmares

Neck

Amulet

Supremus

Idol of the White Stag

Relic

Idol

Supremus

Waistwrap of Infinity

Waist

Cloth Armor

Supremus

Nether Shadow Tunic

Chest

Leather Armor

Supremus

Naturalist's Preserving Cinch

Waist

Mail Armor

Supremus

Bands of the Coming Storm

Wrist

Mail Armor

Supremus

Wraps of Precise Flight

Wrist

Mail Armor

Supremus

Pauldrons of Abyssal Fury

Shoulder

Plate Armor

Supremus

The Brutalizer

One-Hand

One-Handed Axe

Supremus

Syphon of the Nathrezim

One-Hand

One-Handed Mace

Supremus

Legionkiller

Ranged

Crossbow

Supremus

Felstone Bulwark

Shield

Shield

Supremus

Ring of Deceitful Intent

Finger

Ring

Shade of Akama

Amice of Brilliant Light

Shoulder

Cloth Armor

Shade of Akama

Focused Mana Bindings

Wrist

Cloth Armor

Shade of Akama

Wristbands of Divine Influence

Wrist

Cloth Armor

Shade of Akama

Kilt of Immortal Nature

Legs

Leather Armor

Shade of Akama

Shadow-walker's Cord

Waist

Leather Armor

Shade of Akama

Shoulders of the Hidden Predator

Shoulder

Mail Armor

Shade of Akama

Spiritwalker Gauntlets

Hands

Mail Armor

Shade of Akama

Flashfire Girdle

Waist

Mail Armor

Shade of Akama

Myrmidon's Treads

Feet

Plate Armor

Shade of Akama

Grips of Silent Justice

Hands

Plate Armor

Shade of Akama

Praetorian's Legguards

Legs

Plate Armor

Shade of Akama

The Seeker's Wristguards

Wrist

Plate Armor

Shade of Akama

Blind-Seers Icon

Held In Off-hand

Off-hand Frill

Shade of Akama

Shadowmoon Destroyer's Drape

Back

Cloak

Teron Gorefiend

Totem of Ancestral Guidance

Relic

Totem

Teron Gorefiend

Cowl of Benevolence

Head

Cloth Armor

Teron Gorefiend

Robe of the Shadow Council

Chest

Cloth Armor

Teron Gorefiend

Botanist's Gloves of Growth

Hands

Leather Armor

Teron Gorefiend

Insidious Bands

Wrist

Leather Armor

Teron Gorefiend

Softstep Boots of Tracking

Feet

Mail Armor

Teron Gorefiend

Gauntlets of Enforcement

Hands

Plate Armor

Teron Gorefiend

Girdle of Lordaeron's Fallen

Waist

Plate Armor

Teron Gorefiend

Soul Cleaver

Two-Hand

Two-Handed Axe

Teron Gorefiend

Rifle of the Stoic Guardian

Ranged

Gun

Teron Gorefiend

Twisted Blades of Zarak

Thrown

Thrown Weapon

Teron Gorefiend

Translucent Spellthread Necklace

Neck

Amulet

Reliquary of Souls

Gloves of Unfailing Faith

Hands

Cloth Armor

Reliquary of Souls

Grips of Damnation

Hands

Leather Armor

Reliquary of Souls

The Wavemender's Mantle

Shoulder

Mail Armor

Reliquary of Souls

Dreadboots of the Legion

Feet

Plate Armor

Reliquary of Souls

Crown of Empowered Fate

Head

Plate Armor

Reliquary of Souls

Naaru-Blessed Life Rod

Ranged

Wand

Reliquary of Souls

Touch of Inspiration

Held In Off-hand

Off-hand Frill

Reliquary of Souls

Torch of the Damned

Two-Hand

Two-Handed Mace

Reliquary of Souls

Unstoppable Aggressor's Ring

Finger

Ring

Gurtogg Bloodboil

Shroud of Forgiveness

Back

Cloak

Gurtogg Bloodboil

Blood-cursed Shoulderpads

Shoulder

Cloth Armor

Gurtogg Bloodboil

Garments of Temperance

Chest

Cloth Armor

Gurtogg Bloodboil

Belt of Primal Majesty

Waist

Leather Armor

Gurtogg Bloodboil

Vest of Mounting Assault

Chest

Mail Armor

Gurtogg Bloodboil

Leggings of Divine Retribution

Legs

Plate Armor

Gurtogg Bloodboil

Girdle of Mighty Resolve

Waist

Plate Armor

Gurtogg Bloodboil

Girdle of Stability

Waist

Plate Armor

Gurtogg Bloodboil

Messenger of Fate

One-Hand

Dagger

Gurtogg Bloodboil

Staff of Immaculate Recovery

Two-Hand

Staff

Gurtogg Bloodboil

Wand of Prismatic Focus

Ranged

Wand

Gurtogg Bloodboil

Shadowmoon Insignia

Trinket

Trinket

Gurtogg Bloodboil

Pauldrons of the Forgotten Conqueror

No slot

Armor Token

Mother Shahraz

Pauldrons of the Forgotten Vanquisher

No slot

Armor Token

Mother Shahraz

Pauldrons of the Forgotten Protector

No slot

Armor Token

Mother Shahraz

Nadina's Pendant of Purity

Neck

Amulet

Mother Shahraz

Tome of the Lightbringer

Relic

Libram

Mother Shahraz

Leggings of Devastation

Legs

Cloth Armor

Mother Shahraz

Shadowmaster's Boots

Feet

Leather Armor

Mother Shahraz

Blade of Savagery

One-Hand

One-Handed Sword

Mother Shahraz

Heartshatter Breastplate

Chest

Plate Armor

Mother Shahraz

Leggings of the Forgotten Conqueror

No slot

Armor Token

The Illidari Council

Leggings of the Forgotten Vanquisher

No slot

Armor Token

The Illidari Council

Leggings of the Forgotten Protector

No slot

Armor Token

The Illidari Council

Cloak of the Illidari Council

Back

Cloak

The Illidari Council

Belt of Divine Guidance

Waist

Cloth Armor

The Illidari Council

Forest Prowler's Helm

Head

Mail Armor

The Illidari Council

Helm of the Illidari Shatterer

Head

Plate Armor

The Illidari Council

Madness of the Betrayer

Trinket

Trinket

The Illidari Council

Veil of Turning Leaves

Shoulder

Leather Armor

The Illidari Council

Chestguard of the Forgotten Conqueror

No slot

Armor Token

Illidan Stormrage

Chestguard of the Forgotten Vanquisher

No slot

Armor Token

Illidan Stormrage

Chestguard of the Forgotten Protector

No slot

Armor Token

Illidan Stormrage

Shard of Azzinoth

One-Hand

Dagger

Illidan Stormrage

Crystal Spire of Karabor

Main Hand

One-Handed Mace

Illidan Stormrage

Zhar'doom, Greatstaff of the Devourer

Two-Hand

Staff

Illidan Stormrage

Warglaive of Azzinoth

Main Hand

One-Handed Sword

Illidan Stormrage

Warglaive of Azzinoth

Off Hand

One-Handed Sword

Illidan Stormrage

Shroud of the Highborne

Back

Cloak

Illidan Stormrage

Stormrage Signet Ring

Finger

Ring

Illidan Stormrage

Cowl of the Illidari High Lord

Head

Cloth Armor

Illidan Stormrage

Cursed Vision of Sargeras

Head

Leather Armor

Illidan Stormrage

Faceplate of the Impenetrable

Head

Plate Armor

Illidan Stormrage

Black Bow of the Betrayer

Ranged

Bow

Illidan Stormrage

Bulwark of Azzinoth

Shield

Shield

Illidan Stormrage

Memento of Tyrande

Trinket

Trinket

Illidan Stormrage

The Skull of Gul'dan

Trinket

Trinket

Illidan Stormrage

Illidan's non-token drops are ilvl 151 rather than the ilvl 141 items found on the earlier bosses. The Warglaives roll independently as a main-hand and off-hand weapon, so collecting the full set requires both versions to drop. In TBC, Warriors and Rogues can equip them.

Black Temple Boss Profession Recipes

Black Temple bosses and many trash mobs can drop Phase 3 profession recipes. These recipes create powerful bind-on-pickup bracers and use raid materials such as Hearts of Darkness.

Recipe

Profession

Plans: Dawnsteel Bracers

Blacksmithing

Plans: Swiftsteel Bracers

Blacksmithing

Pattern: Bindings of Lightning Reflexes

Leatherworking

Pattern: Bracers of Renewed Life

Leatherworking

Pattern: Living Earth Bindings

Leatherworking

Pattern: Swiftstrike Bracers

Leatherworking

Pattern: Bracers of Nimble Thought

Tailoring

Pattern: Swiftheal Wraps

Tailoring

These are different from the Shadow Resistance recipes sold by Okuno. The resistance recipes are reputation rewards, while the bracer patterns above are random raid drops.

Black Temple Trash Loot

Nearly every major trash section has a chance to drop ilvl 141 bind-on-pickup epics. Black Temple trash also supplies Hearts of Darkness, Marks of the Illidari, rare epic gems, profession recipes, and Ashtongue Deathsworn reputation.

Item

Slot

Type

Band of Devastation

Finger

Ring

Ring of Ancient Knowledge

Finger

Ring

Blessed Band of Karabor

Finger

Ring

Swiftsteel Bludgeon

One-Hand

One-Handed Mace

Girdle of the Lightbearer

Waist

Plate Armor

Pillager's Gauntlets

Hands

Plate Armor

Treads of the Den Mother

Feet

Leather Armor

Illidari Runeshield

Shield

Shield

Shroud of the Final Stand

Back

Cloak

The most important crafting material is Heart of Darkness. It is required for the crafted Shadow Resistance sets used on Mother Shahraz. Early Hearts should normally be controlled by the guild and assigned to raiders who still need their resistance gear.

Mark of the Illidari can be exchanged for Shattrath flasks that work inside Black Temple, Mount Hyjal, Serpentshrine Cavern, and Tempest Keep. The raid can also drop Crimson Spinel, Empyrean Sapphire, Lionseye, Shadowsong Amethyst, Pyrestone, and Seaspray Emerald.

Ashtongue Deathsworn Reputation

Black Temple is the primary place to farm Ashtongue Deathsworn reputation. The faction is unlocked naturally during the attunement chain, and completing the required quests brings a new character to Friendly before their first full raid clear.

The non-repeatable questline provides approximately 4,850 reputation in total. Inside Black Temple, regular trash typically gives 15-25 reputation and bosses provide approximately 200-250. A complete clear is worth around 7,700 reputation, so reaching Exalted normally takes about five full clears after the attunement quests. Okuno is the Ashtongue Deathsworn quartermaster inside Black Temple. After Supremus dies, the Spirit of Olum can teleport players to his area. Okuno sells crafted Shadow Resistance recipes at Friendly and Honored, followed by one class-specific trinket for every class at Exalted.

Reputation

Important Rewards

Friendly

Plans: Shadesteel Bracers, Plans: Shadesteel Girdle, Boots and Bracers of Shackled Souls patterns, Redeemed Soul Cinch and Legguards patterns, Soulguard Bracers and Girdle patterns

Honored

Plans: Shadesteel Greaves, Plans: Shadesteel Sabots, Greaves and Waistguard of Shackled Souls patterns, Redeemed Soul Moccasins and Wristguards patterns, Soulguard Leggings and Slippers patterns, Pattern: Night's End

Exalted

One class-specific Ashtongue Talisman

The Exalted trinkets are:

Class

Reward

Druid

Ashtongue Talisman of Equilibrium

Hunter

Ashtongue Talisman of Swiftness

Mage

Ashtongue Talisman of Insight

Paladin

Ashtongue Talisman of Zeal

Priest

Ashtongue Talisman of Acumen

Rogue

Ashtongue Talisman of Lethality

Shaman

Ashtongue Talisman of Vision

Warlock

Ashtongue Talisman of Shadows

Warrior

Ashtongue Talisman of Valor

The trinkets are not equally valuable for every specialization, but they are guaranteed long-term rewards rather than random boss drops. Even when a class does not use its talisman permanently, reputation remains important because the earlier recipes enable the raid's Shadow Resistance gear.

F.A.Q.

How do you unlock Black Temple in TBC Anniversary?

 

Complete the attunement chain that begins with Tablets of Baa'ri in Shadowmoon Valley. The later steps require Fathom-Lord Karathress in Serpentshrine Cavern, Al'ar in Tempest Keep, and Rage Winterchill in Mount Hyjal. The final quests award the Medallion of Karabor and access to Black Temple.

What level do you need for Black Temple?

 

Black Temple is a level 70, 25-player raid. You should be level 70 and have the required attunement completed before entering.

Is the Black Temple attunement account-wide?

 

Yes. Once the full raid attunement is completed in TBC Anniversary, the entry unlock applies account-wide. Partial quest progress does not transfer. Alts also need to complete the chain personally if they want their own Medallion of Karabor for its 40 Shadow Resistance.

How many bosses are in Black Temple?

 

Black Temple has nine bosses: High Warlord Naj'entus, Supremus, Shade of Akama, Teron Gorefiend, Reliquary of Souls, Gurtogg Bloodboil, Mother Shahraz, the Illidari Council, and Illidan Stormrage.

What is the Black Temple boss order?

 

The opening order is Naj'entus followed by Supremus. Afterward, the raid must defeat Shade of Akama, Teron Gorefiend, Reliquary of Souls, and Gurtogg Bloodboil. Those four allow some route flexibility. Mother Shahraz, the Illidari Council, and Illidan Stormrage form the final linear sequence.

Who is the final boss of Black Temple?

 

Illidan Stormrage is the ninth and final boss. His encounter has five phases and requires two Fire Resistance tanks, a Shadow Resistance Warlock tank, and a conventional main tank.

How much Shadow Resistance do you need for Mother Shahraz?

 

Around 244 buffed Shadow Resistance is a practical progression target for non-tanks. Prayer of Shadow Protection supplies 70, leaving approximately 174 to obtain from gear. The Medallion of Karabor provides 40 Shadow Resistance.

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