- "Whispers of an ancient tomb… holding horrors in every room. Ghastly ghouls, poisons galore… but in the shadows lurks something more. Knights of death and abominations… cleaving your bits for new creations. And if by chance you should survive - there’s plenty of sweet loot inside!"
|Release date:||July 22, 2014|
|Year of the Kraken, Curse of Naxxramas is now a Wild format card set, which means cards from the Curse of Naxxramas will no longer be playable in Standard format matches. For more information, see Game format.|
Set in the Scourge necropolis of Naxxramas, Curse of Naxxramas consists of 5 wings representing ones of the World of Warcraft Naxxramas raid instance. The adventure features a total of 30 collectible cards, which can be gained through completing various aspects of the adventure. Each wing of the adventure must be purchased before they can be played. As a Wild format adventure, Naxxramas cards can also be crafted without completing the adventure.
- 1 Structure
- 2 Access
- 3 Cards
- 4 Battlefield
- 5 Card backs
- 6 Lore
- 7 Statistics
- 8 History
- 9 Trivia
- 10 Gallery
- 11 References
- 12 External links
- Main article: Adventure
- Curse of Naxxramas consists of 5 wings, 15 bosses, 9 Class Challenges, and Heroic mode.
- Normal mode is the default for playing adventures, designed to allow players of all abilities to participate in and complete the adventure.
- Bosses in Normal mode and Class Challenges use the Naxxramas card back, while bosses in Heroic mode appropriately use the Heroic Naxxramas card back.
- Kel'Thuzad, the final boss, "hosts" the adventure, addressing the player as he or she progresses through the adventure, starting with the unlocking of the very first wing. He is alternately threatening, genial, and comical, or sometimes a combination of all three. During boss encounters, the bosses and certain minions chime in as well, at predetermined times and sometimes in response to player actions.
- Defeating a boss awards 2 copies of regular Naxxramas cards.
- Completing a Class Challenge awards two copies of that class Naxxramas card.
- Completing a full wing in Normal mode awards the player 1 copy of 1 or 2 Naxxramas legendary cards.
- Defeating all 15 bosses in Heroic mode awards a special card back.
- Bosses are worth XP in equal amounts to Practice mode, but do not qualify for the purpose of completing quests (other than the "Total Dominance" quest) or any other gold reward.
The following table illustrates the arrangement of wings, bosses, and rewards of the adventure. The placement of the Class Challenge sections indicate which boss features in each Challenge, as well as which wing must be completed in order to unlock it. The "Dust value" column shows the amount of Arcane Dust the cards in that wing will produce if disenchanted.
|Wing||Boss||Boss reward||Wing reward||Class Challenge||Challenge reward||Dust value|
|The Arachnid Quarter
|The Plague Quarter
|The Military Quarter
|The Construct Quarter
Each wing of the adventure must be purchased with gold or real money in order to unlock it for play. Once a player has unlocked a wing, that wing stays unlocked, and can be replayed as frequently and as many times as desired. Players who have already purchased at least one wing can purchase the remaining wings through the adventure itself.
Curse of Naxxramas is only accessible by players who have unlocked all 9 classes.
|All 5 wings||$24.99||€21.99||£17.49||$31.99||$319|
|Individual wings||$6.99||€5.99||£4.99||$8.99||$89||700 Gold|
- The USD bundle prices all offer the same price per wing: $4.99, a 29% price reduction.
- The Euro discounts mostly offer a price per wing of around €4.45, a 26% discount, with the 3-wing option offering a slightly lower 22% reduction.
- The GBP discounts mostly offer a price per wing of £3.49, a 30% discount.
- The AUD discounts range from $6.25 to $6.50 per wing, offering a 28-30% discount.
The Curse of Naxxramas wings were originally made available over the course of five weeks - purchasing a wing did not immediately grant players access to it. The first wing was originally free to access, with players entering it prior to September 30th that year permanently unlocking the wing. The first wing was then available with the same pricing as the others.
Curse of Naxxramas adds 30 collectible cards to the game - 21 neutral cards and 9 class cards, 1 for each class. Naxxramas cards can be recognised by a special watermark (a skull set upon the silhouette of Naxxramas itself) behind the card text, not found on other cards. Many Naxxramas cards follow a Deathrattle theme, or involve minion death in some way.
Boss cards and Hero Powers
- Main article: Naxxramas boss cards
In addition to the playable cards listed above, Curse of Naxxramas brings numerous unique cards and Hero Powers available only during the adventure's boss encounters.
For a full list, see Naxxramas boss cards.
The adventure brought a new battlefield, complete with interactable features. The battlefield is used during the adventure, and was not initially available during other play. However, the battlefield was later made available for use in all play modes.
For more details on the battlefield and its interactable features, see Battlefield#Naxxramas.
The World of Warcraft Naxxramas instance had two incarnations; it was originally released in vanilla World of Warcraft hovering above the Eastern Plaguelands, before being revamped for Wrath of the Lich King, where it moved to Northrend. Curse of Naxxramas is based on the raid's second incarnation.
- Kel’Thuzad: A Thirst for Power
High above the bitter cold of Dragonblight in the continent of Northrend, the ancient Nerubian necropolis known as Naxxramas looms in the skies, casting a dark shadow on the barren tundra that lies beneath it. Safe from most terrors that may threaten it, Naxxramas is an effective holding ground for a host of undead horrors, ready to strengthen the influence and reach of the undead Scourge at a moment’s notice.
The archlich known as Kel’Thuzad sits at the seat of power within Naxxramas, coordinating the normally mindless Scourge into a fighting force for the Lich King. In his mortal days, Kel’Thuzad was once a powerful human mage and high-ranking member of the Kirin Tor, working under the great , leader of the Kirin Tor at the time. The Kirin Tor had a wealth of secrets and knowledge at their disposal, and Kel’Thuzad spent countless hours devouring every bit of knowledge he could get his hands on—even the darkest and most unthinkable of arcane arts, such as necromancy. He became increasingly more reclusive and shunned by his peers the further he delved into forbidden magic.
The Lich King sought out Azeroth’s most powerful and ambitious individuals to bend to his will, sending out a mental summons to those he thought could easily be swayed by the promise of power. Kel’Thuzad was the first to answer the Lich King’s call. He saw the power the Lich King held over the undead and desired such power for his own, so he offered his services as a mage to the Lich King in whatever manner he desired. After a long, tortured journey to the frozen wastes of Northrend, Kel’Thuzad knelt at the feet of the Lich King and offered him not just his loyalty, but his soul as well.
"As my lieutenant, you will gain knowledge and magic to surpass your most ambitious dreams. But in return, living or dead, you will serve me for the rest of your days. If you betray me, I shall make you into one of my mindless ones, and you will serve me still.”
The Lich King’s words were both a threat and a promise. Kel’Thuzad would become his lieutenant, carrying out the Lich King’s whims, but in return he would gain power beyond his wildest dreams. Kel’Thuzad accepted these terms . . . as if he had much of a choice in the matter.
Inside the Necropolis
The lich Kel’Thuzad uses Naxxramas as a base of operations for the undead Scourge, separating the citadel into four specialized quarters to train his minions:
- The Arachnid Quarter
The Arachnid Quarter houses undead nerubians, an ancient race of intelligent arachnoid beings. Normally highly reclusive and suspicious of outsiders, living nerubians fought valiantly against the undead Scourge, but were overwhelmed by their numbers. While living nerubians were immune to the undead plague, nothing could prevent the Lich King from bringing back the fallen to join the Scourge in undeath.
One of the minions raised by the Lich King was the Crypt Lord Anub’Rekhan. In life, he was one of the nerubians’ most powerful lords. Now, he guards the doors of the Arachnid Quarter that house…
…. Once one of the high-ranking members of the Cult of the Damned under Kel’Thuzad, in death she breeds and takes care of the seemingly endless amount of arachnids that swarm from the depths of the citadel. A master of poisons, she has a keen understanding of what makes mortals suffer. The poisons she concocts comes from the spiderlings produced by…
- The Plague Quarter
Rife with monstrosities twisted by the undead plague, the Plague Quarter produces and refines the plague into highly efficient weapons, bent on destroying all of humanity as a part of Kel’Thuzad’s undead army.
was once a reputable mage of Dalaran, who heard the call of the Lich King in much the same way Kel’Thuzad did. Also driven by power, he accepted the summons to serve the needs of the Scourge with his skills in necromancy and curse-weaving. However, when Noth saw that the Third War was taking numerous innocent lives, he began second guessing his decision to join Kel’Thuzad. Kel’Thuzad swiftly dealt with Noth’s growing compassion by freezing the living heart in Noth’s chest.
was the mastermind behind the magic of the cauldrons that quickly spread the undead plague through Lordaeron, corrupting not just the humans, but the flora and fauna in the area as well. The entire wilderness surrounding Lordaeron is now referred to as “the Plaguelands”—thanks in no small part to Heigan’s handiwork.
A prime example of how the plague manifested in the local flora and fauna is the twisted fen creeper Loatheb. In a twisted mockery of the plant kingdom’s natural ability to regenerate, Loatheb can summon deadly spores that quickly spread a sickening miasma that turns magical healing arts against those who wield them.
- The Military Quarter
Many of the humans and their loyal mounts who were once soldiers in Lordaeron’s army now find their martial talents put to use in Naxxramas’s Military Quarter. Here, in service to Kel’Thuzad and the Lich King, they hone their skills far past what they could have accomplished in life. Leaders, trainers, and military coordinators—all use their talents to coordinate the Scourge into a powerful fighting force rather than a mindless horde. Many Death Knights begin their training within this quarter under the direction of its powerful lieutenants.
is the trainer of the Death Knights, the fiercest and most loyal of the Lich King’s servants. His strikes are sure and deadly, and it is rumored that only students under his tutelage can withstand even a single blow of his deadly runeblade.
, master of necromancy, teaches young Death Knights the power of summoning the undead to their aid. Even the most novice Death Knight can call the lifeless from their graves, thanks to Gothik’s dark and sinister techniques. Ghosts, ghouls, skeletons—none are safe from Gothik’s influence.
Kel’Thuzad’s royal guard can be found in , each with their own twisted powers at their disposal: Lady Blameaux is a master of the shadow, able to drain the essence of life from those she encounters; Thane Korth’azz controls the destructive power of fire, and can even call forth fiery meteors from the skies; Sir Zeliek was once a paladin, so powerful in life that he can still wield the Light in death; and , once a friend of Kel’Thuzad, now continues to serve his old comrade in death with his corrupting powers and skeletal Deathcharger.
- The Construct Quarter
The Construct Quarter houses various nightmarish abominations stitched together from the once-living. A steady stream of toxic slime flows through this wing of Naxxramas; though it doesn’t pose a threat to the undead constructs that shamble about within, the viscous ooze is deadly to those who still enjoy doing things like breathing and having a pulse.
is one of Kel’Thuzad’s most powerful abominations—his strength and speed come as a shock to those that may face him in combat. Far from a sluggish, mindless undead, Patchwerk uses his immense power to pulverize any tiny meat thing that may face him with a flurry of potent, powerful attacks. He just wants to play!
lurks deeper in the Construct Quarter, carrying the same ooze that flows through Naxxramas within its hulking form. Grobbulus is a flesh giant, the first successful one of its kind, created to build a formidable army capable of quickly spreading the undead plague. One of Grobbulus’ limbs has been replaced with a syringe, which it uses to inject the plague slime of Naxxramas into its enemies.
The undead plague-dog sits obediently within Naxxramas, awaiting orders from his masters. No doggie biscuit can satisfy Gluth’s ravenous hunger. It is rumored that Gluth can easily devour an army of undead on a daily basis, which Gluth uses to knit his own decaying flesh back together.
The final hulking horror that stands within the Construct Quarter is . Pieced together from the flesh of the innocent, this massive abomination dwells in one of Naxxramas’ experimental laboratories, flanked by two huge wights—Stalagg and Feugen. Powerful bolts of electricity arc through the laboratory, supercharging Thaddius and his wight minions.
- Frostwyrm Lair
At the pinnacle of Naxxramas awaits Kel’Thuzad himself, who is protected by the ancient skeletal frost wyrm .
Once one of ’ blue dragonflight, Sapphiron was slain by Arthas Menethil and raised from the dead to guard Kel’Thuzad for all of eternity. Like many of the blue dragonflight, Sapphiron had immense magical power, which was only magnified by the fact that the Lich King personally resurrected him to serve the Scourge. The chill of frost is at his command, and he uses his magic to defend Kel’Thuzad at all costs.
The following dialogue was released in the official launch blog.
- Mr. Bigglesworth, did you hear that? There appears to be a small commotion outside. . . .
- Mr. Bigglesworth
- Intruders everywhere! Who left the door open?! A curse upon you, interlopers! Rouse my undead army! Bring me my most imposing hat! Things are about to get interesting—now, where did I put my cards. . . .
- Mr. Bigglesworth
- THANK YOU, MR. BIGGLESWORTH! Who’s a good kitty? Ahem, now prepare to face the minions of the great arch-lich Kel’thuzad . . . and witness powers beyond your imagining!
In World of Warcraft
Years ago, the crypt lord led an army of undead warriors into the ancient nerubian ziggurat now known as Naxxramas. The Scourge forces overran the citadel, and under the will of the Lich King its corridors were transformed into a potent war machine. Dark magic tore the fortress from its subterranean home and lifted it into the sky. Hidden behind a thick layer of clouds, Naxxramas grew in strength. At the Lich King's bidding, the burgeoning wrath within the necropolis was unleashed upon the world. Brave heroes breached the citadel and eventually overcame Naxxramas' vile commander, the lich Kel'Thuzad, but the victory was short-lived.
Above the war-ravaged wastes of the Dragonblight, Naxxramas has returned with renewed fury. Kel'Thuzad, once again seated in the frigid heart of the necropolis, has laid siege to the Alliance fortress of Wintergarde Keep. As factions from around the world converge at the gate to Icecrown, the war against the Scourge enters its most pivotal hour. It is within Naxxramas that the tide of battle could turn against the Lich King... or irrevocably in his favor.
- Just 3 months after Curse of Naxxramas was released, 6 million Nerubians had been hatched from their eggs.
- In October 2014 it was stated that the deadliest Naxxramas boss in Normal mode was , while the deadliest boss in Heroic mode was Maexxna.
- Players took an average of two attempts to kill a Normal boss in Curse of Naxxramas, while defeating a Heroic boss take players an average of nine attempts.
Curse of Naxxramas was first announced on April 11, 2014, exactly a month after Hearthstone's full release. However, it would be more than three months until the adventure was eventually released, on July 22 that year. While any anticipated release tends to result in excitement among on players, this extended delay led to a particularly large demonstration of frustration as the months wore on. This was exacerbated by the fact that the game had seen no new cards since near the start of the closed beta the previous year, meaning that many players had been playing Hearthstone with the exact same set of cards for almost a year. The developers would later use the frustration expressed by players during this period as explanation for their reluctance to discuss future content until it was fairly close to release.
The revealing of upcoming cards also led to a discussion regarding card wording. With new cards featuring a tendency not to state when certain effects were random, Ben Brode released a blog sharing the team's approach to the word 'random', explaining that by not explicitly stating the randomness of effects in 'hidden' game areas, groundwork could be laid for future shortening of text. Despite this explanation, continued feedback from players finding the new cards' descriptions confusing and ambiguous eventually led the team to alter their stance, with an announcement a few days later that the word 'random' would be added to the cards' text.
- On the adventure's Deathrattle theme: "Almost all of the cards in Curse of Naxxramas have to do either with Deathrattle, or things that happen when something dies, or things that interact really interestingly with things dying, … The idea behind Naxxramas as a dungeon is of course that it was from World of Warcraft, ruled by the necromancer Kel'Thuzad, so we really wanted to jump big on the whole death and deathrattle idea, and we also really liked the idea of taking this mechanic which we'd done a little bit with and blowing it out and doing crazy stuff with it." - Eric Dodds
- On dialogue and : "I can tell you that Kel'Thuzad is going to be doing a fair amount of chatting … and he totally cracks me up." - Eric Dodds
- On : "It's a card that we've seen people build decks around, with other [existing] cards that give the Nerubian Egg an attack so you can make sure you get that Nerubian Egg killed. … It's a particularly powerful card against hunters who use a lot" - Eric Dodds
- On : "In a lot of ways I'm excited about that card because I don't know exactly how players are going to use it … It's one of the types of card that we call a story card - it's a card that the number of possible combinations for it are crazy and once it gets out there we expect to hear some crazy stories that come out of it. " - Eric Dodds
- On : "In the case of Poison Seeds we thought about, hey, we have druids and we really like the idea of Treants and druids and doing a little bit more with that, and while we want to have it be death-related, what's an interesting interaction we can have in the combination of those things." - Eric Dodds
- On shaking up the existing game: "It's very important for us to throw a curveball out there and see the game changing in interesting ways" - Eric Dodds
- Naxxramas was chosen for the game's first adventure because of it being a well-known raid from World of Warcraft. Its first incarnation made it familiar to veteran players as the final raid from vanilla World of Warcraft, while its second incarnation meant it was also well-known to those who joined during the later Wrath of the Lich King expansion. It was also chosen for its large number of bosses, making it well-suited for adaptation as a sprawling adventure.
- The raid's second incarnation was chosen as the basis for the adventure at least partly because of players being more familiar with it than the original version.
- Each wing of the adventure were released on Tuesday evenings at 11:59pm in the main time zone of each region. Many players bemoaned the choice of time, with restrictions on playing due to the lateness of the hour, and in many cases the need to work the next day. According to Zeriyah, the non "prime time" schedule was chosen to reduce server stress.
- The adventure had been in development for "many months" as of April 24th, with "almost all" of the adventure's cards "locked down way before [Hearthstone's release (March 11)]".
- Curse of Naxramas is the first card set to have minions with 3/4 stats.
- While Curse of Naxxramas is officially termed an adventure, Jason Chayes has been quoted in interviews as calling it a 'raid'. This may be due simply to the game's origins as a World of Warcraft raid, or may reflect a larger view of what adventures represent. Ben Brode has also referred to the adventure as a 'mission', perhaps reflecting the similarity to the game's tutorial.
- The main art for the adventure was created by Luke Mancini.
- The pop-out Kel'Thuzad art presented when first defeating the boss in Curse of Naxxramas was made by Jomaro Kindred.
- Several new pieces of music are found exclusively in the adventure itself, and one additional piece was added to the repertoire for the main game, created by main Hearthstone composer Peter McConnell. The developers have stated that this will be their approach to the generation of new music going forward.
- Zeriyah (2014-07-08). Curse of Naxxramas™: Wing Entry Details and Heroic Mode.
- Ben Brode on Twitter. (2014-07-10).
- Zeriyah on Twitter. (2014-07-08).
- Zeriyah on Twitter. (2014-07-08).
- Zeriyah on Twitter. (2014-07-08).
- Curse of Naxxramas™ Launch Event Ending Soon!. (2014-08-28).
- Naxxramas, the Floating Necropolis (official lore blog). (2014-07-03).
- Blizzard Entertainment. Official Game Guide - Naxxramas. Retrieved on 2014-04-12.
- Fireside Chat - Mobile Development Update. (2014-10-21).
- BlizzCon 2014 - New Expansion Announced: Goblins vs Gnomes. (2014-11-07).
- Ben Brode on Twitter. (2015-12-23).
- Tom Bramwell, Eurogamer (2014-04-27). Hearthstone Curse of Naxxramas: where death is a power-up.
- ChanManV (2014-04-24). Value Town #27 w/ ChanManV, Trump, Gnimsh, and Ben Brode Pt. 1.
- Ben Brode on Twitter. (2014-06-22).
- Zeriyah on Twitter. (2014-08-05).
- Ben Brode in Twitter. (2014-08-14).
- Official site
- Curse of Naxxramas™ Launch Event Ending Soon! (2014-08-28)
- Curse of Naxxramas: Frostwyrm Lair - Now Open! (2014-08-20)
- Curse of Naxxramas: The Construct Quarter - Now Open! (2014-08-13)
- Curse of Naxxramas: The Military Quarter - Now Open! (2014-08-06)
- Curse of Naxxramas: The Plague Quarter - Now Open! (2014-07-30)
- Curse of Naxxramas: The Arachnid Quarter - Now Open! (2014-07-22)
- Curse of Naxxramas™ Now Live . . . Er, Undead! (2014-07-22)
- Naxxramas, the Floating Necropolis - Official lore blog (2014-07-03)
- Beware the Curse of Naxxramas! - Official announcement blog (2014-04-11)
(Expansions / Adventures / Mini-sets)