The 2005 Pandemic in World of Warcraft
A raid mechanic goes feral
On 13 September 2005, Blizzard rolled out Patch 1.7, which introduced and opened the 20-player raid Zul’Gurub.
Hakkar, its final boss, applied a 250–300-damage debuff called Corrupted Blood that spread to anyone nearby if they were too close together. The effect should have vanished once players left the instance, but hunters and warlocks discovered that dismissing an infected pet or companion froze the debuff-timer, and re-summoning the companion later unleashed the debuff anywhere in the world, turning a gimmick into the Corrupted Blood pandemic.

Community adaptation in real time
Populated capitals such as Ironforge, Stormwind or Orgrimmar quickly turned them into ground zero. NPCs acted as asymptomatic carriers, low-level players died in seconds and piles of skeletons coated the city grounds. When a character dies, its spirit appears at the nearest graveyard and must walk back to the corpse to revive. Once the player is alive again, the corpse vanishes and a skeleton remains on the ground for about five to ten minutes.
Reddit users re-tells the story: “Guilds mapped safe routes through infected zones, healers organised places for debuffs and some players fled to the countryside, mirroring medieval plague responses. Others tried snake oil’ing other players with amulets, claiming they protected against the new “blizzard server event”.“
“It was a nightmare for low level characters but for high level characters, it felt like an actual plague you could win against.”
Ah, the old reliable “the poor die first” thing… Just like medieval times.

From pixels to public health
After multiple failed hot-fixes, Blizzard halted the crisis on 8 October 2005 by resetting every server with a roll-back and, in Patch 1.8, making pets unable to obtain the debuff.
Rutgers mathematical biologist Dr Nina Fefferman happened to be online and recognised a rare live dataset on mass behaviour. Her subsequent paper in The Lancet Infectious Diseases became a reference when modelling COVID-19, and she told The Washington Post that the incident still shapes her work on predictive outbreak models (article). The U.S. Centers for Disease Control even enquired about Blizzard’s server logs, only to learn the event had been an accident, not a designed experiment.
Sceptics such as USC’s Dr Dmitri Williams note that game incentives can distort behaviour, yet the fully logged virtual outbreak remains one of the few large-scale “human” epidemics available for study.
Echoes in later design
Blizzard revisited the concept intentionally in 2008 with the pre-WotLK zombie plague, a scenario it publicly acknowledged was inspired by Corrupted Blood, which also later helped inform swine-flu outreach according to Wowhead’s coverage.
Personally I missed the original outbreak, sadly. I started playing WoW in mid-2007, shortly after The Burning Crusade launched, so I did experience the 2008 pre-WotLK event with the “You’re infected!” buff, Blizzard’s intentional homage to its earlier accident and chronicled in the Scourge Invasion timeline.
Other MMO developers now stress-test raid mechanics on public test realms to avoid similar surprises, and epidemiologists continue to analyze game worlds for insight into how real communities might react when numbers on a graph turn into genuine fear.
TLDR
In September 2005 a boss debuff escaped its raid, killing thousands of characters, clearing World of Warcraft’s cities and forcing a full server reboot. The chaos produced a unique, granular record of player behaviour that still informs scientific thinking about real-world pandemics.