Dungeon · Feralas
Dire Maul
Three-wing five-player dungeon in Feralas, nineteen client bosses, from the imp-chasing East wing to the ogre king in the North.
Zevrim Thornhoof
East wing. He is the first boss most groups meet after Pusillin, with Wildspawn Hellcallers and Wildspawn Shadowstalkers beside him. The tank holds him and keeps threat. Intense Pain is a shadow damage over time that hits enemies within 20 yards of its target, so the group spreads out and a healer or dispeller removes it.
Sacrifice teleports a party member to his altar, stunned and drained for 300 health a second for 8 seconds. Healers focus that player.
Warlocks can enslave a Hellcaller or Shadowstalker to fight beside the group.
In short: spread out, dispel Intense Pain, heal whoever is sacrificed.
| Ability | Effect |
|---|---|
| Sacrifice | Teleports a player to his altar, stunned and drained for 300 health a second for 8 seconds. |
| Dispellable shadow damage over time to enemies within 20 yards. |
Hydrospawn
East wing. Clear the adds around the pool and fountain before the pull. Hydrospawn is a water elemental, so plan for knockbacks:
Riptide knocks back and disarms everyone within 10 yards, and Massive Geyser knocks back and hurts players near it.
At about half health he summons two Hydrolings. A group with strong area damage kills them as they spawn; a group with strong single-target burst can keep hitting Hydrospawn. Healers spread heals and focus the tank when the adds appear, and melee watch for Riptide's disarm.
In short: clear the room, expect knockback and a disarm, handle two Hydrolings at half health.
| Ability | Effect |
|---|---|
| Riptide | Knocks back everyone within 10 yards for frost damage and disarms them for 4 seconds. |
| Dispellable debuff that lowers nearby players' Stamina by 10 for a minute. | |
| Summon Massive Geyser | Frost damage and knockback to players within 10 yards. |
| Summon Hydroling | Summons two Hydrolings at about half health. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All |
Lethtendris
East wing. A blood elf
warlock with an imp, Pimgib, who cannot be Polymorphed. Kill Pimgib first and have the tank taunt it away from healer and damage dealers, then switch to Lethtendris. Enlarge makes Pimgib bigger, faster and harder-hitting, and Pimgib casts
Fireball,
Blast Wave and Flame Buffet.
Interrupt Void Bolt first, then rotate interrupts onto
Shadow Bolt
Volley and
Immolate. Shadow Bolt Volley hits the whole group, so healers use heals over time and rotate targets. Dispel Immolate and remove
Curse of Tongues, which halves casting speed, and Curse of
Thorns.
In short: imp first, interrupt Void Bolt, decurse.
| Ability | Effect |
|---|---|
| Long shadow cast for about 1,000 damage; top interrupt priority. | |
| Shadow damage to the whole group; interruptible. | |
| Dispellable fire damage over time. | |
| Curse that halves an enemy's casting speed. | |
| Curse that damages the target whenever it attacks. | |
| Enlarge | Buff on Pimgib: bigger, harder-hitting and much faster spell casting. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All |
Pusillin
East wing. A fleeing imp: talk to him and chase him until he turns hostile, which the whole group can do. He summons four Wildspawn Imps, which damage dealers kill first; a
Warlock can enslave one. The tank picks up Pusillin and the imps early.
Interrupt every
Fireball, and do not cast into him while Spirit of Runn Tum is up, because it adds 50% spell reflect chance.
Blast Wave slows everyone close to him. He drops the Crescent Key, which opens the West and North wings.
In short: chase him, imps first, interrupt Fireball, no spells into the reflect.
| Ability | Effect |
|---|---|
| Main cast; interrupt it. | |
| Blast Wave | Fire damage and a movement slow to players near him. |
| Fire Blast | Instant fire damage to one player. |
| Spirit of Runn Tum | He grows, gains 20% melee haste and a 50% chance to reflect spells. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All | |||
| — | All | |||
| — | All | |||
| Runn Tum Tuber | 45 | All |
Alzzin the Wildshaper
East wing, the last boss of the wing. He shifts between satyr, bear (a tree-like form) and dire wolf forms, so expect the tank to need a taunt or a second tank as his behavior changes. Clear every lasher in the room before the pull: at roughly half to a third of his health he calls a horde of non-elite imps, and any lasher left alive joins in. Area damage handles the imps.
In satyr form, cure Enervate (poison, drains mana) and Wither (disease, heavy nature damage and half the target's Strength). In bear form, interrupt Wild
Regeneration and expect
Disarm and Knock Away on the tank. In dire wolf form he attacks faster and Mangle bleeds and slows its target, so healers keep the tank topped. Rich Thorium Veins lie in the tunnel behind him.
In short: clear the lashers, handle imps at low health, cure poison and disease, interrupt the heal.
| Ability | Effect |
|---|---|
| Enervate | Poison that drains mana from its target over 8 seconds. |
| Wither | Disease: heavy nature damage over time and half the target's Strength. |
| Wild Regeneration | Bear form heal over 16 seconds; interrupt it. |
| Disarm | Bear form disarm on the tank for 6 seconds. |
| Dire wolf form bleed, 150 damage every 2 seconds, with a 50% movement slow. | |
| Come Minions! | Calls imps to help him partway through the fight. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All |
Tendris Warpwood
West wing. Kill the Ironbark Protectors patrolling the courtyard first, because they are linked to Tendris and join the fight when he is engaged;
Warlocks can banish them. The tank holds Tendris away from ranged damage dealers and the healer.
Melee watch for Trample, which hurts everyone within 10 yards, and Grasping Vines, which knocks players down and roots them. Healers dispel the Entangle root and its nature damage over time. The adds root players with
Entangling Roots only when nobody is in melee with them.
In short: clear the Protectors, expect Trample and roots, dispel Entangle.
| Ability | Effect |
|---|---|
| Physical damage to everyone within 10 yards. | |
| Heavy melee strike on his target. | |
| Dispellable: knocks players down and roots them for 10 seconds. | |
| Dispellable root with nature damage over time. |
Illyanna Ravenoak
West wing. A
hunter with a bear, Ferra. Stand in melee range of Illyanna, inside her dead zone, where her ranged abilities do not work;
Volley,
Multi-Shot and
Concussive Shot hit hard and drop casters quickly. The tank pulls Ferra onto Illyanna and holds threat on Illyanna; Ferra hits for roughly 500 to 800 and can be Polymorphed or Hibernated.
Damage dealers kill Illyanna first, then Ferra.
Immolation Trap burns whoever walks over it, so healers stay ready to shift targets.
In short: stay in melee, Illyanna first, then Ferra.
| Ability | Effect |
|---|---|
| Volley | Arcane damage each second for 6 seconds in a 16-yard area; weak in melee range. |
| Physical damage to a player and up to nine adjacent players. | |
| Immolation Trap | Fire damage over time to whoever walks over it. |
| Slows a player by 50%, with a 50% chance to stun instead. | |
| Improved Concussive Shot | Improved version of |
Magister Kalendris
West wing. A shadow
priest. The tank pulls him away from the group and holds threat; stack shadow resistance (
Prayer of Shadow Protection or a
Shadow Resistance Aura).
Interrupt
Mind Blast and
Mind Flay as often as possible and save an interrupt for Dominate Mind, which turns one player on the group at a time. The tank taunts him back when control returns, and the controlled player can be crowd-controlled meanwhile. Dispel
Shadow Word: Pain. At half health he enters
Shadowform, which cuts melee damage taken by 40% and raises his shadow damage by 40%, so casters carry the second half.
In short: interrupt, resist shadow, dispel Shadow Word: Pain, expect Shadowform at half health.
| Ability | Effect |
|---|---|
| Shadow hit; interrupt it. | |
| Mind Flay | Channeled shadow damage with a 50% slow; interrupt it. |
| Dispellable shadow damage over time. | |
| Takes control of one player. | |
| At half health: 40% less melee damage taken and 40% more shadow damage dealt. |
Immol'thar
West wing. Five pylons spread through the wing keep his prison shut. Destroy the arcane elementals guarding each one (you do not click the pylons) before he and Tortheldrin can be reached.
Warlocks can banish the elementals and the Ironbark Protectors.
Assign one damage dealer, such as a
Hunter, to the Eyes of Immol'thar. Portal of Immol'thar teleports a random player; if the tank is the target, pause damage until threat is back. Infected Bite is a disease that also raises the physical damage the tank takes, so save defensive cooldowns, and save healing and damage cooldowns for his frenzy, which adds 60% attack speed for 2 minutes. Trample hits nearby players, so the tank holds him just off the room's center.
In short: five pylons, kill the eyes, pause damage if the tank is portaled.
| Ability | Effect |
|---|---|
| Eye of Immol'thar | Linked to the Eyes that serve him; assign one player to them. |
| Portal of Immol'thar | Teleports a random player. |
| Disease: nature damage over time that also raises physical damage taken. | |
| Physical damage to nearby players. |
Prince Tortheldrin
West wing, the last boss of the wing, reached by a small tunnel from Immol'thar's prison after the five pylons are down. He dual wields and Thrash gives him two extra attacks, so healers expect burst on the tank. Tank him with his back to a corner or wall to limit knockback.
Arcane Blast knocks a player back, so melee should be ready to close the gap. Melee step out of
Whirlwind, which hits everyone within 8 yards.
Counterspell locks a caster out for 15 seconds, so casters stagger their spells and the healer is covered.
In short: wall behind him, step out of Whirlwind, stagger casts against Counterspell.
| Ability | Effect |
|---|---|
| Arcane damage and a knockback. | |
| Whirlwind | Physical damage to everyone within 8 yards. |
| Gives him two extra attacks. | |
| Counterspell | Interrupts a caster and locks out spellcasting for 15 seconds. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All |
Guard Mol'dar
North wing, one of four Gordok guards. In a normal run the tank pulls him to the entrance and holds him against a wall with ranged at maximum distance. He has
Shield Bash, which interrupts a spell for 3 seconds, Shield
Charge, which knocks back a player, and a
Frenzy that adds 60% attack speed for 2 minutes, so save defensive cooldowns for it.
On the tribute run leave him alive: hug the northern wall to avoid his courtyard and use a Seaforium Charge, a Truesilver Skeleton Key or a
Rogue's pickpocket for the Gordok Inner Door Key he carries. Once King Gordok is dead he is friendly and grants Mol'dar's Moxie, a stamina buff.
In short: wall tank him, or sneak past on the tribute run.
| Ability | Effect |
|---|---|
| Shield Bash | Damage and a 3 second spell interrupt. |
| Shield Charge | Charges a player and knocks them back. |
| Frenzy | Attacks 60% faster for 2 minutes. |
| Stamina buff he grants once the group has made the Gordok kings friendly. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All |
Stomper Kreeg
North wing, a Gordok guard. Keep everyone out of his frontal cone, because Booze Spit cuts hit chance by 75%; casters stay clear of the cone, and healing mana is saved for his
Frenzy.
War Stomp hits players within 5 yards and
Whirlwind within 8, so melee spread around him.
Drunken Rage zeroes his target's threat on each melee hit and speeds him up by 100% for a minute, so keep a second tank or a taunt ready. On the tribute run skip him; he falls asleep and later sells Gordok Green Grog and Kreeg's Stout Beatdown once the group is made kings.
In short: stay out of the cone, hold threat through Drunken Rage, or leave him asleep.
| Ability | Effect |
|---|---|
| Booze Spit | Frontal cone: 75% less chance to hit for 8 seconds. |
| Hits players within 5 yards and knocks them back. | |
| Whirlwind | Physical damage to everyone within 8 yards. |
| Drunken Rage | Zeroes his target's threat on each melee hit and speeds him up 100% for a minute. |
Guard Fengus
North wing, a Gordok guard with the same kit as Mol'dar:
Shield Bash, Shield
Charge, Strike and a
Frenzy. He patrols the courtyard platform and the southern ramp.
On the tribute run, loot the Gordok Courtyard Key from his chest once he has walked down the ramp; a stealthed
Rogue or a
Hunter with
Aspect of the Cheetah can do it. As a friend he grants Fengus' Ferocity, an attack power buff.
In short: wall tank him, or take the chest key when he walks away.
| Ability | Effect |
|---|---|
| Shield Bash | Damage and a 3 second spell interrupt. |
| Shield Charge | Charges a player and knocks them back. |
| Frenzy | Attacks 60% faster for 2 minutes. |
| Attack power buff he grants once the group has made the Gordok kings friendly. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| — | All |
Guard Slip'kik
North wing, a Gordok guard with the same kit as Mol'dar:
Shield Bash, Shield
Charge, Strike and a
Frenzy. His path is erratic.
On the tribute run, repair the Broken Trap in his path with Frost Oil and a Thorium Widget once he is out of sight; he stays frozen for the rest of the run. As a friend he grants Slip'kik's Savvy, a critical strike buff.
In short: freeze him in the trap, or tank him on a normal run.
| Ability | Effect |
|---|---|
| Shield Bash | Damage and a 3 second spell interrupt. |
| Shield Charge | Charges a player and knocks them back. |
| Frenzy | Attacks 60% faster for 2 minutes. |
| Critical strike buff he grants once the group has made the Gordok kings friendly. |
Captain Kromcrush
North wing. Pull him well back, because his shout fears everyone near him for 6 seconds and can run the group into the next packs. Mortal
Cleave hits a player and the one beside them and cuts their healing by 50% for 5 seconds, so spread out. Do not attack in melee during
Retaliation, which punishes melee attackers for 8 seconds.
Fear Ward or
Tremor Totem on the tank blunts the shout.
At about half health he calls two Gordok Reavers: crowd-control one and have the off-tank hold the other.
On the tribute run, take an Ogre Tannin from the basket before his room, get the Gordok Ogre Suit from Knot Thimblejack, put it on out of his sight and talk to him; he storms off without a fight.
In short: pull back, spread for Cleave, control one Reaver, or wear the suit and talk.
| Ability | Effect |
|---|---|
| Hits a player and one adjacent; cuts their healing by 50% for 5 seconds. | |
| Frightening Shout | Fears nearby players for 6 seconds. |
| Damages melee attackers for 8 seconds. | |
| Call Reavers | Summons two Gordok Reavers at about half health. |
| Enrage | Enrage; he hits harder. |
Cho'Rush the Observer
North wing, at King Gordok's side. His casting depends on how he spawns: a
priest style (
Heal,
Power Word: Shield,
Mind Blast,
Psychic Scream), a
shaman style (
Chain Lightning,
Lightning Bolt, heals and Bloodlust) or a
mage style (
Fireball,
Arcane Explosion and
Frost Nova). Read his first cast, then assign one interrupter and one off-tank. He resists most crowd control.
On a normal run one player watches him and stops his heals and buffs on King Gordok while the rest damage the king; he stops fighting when the king falls. On the tribute run leave him alive: tank him and interrupt his heals while the group kills King Gordok, because killing him first lowers the tribute chest.
In short: identify his style, interrupt his heals, burn the king.
| Ability | Effect |
|---|---|
| Heal | Heals himself or an ally; interrupt it. |
| Power Word: Shield | |
| Psychic Scream | |
| Chain Lightning | |
King Gordok
North wing, the last boss of the wing and the only one a tribute run kills. Berserker
Charge sends him at a random player and knocks them into the air, and
War Stomp stuns everyone within 5 yards for 4 seconds, so melee step away when he winds up. It is a damage race:
Mortal Strike cuts healing by 50% and
Sunder Armor stacks to five on a target, so healer mana drains fast.
Cho'Rush backs him up in the fight: one player watches Cho'Rush and stops his heals and buffs while the rest damage the king.
Tribute run: leave all four guards, Kromcrush and Cho'Rush alive, kill the king quickly, and Mizzle the Crafty appears and makes the group kings. The guards turn friendly and the Gordok Tribute chest opens; the more of them left alive, the better its rewards.
In short: damage race, stay out of the stomp, leave everyone else alive for the tribute chest.
| Ability | Effect |
|---|---|
| Berserker Charge | Charges a random player and knocks them into the air. |
| Mortal Strike | Reduces healing on its target by 50% for 5 seconds. |
| Armor loss that stacks to five on a target. | |
| War Stomp | Damage and a 4 second stun to players within 5 yards. |
Loot
| Item | Slot | Type | Level | Class |
|---|---|---|---|---|
| 50 | All |
Lord Hel'nurath
West wing, optional. A
Warlock on the Dreadsteed quest with the required items starts a ritual on Immol'thar's platform; it spawns waves of imps and occasional Dread Guards for about six minutes, and then Lord Hel'nurath.
Banish or otherwise control the Dread Guards and kill Hel'nurath first.
Veil of Shadow cuts healing on its target by 75% for 8 seconds, Sleep takes one target out for up to 10 seconds,
Shadow Word: Pain ticks on a player and Knock Away knocks back the tank. Whether Forever keeps the ritual is not confirmed.
In short: control the Dread Guards, kill Hel'nurath first, expect reduced healing.
| Ability | Effect |
|---|---|
| Shadow damage over time. | |
| Damage and a knockback. | |
| Sleeps one enemy for up to 10 seconds; damage breaks it. | |
| Cuts healing received by 75% for 8 seconds. |
Tsu'zee
West wing, a rare elite ghost who appears near the ramps by Magister Kalendris; check that corner after the second pylon. If she is absent, a normal pack stands there. She is a night elf
Rogue with
Backstab and
Sinister Strike, Blinds a player and
Gouges her target, so keep the healer out of her reach and be ready to taunt or switch tanks.
In short: rare spawn, protect the healer from
Blind, expect a Gouge.
| Ability | Effect |
|---|---|
| Heavy melee damage when she attacks from behind. | |
| Incapacitates her target for up to 3 seconds. | |
| Blind | Blinds a player for up to 6 seconds; damage breaks it. |
| Sinister Strike | Melee damage. |
Loot from data players have gathered, not yet checked in game by us; the game client confirms each item. Levels, group size, wings, areas and bosses from the game client, build 1.60.1.70450. Text updated .Forever is in beta: any of it can change with a patch. Feralas · All dungeons and raids