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Dungeon · Ironforge

The Hall of Thanes

Five-player dungeon beneath Ironforge's Great Forge, four bosses, easy for the Alliance to reach and hard for the Horde.

Faldrim Anvilmar

He walks a loop round his tomb in Anvilmar's Rest, ringed by ghosts and undead dwarves, and he does not call for help. The tank clears a safe space, waits for the patrol to bring him round, and pulls him alone.

Healers expect high threat from his shadow bolt and heal the tank through the slower attacks from his curse; the curse can be dispelled but the fight is manageable without. Damage dealers kill him on the spot; his Mind Blast can be interrupted, though this is not required.

In short: pull him alone when the patrol passes, interrupt Mind Blast if you can, dispel the curse if you can.

Faldrim Anvilmar’s abilities
AbilityEffect
Mind BlastShadow damage with high threat; can be interrupted.
Slows attack and casting speed by 20% and makes the victim immune to poisons and bleeds for 10 minutes.

Infurnus

He is a fire elemental. A Dark Iron Summoner stands beside him and keeps calling fiery helpers, so the group kills the Summoner first, with the tank holding the elemental away from the others.

Healers cover everyone in melee, not only the tank, because his Fire Nova hits within about 10 yards and melee take the most of it. Combust lands on a random player after a three-second cast, burns for about 12 seconds and can be dispelled.

Damage dealers kill the Summoner, then the elemental. Ranged players and healers stay outside Fire Nova range.

In short: Summoner first, melee watch their health, dispel Combust.

Infurnus’s abilities
AbilityEffect
Fire damage to players within about 10 yards, hardest on melee.
Three-second cast on a random player: Fire damage plus a burn for about 12 seconds.
The Summoner brings fire elemental helpers for a while.

Plunder

He patrols the hallway after the Seaforium kegs, so the tank pulls him into a corner or against a wall, away from other packs, and expects to be knocked back and charged now and then. He also applies a stacking armour crush; the tank should use cooldowns when it climbs.

Healers keep the tank up through the knockbacks and stuns. Damage dealers and healers stand out of his path so a knockback does not throw them into a live pack; melee should stay close to a wall too.

In short: back to a wall, clear the packs nearby first, never get knocked into trash.

Plunder’s abilities
AbilityEffect
Knock AwayDamage and knockback; the main cause of wipes.
Charges a random target for damage and a 2-second stun.
Crush ArmorStacking armour reduction on the tank.

Durgen Dirgehammer

Two Lesser Stone Golems stand with him, Dark Iron Looters line the walls, and the group clears the room and the looters before the pull. The tank takes the boss while others deal with the golems one at a time with stuns and fears; a golem killed stays dead after a wipe.

Healers expect a heavy hit when boss and golems both reach the tank, plus a bleed from Rend. Damage dealers kill the boss fast, or the golems first if the group's damage on the tank is too high.

His fear scatters players and can pull in anything left alive, so a Shaman's Tremor Totem or a Fear Ward on the tank helps.

In short: clear the looters, handle the golems, bring fear protection.

Durgen Dirgehammer’s abilities
AbilityEffect
Intimidating ShoutFears nearby enemies and paralyses the target for about 8 seconds.
RendBleed on the tank.
Heroic StrikeHard-hitting strike with high threat.

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. Ironforge · All dungeons and raids