
City of Dalaran Guide — Dungeon guide · WoW Forever
New- Level
- 28–33
- Group
- 5 players
- Bosses
- 8
- Difficulty
- Normal
- Location
- Alterac Mountains
- Key
- Dalaran Sewer Key
How the run goes
The walled city of the Kirin Tor, entered through its sewers, where magic has run wild in the streets. Seven bosses lead to the Shade of the Archmage; Lyn the Ignored is an optional boss summoned in the sewers.
Group: A tank, a healer and three damage dealers. Bring mana potions for the Mana Devourer and the Shade, magic dispels for Manamorph, and curse removal for Lyn.
Route
The game has no interior map of City of Dalaran we can draw on, so the route is written out below.
1.The sewers
In through the sewers, where Atrexis patrols with his necromancers. Lyn the Ignored can be summoned here with the Tome of Dalaran.
2.The streets
Up into the city streets, through the wild magic: the Arcane Anomaly, the Arcanic Enigma, the Unstable Sentinel, the Mana Devourer and the Fel Ancient.
3.The Archmage
Finally, the Shade of the Archmage at the end of the city.
Boss by boss
The sewers
On the way: Kirin Tor Necromancers and the risen dead.
Raise Dead
Unholy FrenzyIncreases an ally's attack speed by 75% for 20 sec, but also inflicts 2 Nature damage to that ally every 2 sec.
The first boss, patrolling with three Kirin Tor Necromancers. Atrexis raises skeletons and drives his allies into an Unholy Frenzy. He is the target of The Grave Knight.
- Tanks
- Pick up Atrexis and the risen skeletons quickly; keep everything gathered so area damage hits all of it.
- Healers
- Unholy Frenzy makes his allies hit harder: heal the tank through it and watch damage dealers who pull threat.
- Damage dealers
- Kill a couple of the necromancers first, then the risen dead, then Atrexis.
Raise DeadRaise undead servants back to life to aid you.
Shadow Bolt VolleyHurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
Curse of ThornsCurses an enemy for 3 min, giving it 50% chance to take 79 to 101 damage on attack.
An optional boss, summoned in the sewers with the Tome of Dalaran. Lyn keeps raising the dead, hits the group with Shadow Bolt Volley and puts Curse of Thorns on the tank.
- Tanks
- Pick up the risen adds as they appear, and ask for Curse of Thorns to be removed.
- Healers
- Remove Curse of Thorns from the tank and heal the group through Shadow Bolt Volley.
- Damage dealers
- Kill the risen dead before they pile up, then Lyn; interrupt the volley if you can.
The streets
On the way: Arcane anomalies, mana elementals and constructs; clear each boss's room before the pull.
Focal BlastChannels energy forward dealing damage to any targets caught within the blast.
Focal Blast channels a beam of arcane energy into the area in front of the Anomaly for a few seconds, damaging everyone caught in it.
- Tanks
- Hold the Anomaly in place and face it away from the group so Focal Blast hits only empty floor.
- Healers
- Keep out of the area in front of it, and heal anyone caught in the beam.
- Damage dealers
- Stand behind or beside it, never in front, and move out when Focal Blast starts.
ManamorphTransforms an enemy into an animal, forcing it to wander around for up to 8 sec. While wandering, the polymorph cannot attack or cast spells.
Summon Manaling
A mana elemental that calls Manalings to its side during the fight. Manamorph polymorphs players. High Sorcerer Andromath's Power Overwhelming asks for its death.
- Tanks
- Pick up each wave of Manalings and keep them with the Enigma so the group can hit them together.
- Healers
- Dispel Manamorph from polymorphed players quickly, especially from the tank.
- Damage dealers
- Split damage between the Manalings and the boss so the adds don't pile up.
MalfunctionA malfunction has occurred. Every 2s arcane energy is released dealing damage to players in a nearby area.
A sentinel construct gone haywire. Once Malfunction takes hold, it releases arcane energy around itself every few seconds, hitting everyone nearby.
- Tanks
- Hold it in place; you'll take the arcane pulses, so use cooldowns once Malfunction starts.
- Healers
- Stay well back and keep the tank topped up through the pulses.
- Damage dealers
- Ranged players stay well back once it malfunctions; melee may need to step out and heal up.
DebilitateHits an enemy with a bolt of draining arcane power that siphons up to 200 mana.
Drain VitalityDrains the vitality of the target, causing 24 to 26 Arcane damage and an additional 35 Arcane damage over 10 sec.
A race against the healers' mana: Debilitate siphons mana, and Drain Vitality burns its target with arcane damage over time.
- Tanks
- Clear its room first, then pull it and keep it on you; the fight is short if the group stays on it.
- Healers
- Debilitate drains your mana: use mana potions early and heal Drain Vitality targets.
- Damage dealers
- Burn it as fast as you can: every second costs the healer mana.
Fel TimbersThe Fel Ancient sends noxious vines toward an enemy, inflicting 24 to 26 Nature damage to enemies within 5 yds and creating poisonous fumes at the location that deal 9 to 11 Nature damage every 1 sec for 10 sec.
EntangleEntangles nearby enemies in roots, inflicting Nature damage every 3 sec. and immobilizing them for up to 6 sec.
A fel-twisted ancient. Fel Timbers sends noxious vines at a player and leaves poisonous fumes on the ground; Entangle roots everyone nearby.
- Tanks
- Move the Ancient out of the green pools Fel Timbers leaves, so the melee don't stand in them.
- Healers
- Step out of the green pools quickly; Blessing of Freedom or similar helps against Entangle.
- Damage dealers
- Move out of the poison fumes before Entangle roots you in them, and keep damage on the Ancient.
The Archmage
Bounding ManaLaunches a mana infused orb toward a random player that travels out and returns to its origin. Players hit are inflicted with 285 to 315 Arcane damage.
Mass PolymorphTransforms nearby enemies into an animal, forcing it to wander around for up to 8 sec. While wandering, they cannot attack or cast spells.
EvocationWhile channeling this spell, your mana regenerates at an accelerated rate.
The final boss spends mana on every spell. Bounding Mana launches an orb at a random player that flies out and back, hitting everyone in its path. When his mana runs dry, he polymorphs the group around him and channels Evocation to refill it.
- Tanks
- Hold him in the middle of the room; during Mass Polymorph and Evocation, be ready to pick him back up.
- Healers
- Step out of Bounding Mana's line both ways and heal the players it hits.
- Damage dealers
- Burn him while he has mana; use the Evocation window for damage, since he's channelling.
Before you go
- Stay out of the area in front of the Arcane Anomaly while it channels Focal Blast.
- Keep ranged players well back from the Unstable Sentinel once it malfunctions and starts releasing arcane energy.
- Bring mana potions for the Mana Devourer, which drains mana from the group.
- Lyn the Ignored is optional and summoned in the sewers with the Tome of Dalaran.
- Bring the Dalaran Sewer Key: one key holder opens the wards for the group. Built for levels 28–33; most quests can be taken from level 24, and the key chains from level 30.
