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Torchlit dwarven stone halls with a lantern hanging beneath the arches

The Hall of Thanes Guide — Dungeon guide · WoW Forever

New
Level
13–18
Group
5 players
Bosses
4
Difficulty
Normal
Location
Ironforge
Key
None needed

How the run goes

Old Ironforge's sealed tombs, where Dark Iron looters have woken the dead. Four bosses in a line: the thane Faldrim Anvilmar, the fire elemental Magmatus, the golem Plunder and the Dark Iron leader Durgen Dirgehammer.

Group: A tank, a healer and three damage dealers. Bring curse removal for Anvilmar's Curse and a fear break or Fear Ward for Durgen.

Route

The game has no interior map of The Hall of Thanes we can draw on, so the route is written out below.

  1. 1.The tombs

    From the entrance into the tomb halls, clearing the apparitions around Faldrim's tomb before pulling him, then on to the Dark Iron diggers and Magmatus.

    1. 1Faldrim Anvilmar
    2. 2Magmatus
  2. 2.The deep halls

    Down Plunder's hallway, clearing its packs before you pull the golem back into the cleared tunnel, then into Durgen Dirgehammer's hall.

    1. 3Plunder
    2. 4Durgen Dirgehammer

Boss by boss

The tombs

On the way: Restless apparitions around the tomb; Dark Iron looters and a Dark Iron Summoner with Magmatus.

  1. 1

    Faldrim Anvilmar

    Loot and drops →
    • Anvilmar's CurseAnvilmar causes the target's skin to become like stone, reducing attack speed and casting speed by 20% but also making them immune to Poison and Bleed effects for 10 min.

    The thane's restless spirit in his tomb. Anvilmar's Curse turns the tank's skin to stone, slowing their attacks and casts; he also casts shadow blasts.

    Tanks
    Clear the apparitions first, then tank him where he stands; Anvilmar's Curse slows your attacks, so ask for it to be removed.
    Healers
    Remove Anvilmar's Curse from the tank if you can, and heal through his shadow blasts on the group.
    Damage dealers
    Interrupt his shadow blasts and keep damage steady; don't pull him until the apparitions are dead.
    • CombustMagmatus ignites the target, inflicting 19 to 21 Fire damage and additional Fire damage every 2 sec for 12 sec.

    A fire elemental that arrives with a Dark Iron Summoner. He pulses fire around himself, and Combust burns its target with more fire over the next few seconds.

    Tanks
    Hold Magmatus facing away from the group while the summoner dies; you'll take his fire pulses, so use a cooldown if needed.
    Healers
    Watch whoever Combust lands on: the burn keeps going after the hit. Stay out of his fire pulses.
    Damage dealers
    Kill the Dark Iron Summoner first, then Magmatus; ranged players stay out of his pulsing fire.

The deep halls

On the way: Stone guardians and Dark Iron packs along the hallway; looters along the walls of Durgen's hall.

  1. A stone golem guarding his own hallway. Knock Away hurls players across the room, which can land them in another pack.

    Tanks
    Pull him alone and drag him back into the tunnel you came from, with a wall behind you so Knock Away can't throw you far.
    Healers
    Stand where a throw can't drop you into an uncleared pack, and heal the tank through the knockbacks.
    Damage dealers
    Clear the hallway's packs before the pull, then burn him in the cleared tunnel; melee stand behind him.
  2. 4

    Durgen Dirgehammer

    Loot and drops →

    The Dark Iron leader, with two Lesser Stone Golems at his side. He fears the group and makes the tank bleed.

    Tanks
    Pick up Durgen and both golems together; keep a fear break or Fear Ward ready, since a feared tank loses the golems.
    Healers
    Heal through the tank's bleed and the golems' hits, and re-establish healing quickly after each fear.
    Damage dealers
    Clear the looters along the walls first; in the fight, kill the golems, then Durgen, or burn Durgen if the healer can hold.

Before you go

  • Clear the apparitions around Faldrim's tomb before you pull him, so you fight him on his own.
  • Kill the Dark Iron Summoner that comes with Magmatus first, and keep Magmatus facing away from the group.
  • Pull Plunder back into a cleared corridor: Knock Away throws players a long way, and landing in another pack can wipe the group.
  • Bring curse removal for Anvilmar's Curse, which slows the tank's attacks.
  • No key or attunement. Built for levels 13–18.

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