Feralas [59, 45], enter the ruins, then the eastern wing; Era compound coordinates.
Checked for ForeverClassic Era habit: check in game
1
Pusillin
Level 57 elite · Starts left of the entrance; fights on his last platform
Optional
Chase event: talk to the imp each time he stops until he fights, then kill his Wildspawn Imps and interrupt Fireball. He drops the Crescent Key.
Watch for
FireballInterrupt
3 sec cast that hits one player with Fire damage.
Fire BlastHeal through
Instant Fire damage on one player. His Wildspawn Imps cast Fire Blast too.
Blast WaveStay back
Fire damage to everyone near him and slower movement for 6 sec.
Spirit of Runn TumStay back
He grows larger and gains a 50% chance to reflect spells back at the caster.
Group plan
Tank
Pick him up when he turns hostile at his last platform, then gather the Wildspawn Imps with area threat. Blast Wave hits everyone near him, so keep casters out of melee.
Healer
Stand clear of Blast Wave. Fire damage comes from him and every imp at once, so top off the tank and anyone the imps chase until the adds are dead.
Damage
Kill the imps first with area damage, then him. Interrupt Fireball. Spirit of Runn Tum can reflect spells, so casters wand him or use area spells.
Each class
Druid · your class
Tank in Dire Bear Form and Swipe the imp pack. As a caster, Hurricane the imps instead of casting single-target spells he can reflect.
Hunter · your class
Volley the imp pack, then stay on Pusillin with Auto Shot and Aimed Shot; physical shots are not spells, so his reflect cannot return them.
Mage · your class
Arcane Explosion the imps, then wand him while his buff can reflect your spells. Fire Ward soaks Fire damage from him, his imps or a reflected Fireball.
Paladin · your class
Holy Wrath (50) hits every imp, since they are Demons, and Consecration under the tank adds more. Fire Resistance Aura (36) trims their Fire damage.
Priest · your class
Holy Nova, if you took it, hits the imps while it heals the group. Otherwise keep Renew rolling and Power Word: Shield whoever the imps chase.
Rogue · your class
Kick each Fireball; Kick is physical, so his spell reflect cannot bounce it. Use Evasion if imps turn on you before the tank gathers them.
Shaman · your class
Drop Fire Resistance Totem before the last talk. Magma Totem plus Fire Nova burns the imp pack; Forever's Fire Nova erupts at your active Fire totem.
Warlock · your class
Subjugate Demon on one Wildspawn Imp turns it to your side; older guides call it Enslave Demon. Rain of Fire the rest, not bolts he can reflect.
Warrior · your class
Thunder Clap, usable in Defensive Stance in Forever, and Demoralizing Shout gather the imps. Shield Bash his Fireball; a reflect cannot return it.
Level 57 elite · Upper platform up the courtyard's southeast ramp, with Pimgib
Optional
Blood elf warlock with heavy Shadow casts and two curses; interrupt Void Bolt, decurse, dispel Immolate and kill Pimgib first.
Watch for
Void BoltInterrupt
4 sec cast that hits her target with heavy Shadow damage. Interrupt it every time.
Shadow Bolt VolleyInterrupt
3 sec cast that hits nearby players with Shadow damage.
ImmolateDispel magic
2 sec cast: Fire damage, then more every 3 sec for 21 sec. Magic.
Curse of TonguesRemove curse
Curse that slows a player's casting by 50% for 15 sec.
Curse of ThornsRemove curse
3 min Curse on her target: a 50% chance to take damage each time it attacks.
EnlargePurge
30 sec Magic buff that raises physical damage dealt.
Group plan
Tank
Hold her where the group can reach her for interrupts. Void Bolt hits you hard, so call an interrupt on every cast and save a defensive cooldown for one that gets through.
Healer
Shadow Bolt Volley hits the whole group, so keep everyone topped off. Dispel Immolate. Only mages and druids remove her curses, so name a decurser before the pull.
Damage
Kill Pimgib first. Rotate interrupts: Void Bolt first, then Shadow Bolt Volley. Purge or dispel Enlarge when it shows up.
Each class
Druid · your class
Remove Curse clears both of her curses, and only druids and mages can. Watch the tank for Curse of Thorns, which can hurt them each time they attack.
Hunter · your class
Viper Sting drains her mana. Keep your pet on Pimgib until he dies, then move it to her.
Mage · your class
Remove Lesser Curse clears both curses. Counterspell a Void Bolt; it locks her Shadow school, which also stops Shadow Bolt Volley for a while.
Paladin · your class
Cleanse her Immolate. Shadow Resistance Aura (28) softens Void Bolt and Shadow Bolt Volley. You cannot remove curses, so call a mage or druid.
Priest · your class
Dispel Magic removes Immolate and can strip Enlarge. With Silence (30), stop a Void Bolt. Shadow Protection cuts her Shadow damage.
Rogue · your class
Kick every Void Bolt you can reach. Mind-numbing Poison slows her casts, giving the group more time to interrupt.
Shaman · your class
Earth Shock a Void Bolt and Purge Enlarge. Grounding Totem (30) near the group soaks one of her spells.
Warlock · your class
Your Felhunter's Spell Lock counters a Void Bolt. Shadow Ward absorbs her Shadow damage, and Devour Magic can strip Enlarge or clear Immolate.
Warrior · your class
Shield Bash or Pummel Void Bolt; it is her biggest hit. Curse of Thorns can hurt you each time you attack, so ask a mage or druid to remove it.
Level 57 elite · Pool in the lower shrine, down the descending tunnel
Optional
Water elemental who knocks players back and calls Hydrolings; clear the room first, then kill the adds or burn him, but never ignore both.
Watch for
RiptideStay back
Damages and knocks back players near him and disarms them for 4 sec. Magic.
Massive GeyserSpread out
1.5 sec cast; a geyser erupts, damaging and knocking back players near it.
SubmersionDispel magic
Lowers the Stamina of nearby players for 1 min. Magic.
Summon HydrolingKill adds
Calls Hydrolings, non-elite water elementals that hit hard while alive.
Group plan
Tank
Clear the room first, then pull him away from any trash left so a knockback does not throw anyone into a pack. Riptide disarms you for 4 sec.
Healer
Stay out of Riptide range. Dispel Submersion, which lowers Stamina for 1 min, and watch players a Massive Geyser throws around.
Damage
Decide before the pull: with strong area damage, kill Hydrolings as they spawn; with strong single-target damage, burn Hydrospawn. Do not ignore both. Spread for Massive Geyser.
Each class
Druid · your class
Entangling Roots works indoors in Forever, so root a Hydroling away from the healer. Hurricane hits Hydrolings gathered on the tank.
Hunter · your class
Drop Frost Trap at your feet, which Forever allows in combat, to slow Hydrolings that run at you. Volley them when they group up.
Mage · your class
Arcane Explosion the Hydrolings when they gather on the tank. Blink clear if Riptide or a Massive Geyser throws you toward trash.
Paladin · your class
Cleanse Submersion and Riptide, both Magic. Consecration under the tank hits the Hydrolings as they come in.
Priest · your class
Dispel Magic clears Submersion's Stamina loss and Riptide's disarm. Power Word: Shield anyone a Hydroling picks out.
Rogue · your class
Riptide knocks you back and disarms you for 4 sec; walk back in behind him, not into trash. Gouge or Kidney Shot a Hydroling on the healer.
Shaman · your class
Earthbind Totem slows Hydrolings heading for the healer, and Chain Lightning hits them grouped. Totemic Projection moves totems after a knockback.
Warlock · your class
Banish works on elementals: lock one Hydroling away while the group kills the rest. Your Felhunter's Devour Magic can clear Submersion.
Warrior · your class
Tank him away from trash. Thunder Clap, usable in Defensive Stance in Forever, holds Hydroling threat; Challenging Shout if they all run loose.
Level 57 elite · Altar platform up the pool room's northeast tunnel
Demon who Sacrifices random players on his altar and pulses Intense Pain; heal the sacrificed player, dispel the Shadow damage, burn him.
Watch for
SacrificeHeal through
Teleports a random player to his altar, stuns them and drains health every sec for 8 sec.
Intense PainDispel magic
1 sec cast: Shadow damage every 3 sec for 15 sec on players near him. Magic.
Group plan
Tank
Pick him up fast and hold him on his platform. Intense Pain hits players near him, so expect steady Shadow damage on you and the melee.
Healer
Watch for Sacrifice: the chosen player is stunned on the altar and drained every second for 8 sec, so heal them first. Dispel Intense Pain from players near him.
Damage
Ranged stand at max distance to stay out of Intense Pain. Burn him; every Sacrifice strains the healer. His death frees Old Ironbark, who opens the way to Alzzin.
Each class
Druid · your class
Regrowth and Rejuvenation on the sacrificed player buy the healer time. Innervate (40) the healer if Sacrifice drags the fight out.
Hunter · your class
Stand at max range to stay clear of Intense Pain. Pull your pet back if the Shadow damage wears it down, and Mend Pet.
Mage · your class
Cast from max range to stay out of Intense Pain. Keep Mana Shield up so a Sacrifice on you eats mana before health.
Paladin · your class
Cleanse Intense Pain from players near him. Lay on Hands can save a sacrificed player the healer cannot reach in time.
Priest · your class
Power Word: Shield the sacrificed player first, then heal. Dispel Magic clears Intense Pain from the tank and melee.
Rogue · your class
Melee takes Intense Pain, so call for a dispel when your health dips. Expose Armor, about five Sunders in Forever, speeds the kill.
Shaman · your class
Healing Stream Totem and Chain Heal cover the melee under Intense Pain; switch to the sacrificed player the moment the stun lands.
Warlock · your class
Soulstone the healer before the pull. Your Felhunter's Devour Magic clears Intense Pain from the tank or a melee player.
Warrior · your class
Grab him at once. Shield Block and Demoralizing Shout ease his hits while Intense Pain ticks on you and the melee.
Level 58 elite · Hidden Reach, past the passage Old Ironbark opens
Shapeshifter who changes form and drops threat; cure poison and disease, taunt after shifts and clear the minions that pour from the wall.
Watch for
ThornsPurge
Satyr form. A Magic buff on him that deals Nature damage to anyone who hits him.
EnervateCure poison
Satyr form. Drains a player's mana every sec for 10 sec. Poison.
WitherCure disease
Satyr form. Nature damage every 3 sec for 21 sec and lower Strength. Disease.
MangleHeal through
Dire Wolf Form. Damage on its target every 2 sec and 50% slower movement for 20 sec.
Vicious BiteTank
Dire Wolf Form. Bites its target for physical damage.
Wild RegenerationInterrupt
Tree Form. 3 sec cast; heals him every 2 sec for 20 sec. Magic.
Knock AwayTank
Tree Form. A melee hit that knocks a player back.
DisarmTank
Tree Form. Disarms its target for 6 sec.
Satyr formPull, and after some form shifts
He casts Thorns on himself, Enervate drains a player's mana (Poison) and Wither deals Nature damage over time (Disease). Purge Thorns and cure the poison and disease.
Dire Wolf FormForm shifts during the fight
Tank damage peaks here: Mangle hits every 2 sec and slows by 50%, plus Vicious Bite. He drops threat when he shifts, so the tank taunts and damage dealers wait a moment.
Tree FormForm shifts during the fight
His armor is high and he uses Disarm, Knock Away and Wild Regeneration. Interrupt or purge the heal, and stack Sunder Armor or Expose Armor.
MinionsPartway through the fight
The wall behind him crumbles and non-elite Alzzin's Minions pour out; any crushers left on the ramp join too. Kill the minions with area damage, then return to him.
Group plan
Tank
Clear the crushers on the ramp and the lashers in his room first. Taunt after every form change; he drops threat. Tree Form disarms you, and Mangle in Dire Wolf Form hits every 2 sec.
Healer
Cure Wither (Disease) and Enervate (Poison). Priests cannot cure poison, so a druid, shaman or paladin takes Enervate. Tank damage peaks in Dire Wolf Form.
Damage
Hold damage a moment after each form change while the tank taunts. Purge Thorns and Wild Regeneration. When the wall behind him falls, kill Alzzin's Minions with area damage.
Each class
Druid · your class
In Dire Bear Form, Growl after each form change; Forever's free Faerie Fire in Bear adds threat. As healer, Abolish Poison clears Enervate.
Hunter · your class
Aspect of the Wild (46) raises Nature resistance against Wither and Thorns. Hold shots a moment after each shift, or Feign Death if he turns to you.
Mage · your class
Hold casts a moment after each form change; he drops threat. When the wall falls, Arcane Explosion or Blizzard clears the minion wave.
Paladin · your class
Cleanse clears Enervate and Wither. As tank, Seal of Fury makes Judgement a taunt in Forever; use it after each shift. Holy Wrath hits the minions.
Priest · your class
Abolish Disease clears Wither; you cannot cure Enervate, so call it for a druid, shaman or paladin. Dispel Magic strips Thorns or Wild Regeneration.
Rogue · your class
Kick Wild Regeneration and keep Expose Armor up in Tree Form. Feint after each shift; Forever doubled its threat cut.
Shaman · your class
Purge Thorns and Wild Regeneration. Cure Poison clears Enervate and Cure Disease clears Wither; Poison Cleansing Totem or Disease Cleansing Totem covers one.
Warlock · your class
Rain of Fire or Hellfire Alzzin's Minions when the wall falls. Your Felhunter's Devour Magic can strip Thorns or Wild Regeneration from him.
Warrior · your class
Taunt after every form change. In Tree Form, stack Sunder Armor and keep Shield Block ready through Disarm; Mangle in wolf form slows you.
Level ?? elite · Alzzin's chamber; summoned with the Brazier of Beckoning
Optional
Optional Tier 0.5 summon with a hippogryph pet. Kill Empyrean first, then interrupt every Regrowth while you burn her.
Watch for
Call PetKill adds
Calls Empyrean, an elite hippogryph, about 10 sec into the fight.
RegrowthInterrupt
2 sec cast: heals her, then heals more every 3 sec for 21 sec. Magic.
StarshardsHeal through
6 sec channel that rains Arcane damage on a player.
Multi-ShotSpread out
Hits a player and up to 2 others near them.
NetMove
Immobilizes a player for 5 sec.
Sundering CleaveTank
Empyrean. Lowers armor on up to 3 targets; stacks 5 times for 30 sec.
RakeHeal through
Empyrean. A hit plus bleed damage for 15 sec.
EnrageBurst
Empyrean. Attack speed rises by 30% for 2 min.
Group plan
Tank
Hold Isalien while the group kills Empyrean, which arrives about 10 sec in. Take the pet if it turns on the healer; Sundering Cleave lowers armor on up to 3 targets.
Healer
Starshards channels heavy Arcane damage on one player, and Multi-Shot and Net hit random players. Heal through Rake on whoever the pet hits.
Damage
Kill Empyrean first, then return to Isalien. Rotate interrupts on Regrowth and purge its heal-over-time if one lands. Spread out against Multi-Shot.
Each class
Druid · your class
In Dire Bear Form, Growl and hold Empyrean while the tank keeps Isalien. As healer, Regrowth and Rejuvenation the player Starshards hits.
Hunter · your class
Viper Sting drains her mana, so she casts fewer Regrowths. Send your pet at Empyrean first.
Mage · your class
Blink frees you if Net roots you in a bad spot. Burn Empyrean first, and save Evocation for the long fight against her.
Paladin · your class
Blessing of Freedom frees a player caught in Net. As tank, Seal of Fury lets Judgement taunt Empyrean off a healer in Forever.
Priest · your class
Dispel Magic can strip Regrowth's heal-over-time from her. Mana Burn drains her mana, so she heals less.
Rogue · your class
Kick every Regrowth you can. Wound Poison cuts the healing she gets from it.
Shaman · your class
Earth Shock her Regrowth and Purge the heal-over-time if it lands. Stoneskin Totem helps the melee on Empyrean.
Warlock · your class
Curse of Tongues slows her casts, giving more time to interrupt Regrowth. Drain Mana cuts how often she can heal.
Warrior · your class
Pummel or Shield Bash her Regrowth. If you tank Empyrean, keep Shield Block up; Sundering Cleave stacks armor loss on you.