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Shadowfang Keep

Levels 22-3011 bosses

Silverpine Forest, keep north of Pyrewood Village; exact entrance coordinates unavailable.

Checked for ForeverClassic Era habit: check in game

Rethilgore

Level 20 elite · Prison cells at the keep's entrance

Prison fight with Bleak Worgs at his side. Kill the worgs, then Rethilgore, and heal whoever Soul Drain roots.

Watch for
  • Soul DrainHeal through

    2-sec cast that roots a player for 10 sec and drains health to heal him; Forever data lists a larger drain.

  • Wavering WillDispel magic

    Cast by his Bleak Worgs: slower attacks, casting and movement for 1 min.

Group plan
Tank

Gather Rethilgore and his worgs, then hold the worgs while the group kills them. Soul Drain can root a player out of position, so don't drag the pack away from them.

Healer

Keep the tank first and top off whoever Soul Drain roots. Soul Drain and Wavering Will are both magic, so a priest can Dispel Magic them.

Damage

Kill the Bleak Worgs first, then Rethilgore. Soul Drain heals him, so keep damage steady instead of stopping and starting.

Each class
  • Druid · your class

    Hibernate one Bleak Worg; it's a beast. In Bear Form, Swipe still hits three targets in Forever and keeps the other worgs on you.

  • Hunter · your class

    Drop Freezing Trap at your feet for one Bleak Worg; Forever traps work in combat. Send your pet onto another so the tank keeps Rethilgore.

  • Mage · your class

    Polymorph a Bleak Worg before the pull; it's a beast. If Soul Drain roots you, Frost Nova anything that comes for you.

  • Paladin · your class

    Tank with Righteous Fury and Seal of Fury; Judgement taunts in Forever. Consecration, which every paladin gets at 20, holds the worgs.

  • Priest · your class

    Dispel Magic (18) frees the player Soul Drain roots and clears Wavering Will; both are magic. Flash Heal (20) covers anyone who drops fast.

  • Rogue · your class

    Open on a Bleak Worg from Stealth with Ambush or Garrote, and kill the worgs before Rethilgore. Use Evasion if a worg turns to you.

  • Shaman · your class

    Drop Stoneclaw Totem to pull a worg off the healer, and Healing Stream Totem (20) for steady healing while Soul Drain roots someone.

  • Warlock · your class

    Send your Voidwalker onto a Bleak Worg so the tank keeps Rethilgore. Bane of Agony and Corruption offset what Soul Drain heals him.

  • Warrior · your class

    Thunder Clap works in Defensive Stance in Forever. Pair it with Demoralizing Shout to hold the worgs, then Sunder Armor Rethilgore.

Fel Steed

Level 19-20 elite · Courtyard stables; the horses pull together

Optional

Optional stable pack. The horses pull together and Fel Stomp stuns everyone near them, so crowd control one and tank the rest.

Watch for
  • Fel StompStay back

    Hits players near the horse, stuns them 3 sec and raises Physical damage taken; Forever data lists higher values.

Group plan
Tank

Pick up the horse the group kills first. Let a pet or off-tank hold a second while the third stays crowd controlled. Expect 3-sec stuns from Fel Stomp.

Healer

Stand out of stomp range so you are never stunned. Heal the tank through each stun, since stomped players take extra Physical damage.

Damage

Kill one horse at a time. Ranged stay back from the pack; melee expect stuns and keep a defensive ready.

Each class
  • Druid · your class

    Hibernate a Fel Steed; beasts can be put to sleep. Recast before it wakes, and keep Swipe away from it in Bear Form.

  • Hunter · your class

    Scare Beast one horse and keep your pet on another, as the stable plan asks. Disengage if one turns to you; its threat cut doubled in Forever.

  • Mage · your class

    Polymorph a horse; beasts can be sheeped. If one breaks loose and reaches you, Frost Nova and Blink away.

  • Paladin · your class

    Tanking, Consecration and Righteous Fury hold the horses. Healing, stay at range and keep Lay on Hands for a stomped tank.

  • Priest · your class

    Power Word: Shield the tank before each Fel Stomp; stunned players take extra Physical damage. Heal from range so the stomp can't stun you.

  • Rogue · your class

    Melee takes every Fel Stomp. Use Feint, whose threat cut doubled in Forever, to stay under the tank, and Evasion if a horse turns to you.

  • Shaman · your class

    Drop Stoneclaw Totem away from the group to soak a horse, and Earthbind Totem to slow one that wakes from crowd control.

  • Warlock · your class

    Fear one horse away from the pack, or let your Voidwalker hold it. Keep Corruption off the horse you are controlling.

  • Warrior · your class

    Thunder Clap in Defensive Stance (Forever) and Demoralizing Shout cover the horses you hold. Taunt any that runs to a caster.

Shadow Charger

Level 20-21 elite · Courtyard stables, with the Fel Steeds

Optional

Optional stable horse that pulls with the Fel Steeds. No ability is documented for it, so handle it as an elite melee add.

Group plan
Tank

Hold it with the Fel Steeds, or let the group crowd control it while you tank the Fel Steeds. Pull it back if it runs to a caster.

Healer

Stay back from the stable pack. Whoever holds the Charger, pet or player, takes extra melee damage, so watch them too.

Damage

Kill it after the Fel Steeds unless the group agreed otherwise. Keep area damage off it while it is crowd controlled.

Each class
  • Druid · your class

    Hibernate the Shadow Charger, a beast, while the group kills the Fel Steeds. Recast before it wakes.

  • Hunter · your class

    Freezing Trap at your feet holds the Charger in Forever. Pull it there with a shot, then help on the Fel Steeds.

  • Mage · your class

    Polymorph the Shadow Charger; it's a beast. Keep Blizzard away from it while it is sheeped.

  • Paladin · your class

    Tanking, Judgement with Seal of Fury taunts in Forever. Use it to pull the Charger back off a caster.

  • Priest · your class

    Keep Renew on whoever holds the Charger. Psychic Scream only if the pack reaches you and you have room behind.

  • Rogue · your class

    Attack the Charger from behind once the Fel Steeds die. Gouge it if the tank needs a moment to pick it back up.

  • Shaman · your class

    Earthbind Totem slows the Charger if it breaks loose, and Frost Shock (20) slows it while the tank takes it back.

  • Warlock · your class

    Fear the Charger away from the pack, or park your Voidwalker on it until the Fel Steeds die.

  • Warrior · your class

    Mocking Blow or Taunt pulls the Charger back if it runs loose. Shield Block blunts its hits while you hold two.

Razorclaw the Butcher

Level 22 elite · Kitchen beside the dining hall

Tank-and-spank in the kitchen. Clear the patrol first, and keep casters out of melee range of his Butcher Drain.

Watch for
  • Butcher DrainStay back

    Instant drain on a player in melee range; Classic spell data shows it drains mana, not health.

Group plan
Tank

Clear the kitchen patrol first so it can't join. Hold Razorclaw facing you and keep him in place; the fight has no other mechanic to move for.

Healer

Stay out of melee range so Butcher Drain can't drain you. Use efficient heals on the tank and keep mana for the dining hall next.

Damage

Let the tank build threat, then use your cooldowns. Kill any patrol adds before the boss; casters stay out of melee range.

Each class
  • Druid · your class

    In Bear Form, Faerie Fire is free and builds threat in Forever. Pair it with Demoralizing Roar to blunt his hits.

  • Hunter · your class

    Scorpid Sting (22) lowers his hit chance by 2% in Forever. Hunter's Mark him and use Aimed Shot once the tank has threat.

  • Mage · your class

    Polymorph a humanoid or beast patrol if it joins. Scorch (22) is a fast cast to finish him from outside his melee range.

  • Paladin · your class

    Concentration Aura (22) helps healers keep casting through his hits. Healing, Flash of Light is a cheap way to top off the tank.

  • Priest · your class

    Renew plus Heal rank 2 (22) covers his steady melee damage on the tank. Stay out of melee range so Butcher Drain can't reach you.

  • Rogue · your class

    Sap a humanoid in the kitchen patrol before you start. Vanish (22) wipes your threat if you pull Razorclaw off the tank.

  • Shaman · your class

    Lesser Healing Wave and Healing Stream Totem cover his steady damage. Strength of Earth Totem helps melee finish him.

  • Warlock · your class

    Bane of Agony and Corruption run the whole fight. Soulstone your healer before the pull.

  • Warrior · your class

    Sunder Armor and Revenge build threat. As damage, Victory Rush (20, new in Forever) heals you after you kill a patrol add.

Baron Silverlaine

Level 24 elite · Dining hall

Single-target fight. Veil of Shadow is a curse that cuts the tank's healing by 75%; interrupt it or remove it every time.

Watch for
  • Veil of ShadowRemove curse

    1.5-sec cast on his target: a curse that cuts healing taken by 75% for 15 sec.

Group plan
Tank

Clear the dining hall first. Hold Silverlaine where the decurser can see you, and use a defensive cooldown if Veil of Shadow sticks.

Healer

Ask a mage or druid to remove Veil of Shadow; priests and paladins can't. While it's on, heals land at a quarter of their size.

Damage

Interrupt Veil of Shadow's cast when you can. Mages and druids decurse the tank first, then go back to damage.

Each class
  • Druid · your class

    Remove Curse (24) clears Veil of Shadow off the tank. Watch the tank's debuffs instead of waiting for a call.

  • Hunter · your class

    Scorpid Sting lowers his hit chance by 2% in Forever, which helps while the tank's healing is cut.

  • Mage · your class

    Remove Lesser Curse takes Veil of Shadow off the tank. Counterspell (24) can stop the cast before it lands.

  • Paladin · your class

    Paladins can't remove curses, so call a mage or druid for Veil of Shadow. Tank with Seal of Fury and Righteous Fury, or heal with Holy Light.

  • Priest · your class

    You can't remove Veil of Shadow. Power Word: Shield absorbs damage your heals can't keep up with while it's on.

  • Rogue · your class

    Kick Veil of Shadow's 1.5-sec cast; guides list it as interruptible. Kick also locks that school for 5 sec.

  • Shaman · your class

    Earth Shock interrupts Veil of Shadow's cast and locks that school for 2 sec.

  • Warlock · your class

    Curse of Weakness on Silverlaine cuts his melee damage while the tank's healing is low. A Bane can sit beside it in Forever.

  • Warrior · your class

    Shield Bash interrupts Veil of Shadow's cast. Shield Block cuts the damage that has to be healed while Veil is up.

Commander Springvale

Level 24 elite · Upper hall before the battlements

Paladin ghost with a Haunted Servitor and a Wailing Guardsman. Kill the Servitor, interrupt Holy Light and keep casters out of the silence.

Watch for
  • Hammer of JusticeHeal through

    Stuns his target for 4 sec.

  • Holy LightInterrupt

    2.5-sec heal on himself that he starts using as his health drops.

  • Divine ShieldBurst

    Shields him from all attacks near 30% health; a guide says he casts Holy Light next. Burst him when it fades.

  • Screams of the PastStay back

    Wailing Guardsman: silences players near it for 5 sec.

  • Haunting SpiritsRemove curse

    Haunted Servitor: a 5-min curse that haunts its target with ghosts.

Group plan
Tank

Pull the Wailing Guardsman away from the group or hand it to a pet or off-tank. Hold Springvale away from the Guardsman so casters stay unsilenced.

Healer

Stay out of the Guardsman's range. Hammer of Justice stuns the tank for 4 sec, so keep them topped. Get Haunting Spirits decursed.

Damage

Kill the Haunted Servitor first, then Springvale, and interrupt every Holy Light you can reach. Kill the Guardsman last.

Each class
  • Druid · your class

    Remove Curse (24) clears Haunting Spirits. In Bear Form you can hold the Wailing Guardsman away from casters.

  • Hunter · your class

    Send your pet to hold the Wailing Guardsman away from the group so its silence misses the healer.

  • Mage · your class

    Counterspell (24) Holy Light. Remove Lesser Curse clears Haunting Spirits from allies.

  • Paladin · your class

    Exorcism and Holy Strike speed up the undead Haunted Servitor kill. Tanking, Judgement with Seal of Fury taunts in Forever.

  • Priest · your class

    Shackle Undead the Wailing Guardsman so its silence never fires; it is undead. Recast at once if it breaks.

  • Rogue · your class

    Kick every Holy Light; Kick locks his Holy spells for 5 sec. Kill the Servitor first with Slice and Dice up.

  • Shaman · your class

    Earth Shock interrupts Holy Light. Healing Stream Totem keeps healing even while the Guardsman silences you.

  • Warlock · your class

    Park your Voidwalker on the Wailing Guardsman away from the group. Put a Bane on Springvale once the Servitor dies.

  • Warrior · your class

    Shield Bash Holy Light. Taunt the Guardsman back if it turns to a caster, and keep it away from the healer.

Odo the Blindwatcher

Level 24 elite · Battlement tower, with his two bats

Odo pulls with two bats. Kill the bats first, then burn Odo as each Howling Rage raises his damage.

Watch for
  • Howling RageBurst

    Cast several times as his health drops; each cast makes his hits stronger.

  • Diving SweepNot in front

    Vile Bat strike that also hits up to two players beside its target; Forever data lists more damage.

  • DisarmTank

    Vile Bat: strips a player's weapon for 6 sec.

Group plan
Tank

Pick up Odo and both bats, and face the bats away from the group. Build threat before the group burns Odo.

Healer

Start slow; damage climbs with each Howling Rage. Save mana and cooldowns for the last part of his health.

Damage

Kill both bats first, then Odo. Save cooldowns for his later Howling Rage casts.

Each class
  • Druid · your class

    Hibernate a bat if the tank can't hold both; bats are beasts. In Cat Form, stay behind the bats.

  • Hunter · your class

    Multi-Shot hits both bats. Aimed Shot Odo once they die, and Mend Pet if a bat turns to your pet.

  • Mage · your class

    Polymorph one bat; both are beasts. Frostbolt the other bat, then burn Odo.

  • Paladin · your class

    Tanking, Consecration holds Odo and both bats. Healing, Flash of Light is cheap filler before his later Howling Rages.

  • Priest · your class

    Power Word: Shield and Renew the tank early. Keep Heal mana for the end, when Howling Rage makes his hits largest.

  • Rogue · your class

    Kill the bats from behind; the Vile Bat's Disarm can still strip your weapon for 6 sec. Use Evasion if a bat turns to you.

  • Shaman · your class

    Fire Nova erupts at your Searing Totem in Forever, so drop it near the bats. Earth Shock adds burst on Odo at the end.

  • Warlock · your class

    Put Banes and Corruption on both bats first. Curse of Weakness on Odo lowers his melee damage as each Howling Rage lands.

  • Warrior · your class

    Thunder Clap in Defensive Stance (Forever) and Demoralizing Shout hit Odo and both bats. Shield Block still works if a bat disarms you.

Deathsworn Captain

Level 25 rare elite · Upper keep passage near Odo and Fenrus; not always present

Rare

Optional rare undead warrior. Face him away from the group so Cleave only hits the tank, and keep him clear of Wailing Guardsmen.

Watch for
  • CleaveNot in front

    Hits his target and the nearest player beside them.

  • HamstringTank

    Hits his target and slows its movement for 10 sec.

Group plan
Tank

Face him away from the group and away from any Wailing Guardsman. Hamstring slows you, so pull him to where you plan to fight.

Healer

Only the tank should take damage. If others do, they are in front of him; tell them to move.

Damage

Stand behind him and don't pull threat; Cleave also hits the player beside his target.

Each class
  • Druid · your class

    In Cat Form, Shred from behind. In Bear Form, Faerie Fire is free and builds threat in Forever.

  • Hunter · your class

    Track Undead (18) shows whether he spawned before you pull. Stay at range; Cleave and Hamstring only reach melee.

  • Mage · your class

    Frostbolt from range. If he turns to you, Frost Nova and Blink so his Cleave can't catch a second player beside you.

  • Paladin · your class

    Exorcism works on this undead. Blessing of Freedom makes the tank immune to Hamstring's slow for 10 sec.

  • Priest · your class

    Heal the tank with Heal and Renew. Keep Shackle Undead ready for a Wailing Guardsman nearby.

  • Rogue · your class

    Stay behind him: Backstab needs it and Cleave misses you there. Feint, with its threat cut doubled in Forever, if you near the tank.

  • Shaman · your class

    Enhancement can have Stormstrike at 25; use it from behind him, clear of Cleave. Healing, Lesser Healing Wave covers his single-target hits.

  • Warlock · your class

    Curse of Weakness lowers his melee damage. Bane of Agony and Corruption tick while you Shadow Bolt from range.

  • Warrior · your class

    Tank him facing away and use Shield Block on his hits. Last Stand (Protection talent) buys time if his hits pile up.

Fenrus the Devourer

Level 25 elite · Library before Arugal's chambers; The Book of Ur is here

Tank-and-spank worg. Heal through Toxic Saliva, then kill the four Voidwalkers Arugal sends once Fenrus dies.

Watch for
  • Toxic SalivaCure poison

    Poison: Nature damage every 6 sec for 2 min that also drains mana to Fenrus.

  • Dark OfferingKill adds

    Arugal's Voidwalkers, sent after Fenrus dies, use it to heal each other.

Group plan
Tank

Hold Fenrus with a defensive cooldown ready. When he dies, pick up the four Voidwalkers before they reach the healer.

Healer

Toxic Saliva is a poison that lasts 2 min; a druid, shaman or paladin can cure it. Save mana for the Voidwalkers that follow.

Damage

Pure damage race on Fenrus. When the Voidwalkers arrive, focus one at a time so their heals can't keep up.

Each class
  • Druid · your class

    Cure Poison (14) clears Toxic Saliva. In Bear Form, free Faerie Fire builds threat in Forever; Swipe the Voidwalkers after.

  • Hunter · your class

    Hunter's Mark Fenrus and fire Aimed Shot. When the Voidwalkers arrive, Multi-Shot them.

  • Mage · your class

    Frostbolt Fenrus. The Voidwalkers are non-elite, so Frost Nova and Arcane Explosion or Blizzard clear them.

  • Paladin · your class

    Purify (8) clears Toxic Saliva. Exorcism hits demons, so use it on the Voidwalkers. Tanking, Consecration grabs all four at once.

  • Priest · your class

    Renew whoever carries Toxic Saliva; priests can't cure poison. Holy Nova (Holy talent) hits the Voidwalkers without threat.

  • Rogue · your class

    Keep Slice and Dice up and use Expose Armor, worth about five Sunders in Forever. Use Evasion if a Voidwalker turns to you.

  • Shaman · your class

    Cure Poison (16) or Poison Cleansing Totem (22) clears Toxic Saliva. Fire Nova at your Searing Totem hits Voidwalkers that bunch up.

  • Warlock · your class

    Stack Corruption, Bane of Agony and Shadow Bolt on Fenrus. Rain of Fire the Voidwalkers when they group up.

  • Warrior · your class

    Shield Block and Demoralizing Shout blunt his bites, and Execute (24) finishes him. Cleave the Voidwalkers after.

Wolf Master Nandos

Level 25 elite · Worg room before Arugal's chamber

Kill his four worgs first. Nandos joins once they fall and keeps calling more worgs during the fight.

Watch for
  • Call Bleak WorgKill adds

    Summons a Bleak Worg to fight for him for 4 min.

  • Call Slavering WorgKill adds

    Summons a Slavering Worg to fight for him for 4 min.

  • Call Lupine HorrorKill adds

    Summons a Lupine Horror, an undead worg, to fight for him for 4 min.

  • Summon Lupine DelusionsKill adds

    Cast by a Lupine Horror: summons two Lupine Delusions for 4 min.

  1. Phase 1On pull

    Four worgs, one of each kind, fight first. Nandos waits until they die.

  2. Phase 2After his four worgs die

    Nandos attacks and keeps calling worgs. Kill each new worg, then go back to him.

Group plan
Tank

Gather the four worgs and hold them; Nandos joins after. Pick up each worg he calls before it reaches the healer.

Healer

The worgs hit hard, so manage mana for a long fight. Wavering Will from Bleak Worgs slows your casts; start heals early.

Damage

Kill worgs before Nandos, including the ones he calls mid-fight. Use area damage on the pack without pulling threat.

Each class
  • Druid · your class

    Hibernate a Bleak or Slavering Worg; they're beasts. In Bear Form, Swipe keeps threat on three at once.

  • Hunter · your class

    Freezing Trap at your feet holds one worg in Forever. Multi-Shot the pack, then Aimed Shot each new worg he calls.

  • Mage · your class

    Polymorph a Bleak or Slavering Worg. Blizzard the pack once the tank holds it, then Frostbolt each worg he calls.

  • Paladin · your class

    Turn Undead (24) sends the undead Lupine Horror away, and Exorcism hits it hard. Tanking, Consecration holds the pack.

  • Priest · your class

    Shackle Undead the Lupine Horror; it's undead. A shackled Horror can't summon its Lupine Delusions.

  • Rogue · your class

    Kill each worg from behind. Feint, with its threat cut doubled in Forever, keeps you under the tank while the pack dies.

  • Shaman · your class

    Earthbind Totem slows worgs heading for the healer. With Earthbound (Elemental talent, 25) it also roots them for 5 sec.

  • Warlock · your class

    Fear one worg away from the pack, or let your Voidwalker hold it. Rain of Fire the pack once the tank has it.

  • Warrior · your class

    Thunder Clap and Demoralizing Shout hold the pack. Taunt each new worg Nandos calls before it reaches the healer.

Archmage Arugal

Level 26 elite · Final tower chamber; the Black Tome sits on his table

Caster fight across raised platforms. Interrupt Void Bolt, control whoever Arugal's Curse turns, and wait out his teleports.

Watch for
  • Void BoltInterrupt

    3-sec Shadow bolt at his target; Forever data lists far more damage than in Classic.

  • Arugal's CurseCrowd control

    Turns a player into a Shadowfang Glutton that fights for him for 10 sec.

  • ThundershockStay back

    Instant Nature damage to players within 5 yards plus a 5-sec stun; Forever data lists more damage.

  • Shadow PortStay back

    Teleports him to another platform in the room; he comes back within seconds.

Group plan
Tank

Pull the Sons of Arugal on the floor first. Hold Arugal when he's in reach and don't chase Shadow Port; wait for him to return. Shadow resistance helps.

Healer

Void Bolt hits hard, so keep the tank high and bring mana potions; he outlasts healer mana. Stay out of Thundershock's 5 yards.

Damage

Ranged stand on the entrance ledge and keep casting through teleports; melee wait there for his return. Interrupt Void Bolt. Control the cursed player instead of killing them.

Each class
  • Druid · your class

    Feral Charge (Feral talent) interrupts Void Bolt from Bear Form. Entangling Roots works indoors in Forever: root the cursed player.

  • Hunter · your class

    Freezing Trap at your feet catches the cursed player in Forever. Keep shooting Arugal while he teleports.

  • Mage · your class

    Counterspell Void Bolt. Polymorph the player Arugal's Curse turns; the curse lasts 10 sec.

  • Paladin · your class

    Hammer of Justice stuns the cursed player for 4 sec. Concentration Aura helps healers keep casting through damage.

  • Priest · your class

    Power Word: Shield whoever Void Bolt targets before the next bolt lands. Psychic Scream the cursed player if they reach you.

  • Rogue · your class

    Kick Void Bolt when he's in reach. Gouge the cursed player for a few seconds instead of hitting them.

  • Shaman · your class

    Earth Shock interrupts Void Bolt and locks Shadow spells for 2 sec. Earthbind Totem slows the cursed player.

  • Warlock · your class

    Curse of Tongues (26) makes his casts 50% slower, so fewer Void Bolts land. Fear the player Arugal's Curse turns.

  • Warrior · your class

    Shield Bash Void Bolt when he's in reach. Last Stand (Protection talent) saves you if two bolts land close together.