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Classic dungeonLevel 54–60Checked Sep 22, 2026

Dire Maul: East Dungeon Guide

Dire Maul: East is a returning Classic dungeon set in the ruined city of Eldre'Thalas. It is tuned for levels 54-60, making it a late-leveling run for players approaching the level cap.

Level
54–60
Bosses
5
Full clear
35–50min
Difficulty
6/10

Feralas · KalimdorShow on the mapRun it with mmonster

Alzzin the Wildshaper

Overview

Inside Dire Maul: East

The Warpwood Quarter is an ancient garden district overrun by corrupted plant life, satyrs, mages and demons. Warpwood ancients and lashers fill grounds that also contain the Conservatory and Hidden Reach. This is the overgrown side of Dire Maul, with hostile vegetation sharing the ruins with its demonic occupants.

Alzzin's corruption reaches beyond the creatures living here. The Fruit of Fertility now produces Felvine Shards, while Lethtendris uses her web to collect the quarter's corrupted energies for herself. Pusillin brings a different problem to the gardens: the imp has stolen Azj'Tordin's book of incantations.

Getting there

Head to Dire Maul in the High Wilderness of Feralas, on Kalimdor. The main East portal is in the Broken Commons. In Classic, a second entrance lies beneath Lariss Pavilion in eastern Feralas and requires the Crescent Key.

Show on the map

Level 54–60 is the range the dungeon is tuned for, not a minimum entry level. This is the Forever level range as it stands today. It can still shift before launch.

Encounters

Boss roster

Main bosses5

Pusillin

1Boss 1 of 5

Pusillin

BossLevel 57

4 abilities4 loot items

Pusillin is an imp mini-boss whose combat abilities deal Fire damage.

Abilities

  • Fire Blast · Inflicts Fire damage to an enemy.
  • Fireball · Inflicts Fire damage to an enemy.
  • Blast Wave · Unleashes a wave of flame, inflicting Fire damage to nearby enemies and reducing their movement speed for 6 sec.
  • Spirit of Runn Tum

Tactics

  • In Classic, he starts near the main entrance and runs away after each conversation, eventually turning hostile and summoning four non-elite Fire-damage adds.
  • Finish gathering the group before the conversation that starts combat.
  • Keep ranged players outside melee range to reduce exposure to Blast Wave, which damages nearby enemies and slows movement for 6 seconds.

Tank

Be ready to collect the summoned adds when Pusillin turns hostile.

Healer

Watch for direct damage from Fireball and Fire Blast between the nearby blasts.

Damage

Give the tank time to establish threat on the adds before using area damage.

Notable loot

Zevrim Thornhoof

2Boss 2 of 5

Zevrim Thornhoof

BossLevel 57

1 ability3 loot items

Zevrim Thornhoof is a satyr whose Intense Pain threatens nearby players with repeated Shadow damage.

Abilities

  • Intense Pain · Inflicts 5227 Shadow damage to nearby enemies every 3 sec. for 15 sec.

Tactics

  • In Classic, killing Zevrim frees Old Ironbark to open the door to Alzzin, so handle Zevrim before heading for the final boss.
  • Keep players who do not need melee range away from Zevrim to limit exposure to Intense Pain.
  • Treat Intense Pain as an ongoing emergency, with damage every 3 seconds for 15 seconds.

Tank

Hold Zevrim in a stable position rather than dragging him toward the ranged group.

Healer

Keep healing affected players between ticks instead of assuming the first recovery ends the danger.

Notable loot

Hydrospawn

3Boss 3 of 5

Hydrospawn

BossLevel 57

1 ability2 loot items

Hydrospawn is a water elemental in the Shrine of Eldretharr, with a Stamina reduction that leaves nearby players more vulnerable.

Abilities

  • Submersion · Reduces the Stamina of nearby enemies by 156 for 1 min.

Tactics

  • Submersion reduces nearby enemies' Stamina by 156 for 1 minute, so avoid unnecessary close-range exposure.
  • Check whether Submersion is still active before starting another pull, and let it expire if the group needs its health buffer back.

Healer

Judge danger by the affected player's reduced health pool, not the size of hits they could survive before Submersion.

Notable loot

Lethtendris

4Boss 4 of 5

Lethtendris

BossLevel 57

6 abilities1 loot item

Lethtendris is a blood elf warlock who combines curses, damage over time and direct Shadow attacks. In Classic, her imp Pimgib accompanies her.

Abilities

  • Immolate · Burns an enemy, then inflicts additional Fire damage every 3 sec. for 21 sec.
  • Curse of Tongues · Forces an enemy to speak in Demonic, reducing its casting speed by 50% for 15 sec. Only one curse per warlock can be active on any one target.
  • Curse of Thorns · Curses an enemy for 3 min., giving it 50% chance to take 60 damage on attack.
  • Shadow Bolt Volley · Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
  • Void Bolt · Sends a bolt of dark magic at an enemy, inflicting 26136 Shadow damage.
  • Enlarge

Tactics

  • Remove Curse of Tongues promptly from the healer, since it slows casting for 15 seconds.
  • Clear Curse of Thorns from attackers so their own attacks do not keep triggering extra damage.
  • Keep unnecessary players out of close range to reduce the number exposed to Shadow Bolt Volley.
  • Treat Void Bolt as a major single-target threat and keep its target ready to survive a heavy hit.

Tank

Account for Pimgib when establishing control of the pull.

Healer

Track Immolate after its initial hit, because its Fire damage continues every 3 seconds for 21 seconds.

Notable loot

Alzzin the Wildshaper

5Boss 5 of 5Final boss

Alzzin the Wildshaper

BossLevel 58

2 abilities2 loot items

Alzzin the Wildshaper is the wing's final boss, with Mangle creating sustained pressure on its victim.

Abilities

  • Wither
  • Mangle · Inflicts 5227 damage to an enemy every 2 sec. and slows its movement by 50% for 20 sec.

Tactics

  • Mangle deals damage every 2 seconds for 20 seconds, so use defensive tools early rather than waiting for the last few ticks.
  • Do not rely on a Mangled player to kite, because the effect also halves movement speed.
  • In Classic, Alzzin's Minions join the fight, so leave the tank room to gather incoming adds.

Tank

Keep newly gathered enemies from reaching the healer.

Healer

Stay within healing reach of a slowed player instead of expecting them to catch up.

Damage

Watch add threat before committing to area damage.

Notable loot

Notable loot

Loot

Items seen dropping in the Forever beta client, with the share of kills that dropped them in the sample. Beta loot can still change.

ItemSlotBossDrop share
Pattern: Mooncloth ShouldersOtherPusillin3.1%
Heartseeking CrossbowRanged · Lv 51Zevrim Thornhoof3.8%

Quests

Quests

Dungeon quests listed in the Forever beta client.

Before you go

Before you go

  • Pick up East questsCheck your quest log for Pusillin and the Elder Azj'Tordin and Lethtendris's Web before leaving. Both factions have access to these quests.
  • Plan for sustained healingBring healing that can handle repeated damage over time. Several encounters demand steady recovery rather than one heal after an isolated hit.
  • Check the boss levelsThe first four bosses are level 57, and Alzzin is level 58. Players near the lower end of the dungeon's range should account for that when putting the group together.
  • Allow about 35-50 minutes for a full clear, rather than planning around only the final boss.
  • Check faction-specific quest steps before traveling: Camp Mojache is a Horde quest, while Feathermoon Stronghold is an Alliance quest.
  • In Classic, Felvine Shards sit behind Alzzin and can be collected without having Shards of the Felvine.
Tough · 6/10

FAQ

Questions players ask

What level is Dire Maul: East?

Dire Maul: East is tuned for levels 54-60.

Where is the Dire Maul: East entrance?

The main portal is in the Broken Commons of Dire Maul, in Feralas.

How many bosses are in Dire Maul: East?

Dire Maul: East has five bosses.

How long does a full Dire Maul: East clear take?

A full clear takes about 35-50 minutes.

Can both factions run Dire Maul: East?

Yes, Dire Maul: East is open to both Alliance and Horde.

Sources

Sources and changes

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