Dire Maul: West Dungeon Guide
Dire Maul: West is a returning Classic dungeon built around the ruined Capital Gardens. It is tuned for levels 56-60, making it a run for players finishing their leveling or already at level 60.
- Level
- 56–60
- Bosses
- 6
- Full clear
- 40–60min
- Difficulty
- 7/10
Feralas · KalimdorShow on the mapRun it with mmonster

Overview
Inside Dire Maul: West
The Capital Gardens look like a city park that has been left to decay. Gray, withered trees stand beside broken streets, and dangerous ancients occupy what was once carefully tended ground. Ghosts haunt the old Highborne district, giving this wing a different feel from a straightforward march through occupied halls.
The deeper story centers on the Shen'dralar and the power they took from an imprisoned demon. They kept Immol'thar captive and drained its energy to preserve themselves. That dependence ties Prince Tortheldrin to the failing prison, making the demon's confinement the central problem behind the ruins rather than just another encounter along the way.
Getting there
Head to Dire Maul in the High Wilderness of Feralas, on Kalimdor. The western instance is the Capital Gardens, so make sure the group is heading to that wing.
Show on the mapLevel 56–60 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

Tendris Warpwood is a corrupted ancient holding an Ancient Equine Spirit prisoner. Killing him releases the spirit.
Abilities
- Trample · Inflicts normal damage plus 8 to nearby enemies.
- Uppercut · Inflicts normal damage plus 1307 to an enemy, knocking it back.
- Grasping Vines · Inflicts Physical damage to nearby enemies, knocking them down and immobilizing them for 10 sec.
- Entangle · Entangles an enemy in roots, inflicting Nature damage every 3 sec. and immobilizing it for up to 10 sec.
Tactics
- In Classic, the surrounding Ironbark Protectors aggro with Tendris, so clear them before engaging him.
- Keep ranged players outside his nearby Trample damage rather than stacking everyone in melee.
Tank
Choose a tanking position where Uppercut's knockback will not send you into uncleared enemies.
Healer
Watch players caught by Entangle, which deals recurring Nature damage while they are rooted.
Damage
Grasping Vines can knock you down and immobilize you for 10 seconds, so keep attacking from your position when able.
Notable loot
Tarnished Undermine Real · Other · 65%
Living Essence · Other · 3.6%
Quicksilver Pendant · Neck · 3.4%

Illyanna Ravenoak is an undead night elf hunter accompanied by her bear, Ferra. Her ranged attacks punish players who stay clustered or stand in targeted ground effects.
Abilities
- Multi-Shot · Fires a volley of missiles at an enemy and its nearby allies, striking up to 10 targets for normal damage plus 225.
- Volley · Continuously fires a volley of ammo at the target area, causing 7841 Arcane damage to enemy targets within 8 yards every second for 6 sec.
- Immolation Trap · Place a fire trap that will burn the first enemy to approach for 18034 Fire damage over 15 sec. Trap will exist for 1 min. Traps can only be placed when out of combat. Only one trap can be active at a time.
- Concussive Shot · Dazes an enemy, reducing its movement speed by 50% for 3 sec.
- Improved Concussive Shot
Tactics
- Spread out so Multi-Shot does not catch nearby allies with its target.
- Leave Volley immediately, since it repeatedly deals Arcane damage within the targeted area.
- Watch your approach for Immolation Trap and avoid stepping onto it.
Tank
Pick up both enemies if Ferra is not controlled.
Healer
Keep players slowed by Concussive Shot within healing range while they reposition.
Damage
In Classic, Ferra can be Polymorphed, making the bear a useful CC target.
Notable loot
Tarnished Undermine Real · Other · 65%
Triumphant Shoulder Pads · Shoulder · 3.7%
Celestial Crown · Head · 3.1%
Impenetrable Legguards · Legs · 3.1%

Magister Kalendris is a night elf ghost who fights with Shadow spells and sustained damage.
Abilities
- Dominate Mind · Takes control of a humanoid enemy up to level 25 for 10 sec., but increases the time between its attacks by 100%.
- Shadow Word: Pain · Utters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 sec.
- Mind Blast · Inflicts Shadow damage to an enemy, but causes a high amount of threat.
- Shadowform · Assumes a Shadowform, increasing Shadow damage dealt by 40% and reducing melee damage taken by 40%. Shadowform lasts until cancelled.
- Mind Flay · Inflicts Shadow damage to an enemy and reduces its movement speed for 3 sec.
Tactics
- Expect stronger incoming Shadow damage and weaker melee damage against him while Shadowform is active.
- Do not rely on movement alone to escape Mind Flay, since the channel also slows its target.
- Dominate Mind only affects humanoids up to level 25, so it does not reach players in this dungeon's level range.
Healer
Track Shadow Word: Pain for its full 18-second duration and leave room to heal a Mind Blast hit.
Notable loot
Tarnished Undermine Real · Other · 63.1%
Celestial Pauldrons · Shoulder · 3.8%

Immol'thar is a void terror whose Infected Bite makes its target take more Physical damage.
Abilities
- Trample · Inflicts normal damage plus 8 to nearby enemies.
- Enrage · Increases the caster's attack speed by 60% and the Physical damage it deals by 50 for 2 min.
- Infected Bite · Inflicts Nature damage to an enemy every 10 sec. and increases the Physical damage it takes for 3 min.
- Eye of Immol'thar
- Portal of Immol'thar
Tactics
- In Classic, all five pylons must be cleared before Immol'thar can be fought.
- Keep players who do not need melee range away from Trample.
Tank
Save defensive tools for Enrage, when Immol'thar attacks faster and deals increased Physical damage.
Healer
Keep the bitten target healthy between Nature damage ticks, and track the debuff's three-minute duration.
Notable loot
Tarnished Undermine Real · Other · 60.5%
Adventurer's Legguards · Legs · 4.3%
High Councillor's Boots · Feet · 3.3%

Prince Tortheldrin combines burst melee attacks with spell disruption and a heavy Arcane hit.
Abilities
- Thrash · Gives the caster 2 extra attacks.
- Whirlwind
- Counterspell · Counters an enemy's spell, preventing the enemy from casting that spell again for 15 sec. Generates a high amount of threat.
- Arcane Blast · Blasts an enemy with Arcane magic, inflicting normal damage plus 152817 and knocking the enemy back.
- Summon
Tactics
- In Classic, Tortheldrin turns hostile after Immol'thar dies.
- Treat Arcane Blast as a major damage threat, not merely a knockback.
Tank
Keep your back toward a solid surface to limit displacement.
Healer
Keep the tank high enough to survive Thrash, which grants Tortheldrin two extra attacks.
Damage
If Counterspell catches your cast, switch to another usable spell rather than repeatedly trying the locked spell during its 15-second lockout.
Notable loot
Five of Elementals · Other · 3.1%
Tarnished Undermine Real · Other · 62.1%
Supreme Cape · Back · 33.3%
Green Winter Hat · Head · 3.8%
Rare spawns1

Tsu'zee is a rare ghost with rogue-style attacks and short control effects.
Abilities
- Gouge · Inflicts 20 damage to an enemy and stuns it for up to 4 sec. You will automatically stop attacking. Target must be facing you. Any damage received by the stunned target will revive it.
- Sinister Strike · Inflicts normal damage plus 78 to an enemy.
- Backstab · Inflicts normal damage plus 30 to an enemy, but only if attacking from behind.
- Blind · Blinds the target, causing it to wander confused for up to 10 sec. Any damage caused will remove the effect.
Tank
Call out Blind immediately, since it can leave you wandering for up to 10 seconds unless damage breaks it.
Healer
Watch for Sinister Strike adding damage on top of her normal melee attacks.
Notable loot
Resplendent Belt · Waist · 20%
Eternal Cloak · Back · 4.2%
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.
| Item | Slot | Boss | Drop share |
|---|---|---|---|
| Other | Prince Tortheldrin | 3.1% |
Quests
Quests
Dungeon quests listed in the Forever beta client.
- A Broken TrapBoth factionsLv 60
- Unfinished Gordok BusinessBoth factionsLv 60
- The Gordok Ogre SuitBoth factionsLv 60
- Free Knot!Both factionsLv 60
- The Gordok Taste TestBoth factionsLv 60
- Pusillin and the Elder Azj'TordinBoth factionsLv 58
- The Madness WithinBoth factionsLv 60
- The Treasure of the Shen'dralarBoth factionsLv 60
- Arcane RefreshmentBoth factionsLv 60
- Elven LegendsBoth factionsLv 60
- Libram of RapidityBoth factionsLv 60
- Libram of FocusBoth factionsLv 60
- Libram of ProtectionBoth factionsLv 60
- Lethtendris's WebBoth factionsLv 57
- Camp MojacheHordeLv 57
- Feathermoon StrongholdAllianceLv 57
- Garona: A Study on Stealth and TreacheryBoth factionsLv 60
- Codex of DefenseBoth factionsLv 60
- The Arcanist's CookbookBoth factionsLv 60
- The Light and How To Swing ItAllianceLv 60
- Harnessing ShadowsBoth factionsLv 60
- The Greatest Race of HuntersBoth factionsLv 60
- Holy Bologna: What the Light Won't Tell YouBoth factionsLv 60
- Frost Shock and YouHordeLv 60
- The Emerald Dream...Both factionsLv 60
- Nostro's CompendiumBoth factionsLv 60
- The Forging of Quel'SerrarBoth factionsLv 60
- Dreadsteed of XorothBoth factionsLv 60
- Ancient Equine SpiritAllianceLv 60
- Blessed Arcanite BardingAllianceLv 60
- Enchanted Thorium Platemail: Volume IBoth factionsLv 60
- Enchanted Thorium Platemail: Volume IIBoth factionsLv 60
- Enchanted Thorium Platemail: Volume IIIBoth factionsLv 60
- Anthion's Old FriendBoth factionsLv 60
- Falrin's VendettaBoth factionsLv 60
- The Instigator's EnchantmentBoth factionsLv 60
- The Left Piece of Lord Valthalak's AmuletBoth factionsLv 60
- The Right Piece of Lord Valthalak's AmuletBoth factionsLv 60
- The ChallengeBoth factionsLv 60
- Crafty the CrafterBoth factionsLv 60
Before you go
Before you go
- Check your questsCheck The Madness Within and The Treasure of the Shen'dralar before setting out. Both are level 60 quests for either faction.
- Assign crowd controlDecide who handles CC and agree on a target mark. Illyanna's encounter has a second enemy, so make that assignment before the pull.
- Arrange backup healingAgree who can cover healing if the main healer is controlled or has a spell countered. Do not leave that decision until someone stops casting.
- Set aside about 40-60 minutes for a full clear.
- Do not make Tsu'zee the only reason for the run, since she is a rare encounter.
- Elven Legends has Alliance and Horde versions, so check the version for your faction.
FAQ
Questions players ask
What level is Dire Maul: West tuned for?
Dire Maul: West is tuned for levels 56-60.
Where is Dire Maul: West?
It is the Capital Gardens wing of Dire Maul in the High Wilderness of Feralas.
How many bosses are in Dire Maul: West?
There are five standard bosses and one rare boss, Tsu'zee.
How long does a full Dire Maul: West clear take?
A full clear takes about 40-60 minutes.
Sources
Sources and changes
- Wowhead · Forever beta databaseBeta data
- Warcraft Wiki · Classic referenceClassic
- Run time and difficulty are editorial estimates by mmonster.
Changelog
Sep 22, 2026Guide created with level range, roster, abilities and loot from the beta client.
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