Zul'Farrak Dungeon Guide
Zul'Farrak is a returning Classic dungeon set in the Sandfury trolls' desert city. It is tuned for levels 44-54, with quests for both Horde and Alliance players.
- Level
- 44–54
- Bosses
- 13
- Full clear
- 50–70min
- Difficulty
- 6/10
Tanaris · KalimdorShow on the mapRun it with mmonster
The bosses
1Antu'sulLevel 48
2Theka the MartyrLevel 46
3Witch Doctor Zum'rahLevel 46
4Hydromancer VelrathaLevel 46
5Gahz'rillaLevel 46
6Final bossChief Ukorz SandscalpLevel 48
7Rare spawnSandarr DunereaverLevel 45
8Rare spawnDustwraithLevel 45
9Rare spawnZerillisLevel 45
10Nekrum GutchewerLevel 46
11Shadowpriest Sezz'zizLevel 47
12Sandfury ExecutionerLevel 46
13Sergeant BlyLevel 45

Overview
Inside Zul'Farrak
Tanaris was once jungle within the Gurubashi Empire, but the Great Sundering turned the region into desert. The trolls stranded here adapted to the sand and built their lives around this harsh landscape. Their city still holds blood rites and sacred pools, with dark mysticism woven into its history.
There is more to this run than fighting through city streets. A band of mercenaries became trapped after fleeing Gadgetzan, and the pyramid becomes the scene of a large troll assault. Troll legends also place the two halves of Sul'thraze the Lasher somewhere inside the walls, adding another thread to the city's secrets.
Getting there
Head to northwestern Tanaris in Kalimdor, around Sandsorrow Watch, to reach Zul'Farrak.
Show on the mapLevel 44–54 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 bosses6

Antu'sul is a sand troll whose wards turn the fight into a target-priority check. He can restore allies while an Earthgrab Totem roots nearby enemies.
Abilities
- Earthgrab Totem · Summons an Earthgrab Totem that lasts 30 sec. and periodically immobilizes nearby enemies.
- Warder Despawn
- Antu'sul's Minion
- Healing Wave of Antu'sul · Heal your target for 34944.
- Healing Ward · Summons a ward that lasts 30 sec. and periodically heals allies in an area around it.
Tactics
- Destroy Healing Ward before its repeated healing drags out the fight.
- Interrupt Healing Wave of Antu'sul.
- Remove Earthgrab Totem when its roots interfere with positioning.
Tank
Establish threat before damage dealers switch their attention to the wards.
Healer
Stay within healing reach of players who become rooted.
Damage
Coordinate target switches so the group does not split damage across several wards.
Notable loot
Vice Grips · Hands · 31.8%
The Hand of Antu'sul · Main Hand · 17.8%

Theka the Martyr is an undead Sandfury figure who possesses a tablet sought by Yeh'kinya. Fevered Plague combines an initial Nature hit with lingering damage.
Abilities
- Fevered Plague · Inflicts 4368 Nature damage to an enemy, then an additional 192 damage every 5 sec. for 3 min.
Tactics
- Avoid area damage around the scarabs surrounding him.
- In Classic, Theka becomes immune to physical and Shadow damage near defeat, so switch damage types or wait for the effect to end.
Tank
Keep the fight contained rather than dragging Theka through nearby scarabs.
Healer
Continue watching anyone affected by Fevered Plague after Theka dies.
Damage
Use single-target attacks here, including careful control of pet targets.
Notable loot
Darkmist Orb · Held In Off-hand · 25%

Witch Doctor Zum'rah uses Shadow spells and a ward that repeatedly summons skeletons. Letting the ward stand turns a caster fight into an add problem.
Abilities
- Ward of Zum'rah · Casts a Ward of Zum'rah totem, which lasts 20 sec. and periodically summons a Skeleton of Zum'rah. Each Skeleton lasts 20 sec.
- Healing Wave · Calls upon Nature magic to heal an ally.
- Shadow Bolt · Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
- Shadow Bolt Volley · Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
Tactics
- Destroy Ward of Zum'rah as soon as it appears.
- Stop Healing Wave before it restores an ally.
- Use spare interrupts on Shadow Bolt Volley to limit damage across nearby players.
- In Classic, nearby graves can aggro during combat, so keep the fight away from them.
Tank
Pick up summoned skeletons before they reach the healer.
Healer
Be ready to heal several players after a volley gets through.
Damage
Return to Zum'rah promptly after dealing with his ward so the fight does not drag on.
Notable loot
Zum'rah's Vexing Cane · Two-Hand · 15.3%

Hydromancer Velratha holds the Tiara of the Deep and the Second Mosh'aru Tablet. Her fight includes healing, Shadow spells and a skeleton-summoning ward.
Abilities
- Ward of Zum'rah · Casts a Ward of Zum'rah totem, which lasts 20 sec. and periodically summons a Skeleton of Zum'rah. Each Skeleton lasts 20 sec.
- Healing Wave · Calls upon Nature magic to heal an ally.
- Shadow Bolt · Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
- Shadow Bolt Volley · Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
Tactics
- Make Ward of Zum'rah the first damage target when she summons it.
- Reserve an interrupt for Healing Wave.
- Disrupt Shadow Bolt Volley when another interrupt is free.
Tank
Keep newly summoned skeletons off the group's casters.
Healer
Recover the group after a volley without losing track of the tank.
Damage
Assign different players to ward duty and healing interrupts so neither job gets missed.
Notable loot
Scorpashi Leggings · Legs · 3.2%

Gahz'rilla is a summoned hydra with Frost attacks and a knockback. Freeze Solid stuns its target while dealing repeated damage.
Abilities
- Icicle · Shoots a bolt of ice, inflicting 6552 Frost damage to an enemy and slowing its movement by 50% for 10 sec.
- Freeze Solid · Stuns an enemy and inflicts 1747 Frost damage every 3 sec. for 10 sec.
- Gahz'rilla Slam · Inflicts normal damage plus 874 to nearby enemies and knocks them back.
Tactics
- Choose a tanking position with room behind you for Gahz'rilla Slam.
- Keep ranged players away from the hydra's nearby Slam targets.
- Do not rely on quick movement while Icicle's slow is active.
Tank
Move back into position after a knockback before the hydra follows you through the group.
Healer
Prioritize the Freeze Solid target through the stun.
Damage
Let the tank settle the boss again after Slam rather than chasing immediately.
Notable loot
Gahz'rilla Fang · One-Hand · 46.2%
Gahz'rilla Scale Armor · Chest · 44.4%
Scorpashi Leggings · Legs · 4.9%

Chief Ukorz Sandscalp rules the Sandfury and is Zul'Farrak's end boss. His Enrage makes an already physical fight more dangerous.
Abilities
- Berserker Stance · Assumes an aggressive stance that generates rage when the warrior strikes an opponent. Lasts 4 min.
- Enrage · Increases the caster's attack speed by 60% and the Physical damage it deals by 50 for 2 min.
- Wide Slash · Inflicts normal damage plus 52 to enemies in a cone in front of the caster.
- Cleave · Inflicts weapon damage plus 15 to an enemy and its nearest ally.
Tactics
- Face him away from the party to contain Wide Slash.
- Keep other players away from the tank so Cleave does not catch a second target.
- In Classic, Ruuzlu accompanies Ukorz, and talking to Weegli Blastfuse opens access to the chief.
Tank
Save a defensive cooldown for Enrage.
Healer
Expect faster incoming hits when Ukorz becomes enraged.
Damage
Attack from behind rather than standing beside the tank.
Notable loot
Big Bad Pauldrons · Shoulder · 32.7%
The Chief's Enforcer · Two-Hand · 23.4%
Ace of Dunes · Other · 10.1%
Seven of Nightmares · Other · 3.3%
Rare spawns3

Sandarr Dunereaver is a rare sand troll with hard melee strikes and Pummel. Casters caught near him risk having their spells interrupted.
Abilities
- Demoralizing Shout · Reduces the melee attack power of nearby enemies by 10 for 30 sec.
- Strike · Strikes at an enemy, inflicting increased melee damage.
- Pummel · Pummels an enemy for (100% of Spell Power) damage and interrupts the spell being cast for 5 sec.
Tactics
- Keep healing and ranged casting away from his melee reach.
- Expect Strike to add sudden pressure between his normal attacks.
Tank
Hold Sandarr in place rather than bringing him toward the back line.
Healer
If Pummel catches a cast, reposition before trying another.
Damage
His Demoralizing Shout weakens melee attacks, so expect a less effective physical burn.
Notable loot
Gothic Plate Leggings · Legs · 66.7%
Warmonger's Belt · Waist · 25%
Bonelink Legplates · Legs · 12.5%
Royal Blouse · Chest · 11.1%
Bonelink Sabatons · Feet · 11.1%
Crusader Bow · Ranged · 10%
Gossamer Belt · Waist · 5.6%
Champion's Helmet · Head · 5.6%

Dustwraith is a rare sand troll with Sinister Strike and Virulent Poison. Treat him as a melee fight with poison to watch for.
Abilities
- Virulent Poison
- Sinister Strike · Inflicts normal damage plus 2 to an enemy.
Tactics
- Keep Dustwraith on the tank while Sinister Strike is in play.
- Watch for Virulent Poison and check its effect when it lands.
Tank
Use a defensive cooldown if repeated melee hits put you in danger.
Healer
Leave room for a sudden heal after Sinister Strike.
Notable loot
Imposing Shoulders · Shoulder · 9.1%
Plans: Polished Steel Boots · Other · 3.2%

Zerillis is a rare sand troll who shoots enemies and restricts movement. Net roots a target, while Frost Shot slows it.
Abilities
- Net · Immobilizes an enemy for 10 sec.
- Frost Shot · Shoots at an enemy, inflicting 0 additional Frost damage and slowing its movement by 60% for 10 sec.
- Shoot · Shoots at an enemy, inflicting Physical damage.
Tactics
- Move into your intended fighting position before Net can pin you there.
- Avoid a plan that depends on chasing him while slowed by Frost Shot.
Tank
Close the gap early so movement effects do not leave you separated from Zerillis.
Healer
Keep rooted allies within healing reach.
Damage
Continue attacking from range if movement control prevents you from closing in.
Notable loot
Sandstalker Ankleguards · Feet · 18.1%
Bloodforged Belt · Waist · 12.5%
Tyrant's Gauntlets · Hands · 7.7%
Khan's Bindings · Wrist · 5.3%
Scorpashi Wristbands · Wrist · 4.5%
Event and conditional encounters4

Nekrum Gutchewer co-leads the pyramid assault with Shadowpriest Sezz'ziz. His Fevered Plague deals Nature damage that continues over time.
Abilities
- Fevered Plague · Inflicts 4368 Nature damage to an enemy, then an additional 192 damage every 5 sec. for 3 min.
Tactics
- Account for lingering plague damage before committing to the next part of the event.
- Use Shackle Undead to control Nekrum if the group needs him out of the fight temporarily.
Tank
Keep Nekrum occupied while the group handles his co-leader.
Healer
Watch plague targets alongside whoever is taking melee hits.
Damage
Keep cleave and area attacks away from Nekrum if he is shackled.
Notable loot
Khan's Belt · Waist · 7.1%
Venomshroud Belt · Waist · 3.6%
Brutish Helmet · Head · 3.6%
Gaea's Cuffs · Wrist · 3%

Shadowpriest Sezz'ziz brings healing and fear to the pyramid event. Renew and Heal can prolong the fight while Psychic Scream scatters nearby players.
Abilities
- Renew · Heals an ally for 5 damage every 3 sec. for 20 sec.
- Heal · Calls upon Holy magic to heal an ally.
- Psychic Scream · Lets out a psychic scream, causing up to 5 nearby enemies to flee for 6 sec.
- Shadow Bolt · Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
Tactics
- Prioritize interrupting Heal.
- Remove Renew from its target if the group has an offensive dispel.
- Have ranged players stay away from Sezz'ziz to reduce exposure to Psychic Scream.
- Use a fear break when available to get back into the fight.
Tank
Reestablish position after a fear instead of letting the fight spread out.
Healer
Be ready to resume healing quickly when Psychic Scream ends.
Damage
Use spare kicks on Shadow Bolt only when the healing interrupt is covered.
Notable loot
Bad Mojo Mask · Head · 22.8%
Jinxed Hoodoo Skin · Chest · 22.2%
Diabolic Skiver · Two-Hand · 21.8%
Jinxed Hoodoo Kilt · Legs · 21.5%

The Sandfury Executioner waits with the prisoners atop the pyramid. Cleave threatens nearby allies, and Execute punishes a badly wounded target.
Abilities
- Execute · Attempts to finish off a wounded enemy, inflicting normal damage plus 50. Execute can only be used on enemies that have 20% or less health.
- Berserker Stance · Assumes an aggressive stance that generates rage when the warrior strikes an opponent. Lasts 4 min.
- Cleave · Inflicts weapon damage plus 15 to an enemy and its nearest ally.
Tactics
- Keep everyone except the tank clear of the main melee target.
- Use a defensive cooldown before a dangerous hit leaves an opening for Execute.
Tank
Keep the Executioner still so allies can maintain their spacing.
Healer
Keep a quick emergency heal ready for the tank.
Damage
Avoid taking aggro, especially while already wounded.
Notable loot
Ace of Dunes · Other · 15.1%
Tyrant's Shield · Shield · 5.3%
Scorpashi Gloves · Hands · 3.3%

Sergeant Bly is a human adventurer with a conditionally hostile encounter. His shield abilities disrupt casts and support counterattacks.
Abilities
- Improved Blocking · Increases the caster's chance to block by 85% for 6 sec.
- Shield Bash · Bashes an enemy with the caster's shield, inflicting Physical damage and interrupting the spell being cast for 8 sec.
- Revenge · Instantly counterattack an enemy for 18 damage. Revenge must follow a block, dodge, or parry.
Tactics
- In Classic, questioning Bly about the Divino-matic Rod turns him hostile after he assists during the pyramid battle.
- Keep casters out of Shield Bash reach.
- Wait out Improved Blocking before committing blockable burst attacks.
Tank
Expect Revenge counterattacks after Bly blocks, dodges or parries.
Healer
If Shield Bash interrupts you, create distance before resuming casts.
Damage
Avoid spending major melee cooldowns into his defensive window.
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 |
|---|---|---|---|
| Hands · Lv 45 | Antu'sul | 31.8% | |
| Main Hand · Lv 45 | Antu'sul | 17.8% | |
| Shoulder · Lv 45 | Chief Ukorz Sandscalp | 32.7% | |
| Two-Hand · Lv 45 | Chief Ukorz Sandscalp | 23.4% | |
| Head · Lv 44 | Shadowpriest Sezz'ziz | 22.8% | |
| Chest · Lv 44 | Shadowpriest Sezz'ziz | 22.2% | |
| Two-Hand · Lv 44 | Shadowpriest Sezz'ziz | 21.8% | |
| Legs · Lv 44 | Shadowpriest Sezz'ziz | 21.5% | |
| Two-Hand · Lv 43 | Witch Doctor Zum'rah | 15.3% | |
| One-Hand · Lv 43 | Gahz'rilla | 46.2% | |
| Chest · Lv 43 | Gahz'rilla | 44.4% | |
| Feet · Lv 42 | Zerillis | 18.1% | |
| Other | Chief Ukorz Sandscalp | 10.1% | |
| Other | Chief Ukorz Sandscalp | 3.3% | |
| Other | Sandfury Executioner | 15.1% |
Quests
Quests
Dungeon quests listed in the Forever beta client.
- Divino-matic RodBoth factionsLv 47
- Gahz'rillaBoth factionsLv 50
- Tiara of the DeepBoth factionsLv 46
- Tabetha's TaskBoth factionsLv 46
- Tran'rekBoth factionsLv 45
- Scarab ShellsBoth factionsLv 45
- The Spider GodHordeLv 45
- Nekrum's MedallionAllianceLv 47
- Troll TemperBoth factionsLv 45
- The Prophecy of Mosh'aruBoth factionsLv 47
- Wildmane the ElderBoth factionsLv 60
- Best Laid PlansBoth factionsLv 50
Before you go
Before you go
- Leave enough timeAllow about 50-70 minutes for a full clear. Agree on quest goals before the first pull.
- Collect shared questsCheck for Divino-matic Rod, Gahz'rilla, Tiara of the Deep and The Prophecy of Mosh'aru before travelling. Other shared quests include Tabetha's Task, Tran'rek, Scarab Shells, Troll Temper and Best Laid Plans.
- Check faction questsHorde players should look for The Spider God. Alliance players should look for Nekrum's Medallion.
- In original Classic, one group member needed the Mallet of Zul'Farrak to summon Gahz'rilla at the pool's gong, so settle that preparation before travelling.
- Wildmane the Elder is a level 60 quest, separate from the usual leveling quest checklist.
- Do not treat Sergeant Bly as a required loot stop. His fight is optional.
FAQ
Questions players ask
What level is Zul'Farrak in WoW Forever?
Zul'Farrak is tuned for levels 44-54.
Where is Zul'Farrak?
It is in northwestern Tanaris, around Sandsorrow Watch in Kalimdor.
How long does a full Zul'Farrak clear take?
A full clear takes about 50-70 minutes.
How many bosses are in Zul'Farrak?
There are 13 listed encounters, including three rares and four event or conditional encounters.
Can both factions run Zul'Farrak?
Yes, Zul'Farrak is for both Horde and Alliance.
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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