Don't head to Shadowfang in hopes of getting the Assassin's Blade or Shadowfang Sword drop.
I've run SFK over 50 times in the last month & haven't seen it. Even a guild mate was running it as well & she didn't have any luck. I ended up just running it over & over to gear up my Bloodelf Rogue for BC.
The zone in general normally has some pretty good drops (Greens & Blues). The zone is very well put together for it's level. You'll have to release the Deathstalker from his cell & talk to him to be able to access the courtyard. They're also a few roaming mobs that have large walking pathes so watch your back when you think you've cleared out a room because they seem to come out from anywhere. There are also on avg anywhere from 3-5 chests in the zone. If you don't have a Rogue with decent lockpicking skills either check the AH or find someone that can make Truesilver or Golden Skeleton Keys. Never let a locked chest go by.
A good grinding instance useful for farming. Many amazing drops are located here especially for rogues. The paladin quest is located here too. The item is in the stables near the Fel Horses. The horses do not attack you unless you attack them. The fel horses have a rare chance to drop a bag.
Theirs a great storyline and it's a challenging instance. Highly recommended for 18+
The stats are really good for a level 25, and will serve you well into the 30s, if not higher. There is a lot of intellect and spirit, with some bonus stats thrown in as well.
The instance is really well built, and a good party at around level 25 or 30 should be able to do a run fast. Arugal in the end has a trick where he blinks around, distracting meleers - simply cast and fire at him, and eventually he will die. He has little hp since he is a caster. Meleers' job should just be to interrupt his casting, as they will not be able to tank due to the blinking. A priest can heal a player back to full hp after being hit by a spell.
There are many casters in this instance, especially near the end.
Agreed! Great for skinning. I just decided I wanted to drop enchanting and pick up leather working for my 68 druid. In a hour I did two runs only looting only what I could skin (to save bag space) and picked up 117 light leather, 85 medium leather, 13 light hides, and 7 medium hides. It's the best place to farm your mats for leather working from 0-150.
I should add that I am a 375 skinner and your results may vary.
Alliance players can get repairs from the neighbouring Pyrewood Village during the day. The Leather Worker and Armourer don't offer repair facilities but the Tailor does. I found him walking around the Blacksmith which is located on the right as you enter.
I hear Pyrewood turns nasty at night though and becomes filled with elite Worgen.
I was wondering if someone could shed some light on a distinct SFK mystery...
To uncover the mystery for yourself, run/sneak through the instance all the way up to the last room containing the final boss, Arugal. Right when you enter the room, before going down the stairs, look to your left.
On the wall is a lever, and upon mousing over it you can see that your cursor turns to a gear meaning you can interact with it, as well as the tooltip "Lever" popping up. You can click this lever up and down, but I can't for the life of me figure out what it does!
If anyone has any insights I would be glad to hear them!
My 28 priest just ran this with a freinds 35 priest, since we are higher levels we figured we could two man it. Very few problems until the wolfmaster, which is why we were there. After killing him his adds wiped us and upon entering SFK again we had respawns. Just be warned there is a repop timer i'm not quite sure how long it is but in the neighborhood of 2 hours.
Surprised no one mentioned it. Take a look at this instance and then compare it with Karazhan. There are quite a few similarities between the two.
1) Based on an old abandoned keep 2) The bridge that leads into SFK is similar to the back entrance in Kara 3) The starting areas both involve fighting a beast boss 4) After downing the first boss you make your way into a dining are to down the next 2 bosses (similar to Moroes) 5) Even the lore seems similar. You have Horde/Alliance investigating the keep as to what Argul is doing and you have The Violet Eye investigating the mansion as to what Medivh's activities were.
from the very first time i was there i wondered - if you could jump over the fencing off the high wall back to the Silverpine Forest? today i tried that and guess what - yes, you can! you start falling, then loading screen appears, and then you are still falling very well to your death. i left somewhat around 50 health on my 39lvl tauren druid (lucky me! - no shadowfang still though).
I love to farm this zone... so many greenies and blue drops... and it's only place to have Assassins blade, Shadowfang, Eerie stable Lantern... I love this place =)
The death of Silverlaine and Springavale will trigger the spawning of patrols behind the party that will intercept them 1-2 mins after the boss died, be aware of this if discussing loot or progressing onwards. It's safest to wait in the boss rooms for the patrol to turn up, rather than get them as unwelcome surprise when you are all ready engaged in a fight. Some trash is also periodically immune to magic (moonwalker werewolves) or totally immune to shadow (darksoul werewolves), or have a silencing aura (wailing guardsman)and may prove interesting for caster only groups.
Last boss can be soloed by classes with dots, as he is very vulnerable to LoS abuse.
Easy instance to solo, dual boxed it @ level 26 with 2 warlocks, most pulls can be made as 1/2 mobs, with very few 3/4 mob pulls at the end of the instance.
Players may get a curse that causes them to spawn a very weak higborne ghost randomly for 2 mins, while these appear to be resistant to magic, they die instantly on melee damage. Lupine delusions which are spawned by lupine horrors seem to have the same mechanic, slow to die to magic, die instantly to melee.
Sever was a short lived boss only around during the Scourge invasion (patch 1.13 I think?). Not to ever return unless Blizzard do go ahead with the idea they had of linking the Scourge Invasion with midsummer fire festival but seeing as they added Ahune the Frost Lord this year I'd say that is unlikely. Given the upcoming release of WotLK they may do something there (Naxxramas is moving so maybe to do with that?)
Shadowfang Keep, probably being one of Blizzard's greatest pieces of work is not only great for anyone in the level 18-22 range, but it also has lots of drops for all classes.
Though most of it is pretty linear, I've had plenty of groups get lost, as you enter the instance you will see Arugal slaying a Death Stalker which is required for a quest. To the right there is a door which will begin your journey, and eventually you will find the Worgen Rethilgore. After he is slayed, you must talk to a Death Stalker in the far right cell who will lead you to the next part. (Or Ashcrombe for alliance I believe)
After he opens the door, clear the Courtyard up to the Saddles and face the Felsteeds for either a bag, or a lantern offhand for spell casters.
Now, when the Courtyard is cleared you will see a door, and a ramp. The door will lead to two bosses who do drop Superior loot, while the ramp just leads to bosses after the ones you could have killed via the door. Please note that the door does continue to the end of the instance.
fun fact: in the part where you have to go along the parapets of the keep, you can jump over the parapets and out of the keep, exiting the instace. this is a significant shortcut back out of the instance.
SFK is a great instance to run over and over. It was the first instance I ran solo. Very easy to run and some great blue and tons of green drops. I tend to get a lot of drops for casters so my alts have great equipment without doing anything. Also a very short run if you are pressed for time. Take the fp to Southshore and ride about five minutes to SFK. It is worth your time.
When I was doing the trial, this was the first instance I ever ran, and is what sold me on the game and I got the full account. This instance reminds me of a game I used to play in my younger days called "Shadowkeep" back on the Apple II....(oh the fun times). So far I've yet to not take a character here, as it's fun and interesting to play.
Lord Godfrey will most likely replace Arugal in Cata. Also, Razorclaw the Butcher does not have his own skull on the Cata map for Shadowfang Keep even though he is labeled as a boss, just the same as Commander Springvale is labeled as a boss but does not appear to have a skull on the Cata map either.
Did a run of SFK heroic with level 85 premades on the beta, here' s a bit of info for anyone wanting to attempt it:
Group makeup was Feral Tank, Holy Paladin, Frost Death Knight, Fire Mage and Destruction Warlock. Geared around 318-336ilvl, mostly premade stuff with a couple of heroic pieces between us.
1. First Boss: I forget his name, he stands around the cells where Rethilgore used to stand. Hits fairly hard and gives the tank a stacking debuff that increases shadow damage taken. Every so often he does a channeled DoT on random party member that can (and should) be interrupted.
After a while he will cast "Asphyxiate" and lift the entire party into the air, slowly reducing their health to very low (possibly 1 HP, I didn't check). Following this he will channel an AoE heal (again, forgot the name), that heals the party and himself for 10% HP per tick. You will want to interrupt this after the first tick to give your healer breathing room. He will also cast a self-heal called something like "Renew Rotten Flesh" that I think heals him to full, either way it should be interrupted pronto.
He carrys on in this fashion until he reaches around 25-30%, when he will cast "Archangel Form" or something similar, stop meleeing and start to cast a pulsing aoe aura of 5000hp per tick, around once a second. This is just a burn phase, kill him before he kills you. Overall a pretty tough fight, interrupts and proper use of tank CDs are definitely needed.
2. Baron Silverlaine: Nothing too remarkable here, he periodically summons adds (the named Worgen that used to be bosses in the old SFK). They have various abilities and when you have 2-3 of them on the tank the damage is quite high. We chose to ignore the adds and just burn him down, you'll probably need CDs by the end but it's not too much trouble.
3. Commander Springvale: The hardest boss by far. Clear out his room then you can enter to pull him properly. He comes with two adds, and during the fight more will periodically spawn from each doorway to reinforce him. The adds are the familiar ghost trash mobs from old SFK (along with the "Forsaken Skills" ability), but here they buff the Commander with "Unholy Might", a damage increase that stacks to 3 and lets the Commander do a special ability.
The goal here is to kill the adds ASAP and interrupt their cast of Unholy Might. If you have 2 adds + a fully buffed Commander + AoE damage (which I'll get to), it becomes hard to stay alive. so, kill adds -> DPS boss -> new adds spawn -> kill adds, repeat until dead.
The Commander has a few AoE abilities of note. One is "Desecration" which works just like the usual DK's version except it does heavy AoE damage if you stand in it. The other is a frontal cone AoE called Shield of Something, I forget. Face him into the wall to avoid it hitting the group. I don't know if these were as a result of him getting 3 stacks of Unholy Might or what, the encounter is very chaotic and it's hard to tell exactly what's going on. We ended up letting multiple casts of Unholy Might go out and we still killed him, it was just a little messy.
Out strat was to have ranged stand on the stage where he spawns, and have the tank pull him down to face the wall at the bottom of the stairs, so the tank was between the ranged and where the adds spawn. When he cast Desecration the tank would turn him round to face the opposite wall.
There were various other debuffs thrown out by either the mobs or the Commander but they didn't seem to do anything noteworthy.
4. Alchemist Something?: A forsaken alchemist, yup I forgot the name again. Very easy boss. Hits for barely anything, randomly throws vials at party members. They didn't hit for much, I think one left a poison debuff.
After a while he will cast "Random Mixture" or something similar. 9/10 times for us this was a poison debuff applied to everyone that did damage and (I think) restricted movement speed. I don't remember well because the debuff is removed by moving, so it is rather trivial. On one occasion he cast this and it gave everyone a firey DoT that also gave you 100% crit chance. Healable.
After casting the AoE he will start raining Ice Shards down from the sky, watch where they will fall and move away. Simple.
5. Lord Godfrey: Also pretty easy. Periodically summons non-elite adds that are easily AoE'd down, immediately afterwards will cast "Pistol Barrage" which is a frontal cone AoE that does high damage if you stand in it. Simply move behind him. Ranged can stand on the platform near the door and not have to move at all. Also did a Mortal Strike/Bleed debuff that wasn't particularly harmful.
6. Trash The trash pretty easy compared to some heroics, only a little CC was needed and it was more to reduce incoming damage than to avoid particular spells being cast. It's mostly Undead so shackle and roots are good. The trash in the hall immediately following the first boss should be pulled up the stairs as they do an AoE fear. Some skeleton warrior mobs have a bone shield that does AoE damage when it breaks. Nothing particularly noteworthy here.
Also, it seems that you can speak with https://vanillawowdb.com/?npc=47293 Deathstalker Commander Belmont outside SFK, to get other SFK quests for the Horde. (Sorry, Alliance guys - you have a similar bloke, too, form what I saw, but I'm a Horde Gyrl. :D You guys need to look for https://vanillawowdb.com/?npc=47006 Packleader Ivar Bloodfang , according to Wowhead. But I didn't want to leave you high and dry, so the basics you need are here, too - just not the expanded list...just don't tell the other Horde members I helped ya. LOL ) This is significant because one of the chains he begins includes one in which you must kill Walden - the guy we druids need for our staff run. So if you've already done some of the preceding quests, you can maximize your run for XP/gold/loot rewards. Even if you haven't, Belmont (And Bloodfang) is giving out a "carrot quest" to get you in the door, so you might as well pick it up, too.
Not sure if anyone knows but the Corpse eaters in SFK (normal mode & probably HC) have a skill that does dmg = to 10% of your total heath and ignores armor/dodge etc (confirmed by GM) So be careful when pulling huge mobs at the start and make sure you take down the Corpse eaters 1st.... even if you have a high level character....my level 85 found out the hard way and yes, it was somewhat embarrassing! lol.
If you're having trouble getting through the heroic version of this dungeon, I'd definitely recommend using a https://vanillawowdb.com/?item=58143 Prismatic Elixir . This dungeon is very heavy in shadow and nature damage, and since it stacks with resistance buffs, you will end up with about 285 res. Incredibly helpful, and you'll see a fair amount of full resists.
I soloed the heroic version of this place as a 90 blood DK, ilvl 465 yesterday. For non-DK's out there: you need at least 30k dps with a few good self heals to survive. Here's a quick strategy guide- Keep the mobs small, some can hit pretty hard. Baron Ashbury- After his 'Asphyxiate" spell, you need to interrupt his 'Stay of Execution'(a heal that heals himself and you)... immediately if youre going for the cheeve; if not, let ONE tick off to give yourself a little heal but NO MORE as it will heal himself too much, this is where you need good self heals. I had 3 cycles of this before he went 'Archangel' form where you just nuke from there. Baron Silverlaine- was cake, killing the worgen adds helps keep it clean, but mostly just blast him down. Commander Springvale- Oh boy....After 5 tries I had to skip, where fortunately, it allows you to. I got close a couple times, by killing the adds, mainly the wailing gaurdsmen that heal him. But with so much going on between the shield blast, desecration, and adds, it was just to much for me. Try him if you want, but he is skip-able. Lord Walden- Another easy fight, assuming you avoid the frost mixtures he casts in the air(obvious where they land) and the other AOE's he does. I was able to solo this at 85 dps, to carry my party through after the tank snafu'ed, so any 90 shouldn't have a problem with this guy. Lord Godfrey- This fight doesn't disappoint, got it on the second try. First and most obvious thing, AVOID PISTOL BARRAGE! You'd be surprised how people under-rate this move's lethality. He starts to cast in the direction he's firing, so as soon as he starts casting, get outta the way. He summons a few ghouls which don't require your attention. The most damage I was taking was from cursed bullets, like 20k...x2...frequently. My first failed attempt I tried to 'bob-and-weave" as much as possible; But the second, successful attempt, I just stayed in one spot, meleeing my heart out, only moving for pistol barrage, and seemed to dodge and parry most of the bullets- making the fight a cake-walk. So there you have it, happy soloing!