If you are doing a Magister’s Terrace run for first time, I recommend you to take all the quests from Shattered Sun NPCs before heading to the dungeon. There is a quest titled Magister’s Terrace which asks you to find an NPC named Tyrith. You will find him at the Halls of Theory. More of this later in this article.

The Magister’s Terrace is a 5-players dungeon located northeast of Quel’Danas Isle. You may find the zone-in heading east of the Shattered Sun Offensive boat following the coast. You will find a road going uphill to a big palace atop. That is the Magister’s Terrace.


After zone-in you will find both interior and outdoor portions inside the dungeon. You enter into the Observation Grounds—a bridge designed as an elevated garden with orange trees, and tall elven statues. There are four pulls in this area. A group by the gate, two individual groups at the center, and a group at the end. Your first target should be the healer, sheep, trap or sap the warlock—depending on your group line-up. A very important thing to look after in this dungeon is a strange cloud field that shows up most of the times you pull a mob group.

The first group is by the gate. A Sunblade Mage Guard at each side of the gate.

There is a patrol, which means you should pull the guards to the zone-in area to avoid aggro. The patrol has random spawn.  You will either face a Sunblade Physician and a Sunblade Magister; or a Blood Knight and a Warlock. Either patrol line-up you get, kill the healers first: Blood Knight or Physician.

At the center of the bridge are two separate groups of four mobs each. You can engage one group without aggroing the other, however be careful … they aren’t too far away. They do not have fear abilities which is good. Each of these groups contain the following line-up:

  • Sunblade Magister
  • Sunblade Blood Knight
  • Sunblade Warlock with imp
  • Sunblade Mage Guard

The second group has a replacement for the Warlock. It is a Physician. These mobs can be crowd controlled. The Sunblade Magister is immune to mind control, however.

The last group at the end of the Upper Observation Grounds is composed of four mobs. Two of them on each side of the gate. A Sunblade Warlock and Blood Knight on the right and a Sunblade Magister and Physician on the left. The best way to deal with your enemy is learning about their abilities and spells; and their potential damage and tricks up their sleeves. Below is a list of spells and abilities you should be aware of.

Bosses Map

Locations Map

SUNBLADE MAGE GUARD – Melee attacks do around 777-1258 physical damage.

  • Dampening Field: It is an instant cast within 60 yards and creates a field of anti-magic around the target enemy. Enemies in this field take 75% less damage from spells and receive 75% less healing. As soon as you see this spell deployed move away. Your healers will have a hard time keeping people alive. It looks like a arcane cloud which makes an annoying and constant sound. It will debuff you. Easy to spot.
  • Glaive Throw: Instant cast. Deals 2828 to 3172 damage to target enemy, stunning them for 2 sec. This effect will jump to 2 other nearby targets.


  • Inject Poison: Casting time 1 sec. Inject Poison dealing damage over time.
  • Prayer of Mending: Costs 200 Mana, 40 yard range, Instant cast. 10 seconds cooldown. Places a spell on the target that heals them for 2828 to 3172 the next time they take damage. When the heal occurs, Prayer of Mending jumps to a raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time.


  • Spell Haste: Casting speed increased by 40%. It can be dispelled (Magic). Note: Can stack 4 times. Make sure to dispell it, or keep him crowd-controlled.
  • Enchantment of Spell Haste: Upon casting a spell, increases cast speed by 10%. Note: This seems to be an aura, can’t be dispelled.
  • Frostbolt: Hits you for aproximately 1778-2035 frost damage.


  • Judgement of Wrath: Melee range. Instant.
  • Seal of Wrath: 5 sec cooldown. Instant cast.
  • Holy Light: Calls upon Holy magic to heal an ally. Costs 150 mana and 2 sec cast. 40 yard range.


  • Incinerate: Deals 1388-1612 Fire damage to enemies. Costs 150 mana, 1.5 sec cast, 30 yard range.
  • Fel Armor: Surrounds the caster with fel energy, increasing the amount of health generated through spells and effects by 30% and increasing spell damage by up to 250. Only one type of Armor spell can be active on te Warlock at any time. Lasts 30 minutes. Instant cast, costs 725 mana. Rank 2.
  • Immolate: Burns an enemy, then inflicts additional Fire damage every 3 sec. for 21 sec. Costs 95 mana, 2 sec cast, 30 yard range.

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