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Scholomance

Levels 58-60 (Era baseline)16 bosses

Western Plaguelands, Caer Darrow [69, 73]; Era world coordinates.

Checked for ForeverClassic Era habit: check in game

Blood Steward of Kirtonos

Level 61 elite · The Reliquary, the first hall past the entrance gate

Optional

Lone demon in the Reliquary who curses and stuns with poison; kill her for the Blood of Innocents that summons Kirtonos.

Watch for
  • Curse of ImpotenceRemove curse

    Curse that lowers the magic damage its target deals for 2 min.

  • Curse of WeaknessRemove curse

    Curse that lowers the physical damage its target deals.

  • Paralyzing PoisonCure poison

    Poison on her next hit that stuns the target for 8 sec.

Group plan
Tank

Pull her clear of the Reliquary packs and hold her there. Paralyzing Poison stuns you for 8 sec, so make sure someone can cure poison.

Healer

Cure Paralyzing Poison on the tank first. Her curses lower the damage a player deals, not the damage taken, so clear them after the poison.

Damage

Kill her and loot Blood of Innocents; you need it to summon Kirtonos on the balcony. She is a demon, so a warlock can Banish her if a pack joins.

Each class
  • Druid · your class

    Remove Curse clears both curses, and Abolish Poison (26) ends Paralyzing Poison on the tank. In Bear Form, Faerie Fire is free and builds threat in Forever.

  • Hunter · your class

    Send your pet in after the tank and keep Mend Pet ready. Scorpid Sting lowers her hit chance by 2% in Forever, which eases the tank's load.

  • Mage · your class

    Remove Lesser Curse clears Curse of Impotence from casters first, since it cuts their spell damage. She is a demon, so Polymorph won't hold her.

  • Paladin · your class

    Cleanse (42) removes Paralyzing Poison from a stunned tank. Exorcism works on demons, so open with it once the tank has her.

  • Priest · your class

    Power Word: Shield the tank so a Paralyzing Poison stun costs less health. Leave curses and poison to druids, mages, paladins or shamans.

  • Rogue · your class

    Her spells are instant, so there is nothing to Kick; spend Energy on damage. Feint if she turns to you; Forever doubled its threat cut.

  • Shaman · your class

    Drop Poison Cleansing Totem (22) by the tank to clear Paralyzing Poison. Cure Poison works too if the totem is down.

  • Warlock · your class

    She is a demon, so Banish (28) holds her if a Reliquary pack joins the pull. Curse of the Elements on her covers every school in Forever.

  • Warrior · your class

    Hold her away from the Reliquary packs. Shield Block and Demoralizing Shout trim her hits; call for a poison cure when Paralyzing Poison stuns you.

Kirtonos the Herald

Level 60 elite · Balcony porch off the Chamber of Summoning, summoned at its brazier

Optional

Summoned gargoyle who swaps between a melee gargoyle form and a caster form; tank him away from the window and cure his curse.

Watch for
  • SwoopNot in front

    Hits players in a cone in front of him and stuns them for 2 sec.

  • Wing FlapNot in front

    Knocks back players in a cone in front of him.

  • Pierce ArmorTank

    Cuts the tank's armor by 50%.

  • DisarmTank

    Takes the tank's weapon away for 10 sec.

  • Shadow Bolt VolleyHeal through

    Shadow damage on the players around him.

  • Curse of TonguesRemove curse

    Curse that slows casting by 50% for 15 sec on players near him.

  • Dominate MindCrowd control

    2 sec cast that takes control of a player for 15 sec.

  1. Gargoyle formAlternates through the fight

    Swoop, Wing Flap, Pierce Armor and Disarm. The tank holds him at the top of the stairs, away from the window; everyone else stays at his sides or back.

  2. Caster formAlternates through the fight

    He casts Shadow Bolt Volley, Curse of Tongues and Dominate Mind. Remove the curse from healers and control any player he dominates.

Group plan
Tank

Have no one outside the gate when the blood goes in; the gate shuts. Tank him at the top of the stairs, away from the window; a knockback out of it zones you out.

Healer

Expect armor loss and Disarm on the tank in gargoyle form and Shadow Bolt Volley in caster form. Get Curse of Tongues removed from yourself first.

Damage

Stay out of the frontal cone for Swoop and Wing Flap. Interrupt Dominate Mind, and if it lands, Polymorph, root or stun the player instead of hitting them.

Each class
  • Druid · your class

    Remove Curse clears Curse of Tongues from the healer. Entangling Roots works indoors in Forever: root a dominated player so they can't reach anyone.

  • Hunter · your class

    Freezing Trap at your feet holds a dominated player; Forever traps work in combat. Keep your pet behind him, out of Swoop and Wing Flap.

  • Mage · your class

    Remove Lesser Curse clears Curse of Tongues, healers first. Counterspell Dominate Mind, or Polymorph the player if it lands.

  • Paladin · your class

    Shadow Resistance Aura (28) blunts Shadow Bolt Volley in caster form. Hammer of Justice stuns a player he dominates so they can't hurt anyone.

  • Priest · your class

    Shadow Protection eases Shadow Bolt Volley in caster form. Power Word: Shield the tank while Pierce Armor and Disarm are on them.

  • Rogue · your class

    Kick Dominate Mind; it has a 2 sec cast. If it lands, Gouge the controlled player instead of hitting them.

  • Shaman · your class

    Earth Shock interrupts Dominate Mind's 2 sec cast. Stoneskin Totem by the tank softens his melee while Pierce Armor is up.

  • Warlock · your class

    Your Felhunter's Spell Lock stops Dominate Mind's 2 sec cast. Shadow Ward (32) absorbs part of Shadow Bolt Volley.

  • Warrior · your class

    Tank him at the top of the stairs, away from the window, so Wing Flap can't throw you out. Disarm lasts 10 sec; Shield Bash, Shield Block and Taunt still work.

Jandice Barov

Level 61 elite · Basement crypt, a detour downstairs from the main halls

Optional

Illusion fight: she hides in a crowd of copies of herself, so find and focus the real Jandice and clear Curse of Blood.

Watch for
  • Curse of BloodRemove curse

    Curse on nearby players that raises the physical damage they take for 10 min.

  • BanishHeal through

    Banishes a player: they can't act, and they can't be hurt until it ends.

  • Summon IllusionsKill adds

    Summons 15 copies of her for 30 sec while she hides among them.

Group plan
Tank

Hold her where she stands. When she splits, pick her up again as soon as the real Jandice shows, and ask for Curse of Blood to come off you.

Healer

Ask for Curse of Blood to come off the tank first; it raises the physical damage they take. Put heals over time up in case she banishes you.

Damage

Make a /target Jandice Barov macro and press it when the illusions appear. Keep all damage on her, not on the illusions; they fade after 30 sec.

Each class
  • Druid · your class

    Remove Curse clears Curse of Blood; do the tank first. Moonfire her again as soon as the real Jandice shows after a split.

  • Hunter · your class

    After each split, retarget her with a /target Jandice Barov macro and send your pet back onto her. Keep Serpent Sting on the real Jandice.

  • Mage · your class

    Remove Lesser Curse clears Curse of Blood, tank first. After each split, put Frostbolt back on the real Jandice, not on the illusions.

  • Paladin · your class

    She is undead, so Exorcism hits her hard once she shows again. Cleanse doesn't touch curses; leave Curse of Blood to mages and druids.

  • Priest · your class

    Renew the tank before she splits so healing keeps going while you hunt her or sit banished. You can't remove Curse of Blood; ask a mage or druid.

  • Rogue · your class

    Kick Curse of Blood; it has a 2 sec cast. After each split, get back behind the real Jandice and don't spend combo points on illusions.

  • Shaman · your class

    You can't remove curses, so keep heals on the tank while Curse of Blood is up. Earth Shock interrupts Curse of Blood's 2 sec cast.

  • Warlock · your class

    Keep Corruption and Bane of Agony on the real Jandice; Forever made Curse of Agony a Bane. Your Felhunter's Spell Lock stops Curse of Blood's 2 sec cast.

  • Warrior · your class

    Find her with a /target Jandice Barov macro after each split and Taunt her back. Curse of Blood makes you take more physical damage, so ask for a decurse.

Rattlegore

Level 61 elite · Lower floor of the Great Ossuary

Hard-hitting bone golem with a group stun; clear the ossuary patrols first and loot the Viewing Room Key.

Watch for
  • Knock AwayTank

    Hits the tank for extra damage and knocks them back.

  • StrikeHeal through

    A heavy melee hit on the tank.

  • War StompStay back

    Damages players near him, knocks them back and stuns them for 5 sec.

Group plan
Tank

Clear the ossuary patrols before you pull; an extra pack mid-fight is the danger here. Close the gap after Knock Away and expect heavy hits.

Healer

Stand out of War Stomp range. Strike and his swings hit hard, so keep the tank high and have a fast heal ready for the end of the stun.

Damage

Ranged stay back from War Stomp; melee expect a 5 sec stun. Loot the Viewing Room Key, which the group needs to go on.

Each class
  • Druid · your class

    Bear: Demoralizing Roar cuts his attack power, and Faerie Fire is free and builds threat in Forever. Resto: Rejuvenation on the tank before War Stomp.

  • Hunter · your class

    Shoot from range, outside War Stomp. Scorpid Sting lowers his hit chance by 2% in Forever, which eases the tank's load.

  • Mage · your class

    Cast from range, out of War Stomp's reach. If he turns on you after Knock Away, Blink back toward the tank.

  • Paladin · your class

    He is undead, so Exorcism hits hard once the tank has him. Healers stay out of War Stomp and keep Flash of Light ready for after it.

  • Priest · your class

    Shackle Undead anything that joins the pull; an add is the real risk here. Power Word: Shield the tank before War Stomp.

  • Rogue · your class

    Hit from behind; War Stomp still stuns you, so pool Energy for after it. Feint keeps you under the tank, and Forever doubled its threat cut.

  • Shaman · your class

    Stoneskin Totem near the tank softens his melee, and Windfury Totem helps the melee burn him. Heal from outside War Stomp.

  • Warlock · your class

    Curse of Weakness lowers his physical damage on the tank. Put a Soulstone on the healer before the pull.

  • Warrior · your class

    Keep Shield Block and Demoralizing Shout up; Strike and his swings hit hard. After Knock Away, close the gap and Taunt if he turns.

Death Knight Darkreaver

Level 62 elite · Great Ossuary, Rattlegore's room once it is cleared

Optional

Optional quest summon: kill the spirit waves the Divination Scryer calls, then a death knight who drains health and dominates players.

Watch for
  • Blood LeechStay back

    Drains health from players near him and heals him for up to three times as much.

  • CleaveNot in front

    Hits the tank and up to two players next to them.

  • Shadow BoltInterrupt

    2 sec cast of Shadow damage on one player.

  • Dominate MindCrowd control

    2 sec cast that controls a player for 10 sec and slows their attacks.

  1. Spirit wavesAfter the Divination Scryer is used

    Spirits attack in waves led by the Aspects of Banality, Corruption, Malice and Shadow. Tank each wave together and kill the Aspects.

  2. DarkreaverAfter the spirit waves

    Darkreaver arrives. Keep only melee near him, since Blood Leech drains everyone close, interrupt his casts and control any player he dominates.

Group plan
Tank

Hold each spirit wave together, then turn Darkreaver away from the group so Cleave only finds you and the melee can reach his back.

Healer

Pace your mana; the waves come before the boss. On Darkreaver, stand back from Blood Leech and heal the tank and the melee it drains.

Damage

Kill the Aspects in each wave. On Darkreaver, ranged stay back from Blood Leech, interrupt Shadow Bolt and Dominate Mind, and control a dominated player.

Each class
  • Druid · your class

    Bear: Swipe holds three spirits at once, and Faerie Fire is free and builds threat in Forever. Root a dominated player; roots work indoors now.

  • Hunter · your class

    Multi-Shot the spirit waves. Freezing Trap at your feet holds a dominated player; Forever traps work in combat.

  • Mage · your class

    Arcane Explosion and Blizzard clear the spirit waves. Counterspell Shadow Bolt or Dominate Mind, and Polymorph a player he controls.

  • Paladin · your class

    Consecration, baseline at 20 in Forever, helps hold each spirit wave. On Darkreaver, Hammer of Justice stops a dominated player.

  • Priest · your class

    Prayer of Healing heals your target's party in Forever, which suits the spirit waves. Stand back from Darkreaver so Blood Leech can't drain you.

  • Rogue · your class

    Kick Shadow Bolt and Dominate Mind; both have a 2 sec cast. Stay behind him, out of Cleave.

  • Shaman · your class

    If you're on The Darkreaver Menace, use the Divination Scryer once the group is ready. Earth Shock interrupts his Shadow Bolt and Dominate Mind.

  • Warlock · your class

    Rain of Fire and Hellfire thin the spirit waves. Your Felhunter's Spell Lock stops Shadow Bolt or Dominate Mind on Darkreaver.

  • Warrior · your class

    Shield Bash or Pummel stops Shadow Bolt and Dominate Mind. Thunder Clap works in Defensive Stance in Forever; use it on the spirit waves.

Marduk Blackpool

Level 58 elite · The Viewing Room, behind the door Rattlegore's key opens

Optional

Death knight tutor in the Viewing Room; deal with the students first, then fight him from outside his Defiling Aura.

Watch for
  • Defiling AuraStay back

    Aura that keeps lowering the Shadow resistance of players near him.

  • CleaveNot in front

    Hits the tank and up to two players next to them.

  • Shadow Bolt VolleyHeal through

    Shadow damage on the players around him.

  • Shadow ShieldPurge

    Shield on himself for 30 sec that absorbs damage and hurts melee attackers.

Group plan
Tank

Don't touch Marduk or Vectus until the students are handled; attacking a tutor turns the whole class on you. Then hold Marduk facing away from the group.

Healer

Shadow Bolt Volley hits everyone near him, and Defiling Aura lowers Shadow resistance close in, so keep ranged out of his reach and top them off.

Damage

Kill the students first, or use Dawn's Gambit to turn them into weak skeletons. Ranged stay outside his aura, and strip Shadow Shield when it goes up.

Each class
  • Druid · your class

    In Bear Form, Swipe holds three students and Faerie Fire is free and builds threat in Forever. Resto: heal from outside his aura.

  • Hunter · your class

    Stay at range, outside Defiling Aura. Multi-Shot the skeleton students if someone uses Dawn's Gambit.

  • Mage · your class

    Arcane Explosion and Blizzard clear the skeleton students after Dawn's Gambit. On Marduk, cast from range, outside his aura.

  • Paladin · your class

    Shadow Resistance Aura (28) offsets Defiling Aura and softens Shadow Bolt Volley. Consecration, baseline in Forever, helps hold the students.

  • Priest · your class

    Dispel Magic strips Shadow Shield off him. Shadow Protection helps everyone through Shadow Bolt Volley while Defiling Aura lowers resistance.

  • Rogue · your class

    Hit him from behind, out of Cleave. Shadow Shield hurts melee attackers, so ask a priest or shaman to strip it.

  • Shaman · your class

    Purge Shadow Shield off him. Heal from outside his aura, and drop Windfury Totem for the melee.

  • Warlock · your class

    Your Felhunter's Devour Magic strips Shadow Shield. Shadow Ward (32) absorbs part of Shadow Bolt Volley.

  • Warrior · your class

    Face him away from the group so Cleave only hits you. Thunder Clap works in Defensive Stance in Forever if students join.

Vectus

Level 60 elite · The Viewing Room, among his neutral students

Optional

Fire mage tutor tied to Dawn's Gambit; move out of Flamestrike and keep time in his fire aura short.

Watch for
  • FlamestrikeMove

    3 sec cast that burns an area, then keeps burning it for 8 sec.

  • Blast WaveStay back

    Fire damage on players near him that also slows them for 6 sec.

  • Fire ShieldStay back

    Fire aura that burns players in melee range.

Group plan
Tank

Attacking a tutor turns the students hostile, so handle them first. Hold Vectus in one spot and walk him out of Flamestrike when it lands on you.

Healer

The melee take fire from his aura and Blast Wave. Stand back and move out of Flamestrike early.

Damage

If a player has Dawn's Gambit, use it from a corner or the doorway; it turns the students into weak skeletons. Ranged stand back; melee leave Flamestrike fast.

Each class
  • Druid · your class

    Resto: keep Rejuvenation on the melee standing in his fire aura. Bear: Faerie Fire is free and builds threat in Forever while you walk him out of Flamestrike.

  • Hunter · your class

    Stay at range, out of Blast Wave and his fire aura. Multi-Shot the skeleton students after Dawn's Gambit.

  • Mage · your class

    Counterspell Flamestrike. Fire Ward absorbs some of his Fire damage; recast it when it breaks.

  • Paladin · your class

    Fire Resistance Aura (36) cuts his fire damage on the group. Flash of Light keeps the melee up while they stand in his fire aura.

  • Priest · your class

    Heal from range, out of Blast Wave. Power Word: Shield the melee who stand in his fire aura, and move out of Flamestrike early.

  • Rogue · your class

    Kick Flamestrike. His fire aura burns you while you fight, so step out if your health drops and let the healer catch up.

  • Shaman · your class

    Fire Resistance Totem (28) cuts his fire damage. Earth Shock interrupts Flamestrike.

  • Warlock · your class

    Your Felhunter's Spell Lock stops Flamestrike. Curse of Tongues (26) slows his casts so the group has time to move.

  • Warrior · your class

    Shield Bash or Pummel stops Flamestrike. Hold him in one spot so the melee can step out of the fire and back in.

Ras Frostwhisper

Level 62 elite · The Laboratory, south of the Viewing Room, by the Alchemy Lab

Optional

Lich caster with volleys, a stun and Fear; interrupt Frostbolt Volley, dispel Freeze and Fear, and use the Soulbound Keepsake if questing.

Watch for
  • Frostbolt VolleyInterrupt

    2 sec cast: Frost damage on players near him that slows them by 50% for 8 sec.

  • FreezeDispel magic

    3.5 sec cast that stuns a player and deals Frost damage every 3 sec for 15 sec.

  • FearDispel magic

    Sends one player fleeing for up to 8 sec.

  • Chill NovaStay back

    Frost damage around him that knocks players back and slows them.

  • Knock AwayTank

    Hits players near him and knocks them back.

  • Frost ArmorPurge

    Armor on himself that slows the attacks and movement of melee who hit him.

Group plan
Tank

Hold him in place and close the gap after Chill Nova and Knock Away. Fear Ward or Tremor Totem keeps his Fear from taking you off him.

Healer

Dispel Freeze and Fear fast; both are magic. Frostbolt Volley hits everyone near him, so keep ranged back and top them off.

Damage

Interrupt Frostbolt Volley. Strip Frost Armor so the melee aren't slowed. If questing, use the Soulbound Keepsake on him before he dies and loot his head.

Each class
  • Druid · your class

    Resto: keep Rejuvenation on whoever Freeze is ticking on until it is dispelled. Innervate (40) the healer if his volleys drain them.

  • Hunter · your class

    Stay at range, out of Chill Nova and Knock Away. Track Undead for the Improved Tracking talent bonus in Forever; he is undead.

  • Mage · your class

    Counterspell Frostbolt Volley. Frost Ward absorbs Frost damage; cast it before the pull and recast it when it breaks.

  • Paladin · your class

    Frost Resistance Aura (32) blunts his volleys. Cleanse removes Freeze and Fear, and Exorcism hits him hard since he is undead.

  • Priest · your class

    Fear Ward the tank before the pull; every priest has it at 20 in Forever. Dispel Magic removes Freeze and Fear from anyone else.

  • Rogue · your class

    Kick Frostbolt Volley or Freeze; both have cast times. Frost Armor slows your attacks while it's up, so ask a shaman or priest to strip it.

  • Shaman · your class

    Purge Frost Armor and Earth Shock Frostbolt Volley. Tremor Totem breaks his Fear, and Frost Resistance Totem (24) blunts his volleys.

  • Warlock · your class

    Your Felhunter's Spell Lock stops Frostbolt Volley, and Devour Magic strips Frost Armor or frees a frozen ally.

  • Warrior · your class

    Pummel or Shield Bash Frostbolt Volley. Berserker Rage (30) in Berserker Stance makes you immune to his Fear.

Kormok

Level 60 elite · Ras Frostwhisper's Laboratory, summoned at a brazier

Optional

Optional Tier 0.5 summon: an ogre who calls waves of Bone Minions and late Bone Mages; strip Bone Shield and control the adds.

Watch for
  • Bone ShieldPurge

    Shield that absorbs damage and hurts attackers; he puts it back up during the fight.

  • Shadow Bolt VolleyHeal through

    Shadow damage on the players around him.

  • Summon Bone MinionsKill adds

    Calls a wave of four undead Bone Minions, again and again.

  • Summon Bone MagesKill adds

    Calls two elite undead Bone Mages once his health runs low.

Group plan
Tank

Hold Kormok and pull each Bone Minion wave onto you. When the two Bone Mages arrive, pick them up or let a priest shackle one.

Healer

Shadow Bolt Volley and loose minions add up, so heal from a spot the tank can cover. Priests Fade if a wave turns to them.

Damage

AoE each minion wave near the tank, strip Bone Shield whenever it is up, and switch to the Bone Mages the moment they appear.

Each class
  • Druid · your class

    In Bear Form, Swipe holds three minions and Challenging Roar (28) grabs a whole wave. Hurricane (40) clears them from range.

  • Hunter · your class

    Multi-Shot and Explosive Trap (34) thin each wave; Forever traps work in combat at your feet. Freezing Trap a Bone Mage.

  • Mage · your class

    Arcane Explosion near the tank and Blizzard clear the minion waves. Polymorph won't work on these undead, so Frost Nova them instead.

  • Paladin · your class

    Consecration, baseline in Forever, holds minion waves. Turn Undead (24) keeps a Bone Mage out of the fight; both add types are undead.

  • Priest · your class

    Shackle Undead one Bone Mage when they arrive. Fade if a minion wave turns to you, and Dispel Magic strips Bone Shield off him.

  • Rogue · your class

    Stay on Kormok while the casters AoE the minions. When the Bone Mages come, switch to one and Kidney Shot it.

  • Shaman · your class

    Purge Bone Shield whenever he renews it. Magma Totem and Fire Nova, which erupts at your Fire totem in Forever, hit the minion waves.

  • Warlock · your class

    Your Felhunter's Devour Magic strips Bone Shield, and Rain of Fire clears minion waves at the tank.

  • Warrior · your class

    Challenging Shout (26) grabs a whole minion wave. Thunder Clap works in Defensive Stance in Forever, so keep the minions on you.

Instructor Malicia

Level 60 elite · The Coven, upper south room off the Headmaster's Study

Shadow caster who heals herself; interrupt her heals, dispel Corruption and Slow, and clear Call of the Grave before it goes off.

Watch for
  • Call of the GraveRemove curse

    Curse on players near her that deals Shadow damage when it ends after 60 sec.

  • CorruptionDispel magic

    2 sec cast: Shadow damage every 3 sec for 24 sec on players in the area.

  • SlowDispel magic

    Slows attack speed by 54% and movement by 60% for 10 sec on nearby players.

  • RenewPurge

    Heal over time on herself or an ally.

  • Flash HealInterrupt

    1.5 sec heal on herself or an ally.

  • HealInterrupt

    3.5 sec heal she casts once she is hurt.

Group plan
Tank

Turn her away from the healer and hold her still. Slow lengthens your swings, so ask for a dispel when it lands on you.

Healer

Dispel Corruption and Slow; both are magic. Get Call of the Grave removed before it ends; it is a curse.

Damage

Interrupt Flash Heal and Heal every time, and strip Renew. Draining her mana also works: Viper Sting, Mana Burn and Drain Mana all help.

Each class
  • Druid · your class

    Remove Curse clears Call of the Grave before it goes off. Innervate (40) your healer; Corruption and Slow keep them busy.

  • Hunter · your class

    Keep Viper Sting (36) on her to drain the mana she heals with, and send your pet in after the tank.

  • Mage · your class

    Counterspell her Heal; it has the longest cast. Remove Lesser Curse clears Call of the Grave before it deals its damage.

  • Paladin · your class

    Cleanse removes Corruption and Slow from the group. Concentration Aura keeps your heals from being pushed back by Corruption.

  • Priest · your class

    Dispel Magic removes Corruption and Slow from allies and strips Renew from her. Mana Burn helps drain the mana she heals with.

  • Rogue · your class

    Kick her Heal and Flash Heal every time. Keep Energy for Kick as her health drops, since that is when she casts Heal.

  • Shaman · your class

    Earth Shock interrupts her heals, and Purge strips Renew. You can't remove magic from allies, so heal through Corruption.

  • Warlock · your class

    Curse of Tongues (26) slows her heals, and your Felhunter's Spell Lock stops one. Drain Mana (24) empties the mana she heals with.

  • Warrior · your class

    Pummel or Shield Bash her Heal. Slow lengthens your swings, so lean on Sunder Armor and Revenge for threat until it's dispelled.

Doctor Theolen Krastinov

Level 60 elite · Hall of the Damned, upper east room off the Headmaster's Study

Melee butcher who stuns and bleeds the tank, then enrages; save cooldowns for the enrage and burn the Sarkhoff remains after.

Watch for
  • BackhandTank

    Stuns his target for 2 sec.

  • RendHeal through

    Bleeds the tank for Physical damage every 3 sec for 15 sec.

  • EnrageTank

    Once he is hurt, raises his attack speed by 60% and his damage for 2 min.

Group plan
Tank

Hold him still. Backhand stuns you for 2 sec, so expect short threat gaps. Save a defensive cooldown for Enrage.

Healer

Keep the tank up through Rend and the Backhand stuns. Once he enrages, his damage jumps; have mana and a fast heal ready.

Damage

Burn him once Enrage starts so it can't run long. For Eva Sarkhoff's quest, burn Eva's and Lucien's remains in his room after the kill.

Each class
  • Druid · your class

    Bear: Demoralizing Roar and Frenzied Regeneration (36) help through Enrage, and Faerie Fire is free and builds threat in Forever.

  • Hunter · your class

    Scorpid Sting lowers his hit chance by 2% in Forever, which helps the tank through Enrage. Keep Rapid Fire for the burn.

  • Mage · your class

    Save your burst for Enrage so he dies fast. Ice Block (Frost talent) saves you if he turns your way.

  • Paladin · your class

    Blessing of Sacrifice (46) moves some of the tank's damage to you during Enrage. Lay on Hands saves the tank if Enrage spikes.

  • Priest · your class

    Power Word: Shield the tank before Enrage and keep Renew up through Rend. Inner Focus (talent) makes a Greater Heal free when it spikes.

  • Rogue · your class

    Hit from behind and keep Feint ready; Forever doubled its threat cut. Expose Armor matches about five Sunders in Forever.

  • Shaman · your class

    Stoneskin Totem softens his melee on the tank, and Windfury Totem helps burn him. Chain Heal the tank and melee through Enrage.

  • Warlock · your class

    Curse of Weakness lowers his melee damage on the tank. Keep a Soulstone on the healer in case Enrage overruns the tank.

  • Warrior · your class

    Save Shield Wall for Enrage; Forever gives it its own 15-min cooldown. Keep Demoralizing Shout and Shield Block up through Rend.

Lorekeeper Polkelt

Level 60 elite · Hall of Secrets, upper north room off the Headmaster's Study

Disease fight: he infects players so they hurt the people around them; spread out and cure Volatile Infection fast.

Watch for
  • Volatile InfectionCure disease

    Disease that makes its victim deal Nature damage to nearby allies every 15 sec for 2 min.

  • Noxious CatalystCure disease

    Disease that lowers Nature resistance for 2 min.

  • Corrosive AcidDispel magic

    1.5 sec cast that lowers the armor of players in the area for 5 min.

Group plan
Tank

Hold him away from the group so an infection on you doesn't hurt the melee. Corrosive Acid lowers your armor, so ask for a magic dispel.

Healer

Cure Volatile Infection first, then Noxious Catalyst. An infected player should stand apart from the group until cured.

Damage

Spread out so one infected player can't hurt several. If you're infected, step away from the group and wait for a cure.

Each class
  • Druid · your class

    You can't cure disease, so keep Rejuvenation on players near the infected one. Gift of the Wild (50) adds Nature resistance against the splash.

  • Hunter · your class

    Aspect of the Wild (46) raises the group's Nature resistance against Volatile Infection. Stand apart from the others.

  • Mage · your class

    Stand apart from everyone so an infection on you hurts no one. You can't cure disease, so cast from range and keep Frostbolt on him.

  • Paladin · your class

    Cleanse removes Volatile Infection, Noxious Catalyst and Corrosive Acid. Purify clears the diseases too if mana runs short.

  • Priest · your class

    Abolish Disease clears Volatile Infection and keeps clearing it; Cure Disease works too. Dispel Magic removes Corrosive Acid from the tank.

  • Rogue · your class

    Hit from behind, apart from the other melee. If you're infected, Sprint clear of the group until someone cures you; you can't remove disease yourself.

  • Shaman · your class

    Disease Cleansing Totem (38) keeps curing nearby players, and Nature Resistance Totem (30) blunts Volatile Infection's damage.

  • Warlock · your class

    Stand apart from the group, since an infection on you splashes others. Drain Life keeps you up until a priest, paladin or shaman cures you.

  • Warrior · your class

    Hold him away from the melee so an infection on you doesn't splash them. Shield Block and Demoralizing Shout help while Corrosive Acid cuts your armor.

The Ravenian

Level 60 elite · Vault of the Ravenian, lower south room off the Headmaster's Study

Pure physical brute: he cleaves, tramples and strips the tank's armor; heal the tank hard and keep few players close.

Watch for
  • Sundering CleaveNot in front

    Hits up to three players, starting with the tank, and lowers their armor.

  • CleaveNot in front

    A heavy swing that hits the tank and players next to them.

  • TrampleStay back

    Physical damage to every player near him.

  • Knock AwayTank

    Hits the tank and knocks them back.

Group plan
Tank

Use defensive cooldowns early; Sundering Cleave lowers your armor as the fight goes. Close the gap after Knock Away.

Healer

Expect the tank's damage taken to climb as their armor drops. Stay out of Trample range and save mana for the end.

Damage

Melee stay behind him, not beside the tank, to keep out of the cleaves. Trample still hits everyone close, so ranged carry the damage.

Each class
  • Druid · your class

    Bear: Demoralizing Roar lowers his attack power, and Faerie Fire is free and builds threat in Forever. Barkskin (44) helps through a bad stretch.

  • Hunter · your class

    Scorpid Sting lowers his hit chance by 2% in Forever, which helps the tank. Stay at range, out of Trample.

  • Mage · your class

    Cast from range, out of Trample. His damage is all physical, so Frostbolt freely once the tank has threat.

  • Paladin · your class

    Blessing of Sacrifice (46) and Devotion Aura help the tank. Blessing of Protection saves a melee player Trample catches low.

  • Priest · your class

    Keep Power Word: Shield and Renew on the tank as the armor loss stacks. Fade if he turns to you after Knock Away.

  • Rogue · your class

    Stay behind him, out of both cleaves. Feint keeps you under the tank, and Forever doubled its threat cut.

  • Shaman · your class

    Stoneskin Totem softens his melee on the tank. Chain Heal the tank and any melee Trample hits.

  • Warlock · your class

    Curse of Weakness lowers his physical damage, which is all he deals. Keep your pet out of Trample range.

  • Warrior · your class

    Use Shield Wall when the armor loss stacks high; Forever gives it its own 15-min cooldown. Keep Demoralizing Shout and Shield Block up.

Lady Illucia Barov

Level 60 elite · The Shadow Vault, lower north room off the Headmaster's Study

Shadow caster who fears, silences, curses and mind controls; dispel Silence, ward the Fear and control any player she dominates.

Watch for
  • Shadow ShockHeal through

    Instant Shadow damage on one player.

  • SilenceDispel magic

    Silences players so they can't cast spells.

  • FearDispel magic

    1.5 sec cast that sends one player fleeing for 4 sec.

  • Curse of AgonyRemove curse

    Curse that deals Shadow damage every 3 sec.

  • Dominate MindCrowd control

    2 sec cast that takes control of a player for 15 sec.

Group plan
Tank

Hold her still; all her damage is Shadow. Fear Ward or Tremor Totem keeps her Fear from taking you off her.

Healer

Silence stops your heals, so stay where a dispeller can reach you. Shadow resistance helps; ask for Shadow Protection or the aura.

Damage

Dispel Silence from the healer first. Control a dominated player instead of killing them, and decurse Curse of Agony.

Each class
  • Druid · your class

    Remove Curse clears Curse of Agony. Entangling Roots works indoors in Forever: root a player she dominates.

  • Hunter · your class

    Freezing Trap at your feet catches a dominated player; Forever traps work in combat. Keep shooting her the rest of the time.

  • Mage · your class

    Counterspell Fear or Dominate Mind; both have cast times. Remove Lesser Curse clears Curse of Agony, and Polymorph a dominated player.

  • Paladin · your class

    Shadow Resistance Aura (28) cuts her damage. Cleanse removes Silence and Fear, and Forever's Voice of Truth (Holy talent) keeps you casting.

  • Priest · your class

    Fear Ward the tank; every priest has it at 20 in Forever. Shadow Protection helps everyone, and Dispel Magic clears Silence.

  • Rogue · your class

    Kick Fear or Dominate Mind; both take time to cast. Gouge a player she dominates instead of hitting them.

  • Shaman · your class

    Tremor Totem breaks her Fear, and Earth Shock interrupts Dominate Mind. You can't dispel Silence, so heal ahead of it.

  • Warlock · your class

    Shadow Ward (32) soaks her Shadow damage. Your Felhunter's Devour Magic clears Silence or Fear from an ally.

  • Warrior · your class

    Berserker Rage (30) in Berserker Stance makes you immune to her Fear. Shield Bash or Pummel stops Dominate Mind.

Lord Alexei Barov

Level 60 elite · Barov Family Vault, lower east room off the Headmaster's Study

Death knight with two linked guards and a damaging Unholy Aura; control a guard, keep ranged out of the aura and decurse Veil of Shadow.

Watch for
  • Unholy AuraStay back

    Deals 150 Shadow damage every 2 sec to players near him.

  • Veil of ShadowRemove curse

    1.5 sec cast curse that cuts healing taken by 75% for 15 sec on nearby players.

  • ImmolateHeal through

    Fire damage, then more Fire damage every 3 sec for 21 sec.

Group plan
Tank

He and his two guards come as one pull. Tank him where casters can stand clear of Unholy Aura, such as the foot of the stairs in the study.

Healer

Veil of Shadow cuts healing on the tank by 75%; get it decursed at once. Stay outside Unholy Aura and heal the melee through it.

Damage

Shackle or trap one guard, let an off-tank hold the other, and kill Alexei. Ranged stay out of his aura; melee need steady heals.

Each class
  • Druid · your class

    Remove Curse clears Veil of Shadow from the tank; do it first. Entangling Roots works indoors in Forever and holds a guard.

  • Hunter · your class

    Freezing Trap a guard; Forever traps work in combat at your feet. Stay at max range, out of Unholy Aura.

  • Mage · your class

    Remove Lesser Curse clears Veil of Shadow, tank first. Polymorph won't take undead, so Frost Nova a loose guard.

  • Paladin · your class

    Shadow Resistance Aura (28) blunts Unholy Aura. Turn Undead (24) holds one guard while the group kills Alexei.

  • Priest · your class

    Shackle Undead one guard and recast it before it breaks. Shadow Protection helps everyone against Unholy Aura.

  • Rogue · your class

    Unholy Aura burns the melee the whole fight, so pace your health. Kidney Shot a loose guard if the off-tank loses it.

  • Shaman · your class

    Earthbind Totem slows a loose guard. Chain Heal suits the melee standing in Unholy Aura.

  • Warlock · your class

    Shadow Ward (32) absorbs Unholy Aura's damage if you're close. Your Voidwalker can hold the second guard.

  • Warrior · your class

    Hold Alexei where casters can stay clear of Unholy Aura and leave the guards to the off-tank. Ask for Veil of Shadow to come off you; it cuts healing on you by 75%.

Darkmaster Gandling

Level 61 elite · Headmaster's Study, the central hall, after all six rooms

Final boss who teleports players into the side rooms with Risen Guardians; interrupt Arcane Missiles, decurse, and strip his shield.

Watch for
  • Shadow PortalKill adds

    Teleports a player into one of the six side rooms, locks it and adds Risen Guardians.

  • Arcane MissilesInterrupt

    5 sec channel of Arcane damage on his target.

  • Curse of the DarkmasterRemove curse

    Curse that lowers Strength and Stamina for 1 min.

  • Shadow ShieldPurge

    Shield on himself for 30 sec that absorbs damage and hurts melee attackers.

Group plan
Tank

If he ports you, he turns to the next player on his threat list, so an off-tank should be ready. Come back fast once your room's door opens.

Healer

Decurse Curse of the Darkmaster from the tank. If you're ported, the Risen Guardians are not elite; heal yourself and kill them to open the door.

Damage

Interrupt Arcane Missiles and strip Shadow Shield. If ported, kill the Risen Guardians to reopen the door, then run back to the study.

Each class
  • Druid · your class

    Remove Curse clears Curse of the Darkmaster. If ported, Bear Form and Swipe hit three Risen Guardians at once.

  • Hunter · your class

    If ported, Freezing Trap one Risen Guardian at your feet, which works in combat in Forever, and Multi-Shot the rest. Concussive Shot slows a runner.

  • Mage · your class

    Counterspell Arcane Missiles and Remove Lesser Curse the tank. If ported, Frost Nova and Arcane Explosion kill the Risen Guardians.

  • Paladin · your class

    If ported, Turn Undead (24) one Risen Guardian and Consecration the rest; Consecration is baseline in Forever.

  • Priest · your class

    If ported, Shackle Undead one Risen Guardian and kill the others. Dispel Magic strips Shadow Shield off Gandling.

  • Rogue · your class

    Kick Arcane Missiles. If ported, use Evasion while you kill the Risen Guardians one at a time.

  • Shaman · your class

    Purge Shadow Shield and Earth Shock Arcane Missiles. If ported, Fire Nova at your Fire totem hits the Risen Guardians around it in Forever.

  • Warlock · your class

    Your Felhunter's Spell Lock stops Arcane Missiles, and Devour Magic strips Shadow Shield. If ported, Hellfire the Risen Guardians.

  • Warrior · your class

    Shield Bash or Pummel Arcane Missiles. If ported, Thunder Clap, usable in Defensive Stance in Forever, hits all the Risen Guardians.