Scholomance

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Almost every room contains several packs that, while separate, are quite close to each other. Pulling more than 1 pack can reduce the safety margin considerably.

The [name of mob] green ghouls drop a poisonous cloud when they die which deals high damage if stood in.

Don't attack the yellow mobs in the Viewing room, they will all turn aggro and wipe us / force petri-ing out.

The ghouls in the upper left floor of the Darkmaster Gandling area, do AOE damage when they die. If AOEing them down, no player should be in melee range. Mages are essential to slowing the ghouls down so that they can be AOE'd by other ranged DPS. Killing the ghouls one at a time without a mage is technically feasible but is still dangerous; therefore a mage is considered essential to this dungeon.

A caster / source of magic damage is also required for the occultists that transform into ghosts at low hp. They are then immune to physical damage. Only one occultist should be "popped" at a time, since they do a hard hitting shadow volley when they transform.

### Preparation

**What's Necessary for a Run:**

* An additional offtank and offheal for Gandling (can be the same person, i.e. a feral).
* A strong source of magic damage to kill the Occultist shades.
* Decurse if you are going to kill Jandice.

**Helpful for a Cozy Run:**

* Decurse - there are several doom effect curses throughout the dungeon.
* Shackle - many mobs shackleable.
* Polymorph - many high damage caster mobs are humanoid.

### Notable Trash

In order of appearance.

Scholomance Acolyte/Neophyte - both have dark mending (heal) and a mind flay spell. Mind flay is a blue channeled beam (no cast bar) and should always be interrupted, since it does high damage to its target fast. A low health group member who is targeted by two mind flays will die in just 3-4 seconds. This also makes these mobs good polymorph targets.

Spectral Researcher - does an AOE cone ranged knockback a couple seconds after being pulled. Make sure you don't get pushed off a cliff by him.

Spectral Tutor - after a couple seconds of combat he splits into 6 clones. The clones (like the main body) have a silence ability. There is no point in attacking the clones since they despawn after 6 seconds. Tanks need to be ready to grab the clones immediately when they spawn so that they don't silence a healer. Spectral tutors need to be immediately burned down. Shackles and stuns do not prevent them from splitting into clones, so they need to be killed before the split.

Scholomance Necromancer - casts shadowbolt volley. Needs to be interrupted.

Scholomance Adept - casts a cone of cold. Face them away from the group.

Necrofiend - nets nearby targets.

Scholomance Handler - has a blast wave knockback ability. Never tank them in the room they start in, since the blast wave can knock you into the chutes that lead into Rattlegore's room, where you'll be attacked by his adds. Similarly, always clear the room you pull them into so you don't get knocked into another pack.

Diseased Ghoul - leaves a poison cloud on their corpse when they die - stay out of it.

Splintered Skeleton - does normal damage but has a very fast attack speed. Don't rip threat and if you pull 3 or more be ready to last stand.

Unstable Corpse - explodes for 750 damage on death. Don't be near a bunch that are going to all die at once. Either slow them and have ranged aoe them down, or single target them down.

Scholomance Occultist - at 30% health they turn into a shade that is immune to physical damage and spams shadowbolt volley. The volley can be outranged (30 yards). All casters need to focus down the occultist once it turns into a shade. Two packs have two occultists in them. Never cleave these packs, and never turn two occultists into shades at the same time, since shadowbolt volley will wipe your group fast. Healers with magic damage can finish off a near-death occultist, but you should never rely on a healer to DPS these mobs done since the volley damage is so high.

### Bosses

Most bosses in Scholomance are a simple tank and spank. Some of these bosses below are mentioned mostly for the sake of completeness.

**Blood Steward of Kirtonos**

* Has some weak curses and a paralytic poison that stuns for 6 seconds.
* DOES NOT drop Blood of the Innocents unless you've done the quest.

**Kirtonos the Herald**

* Has 8k armor, so physical damage tanks might have trouble keeping threat off casters.
* If you kill him insanely slowly, he can cast a mind control that needs to be dispelled. If you see this mechanic, just leave the instance after, you don't have enough DPS.
* He can knock back so don't have your back to the window.

**Jandice Barov**

* Curse of blood increases physical damage taken by 500.
* Splits into a lot of clones shortly after the pull. They only last a couple seconds before she returns to normal. The tank can challenging shout at this point to be safe if they'd like. (Only if they don't have a curse of blood.)

**Rattlegore**

* Always comes with one add - shackle it or burn it down.
* Does a 5 second AOE stun.
* Knocks back and drops threat.
* Make sure he doesn't AOE stun the healers after dropping threat.

**Ras Frostwhisper**

* Frostbolt Volley.
* Can freeze his target for 15 seconds - needs a dispel or an offtank.
* Has a frost armor that can be purged or dispelled.
* If you transform him into a human he will use a fear ability - don't do that without warning.

**Illucia Barov**

* AOE silence.

**Alexei Barov**

* Burn down his adds.
* He casts a healing reduction curse (75%) that can be interrupted.

**The Ravenian**

* Can knockback.

**Lorekeeper Polkelt**

* Pretty much a normal mob, he can do some diseases.

**Krastinov**

* Knocks down and drops threat.

**Instructor Malicia**

* Does a doom curse on melee for 2700 shadow damage. Do not kill her and then fight Gandling without letting the curse go off or decursing it.

**Darkmaster Gandling**

* Arcane bolt spell smacks.
* Teleports a random player into one of the miniboss rooms, where a couple skeleton guards are summoned. The player will have to defeat the skeletons to exit or will need Gandling to die to exist. The skeletons are not very strong.
* The group needs to be ready to deal with the fact that a healer or a tank could be teleported. If the healer is teleported, an offhealer will need to pick up the slack. If the tank is teleported, an offtank will need to taunt the boss. Do not attempt this boss without an offhealer and an offtank.
* Shadow Shield ability absorbs 400 physical damage.