Introduction
Karazhan is an abandoned tower in Deadwind Pass. Upon approaching Karazhan, the raid group discovers that while the town outside the tower seems to be devoid of life, it certainly is not empty. The raid group will soon discover that Karazhan too may be devoid of life but is not empty.
Karazhan has eleven boss encounters, although only half of the bosses are required to progress through Karazhan. There are three mini-bosses not covered by this section since many raid groups feel that these are not worth attempting due to poor rewards from them. If the raid group decides to attempt the mini-bosses, they should do so at the after the rest of Karazhan is cleared by clearing the basement area of Karazhan, located to the right of the first entrance once inside the instance. Keep clearing until one of the mini bosses spawns.
Trash Mobs
The trash mobs in Karazhan belong to very specific areas. Since the dungeon is so large and the different mobs are so varied, below lists the various mobs by location and boss where it applies. These rooms are listed by the natural path a raid group may take by doing all of the bosses.
Stables and Guardhouse
The following mobs appear in the stables and are connected to Attumen the Huntsman and Midnight.
●Spectral Apprentice
●Spectral Charger
●Spectral Stable Hand
●Spectral Stallion
The Grand Banquet Hall and Ballroom
Moroes is located in the banquet hall. The following mobs are associated with this area.
●Ghostly Steward
●Phantom Attendant
●Phantom Guest
●Phantom Valet
●Skeletal Waiter
●Spectral Retainer
●Spectral Servant
Scullery
This area is located off to the side of the Banquet Hall.
●Ghostly Baker
●Spectral Chef
The Guest Hall and Quarters
This hall leads to an optional boss: Maiden of Virtue.
●Concubine
●Night Mistress
●Phantom Guardsman
●Spectral Sentry
●Wanton Hostess
Opera House
The following mobs are connected to and along the way to the Opera House.
●Ghostly Philanthropist
●Phantom Stagehand
●Skeletal Usher
●Spectral Patron
●Spectral Performer
The Broken Stair
Raid groups gain access to this area after defeating the Opera House Encounter. They can either clear the trash leading from the Opera House to this area or enter through the second entrance of Karazhan to reach The Broken Stair. The following mobs are located along The Broken Stair.
●Ghostly Haunt
●Trapped Soul
The Master’s Terrace
This area is off of The Broken Stair and has no trash mobs of its own. A few of The Broken Stair’s trash mobs are before the entrance to this area.
Menagerie
This gallery is full of art, a Curator, and the following mobs.
●Anomaly Syphoner
●Arcane Watchman
●Syphoner
The Library
The Library area does not only hold books. It holds three areas within it: The Repository, The Guardian’s Library, and Celestial Watch. All three areas have optional bosses, a demon behind a movable bookcase, a shade in his private library, and a ghostly dragon in an observation room.
●Arcane Protector
●Arcane Watchman
●Chaotic Sentience
●Ethereal Spellfilcher
●Ethereal Thief
●Homunculus
●Magical Horror
●Mana Feeder
●Mana Warp
●Shadow Pillager
●Spell Shade
●Sorcerous Shade
The Gamesman’s Hall
This is where the Chest Event occurs. It does not have any trash mobs associated with it.
Medivh’s Chambers and The Top Most
From the Chest Encounter to Netherspace, where Prince Malchezzar is located, the raid group encounters the following mobs.
●Fleshbeast
●Greater Fleshbeast
Servant Quarters
The Servant Quarters is a fancy way of saying basement, which is located to the right of the first entrance to Karazhan. The type of trash mobs depends on what type of mini-animal boss is going to spawn: spider, bat, or hound.
●Coldmist Stalker
●Coldmist Widow
●Dreadbeast
●Greater Shadowbat
●Phase Hound
●Shadowbat
●Shadowbeast
●Vampiric Shadowbat
Karazhan is a huge zone with a lot of bosses for the raid group to defeat. Optional bosses do not need to be completed to progress through the zone but should be done to make Karazhan easier to do by preventing trash mobs from respawning and allowing the use of repair NPCs and at least one teleport.
Attumen The Huntsman & Midnight
Midnight stands as an undead horse that only attacks after being attacked. Attacking Midnight starts the fight. While an optional boss, he is the easiest boss and most raid groups do this boss first. At the entrance area, go straight into the stables to reach this boss.
Abilities
There are three phases to this fight but only Attumen has true abilities. Both Midnight and Attumen are immune to taunts.
Attumen
Attumen does about 2,000 melee damage points on plate armor and 8,000 damage points on cloth wearers.
Berserker Charge – Attumen charges a random target that is within 10 to 40 yards. The charge can do as little as 200 damage or over 6,000 damage points if Attumen also attacks the target.
Intangible Presence – This reflectable AoE curse is cast every 30 seconds and can be dispelled. It reduces the target’s chance to hit Attumen via melee or ranged attack spells by 50 percent.
Mount Up – Once Attumen or Midnight’s hit points drop to 25 percent, Attumen mounts up onto Midnight. They become one boss with more hit points.
Shadow Cleave – This frontal AoE melee attack does 4,000 shadow damage points to all those in range.
Midnight
Midnight calls any undead horse trash in the stables to assist her.
The Pull and Position
The tank that is going to tank Midnight runs in and engages Midnight. The better geared tank should tank Attumen so the off-tank begins the fight.
Battle
Phase One
This phase is brief one. Midnight is tanked until her health drops to 95 percent. Trash needs to be cleared before engaging Midnight because she will call any undead horses to her aid. Damage dealers should go lightly so that both tanks get enough rage.
Phase Two
Once Midnight’s health drops to 95 percent, Attumen spawns. The Attumen tank needs to be picked up immediately. Healers should try to go lightly on healing and damage dealers should also lighten up until Attumen is picked up. Melee damage dealers should back out of the fight at this point. A hunter’s Misdirect can help the tank establish aggro.
Once picked up, Attumen needs to be faced away from the raid and moved so that he and Midnight are not standing together. Once Attumen is pulled away from Midnight, the melee damage dealers can resume doing damage to Midnight. Meanwhile the Attumen tank should use his Disarm and Spell Reflection abilities on Attumen to relieve Attumen of his weapon and reflect Attumen’s curse back to Attumen.
During this phase, the raid group can just focus on getting Midnight’s hit points down to 25 percent or can damage both Attumen and Midnight so that Attumen’s health is just above 25 percent when Midnight’s health drops to 25 percent. Whatever strategy the group chooses, simply determines the length of this phase versus he next one.
Phase Three
When either Midnight or Attumen’s health drops to 25 percent, the final phase begins. The two join together and fight as a mounted unit. This new mob’s health is determined by the mob that had the most hit points at the end of the second phase. If Attumen’s health was at 40 percent when Midnight’s health dropped down to 25 percent, the new mob will have 40 percent health. There is an aggro wipe between the second and third phases so healing and damage must either stop or be light enough not to pull aggro.
Attumen and Midnight charge players that are near 10 yards and beyond. Hunters will be taking the charge but other raid members will not if they stay close to Attumen. The Midnight tank should start damaging Attumen and Midnight with other melee players.
This fight is one of the easiest in Karazhan. While an optional boss, it is good for raid groups to start Karazhan on a high note from an easy kill. Another benefit is that the faction-based repair NPC is located in the stables. Clear the area behind Midnight and Attumen to reach this NPC. Once raid players have the faction required, they can repair there.