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Scholomance

5 Players Maximum
Level: 57 - 60
Connected Zones:

Screenshots

From Blizzard's Official World Dungeons site:

...The Scholomance is housed within a series of crypts that lie beneath the ruined keep of Caer Darrow. Once owned by the noble Barov family, Caer Darrow fell into ruin following the Second War. As the wizard Kel'thuzad enlisted followers for his Cult of the Damned, he would often promise immortality in exchange for serving the Lich King. The Barov family fell to Kel'thuzad's charismatic influence and donated the keep and its crypts to the Scourge. The cultists then killed the Barovs and turned the ancient crypts into a school for necromancy known as the Scholomance. Though Kel'thuzad no longer resides in the crypts, devoted cultists and instructors still remain. The powerful lich, Ras Frostwhisper, rules over the site and guards it in the Scourge's name while the mortal necromancer, Darkmaster Gandling, serves as the school's insidious headmaster...

The Scholomance is a degenerate and vile academy for the necromancers of the Scourge, buried deep within the ruins of the House of Barov. This ancient pile sits overlooking the long abandoned city of Caer Darrow and lends a despairing feeling to the already oppressive air.

The dungeon is designed for a party of 5 players, between levels 56 through 60, very similar to the dungeon of Stratholme. In addition, either the Skeleton Key or a rogue with at least 280 lockpicking is required to enter. This instance is at least partially soloable at level 70, although not without considerable risk. It is a good test of a player's gear and skill, offering lessons in the importance of execution order, suitable levels of patience, and situational awareness. It becomes completely soloable at probably around tier 5 or equivalent gear.

Contents [hide]

Quests to gain the Skeleton Key

Alliance

Horde

Quest Chains for Scholomance

Dawn's Gambit

Justice for the Sarkhoffs

Ras Frostwhisper

Requires completion of the above chain for access to the quest giver.

Scholomance

Subzones of Scholomance

Barov Family Vault Chamber of Summoning The Coven The Great Ossuary Hall of Secrets Hall of the Damned
Headmaster's Study The Laboratory The Reliquary The Shadow Vault The Viewing Room Vault of the Ravenian

Notes

This page last modified 2009-09-30 17:16:19.

NameQuestLevelFlags
Darkmaster Gandling56 - 61Elite Humanoid
Marduk Blackpool53 - 58Elite Undead
Doctor Theolen Krastinov
<The Butcher>
55 - 60Elite Humanoid
Instructor Malicia55 - 60Elite Humanoid
Lady Illucia Barov55 - 60Elite Undead
Lord Alexei Barov55 - 60Elite Undead
Lorekeeper Polkelt55 - 60Elite Undead
The Ravenian55 - 60Elite Undead
Jandice Barov56 - 61Elite Undead
Kirtonos the Herald56 - 60Elite Undead
Rattlegore56 - 61Elite Undead
Ras Frostwhisper57 - 66Elite Undead
Death Knight Darkreaver61 - 62Elite Undead
Risen Bonewarder53 - 59Elite Undead
Risen Construct53 - 61Elite Undead
Scholomance Dark Summoner53 - 59Elite Humanoid
Vectus55 - 60Elite Undead
Aspect of Banality56 - 60Elite Undead
Aspect of Malice58 - 60Elite Undead
Aspect of Shadow58 - 60Elite Undead
Aspect of Corruption59 - 60Elite Undead
Scholomance Necromancer7 - 59Elite Humanoid
Risen Guard52 - 59Elite Undead
Scholomance Acolyte52 - 58Elite Humanoid
Scholomance Necrolyte52 - 58Elite Humanoid
Scholomance Neophyte52 - 58Elite Humanoid
Diseased Ghoul53 - 59Elite Undead
Necrofiend53 - 60Elite Undead
Risen Protector53 - 60Elite Undead
Scholomance Adept53 - 60Elite Humanoid
Scholomance Occultist53 - 60Elite Humanoid
Scholomance Student53 - 59Elite Humanoid
Spectral Researcher53 - 60Elite Undead
Spectral Teacher53 - 61Elite Undead
Spectral Tutor53 - 60Elite Undead
Risen Warrior54 - 61Elite Undead
Scholomance Handler54 - 60Elite Humanoid
Splintered Skeleton54 - 60Elite Undead
Fallen Hero55 - 60Elite Undead
Illusion of Jandice Barov56 - 61Elite Undead
Malicious Spirit56 - 60Elite Undead
Blood Steward of Kirtonos57 - 61Elite Demon
Corrupted Spirit57 - 60Elite Undead
Shadowed Spirit59 - 60Elite Undead
Rat1Critter
Plagued Hatchling52 - 59Dragon
Risen Aberration52 - 58Undead
Reanimated Corpse53 - 59Undead
Spectral Projection53 - 60Undead
Unstable Corpse53 - 59Undead
Risen Guardian54 - 61Undead
Banal Spirit56 - 60Undead
Frail Skeleton58 - 59Undead
Risen Lackey58 - 59Undead
Darkreaver's Fallen Charger60Beast
7 Threads (Search Forums)
How to obtain the Key to Scholomance
Posted: Dec 28th 2008 5:10pm | IP: Logged | Reply to this
8 posts
Score: Decent
I did not write this guide, full credits go to Etermity3632 :)

Okay First: this is the Alliance quest chain for the key to Scholomance. Second: The lvl requirements are as listed on the net, so dont cry if you cant do solo them at this lvl or brag cause you could early. Third: This info is from various sites on the net, if you have info that counters this pls post it so that people are informed. Thanks.
That being said the quest chain is as follows:

A Call to Arms: The Plaguelands - Obtained from any of the criers in IF, SW, or Darn. This quest will take you to Chillwind Camp in Western Plaguelands and have you speak to Commander Ashlam Valorfist. (lvl 50 quest obtained at lvl 50)

Clear The Way - Chillwind Camp, Western Plaguelands
Starting NPC: Commander Ashlam Valorfist. This quest will have you Kill 10 Skeletal Flayers and 10 Slavering Ghouls in Sorrow Hill. Sorrow Hill is a graveyard just northeast of Chillwind Camp. Proceed there and kill the required number of ghouls and skellies and return to Commander Valorfist for your reward. (lvl 52/ obtained lvl 50)

All Along the Watchtowers - Chillwind Camp, Western Plaguelands Starting NPC: Commander Ashlam Valorfist. Using the Beacon Torch, mark each tower in Andorhal; you will need to stand in the doorway of the tower to successfully mark it. Commander Valorfist will provide you with the beacon torch to light the doorways with. Proceed to Andorhal, a ghost town northwest of Chillwind Camp and find the four towers. *NOTE* Unless the gods of warcraft love you there will be an elite of mid to high lvl 50s standing in each tower and you will aggro them when you get close enough. What I did was had a hunter run in freeze trap him while I put the beacon in the doorway, then ran. This was much faster than fighting the 4 elites + all the mobs you encounter in the town. (tower coord: 40,71/42,66/44,63/46,69) (lvl 56/obtained lvl 50)

Scholomance - Chillwind Point, Western Plaguelands
Starting NPC: Commander Ashlam Valorfist. This quest can be obtained at level 55 so you may not be able to get it immediately upon completing the level 50 pre-requisite quest. All it requires is for you to speak to Alchemist Arbington, who is standing a few feet away from the quest giver. (lvl 55/ obtained lvl 55)

Skeletal Fragments - Chillwind Point, Western Plaguelands. Starting NPC: Alchemist Arbington. Kill undead skellies around Andorhal and Sorrow Hill and loot them for the Skeletal Fragments. Once you've gathered 15 of those, return to the quest giver for your XP reward and the quest continuation. (lvl 57/ obtained lvl 55)

Mold Rhymes With... - Chillwind Point, Western Plaguelands. Starting NPC: Alchemist Arbington. Bring the Imbued Skeletal Fragments and 15 gold coins to Krinkle Goodsteel in Gadgetzan. This is the crap part about getting the key, it will cost you money... and lots of it. Its easy but the 15g part kinda licks. (lvl 57/ obtained lvl 55)

Fire Plume Forged - Gadgetzan, Tanaris
Starting NPC: Krinkle Goodsteel. Take the Skeleton Key Mold and 2 Thorium Bars to the top of Fire Plume Ridge in Un'Goro Crater. Use the Skeleton Key Mold by the lava lake to forge the Unfinished Skeleton Key. Again this involves money as the quest giver doesnt provide you with the thorium bars. Follow Goodsteel's instructions and take the unfinished key back to Arbington in Chillwind Camp.
(lvl 57/ obtained lvl55)

Araj's Scarab - Chillwind Camp, Western Plaguelands
Starting NPC: Alchemist Arbington. Destroy Araj the Summoner and bring Araj's Scarab to Alchemist Arbington at Chillwind Point, Western Plaguelands. Araj's Location: In the middle of Andorhal. East of the Big Townhall. 45,69, surrounded by a throng of undead. It can be a tough fight because of the sheer number of mobs, and the fact that Araj himself is a (I do believe) 61 elite. Take a friend, or two... or three lol. (lvl 60/ obtained lvl 55)
The trick to enter without a key!!!
Posted: Dec 15th 2008 7:19am | IP: Logged | Reply to this
11 posts
Score: Decent
I am a lvl 66 lock and I have been meaning to finish my epic dreadsteed quest for quite sometime, but I am a casual gamer you would say. I had a friend of mine run me through. He was a 73 Feral Druid in Bear form. No problem what so ever. But I digress, the first problem we had was to enter. The front door is locked and I didn't have a key and neither did he. So I was reading about the ghost trick and didn't think it would work.....I was wrong. What we did was duel outside the LEFT side of the building....very important. Then I jumped off the side there for a quick death. You come back and walk through the door. If you did it right, you can rez on the other side of the door and just click the torch nest to it to open. If not, you can still duel, run up to the top of the building real fast and jump down....ON THE LEFT SIDE. The reason why I said that is because that is the side with the door and best chance to get close to your body for a rez. Trust me, I go so much sh*t in there I am always looking for another run now. Hit me up on bronzebeard server. The name is Panthero
accidently aggroing neutral room?
Posted: Aug 12th 2007 3:07am | IP: Logged | Reply to this
***
1319 posts
Score: Decent
I'm a 70 hunter running a couple guys thru for their epic mounts. Don't know what happened in the viewing room, I talked to the big tall boss guy in there, and the whole room aggros. or maybe it was because of a 56 pally was too low?? I don't know. needless to say, instant wipe. Managed to painstakenly clear the whole room. but these elites are twice as strong as the others. 17000 hp's. And I was pulling them, so it took a few moments to have my pet attack and aggro all 3. But 3 pounding on my pet is rough. Luckily I had a felguard to off tank. It's a ravager pet, not much of a tank. But the high damage helps prevent me from pulling aggro. Pulling aggro is lost dps. One pull was bad, and got like 5 or 6 students, that was too much. But 3 was okay.

This can be tricky for a 70 hunter to solo. I had help though. the pulls are tricky. The worst was the one that summons skeletons. They won't follow when you leave line of site :). They'll just keep sending a steady stream of skeletons. And sometimes they like to move about the room (when my pet was on them, and I was firing) aggroing the other summoners. Real tough room.

just watch the pulls and pray on that summoner room you don't aggro too much and it isn't too bad.
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Alleria: 70 Human holy priest, 69 Dwarf ret pally, 56 Dranei fury Warrior
Shu'Halo: 80 Tauren resto Shaman, 70 Orc Hunter, 70 Tauren feral druid, 67 BE ret pally, 65 Troll combat rogue, 65 BE demo warlock, 47 Troll fire mage, 28 Tauren fury warrior
Posting from Las Vegas
A fast way to the loot
Posted: Oct 24th 2006 5:44pm | IP: Logged | Reply to this
16 posts
Score: Decent
If you have sub-average gear (lvl 60), this might be for you.

The exact group composition we used was Warrior, Mage, Warlock, and Priest. This strategy may work with other group compositions.

Okay, to the point.

Clearing this zone is a waste of time. This trick can save you hours. Clear a path to the Chamber of Summoning and take down the mobs on the right wall (facing in when you first get there) as usual. Then as you enter the next room, take down the mobs behind the table and the first two groups (and the extra mobs if you want) on the opposite side walls - if you are very organized, you can skip the group behind the table and the group on the far wall. Get the roaming spider (this is required) and the immediate roaming mobs (this might be possible to skip), depending on how good your tank is, you might want to take down the group in the center of the room and the skeleton guard that roams behind them (this is not always needed).

Now, if you are at least in the entrance of the room after the Chamber of Summoning, have the warlock cast soulstone on the priest (if not already done), have the priest shield the tank, cast any buffs you have that help in this zone, and have the tank get a little rage. Everyone goes on autofollow on the warrior. The warrior runs straight for the staircase leading down to Rattlegore at the far end of the dragonling room, running right through all the mobs. As soon as aggro seems likely, the Warrior spams his AE shout spell to aggro any mobs that might go for the casters. Use Shield Wall to absorb damage when the mobs start hitting. Even with only 6000 AC, our tank was able to get all the way down the first set of stairs to Rattlegore. Obviously, the pile up will wipe you. If done right, the priest will die along with everyone else down the first flight of stairs - use soulstone and rez everyone up. Note: this staircase is safe, of course! Rattlegore does not aggro anything upstairs when you pull him. (I also posted a tip on how to pull Rattlegore solo - it's also on this site under Rattlegore.)

This will let your group farm the viewing room key. You can use this key in any copy of the instance as long as you have it; we usually let a caster loot the key, and then portal out (sometimes we call it quits if we get the key and reload the instance later). Then, to open the viewing room door, it's the same strategy. Clear the bridge (if you reset the instance) and notice there is a nice place to jump down at the far right end that lands you in front of the viewing room door. Send in the shielded tank (use shield wall if needed) and have him run to the opposite side of the room. If Rattlegore is dead, this room seems to have far fewer mobs in it - but even if Rattlegore isn't dead, the tank can get them all to chase him to the other side of the room; then whichever caster/player has the key opens the door. You will probably wipe, but who cares - just like before, have the soulstoned priest suicide a few meters inside the viewing room (those mobs don't aggro) and rez everyone back up (if the tank is too far away, have him take a trip to the graveyard and suicide again).

Enjoy the loot. (Tips for the bosses: Ras is the easiest boss in WoW, you won't need help with him. There is a Warlock eye trick to split Lord from his two guards, which I posted under his section.)


-Lacrimosa "Sen'Jin."


PS: Another tip for those with really bad gear (like us at lvl 58). Here's another way to use the Warlock eye. Go into Scholomance. Clear the bridge. Move everyone back to center of the bridge. Have Warlock cast his famous eye, and use priest to shield it - go to the group of four down the stairs to the left and aggro them with the eye, then run the eye to the same corner on the opposite side of the room (using the stairs) and hide in the bookshelves to the left. Then let the mobs kill the eye. 6(approx.) times out of 10 if the tank goes and stands at the entrance of the staircase after the intial group has killed the eye, only one of the running mobs will take the staircase as it resets; kill!



Scholomance Strategy Guide
Posted: Mar 13th 2007 2:31pm | IP: Logged | Reply to this
5 posts
Score: Decent
One thing you should add are some drops that can be obtained and Maybe some of the drop rates as well.
Scholomance Strategy Guide
Posted: Nov 22nd 2006 10:55am | IP: Logged | Reply to this
***
1233 posts
Score: Decent
When you are rich, you are never desperate.
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There are plenty of talented players who look down on the rest of us. It is a rare talent when a good player is able to teach people to be better. If you find that kind of player, join their guild!
Scholomance Strategy Guide
Posted: Jul 4th 2006 10:36am | IP: Logged | Reply to this
2 posts
Score: Decent
Quote:
The entrance to the Scholo instance is behind a locked door that can only be opened with a Skeleton Key or by a rogue with a lock picking skill of around 280.


For the rich or extremely desperate, the door can also be opened by a Powerful Seaforium Charge.
Posting from Eastern North Carolina
Scholomance Strategy Guide
Posted: Jun 24th 2006 5:47pm | IP: Logged | Reply to this
*
58 posts
Score: Decent
This is a pretty good guide. In the future, I'd like to see more details about the paladin epic mount quest here, and the warblade of caer'darrow questline, since you have to come here a lot...
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5 man
Posted: Mar 28th 2006 4:05pm | IP: Logged | Reply to this
47 posts
Score: Decent
As of WoW-1.9.4.5086-to-1.10.0.5195-enUS-patch,

Along with the new Armor Sets, the high-level 5-10 man dungeons have received some changes regarding loot. Many items have been improved in quality and use. In addition, several epic items, such as Headmaster's Charge and the Runeblade of Baron Rivendare, have had their drop rates significantly increased. In order to preserve the challenge of these dungeons, they have had their instance caps lowered.

5 Man ftw
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Must Skin Must Fish !!
Posting from Cincinnati Ohio
exact level
Posted: Jan 3rd 2006 10:42am | IP: Logged | Reply to this
**
390 posts
Score: Default
what level is good for a paladin to start going to this place?
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Kieria: lvl 60 paladin on feathermoon server

el pollo diablo: the all powerful acrona chicken who soloed ragnaros, nef, onyxia, vael, and Allakhazam at the same time.....and won

"after posting something on the asylum I have decided that hippopotomonstrosesquippedaliophobia is my new favorite word"
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because fedex screwed up our Emails pleas send all of my emails to fedex's address
Posting from Penfield.........i think....i'm not sure
exact level
Posted: Feb 1st 2007 12:32am | IP: Logged | Reply to this
1 post
Score: Decent
Hey im lvl 57 rogue how many times would i hav to go threw Scholomance to get full SC???
exact level
Posted: Dec 14th 2006 12:10pm | IP: Logged | Reply to this
***
1233 posts
Score: Decent
It depends upon whether you want to be part of problem or part of the solution. If you have high level friends who want to gear you up, go wild. But if your group is depending upon you to pull your weight, I would suggest 58. Hey, that rhymes, so don't say my opinions are without rhyme or reason!
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There are plenty of talented players who look down on the rest of us. It is a rare talent when a good player is able to teach people to be better. If you find that kind of player, join their guild!
exact level
Posted: Nov 9th 2006 8:37am | IP: Logged | Reply to this
7 posts
Score: Decent
That is not really true, I went thru all the way at 54 with four others who were 60.
exact level
Posted: Jan 15th 2006 4:55am | IP: Logged | Reply to this
4 posts
Score: Decent
I think proving you have 10 members and a good couple lvl 60's you can get in at lvl 56 but no earlier then that. The creeps start off at lvl 58 so just think of size of group, strenth of your healers & tankers & make a good calculation on your survival :)
exact level
Posted: Jan 9th 2006 4:59am | IP: Logged | Reply to this
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54 posts
Score: Decent
57 I think, if you're holy. I might be wrong though, someone please correct me :)

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