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Scholomance

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Scholomance
Scholo

Scholomance loading graphic
Location Caer Darrow, Western Plaguelands
Race Undead maleUndead female Scourge
End boss Darkmaster Gandling
Instance info
Advised level 56–61
Player limit 5
Key [Skeleton Key]
The entrance to Scholomance
The entrance to Scholomance
The banner of Scholomance
The banner of Scholomance

The Scholomance (SKOH-loh-mance), a vile academy for prospective necromancers of the Scourge, is located in the ruins of the palatial House of Barov, on a rise overlooking the abandoned city of Caer Darrow. The enemy level range is 56–62, the same as Stratholme and requires that you be at least level 45 and possess the [Skeleton Key] or a rogue with a 280 lockpicking skill to enter. Alternatively, a Warlock Life Tap himself as low as possible, then Hellfire himself to death. While in ghost form, he steps through the door and Rezzes on the inside of the door and lets the group in that way.

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.

Contents

History

The Scholomance was founded by the rogue wizard Kel'Thuzad nearly ten years ago. His Cult of the Damned renovated the ancient crypts beneath Caer Darrow (an old Arathorian fortress) and turned them into a school for necromancy. The Cult used this place to train its mortal agents and prepare to unleash the Plague of Undeath upon Lordaeron. It has been brewing with young talented wizards and adepts all this time. No one in Lordaeron knew. Originally, the Barov family (of Alterac) owned the land and gave it to the Cult in exchange for the Lich King's blessing of immortality. Now the Barovs remain as undead monsters. One of Kel'Thuzad's mightiest agents, the Ravenian, also lives within the recesses of the school — ever ready to devour those students who show any sign of weakness. The Lich Ras Frostwhisper rules over the site and guards it in the Scourge's name, but the mortal necromancer, Darkmaster Gandling, serves as headmaster of the school.

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.

Geography

Maps

Sub-Regions

Barov Family VaultChamber of SummoningThe CovenThe Great Ossuary
Hall of SecretsHall of the DamnedHeadmaster's StudyThe Laboratory
The ReliquaryThe Shadow VaultThe Viewing RoomVault of the Ravenian

Quest for Key to Scholomance

Quests In Scholomance

Dawn's Gambit

Justice for the Sarkhoffs

Ras Frostwhisper

Resources

Unknown

Dungeon Denizens

The Students

Plagued dragonflight

  • Plagued Hatchlings cast: Diseased Spit (Nature damage and reduces stamina for 30 sec. Stacks)

Mindless Undead

Undead


Bosses and Mini Bosses

Also near Ras Frostwhisper is one of two Alchemy Labs known to exist in Azeroth, the other is in Blackwing Lair. However, for Burning Crusade players, there are Alchemy Labs in Shattrath City and Sun's Reach (once the requisite phase has been completed). An Alchemy Lab is required to create any of the flask potions. Warlocks needing to complete Imp Delivery portion of the Dreadsteed quest must use this alchemy lab as specified in their quest logs.

Loot

See Scholomance loot.

Scholomance in Prior Patches

At release, Scholomance was an extremely challenging dungeon. Typically, the dungeon was raided in 10-man parties, with a difficulty similar to Upper Blackrock Spire.

Subsequent patches in the summer of 2006 changed Scholomance drastically. Mobs were weakened slightly, and a great many were removed. However, Scholomance could no longer be run with more than 5 party members. At the time, this "Scholo Nerf" was a common topic for party chat among long-time players.

Loot in Scholomance has changed gradually over time. Originally, each boss dropped some relatively weak loot. The dungeon waned in popularity as players saw little point in running it after they had completed their quests and acquired their Dungeon Set 1 hat. Blizzard again patched the dungeon. At this point, Scholomance drops a moderate amount of fairly useful items, including a very small chance at the epic [Headmaster's Charge] and [Alanna's Embrace].

The rewards available from the Argent Dawn have also broadened through patches. Scholomance is a staple source of Argent Dawn reputation and Scourgestones. Players seeking Naxxramas attunement, Argent Dawn tradeskill recipes, resistance enchantments or Armaments of the Dawn often spend a great deal of time in Scholomance or Stratholme.

Scholomance Faculty (estimated)

Notes, Tips, & Additional Info

  • Also known as Scholo.
  • Scholomance is pronounced SKO-low-mănce (Official confirmation expired)
  • Characters levels 45 and above can enter the instance.
  • See Scholomance stealth run for info on how to sneak through the dungeon.
  • See video of a Scholomance run (done by two mages):[1]
  • According to Romanian legend, a real Scholomance exists by an unnamed lake in the mountains south of the city of Hermannstadt (called Sibiu in Romanian) in Transylvania. This school of black magic is said to be run by the Devil, and would accept only ten students at a time. The tenth would remain to serve the Devil as payment for his teachings. The Scholomance in WoW is placed in the middle of the lake, much like its legendary namesake. In Bram Stoker's Dracula, Count Dracula is said to have spent several years training under the Devil in the Scholomance. It is referenced in both Stoker's novel and an article titled "Transylvanian Superstitions" on page 136 of The Nineteenth Century by Emily Gerard.
  • As a warlock, you can also get into the instance without a key and without anyone else to help you by doing the following. Stand at the doorway leading to the instance entrance, and then go west around the building — you should see a small fire there. Continually use Health Funnel to transfer health from yourself to your active pet or use life tap until you get to the point it won't let you transfer more health (i.e. when your health is below the minimum required for the spell to work). It may take a couple of tries but keep use Health Funnel at that low of an amount of health, and at some point the damage from standing in the fire will kill you. Release your corpse (don't use soulstone) and run back and go through the doorway outside the instance. You will be close enough to resurrect while standing inside the door. Took me 3 tries of standing in the fire until the fire damage killed me while persistently activating Health Funnel. Or easier still just let off a hellfire and that will kill you.
  • You can get into Scholomance without needing the Skeleton Key (or any of the quests leading up to the key). Get a group together to run through Scholomance, have two characters run up to the very top of the building facing outward to where the rest of the group is waiting at the bottom. Have the characters duel, with one losing on purpose (remove his gear to avoid damages). As soon as the duel ends, have the losing character jump from the building and die. Resurrect, and revive behind the door. Open the door for the rest of the party by pressing the torch on the wall.
  • Another useful, and much easier method, is with a mage in the party. Have the mage and another character equipped with an ability to pop polymorph (druid shape shift, trinket, iceblock, etc). Begin a duel as near the door as possible. Have the second player stand next to door and the mage polymorph them. When the second character runs through door, pop polymorph and open the door from inside.

External links

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