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The Cursed One

Adds

Tank: Hold the boss and the adds together, facing away, and keep them still.

Dps: Kill the adds first, then the boss.

Frozen Torrent

All: An ice effect that roots the target and hits hard; a DPS can lose about 70% of their health. It is interruptible.

Drain Life

Dps: A beam attaches to a random player, and its damage scales with the damage he takes. All DPS must stop attacking the boss until the beam ends, or the beam kills its target. Break it by moving far enough away.

Ulguna Soul-Reaver

Wave Attack

Tank: A frontal flame cone with a slight knockback. Block it or step aside, and keep it off the group.

Levitation / Stifle

All: She suspends a random player, fully helpless and unable to Break Free. Four healing orbs then move toward her; destroy all of them to free the player and stop her healing. Do it quickly, especially if it is the tank or healer.

Death's Head

Add room

Tank: The room starts full of mostly ranged adds. Pull them to the centre; the boss walks in partway through.

Dps: Clear the opening adds with area damage before the boss arrives.

Slam

Tank: A frontal slam. Block it and keep him facing away; it knocks back if it connects.

Skeletons

Dps: He spawns three skeletons at a time from his feet. Kill them quickly, or they explode.

Charge

All: Face him toward a nearby wall. He charges across the room, leaving a trail of mine pools and knocking down anyone in the path. A wall keeps the charge short.

Grothdarr

Slam

All: A loud clanging heavy attack on the aggro holder. Block it, in any role, or take a knockdown.

Overheat

All: A charged frontal cone. The tank blocks and keeps it facing away; DPS and healers stay out of the front.

Lava Trails

All: Two snaking lava trails chase players around the room for the whole fight. Follow the tail of a trail and its head can never catch you. Stay behind the boss regardless of distance.

Achaeraizur

Adds

Tank: Pull the room's adds to the middle, though you need not aggro the distant ranged ones if you move past them quietly.

Dps: Clear the adds you did pull with area damage; leave the distant ones asleep.

Flame Breath

All: A fire cone at the aggro holder. The tank blocks or steps aside; DPS and healers stay out of the front.

Fireball Spit

All: He spits fireballs that leave ground pools on impact. Block them; if caught, Break Free and move out of the fire.

The Ancient One

Beam

All: A green trident-shaped triple beam that closes in as a frontal cone, dealing high damage to DPS and healers plus Off Balance and a Break Free. Only the tank should take it.

Spin

All: A high-damage spin. Move out of it, or hold high health and heal through it.

Enrage

All: At low health its area damage escalates. Keep heals up and finish it quickly.

Iskra the Omen

Breath

All: A flame breath in a long straight line at one random player. Keep space around yourself so you can see who is targeted, then that player steps to the side. It lingers on the floor.

Jump / Slam

All: He jumps and slams. Dodge or move back, then close the distance again immediately.

Leap

All: He leaps to the furthest player. Stay close as a group so the leap is short rather than across the large room. Avoid the landing area as with the slam.

The Mad Architect

Hard Mode: Invoke the Scroll of Glorious Battle before the fight (achievement: New Mayor of Crazy Town).

Undead Minions

Tank: He spawns adds throughout the fight. Chain them in; everyone stays inside the circle with the boss.

Dps: Clear the minions quickly with area damage without leaving the circle.

Grinning Bolt

Tank: A high single-target bolt on the aggro holder. Do not drop the taunt; it can kill a DPS or healer.

Runes

All: Ground runes deal high damage and snare or immobilise. Step to one side; do not stand in them.

Lethal Spirit

All: The ground glows bright pink and souls rush upward. Move out of it, let it pass, then return.

Lethal Telekinesis

All: The opposite of Lethal Spirit: a protective dome covers him and the group while everything outside the circle is destroyed. Stay inside. Pink floor means move out; dome means stay in.

Hard Mode

All: Hard Mode adds no new mechanics: more health and damage. Holding the taunt for Grinning Bolt and reacting correctly to the pink-floor and dome mechanics become mandatory.