The ten-man attunement raid in Deadwind Pass. Long, trash-heavy, and the place most groups learn to write assignments.
A screenshot of the entrance or the map works well here.
Bosses
| # | Encounter | What it is | Assignments | Pictures |
|---|---|---|---|---|
| 1 | Attumen the Huntsman | Midnight is tanked alone until Attumen joins at 25%, then the two merge into one target. | — | — |
| 2 | Moroes | Four of six escorts spawn at random. CC what you cannot kill and burn Moroes through Vanish and Garrote. | — | — |
| 3 | Maiden of Virtue | Repentance stuns the raid; Holy Fire needs dispelling and Holy Ground punishes melee that stand still. | — | — |
| 4 | Opera Event | One of three plays runs at random: Wizard of Oz, Big Bad Wolf, or Romulo and Julianne. | — | — |
| 5 | The Curator | Astral Flares spawn between Evocation windows. Evocation is the burn window. | — | — |
| 6 | Terestian Illhoof | Demon Chains must die fast or the sacrificed player does. Kil'rek is a second target. | — | — |
| 7 | Shade of Aran | Flame Wreath, Blizzard and Arcane Explosion each want a different reaction. Elementals arrive at 40%. | — | — |
| 8 | Netherspite | Three beams rotate through the room; each needs a body holding it, swapped before the debuff stacks out. | — | — |
| 9 | Chess Event | The raid controls chess pieces. Mostly a positioning and target-calling exercise. | — | — |
| 10 | Prince Malchezaar | Infernals rain down from phase two onward and never despawn, so the usable floor shrinks all fight. | — | — |
| 11 | Nightbane | Alternates ground and air phases; skeletons spawn during the air phase and must be picked up. | — | — |