
Upper Karazhan is a dungeon located within Deadwind Pass. It’s part of the larger Broken Isles continent, one of four new regions being added in World of Warcraft: Legion. Upper Karazhan is an endgame Mythic+ dungeon, which means there are no bosses to kill but rather a series of encounters with increasing difficulty that must be completed within a time limit. The final bosses are at the end of this dungeon, so it’s also recommended to have done the first three sub-dungeons in order to have the best chance at successfully completing Karazhan.
Description Upper Karazhan is an abandoned citadel of the Kirin Tor, located on a nexus of ley lines in Deadwind Pass. It was used by Medivh, the last guardian of Tirisfal, as a massive magical laboratory and observatory to monitor the dark forces amassing on Azeroth. After his death, Karazhan remained dormant for nearly twenty years until mages from the Kirin Tor began to explore it and catalog its riches and forgotten lore. However, the great dragon Alexstrasza summoned twelve representatives from each of the dragonflights to form a council which would govern the stewardship of Azeroth through what was called the Wyrmrest Accord, The mages began to use an arcane orb made by Medivhs apprentice Khadgar in order to monitor the activities of the council. However, this backfired when the sorceress Aegwynn tethered her spirit to the great dragon Neltharion and channeled his power to create an avatar disguised as a magical entity within Karazhan called Aluneth.
How to get to upper karazhan
First, you need to be Level 100 and in good gear with appropriate levels of secondary stats (Mastery, Critical Strike, Haste). You also need the attunement quest item Karazhan keystone. This is obtained at the end of your first three Legion dungeons: The Arcway, Court of Stars, and Darkheart Thicket. These are relatively short dungeons that you will have no problems completing. You do not need to be in a guild or party to get these keystones, but they are account-bound so only one player can obtain each of them per account every week.
To enter the instance, simply click on the door in front of Karazhan in the tower in Deadwind Pass. This will teleport you inside Upper Karazhan. You can also fly there by going through a separate portal located southeast of the tower that leads to a path along the side of the mountain.
Upper Karazhan Map
The map of Upper Karazhan is very similar to Court of Stars and Darkheart Thicket. This dungeon has four different paths, each with two bosses at the end of it. All you need to do is start down a path, defeat the first boss, and then look for an item on their corpses called “Upper Karazhan” which will activate portal gates at either end of the room. If you don’t get the item on the first boss, then kill all remaining mobs in that room and try again. Once you have the item, walk up to one of these portals and click on it to go down a path with a new boss.
Deceiver’s Fall & The Master’s Terrace
The first path begins with a long staircase. At the bottom you will find the first boss of Upper Karazhan, Deceiver’s Fall. This is a relatively easy fight with two main abilities to look out for. First, there is the “Throw Spear” ability which can be interrupted or avoided entirely by hiding behind one of the nearby stationary objects. The second is an ability called Soul Flay which you should stand behind one of the pillars for to avoid.
Deceiver’s Fall will also occasionally put a debuff on you called “Mark of Deceiver” that will deal damage over time until you move out of range and let it fall off. Once dead, loot the corpse for the “Upper Karazhan” item and then head through the portal that activates.
Conclusion
The next path only has one boss at the end of it, an ogre called The Master’s Terrace. This is another relatively easy fight with few mechanics to worry about. He will summon adds throughout the fight but they can be handled without much trouble by simply AoEing them down. There are also two types of abilities to watch out for here. The first is a “Crackling Bones” ability which will do some damage to all players in the room if it’s not interrupted or avoided.