The Last Ember: Nhalra, Keeper of the Dying Light
Defeat the Frostbound Warders, pull Nhalra and fight through frost and shades.
Explore Tower of Frozen ShadowThe encounter
Two Frostbound Warders keep the tower's first keeper asleep. Defeat them to release Nhalra in the far first-floor chamber, then pull her when the party is ready. The Last Ember is the warmth restored by victory; there is no lantern to carry or witness ritual to perform.
This is the gentlest named fight of the ascent: tank Nhalra, avoid or interrupt her occasional frost burst, and pick up her two shades.
Know your role
Everyone
- The leader chooses [begin] at the Echo Guide. Say [status] for the current combat objective.
- Pull when ready. Named abilities begin when the boss is engaged.
Tank
- Pull the two warders and then Nhalra. The warders have 1,800 HP each.
- Pick up the frostbound shades at 60% health.
Damage dealers
- Kill or control the shades. Nhalra remains vulnerable throughout combat.
- Step out of the marked frost circle or interrupt its six-second cast.
Healers and control
- A missed frost burst deals 160 cold damage before native mitigation.
- Completed warder kills remain saved after a wipe.
Encounter progression
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Before Nhalra appears
Frostbound Warders
Kill both warders in the entrance-side and middle side chambers. Each kill is saved; Nhalra appears only after both are dead.
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Both warders are defeated
Nhalra
Pull the keeper in the far side chamber. She uses a frost burst every 28 seconds and summons two shades once at 60% health. Defeat her to open the library mirror.
Abilities & mechanics
Open a mechanic for details and any linked spells.
Dying-Light Frost Interrupt or leave the marked circle.
Every 28 seconds, Nhalra begins a six-second interruptible cast and pauses her melee. A 12-pace circle is marked at her casting position.
A completed cast deals 160 cold damage inside that circle. Moving outside it avoids the burst. There are no ambient cold stacks or handoffs.
Related spells
Frostbound Shades Handle two adds at 60% health.
Two 1,200-HP shades join the fight once at 60%. They can be killed or controlled, and they do not make Nhalra invulnerable.
Field notes
Expedition access and route
The Seven Silences admits groups of three to six characters of level 55 or higher; six level-60 characters are recommended. Speak to Keeper Avel Rimeglass in Iceclad. Entry requires no raid trophy.
The eight-hour expedition and replay begin at acceptance. The lower floors start below the difficulty of the Mistmoore group expedition, then increase toward comparable pressure on the upper floors.
Ordinary tower keys, keyring entries and the summit shortcut do not unlock this version. Each floor victory unlocks the next expedition mirror and a cleared return checkpoint. The two wings of floor six form one encounter.
Warnings and recovery
Read the named cast warnings and say [status] for the current objective. The leader chooses [begin] at the Echo Guide, then the party pulls when ready. Boss abilities begin on engagement; a completed disengage resets the attempt.
Defeated prerequisite warders and optional support mobs are saved before their deaths are accepted. A wipe or reload retains these kills, previously won floors, paid admission and replay deadlines. Cleared bosses cannot be repeated for another reward during this expedition.
The group floors require no carried tools, book choices, bells, rings or valves. Ordinary tower keys and movement shortcuts still cannot bypass the event mirrors. Every group boss retains one of its four equipment rewards and its independent splinter roll.
Root, mez and stun can help with ordinary adds. Interrupting a named is optional; when a cast is missed, the party can move or heal as described. No random loot item is required to perform a mechanic.
Tower inhabitants
Ordinary inhabitants populate the unlocked floors independently of this encounter. Each floor or wing has six stationary inhabitants and two native patrols. Most see normal invisibility, many are genuinely undead, and nearby inhabitants can assist one another.
Killing these ambient mobs does not complete named objectives, open mirrors, remove named protections or award boss equipment or progression items. Follow the named warder/support instructions separately.
Ambient mobs can be rooted, mezzed, stunned or snared. Their saved 30-minute respawns wait near living players and during an engaged named fight on that floor. Native undead-targeted spells and invisibility-versus-undead detection use their actual body types.
Encounter rewards
Equipment reward
Exactly one item is chosen from these four, with a 25% chance for each item. Supporting creatures and encounter objectives do not award additional equipment.
- Undiscovered item
- Undiscovered item
- Undiscovered item
- Undiscovered item
Independent raid-entry reward
There is a separate 20% chance for one entry splinter per boss victory. This roll does not replace the equipment reward and is not repeated for each player. The splinter is permanent, stackable, No Trade and not Lore.
- Undiscovered item