The Seven

Summoners' Tomb
Continue past the Mold Foundry to the tomb. Recover before speaking to Doom'rel, which starts the successive spirit fights. Keep watching for another active dwarf while finishing the current one, and stop Vile'rel's healing if spirits overlap. Completing the event opens the onward route to the Lyceum.
The Seven
Anger'relElite UndeadVile'relElite UndeadGloom'relElite UndeadDoom'relElite UndeadDope'relElite UndeadThe Seven tests control of overlapping dwarf spirits while Vile'rel heals and Gloom'rel reduces the healing received by their victim.
Abilities

Shield Wall
Reduces the Physical and magical damage taken by the caster by 75% for 10 seconds.
Anger'rel's Shield Wall reduces incoming damage; avoid spending damage cooldowns into it while another spirit needs attention.

Sunder Armor
Prepare for heavier Physical hits while Anger'rel's Sunder Armor remains on the tank.

Heal
Calls upon Holy magic to heal an ally.
Interrupt Vile'rel's Heal instead of allowing an active spirit to recover.

Prayer of Healing
Invokes Holy magic to heal nearby party members.
Give Vile'rel's Prayer of Healing priority when spirits overlap.

Power Word: Shield
Remove Vile'rel's Power Word: Shield with enemy-magic removal if available; do not rely on ordinary weapon hits to delay a protected caster's healing.

Mortal Strike
Inflicts 130% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 seconds.
Use mitigation against Gloom'rel's Mortal Strike because healing on its victim is reduced.

Cleave
Keep Gloom'rel's Cleave directed away from the rest of the party.

Gouge
Inflicts 20 damage to an enemy and stuns it for up to 4 seconds. You will automatically stop attacking. Target must be facing you. Any damage received by the stunned target will revive it.
Dope'rel's Gouge can stun the tank; establish threat on overlapping spirits before that loss of control.

Backstab
Face Dope'rel so Backstab cannot exploit your back while you collect another spirit.

Rupture
Inflicts Physical damage to an enemy every 2 sec. for 10 seconds.
Continue healing a victim of Dope'rel's Rupture after attention shifts to another spirit.

Evasion
Increases the rogue's chance to dodge by 50% for 15 seconds.
If another spirit is active, physical attackers can change targets during Dope'rel's Evasion instead of wasting attacks into its increased dodge.

Shadow Bolt Volley
Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
Recover the group after Doom'rel's Shadow Bolt Volley while keeping the tank covered.

Immolate
Burns an enemy, then inflicts additional Fire damage every 3 sec. for 21 seconds.
Dispel Doom'rel's Immolate so its continuing Fire damage does not carry into the next overlap.

Curse of Weakness
Remove Doom'rel's Curse of Weakness from physical attackers when urgent healing is covered.
Tank- Watch for another active dwarf while finishing the current one. Keep Gloom'rel's Cleave off the party and face Dope'rel rather than exposing your back while collecting an overlap.
Healer- Keep a health margin for Gloom'rel's Mortal Strike, which reduces your recovery on its victim. Heal through Dope'rel's Rupture and recover the group after Doom'rel's volley; dispel Immolate when possible.
Damage- Reserve interrupts for Vile'rel's Heal and Prayer of Healing. If spirits overlap, direct burst away from Anger'rel's Shield Wall and let physical attackers leave Dope'rel during Evasion.