ESO Quick Mechanics
Trial · 12 players · Clockwork City (Brass Fortress) · Clockwork City (2017)

Asylum Sanctorium

VetModerateHMChallenging

A short three-boss trial in Sotha Sil's asylum. Two optional minibosses (Llothis and Felms) and the final boss, Saint Olms. Which minis you kill decides the hard mode.

01

Saint Llothis the Pious

Boss

How to spawn: Optional poison mini, left of the gate. Kill him to remove him from the Olms fight, or leave him alive for hard mode.

☠ Wipe mechanic
  • Interrupt Oppressive Bolts. He raises a hand, knocks back everyone near him, then channels heavy poison bolts at the group. Bash or interrupt every time.
  • Poison cone (Defiled Blast): the targeted player stands still and blocks. The cone follows them, so everyone else sidesteps out of it.
  • Imperfect Attendants (2 adds): don't let them enrage (~30s after activating). Their stomp/leap and energy beam can one-shoot non-tanks.
Tank
  • MT: face Llothis away from the group.
  • OT: hold both Attendants to one side (near the gate), facing away. Kill them each time they reactivate, or park them if the tank can survive.
DPS
  • Semi-circle behind Llothis, out of reach of the Attendants.
  • One ranged player is the backup interrupter for the bolts.
Healer
  • Spread out a bit. Don't stack on the tank, because his tank hit splashes poison.
👁 Watch for
  • Llothis: a mechanical construct with a staff. Teleport: he blinks to one of 3 fixed spots and leaves a green poison pool. Leave it and re-form behind him.
  • Cone target: glows green before the long cone fires.
  • Attendants: dwarven-style constructs that go inactive when 'killed', then wake up again.
More detail

Llothis teleports between three fixed spots. Each time, the poison pool he leaves snares and reduces healing, so the group follows him and re-forms the semi-circle. The Attendants never stay dead; they deactivate and reactivate.

Not fully confirmed:
  • Most modern groups leave Llothis alive for +2 and fight him on Olms. If you do kill him first, high DPS likely ends it before the Attendants matter; unconfirmed.
  • Attendant enrage: ~30s per Fextralife and eso-mechanics. Xynode just says 'don't let them enrage'.
02

Saint Felms the Bold

Boss

How to spawn: Optional axe mini, right of the gate. Kill him to remove him from the Olms fight, or leave him alive for hard mode.

☠ Wipe mechanic
  • Manifest Wrath: he raises a hand and throws 2 orbs onto the group. Stack tight behind him, sprint out right before impact, then come straight back. Block the red waves.
  • Teleport Strike: he jumps to the farthest player and leaves a growing red circle (Shrapnel Storm) that maims. Target count: 1 above 75%, 2 at 75%, 3 at 50%. Baiters block the hit and step out.
  • Pneuma Projections (2 shadow adds): kill them fast. They enrage the longer they live, and enraged whirlwinds wipe groups, worst below 25%.
Tank
  • MT: back to the middle wall, boss facing away.
  • OT: taunt the Projections onto Felms. Also acts as one of the 3 teleport baiters.
DPS
  • Projections > boss. Save ultimates for them.
Healer
  • Teleport baiters: 3 players (usually both healers + OT) stand at the room edges so his jumps drop circles away from the stack.
👁 Watch for
  • Felms: a big mechanical construct with an axe.
  • Manifest Wrath: 2 glowing red orbs flung into the air, landing in big red circles that send out 3 waves.
  • Projections: 2 ghostly copies of Felms. Their whirlwind shows a large AoE.
More detail

Felms has no enrage of his own. The Projections are the real threat, and they ramp harder as the fight goes on. Missing the re-stack after Manifest Wrath is the classic one-shot.

Not fully confirmed:
  • Most modern groups leave Felms alive for +2 and fight him on Olms. If you do kill him first, high DPS likely ends it before the Projections ramp; unconfirmed.
03

Saint Olms the Just

Final boss
☠ Wipe mechanic
  • Jumps at ~90/75/50/25%: he leaps from side to side. Get to the safe zones at the entrance or exit, and block when he lands. Don't stand on another player: the landing tremors stack.
  • Ordinated Protector: a sphere that makes Olms invulnerable (beam links them). Kill it immediately. Tab-target through the boss if needed.
  • Scalding Roar: a huge frontal steam cone. Nobody but the tank in front. It also leaves a debuff that raises damage taken.
  • Storm the Heavens (~60s): he lifts off and drops lightning AoEs under every player (about 5 each). Call FAN OUT: walk backward in formation, never cross paths or stand behind someone, then return.
  • Execute (25%), Trial by Fire: fire covers the left, then the right, then the middle. Damage is highest near the center. Hold formation and step out; tank and healers block the first hit and purge the burn.
» Burn strat
DPS check 56k HM per DPS · +2 mini skip
  • Skip focusing the minis on +2: the OT drags both onto Olms and cleave sits them down.
  • Protector is still priority one.
  • Jumps, Storm the Heavens and execute fire are health/time-based, so you still see them.
Tank
  • MT: keep him on one side facing away. Block everything; his light attacks hit like heavies. Don't let aggro get behind him (Thundering Tailswipe fires lightning across the floor).
DPS
  • Semi-circle behind him. Priority: Protector > spiders (Ordinated Purifiers) > Olms.
  • Don't backpedal too far during Storm the Heavens, or you become the Exhaustive Charges target.
Healer
  • Exhaustive Charges (~every 30s) lands a lightning field on the 2 farthest players that drains resources. Healers bait it: one along the front wall, one behind the group, using the cubbies at the edge.
👁 Watch for
  • Olms: a huge clockwork dragon-like construct.
  • Protector: a small sphere/roller near the turrets, with a beam to Olms.
  • Purifiers: small spiders that run at a player and explode into a fire patch.
  • Execute fire: an orange glow on the floor before each fire section ignites.
↯ Alternatives
  • No DPS check or enrage on Olms himself. Pace the fight around Protectors and jumps.
  • Low DPS fallback: focus the minis. If cleave isn't sitting them down, swap to each mini before its 3-minute enrage and try to sit both close together for ~45s of breathing room.
  • Mini skip (top groups): burn Olms without ever sitting the minis. A tank/kiter holds them and the group plays all their mechanics. Needs very high single-target DPS; HA one-bar groups reportedly can't.
Hard mode · veteran only

Activate: Leave Llothis and/or Felms alive and open the gate to Olms. One alive = +1, both = +2 (full hard mode).

  • Olms' own mechanics don't change. The mini(s) you skipped wake up and join: per Xynode, Llothis at the first jump (~90%) and Felms at the second (~75%).
  • Each mini has ~10M health and a 3-minute enrage. Bring it to 0 before 3 minutes. It then 'sits down' for ~45s and comes back at full health with a fresh timer.
  • Interrupt Llothis' Oppressive Bolts. Assign one central DPS to it.
  • Felms always teleports to 3 players in hard mode. Keep the 3 baiters out.
  • Their adds don't spawn (no Attendants or Projections).
  • OT taunts the minis and stacks them on Olms so cleave hits all of them.
  • Priority: Protector > minis > Olms. Protectors left up too long (or several at once) can shield the minis too.
  • Watch for overlaps, e.g. Llothis' cone during Storm the Heavens: kite the cone while dodging lightning.
More detail

Olms jumps at four health thresholds. Each landing hits that side hard and everyone else moderately. Protectors spawn from turret spots around the room. Exhaustive Charges always targets the farthest players in front of him, so baiting it keeps it off the DPS.

Not fully confirmed:
  • How common the mini skip is: forum raiders (2022–2024) describe it as a known +2 strat; no guide documents it or gives DPS numbers.
  • Jump thresholds: Fextralife and eso-mechanics say 90/75/50/25%; Xynode says 91/76/51/26%.
  • Which mini wakes first (Llothis at ~90%, Felms at ~75%) comes from Xynode only.
  • Protector-shields-minis rule: eso-mechanics says after 90s or with more than one up; Xynode's wording is garbled. Kill Protectors fast either way.
Sources · last checked 2026-11-10