ESO Quick Mechanics
Dungeon · 4 players · Wrothgar (Frostbreak Ridge) · Scions of Ithelia (2024)

Bedlam Veil

VetHardHMVery hard

Fa-Nuit-Hen's trophy vault in the Maelstrom, invaded by the Blind Path: Foundation Core, Hall of Barons, Skyvault. Three main bosses, with Maelstrom Arena mechanics in the second fight, plus three optional matchstick puzzles in the Skyvault that unlock synergies for the final boss.

01

Shattered Champion

Boss
☠ Wipe mechanic
  • Gaping Wound (vet+): standing in glass applies a bleed of ~10% Max HP per second (HM ~14%) that can't be mitigated. Never stand in glass.
  • Kill the two Glaziers at 80 / 60 / 40%. Their beams make the boss and fragments invulnerable.
Tank
  • Block Crushing Shards (big punch). Dodging it enrages the boss on vet+. You'll carry Gaping Wound constantly from his light attacks; the healer covers it.
  • Chain in the Glass Fragments (one every 10%). Chain as they start their Splintered Glass channel to interrupt it.
DPS
  • Priority: Glaziers, then Glass Fragments (their Splintered Glass ramps fast), then the boss.
Healer
  • Keep the tank topped through the permanent Gaping Wound.
👁 Watch for
  • A huge glass/crystal atronach. Glass Fragments are small copies of it.
  • Razor Glass: at 70% a ring of glass shards around the outer edge; at 50% another in the center.
  • Glaziers: Blind Path mages channeling a beam into the boss.
↯ Alternatives
  • Shard Glass (circle under every player): walk away from the group, then dodge-roll back as it lands so the pools stay at the edges. Important once the 50% ring shrinks the arena.
Hard mode · veteran only

Activate: Banner before the boss (veteran).

  • More HP and damage.
  • Gaping Wound hits harder: about 14% Max HP per second instead of 10%.
More detail
Not fully confirmed:
  • Hyperioxes says every boss attack applies Gaping Wound on vet; UESP says only the glass AoEs do.
02

Darkshard

Boss
☠ Wipe mechanic
  • Scream cone: damage ramps the longer you stand in it. Get out of the cone. A shade also appears by the farthest player and screams at them.
  • Argonian Behemoth (40%) Enraged Scream: massive arena damage. Keep one Argonian Minder alive and stand in its bubble. Interrupting the scream enrages the Behemoth.
  • Spiderlings (from 60%): they fixate on a player and hit hard. The target runs to the glowing unwebbed obelisk to make them flee. Keep at least one obelisk unwebbed at all times.
Tank
  • Block Terrorizing Strike. The wind-up is deceptive, and a shade repeats it on the farthest player.
  • Grasping Scream: block the projectiles (or break free), then drag him out of the Negate field so DPS keep their ground AoEs.
  • Taunt the Lurchers (2 on vet) the moment Champion of Atrocity hits 50%.
  • Keep both Argonian Minders taunted but alive.
DPS
  • 80%: Maxus the Many with 3 adds; cleave them. After he dies, Darkshard summons exploding adds for the rest of the fight. Kill them or leave their AoE.
  • 60%: Champion of Atrocity: kill Hoarvors next to obelisks, kill Webspinners before they re-web, and unweb all 5 obelisks to stun everything and reset her enrage.
  • 40%: Argonian Behemoth: kill one Minder only. Side-step or block the Staggering Stomp waves.
Healer
  • Poison flowers persist after the Behemoth phase. Don't step near them; cleanse in a clean pool if poisoned.
  • Champion of Atrocity's Daedric Explosion can't be dodged. Get out of it.
👁 Watch for
  • Three Maelstrom bosses hang from the ceiling beside Darkshard (a Mind Terror) before the fight.
  • Obelisks: pillars covered in web; an unwebbed one glows and repels spiderlings.
  • Minder bubble: a protective dome around the Argonian Minder.
Hard mode · veteran only

Activate: Banner before the boss (veteran).

  • More HP and damage, including the summoned bosses.
  • Argonian Venomcallers join the Behemoth phase. While they channel, poison flowers spawn much faster and explode without being stepped on. They can't be chained. Kill them fast.
  • Venomcallers keep spawning for the rest of the fight.
More detail

At 80/60/40% Darkshard leaves and summons a Maelstrom Arena boss. Each one's mechanic carries over when Darkshard returns: Maxus' exploding adds, the obelisk/spiderling system, then poison flowers. By the end all of them are active at once.

Not fully confirmed:
  • UESP's HM achievement page only says 'stronger'. The Venomcaller details come from Hyperioxes and the UESP boss page.
03

Skyvault Lock Puzzles (x3)

Optional puzzle

Where: All three are in the Skyvault (final area), in side vaults off the path to The Blind. Each vault has a square line grid with two buttons and Fa-Nuit-Hen's note on the ground nearby with the hint.

✦ Solution
  1. Blue lines are fixed; yellow lines can be toggled. One button selects a line (crystal), the other toggles it off or on.
  2. Puzzle 1: turn off 2 lines to leave 3 squares. ArzyeL: pick two lines that form a 90-degree corner.
  3. Puzzle 2: turn off 2 lines to leave 2 squares (one large, one small). ArzyeL: pick the two lines forming a 90-degree corner inside the big square.
  4. Puzzle 3: turn off 3 lines to leave 4 squares. The layout varies; count squares of every size, including the large outer ones.
  5. Each solved vault opens a trinket chest and unlocks one synergy for The Blind.

Rewards: 1 = Zephyrus Obscuris (clears a lane of glass waves), 2 = Ocular Disperser (shield from waves), 3 = Catatonic Disruptor (knock The Blind out of the air). Solving all three within 30s of each other gives 'Fighting the Locks'.

Tank
    DPS
      Healer
        ↯ Alternatives
        • Puzzles don't reset when idle. For 'Fighting the Locks', set all three up to the last toggle, then finish them together.
        More detail
        Not fully confirmed:
        • Each puzzle has several yellow-line layouts. No source gives full layout-by-layout steps, so solve from the note's hint.
        04

        The Blind

        Final boss
        ☠ Wipe mechanic
        • Condemn: she floats up and slams a huge AoE around the tank. Non-tanks stay well away from the tank. Tank: block it (it can't be dodged) and don't move erratically.
        • Gleaming Deluge (from 80%): four Blind Shard skeletons at the far end send glass waves down lanes, and damage ramps per tick. Below 20% waves come much faster, leaving only a winding safe path. Keep moving.
        • Piercing Beam (60% phase, then 40% to 20%): a skeleton beams an entire lane. It can't be dodge-rolled. Leave the lane.
        Tank
        • Smack cleaves in cones. Keep her facing away from the group.
        • After each intermission she aggros on someone instantly. Re-taunt fast.
        DPS
        • At 60% and 40% she becomes untargetable and summons two Glass Remnants. Kill them to bring her back (or she returns after ~50s).
        • Cleave the Mirrorplasms (they fire AoEs in random directions; can't be chained).
        Healer
        • Non-tanks: block as an intermission ends; she may hit you before the tank re-taunts.
        👁 Watch for
        • Blind Shards: four huge untargetable glass skeletons at one end of the arena.
        • Gleaming Deluge: rolling waves of glass moving down the lanes.
        • Condemn: she levitates while a large red circle grows around the tank.
        ↯ Alternatives
        • Puzzle synergies: Zephyrus Obscuris (from the north end of the arena) clears a whole lane of waves for a few seconds. Ocular Disperser gives a short shield against waves. Catatonic Disruptor stops Condemn and stuns her.
        • Splintered Glass (circle under every player): move away, then step back in as it lands so pools go to the edges.
        Hard mode · veteran only

        Activate: Banner before the boss (veteran).

        • More HP and damage.
        • Piercing Beams start at 60% and continue until 20% (in veteran they only run during the 60% intermission, then from 40%).
        More detail
        Not fully confirmed:
        • Whether Ocular Disperser blocks Piercing Beam as well as the waves. A UESP editor noted they 'didn't notice any effect'.
        Sources · last checked 2026-11-09