Dungeon · 4 players · Craglorn · Horns of the Reach (2017)
Falkreath Hold
VetChallengingHMHard
Siege of Falkreath by Reachmen and minotaurs. Five bosses, ending with Domihaus, where the group hides behind breakable pillars.
- Hard mode (veteran only): sound the Warhorn to the right of the door inside the Jarl's hall, before Domihaus. If you wipe, sound it again.
Morrigh Bullblood
Boss☠ Wipe mechanic
- At 50% she casts a shield dome. Get inside it. Trebuchet fire outside kills you.
Tank
- Hold her in the center with the minotaur stacked on her.
DPS
- Kill the minotaur add first, staying out of its face. Then the boss.
Healer
👁 Watch for
- Shield: a dome around the boss; siege projectiles land everywhere else.
Siege Mammoth
Boss☠ Wipe mechanic
- Rear-up stomp at ~50%: a big AoE. Everyone blocks (or rolls through it). It one-shots anyone who doesn't.
Tank
- Hold it at the gate with its back to the gate so Trample has nowhere to go. Group attacks from behind.
- Block Trample (charge) and Headbutt (long wind-up).
DPS
- Weave out of the fire AoEs launched by the untargetable archers on the cliffs.
Healer
- Pre-HoT and shield the group before the stomp.
More detail
Not fully confirmed:
- Fextralife says roll through the stomp; Xynode says everyone must block it.
Cernunnon
Boss☠ Wipe mechanic
- Stay inside the swirling circle. Leaving it ('The Vortex Tugs at Your Soul') kills you.
- Ice comets on every player: spread out, don't overlap, and block until they land.
Tank
- Taunt all three adds and stack them (melee on archer).
- Block the main boss's knockback heavy.
DPS
- Interrupt the adds' channels, especially flame pillars.
- When an add drops, it leaves a green soul circle. One player picks it up and carries it to a light/altar, or the add gets back up.
- Kill skeletons fast; avoid ghosts (they fear).
Healer
- The soul carrier gets a snare and DoT. Keep them alive.
More detail
Three ghost champions first (archer, mage, melee), then Cernunnon. Around 50% he leaves and the three come back; repeat the soul carry until all lights are filled, then finish him.
Not fully confirmed:
- Add kill order: Xynode says mage first. Fextralife says Erbogan, Tuecille, then Mokveda.
Deathlord Bjarfrud Skjoralmor
Boss☠ Wipe mechanic
- Cleanse corpses or die: draugr leave light beams when they die. Grab the urn synergy at the back and cleanse bodies. Too many left uncleansed = lethal explosion under each player.
Tank
- Hold him still, breath cone away from the group. Pull draugr to him quickly.
DPS
- Kill draugr near the boss, not spread out.
- Assign one player to urn duty: grab the cleanse, use it on bodies near the tank.
Healer
- Help with urns. Don't stack during the big channel.
👁 Watch for
- Corpses: beams of light on dead adds.
- Big Boom: a red circle filling under each player.
Domihaus the Bloody-Horned
Final boss☠ Wipe mechanic
- Shout at 70 / 50 / 30 / 10 / 5% (and on a timer late): everyone hides behind the same pillar. It breaks, so move to the next pillar each time.
- Heavy attack: a long-range blast at his target. Only a blocking tank survives. Never drop taunt.
- Pull-in: he drags everyone to him and fire spikes trail behind you. Walk backward slowly, apart from each other.
Tank
- He doesn't move. Keep him facing away; block every heavy.
- Gather the four atronachs on him during the stone phase.
DPS
- Stone phase: he turns to stone and four elemental atronachs spawn. Kill them fast (stone atronach first), use ults.
- Spread to separate corners outside pillars during normal DPS.
Healer
- Use one pillar per shout; plan which one ahead.
- Save ults for atronachs and the execute.
👁 Watch for
- Fire walls erupting around the room's edge.
- Slam: a big central AoE with fireballs across the floor. Hide behind your pillar.
Hard mode · veteran only
Activate: Sound the Warhorn to the right of the door after entering the Jarl's hall (veteran only).
- Two pillars are destroyed before the fight starts. Fewer hides for the shouts.
- More HP and damage.
More detail
At about 20% he gains a damage shield and spawns adds on a timer. Burn the shield and keep DoTs up. Deaths above 20% are recoverable; revive only when no fire is about to land.
Not fully confirmed:
- Execute shield: some sources say the shield below 20% is HM-only; Fextralife and Xynode describe it without saying HM.