ESO Quick Mechanics
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.

01

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.
    0
    02

    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.
    03

    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.
    04

    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.
    0
    05

    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.
    Sources · last checked 2026-11-09