Frostvault
Goblin-held Dwemer vault in the mountains of Eastmarch. Five bosses, ending with the Stonekeeper, a giant Dwemer construct with a Skeevaton (robot rat) maze phase.
- Goblin Skysplitters (ice mages, usually at the back) cast ice comets. Kill them first in every trash pull.
- Frostbiters uppercut for huge damage; keep them taunted.
- Hard mode is on the Stonekeeper only: interact with the Veracity Verifier before the fight (veteran).
Icestalker
Boss- Uppercut: he launches a player and pounds them on the ground. Bash (interrupt) him fast or they die.
- Ice Wraith heavies knock down and stun. Kill wraiths fast so the healer doesn't get chain-CCed.
- Turn him away; his slam ripples out in a frontal cone.
- Grab the Ice Wraiths when they spawn without turning the boss onto the group.
- Adds spawn at health thresholds: Ice Wraiths first, then spiders, then boss.
- Heal the uppercut target hard. The stun may last after the bash.
- A big armored frost troll. Ground ripples in front of him when he slams.
- Don't stand far away; he pounces on distant players, stunning everyone nearby.
- Dodge-roll his thrown rock; blocking doesn't stop the knockdown.
- Time Stop on the wraiths and a Guard on the healer helped no-death runs (code65536).
Warlord Tzogvin
Boss- Shield charge: he turns to a player and charges. Block it (or roll). It kills DPS and healers otherwise.
- Tether: two players linked by a dark beam. Run apart to break it.
- Shield phase: he leaps, lands with a shield, and puts a fire circle on everyone. Don't overlap circles. Burn the shield to end it.
- Whirlwinds (~30%): two tornadoes circle the edge counter-clockwise, one follows a player, and a blizzard grows in the center. Follow behind the edge tornadoes until it ends.
- Hold him in the center so archer spawns are equally close. Chain the archers in.
- Block his heavy.
- Interrupt archers casting Rapid Fire (bow ultimate) on someone.
- Fire circles around every player during the shield phase. Blue tornadoes around the edge, plus one chasing a player.
More detail
The shield phase is like the shield phase in Maw of Lorkhaj. Stand still in a spread formation and burn the shield.
- Whirlwind threshold: guides say ~30–35%.
The Vault Protector
Boss- Searing Ray lasers: he puts up a dome. A small Dwemer slides along a wall shooting a laser. Put the dome between you and the laser source. The laser kills.
- Never touch the dome itself; it kills too.
- Rolling shock spheres: don't touch their aura. They explode and stun everyone nearby.
- Hold him in the center so you can circle the dome.
- Block his steam heavy; keep the cleave off the group.
- Kill the Dwemer Spheres (adds) first. Their ground wave can one-shot low-health players. Then spiders (they snare).
- Dome: a bubble around the crouched boss. Laser source: a small Dwemer device moving along one wall. Shock spheres: rolling electrified balls.
- With several lasers, they sweep in a pattern. Watch which way the second laser makes you move, and repeat that direction for the rest of the phase.
- You can dodge-roll through a laser, but it's unreliable.
More detail
Laser phases start around 90%, 75%, 50%, then on a timer. More lasers as health drops: 1, then 2, then 4 below 50%.
- Laser counts and thresholds come from one guide (Xynode).
Rizzuk Bonechill
Boss- Interrupt Rizzuk's channel. If it finishes he rapid-fires at everyone.
- 'Rizzuk is chilling the air': everyone gets frozen and hit by a comet. Spread out and top everyone off before it lands.
- Ice storms (blue circles) at the edges: stay out. More appear as the fight goes on.
- Enter the arena together. Players left at the entrance get caught in a storm.
- Stay with Avalanche (frost atronach) and keep it away from the group. Rizzuk only needs a taunt.
- Stay inside Avalanche's ice-pillar AoE. Leaving it puts a heavy DoT on you. Stand in the gap of its partial-ring attack.
- Kill Rizzuk. Avalanche dies with him.
- Avalanche: a large frost atronach. Its AoE ring sprouts ice pillars at the edge.
- An ice ball follows a marked player. Block it.
More detail
Rizzuk teleports around the room. Only he needs to die.
The Stonekeeper
Final boss- Fire spin: after both arms die, flames pour from his sockets and rotate. Move with the spin, never into the flames.
- Centurions spawn when each arm dies. Tank blocks the heavy; anyone else must dodge-roll it.
- Rotary blade traps (2nd phase) move along an inner and outer track. Each hit stacks a bleed. Call out which track.
- 3rd phase steam gust: a cone that knocks players off the platform or into fire. Don't stand in front of him.
- Taunt the Stonekeeper (that holds both arms). Block his face laser; its DoT stacks.
- Taunt each Centurion as it spawns.
- Stay out of his small electric field at the base.
- Arms first: he's immune until both gauntlets die. Kill an arm, kill its Centurion, then the other arm, then its Centurion, then the boss.
- Kill the Dwemer Spheres that spawn at the edges, or knock them off the platform.
- Blade-arm spin throws lightning bolts at the group. Everyone blocks or dodges.
- Skeevaton pads: 4 green circles. Step on one to become a robot rat.
- Maze: follow the pulsing blue lights on the floor from the start to a Shock Conveyor.
- Which arm first: blade arm hurts the group (dodge its bolts); fire arm DoTs the tank and can ignite blade traps. code65536's group killed the fire arm first.
- Rolling shock spheres from the Vault Protector fight roll in during phase 1. Don't touch them.
Activate: Interact with the Veracity Verifier before the fight (veteran).
- Role Skeevatons: DPS get a frost mine and volatile spheres (freeze, then hit to kill spiders). Healer gets speed and a heal. Tank gets speed and a group shield. Conveyors need two ults.
- Recommended: move as one group for the first two conveyors, then split into pairs for the last two.
- Steam (Enfeebling Effluvium): periodic steam over the platform for heavy AoE damage and a healing debuff. Use HoTs and shields.
- Arquebuses spawn; knock them off the platform (Javelin best, Draining Shot or Flame Reach also work).
- Blade traps can be ignited by the flames and spray fireballs (Scattered Embers). Block.
- Late in the fight Haywire Missiles fall as small growing AoEs. Each volley summons a Centurion.
More detail
Skeevaton maze: once before the fight and once mid-fight. Charge your ultimate by spamming ability 1 at the electric pillar, follow the blue lights to a Shock Conveyor, and ult it. All 4 conveyors must go down.
Damage you take as a Skeevaton carries over to your body. Revive dead Skeevatons before the last conveyor, or that player comes back dead.
Mid-fight mazes have blade and flame traps. Wait for each trap to switch off before going through.
- Steam: Xynode calls it HM-only, Fextralife says veteran. Patch notes refer to it 'on Hard Mode'.
- Maze count: launch had two mid-fight mazes; patch 4.3.4 changed Skeevatons to 'just once' in the fight. Thresholds vary by guide (~56–70%).