ESO Quick Mechanics
Dungeon · 4 players · Imperial City (Northern Memorial District) · Imperial City (2015)

Imperial City Prison

VetModerateHMChallenging

Daedra-overrun Imperial prison. Four main bosses plus two minibosses (Gravelight Sentry, Lord Warden's Council). Final boss Lord Warden Dusk is a portal-dodging dance fight.

01

Overfiend

Boss
☠ Wipe mechanic
  • Flurry: a rapid frontal cone. Only the tank stands in front, and the tank must block and must not turn the boss during it.
  • Harvester (joins around half health, he shouts for the Lord Warden): her ground AoEs fire twice in quick succession. If the first one hits you, dodge out immediately.
Tank
  • Hold him still with his back to the portal. Never spin him toward the group.
  • Block the jump/heavy slam on you (knockdown, big damage).
  • Grab the Harvester as soon as she arrives and stack her on the boss.
DPS
  • Adds first, boss second. Adds come in waves triggered by his health, so don't push him faster than you can clear them.
  • Save ultimates for the Harvester and kill her fast. Interrupt casters among the adds.
Healer
    👁 Watch for
    • Curse circles on the ground under players: step out. One older guide describes them as donut rings you stand in the hollow center of.
    • The Harvester is a female winged Daedra that comes out of the portal behind the boss.
    More detail
    Not fully confirmed:
    • Harvester timing: xynode says at 50%, Fextralife says about 40%.
    • Fextralife says the Circle of Corruption is interruptible (red sparks) and the tank should interrupt it. xynode just says to step out of it.
    02

    Ibomez the Flesh Sculptor

    Boss
    ☠ Wipe mechanic
    • Tenderize: he pins a random player to the ground and winds up a finisher. Interrupt (bash) him before it lands or that player dies.
    • Flesh Atronachs: inmates that reach the central sludge pool become Atronachs. Kill each one fast. If they enrage they one-shot players, tanks included.
    Tank
    • Hold him still and never drop taunt. Block his uppercut heavy.
    • Grab every Flesh Atronach and stack it on the boss.
    DPS
    • When he goes immune and runs to the pool, kill the inmates running in from the doors before they reach it. Use AoE.
    • Priority: Atronachs, then the boss.
    Healer
    • The Tenderize target takes heavy damage while pinned. Be ready to save them once he's interrupted.
    👁 Watch for
    • A bloated flesh-sculptor Daedra by a green sludge pool in the middle of the room, with doors on both sides where inmates run in.
    • Spray: a narrow poison cone. Step sideways out of it. Don't stand in the pool either.
    ↯ Alternatives
    • Splitting to the four sides of the room during the inmate phase makes it easier to catch them all.
    More detail

    He cycles: fight, immune pool phase with inmates, then Tenderize as he comes out. Fewer Atronachs means an easy fight. Several Atronachs at once with low DPS usually means a wipe.

    Not fully confirmed:
    • xynode says you can pick up green goo piles (synergy) and throw them at inmates. No other source mentions this.
    • A 2015 guide says only a bash frees the Tenderize target. xynode says any interrupt works.
    03

    Gravelight Sentry

    Miniboss
    ☠ Wipe mechanic
    • Poison water around the island hurts a lot. Get out of it fast if you're knocked in.
    Tank
    • Hold him in the center of the island. His spin/explosion knocks everyone back, often into the poison.
    • Block the three green beams he aims at you (they stun if unblocked).
    DPS
    • Kill or interrupt the necromancers around the room. Every missed interrupt brings an extra skeleton.
    • Melee stay near the center so the knockback doesn't throw you into the water.
    Healer
      👁 Watch for
      • Poison bombs: splashes from the pool land as ground AoEs that stun. Block them (cheaper than rolling).
      More detail

      A Watcher-type eye monster on a small island. Mobile, but low threat if the necromancers are handled.

      04

      Flesh Abomination

      Boss
      ☠ Wipe mechanic
      • Hoarvors: never let two be alive at once. Their poison pools stack and kill in seconds.
      • Kamikaze Hoarvors: when he walks to the center, Hoarvors run at each player and explode. Spread out to separate corners and dodge or block.
      • Poison ring: one player gets a ground AoE with a pulsing outer ring. Stay inside it and don't touch the ring.
      Tank
      • Tank him at the cliff edge and hold him there. His heavies knock you back, so keep re-planting.
      • Stand behind him if you're not the tank. Everything he does splashes forward.
      DPS
      • Kill Hoarvors as soon as they spawn, then the zombies from the poison circles, then the boss.
      Healer
        👁 Watch for
        • Red circles follow players and explode with a knockdown. Block to avoid it.
        • During the ring mechanic his arms are dug into the ground and he stops hitting the tank.
        0
        05

        Lord Warden's Council

        Miniboss
        ☠ Wipe mechanic
        • Ghosts: each guard comes back as an untargetable ghost after dying and keeps using its moves. You can't block ghost attacks. Walk out of the charge and the spin.
        Tank
        • Pull all four together, stack them, and keep the melee ones facing away from the group.
        DPS
        • Kill the Necromancer's totem/crystal immediately if it spawns. While it's up, everything takes almost no damage.
        • Keep the healer guard interrupted the whole fight.
        Healer
          👁 Watch for
          • Four guards: a Knight (charge knockdown), a Berserker (dual wield, Steel Tornado), a Necromancer (skeletons, totem) and a healer (Templar).
          More detail

          Kill order matters because the dead ones keep fighting as ghosts. A ghost healer can't be interrupted, which is why one guide kills it last.

          Not fully confirmed:
          • Kill order: xynode says Necromancer first, healer last. A 2015 guide says Templar healer first, Necromancer second. Fextralife says nothing.
          06

          Lord Warden Dusk

          Final boss
          ☠ Wipe mechanic
          • Darklight (he flies high to the side of the arena and flaps): this one-shots the room. Jump into a portal before it lands, then use the synergy on the way down to survive the fall.
          • Portals hold two players each. Never step into one by accident. If someone does, have a teammate use up that portal too so a fresh one spawns.
          • Shadow barrage (he joins his hands and fires at a player): the target hides directly behind the tank, who blocks. It's line of sight. Peek out and you die.
          Tank
          • Keep aggro at all times. Block the teleport jump (break free from the stun, then block).
          • Body-block the barrage for its target.
          • Shades (around 65% and 35%): taunt all four fast so they shoot you, not the group. Only the solid one can be damaged.
          DPS
          • Split into two portal teams (tank + DPS, healer + DPS) before the pull.
          • During shades, kill the solid one, then the next as they swap.
          Healer
          • Pair with one DPS for portals; tank pairs with the other.
          • Damage spikes when the barrage or several shades hit one player. Shield whoever is targeted.
          👁 Watch for
          • Drain bubbles: blue orbs he pulls from the ground. Stand clear. They snare and drain health and magicka. More appear as the fight goes on.
          • Meteors land on random players. Block (avoids the stun) rather than rolling.
          • Darklight Burst: a red AoE on your spot. Step out.
          • Portals are two glowing pools on the floor.
          ↯ Alternatives
          • Very high DPS can push him through the 65% and 35% shade phases before a portal phase ever comes.
          Hard mode · veteran only

          Activate: Veteran only. Burn the Warden's Tome in the boss area before pulling. Re-burn it after a wipe.

          • He hits harder. Sources describe no new mechanics.
          More detail

          A twilight gargoyle. Mechanics stack the longer the fight lasts, so pace ultimates for the shade phases. The achievement Darklight Dancer requires no one to be hit by a Darklight Burst.

          Not fully confirmed:
          • Shade thresholds: xynode says 65% / 35%, Fextralife says 60% / 30%.
          • HM: search results quoting UESP say damage only, same HP. No source lists new HM mechanics.
          • A 2015 guide describes the flight as taking everyone to 5% instead of killing. That's likely the old version. Current guides say it one-shots without a portal.
          Sources · last checked 2026-11-09