ESO Quick Mechanics
Dungeon · 4 players · Reaper's March · Wolfhunter (2018)

Moon Hunter Keep

VetChallengingHMHard

Silver Dawn fortress overrun by werewolves. Five bosses: a jailer, a hedge maze, an alpha werewolf, a rune-mage, and Vykosa with her two chained wolves.

01

Jailer Melitus

Boss
☠ Wipe mechanic
  • Interrupt his channel on the tank (the target gets pinned). If it finishes, the target dies.
  • Blood geysers spawn under every player. Spread out and walk out of yours each time, or they stack and kill.
  • Werewolf adds (around 80%, 50%, 30%): their leap heavy one-shots DPS through block. Dodge-roll it.
Tank
  • Hold him still in the middle, turned away. Don't run him around.
  • Grab werewolf adds and archers fast as they spawn.
DPS
  • Kill werewolf adds before the boss. Stand in a wide, spread semi-circle.
Healer
    👁 Watch for
    • Bloody Geysers: large blood-red ground AoEs under each player. A big growing AoE bursts into small fast circles aimed at players.
    More detail

    Low HP but mechanics overlap fast with high DPS. Getting hit by geysers snares heavily, which makes the next one hard to dodge. Archers join near 20%.

    Not fully confirmed:
    • Add thresholds (80/51/31%) are from one guide (Xynode); others just say 'at health percentages'.
    02

    Hedge Maze Guardian

    Boss
    ☠ Wipe mechanic
    • Lurcher Roots: when rooted, dodge-roll out right away or take huge damage.
    • Stranglers grab and drain anyone near them. A teammate must interrupt the Strangler to free you.
    Tank
    • Hold the boss in the center courtyard, away from all Stranglers. Block his heavy and his big cone.
    DPS
    • At about 80%, 55%, 35% Spriggans in the maze heal the boss. Both DPS go together and kill them; one frees the other if a Strangler grabs.
    • Spriggans move deeper into the maze each phase.
    Healer
    • Stay in the middle with the tank, away from Stranglers.
    👁 Watch for
    • Stranglers: plant pods along maze walls and room edges. Spriggans: glowing healers channeling a beam to the boss.
    More detail

    Split into two teams: tank + healer on the boss in the center, both DPS hunting Spriggans in the maze. The boss can't die while being healed.

    03

    Mylenne Moon-Caller

    Boss
    ☠ Wipe mechanic
    • Pounce: she pins a player and mauls them. Interrupt (bash) her within ~3s or they die. Watch her constantly.
    • Shock Warden lightning: each player gets their own bolts. Don't stack or they double up.
    Tank
    • Never drop taunt. She pounces whoever's furthest if loose.
    • Enrage stacks per living Shock Warden. Drag her through the AoE a dead Warden leaves to remove it.
    DPS
    • Shock Wardens first, then dire wolves, then boss. Waves come around every 20% from 80%.
    • CC the dire wolves (stacking snare). Time Stop, chains, Talons all work.
    Healer
      👁 Watch for
      • Shock Wardens: casters that channel lightning, put a big ground AoE down, and drop bolts from the sky on each player.
      ↯ Alternatives
      • Spread a little so a pounce only stuns one player.
      More detail

      Pounce also stuns players next to the target. Wardens make the boss take less damage and hit harder, so they're the real priority.

      04

      Archivist Ernarde

      Boss
      ☠ Wipe mechanic
      • Rune roulette: runes cycle over his head. When it settles, each player stands on their own glowing pad with the matching symbol. No pad, or sharing a pad, kills you.
      • Shield bubble traps a player in the air. Burst the bubble before it pops.
      • Hulking Werewolf ground slam one-shots everyone but a blocking tank. Its breath is a lethal cone.
      • Charged lightning: a growing AoE on one player that bursts at full size. Take it away from the group.
      Tank
      • Pull both human adds into a corner near the stairs, facing the wall. Never bring adds near the boss (his aura enrages them).
      • Taunt any Hulking Werewolf at once and face its breath away. Don't turn it mid-breath.
      • The boss only needs a ranged taunt. Stay out of his passive aura.
      DPS
      • Adds before boss. Kill the human adds before they transform. If one transforms, kill the human first: killing the werewolf first makes the other transform.
      • Adds return at about 76%, 56%, 36%. Don't push the boss into a new wave.
      Healer
      • Heal from near the entrance, at range.
      👁 Watch for
      • 12 pads around the room, each with a floating symbol. Matching pads light up with a circle of light when his choice locks.
      ↯ Alternatives
      • Learn pad locations: 4 of each symbol, by the corridor, by the stairs, and at the top of the stairs. Tank and healer take entrance pads, DPS take stairs pads.
      More detail

      During the rune phase the boss and adds freeze, so you can still DPS and rez as long as you stay on your pad. This rune mechanic returns on Vykosa hard mode.

      Not fully confirmed:
      • Charged lightning: a 2018 PTS guide says it kills the target unless another player steps in to share it. Xynode (2023) says take it away from the group.
      05

      Vykosa the Ascendant

      Final boss
      ☠ Wipe mechanic
      • Pounce on the tank: interrupt her or the tank dies.
      • Her heavy attack one-shots anyone but a blocking tank. Off-tanks must dodge-roll it.
      • Wolves (Ary and Zel) leap and heavy attack: dodge-roll (heavy: roll backwards). Blocking won't save DPS.
      • Werewolf packs at health thresholds. Leap heavies kill through block; dodge.
      Tank
      • Leash trick: the two wolves share one chain. Taunt one wolf and pull it out so the other is held tight against the wall.
      • When the taunted wolf retreats, taunt the other right away.
      • Hold Vykosa where she starts, turned away. Move off her fear totem.
      DPS
      • Kill both wolves before the next threshold. At about 20% they break their chains.
      • Kill each werewolf wave fast. Save ultimates and CC (Time Stop) for the waves.
      • Around 70% Stranglers ring the room. Stay off the edges; DoTs keep them down.
      Healer
      • Heavy bleeds on the tank. Keep strong heals on them.
      • Stay center. Bring resource synergies; the fears drain stamina.
      👁 Watch for
      • Two big wolves, one red and one grey, chained to the wall. Beaten wolves cower in a corner until they return.
      • Fear totem: medium circle with a totem in the middle. Break free.
      • Fire: she raises her staff, then a small fire AoE hits the ground.
      ↯ Alternatives
      • Melee hit the taunted wolf; ranged hit the wolf pinned to the wall from a distance.
      Hard mode · veteran only

      Activate: Read the Scroll of Glorious Battle before engaging Vykosa (veteran).

      • More HP and damage on Vykosa, her wolves and the adds.
      • Shock Wardens join from 50% (patch notes: HM only). They're top priority over the werewolves, same as on Mylenne.
      • Archivist Ernarde's ghost joins around 30% with his rune roulette and charged lightning. Each player finds their own matching pad. Don't get stuck on his large hitbox.
      More detail

      Wolves cower at 0 HP and return later. Pattern from one guide: wolves at 100/80/…/20%, werewolf adds between (2 at a time, 4 late in the fight).

      Not fully confirmed:
      • Werewolf and Warden thresholds differ by guide (PTS: 90/70/…/30/10%; Xynode lists 90, 85, 70, 65, 50, 45, 30, 25%).
      • The Ernarde ghost is described in an HM run (Xynode) and a forum HM bug thread; not confirmed whether he also appears on plain veteran.
      Sources · last checked 2026-11-09