Spindleclutch II
Vampires have taken over Spindleclutch's lair. Three bosses (Bloodspawn, Praxin Douare, Vorenor Winterbourne) plus minibosses. Praxin's ring is the main killer. Hard mode has no scroll: keep Vorenor's captives alive.
- Mad Mortine (first miniboss, bloodfiend): tank and spank. Block his leap.
- Hard mode is the 'Compassionate Hero' challenge on Vorenor: don't kill any captives in his lair.
Bloodspawn
Boss- DPS check. Each Cave-In (he runs to the center and slams 3 times) fills more of the room's outer ring with rocks. Falling rocks kill instantly, and after the third he enrages. Kill him fast.
- Hold him still, block his heavy (Vicious Smash, knockback).
- Stay near the center with him. Don't run around during Cave-In.
- Big gargoyle. Huge rocks crash down from the ceiling around the outer edge, closing in each time.
More detail
Tremor damage from the slams is moderate and healable. The rocks are what kill you, and the safe area shrinks every Cave-In.
- Xynode says 'a basic heal will keep you alive' during Slam. UESP says the rock zones deal 100% max health. Both are probably right: tremors are healable, rocks aren't.
Praxin Douare
Boss- Harrowing Ring: a red ring stuns a player and starts moving. Inside: walk with it, stay centered. Outside: never touch it. Touching it is instant death on vet. Don't roll or teleport out.
- Despair: his arms glow red, then three red lines shoot forward along the ground. Stand beside or behind him.
- Waves: grab the named elites (Swarm Mother, Widow-Maker, Big Rabbu, Whisperer) and stack the adds.
- Wraith phase: face him away from the group so Despair only hits you.
- Waves are timed. AoE fast or waves overlap. After wave 4 he attacks anyway.
- Don't hit Praxin during waves (heavy damage reduction). Kill wave adds; interrupt the healer nightmares in wave 3.
- Enervating Seal: a rune on a player drains Magicka and Stamina. Heavy attack or potion to recover.
- Phase 1: Praxin as a ghost summoning ghostly versions of Spindleclutch I bosses. Phase 2: he turns into a wraith.
- Ring: a red (some say pink) circle around a stunned player that drifts across the floor.
- Save ultimates for wave 4 (Whisperer Nightmare) so you don't fight her and the wraith together.
- Fighters Guild skills hit hard here: the nightmares count as undead.
More detail
Four waves: spider swarms, Swarm Mother, Widow-Maker + Big Rabbu + infantry, then Whisperer + healers. Then Praxin becomes a wraith with the real mechanics.
Pets (familiars, Winged Twilight, atronachs) that touch the ring kill the player inside. Unsummon them, or keep them clear.
- Pet-triggered ring deaths: UESP confirms Winged Twilight and Storm Atronach; other pets unconfirmed.
Flesh Atronach Trio
Miniboss- Kill all three at about the same time. Each death heals the others by a third of their HP and makes them hit much harder (UESP: +40% with two left, +125% for the last).
- Block the mace slam (stun, otherwise you take bleed and snare anyway).
- Keep their torch-arm fire cone (red cone) away from the group.
- Spread damage. Bring all three low, then finish together.
- Three big stitched flesh atronachs. When one dies the others roar and pulse red.
Urvan Veleth
Miniboss- Block his Power Bash (shield spin).
- Blood Pool: he sinks into a blood puddle that chases his target and heals him. Don't sprint away. Block and walk slowly, or stand just outside it.
- Block as he comes back out. He opens with a heavy.
- Kill the bonemen adds first.
- Never heavy attack him while he's blocking. You get knocked off balance.
- Interrupt Vampiric Drain (red tether that heals him and nearby vampires).
- Dunmer vampire with a shield guarding the lair entrance. Blood Pool: a red puddle moving across the floor.
Vorenor Winterbourne
Final boss- Blood Frenzy: he teleports to each player in turn and slashes. Everyone block until he's back on the tank.
- Blood Pool: red circle under a random player. Step out at once; it heals him.
- Hold him still. UESP suggests the slope up to the lair entrance: fewer captives in drain range and the group can't hit captives by accident.
- Keep attacking during Thrall Feast (he drains captives to heal). Don't kill the captives (see HM).
- Single-target near captives. Stray AoE can kill them.
- Vampire lord who arrives in a swarm of bats from the center hole. Captives chained around the room glow while he drains them.
- Open Wounds: a red beam to a random player.
Activate: No scroll. On veteran, don't kill any of the captives in his lair (achievement 'Compassionate Hero').
- No HP or mechanic changes. His Thrall Feast heal keeps growing all fight, so you need more DPS.
More detail
His heal from captives starts with one captive and grows over time, so it's a soft DPS check. Keeping them alive is the HM challenge anyway.
- Xynode says captives must not 'die from the boss' either; UESP only says don't kill them. Whether his drain can kill captives is unconfirmed.