Sunspire
A Khajiit mountain temple held by three dragons. Two side dragons (Lokkestiiz, storm; Yolnahkriin, fire) in either order, then Nahviintaas at the top. Each boss has its own hard mode.
- Power creep: fights are much shorter, but most big mechanics are health-threshold based: Lokkestiiz' flights and Yolnahkriin's Cataclysms still happen. High DPS mainly means fewer tomb/add/Focused Fire cycles. On Nahviintaas HM, strong groups skip statue phases, a portal and a meteor round by pushing thresholds. Trash is often just burned down.
- Hard mode: extinguish both offering braziers on either side of a boss's arena before pulling (veteran only). On side-dragon HM, Nahviintaas flies down to help them.
- Nahviintaas HM is only available if you did both side dragons on HM first.
- All three dragons: don't stand off to their sides (Wing Thrash hits very hard and knocks back). The tank must stay in front of the head, and range-tanking gets punished by a one-shot projectile.
- PC addon: Code's Combat Alerts covers tombs, Focused Fire, Translation Apocalypse and meteors.
Alkosh temple trash
Trash- Alkosh's Will (greatsword Khajiit): its sweeping cleave kills DPS fast. The tank keeps it facing away.
- Alkosh's Fate (staff Khajiit): a 7m circle grows on a player for 4s, then a Chilling Comet lands. Block it and step away from the group. It leaves a damaging Frost Well; kill the well or move.
- Ruin of Alkosh (sword & shield): when it shields up it fires heavy fire projectiles at everyone. Burst the shield down right away.
- Face the Wills away. Pull Fates into the stack.
- Break Ruin shields first, then Fates.
- Big armored Khajiit. The Ruin glows with a damage shield while it fires fireballs. The Fate casts a large frost circle under a player.
More detail
The same Will / Fate / Ruin / Fury mix comes back as Nahviintaas' add waves, so learn them here.
Lokkestiiz
Boss- Frozen Tomb (every ~23s): the dragon raises its head straight up and a tomb appears at the back. One assigned player walks in within 10s, or it explodes and wipes. Inside you lose 70% HP and must be healed to full within 8s, or you die and shatter the group.
- Tomb lockout: after a tomb, that player can't take another one for 60s (instant death). Run a numbered tomb rotation.
- Frost Breath: a tracking channel on the MT. Block it (dodging leaves gaps between rolls).
- Flight phases (80 / 50 / 20%): Relentless Gale (a big AoE shout on a player): block or get knocked off the cliff. Storm Fury is a laser that sweeps the whole area: block it. Stay out of the Storm Breath strafe line and its lingering lightning trail.
- MT: keep the head facing away and stay in front of it. Don't range-tank; Frostbolt punishes it.
- OT: pick up atronachs. Walk each Ice Atronach through a Storm Atronach's shock trap; each trap takes nearly half its health. Don't waste a third trap on it.
- Kill Storm Atronachs first (they never move), then finish the Ice Atronachs after they've been through the traps.
- One healer owns the tomb. Shield and burst-heal the entombed player to full (healing is heavily defiled in there).
- Tomb: an ice block with a red ring telegraph at the back of the arena. A head-to-the-sky stretch is the tell.
- Shock trap: a lightning circle left where a Storm Atronach died.
- Storm Fury: a beam sweeping the full platform while the dragon is airborne.
Activate: Extinguish both offering braziers on either side of the arena.
- Two tombs per cycle. Fill the second only after the first player is freed; one healer can't save both at once. Healing in the tomb is cut to 10%.
- Storm Fury applies Static. Two Static players within ~4m of each other take lethal Arcing Bolts. Spread out after every laser.
- Flame Atronachs join. The OT drags them under the dragon and DPS kill them fast.
More detail
The arena is small and the back is out of breath range, which is where tombs spawn. Atronachs spawn on a timer plus two extra sets at each flight phase. Storm and ice atronachs come 2:1.
- Flame Atronachs on HM: Xynode and UESP (via search snippets) mention them; the forum mechanics guide doesn't list them. Likely tied to Nahviintaas flying in.
- Tomb rotation size: Xynode says 3 players on normal and 6 (in pairs) on HM.
- HM add skips: a forum raider (2023) lists Lokke HM among fights where high DPS stops the boss finishing its add summons. Which adds, and at what DPS, is unconfirmed. Tombs and lasers are still reported on HM in 2026.
Yolnahkriin
Boss- Focused Fire (every ~32–36s): a 4m circle on one player pulses 5 times. Stack in your assigned group of 5 to share it. Each pulse adds a 45s debuff, so never soak two in a row. Use two fixed groups and they alternate naturally.
- Cataclysm (75 / 50 / 25%): the dragon flies up and the blast kills everyone not at the outer edge of the island. Run to the edge.
- Fire Atronachs: when they die they leave big lava pools. Kill them away from the group, ideally before Cataclysm (which clears the lava).
- Fire Breath: tracking channel on the MT. Block it. Dodged Pyroclasm stacks raise breath damage; ranged-tanking can get you one-shot.
- MT: hold the dragon close (not under it). Each bite drops a fire puddle, so move it a little and keep the space clean.
- OT: hold the Iron Servants (Iron Atronachs) and face their Blast Furnace cone away. Don't kill them yet. Taunt Fire Atronachs off the DPS.
- Kill Fire Atronachs promptly. Leave Iron Servants until after Cataclysm, when they're melted (glowing orange) and take much more damage.
- Burst-heal your stack between Focused Fire pulses; on HM people must be topped up after the 4th to survive the 5th.
- Focused Fire: a fiery circle around one player with five visible pulses.
- Cataclysm: the dragon takes off and the whole island floods with fire except the rim.
- Iron Servant: a big molten-iron atronach (the Bloodroot Forge boss model).
Activate: Extinguish both offering braziers on either side of the arena.
- Fire Atronachs Ignite after 20s: they dive underground and come back blue, untauntable, and charge a random player for massive AoE. Kill them inside 20s. The dive looks like a death; don't lose track of them.
- Focused Fire hits much harder. Two groups of exactly 5, tanks outside. Have roughly 18k+ max health after buffs.
- More health, so more Iron Servants build up between Cataclysms.
More detail
The island is large but you lose space to lava and bite puddles, so space management is the fight. An Iron Servant and two Fire Atronachs spawn about every minute; the slower you push to the next Cataclysm, the more Servants pile up.
- Xynode says HM adds Time Stops inside the group that stun healers; the forum guide doesn't mention it. Probably from Nahviintaas joining.
- A UESP snippet mentions a Vigil Statue coming to life after each fire phase on HM, but it may refer to Nahviintaas.
Nahviintaas
Final boss- Fire Storm (after each add wave): small fire AoEs, then a room-wide blast whose 3rd pulse kills. Hide behind a Vigil Statue. One statue disappears after each (on normal), so cover shrinks.
- Time Shift (90 / 70 / 50%): an Eternal Servant appears in a side realm. 3 players go through the 3 Time Breach portals and must kill it within ~90s, or it reaches the boss and wipes everyone.
- Translation Apocalypse: the Servant's 7s channel. Unpin pinned teammates (synergy) first, then interrupt. It's interrupt-immune for the first 2s and knocks back anyone in melee. Pins go 0/1/2/3 per cast; the 4th cast (~90s) is a wipe.
- Sweeping Breath: sweeps the whole room left-to-right or right-to-left, getting stronger as it goes. Block or dodge. The far end of the sweep hurts most.
- Marked for Death (Krii Lun Aus): the MT takes more damage and less healing for 15s. Swap tanks.
- Battle Fury: a yellow orb fired at an add makes an 8.5m circle. Pull adds out within 5s or they heal and enrage.
- Execute (33%, sky darkens): 3 players at a time get Molten Meteors. Carry them to the edges in 4s, away from the group. The fire ring around the arena kills.
- MT: hold the head facing away; block bite, breath and Thrash. Trade taunt on Marked for Death.
- OT: pick up each add wave (Will / Fate on the storm side, Ruin / Fury on the fire side) and pull them out of Battle Fury circles.
- Portal team (3): go in at each Time Shift. Use Time Wounds for a damage buff. Move into melee to drop Chilling Comet wells next to the Servant.
- Upstairs: kill each add wave before Fire Storm, then go to a statue.
- Melee DPS block or dodge Thrash (head swing).
- Soul Tear (Rii Vaaz Zol): everyone gets a heal-absorb shield plus a DoT. Heal through the absorb before the DoT kills; shields help.
- Feed the portal: one player upstairs steps into a Time Stop to spawn a Time Wound downstairs (damage buff for the team). CC immunity stops it working.
- Time Breach: three portals (left, center, right) that each take one player.
- Time Stop: a stun field upstairs; a Time Wound downstairs looks like a Psijic portal with a green circle.
- Battle Fury: the boss shouts and fires a yellow energy ball at an add, which leaves a filling circle.
- Execute: the sky darkens; meteor targets glow, then leave lava where they stood.
- High DPS, HM: skip statue phases and a portal by pushing health thresholds fast.
- High DPS, HM: skip a meteor round.
- Low DPS fallback: full rotation. Expect every add wave, Fire Storm and all three Time Shifts. Don't push him into his next phase before the portal team is back.
- Inside the realm, delaying the interrupt to the last moment buys a few seconds before the next channel.
Activate: Extinguish both braziers at his arena. Only possible after both side dragons were done on HM.
- Vigil Statues come alive after each Fire Storm. They're immune except while channeling Hail of Stone, whose damage ramps. Interrupt as a group, not early. Its slam knocks you back through block, so roll out.
- Eternal Servant has ~11.3M HP: about 42k DPS each for the 3-player team to beat the 90s timer.
- Execute meteors never despawn. Place them tidily at the edges or you run out of room.
- Sweeping Breath hits hard enough that position matters: middle of the room and block, or dodge/reposition if you're near the end of the sweep.
More detail
Add waves come at 100 / 80 / 60 / 40%, alternating with Time Shifts at 90 / 70 / 50%. The Eternal Servant also uses a tracking knockback cone (block or dodge), Lightning Storm (keep moving) and Negate Field (dodge out). A player who dies with Soul Tear leaves a Tormented Vestige; kill it before rezzing.
- Nahviintaas skips: forum raiders (2023, 2025) mention statue/portal skips and skipping a meteor round; Xynode says the HM statue phase can be skipped 'depending on the downstairs portal people'. No guide gives thresholds or DPS numbers.
- Fextralife gives portal timings of 80 / 60 / 40%; the forum mechanics guide (Code65536) and Xynode say 90 / 70 / 50%.
- Most detail here is from the 2019 forum mechanics guide, cross-checked against Xynode. UESP and Alcast blocked automated fetches.