Ultimate Infinite Archive ESO Guide 2025
Watch the ESO Infinite Archive Guide by Xynode Gaming – updated for mechanics, builds, rewards & duo strategy.
“What is life but a constant fight against unending enemies and unseen puppet masters across an ever-changing landscape? The Endless Archive is not the exception to the struggles of existence, it is the quintessence of it.” — Master Malkhest
Table of Contents
Need specific info? Click these quick links to go directly to each section.
Introduction to the Infinite Archive in ESO
Note: In the accompanying video, I refer to this system as the Endless Archive — this was its early development name. It is now officially called the Infinite Archive, and that is the term used throughout this written guide.
The Infinite Archive is a brand-new solo or duo arena in The Elder Scrolls Online, designed to push your build, awareness, and adaptability to their limits. This isn’t just another arena. It’s an ever-escalating challenge that introduces randomized content, dynamic enemy encounters, and increasingly rewarding progression for persistent players.
Whether you're tackling it alone or bringing a Companion (or another player), the Infinite Archive adjusts based on your actions and performance. Remember: companions count as group members, meaning you won’t appear on the solo leaderboard if you bring one. However, don’t underestimate them — companions have distinct abilities that often outclass player equivalents. For example, their version of Bone Shield offers a 28-meter synergy radius compared to the player’s 6 meters. And yes — they benefit from Visions just like you do.
This system rewards patience, consistency, and intelligent build crafting. Your journey is tracked on separate solo and duo leaderboards. True solo purists must enter alone with no assistance — not even a companion. Fortunately, most ESO players fall into the solo or duo category already.
How the Infinite Archive Works
The Infinite Archive is made up of multiple layers of progression:
- Stages: Individual encounters featuring trash mobs or bosses.
- Cycles: Comprised of three Stages — two trash, one boss.
- Arcs: Sets of five Cycles. The final Stage of the fifth Cycle is a battle against Tho’at Replicanum, the arc’s endboss.
The system is designed to continue infinitely. There is no set cap. The longer you survive, the more difficult it becomes. With each completed Arc, the health, damage, and aggressiveness of enemies scale upward — making even base mechanics more punishing the deeper you go. Importantly, while mechanics themselves don’t change, your ability to execute them cleanly becomes far more critical the further you push.
There is no timer penalizing you for breaks. Need a moment to stretch or grab a drink? That’s fine — as long as the game doesn’t log you out, your progress is preserved. Your score is based solely on how far you advance, not how fast.
This makes the Infinite Archive one of the most accessible and forgiving score-based PvE experiences in ESO. You can build defensively, offensively, or experimentally — and every run can teach you something new.
Resetting and Repeating Runs
Not every run is perfect — and that’s okay. If things aren’t going your way, or you simply want to start over, you can exit the Archive using the Reset Hourglass. This instantly ends your session with no cooldown, allowing you to re-enter and try again without waiting around in the overworld like you would for Maelstrom Arena or Vateshran Hollows.
Archival Fortunes and Progression Bonuses
During your runs, you’ll accumulate a unique currency called Archival Fortunes. These can be spent in two special Infinite Archive vendors. One offers a rotating weekly inventory similar to the Golden Vendor in Cyrodiil. The other provides targeted loot boxes — with curated purple gear (guaranteed non-duplicates) and cheaper blue boxes (random gear).
Even more impactful are the permanent account-wide unlocks you can purchase by earning specific achievements. These bonuses include:
- Increased movement speed within the Archive
- Additional Vision and Verse choices
- Extra Threads (lives) per run
The more you play, the stronger your account becomes — even if you never complete a high arc. Consistency is rewarded, not just perfection.
Marauders – The Apex Threat Once per Arc
Once you complete Arc 1, the Infinite Archive introduces a new threat: Marauders. These elite enemies can randomly appear in any trash Stage (not boss rounds) during an arc — but only once per arc.
There is no countdown, no warning. A Marauder either dies or kills you. If you defeat it, you’re rewarded with:
- A single-use consumable Verse (which can stack with regular Verses)
- Themed loot tied to the weekly archive rotation (either Arena or Overland zone items)
- A valuable bundle of Archival Fortunes
As of the latest update, there are five Marauder types, each with its own dangerous mechanics. These foes scale in strength with each arc completed, just like other enemies. And since Marauders appear only once per arc, your opportunity to capitalize on their drops is limited. Fail to kill it, and you won’t get another chance until the next arc.
They’re unpredictable, deadly, and incredibly rewarding — a highlight mechanic that adds tension and strategy to every arc progression.
Infinite Archive Location
The Infinite Archive is located in the central eastern region of Apocrypha. Travel northwest from the Sperian Tarn Wayshrine to reach the Infinite Archive. You can also access the Infinite Archive directly using fast travel from your map or any wayshrine.
Repeatable Quests
Inside the Infinite Archive, two unique quest givers provide daily repeatable objectives: Master Malkhest and Esalinewe. These quests are an excellent source of Archival Fortunes, curated gear, and experience, and can be completed once per day, per character.
Taking full advantage of these repeatables is key for players aiming to unlock permanent account-wide buffs, collect class set pieces, and maximize progression inside the Archive. Both quest givers are located near the Archive’s entrance hub and can be accessed after entering the instance.
The Margins of Ire
Tho’at Replicanum is summoning twisted enemies of living ink from the pages of the Archive’s books, threatening the foundation of the Infinite Archive itself. Master Malkhest believes the key to confronting her lies in recovering the scattered pieces of her nymic—a true name of immense power that can force her into the open.
Our only lead is to pursue the maligraphies—ink-formed constructs and corrupted echoes that appear throughout the Archive. Malkhest warns that they are hostile, unpredictable, and grow stronger the deeper one travels into the stacks. He’s already been attacked by them, and strongly advises coming prepared for battle.
Completing The Margins of Ire
As you progress deeper into the Infinite Archive, you’ll gradually collect the three key pieces of Tho’at Replicanum’s nymic. These items drop naturally over time as you complete stages, but their appearance is random—some players obtain them quickly, while others may need to grind further into additional arcs.
Once all three pieces are in your possession, continue pushing forward in the Archive. Tho’at Replicanum will eventually reveal herself in a climactic encounter. Defeat her, then speak to Master Malkhest to complete the quest. As a reward, you’ll receive Archival Fortunes and a curated Class Set armor piece exclusive to the Infinite Archive system.
Infinite Avenger: Fabled
A restless spirit named Esalinewe lost all of her Threads of Fate within the Infinite Archive. Seeking vengeance, she tasks you with hunting down the Fabled maligraphies—twisted echoes of powerful ink-bound beings that played a part in her demise.
To complete the quest, you must explore the Archive’s wings and defeat any Fabled that appear. These enemies can spawn randomly in later rounds, so persistence and awareness are key to tracking them down and finishing what Esalinewe could not.
Completing Infinite Avenger: Fabled
As you battle your way through the Infinite Archive, you will occasionally come face-to-face with Fabled enemies—powerful, corrupted entities tied to the maligraphic magic of the realm. To complete this daily quest, you must defeat a total of 10 Fabled foes.
Once your task is complete, return to Esalinewe to turn in the quest. You’ll be rewarded with Archival Fortunes and a curated Class Set armor piece from the Infinite Archive reward pool.
Note: This quest occasionally shifts to target Marauders instead of Fabled enemies, depending on the random quest rotation. Both variants offer similar rewards and contribute toward your Infinite Archive progression.
The Marauders – Random Apex Threats in the Infinite Archive
Once you complete Arc 1 in the The Elder Scrolls Online Infinite Archive, the stakes rise dramatically. From Arc 2 onward, a single Marauder can invade the first wave of any trash room. There’s no timer and no “retry” mechanic—either you drop the beast or it deletes a Thread and vanishes. Killing it rewards curated gear, Archival Fortunes, and a mystery consumable Verse. Win or lose, you won’t see another Marauder until the next Arc.
This encounter is uniquely brutal because the fight begins while the room’s regular mobs are still alive. Clearing those adds too quickly will trigger waves two and three, multiplying your problems. Most veterans run one of two strategies:
1. Wave-Control Method — Kite one ranged trash mob at the edge of the arena, keep it alive, and focus
entirely on the Marauder. With the wave counter “stalled,” you get a near 1-v-1 scenario.
2. Attrition Method — Hold your ground, rotate defensives, and let waves roll naturally. This is harder on resource
management but can feel cleaner for groups running heavy AoE builds.
Consumable Mystery Verses: You may hold one offensive, defensive, or utility Verse per Cycle. The safest play is patience—save it until you either (A) reach the Cycle’s boss without seeing a Marauder (free DPS boost) or (B) feel that “uh-oh” moment when a Marauder spawns mid-trash (pop a defensive Verse instantly). Timing these consumables can be the difference between preserving Threads or watching them snap.
There are currently five distinct Marauders, each with its own moveset and loot table. The next section dives into the mechanics of all five, giving you the intel you need to survive Arc after Arc.
Need specific info? Click these quick links to go directly to each section.
Marauder Bitog
Known by many as “Juffy,” Marauder Bitog is one of the most brutal and relentless encounters in the Infinite Archive. He’s fast, aggressive, and dishes out heavy damage with alarming speed. Bitog thrives on chaos — constantly enraged, capable of darkening the arena, and pressuring players with high-speed melee attacks.
Mechanics & Strategy
Bitog is a melee-based boss who stays enraged nearly the entire fight. He darkens the arena, reducing visibility and making movement and survival even more challenging. His speed is his biggest weapon, and staying ahead of him takes smart positioning and resource control.
Kiting is often your best bet — keep your distance and apply damage-over-time (DoT) effects while managing stamina carefully. Sprinting too much will leave you drained when it matters most. Instead, maintain steady movement and avoid panic-rolling.
Bitog uses rapid double-swipe heavy attacks that apply bleed even if blocked. His basic attacks also apply bleed, and at range he’ll charge in a straight line with a high-damage leap. While these can be blocked or dodged, timing is everything — mismanaging stamina can quickly lead to a wipe.
Pro Tip: When Bitog begins his charge, he tunnels in one direction. This is your moment to reposition and recover — use it wisely before he resets focus.
Prepare for a brawl. Stay calm. Manage your stamina. And remember: if Juffy smells fear… you’re already losing.
Marauder Gothmau
Known to long-time viewers of the livestream as “F**ky McFour Arms” (aka FMFA), Marauder Gothmau is easily one of the most terrifying and punishing bosses in the Infinite Archive. This hulking beast brings raw power, heavy bleed damage, and near-unforgiving mechanics to the battlefield. If you’re not a high-resistance, shield-heavy tank build, expect to be obliterated in seconds.
Mechanics & Strategy
The safest strategy against Gothmau is simple: KITE HIM. Stay mobile and out of his melee range at all costs. His attack pattern begins with two powerful swings followed by a devastating heavy attack. If you successfully avoid that combo—well done! But don’t relax just yet. He often follows up with a ranged axe throw to the back of your head. Dodge or block this, then reset and reposition.
Occasionally, he’ll spin into a whirlwind-style AoE that moves toward you. Step out of its path to gain breathing room. He may also cast fire winds, which channel in place and give you time to react and reposition. All of these are avoidable, but only if your stamina management is on point.
Gothmau’s light attacks are where most players die. They apply a brutal bleed effect that can wipe you out in two ticks unless you have stacked shields, rapid healing, or massive resistance buffs. Panic-rolling or overextending will absolutely punish you.
The best advice? Stay calm, stay fast, and stay smart. This boss is the most feared Marauder in The Elder Scrolls Online for a reason. If you’re not ready, he will end your run — no questions asked.
Marauder Hilkarax
On stream we call him “Windy B*llocks.” Marauder Hilkarax turns the entire arena into a cyclone simulator, forcing you to keep your eyes on the floor while dodging heavy-hitting melee swings. Spatial awareness isn’t optional here—it’s survival.
Mechanics & Strategy
Light & Heavy Attacks. Block or perfectly dodge-roll—each hit hurts and can stagger you into the oncoming wind fields.
Geyser Burst. Hilkarax slams the ground, launching a fast-moving circular AoE straight ahead. Step out of his face and let the geyser pass before re-engaging.
Tempest Spin. He leaps, spins, and floods the room with roaming wind cyclones. Watch his feet: the point where he casts leaves a slow-moving inner vortex that circles him. Hug that inner ring to “ride the eye of the storm” while outside winds swirl harmlessly beyond your reach. Each cast adds another vortex; when the floor looks like a hurricane pinwheel, relocate clear across the room and reset the pattern.
Large arenas give you breathing space; tight rooms turn this fight into footwork hell. If you opt to kite, be prepared for precision dodges—one mis-step into overlapping winds can erase a Thread instantly. Stay calm, track his spin casts, and remember: movement discipline beats panic-rolling every time.
Master the cyclone dance and Hilkarax turns from nightmare to notch-on-the-belt. Lose focus, and the winds will write your obituary in ink.
Marauder Ulmor
Nicknamed “Water Boy” on stream, Marauder Ulmor brings a brutal blend of melee pressure and massive water-based AoE bursts. While many consider him one of the “easier” Marauders in the Infinite Archive, underestimating him can cost you a Thread in seconds.
Mechanics & Strategy
Ulmor is primarily a melee-focused brawler with rapid light attacks and a dangerous heavy swing. If your build can’t withstand direct hits, kiting is a solid option—but note that he’s deceptively fast. Stamina management is essential.
His key mechanic revolves around two massive AoE channels:
- Explosive Burst: Ulmor hovers briefly and detonates a water explosion in a wide radius.
- Water Wave Pulse: A large circular wave radiates outward, dealing huge damage.
For face-tankers: do not ignore the burst warnings. These mechanics can and will one-shot unprepared players. Adapt quickly or pay with a thread.
Ulmor may be the most “forgiving” Marauder, but make no mistake—he will punish sloppy timing or overconfidence. Play smart, respect the mechanics, and ride the waves to victory.
Marauder Zulfimbul
Known on stream (with colorful language) as “Horny McF**k Bull”, Zulfimbul is one of the tankiest Marauders in the Infinite Archive. He’s not just dangerous because of his damage output — it’s his absurd survivability and drawn-out engagements that truly test your patience and endurance.
Mechanics & Strategy
Heavy Attacks: These are straight out of the Falkreath Hold Minotaur playbook — slow, wind-up charges that can be dodge rolled if you time them right. Miss the timing? Prepare to eat a truckload of damage.
Light Attacks: Less frequent than other Marauders, but no less painful. Always block or dodge them if you’re not built like a brick wall.
Leap Slam: If you try to create distance, Zulfimbul leaps across the room and body-slams your head. You must dodge-roll on impact or block if you’re tanky enough to survive it. Predict it, or suffer.
Volcanic Circles: The true danger. He spawns massive lava fields under your feet that cause extreme DoT (damage over time). They linger for ages, and if you panic and run all over the place, you’ll fill the arena with death. Control your movement. Let the circles stack tight together and keep the fight contained.
Damage Shield: At several points, Zulfimbul will generate a massive protective shield. You can either burn through it or wait it out, but don’t get cocky. Seeing him low on health is deceptive — that shield can ruin a greedy push. Patience is the key to surviving this grindy fight.
Zulfimbul is a marathon boss. You won’t outpace him — you’ll outlast him. Stay calm, manage space, and don’t let frustration throw your run. He’s rough, but you’ve beaten worse.
- Allene Pellingare
- Ash Titan
- Barbas
- Baron Zaudrus
- Bittergreen the Wild
- Caluurion
- Canonreeve Oraneth
- Captain Blackheart
- Councilor Vandacia
- Cynhamoth
- Death’s Leviathan
- Doylemish Ironheart
- Dranos Velador
- Dugan the Red
- Exarch Kraglen
- Garron the Returned
- Ghemvas the Harbinger
- Glemyos Wildhorn
- Gnarl-Fang
- Grothdarr
- High Kinlord Rilis
- Iceheart
- Kjarg the Tuskscraper
- Kovan Giryon
- Kra’gh the Dreugh King
- Laatvulon
- Lady Belin
- Lady Thorn
- Limernaruus
- Lord Warden Dusk
- Molag Kena
- Mulaamnir
- Murklight
- Nazaray
- Nerien’eth
- Old Snagara
- Prior Thierric Sarazen
- Queen of the Reef
- Rada al-Saran
- Ra’khajin
- Rakkhat
- Razor Master Erthas
- Ri’Atahrashi
- Risen Ruins
- Sail Ripper
- Selene
- Sentinel Aksalaz
- Shadowrend
- Sonolia the Matriarch
- Staada
- Symphony of Blades
- Taupezu Azzida
- The Ascendant Lord
- The Endling
- The Imperfect
- The Lava Queen
- The Mage
- The Sable Knight
- The Serpent
- The Warrior
- The Weeping Woman
- The Whisperer
- Tremorscale
- Varlariel
- Valkynaz Nokvroz
- Varzunon
- Vila Theran
- Voidmother Elgroalif
- Vorenor Winterbourne
- War Chief Ozazai
- Xeemhok the Trophy-Taker
- Yandir the Butcher
- Yolnahkriin
- Ysmgar
- Z’Baza
- Zha’hass the Forgotten
Allene Pellingare
Allene Pellingare is a deadly Breton noble originally encountered in Wayrest Sewers I—available on both Normal and Veteran difficulty. In the Infinite Archive, her mechanics have been slightly reworked, making her even more of a threat.
Mechanics & Strategy
Allene retains much of her original fighting style but with Archive-specific tweaks. She has a high-damage heavy attack that must be blocked or carefully dodge rolled. Timing is everything—one mistimed move could cost you a Thread.
Throughout the fight, she vanishes into stealth and summons a swarm of bats. Clear the adds quickly to force her return. When she reappears, be on high alert—she can teleport strike or open with another heavy directly from stealth.
One critical tip: do not try to kite her. If you attempt to run, she will teleport directly to you and strike. Stand your ground and face her head-on—positioning, timing, and composure are key to surviving this encounter.
Ash Titan
The Ash Titan is a fearsome Daedric Titan that players may recognize from several locations in City of Ash II, the punishing rounds of Maelstrom Arena, and even a miniaturized version in the Rockgrove trial. In the Infinite Archive, he brings his signature brutality and then some.
Mechanics & Strategy
The Ash Titan’s primary melee attacks hit hard and should be blocked on sight. Attempting to kite or range him? Be warned—he’ll launch powerful fire spit projectiles that punish players trying to keep their distance.
A key mechanic to watch for is his tail whip—he’ll crouch briefly before lashing out. This ability will knock you down if not blocked or dodged in time, setting you up for a deadly follow-up combo.
Throughout the encounter, he’ll also summon massive firewalls. These can be blocked, but your best move is to carefully position yourself and step between the gaps. Staying inside the flames or getting clipped repeatedly will burn through your health quickly—even tanks won’t survive long.
One of his most dangerous mechanics is the fireball rain. He’ll spit into the air, launching target-locked meteors that chase players. You can dodge a few, but excessive stamina use will cause dodge fatigue. Alternatively, you can block to reduce the damage—either way, strong healing support is critical. At higher arcs, these fireballs can be instant death.
The Ash Titan isn’t just a test of your build—it’s a test of your nerves. Stay calm, stay mobile, and don’t get greedy.
Barbas
Barbas is a mischievous, shape-shifting Daedra often tied to the Daedric Prince Clavicus Vile. He originally appears in the storylines across Reaper’s March and in key moments throughout Morrowind. In the Infinite Archive, he takes on a more stripped-back role — but don’t let that fool you, he still bites.
Mechanics & Strategy
Barbas comes equipped with basic melee attacks that deal moderate damage. His heavy attack must be blocked or carefully dodge rolled to avoid getting flattened. Throughout the fight, he’ll toss out random AoEs — watch your feet and reposition as needed.
Periodically, he’ll float into the air and assume what can only be described as his infamous “Vivec Squat” — channeling power while sitting mid-air. This moment isn’t just for show — it’s a prime opportunity for you to unleash heavy damage. He’ll deal light pulsing AoE damage during this phase, but with strong heals and good positioning, this is basically free DPS time.
TIP: Stay close! Trying to range him or kite from afar will cause him to teleport and pounce — making the fight way more chaotic than it needs to be.
Overall, Barbas is one of the more forgiving encounters in the Archive — especially in early arcs — but don’t let your guard down. Even the “easy” ones can bite.
Baron Zaudrus
Nicknamed “Valkyn Pants” on stream (for obvious aesthetic reasons), Baron Zaudrus is a Haocrel chieftain first encountered in The Cauldron. His core kit remains familiar, but the Infinite Archive tweaks crank up both pressure and add density.
Mechanics & Strategy
• Heavy Wind-Up: Huge telegraph; either block or perfect-dodge. Timing is everything.
• Summoned Stones: Rocks spawn and explode, releasing add packs. Burn them quickly or be overrun.
• Lava Puddles: Targeted beneath players. Standing in these for more than a tick or two is lethal.
• Lightning Cleave: Unavoidable initial strike in solo; afterwards a lightning AoE sticks to YOU—spread out in duo so you don’t overlap.
Lastly, the infamous fire-wall dance: four slow-rotating walls circle the arena. Touching them is a free ticket back to the wayshrine—just don’t. Keep calm, read the rotation, and you’ll dunk Valkyn Pants in no time.
Bittergreen the Wild
Bittergreen the Wild is a hulking guar world-boss usually found at Caravan Crest in Deshaan. Inside the Archive his arena is tighter, but the pain is the same.
Mechanics & Strategy
• Spriggan Adds: Periodically summons Spriggans; interrupt their channel or they shield the boss.
• Heavy Head-butt: Blocks or perfect-dodges only. Eats tanks for breakfast if ignored.
• Triple Spit AoE: Triggered after his jump. Three fast cones knock you back—block or sidestep; late-arc damage is near one-shot.
Staying disciplined with interrupts and blocks is the whole fight. Get sloppy and Bittergreen will live up to his name.
Caluurion
Caluurion is the iconic lich boss from Fang Lair. In early arcs he’s almost identical, but later updates added totems—just like the dungeon version—so be prepared.
Mechanics & Strategy
• Skeleton Waves: Kill them fast; overwhelmed? Look for the totems granting immunity and destroy them.
• Lich Crystals & AoEs: Nearly every attack paints the floor—step out or die in DOT puddles.
• Scaling Complexity: Early arcs may skip totem spawns entirely. Deep-arc runs add multiple immunity phases—know the mechanic before it matters.
Bottom line: Don’t “run around like a lunatic.” Stay out of the stupid, manage adds, and melt totems when they appear.
Canonreeve Oraneth
Canonreeve Oraneth is a scheming Wood Elf originally battled in Elden Hollow I. Her core kit is intact in the Infinite Archive, but damage and DOT durations scale sharply in higher arcs.
Mechanics & Strategy
• Channelled Poison Beam: If she targets you, perform a well-timed dodge-roll or suffer a long-duration poison DOT.
• Grasping Roots: A green circle forms beneath your feet, dragging you down. Break free fast—skeleton adds rise from the ground if you’re slow.
• Melee Swipes: Light and heavy attacks hit harder every arc. Block, dodge, or be punished.
Stand your ground, interrupt quickly, and clear adds on spawn. Later arcs turn “straightforward” into “punishing” if you get lazy.
Captain Blackheart
The undead scourge of Blackheart Haven, Captain Blackheart keeps his pirate swagger in the Archive—just hits a lot harder.
Mechanics & Strategy
• Heavy Cleave & Gap-Closer Bash: Block/dodge; running away triggers a room-length charge attack.
• Skeleton Transformation: In the Archive, it’s a brief stun—break free instantly and resume DPS.
Simple on paper, deadly in arc 6+. Respect the cleave or watch your Thread snap.
Councilor Vandacia
Councilor Vandacia—the treacherous Imperial from Blackwood—brings meteor storms, flame atronachs, and his beloved “Jeff” the Daedroth into the Archive’s tight arenas.
Mechanics & Strategy
• Meteor Channel (Interrupt): Red sparks = interrupt immediately or face a meteor to the face.
• Self-Detonation Channel: Non-interruptible. Get out of the center before the blast.
• Flame Atronachs: Explode on death—back away before they go boom.
• “Jeff” the Daedroth: Breathes sustained fire—simply move out of the cone.
Core rule: stay out of fire, interrupt meteors, block or dodge heavies. Fail any one of these and Vandacia happily roasts you.
Cynhamoth
Cynhamoth is a classic Coldharbour harvester (and the bane of anyone who’s run Imperial City Prison). In the Archive, her rotation is condensed but no less painful.
Mechanics & Strategy
• Triple Frontal AoEs: Stand in front until she channels, then sidestep the three fast lines. Getting clipped = knockback and huge damage.
• Healing Orbs: “Feasts” float toward her—kill them or she heals a massive chunk.
• Melee Swipes: Light/heavy claw attacks still hurt; block or dodge if survivability is sketchy.
Treat it like a dance: front-step, side-step, repeat. Ignore orbs or mis-time dodges and you’ll be screaming reset.
Death’s Leviathan
Death’s Leviathan is a relentless bone colossus originally found in Crypt of Hearts I. In the Infinite Archive, he keeps his iconic charging behavior—now ramped up with lethal ground effects at lower health.
Mechanics & Strategy
• Charge Attack: The boss will bull-rush in your direction, stopping at the far edge of the arena. Keep your back to a “safe zone,” bait the charge, then reposition.
• Impact AoE: When he slams to a halt, a powerful AoE lands at his feet. Don’t stay there—move fast.
• Fire Trails (Low Health): In later arcs or below 30% HP, his charges leave burning fire AoEs. These persist and deal heavy damage over time.
Think of it like a bullfight—read his charge, react with timing, and keep control of the arena space. Panic, and you’ll be steamrolled in seconds.
Doylemish Ironheart
Doylemish Ironheart is a relentless gargoyle boss pulled from Scalecaller Peak. In the Infinite Archive, his infamous stun mechanics are reimagined with high-pressure mobility and ground denial effects that punish any lapse in awareness.
Mechanics & Strategy
• Chasing Lasers & AoEs: These simulate the original dungeon’s stun beams—now causing rapid damage, snares, and skill lockouts. Constant movement is non-negotiable.
• Add Spawns: Adds will enter the fight regularly and must be dealt with quickly or they’ll overwhelm you.
• Heavy Attack: Telegraphed but deadly. Block or dodge roll on reaction—taking this raw will likely end the run.
This is a high-speed, stamina-taxing fight. You’ll need to manage your resources carefully while constantly repositioning. If you stop moving, you’re done. Keep your heels light and your blocks ready—this boss is no joke.
Dranos Velador
Dranos Velador is a ruthless Dark Elf assassin from the Cradle of Shadows dungeon. In the Infinite Archive, he brings his shadowy trickery into play with relentless clone mechanics and burst damage phases designed to punish players who hesitate.
Mechanics & Strategy
• At timed intervals, Dranos enters a shadow phase where he becomes invulnerable and summons four shadowy clones across the room.
• Each clone must be killed to gather essence. Once all four are destroyed, Dranos is stunned briefly—this is your main damage window.
• After the shadow phase, he performs a lethal dagger strike at the player marked by his shadow—block, dodge at the last second, or mitigate it with strong healing and shielding.
• His standard attacks include quick melee combos and occasional shadow flares—both can catch you off guard if you’re not watching his movement closely.
Survival tip: Maintain mobility during clone phases, save your ultimates for the post-stun burn window, and don’t blow stamina too early—you’ll need it when his dagger phase comes around.
Dugan the Red
Dugan the Red is a notorious Orc bandit leader, encountered at Dugan’s Knoll in Malabal Tor. Often ambushing travelers, he brings that same brutal surprise into the Infinite Archive—with a streaming name that reminds viewers there’s nothing casual about this encounter.
Mechanics & Strategy
• Heavy Cleave: Dugan unleashes a sweeping heavy attack—block it or dash away fast. Missed timing means severe damage.
• Gap-Closer Charge: If you try to kite, he’ll charge across the arena with lethal momentum—stand your ground or risk being flung into walls.
• Summoned Reinforcements: He calls in nearby bandit allies periodically. Taking them out quickly is crucial to avoid being outnumbered—and overwhelmed.
• Berserker Enrage: As his health lowers, he ramps up attack speed and damage. In later arcs, these hits can one‑shot unprepared players.
Tactics: Hold your ground, manage cleaves, and burst adds while he’s occupied. Dodge the charge smartly, and keep your healer on standby—late-arc Dugan is a killzone waiting to happen.
Exarch Kraglen
Exarch Kraglen is a brutal werewolf behemoth originally found in Stone Garden. While he doesn’t bring the full hardmode mechanics with him into the Infinite Archive, he still hits like an absolute truck and should never be underestimated.
His main threat is a channeled flurry-style heavy attack that will shred you if not blocked or dodge rolled in time. Trying to run? Think again. He’ll close the gap fast with a brutal charge and slam combo that knocks players down hard. During the fight, Kraglen enters enraged states where he flings you backward—this knockback can be blocked, but not avoided. As soon as you hit the ground, break free and rush him immediately. You’ll need to bash him to interrupt his roar or suffer massive ticking AoE damage that can end the run fast.
This encounter is a true stamina test. Reckless sprinting, panic dodging, or mistimed interrupts can leave you empty just when you need to act. Stay cool, pace your resources, and be ready to bash when it matters most.
Garron the Returned
Garron the Returned is a lich miniboss originally encountered in Wayrest Sewers II, and while he may look tame at first glance, underestimating him in the Infinite Archive is a fast ticket to failure. His basic light attacks and telegraphed AoEs are fairly manageable—just keep an eye on your feet and block where needed—but don’t get too comfortable.
The real danger comes when Garron summons lich crystals that begin releasing spectral ghosts into the arena. These ghosts rapidly fire wind-based magic at players and will overwhelm you quickly if not dealt with. Prioritize killing the ghosts as soon as they spawn—focusing the boss while ignoring them is a sure way to get buried under relentless damage.
In addition, Garron has a powerful life drain ability that can rip through your health bar if you’re not careful. This drain is fast and brutal, requiring strong healing or shields to survive. Bring your sustain game, stay mobile, and clear those ghosts before they overrun the fight.
Ghemvas the Harbinger
Ghemvas the Harbinger is a deadly Runiarch boss pulled from the Blackwood zone, featuring mechanics similar to the final boss in The Dread Cellar. While his appearance is familiar, his behavior in the Infinite Archive is significantly more intense. Ghemvas unleashes fast-paced channeled heavy attacks that must be blocked or dodge rolled, and frequently surrounds himself with flaming whirlwinds that deal devastating damage—get caught in one and it could be over fast.
He also fires ranged fireballs and hurls axes that apply short-duration bleeds. These bleeds are no joke—they stack, and can overwhelm players quickly. Dodging and shielding become essential tools to survive this attrition damage. One of his more dangerous mechanics involves channeling a large flaming circle beneath him, combined with a fire beam targeting you directly. That beam signals an incoming flame DoT, but not before a high-damage wave hits first. You can block or dodge the wave with good timing, but the DoT is guaranteed—make sure your healing is on point.
At around 50% health, Ghemvas becomes invulnerable and shields himself inside a protective bubble. This phase introduces constant room-wide pulsing damage and four Oblivion portals that must be destroyed to break the shield. Until those are gone, he cannot be harmed, and the ticking damage will wear you down. Once the barrier is removed, he returns to his usual attacks but tends to stay more centralized in the arena, which opens up options for ranged play to avoid those punishing melee bleeds.
How you fight Ghemvas is up to your playstyle—but no mat
Glemyos Wildhorn
Glemyos Wildhorn is a mischievous and aggressive faun originating from High Isle. He brings an unpredictable fight to the Infinite Archive, filled with mobility, summoned allies, and disruptive crowd control effects. Expect fast-paced pressure and the need for constant repositioning—he rarely stays still and will often teleport to your blind spot to land heavy hits.
His charge attacks are high-impact but blockable, and dodging at the right time can reduce your need to soak unnecessary damage. However, the real danger lies in his support mechanics. During combat, Glemyos summons two Indriks, each capable of casting frontal mind blasts that should be interrupted immediately. While active, they grant the boss a damage shield, making it inefficient to continue burning him down until they’re dealt with.
- Kill the Indriks first — they must die to remove his shield.
- Interrupt their mind blast casts or risk taking major frontal damage.
Glemyos will also use root mechanics via entangling vines, so stay mobile and be ready to dodge or break free quickly. He occasionally spins and scatters damaging AoEs throughout the arena—stay alert and avoid standing in the chaos. His mobility and sustained pressure make him more dangerous over time, so pacing the fight and managing resources is key.
It’s a tricky fight, but if you keep moving, kill the adds fast, and don’t panic when he vanishes and reappears, you’ll be just fine!
Gnarl-Fang
Gnarl-Fang is a giant white bear from Wrothgar, now appearing in the Infinite Archive as a brutal melee-based boss. He may look straightforward, but his speed and power can quickly overwhelm you if you’re not careful.
He hits hard with fast light attacks and a big heavy swing — make sure you block or dodge that. If you try to run too far, he’ll charge you down and knock you over, so positioning is important. Don’t panic and blow all your stamina sprinting.
As the fight continues, he gets more aggressive. He can apply bleed effects, so be ready to heal or shield through the damage. If he roars, that’s your cue — he’s going into frenzy mode, and everything just got faster.
Stick to your rotation, stay out of his face when he’s charging, and don’t let the bleeds stack too long. A simple boss on paper, but surprisingly dangerous if you underestimate him.
Grothdarr
Grothdarr is a monstrous Flesh Atronach originally encountered in Vaults of Madness, but his Infinite Archive version has been completely reworked — and he’s far more terrifying now than ever before.
His basic cleave still knocks you down even if you block it, and his heavy attacks are absolutely essential to avoid or block — no questions asked. But what makes this fight truly brutal is the constant fire-based pressure throughout the arena.
Grothdarr creates a lava pool right in the center of the room, forcing you to reposition constantly. He hurls fireballs into the air that rain down in random locations, and spinning fire AoEs circle the arena, leaving you with very little safe space to work with.
Later arcs amplify the chaos — light attacks start to sting, and the fire damage over time ramps up significantly. You’ll need fast reactions, tight movement, and strong resource management to survive.
This fight is all about mobility. Stand still, and you’ll burn. Watch your feet, control your spacing, and keep moving!
High Kinlord Rilis
High Kinlord Rilis is a powerful Altmer spirit encountered in both Banished Cells I and Banished Cells II. In the Infinite Archive, his fight combines mechanics from both versions, making this one of the most punishing and mechanically dense bosses in the arena.
His heavy attack has a long wind-up — block it or risk being crushed. He’ll also fire ranged spells that will knock you down if not blocked in time. Adds will join the fight, including Feasts (orbs) and Daedroths (shout-out to Jeff!). The orbs will try to heal him, and the Daedroths deal high fire damage and cause knockbacks, so both need to be dealt with fast.
At intervals, Rilis will raise his sword to channel fire AoEs beneath your feet — move quickly until the casting ends. But his most dangerous mechanic? The infamous Curse Bubbles. When he crouches and begins casting, he will trap a player in a bubble and launch them into the air. Once they land, the bubble will be red or blue. You must locate the matching colored pad or beam in the room and cleanse it — fail, and you’ll take massive ticking damage and likely die.
Quick recap: Block the heavy, kill adds fast, interrupt healing orbs, dodge fire AoEs, and cleanse that cursed bubble before it’s too late. It’s a lot to juggle — but with sharp reflexes and awareness, this boss is beatable.
Iceheart
Iceheart is a fearsome frost atronach boss originally found in Direfrost Keep. In the Infinite Archive, he retains many of his original mechanics — but with tighter spaces and more chaos, his abilities hit harder and punish poor positioning.
Expect fast-paced light and heavy attacks, all of which should be blocked or avoided. One of his signature moves is a frontal cleave — block it if you’re in front of him or step out of its path to avoid being knocked down. Shortly after, he’ll perform a massive stomp that deals heavy area damage. Don’t stand in the red — it will flatten you.
Following the stomp, ice pillars will rise from the ground, summoning skeleton adds. These must be dealt with immediately. If left unchecked, they can easily swarm and overwhelm you while Iceheart continues to apply pressure.
Keep mobile, pace your resources, and burn the adds fast. With clean footwork and solid blocks, you’ll chip away at this frosty brute in no time.
Kjarg the Tuskscraper
Kjarg the Tuskscraper is a hulking giant pulled from the Icereach dungeon, with most of his signature attacks intact — but now modified for the Infinite Archive format.
He opens with basic light attacks and a slow but devastating heavy attack — dodge or block this or prepare to take a dirt nap. One of his nastier mechanics is a swirling wind vortex that homes in on a player. Keep moving! If it touches you, it deals rapid damage over time and can end a run fast if ignored.
When Kjarg enrages, he glows red and gains significant damage output — but he also takes more damage in return. Be warned: right as he enters this phase, he casts a fear effect. Break free quickly and stay sharp, because one misstep here can easily result in a one-shot.
Throughout the fight, ice atronachs will begin forming. If you’re quick, you can position Kjarg so his heavy attack lands on the atronach’s spawn point. When timed correctly, this attack will destroy the summon before it fully enters the fight. If one slips through, don’t panic — you can still use the same tactic to redirect his heavy and squash it once it’s active.
Control the field, keep moving, and turn his power against his own summons. With a bit of practice, you’ll find his own strength is his biggest weakness.
Kovan Giryon
Kovan Giryon is the time-warped mage boss from Bal Sunnar, now re-imagined for the Infinite Archive. His kit mixes lightning, temporal and shields —simple on paper, punishing in practice.
He opens with rapid Arc Lightning casts that jump between targets. Keep some distance between group members to avoid chain damage. At intervals he cloaks himself in a Temporal Shield
Once the shield drops, Giryon will mark the floor with Time Rifts—glowing circles that detonate after a brief delay. Step out quickly or eat heavy magic damage. He follows up by teleporting to a corner and unleashing a wide Lightning Wall; sidestep or block as needed, then resume DPS.
At low health he speeds everything up—shorter shield phases, faster rifts, more frequent lightning. Stay calm, burn him down during each opening. If you lose track of the rifts or let chain lightning bounce unchecked, the fight snowballs fast.
Kra’gh the Dreugh King
Kra’gh the Dreugh King is a powerful dreugh boss originally found in
Fungal Grotto I.
What many used to call a “noob killer” now earns that title with pride inside the
Infinite Archive — especially in higher arcs where his damage and survivability ramp up considerably.
Mechanics
Kra’gh retains his original toolkit, but it’s amped up for the Archive. He uses a rapid flurry attack that must be blocked or dodged, followed by a
slow, heavy wind-up attack that will knock you down if not blocked. His signature move — the bursting AoE explosion — is easier to manage early on,
but becomes increasingly lethal in later arcs. Stay mobile and don’t get greedy!
At certain intervals, Kra’gh will burrow underground, triggering a wave of mudcrab adds. These may seem like a joke at first, but later in the Archive
their health pools and damage output become a serious threat. Eliminate them quickly or risk being overwhelmed.
Laatvulon
Laatvulon is a fearsome dragon originally found in Southern Elsweyr, and now one of the most dangerous enemies to face inside the Infinite Archive. While the mechanics are relatively straightforward, his high burst damage and brutal one-shot potential make this fight a serious challenge — especially in higher arcs.
Mechanics
Laatvulon’s core mechanic is his dragon shout, a heavy frontal cone that must be blocked or expertly dodge rolled. This alone hits hard, but it’s the mid-fight phase that changes everything. At around 50% health, he takes flight and initiates his infamous ice breath flybys — two back-to-back strafing runs that leave frozen death trails in their wake.
Tip: As soon as Laatvulon takes to the sky, keep your eyes on him. When he starts to dive, strafe hard to the left or right — never forward or backward — to avoid being caught in the lethal freeze path. Reacting late or standing in the residual ice will result in a fast, unavoidable death — even for tanks.
While he’s airborne, ice atronachs will spawn. Kill them quickly or they’ll join the fight when Laatvulon lands. Once grounded, he resumes his earlier attack patterns with some added chaos from any remaining adds. Maintain situational awareness, block the shout, and prioritize survival — there’s no DPS check here.
Bonus Tip: Use powerful survivability tools like Magma Shell, Gibbering Shield, or Barrier to stay alive during the toughest parts of the fight. And whatever you do — never stand beside a dragon. One wing flap and it’s “WEEEE—dead.”
Good luck — you’ll need it!
Lady Belain
Lady Belain is a powerful Breton found in The Reach, and brings some of the most chaotic and visually intense mechanics into the Infinite Archive. Her mix of hard-hitting attacks, AoE spam, and overwhelming add phases makes this one of the more punishing fights — especially in later arcs.
Mechanics
Belain starts with standard heavy attacks and marked target charges. If she places a marker, move — she’ll leap toward it with a powerful strike. At the same time, she floods the arena with corrupted ground AoEs, forcing you to stay mobile and burn stamina while avoiding constant damage.
At around 50% health, she flies into the air and begins bombarding the ground with falling AoEs that track your location. During this airborne phase, several channeled spirits appear around the room, dealing pulsing magic damage. These adds must be killed quickly — Belain returns on a timer, and she’ll be immune until her landing animation completes.
Once she lands, the entire floor becomes a maze of crisscrossing spirit lines cast by summoned vampire shades. These narrow but deadly linear AoEs travel fast and leave little room for error. Survival depends entirely on controlled movement and clear spacing — don’t panic and don’t over-rotate.
Stay calm, keep your heals up, prioritize the adds, and keep your eyes on the floor. This fight doesn’t leave much room for error.
Lady Thorn
Lady Thorn is a High Elf Vampire Lord from Castle Thorn, and she’s just as dramatic in the Infinite Archive as she is in her own domain. With flashy animations, AoE chaos, and multi-phase mechanics, this is a true endurance fight.
Mechanics
She opens with a heavy attack that must be blocked or dodge rolled. You’ll also need to watch for her charge-and-impact ability — she’ll leap across the arena and trigger a spreading AoE where she lands. Move quickly to avoid the blast radius.
Periodically, she will float mid-air, vanish, and summon a large central AoE while zombies spawn from the ground. Focus the adds quickly while staying out of the expanding AoE circles. Once cleared, she reappears and uppercuts a random player — this hits hard, so be ready to block or dodge.
At 50% health, Lady Thorn flies into the air and rains AoEs across the arena. As that ends, a circle of light appears — step into it immediately. The rest of the room becomes deadly. Within this phase, four scamps will appear. Kill them and use their synergy to throw orbs at her. You’ll need four successful throws to end the mechanic.
During this time, she will dive and slam repeatedly, dealing huge damage. Block or dodge these on reaction. Once the phase is broken, she returns to her regular mechanics and will repeat her earlier combos.
Limenauruus
Limenauruus is a powerful boss located in the Gold Coast, and while his mechanics may seem simple on paper, his damage output and enraged phase make this a deadly encounter — especially in higher arcs of the Infinite Archive.
Mechanics
His main opener is a heavy slam — a long wind-up overhead smash that must be blocked or dodge rolled. Past Arc 3, getting caught by this almost guarantees a one-shot, so keep your reactions sharp.
He will also charge at you with a tracking attack that locks onto your position. Don’t try to outrun it — instead, wait for the right moment and sidestep just before he reaches you. A mistimed dodge means heavy damage or worse.
At roughly 30% health, Limenauruus enters a rage phase. He slams the ground multiple times, triggering rockfalls from above. These AoEs are relentless and hit hard. The key here is calm, deliberate movement — don’t sprint wildly. Watch the ground, make sharp dodges, and stay in control.
This fight comes down to resource management and mechanical discipline. Avoid over-blocking, conserve stamina, and keep your eyes on enemy animations. If you panic or mistime even one dodge, it could cost you the fight.
Lord Warden Dusk
Lord Warden Dusk is a formidable grievous twilight from Imperial City Prison, returning to the Infinite Archive with most of his signature mechanics intact — albeit slightly modified for the arena’s environment. This fight combines high mobility, mechanics coordination, and tight survivability checks.
Mechanics
Lord Warden uses a mix of light and heavy attacks, including a teleport strike that functions as a heavy. Be ready to block or dodge on reaction to avoid high burst damage.
He regularly spawns floating dark orbs that apply a snare and health drain. Stay clear of their radius to avoid constant attrition damage and movement penalties.
Throughout the encounter, he will call down meteors that target your location. These are blockable, but careful stamina management is critical—don’t waste rolls or over-block when unnecessary.
At both mid and low health, Lord Warden disappears and summons four shadow clones. These must be killed quickly before they overlap and amplify incoming damage. This shadow phase can repeat again if the fight stretches too long.
One of his most dangerous attacks is the “machine gun” beam — a rapid-fire channel that locks onto one player. If you’re solo, it’s yours to handle. In duos, a teammate can body-block it with mitigation. Either way, be prepared to block or absorb the damage.
Near the end of the fight, he takes to the sky and prepares a lethal ultimate blast. Each player must enter their designated portal and take the synergy during the fall to survive. Miss the timing or portal entirely and you’re guaranteed a one-shot wipe.
Molag Kena
Molag Kena is a dangerous Xivkyn originally from the White-Gold Tower, now appearing in the Infinite Archive with her signature chaos and a tighter, more intense arena adaptation. Her mechanics are punishing, and demand precise movement, smart positioning, and strict attention to phase changes.
Mechanics
Her most recognizable mechanic is the spinning lightning ring. To survive it, position yourself near the center of the room. Staying central allows you to rotate with the ring while minimizing distance. If you drift to the edge, you’ll quickly run out of space and get overwhelmed.
She also casts a large wind cone in front of her. This knocks back anyone caught in it—either block or move well outside the visual cone. The hitbox is deceptively wide, so don’t risk standing close to its edge.
Her heavy attacks are telegraphed with a channel—these must be blocked on reaction. Periodically, she summons Storm Atronachs. These don’t hit as hard as in her original fight, but they land with a stunning AoE and will disrupt you if left unchecked. Kill them quickly and keep moving.
At mid-health, Molag Kena becomes immune to all damage and summons four protective adds. Pulsing lightning AoEs radiate from her position during this phase, and she remains invulnerable until all adds are killed. If you don’t clear them fast enough, the mechanic will reset with a brief damage window before repeating. This is not a DPS check, but efficiency helps shorten the cycle.
Occasionally, she levitates and channels a massive explosive AoE in the center of the arena. The moment this begins, get out of the circle. Remaining inside will launch you off the platform and result in instant death.
This is a high-discipline encounter. Keep an eye on positioning, watch for the storm phases, and always deal with the adds. Her damage punishes hesitation — but with good movement and reaction, she’s beatable.
Mulaamnir
Mulaamnir is a fearsome blue dragon from Northern Elsweyr, now making his electrifying presence known in the Infinite Archive. While his mechanics are similar to other dragon encounters, especially the ice variant, he comes with a few shocking twists of his own.
Mechanics
Mulaamnir opens with a mix of heavy attacks and a thunderous shout that can knock you back — both should be blocked when possible. He also uses a lightning breath that channels constant electrical damage onto the target. If you’re the focus, you must block through it — but be warned, it will chew through your stamina quickly.
Like all dragons, Mulaamnir has a permanent lightning field beneath him — never stand under it. And never position yourself beside him either, or risk being wing-flapped off the platform. Always engage from the front.
At around 50% health, he takes to the skies for two dramatic fly-by lightning attacks. These strikes send out split AoE lines that can be walked between — but two large moving shock circles will also sweep the area. Stay alert and move carefully to avoid both patterns.
During this phase, Storm Atronachs will spawn. If you don’t kill them before Mulaamnir lands, you’ll be dealing with them and him simultaneously. After landing, he’ll continue summoning one atronach at a time until defeated. Focus the adds when they spawn, then return your attention to the boss.
Murklight
Murklight is a sinister lurcher originally found in Elden Hollow II, now brought into the Infinite Archive with his core mechanics preserved — but slightly more punishing depending on your buffs, arc progression, and modifiers. Don’t underestimate him just because he went down easy in base content!
Mechanics
Murklight attacks with basic light and heavy strikes, as well as a ground-shaking AoE stomp that scatters corruption circles throughout the arena. These are easily avoided, but things get more interesting when the room changes.
Periodically, the entire arena will go dark, plunging you into shadow. At that moment, one of the existing ground AoEs will begin to glow white. You must immediately locate and stand inside this glowing circle — it’s your only safe zone. Failing to reach it in time will result in heavy damage over time that ramps up quickly and can be lethal if not dealt with fast.
This mechanic repeats based on time rather than health thresholds, so always stay aware of your surroundings and be ready to sprint when the screen dims. Otherwise, it’s a fairly straightforward encounter — but punishing if ignored.
Nazaray
Nazaray is a fearsome spriggan from Shipwright’s Regret. While she may look graceful, her mechanics are punishing—especially in higher arcs of the Infinite Archive.
Mechanics
Her heavy attack is a long wind-up leap that must be blocked or dodge rolled with careful timing. Throughout the fight, she summons lurchers and insect swarms. These adds need to be killed quickly—especially the lurchers, which use powerful frontal cone attacks.
When she drives her staff into the ground, glowing vine AOEs spread across the room. Four red AOE dogs will spawn—kill two opposite each other to create a safe gap. Failing this results in an explosion that’s survivable early on, but devastating later.
At low health, she becomes immune inside purple glowing ground effects. You must lure her out of these zones to continue dealing damage. Mobility and awareness are key in this phase.
Nerien’eth
Nerien’eth is a High Elf lich originally found in Crypt of Hearts II. In the Infinite Archive, his mechanics follow a familiar pattern—with one deadly twist at the end.
Mechanics
Nerien’eth starts with light and heavy attacks, including a skull projectile that must be blocked or dodge rolled. Periodically, he channels lich crystals that rise from the ground with large AoEs—move out of these zones immediately.
At low health, he draws a floating sword and becomes a melee menace. He gains a large damage shield and unleashes a series of charged strikes. His Dawnbreaker-style heavy can knock you down and end the fight instantly. Block or dodge carefully.
Do not kite him—he will gap close and punish you if you flee.
Old Snagara
Old Snagara is a massive echatere found in Wrothgar. Don’t let the simplicity fool you—this lumbering beast hits surprisingly hard in the Infinite Archive.
Mechanics
He attacks with frontal cone slams that can knock you down, as well as a ground shock AoE from stomping. Avoid these when possible and block heavy attacks to reduce incoming damage.
If you stray too far, he will charge you down. Stay near his side or rear for most of the fight, but don’t underestimate his range.
Prior Thierric Sarazen
Prior Thierric Sarazen is a Breton boss from Red Petal Bastion. His Infinite Archive version simplifies his dungeon mechanics, but don’t get too comfortable—his kick still hurts!
Mechanics
He alternates between two heavy attacks: a cleave (block it), and a kick that should be dodge rolled through. The kick knocks you back and spawns traveling frontal AoEs—getting hit by both can be fatal.
He also spawns a ghost clone that mimics his swing attacks. It deals minor damage but adds pressure. Occasionally, he channels energy into the ground—during this phase, red spikes will erupt under each player. Kite these in a circle to stay safe.
A swirling red AoE will sometimes fill the arena. It looks scary but moves slowly—stay calm and maneuver carefully.
Queen of the Reef
The Queen of the Reef is a giant coral crab found in Summerset. While she might look like a glorified mudcrab, don’t let your guard down—she packs a punch in the Infinite Archive.
Mechanics
Her heavy attacks must be blocked. If she begins channeling into the ground, she will burrow and disappear. This phase spawns flying mudcrabs—yes, really. Kill the adds and dodge the rain of AoEs.
When she resurfaces, the cycle begins again. Her heavy attacks are easy to underestimate, especially in later arcs, so stay sharp and respect the damage.
Rada al-Saran
Rada al-Saran is a Redguard vampire elder from Blackreach: Greymoor Caverns. In the Infinite Archive, he retains many of his signature vampiric mechanics—but with a few twists that punish overconfidence.
Mechanics
Rada opens with standard light and heavy attacks. His heavy hits particularly hard, so it’s essential to block or dodge on reaction. He’ll also leap into the air and attempt to crash down on your position—this move can be avoided by stepping away quickly or blocking just before impact.
A key mechanic is his damage immunity phase. During this, he starts draining health while blood globules move toward him. Kill as many of these as possible—if they reach him, they’ll explode for significant damage. The fewer that reach him, the safer you’ll be.
Throughout the fight, Rada also sends out ringing blood AoEs from his position. These grow outward rapidly and must be avoided. Sustained pressure from these effects adds up quickly, so bring high resistances and reliable healing.
Ra’khajin
Ra’khajin is a sneaky Khajiit lurking in Southern Elsweyr, and true to his Nightblade roots, he’s built to punish anyone who panics. Keep your cool — this one rewards awareness more than brute force.
Mechanics
Ra’khajin’s most common mistake-trigger is simple: running away. Don’t do it. The second you start creating distance, he’ll just teleport strike you, closing the gap with a nasty surprise. Stay in melee range and keep him where you can see him.
He’ll occasionally deliver a heavy attack or ranged strike — these must be blocked or dodge rolled. Every so often, he’ll unleash a spinning AoE flurry, sending danger flying around the room. Stay sharp and keep your movement deliberate — don’t run wild.
His Steel Tornado-style attack is the one to really watch. It hits hard, and you’ll need to time your block or dodge correctly. He’s not mechanically complex, but don’t get sloppy — this is one of those “easy if respected” kind of fights.
Rakkhat
Rakkhat is a powerful dro-m’Athra originally found in the Maw of Lorkhaj. Now appearing inside the Infinite Archive, he brings with him a solo/duo version of one of the most intricate trial bosses in the game. And yes — it’s still a spectacle.
Mechanics
First things first — Gold pad good. Blue pad bad. Stay on the gold pad whenever possible. Touching a blue pad at any time is basically asking to be deleted. In duo, both players should be on the same gold pad at all times to avoid being picked off.
Rakkhat has two jump mechanics. The first is a jump and slam heavy attack that must be blocked. If you don’t, expect a wing-flap straight off the edge. The second jump is more dangerous — he vanishes and lands directly on your pad, corrupting it and turning it blue. Once a pad is lost, move to the next gold one and repeat.
While changing pads, you’ll need to watch for:
• Orbs: Floating from the center outward. High damage. Avoid or shield through them.
• Meteors: Fall on your position during channeling phases. Step aside or block.
• Machine gun beam: Targets a player and unloads rapid hits. Solo? Block and heal. In duo? The second player can body-block for the squishier teammate.
After all gold pads are consumed, Rakkhat lands on the middle blue pad. In the trial, this is the execute phase — but not here. In the Infinite Archive, you must burn him as fast as possible before his big boom. After that, all pads reset… and the whole thing starts over.
At higher arcs, that final blast hits much harder. If you don’t bring damage shields, mitigation, or perfect timing — you’re not surviving it.
Razor Master Erthas
Razor Master Erthas is a powerful Wood Elf found in City of Ash I, and now blazing through the Infinite Archive. Don’t let the basic mechanics fool you — this guy hurts. Bad.
Mechanics
His rotation is simple but brutal. He’ll regularly perform heavy attacks — block or eat the floor. He also applies burning damage over time to his target, so expect to keep healing through residual fire ticks if you’re in the line of fire.
At intervals, he spawns Flame Atronachs and covers the ground in burning AoEs. Avoid the flames, kill the adds, and don’t get distracted — he’ll punish tunnel vision quickly.
This fight isn’t about complex mechanics — it’s about discipline and survival. Stay close, control the room, and don’t underestimate his raw damage. This is one of those fights designed to remind you where you came from — and why you shouldn’t sleep on old-school bosses.
Ri’Atahrashi
Ri’Atahrashi is a fierce Pahmar-raht found in Southern Elsweyr, and in the Infinite Archive he brings all the flair of a Khajiiti martial artist with a love for fire. This is a flashy, fast-paced encounter with mechanics that are easy to learn but punishing if ignored.
Mechanics
He opens with basic and heavy melee attacks — be ready to block or dodge, especially his spin kick, which hits surprisingly hard. Throughout the fight, he also triggers a swirling spiral of fire. It looks intense, but there’s a trick: get behind it and follow the path around in a circle — you’ll avoid the damage entirely.
The main danger is his channeled fire ring phase. He’ll cast a large circular AoE around himself, leaving a single safe spot in the outer ring. Move into that gap immediately to avoid being engulfed in flames. Miss the gap, and you’ll take huge damage.
Fast feet, good timing, and sharp awareness are all it takes to keep this fiery feline under control. It’s flashy, but manageable.
Risen Ruins
Risen Ruins is a stone atronach found in Moongrave Fane. This version is a mashup of the original with a hint of Aetherian Archive’s stone brute thrown in. He’s slower, but very punishing if you underestimate him.
Mechanics
The boss repeatedly crouches to hurl rocks that will knock you down unless blocked. These are spaced just long enough to recover from one before the next, but don’t get greedy—if even one connects, it can stagger you into a death spiral. Once he’s done with the rocks, he stands up and slams the ground in wide, repeated aoe bursts. Blocking can help, but healing and resistances are what really carry you here—especially if you’re running a high-risk, high-damage build.
Adds will periodically spawn, and these are not passive. They place spinning aoes around the room similar to spellthief sword zones, and if you let them accumulate, the entire fight turns into a footwork nightmare. Focus them down fast before the floor fills up and starts choking off your movement.
The fight is a constant push-pull between avoiding hard-hitting boss attacks and managing the chaos created by the adds. If you stay calm, keep moving, and time your blocks correctly, he’s completely manageable. Panic, and you’ll crumble with the floor beneath you.
Sail Ripper
Sail Ripper is a large harpy found in Dread Sail Reef. She’s fast, loud, and chaotic—but not especially complex once you know what to expect.
Mechanics
Most of the danger in this fight comes from overlapping mechanics. The boss will frequently drop a large donut-shaped lightning aoe in the room. Stand safely inside it or completely outside—it’s dangerous on the line, so commit to one or the other.
She’ll flap her wings in a wide cleave—block or dodge this when it starts. Occasionally, she’ll dash across the room and begin channeling a lightning beam. Interrupt this immediately or risk taking big damage while dodging other aoes.
Adds (small harpies) will spawn in large numbers, and these should always be your priority. On top of that, horizontal water waves will periodically wash across the room—either block or avoid them to keep yourself from being overwhelmed.
It’s a visually noisy fight, but it boils down to a few core rules: dodge the wings, interrupt the channel, kill the birds, and don’t get zapped by the donut.
TL;DR: Stay out of the lightning ring, interrupt her channel, block the wave, and clean up the adds fast!
Selene
Selene is a changeling priestess from the Lair of Maarselok, but don’t be fooled — this is not the same fight you remember! The Infinite Archive version is a hybrid of Selene’s previous encounters, drawing heavily from her Maarselok appearance while mixing in a few nasty surprises.
Mechanics
The fight begins with Selene using teleport strikes and heavy attacks. These must be blocked or dodged — the window is tight, so keep your reactions sharp. Not long after, she summons her spider and bear companions from Maarselok. Both hit hard with heavy attacks that demand blocking, and the bear will fear you with roars. Stamina management is key here — you’ll need it for blocking and break free.
The safest strategy is to kill the adds first, then refocus on Selene once the room is manageable. If you don’t, it’s very easy to get overwhelmed or chain-CCed.
Once alone, Selene ramps up. When she channels after a teleport, you must interrupt her quickly. These casts hit fast and hard — dodge roll if needed while closing the distance. Failing to interrupt will almost always result in a death.
Lastly, she uses a poison cone channel that follows the target. It behaves much like the Asylum Sanctorium beam — moving doesn’t help. The only way to survive is to block the entire channel. If you’re solo and you try to kite it, you’ll die. Duo? You’ll both die. Just hold block and wait it out.
Sentinel Aksalaz
Sentinel Aksalaz is a secret boss originally encountered in Black Drake Villa, now adapted for the Infinite Archive. His mechanics remain mostly intact, but tuned slightly for the arena environment. Don’t let that fool you — there’s still a lot going on in this one!
Mechanics
Aksalaz’s core move is a reverse slice style attack that can be dodge rolled. If you fail, you’ll be hit with a stacking ice DoT that ramps up quickly — especially in later arcs. In early arcs, it’s healable… barely.
He’ll often slam his sword into the ground, spawning ice beneath your feet. Keep moving to avoid repeated hits and more ice DoTs. His heavy attacks hit hard and must be blocked or dodged — don’t eat them face-first.
Throughout the fight, banekin adds will spawn and launch frost projectiles. These don’t have much health, but they add up fast. Kill them quickly to avoid getting overwhelmed. Occasionally, elite adds like the Ice Atronach, Ice Indrik, or Lamenid will appear — each with their own mechanics:
- Ice Indrik: Channels a mind blast — interrupt it.
- Ice Atronach: Spams room-wide AoEs — bring heals.
- Lamenid: Not dangerous solo, but combined with others it gets dicey — clean up fast.
One of the most dangerous moments is when Aksalaz channels a meteor tether mechanic. A spreading AoE follows YOU. When it lands, block or die — it hits hard and stuns. Don’t try to outrun it, just stand your ground and mitigate.
Finally, the dreaded ice boom: he channels a giant AOE in the center of the room that spreads nearly to the walls. You must exit the circle immediately or be frozen in place. If that happens, you’re a sitting duck — and he will finish the job personally.
Shadowrend
Shadowrend is a shadowy clannfear boss originally encountered in Banished Cells I, now brought into the Infinite Archive. While he may look like a basic beast, misplaying this fight — especially at higher arcs — can quickly turn an easy win into a sudden death.
Mechanics
This fight is all about positioning and discipline. Stay close to Shadowrend at all times. If you try to kite him or backpedal across the room, he will leap on your head and tear you apart — quite literally. Panic = death.
His main heavy attack is a tail whip — this must be blocked or dodge rolled to avoid being knocked down or flattened. Throughout the fight, he will also summon spectral clannfear adds. These don’t have much health but can quickly become overwhelming if left unchecked. Kill them as soon as they spawn.
This is a low-mechanic encounter that punishes fear and rewards calm execution. Stick close, block the heavy, clear the adds, and you’ll breeze through it. But if you panic and start running? Expect to be combo’d into the floor by one real and two ghost raptors in perfect sync.
Sonolia the Matriarch
Sonolia the Matriarch is a shrieking lamia encountered in Tempest Island, and now slithers her way into the Infinite Archive. While her mechanics are simple, her scream alone is enough to wipe careless players off the map.
Mechanics
Sonolia’s main threat is her frontal cone scream. This long cast not only deals heavy damage but also knocks you back. Blocking will help reduce the hit, but the knockback still applies — so ideally, just move out of the cone entirely. If you’re low on health and get caught in it, you’re probably done for.
She also uses a standard heavy attack, which must be blocked to avoid being staggered. Her scream interrupts casting and leaves very little breathing room, so make sure to keep your health topped up with constant healing-over-time effects. You’ll need that buffer if she catches you off guard.
Overall, it’s a straightforward encounter — block the heavy, avoid the scream, and don’t let your health dip. This is one of those “looks easy, punishes laziness” kind of fights.
Staada
Staada is a Golden Saint found in Alik’r Desert. She’s stylish, radiant, and more bark than bite—unless you let your guard down.
Mechanics
Staada will summon a companion to aid her in the fight. It’s a straightforward add—low health, light mechanics—but you don’t want it hanging around while you’re dealing with her aoes. Deal with the extra enemy quickly and get back to the main event.
Her heavy attack should always be blocked or dodged—it’s obvious, slow, and hits like a truck if you ignore it. She also casts a wide aoe burst with solid damage that can catch you off guard if you’re not watching your positioning. Step out as soon as you see it forming.
Occasionally, she’ll try to sneak in a fire aoe, usually while you’re focused elsewhere. These aren’t frequent, but they hit hard if ignored. Always keep one eye on your feet—just in case.
All in all, a visually dramatic boss with simple, clear mechanics. Stay aware of adds, time your blocks, and don’t linger in fire—you’ll walk away fine.
Symphony of Blades
Symphony of Blades is an avatar of Meridia’s will, originally encountered in the Depths of Malatar, and now featured in the Infinite Archive. While many of his original mechanics remain, they’ve been adapted to the arena setting—with some deadly twists.
Mechanics
His heavy attack is big, bold, and very blockable—so don’t eat it. You’ll also periodically be marked with a spreading AoE under your feet. This is unavoidable and will stun you when it explodes. You can block to reduce the damage, but either way you’ll need to break free. The kicker? This mechanic gets worse if you ignore adds.
The boss also uses a blade spin attack that deals consistent ticking damage. You can try dodging a couple of ticks, but realistically, this is a block-and-survive phase. Don’t run, don’t panic—just brace and heal.
Two major add phases will repeat throughout the fight:
- Wall of Death: A slow-moving circle of ghostly adds closes in from all sides. You can:
- Find a natural gap and run through it.
- Kill one to make a gap.
- Or stay dead-center (risky!)—but beware, the boss can still spin!
- Elemental Quartet: Red, Blue, Purple, and Yellow adds spawn and MUST be killed. Each one grants the boss a buff if left alive:
- Red: Meteors
- Blue: Pillars
- Purple: Lightning storm
- Yellow: Jesus beam and healing debuff
If you fail to kill them, he gains multiple overlapping mechanics—so if you see lightning on top of meteors, get ready to dance.
Going back to that spreading AoE—if it detonates while he’s buffed, time your dodge roll just before it pops. You’ll still get stunned, but you’ll land beside the explosion instead of in it. That small move can make the difference between survival and instant death in higher arcs.
Taupezu Azzida
Taupezu Azzida is a dagonic mantikora found deep within The Deadlands, and easily one of the coolest-looking bosses in the game. Scared? You should be!
Mechanics
His heavy attack is a no-nonsense, block-it-or-die kind of moment. Make sure your timing is tight, especially in higher arcs—this thing hits like a truck.
Taupezu summons two types of adds:
- Storm Atronachs: These behave like any other and should be burned down immediately—don’t let them stack.
- Shards: If left alive, Taupezu will channel a beam from the shard, placing a rapidly growing AoE under your feet. When it reaches max size, it detonates. You MUST either block the explosion or kill the shard in time. There’s no in-between—this is a hard check.
While throwing shards and summoning adds, Taupezu also generates massive lightning AoEs under his own feet. As tempting as it is to stay close, standing in that mess is a death sentence—so stay alert and reposition accordingly.
To break it down: kill the adds fast, kill the shards faster, block the booms, avoid the stupid, and don’t slack on the heavy attacks. No sugarcoating here—Taupezu Azzida is a tough customer!
The Ascendant Lord
The Ascendant Lord is a mysterious figure from the High Isle story arc, now taking center stage as a boss encounter inside the Infinite Archive. While packed with flashy animations and dramatic flair, the fight itself is fairly forgiving—until you get to higher arcs!
Mechanics
He opens with a slow-firing channel in a straight line. This is easily avoided—just walk around it. No need to dodge, no need to panic.
One of his key abilities is a sword-in-ground cone attack. Four danger zones radiate outward with gaps between them. Then, the pattern flips—safe zones become dangerous, and vice versa. Simply move to the safe spot as the pattern changes.
After this, he’ll often follow up with his “space invader” mechanic, where small AoEs scatter across the arena floor. These move around in a pseudo-random pattern. Stay nimble and weave through the gaps—no need for full sprints here, just clean footwork.
Watch out for his Superman dive—he will fly into the air and attempt to land directly on your head. All you have to do is block it on impact. If you miss the timing, it’s gonna hurt.
While he looks intense with all the special effects and flashy telegraphs, he’s actually one of the more accessible fights—especially early on. Just don’t get sloppy later in higher arcs where mistakes hit harder.
The Endling
The Endling is a deadly elemental chimera located in Galen, and this fight brings pure chaos into the Infinite Archive. It’s one of the more visually intense and overlapping mechanic fights—so be ready to multitask, especially at higher arcs.
Mechanics
The Endling rotates through three core elemental mechanics:
- Lightning Strike – Block or dodge it on reaction.
- Fire Breath – A tracking flame beam. Don’t run; block it. If you panic, you’ll get cooked.
- Ice Spit – Launches ice into the air that lands and forms small wind AoEs. Do not stand in these—they slow you down and apply a damage-over-time effect.
These elemental attacks can and will overlap. The longer the fight goes on, the more ice patches will fill the room, making movement trickier—especially if you lose track of your positioning.
Outside of the elemental cycle, watch for a heavy swipe attack—block or dodge it—or risk getting wrecked. The most lethal moment comes when the Endling performs a massive ground stomp. This needs to be avoided completely. If you stay in it, you’re probably dead.
The good news? Once you learn the pattern, it becomes a rinse-and-repeat fight. The bad news? If you take too long, the ice stacks up and mobility becomes your biggest enemy. Stay aware, stay moving, and don’t let the chaos snowball!
The Imperfect
The Imperfect is a powerful factotum world boss from Clockwork City, making a dramatic return inside the Infinite Archive. The fight is flashy but readable—just don’t get cocky, because a single misstep can get you fried or flattened.
Mechanics
One of the Imperfect’s signature mechanics is his double-punch cone attack. He crouches down and fires two rapid shockwave punches in a side-by-side cone. Step out of the way—if you get clipped, it hurts more than it looks.
After that, he summons two mechanical raptors. These adds are fast, tumble across the arena, and love to knock you down mid-fight. Deal with them quickly so you’re not overwhelmed. They behave similarly to the Mad Tinkerer set’s visuals—so if you’ve been flung across a dungeon before, you’ll recognize the chaos!
Once the raptors are active, he begins a lightning barrage—firing bolts straight ahead. Move out of his line of fire and you’ll be fine. During this, he’ll also activate a damage shield and start sending lightning pulses around the room. They’re slow but deadly. Don’t sleep on them—keep moving.
The most dangerous moment comes when he raises both arms and begins spinning. This triggers a series of inward-moving lightning AoEs that converge toward him. Stay sharp and get out of their paths or you’ll take massive shock damage. This is where players usually panic—don’t be one of them!
Finally, he will take to the air briefly and then come slamming down. This is a full-room knockback mechanic with a nasty punch. Clear out from under him—do not be anywhere near the impact zone or you’ll be scraping yourself off the floor.
The Lava Queen
The Lava Queen is a fiery Dark Elf champion from the Blessed Crucible. In the Infinite Archive her mechanics remain simple, but the damage numbers are cranked to eleven. Respect the flame or get roasted.
Mechanics
• Fire DoT Shot – She tags a target with a burning arrow. Dodge it if you can; otherwise rely on strong HoTs to keep the burn under control.
• Heavy Slash – A clearly telegraphed overhead swing. Block or well-timed dodge-roll or you’re eating lava-flavored pavement.
The centerpiece of the fight is her upgraded Flame Spinner. Instead of a one-and-done wall of fire, she plants her weapon and a gigantic, constantly rotating tornado of flame sweeps the arena. Hug the safe edge of the spiral and kite her while you follow the rotation. One misstep and the tornado will melt you – even in low arcs it hits like a meteor.
That’s really it: heal through the burn, block the heavy, keep moving with the spiral, and never stand in fire. Do that, and the Lava Queen goes down smoother than a cold drink in Stonefalls.
The Mage
The Mage is the final boss of the Aetherian Archive, and while her Infinite Archive version is slightly adjusted for solo/duo play, she’s still a threat if you’re not paying attention. Don’t worry — Chain Lightning has been toned down, but you still need to stay sharp!
Mechanics
• Atronachs – These flame-spitting adds spawn throughout the fight. They’re squishy, so burn them down fast to avoid unnecessary pressure.
• Axes – Unlike the trial version, these summoned weapons can be killed. They use heavy attacks, so either block them or delete them quickly before they cause trouble.
• Black Holes – These slow-expanding void zones are deceptively dangerous. They deal damage even slightly outside their visible range — so give them plenty of space. One misstep and you’ll be a pile of dust.
• Mines – Small glowing mines appear periodically. You can either avoid them or carefully block/shield and walk through to detonate them. Early arcs? No big deal. Later arcs? Probably not worth the risk.
• “Death Nova” – At low health, the Mage channels a massive DoT field from the sky. It’s loud, flashy, and makes it look like the world’s ending — but it’s just pressure damage over time. Stay calm, heal through it, and don’t let the visuals get in your head. There’s no DPS check here — just focus and survive.
If you respect the mechanics, clear the adds, and keep calm under pressure, this fight becomes far more manageable — even in later arcs.
The Sable Knight
The Sable Knight is a Soulrazer knight found in Galen & Y’ffre. He’s a flashy world boss with some dramatic animations, but don’t let that scare you — most of his attacks are either dodgeable or blockable, even in higher arcs.
Mechanics
The Sable Knight opens with a basic heavy attack — block it or dodge it clean. He also follows up with a ground slam that creates two small AoEs in succession. These are easy to sidestep, so don’t panic.
Occasionally, he’ll raise his hand and channel a burst of AoE damage around him. Just take a few steps back when you see the wind-up — no need to roll, just walk away. He also has a shield throw-style attack that looks a lot like the Warrior’s ability from Hel Ra Citadel. If it connects, you’ll get knocked down and eat a follow-up hit — so block or get out of its path.
Every one of his attacks is telegraphed and avoidable, and he cycles through them in a predictable rhythm. Stay focused, manage your stamina, and this knight won’t pose much of a threat at all.
The Serpent
The Serpent is the final boss of Sanctum Ophidia, and in the Infinite Archive, he keeps most of his original mechanics — just with a solo/duo twist. The fight ramps up quickly and becomes a real test of survival, awareness, and staying calm under pressure.
Mechanics
The Serpent will unleash rapid light attacks and occasional heavy cleaves — block or dodge these immediately. The frontal cleave especially is no joke. Take it unblocked, and it’s lights out.
During the fight, you’ll see green totems appear in the room. These tether to the Serpent and make him immune to damage — kill them quickly or you’re wasting precious uptime.
After a few rotations, he’ll teleport to the middle and begin the Poison Phase — a combo of mechanics that test your multitasking. The entire room fills with poison damage, so bring strong healing or shields. At the same time, adds spawn — either Lamias or Mantikoras. Lamias can stun and explode on death (step away when they die), while Mantikoras deal big heavy attacks and will enrage if left alive too long. They don’t have much health, but they’ll mess you up if ignored.
All the while, the Serpent is channeling in the center. Two pink orbs will launch across the room — you must collect one before the boss detonates. If you grab it, you’ll survive with a protective shield. If you miss it? BOOM. Fight over.
The entire sequence repeats again and again — this is a fight of rhythm and reaction. Block big hits, kill the totems, heal through poison, deal with the adds, grab the orb. Rinse, repeat, win.
The Warrior
The Warrior is the final boss of Hel Ra Citadel, and he’s absolutely terrifying. Easily one of the hardest bosses in the Infinite Archive, and that’s saying something. Nearly every major mechanic from the original fight is here — so take a deep breath before you dive in.
Mechanics
First rule of this fight: do NOT run around the room. Second rule: bring stamina sustain — you’re going to need it.
When you engage, you’ll see the Warrior in the center and multiple adds around the edge — Flame Shapers and Destroyers. Destroyers hit with slams and expanding AOEs that MUST be blocked. If you get knocked down, you’re stuck — no break free, no CC immunity, nothing. Flame Shapers fire off a stream of fireballs that must be interrupted quickly or they’ll eat your health bar.
These adds enter the fight based on boss health or proximity. Too close or too fast on the burn? You’ll pull more than you can handle. BUT — here’s a pro move: The Warrior’s shield throw can one-shot the statues. If you face your back toward an add statue when he casts, it’ll hit and kill it. Time this right, and you can thin the ranks before they ever animate. Game-changer!
His deadliest mechanic? 1000 Cuts. It’s a vicious flurry that must be blocked or you’ll get shredded. This will chew through your stamina, so rotate sustain tools and don’t waste blocks on lesser attacks. If you can’t block this, it’s game over.
At low health, he triggers Starfall — channeled sword in the air, raining damage locked onto your location. This phase is pure chaos. Heal through it and block the channel as best you can. To make things worse, all remaining adds will join the fight at this point. Buckle up.
He’ll keep rotating through shield throw, cleaves, 1000 Cuts, and Starfall until the end. Bring your best damage, biggest heals, and be ready to block for your life. The Warrior does not forgive mistakes.
Respect the Warrior… or he will absolutely delete you.
The Weeping Woman
The Weeping Woman is a nereid pulled straight from Depths of Malatar, and while her kit may look simple, it packs a frosty punch if you’re not paying attention.
Mechanics
Her basic frost light attacks hit surprisingly hard — don’t underestimate them. You’ll want to either block or run enough healing/shielding to stay ahead of the damage.
Her heavy attack is a telegraphed channel that hits in a straight line and drops an AOE where it lands. You can block it, or better yet, dodge if you time it well. The follow-up AOE is easily avoided — just don’t linger where she struck.
Watch for geyser circles spawning under your feet — these will stun and deal rapid tick damage if you don’t move out in time. She casts these frequently, so keep moving and stay alert.
Every so often, she’ll unleash a massive AOE explosion with shifting shapes. Your job here is to find the safe zone — stand in it and survive the blast. But there’s a twist: even once the AOE disappears, it leaves behind lingering ice on the ground. Do not step on this! It still does damage. The visual may fade, but it’s very much still active.
Finally, there’s a meteor mechanic that triggers a spreading AOE centered on you. Just like with Sentinel Aksalaz, this one follows your feet. Block when it lands to survive. If you don’t, expect a stun and a nasty hit.
Stay mobile, block the big stuff, and don’t stand on ice. You’ll be fine!
The Whisperer
The Whisperer is a spider daedra from Spindleclutch I, and in the Infinite Archive, she brings her classic tricks with a little visual chaos thrown in.
Mechanics
This is a pretty basic fight — but don’t let your guard down. Her heavy attack hits hard and needs to be blocked. Nothing fancy here, just pay attention.
She also casts a large AOE that spreads out from her position. Just get your feet moving and step out of it quickly — it’s easily avoidable with a bit of awareness.
Occasionally, she’ll target a player directly for a scream attack. If this is you, be ready to dodge roll. If you get caught, you’ll be semi-stunned and “blinded” temporarily — visual overload included. It’s not the end of the world, but it can be disorienting and open you up to follow-up damage.
That’s pretty much it. Block the big hits, avoid the scream, and stay out of stupid.
Tremorscale
Tremorscale is a duneripper hailing from Volenfell, and he’s one of the more chill fights in the Infinite Archive—at least at first glance!
Mechanics
AWWW, BLESS HIM! Yes, Tremorscale is one of the easiest bosses in the Archive when it comes to mechanics. He’s got a simple frontal cone slam that you can block or dodge to avoid being knocked down.
He also does his signature move—burrowing underground and popping back up with a circular AOE blast. Just watch the ground and either block or move out quickly to stay safe.
That’s it! Honestly, very easy boss all around. But don’t get too relaxed—later arcs can turn his love taps into knockout blows if you’re not careful.
Valkynaz Nokvroz
Valkynaz Nokvroz is a dremora pulled from the chaos of The Deadlands and dropped straight into the Archive—and yes, he brings the fire with him.
Mechanics
Nokvroz starts out fairly tame. He uses light and heavy attacks regularly—just make sure to block the big ones. His frontal fire channels are frequent and punishing, so it’s a good idea to stay out of his face when you see him winding up.
One of his signature moves is a spinning fire ring that erupts when he plants his sword into the ground. The direction of the spin is random—don’t try to guess it, just keep your eyes on it and rotate through the gaps as it moves. Don’t try to brute force it or you’ll get barbecued.
You can kite him at range if you want, but be warned—he’ll bombard you with constant fireballs for trying to cheese it. Pick your poison, but whatever you do, don’t touch the fire.
Later in the fight, he goes full Deadlands and drops multiple ground AOEs while summoning a swarm of scamps. These have low health, but the chaos is real. Stay close, stack the scamps, and burn them down fast. Some of them explode, so again—watch your feet!
Varlariel
Varlariel is a wispmother pulled from the depths of Aetherian Archive. While this version is a little more contained than her trial counterpart, she still packs a punch.
Mechanics
Varlariel fires AOEs on the ground that you’ll need to sidestep, and occasionally launches magical projectiles that deal decent single-target damage. These can be blocked or healed through if needed, but don’t get sloppy.
The real danger is her ghost phase. Unlike the trial version, she only summons three ghost adds. But don’t let the smaller number fool you—if they stay alive too long, they’ll explode. And the more that are up when it happens, the harder the explosion hits.
So here’s the trick: kill the ghosts first. Every time. Clear the room, then get back in Varlariel’s face. Manage the adds, and the fight becomes a breeze.
Varzunon
Varzunon is a bone colossus pulled straight out of Graven Deep, and he brings some of his original chaos along with him.
Mechanics
Throughout the fight, Varzunon will summon waves of adds. Most of these have fairly low health but should be killed quickly—they have a nasty habit of exploding if ignored too long. Keep the arena clear to avoid being overwhelmed.
Watch out for the blast bones-style skeletons that tether to him and leap back toward him. Each one that makes it back increases his size and damage, so stopping them is key to controlling the fight.
He also has a long wind-up heavy attack that you’ll want to block or dodge, and he’ll occasionally slam the ground with a damaging shockwave. Feet on the move, and keep your stamina in check.
Simple plan: kill the adds, watch for the leapers, block the big stuff, and keep swinging. He hits hard if he grows too much, but stay in control and you’ll be fine.
Vila Theran
Vila Theran is the final boss found in Fungal Grotto II. You might remember her as “not too bad” from the original dungeon—but here in the Infinite Archive? She’s absolutely not playing games anymore!
Mechanics
Vila opens the fight with light attacks that can be healed through fairly easily, but that’s where the “easy” ends. She will teleport three times in rapid succession, leaving expanding AOEs at each location. These act very much like the Mage’s black hole mechanic—stand in them too long and you are DONE.
Her real danger, however, comes from her channeling phase. She’ll raise her staff and start draining life from everything outside a protective bubble. If you remember that “hard mode bubble” from the original fight—YUP, it’s back, and this time it’s mandatory. Get inside that bubble or just go ahead and say your goodbyes.
Simple rule: Respect the bubble, avoid the bad, survive the chaos. Ignore the mechanics? You’re dead. No exceptions.
Good luck!
Voidmother Elgroalif
Voidmother Elgroalif is a voidmother found in The Reach. You may recognize her from overland or even from Vateshran Hollows—either way, she’s flashy, floaty, and full of voidy flair… but don’t panic, she’s not quite as scary as she looks!
Mechanics
Most of her fight consists of her doing what I can only describe as void-infused yoga breakdancing. While she’s flailing dramatically on the floor, she’ll spawn large spreading AOEs with safe gaps between them. Your job? Find the gap and stand in it. Simple.
Every so often, she’ll throw out a slow-moving frontal cone of void damage. Just sidestep it—don’t try to tank it unless you’ve got serious mitigation up.
Occasionally she casts a massive room-wide AOE that expands until it explodes. This is your cue to either step well out of it or BLOCK when it pops—either works, just don’t stand there doing nothing or you’ll get flattened.
Visually overwhelming, sure. Mechanically? Totally manageable. Don’t panic—just find the gap, block the boom, and you’re golden.
Vorenor Winterbourne
Vorenor Winterbourne is a Nord vampire found in Spindleclutch II. And yes—he opens with the slowest, least threatening ambush in the entire game. But don’t get too comfortable. In the Infinite Archive, this boss has been completely reworked!
Mechanics
This fight is essentially a mashup of Vorenor from Spindleclutch II and elements of the vampire council in VKA. He has a wide kit of attacks now, and while most are avoidable, they do stack up if you’re not paying attention.
- Blood Circles: These appear on the ground and hit HARD. Move your feet!
- Teleport Slam: He jumps between players. Just block it and you’re fine.
- Vampire Drain: He channels this to leech your health—healing or shielding is essential here.
- Red Ghost Fists: He’ll channel and summon ghost fists from the ground. When you see them spawn, move! They strike 4 times in quick succession.
- Mist Form: He’ll occasionally vanish—just wait it out and get ready for the next round.
It’s a rinse-repeat encounter, but the damage output ramps up fast if you ignore his patterns. Stay mobile, stay aware, and block the big stuff.
War Chief Ozazai
War Chief Ozazai is a goblin that can be found in Fungal Grotto I. You might remember him as the joke boss from one of the easiest dungeons in the game—but don’t get too cocky. In the Infinite Archive, he’s had a glow-up!
Mechanics
This version of Ozazai has a few familiar elements and a key mechanic change to suit solo/duo play:
- Heavy Attack: It hits hard! Block it or roll through it.
- AOE Attacks: He’ll toss out a couple of ground-based AOEs. These are fairly slow but painful—don’t stand in them.
- Beam Mechanic (Reworked): In the dungeon this links two players. In the Archive, it’s been changed. A growing AOE will form under you—when it reaches full size, it goes BOOM! Be ready to block or get out in time.
- Light Attack Pressure: Later arcs crank up the pressure. His basic attacks start to hit like a truck—so don’t take him lightly.
Overall? He’s still relatively simple—but don’t let his origin fool you. Stay alert, stay defensive, and keep the pressure on!
Yandir the Butcher
Yandir the Butcher is a sea giant found in Kyne’s Aegis. In the Infinite Archive, he plays out almost exactly like his trial version—but make no mistake, this guy HITS like a truck if you’re not paying attention.
Mechanics
He opens with heavy attacks that MUST be blocked or dodged. If one lands, your screen goes grey, you take increased damage, and you’re halfway to loading screen land. He also throws out a frontal cleave that follows you—so block it or eat it.
Shaman adds will show up mid-fight. If you don’t kill them fast, expect meteors from above. Not ideal. Take them out as soon as possible unless you’re in the mood to test your block timing.
Then you’ve got totems. These pop up randomly and cause chaos. Here’s what to expect:
- Stone Totem: Turns you to stone—break free or get deleted.
- Fire Totem: Flamethrower attack—don’t stand in the BBQ zone.
- Poison Totem: Applies a damaging aoe tether—hurts over time, but it’s cleanseable.
- Shock Totem: Constant zapping—heals or burst it down before it stacks up.
These totems can stack if you’re not careful, so either tank through them with mitigation or burn them down before things snowball.
So in summary—block the heavy, avoid the cleave, delete the shaman, and manage the totems. Simple? Sure. Easy? Not unless you stay sharp!
Xeemhok the Trophy-Taker
Xeemhok the Trophy-Taker is an Argonian behemoth that can be found in Blackwood. Big, mean, and loud—but not as scary as he looks once you learn how to sidestep the worst of it.
Mechanics
Most of his attacks are long channeled frontals. If you see him winding up—don’t panic—just step to the side. His heavy attack MUST be blocked. And if you’re thinking of running away? Don’t. He charges at players who get too far, and it hurts.
Once he hits low health, it gets a bit spicy. He’ll stomp and roar, calling rocks down from the ceiling—very Minotaur-style. These can stun you and open you up to serious follow-up damage. Stay mobile and keep an eye on the floor!
On top of that, he’ll occasionally spit poison onto the ground, leaving a nasty damage-over-time aoe. Standing in it is not an option. Move out quickly or melt.
Stay close, block the big stuff, don’t stand in poison—and above all, watch for that ceiling crash!
Yolnahkriin
Yolnahkriin is a red dragon that can be found in Sunspire. In the Infinite Archive, he might look terrifying—but truth be told, he’s the easiest of the dragons once you get the hang of it. Don’t let the wings and fire show throw you.
Mechanics
His sweeping fire breath moves side to side—just block it as it passes. He has a heavy attack and a classic dragon shout (yes, full Fus Ro Dah vibes)—either block or dodge it with good timing or it’ll knock you across the room.
Occasionally he throws out a 180-degree frontal flame attack. Simply dodge out to the side to avoid it. BUT here’s the trick—never linger on his flank. If you hang out there, he’ll yeet you off the platform. So dodge out, reposition, and get back in his face as fast as possible.
At around 50% health, he’ll take flight and unleash his shout (we like to call it “Poop Nah!”—you won’t unhear it). Fire floods the room and flame atronachs spawn in the center. Stay out of the fire and deal with the adds. Once he lands, it’s rinse and repeat.
It’s all about positioning. Don’t panic, manage your movement, and you’ll bring down the flashy lizard in no time.
Ysmgar
Ysmgar is a sea giant that can be found in Western Skyrim. This boss is pretty straightforward, but don’t zone out—he hits fast and hard for something his size.
Mechanics
His heavy attack and massive AOE burst can both be blocked or dodged. Same goes for the four orbs that fly in and splash when they reach him. Those can be destroyed before they reach him—but if not, be prepared to deal with the burst damage when they pop.
The real challenge here is stamina management. Blocking or dodging every single mechanic adds up fast. If you’re struggling to keep up, prioritize killing the orbs instead of trying to dodge all of them. This will reduce your stamina usage and keep things under control.
Just remember—block the heavy, block the big boom, and manage the orbs. Simple mechanics, but tight execution is key. He may be a giant, but he’s got some speed behind those swings!
Z’Baza
Z’Baza is a sea sload that can be found in Coral Aerie. This boss looks like absolute chaos—but if you break it down, it’s manageable with clear priorities and sharp awareness.
Mechanics
The fight starts with Z’Baza in the middle. If you’re standing in front of him, he’ll spam mind blasts—so either block them or quickly reposition behind him to shut it down. Once he teleports, a large tentacle will spawn in the center. You can either avoid it or kill it, but if it’s left up, it’ll whip at you and add even more AOE mess to the room.
While all of that is happening, adds begin spawning—including a super-aggressive yellow add with a long windup spin move and a brutal heavy attack. Block or die. Don’t underestimate it just because it’s fast.
You’ll also have bubbles chasing you around the room. You can either block when they pop to reduce damage or bait them close and dodge roll at the last second. Your choice—but ignoring them is not an option.
All the while, you’ll be dodging constant ground AOEs trying to pop under your feet. It’s a micromanagement test. Eyes down, feet moving.
The boss will continue to teleport around and cycle through all the same mechanics. There’s no burn phase or DPS check—just rinse, repeat, survive.
In short: stay out of his face, avoid or kill the tentacle, handle the adds, manage the bubbles, and don’t stop moving. Clean execution beats brute force here every time.
Zhaj’hassa the Forgotten
Zhaj’hassa the Forgotten is a dro-m’Athra that can be found in the Maw of Lorkhaj. In the Infinite Archive, he’s earned a well-deserved reputation as a Nemesis boss for many players—and for good reason. But don’t worry. Once you understand the mechanics, it’s way more manageable than it looks.
Mechanics
Zhaj’hassa opens with basic light and heavy attacks. These hit hard and should always be blocked or dodge rolled. His slam attack applies a significant armor debuff—so be ready to recover quickly if it lands.
The big mechanic here is the **curse phase**. Four pads sit around the edge of the arena. When he channels and launches a bubble at you, it curses you with a countdown. The room darkens—and that’s your cue. You MUST reach one of the pads to cleanse it before the timer ends, or you die. Do not touch a pad unless you’re cursed. Using a pad too early puts it on cooldown—and if all pads are on cooldown when you’re cursed again, it’s lights out.
The second core mechanic is the **pillar shield phase**. When Zhaj’hassa glows bright blue and begins praying, he’s about to nuke the room. Quickly move behind one of the pillars that spawn to break line of sight and avoid the explosion. These two mechanics—curse cleansing and pillar shielding—are absolutely key. Master these and you’ve already won half the fight.
At health thresholds (and later on a timer), Zhaj’hassa will shield himself. It’s not a DPS check—relax. You’ll take light ticking damage during this time. While the shield is up, **two cats** will spawn. Kill them. If you break the shield too fast without clearing the cats, the next shield phase will stack with more—then 4, then 6, and so on. Take your time. Use the shield phase to kill adds, heal, rebuff, or res allies.
Once the room is safe again, break the shield and continue rotating through the same mechanics.
In short: cleanse curses, hide behind pillars, and manage the cats. Don’t rush it—it’s a fight about awareness and rhythm, not raw damage.
Tho’at Replicanum – All Forms (Final Arc Boss)
Tho’at Replicanum is the grand finale of every Infinite Archive arc—and she doesn’t come alone. By Arc 4, you’ll always face four forms in a single fight: Tho’at herself, an Ice Atronach, a Mantikora, and a Dragon. The key to surviving this chaos is simple—don’t panic, and don’t trigger everything at once.
The Fight Structure
Each new form appears around 60% health of the previous boss. So Tho’at spawns first—when she hits ~60%, the Ice Atronach arrives. Around 60% of that, the Mantikora shows up. Push the Manti and the Dragon enters. The trick is NOT to burn all bosses at once. Instead, kill them in the order they spawn—clean, controlled, one at a time. If you get greedy, you’ll be overrun.
Tho’at Replicanum
She opens the fight solo. Her heavy attack is slow but deadly—block when she lands, not when she jumps. Crystals drop constantly under the aggro target; kite slowly to control placement and never stand still in them. If she activates her shield, each hit you land will create a flying orb that hits for 5k—either mitigate the hits, or stop attacking entirely and wait it out. Occasionally, goo bubbles will bounce around the room. They seem harmless at first, but if they hover and channel, they’ll wipe you. Interrupt them quickly. She’ll also throw her weapon across the room and chase you down barehanded—while lasers activate around the area. Stay mobile and watch your feet.
Ice Atronach
The Atronach brings tentacle chaos with him. Two large ones spawn and occasionally spin, dealing big AOE—block or dodge. He teleports often, usually up to those same platforms. He’ll stomp to summon clusters of small tentacles that lash out briefly, then disappear. While he’s alive, up to four goo bubbles can spawn—deal with them fast or you’ll get overwhelmed. Once the Atronach dies, you’re back to two bubbles max.
Mantikora
The Manti is a problem if you don’t respect mechanics. He throws his spear into the ground—dodge the burst. Then comes the big one: GLASS. A sheet floats over your head, then crashes down in a massive AOE. You can block it, but dodging is safer. Whatever you do—don’t overlap with others unless you’re all dodging, or it’s an instant wipe. While he’s active, laser orbs now double up and impassable walls start spawning, cutting off your routes. Don’t get boxed in!
The Dragon
The Dragon spawns last, circling the room and filling the center with fire until the Manti is dead. Fight on the outer ring until it lands. If you’re melee, lure it toward the back wall to bring it closer. It uses frontal flame breath, crystal drops, lasers, and more goo bubbles (interrupt them!). Don’t stand at the side—wing flaps will throw you—and block the FUS RO DAH roar. Most dangerous of all is the flame barrage—rapid AOEs hitting you in sequence. You’ll either need solid healing and mitigation… or full-speed running around the ring screaming. No judgment here—it works!
TL;DR
- Kill bosses in spawn order—don’t trigger too many phases at once.
- Interrupt goo bubbles. Always.
- Dodge glass. Don’t stack. Don’t panic.
- Watch for walls, lasers, flaps, flame breath, and don’t stop moving!
This is the ultimate test of composure, mechanics, and stamina. Stay calm, don’t get greedy, and above all—respect the chaos.
How to Unlock Transformations in the Infinite Archive
Utility Transformation
In order to unlock the Iron Atronach Transformation, you need to unlock the three Scorching Visions below in ANY order. Once you have done this, you can then randomly, via a Mystery Utility Verse or Regular Utility Verse per round, acquire this transformation for the NEXT round only! Again this can all come down to RNG. You may never see it, OR you may get it ALL THE TIME! Who knows!

Transformation – Iron Atronach
UTILITY – Transform into an Iron Atronach and melt enemies with fiery fury! Damage Taken decreases 25%. Immune to Crowd Control.

Scorching Strikes
OFFENSIVE – The power of a forge waits at your fingertips! Damage dealt by Fire attacks increased by 15%. Part of the Scorching Set. When you acquire 3 unique Scorching Visions you gain access to the Iron Atronach Utility Verse.

Scorching Fortification
DEFENSIVE – Laugh in fire’s face! Fire Damage taken decreased by 5%. Part of the Scorching Set. When you acquire 3 unique Scorching Visions you gain access to the Iron Atronach Utility Verse.

Scorching Support
UTILITY – Lava gathers where you stand! Intermittently place a pool of lava at your feet dealing 6102 Flame damage every 0.5 seconds and applying a 50% snare to enemies within 5 meters. Part of the Scorching Set. When you acquire 3 unique Scorching Visions you gain access to the Iron Atronach Utility Verse.
Defensive Transformation
In order to unlock the Ice Avatar Transformation, you need to unlock the three Crystalline Visions below in ANY order. Once you have done this, you can then randomly, via a Mystery Defensive Verse or Regular Defensive Verse per round, acquire this transformation for the NEXT round only! Again this can all come down to RNG. You may never see it, OR you may get it ALL THE TIME! Who knows!
Transformation – Ice Avatar
DEFENSIVE – Transform into an Ice Avatar and freeze enemies solid! Max Health, Stamina, Magicka increase 3000. Movement Speed increases 30%. Immunity to Crowd Control. Defeating enemies frozen by Whiteout summons Frostkin.

Crystalline Strikes
OFFENSIVE – The power of winter waits at your fingertips. Damage dealt by Frost attacks increased by 15%. Part of the Crystalline Set. When you acquire 3 unique Crystalline Visions you gain access to the Ice Avatar Defensive Verse.

Crystalline Support
UTILITY – Frost surgest to your defense. Intermittently burst out frost 10 meters around you snaring enemies by 75%. Part of the Crystalline Set. When you acquire 3 unique Crystalline Visions you gain access to the Ice Avatar Defensive Verse.

Crystalline Fortification
DEFENSIVE – Frost and cold melt away from you! Frost Damage Taken decreased by 5%. Part of the Crystalline Set. When you acquire 3 unique Crystalline Visions you gain access to the Ice Avatar Defensive Verse.
Offensive Transformation
In order to unlock the Bestial Transformation, you need to unlock the three Ferocious Visions below in ANY order. Once you have done this, you can then randomly, via a Mystery Offensive Verse or Regular Offensive Verse per round, acquire this transformation for the NEXT round only! Again this can all come down to RNG. You may never see it, OR you may get it ALL THE TIME! Who knows!

Transformation – Bestial Avatar
OFFENSIVE – Transform into a Werewolf Behemoth and tear enemies to shreds! Max Health increases 4000. Weapon and Spell Damage increase 10000. Damage Taken reduced -20. Health Recovery increases 500. Movement Speed increases 15%. Immune to Crowd Control.

Ferocious Strikes
OFFENSIVE – Strike your enemies. Make them bleed! Damage dealt by Physical and Bleed attacks increased by 15%. Part of the Ferocious Set. When you acquire 3 unique Ferocious Visions you gain access to the Bestial Transformation Offensive Verse.

Ferocious Support
UTILITY – Your enemies bleed with every attack! Heavy Attacks cause enemies to bleed for 49518 Bleed Damage over 6 seconds. Part of the Ferocious Set. When you acquire 3 unique Ferocious Visions you gain access to the Bestial Transformation Offensive Verse.

Ferocious Fortification
DEFENSIVE – Your skin toughens are you prepare for battle! Physical and Bleed Damage taken decreased by 5%. Part of the Ferocious Set. When you acquire 3 Ferocious Visions you gain access to the Bestial Transformation Offensive Verse.
Offensive Transformation
In order to unlock the Undead Transformation, you need to unlock the three Necrotic Visions below in ANY order. Once you have done this, you can then randomly, via a Mystery Offensive Verse or Regular Offensive Verse per round, acquire this transformation for the NEXT round only! Again this can all come down to RNG. You may never see it, OR you may get it ALL THE TIME! Who knows!
Transformation – Undead Avatar
OFFENSIVE – Turn into a Necromatic Lich form increasing health and base stats while providing your with a synergy every 30seconds that spawns 5 random Undead minions to assist you in combat! These can stack up to 3 times and each synergy after will overwrite the old ones. These pets can hit incredibly hard. Enjoy your very own Amry Of The Dead

Necrotic Strikes
OFFENSIVE – The creeping power of undeath is at your disposal! Damage dealt by Magick attacks increased by 20%. Part of the Necrotic Set. When you acquire 3 unique Necrotic Visions you gain access to the Undead Transformation Offensive Verse.

Necrotic Support
UTILITY – Fallen enemies restore your vigor! Every enemy slain during combat restores 1496 Health, 708 Magicka, and 1280 Stamina. Part of the Necrotic Set. When you acquire 3 unique Necrotic Visions you gain access to the Undead Transformation Offensive Verse.

Necrotic Fortification
DEFENSIVE – Magic breaks against your defenses! Magic Damage taken decreased by 5%. Part of the Necrotic Set. When you acquire 3 Necrotic Visions you gain access to the Undead Offensive Verse.
Understanding Verses and Visions in the Infinite Archive
Verses and Visions are core buff mechanics within the Infinite Archive that dramatically impact your performance and survivability. At the end of each stage, players are presented with a choice between two (or more, if unlocked) Verses, which are temporary buffs that last one round and offer offensive, defensive, or utility effects. These might include enhanced critical damage, resource restoration, or powerful area-of-effect attacks.
In contrast, Visions are permanent bonuses that persist through your entire Infinite Archive run. These buffs can include powerful effects like bonus enchantment damage, status effect scaling, resource gain, and more. Players can stack multiple Visions, with some sets offering synergy that leads to transformational abilities — allowing you to become an Ice Avatar, Iron Atronach, or even the hulking werewolf known as “Juffy.” These forms radically alter gameplay and can be run-saving in higher arcs.
Choosing the right combination of Verses and Visions is essential. Players must weigh short-term tactical gains from Verses against long-term strategic scaling from Visions. Unlocking achievements in the Archive can increase the number of available Verses to choose from and even allow you to purchase consumable Verses per cycle — stacking power to suit your build and push deeper into the Archive.
Verses

Archival Assault
OFFENSIVE – Cut your enemies down quicker! Your Assault Skills have their damage increased by 100%.

Archival Evasion
DEFENSIVE – Large-scale attacks just don’t hurt as much as they used to. Damage taken from Area Effects is reduced by 25%.

Archival Weaponry
OFFENSIVE – Strengthen your connection to the seasons you wield. Increases Damage Done by your Active Weapon Skills by 100%. This bonus increases for each Weapon ability slotted.

Archival Worldliness
OFFENSIVE – Hone your world skills and turn your prowess against the enemies! Increases Damage Done of your Active World Skill by 100%.

Augmented Areas
OFFENSIVE – Control the battlefield and take out your enemies! Your Area of Effect abilities have their damage increased by 50%.

Beatdown
OFFENSIVE – Weaken your enemies and rip their defenses to pieces! Your Heavy Attacks fracture your enemy’s defenses, reducing their Physical and Spell Resistance by 90% for 10 seconds.

Bountiful Resources
UTILITY – Your Heavy Attacks restore more resources! Whenever you hit a target with a fully-charged Heavy Attack you restore 298 Magicka, 130 Stamina, 1594 Health, and generate 25 Ultimate. This can occur every 3 seconds.

Class Embodiment
OFFENSIVE – You fight with all the skill and vigor of your chosen path. Your Class Skills have their damage increased by 50%.

Cold Blast
OFFENSIVE – Inbue your fallen enemies with the power of a blizzard! Every 10 seconds defeating an enemy will cause the enemy to shatter, dealing 32254 Frost Damage to nearby enemies.

Defensive Maneuver
DEFENSIVE – You are exceptionally nimble after successfully blocking an attack! After successfully blocking an attack the cost of Roll Dodge is reduced by 100% for 3 seconds. This can occur every 10 seconds.

Energetic Expiration
UTILITY – Defeated enemies create an aura of endurance! Slain enemies will leave behind an aura. Allies residing in the aura have their Max Stamina increased by 15000. This aura lasts for 10 seconds and may trigger once every 20 seconds.

Enhanced Remedy
DEFENSIVE – Improve your restorative magic! Healing Done increased by 50%.

Eye Catching
DEFENSIVE – Summon a friendly servant of Hermaeus Mora to entice nearby enemies! Every 30 seconds you may summon the aid of the Knower’s Eye who draws nearby enemies’ focus away from you and to itself. This creature lasts for 15 seconds or until killed. When the Knower’s Eye, it will weaken nearby enemies, reducing their damage dealt by 40% for 3 seconds.

Exsanguinate
OFFENSIVE – The wounds you inflict do not close. Your Direct Damage abilities cause enemies to bleed for 8734 Bleed Damage every 1 second for 6 seconds.

Extravagant Elixirs
UTILITY – Careful consumption creates countless constricting elixirs! Consuming a option creates a shower of elixirs that target nearby enemies and random nearby locations. Enemies affected by an elixir are affected for 15 seconds. During this time their Damage Done is reduced by 25%, Damage Taken is increased by 25%, and their movement speed is increased by 50%.

Fire Orbs
OFFENSIVE – Fire Orbs appear near you! Activating one using the Fire Orb synergy will create a fiery tether between you and the orb, dealing 32024 Flame Damage to enemies the tether intersects every 1 second.

Flame Aura
OFFENSIVE – Flames roar all around you! You radiate intense heat dealing 7746 Flame Damage every 1 second in a 4-meter radius.

Fortified Dexterity
DEFENSIVE – You can create additional leverage with quick reflexes! After successfully dodging an attack the cost of Block is reduced by 100% for 3 seconds. This can occur every 10 seconds.

Frenzied Zeal
OFFENSIVE – Your Light Attacks damage is increased by 200%. In addition, every Light Attack adds a stack of Intensity. At 10 stacks of Intensity, you go into a Frenzy for 5 seconds increasing the damage of your Light Attacks by another 100%. Light Attacks refresh Frenzy.

Gilded Sleight
UTILITY – You are able to sense wealthy enemies! Every 15 seconds an enemy with bountiful wealth will become highlighted. Use the Shakedown synergy to charge the enemy dealing 39636 Phycial Damage and scattering their coins nearby. Shakedown has a maximum of 10 uses.

Glamorous Scholar
UTILITY – Successfully dodging an attack summons a charming book! Successfully dodging an attack will summon a floating book. Every 15 seconds it will attempt to Charm nearby enemies, luring them to its location over 3 seconds. The book can be triggered every 30 seconds and lasts for 30 seconds.

Grasping Limbs
UTILITY – Every 10 seconds a skeletal hand will ensnare enemies within 20 meters immobilizing them for 5 seconds. Each snared enemy restores 992 Magicka and 647 Stamina.

Guardian of Pestilence
OFFENSIVE – YOu are accompanied by a guardian of plague and rot! While in combat the guardian will slowly decay until it perishes. You or your ally may detonate its corpse, dealing 81488 Disease Damage to enemies within 30 meters. After detonation, the corpse plagues the area for 30 seconds dealing 8148 Disease damage every 1 second.

Guild Superiority
OFFENSIVE – Fight with the might and knowledge taught by your chosen guild! Increases Damage Done of your Active Guild Skills by 110%. This bonus increases for each Guild ability slotted.

Head-On Defense
DEFENSIVE – Be better defended from anyone foolish enough to hit you! Damage taken from Direct Damage is reduced by 20%.

Magical Expiration
UTILITY – Defeated enemies create an aura of magic! Slain enemies will leave behind an aura. Allies residing in the aura have their Max Magicka increased by 15000. This aura lasts for 10 seconds and can trigger once every 20 seconds.

Magical Multitudes
OFFENSIVE – Your Area Effects create diverging energy. Once every 15 seconds a location-based Area Effeect placed by you or an ally may begin to diverge, pulsing 4 paths of energy every 0.8 seconds for 10 seconds dealing 9805 Magic Damage.

Magical Renewal
UTILITY – Slain enemies leave behind an aura. When you or an ally steps into the aura, your Magicka will be restored to full. This aura lasts for 1 second and may trigger once every 20 seconds.

Mighty Bash
UTILITY – Your Bash now stuns enemies and triggers an explosion on successful interrupts! Whenever you Bash a target, they are stunned for 3 seconds. Successfully interrupting an enemy causes an explosion, dealing 75025 Physical Damage to all nearby enemies. Each effect may only trigger once every 10 seconds.

Orbiting Echoes
OFFENSIVE – Unstable wells of magic orbit you. Whenever a well impacts an enemy, it echoes out creating another orb up to a maximum of 3. These deal 20099 Magic Damage every 0.5 seconds. In addition, affected enemies take increased damage from Oribting Echoes 5% per hit.

Phalanx
DEFENSIVE – Request the aid of ghostly defenders! You may call a defensive wall of soldiers to block your position. Every 1 second the soldiers will attempt to stagger nearby foes. In addition while behind the soldiers you gain a damage shield every 5 seconds equal to 15536. This can be used once every 30 seconds.

Pustulent Globs
OFFENSIVE – Every 15 seconds a defeated enemy will create a disease-ridden pustule that lasts for 10 seconds. Before the postule deflates, you may throw it and cause it to detonate at a new location. The exploding pustule deals Disease Damage to all enemies within 6 meters and increases their Damage Taken by 10% for 5 seconds.

Reactive Curse
DEFENSIVE – Curse Attackers with your successful blocks! Blocking an attack causes the target to become Reactive. Impacting Reactive targets with a fully charged Heavy Attack curses them, reducing their damage done by 25% for 15 seconds. This can occur every 2.5 seconds.

Rebirth
DEFENSIVE – You have the gift of life! When you die, you instead become immune to damage and negative effects. After 6 seconds you are brought back form the dead, healing for 23915 and radiating out a wave of renewal energy dealing 52233 Magic Damage, and stunning enemies for 4 seconds. This can occur only once.

Redirecting Bonds
DEFENSIVE – You fortify yourself and snare nearby enemies after using Break Free. After successfully using Break Free, reduce your damage taken by 35% for 5 seconds. In addition, nearby enemies are snared which reduces their movement speed by 60% for 5 seconds. These effects can occur every 10 seconds.

Reflected Ruin
DEFENSIVE – Store blocked damage and release it at enemies using Bash! Blocking damage instantly heals your party for 50% of the amount blocked. Bash triggers Reflected Ruin which consumes all stored damage and deals Physical Damage in the amount of the stored damage. The damage increases based on your maximum health. Bashing with at least 5000 damage stored expands Reflected Ruin to hit all enemies within 20 meters.

Regenerating Bastion
DEFENSIVE – Protective shields slowly regenerate around you. Every 15 seconds you will gain a protective shield that grants you 5% reduced damage taken. This effect stacks up to 3 times. Removing a shield places an Area Effect that lasts for 15 seconds and grants you and nearby allies a Damage Shield that absorbs 20% of Max Health. This can be used once every 30 seconds.

Restorative Elixirs
DEFENSIVE – Slain enemies leave behind a restorative elixir! Whenever you defeat an enemy a Restorative Elixir is placed at their location. When you or an ally approaches the elixir, it floods the area with magic, healing players in a large area for 34935. The elixir is destroyed when this occurs. This can occur every 5 seconds.

Restorative Enabling
DEFENSIVE – Critical heals create an aura of immunity! Whenever you critically heal yourself or an ally an aura of immunity is placed at their location that lasts for 10 seconds. Allies entering the aura are immune to any effect that would disable them. This can occur every 20 seconds.

Sequential Shield
DEFENSIVE – You are periodically warded against harm. Every 20 seconds you will gain a Damage Shield that absorbs 11388 for 15 seconds.

Shackled Resolve
DEFENSIVE – Nearby enemies are tethered by your immovable resolve! Up to 10 nearby enemies become linked to you. For every enemy linked, you take 5% reduced damage. You may enhance the link once every 15 seconds to grant yourself a Damage Shield for 5 seconds. Each linked enemy increases the Damage Shield.

Siphoning Vigor
DEFENSIVE – You draw vitality from slain enemies granting you temporary defensive capabilities. Slain enemies will grant you a Major Buff. This can occur every 5 seconds.

Stamina Renewal
UTILITY – Slain enemies leave behind an aura. When you or an ally steps into the aura your Stamina will be restored to full. This aura lasts for 1 second and may trigger once every 20 seconds.

Swift Gale
OFFENSIVE – Your Light Attacks are infused with magic, causing small ice storms to burst forth with every swing! Each storm swirls forward dealing 13512 Frost Damage every 0.5 seconds to nearby enemies.

Tempest
OFFENSIVE – Summon the aid of a Tempest Caller who generates an immense storm on your location dealing 12752 Shock Damage to nearby enemies. In addition, a constant bombardment of lightning strikes target enemies within 25 meters. This can be used every 30 seconds.

Temporal Speed
UTILITY – Your speed is unmatched! Your movement speed is increased by 40%. In addition, every 1 second while you are moving you will leave a temporal echo in your wake which leeches speed from nearby enemies. 5 temporal echoes can be up at a time.

Tomefoolery
UTILITY – You are accompanied by a Tomeshell! Every 20 seconds it begins a flourishing display, granting nearby allies 75 Ultimate after 5 seconds. In addition, the Tomeshell will periodically Mangle nearby enemies.

Transformation – Bestial Transformation
OFFENSIVE – Transform into a Werewolf Behemoth and tear enemies to shreds! Max Health increases 4000. Weapon and Spell Damage increase 10000. Damage Taken reduced -20. Health Recovery increases 500. Movement Speed increases 15%. Immune to Crowd Control.
Transformation – Ice Avatar
DEFENSIVE – Transform into an Ice Avatar and freeze enemies solid! Max Health, Stamina, Magicka increase 3000. Movement Speed increases 30%. Immunity to Crowd Control. Defeating enemies frozen by Whiteout summons Frostkin.

Transformation – Iron Atronach
UTILITY – Transform into an Iron Atronach and melt enemies with fiery fury! Damage Taken decreases 25%. Immune to Crowd Control.

Transfusion
DEFENSIVE – Recover health when you damage your enemies! Each tick of your Damage over Time effects heals you for 2035.
Undead Avatar
OFFENSIVE – Transform into an avatar of the undead. Slain enemies empower you, increasing your Damage Done by 5%. This effect stacks. Once every 30 seconds you may Call the Dead and create a graveyard to call forth the fallen. These minions defend you until their death and cast Fear on nearby enemies. Damage Taken: -30% Damage Done: 30% Immune to Crowd Control

Unwitting Fortress
UTILITY – A nearby enemy will emit an aura of protection! Every 5 seconds the affected enemy will apply a Damage Shield to all your nearby allies that absorbs 10000 damage. After the affected target is slain it will take 10 seconds for a new target to be selected.

Vital Expiration
UTILITY – Defeated enemies create an aura of fortitude! Slain enemies will leave behind an aura. Allies residing in the aura have their Max Health increased by 15000. This aura lasts for 10 seconds and may trigger once every 20 seconds.
Visions

Adaptive Athlete
UTILITY – Your resources replenish more swiftly when diminished. You gain increased Magicka Recovery and Stamina Recovery proportional to their current percentages. If you are 100% Magicka then you’ll take 0% increase to Magicka recovery. If you are 100% Stamina, then you’ll take 0% increase to Stamina Recovery.

Adaptive Conqueror
OFFENSIVE – You deal increased damage based on the current Ultimate value you have. When you reach 500 Ultimate, your damage is increased by another 5%. In addition, Ultimate costs are increased by 8% per stack.

Adaptive Defender
DEFENSIVE – You take reduced damage proportional to your missing Health. This reduction has a limit based on the number of stacks obtained. Each stack increases the limit by 4%. If you are 100% Health then you will take 0% less damage.

Apocryphal Emissary
DEFENSIVE – An emissary from Apocrypha comes to your defense! This protector aids you during combat and grant you permanent boons from Apocrypa’s infinite pages. 1 stack: Minor Protection. 2 stacks: Minor Resolve. 3 stacks Minor Toughness.

Archival Endurance
UTILITY – Your stamina recover rate grows. Stamina Recovery increased by 25% per stack.

Archival Intelligence
UTILITY – Your magic recover rate grows. Magicka Recovery increased by 25% per stack.

Armored Shell
DEFENSIVE – Protective energies gather around you! Damage taken by damage over time attacks reduced by 2% per stack.

Attuned Enchantments
UTILITY – Your weapon enchantments are more effective! Weapon enchant effectiveness increased by 60% per stack.

Bolstered Mending
DEFENSIVE – Your opportunities for greater healing increase! Critical healing chance increased by 5% per stack.

Boundless Potential
UTILITY – Your Ultimate costs less! Ultimate Cost reduced by 2% per stack.

Brawling Advantage
OFFENSIVE – Your opportunities for stronger martial attacks grow! Critical Chance of martial attacks increased by 5% per stack. Affects Physical, Poison, Disease, and Bleed Damage.

Brawling Blitz
OFFENSIVE – Fight well and do an increased amount of damage. Increases your Critical Damage with Martial based attacks by 10% per stack. Affects Physical, Poison, Disease, and Bleed damage.

Crystalline Strikes
OFFENSIVE – The power of winter waits at your fingertips. Damage dealt by Frost attacks increased by 15%. Part of the Crystalline Set. When you acquire 3 unique Crystalline Visions you gain access to the Ice Avatar Defensive Verse.

Crystalline Fortification
DEFENSIVE – Frost and cold melt away from you! Frost Damage Taken decreased by 5%. Part of the Crystalline Set. When you acquire 3 unique Crystalline Visions you gain access to the Ice Avatar Defensive Verse.

Crystalline Support
UTILITY – Frost surgest to your defense. Intermittently burst out frost 10 meters around you snaring enemies by 75%. Part of the Crystalline Set. When you acquire 3 unique Crystalline Visions you gain access to the Ice Avatar Defensive Verse.

Curative Vigor
DEFENSIVE – Your heals are stronger! Healing Done increased by 2% per stack.

Prickly Retort
DEFENSIVE – Enemies within 15 meters that deal direct damage to you are health 6277 Physical Damage. Damage is increased by 30% per stack.

Effortless Acrobatics
DEFENSIVE – You leap and roll across the battlefield with ease! Dodge cost reduced by 5% per stack.

Effortless Aegis
DEFENSIVE – Blocking Attacks is easy! Block cost reduced by 5% per stack.

Energized Salve
DEFENSIVE – Heal a lot when you heal well! Critical Healing done increased by 5% per stack.

Extended Favor
UTILITY – Your major and minor effects last longer. Major and Minor effect duration increased by 50% per stack.

Ferocious Fortification
DEFENSIVE – Your skin toughens are you prepare for battle! Physical and Bleed Damage taken decreased by 5%. Part of the Ferocious Set. When you acquire 3 Ferocious Visions you gain access to the Bestial Transformation Offensive Verse.

Ferocious Strikes
OFFENSIVE – STrike your enemies. Make them bleed! Damage dealt by Physical and Bleed attacks increased by 15%. Part of the Ferocious Set. When you acquire 3 unique Ferocious Visions you gain access to the Bestial Transformation Offensive Verse.

Ferocious Support
UTILITY – Your enemies bleed with every attack! Heavy Attacks cause enemies to bleed for 49518 Bleed Damage over 6 seconds. Part of the Ferocious Set. When you acquire 3 unique Ferocious Visions you gain access to the Bestial Transformation Offensive Verse.

Focused Efforts
OFFENSIVE – Odds seem to be going your way. Chance to apply a status effect increased by 10% and damage done by status effects increased by 200% per stack.

Full Coffers
UTILITY – Your coin hoard grows! All gold gains increased by 25% per stack.

Hearty Vitality
DEFENSIVE – You feel full of life! Max Health increased by 5% per stack.

Lasting Harm
OFFENSIVE – Your damage over time effects last longer! Damage over time effect duration increased by 10% per stack.

Lessons Learned
UTILITY – Your experience grows at an accelerated rate. All experience gains increased by 10% per stack.

Lethal Sorcery
OFFENSIVE – Your magical attacks are more potent! Critical Chance of Magical Attacks increased by 5% per stack. Affects Magic, Flame, Frost, and Shock Damage.

Magicka Reserves
UTILITY – Your magical capacity grows! Max Magicka increased by 5% per stack.

Mystical Ward
DEFENSIVE – Spells slide off you. Damage taken by Magical attacks decreased by 2% per stack. Affects Magic, Flame, Frost, and Shock Damage.

Necrotic Strikes
DEFENSIVE – Damage taken by magic attacks decreased by 5%. Part of the Necrotic set. When you acquire 3 unique Necrotic visions you gain access to the Undead Avatar offensive verse.

Necrotic Strikes
OFFENSIVE – Damage dealt by magic attacks increased by 20%. Part of the Necrotic set. When you acquire 3 unique Necrotic visions you gain access to the Undead Avatar offensive verse.

Necrotic Support
UTILITY – Every enemy slain during combat restores 1583 Health, 1229 Magicka, and 802 Stamina. Part of the Necrotic set. When you acquire 3 unique Necrotic visions, you gain access to the Undead Avatar offensive verse.

Painful Proficient
OFFENSIVE – Your direct damage increases! Direct damage increased by 2% per stack.

Persistent Pain
OFFENSIVE – Your martial damage over time effects last longer. Martial damage over time effects increased by 5% per stack. Affects Physical, Poison, Disease, and Bleed Damage.

Piercing Perfection
OFFENSIVE – Your attacks slice through spells like butter! Offensive Penetration increased by 30% per stack.

Powerful Domain
OFFENSIVE – Your area effects grow stronger! Area effects damage increased by 2% per stack.

Quickened Tinctures
UTILITY – Your potions are more readily available! The cooldown of potions is reduced by 2 seconds per stack.

Refined Restoration
DEFENSIVE – Enemies may hit hard, but you feel better already! Health recovery increased by 30% per stack.

Restorative Protection
DEFENSIVE – Healing energies sustain you and protect you from harm. Healing over time and Damage Shield effect duration increased by 20% per stack.

Resolute Mind
UTILITY – No one makes your decisions for you. The duration of Crowd Control Immunity is increased by 1 second per stack. In addition, Break Free restores 1575 Health, 1500 Magicka, and 1500 Stamina.

Scorching Fortification
DEFENSIVE – Laugh in fire’s face! Fire Damage taken decreased by 5%. Part of the Scorching Set. When you acquire 3 unique Scorching Visions you gain access to the Iron Atronach Utility Verse.

Scorching Support
UTILITY – Lava gathers where you stand! Intermittently place a pool of lava at your feet dealing 6102 Flame damage every 0.5 seconds and applying a 50% snare to enemies within 5 meters. Part of the Scorching Set. When you acquire 3 unique Scorching Visions you gain access to the Iron Atronach Utility Verse.

Scorching Strikes
OFFENSIVE – The power of a forge waits at your fingertips! Damage dealt by Fire attacks increased by 15%. Part of the Scorching Set. When you acquire 3 unique Scorching Visions you gain access to the Iron Atronach Utility Verse.

Stamina Reserves
UTILITY – Your endurance grows! Max Stamina increased by 5% per stack.

Storm Projection
OFFENSIVE – Your Shock Damage is increased by 3% per stack. In addition, any direct attacks against a target causes a bolt of lightning to arc from it to another nearby target dealing 8957 Shock Damage. This can happen once every 10 seconds.

Sweeping Guard
DEFENSIVE – You dodge the damage from area of effect attacks! Incoming area effect damage decreased by 2% per stack.

Targeted Ire
OFFENSIVE – You deal more damage to Bosses. You deal 2% more damage to Bosses per stack.

Tempered Ward
DEFENSIVE – Your damage shields are more efficient than ever! Damage Shield effectiveness increased by 2% per stack.

Thaumic Boon
OFFENSIVE – Your magic attacks deal more critical damage! Increases your Critical Damage with Magical based attacks by 5% per stack. Affects Magic, Flame, Frost, and Shock Damage.

Thumping Thaumaturgy
OFFENSIVE – Your magical damage over time effects grow stronger. Magical damage over time effects increased by 2% per stack. Affects Magic, Flame, Frost, and Shock damage.

Unrestrained Endurance
DEFENSIVE – Nothing can keep you trapped for long! Break Free cost reduced by 10% per stack.

Vicious Poisons
UTILITY – Your poison enchantments are more effective. Poison enchantment effectiveness increased by 60% per stack.

Well-Trained Command
OFFENSIVE – Your pets fight with fervor! Your pets deal 20% more damage to all enemies within 50 meters per stack.
Infinite Archive Loot
Below is a list of all the loot you can expect to find in the Infinite Archive.
In addition to gear, other rewards can be class set drops, antiquity leads, Archival Fortunes, and much more including some items that can ONLY be found in the Infinite Archive.
Archival Fortunes is a new currency that will be introduced. Note that Archival Fortunes are not capped. You can visit specialized merchants and exchange Archival Fortunes for furnishings, gear, and even additional bonus verses!
Class Sets are types of armor sets intended for a specific class and are unique to the Infinite Archive.

- Aerie’s Cry – Warden
- Aetheric Lancer – Templar
- Bassalt-Bloodied Warrior – Dragonknight
- Beacon of Oblivion – Sorcerer
- Corpseburster – Necromancer
- Gardener of Seasons – Warden
- Monolith of Storms – Sorcerer
- Notability In Decay – Necromancer
- Reawakened Hierophant – Arcanist
- Soulcleaver – Nightblade
- Spattering Disjunction – Arcanist
- Umbral Edge – Nightblade
- Wrathsun – Templar
Top ESO Infinite Archive Builds Trusted by the Community
Dominate the Infinite Archive with top-tier builds that fully leverage the Archive's unique class-specific item sets. These curated setups are optimized to enhance your class identity — unlocking powerful passive effects, buffs, and synergies that only activate when wearing Infinite Archive gear designed for your specific class. From Arcanists empowering Venomous status effects to Nightblades flexing hybrid burst rotations, each build maximizes Vision stacking, scales with arc difficulty, and thrives on consumable Verses. Whether you're soloing with a companion or pushing duo leaderboard scores, these builds are battle-tested by the ESO community to go deep, stay alive, and hit hard.
Builds That Use Infinite Archive Class Sets
The Infinite Archive introduced exclusive class-specific gear sets that open up entirely new build paths for each class in The Elder Scrolls Online. These builds were carefully designed to fully capitalize on that potential — combining tailored gear bonuses, flexible skill setups, and the power of Archive systems like Visions and Verses. Whether you're melting bosses, tanking Arcs, or pushing score runs, these builds give you the edge with gear found only inside the Archive.
Infinite Archive Achievements

Archive’s Most Adored
Encounter the following factions within the Infinite Archive:
- Ascendant
- Dreadhorn
- Dro-m’Athra
- Firesong
- Goblins
- Grovebound
- Silver Rose
- Daedric Minions
- Dwarven Constructs
- Forest Hunters
- Living Roots
- Magma
- Stormy Seas

A Little Help Never Hurts
Complete 3 Stages with a companion in the Infinite Archive.

Arching Onward
Reach Arc 4.

Armed Onslaught
Acquire 25 Offensive Verses or Visions.

Attentive Eye
Acquire 25 Offensive Verses or Visions.

A Stage For Two
Complete 3 Stages with another player in the Infinite Archive.

A Sturdy Shield
Acquire 5 Defensive Verses or Visions.

Back For Seconds
Defeat 1 Boss in the Infinite Archive within the second Arc.

Battle Ready
Acquire 5 Offensive Verses or Visions.

Boss Basher
Defeat 30 Bosses in the Endless Archive within the second Arc.

Companion Champion
Complete 60 stages with a companion.

Companionable Combatant
Complete 15 Stages with a companion in the Infinite Archive.

Decisive Dispatch
Defeat 15 Bosses in the Infinite Archive within the third Arc.

Destined Dungeoneer
Complete 150 Stages at or above Arc 2.

Endless Arc’s End
Defeat 20 Bosses in the Infinite Archive within the fourth Arc.

Endless Camaraderie
Complete 15 Stages with another player in the Infinite Archive.

Endless Defender
Acquire 16 specific and unique Defensive Visions.
- Curative Vigor Acquired
- Hearty Vitality Acquired
- Tempered Ward Acquired
- Refined Restoration Acquired
- Armored Shell Acquired
- Sweeping Guard Acquired
- Mystical Ward Acquired
- Effortless Acrobatics Acquired
- Effortless Aegis Acquired
- Unrestrained Endurance Acquired
- Bolstered Mending Acquired
- Energized Salve Acquired
- Restorative Protection Acquired
- Crystalline Fortification Acquired
- Ferocious Fortification Acquired
- Scorching Fortication Acquired

Endless Endurance
Defeat 50 Bosses in the Infinite Archive within the first Arc.

Endlessly Versed
Complete all of the unique Verses achievements.
- I Crave Violence
- You Can’t Touch Me
- Viable and Versatile
You will also earn the Summoned Booknado Collectible.

Eye See You!
Complete all difficulties related to the Filer’s Wing optional content.

Fabled Foil
Defeat 500 Fabled in the Infinite Archive.

Favorite Customer
Purchase all collectibles from the Infinite Archive Merchants.

First Splurge
Spend 1,000 Archival Fortunes.

Forceful Flush
Spend 100,000 Archival Fortunes.

Forceful Fortifications
Acquire 25 Defensive Verses or Visions.

Fortune’s Soldier
Defeat 5,000 Maligraphies within the Infinite Archive Stages.

Friends For Life
Complete 60 Stages with another player.

Furious Fighter
Defeat 1 Boss in the Infinite Archive within the fourth Arc.

Ghostlight Gatherer
Complete all difficulties of the Echoing Den optional content.

Going Solo
Complete 3 Stages without the aid of a companion or other player in the Infinite Archive.

Heavy Hitter
Defeat 1,000 Maligraphies within the Infinite Archive Stages.

Hidden Prowess
Complete all difficulties related to the Theater of War’s optional content.

Howling With Rage
Acquire all Werewolf Behemoth Visions and then acquire the Werewolf Behemoth Verse.
- Ferocious Strikes Acquired
- Ferocious Fortification Acquired
- Ferocious Support Acquired
- Werewolf Behemoth Acquired

I Crave Violence
Acquire 16 specific and unique Offensive Verses in the Infinite Archive.
- Archival Weaponry Acquired
- Class Embodiment Acquired
- Guild Superiority Acquired
- Archival Assault Acquired
- Archival Worldliness Acquired
- Pustulent Globs Acquired
- Flame Aua Acquired
- Cold Blast Acquired
- Swift Gale Acquired
- Augmented Areas Acquired
- Exsanguinate Acquired
- Beatdown Acquired
- Magical Multitudes Acquired
- Fire Orb Acquired
- Guardian of Pestilence Acquired
- Frenzied Zeal Acquired

Ichor Most Malevolent
Acquire and use 50 Maligraphic Ichors.
You will also earn the Maligraphic Mount Collectible.

Infinite Archive Challenger
Complete various meta achievements inside the Infinite Archive.

Infinite Archive Conqueror
Defeat the final evolution of Tho’at Replicanum
You will also earn the Inkslayer character title.

Infinite Archive Vanquisher
Defeat Tho’at once.

It’s An Investment
Spend 10,000 Archival Fortunes.
Keeping It Cool
Acquire all Ice Avatar Visions and then acquire the Ice Avatar Verse.
- Crystalline Strikes Acquired
- Crystalline Fortification Acquired
- Crystalline Support Acquired
- Ice Avatar Acquired

Kidding Around
Complete all difficulties related to the Haefal’s Butchery optional content.

Knock’ em Down a Peg
Defeat one of the Marauders in the Infinite Archive.

Leading the Charge
Complete all of the Defeat Cycle Boss achievements in the Infinite Archive.

Marauder Slaughter
Encounter and defeat all the Marauders in the Infinite Archive.
- Defeat Marauder Gothmau
- Defeat Marauder Ulmor
- Defeat Marauder Hilkarax

Me, Myself, And I
Complete 60 Stages without the aid of a companion or other player.

Mind Over Magicka
Complete all difficulties related to the Treacherous Crossing optional content.

Molten Measure
Acquire all Iron Atronach Visions and then acquire the Iron Atronach Verse.
- Scorching Strikes Acquired
- Scorching Fortification Acquired
- Scorching Support Acquired
- Iron Atronach Trnsofrm Acquired

Monster Mercenary
Defeat 2,000 Maligraphies within the Infinite Archive Stages.

Mora’s Onslaught
Acquire 75 Offensive Verses or Visions.

No Book Left Unread
Complete all Infinite Archive Optional Achievements.

Once More, Please
Complete the Replication Elimination daily quest 10 times.

Outstanding Onslaught
Defeat 30 Bosses in the Infinite Archive within the third Arc.

Peer Into The Mirror Maze
Acquire and use 20 Unreliable Archive Maps.
You will also earn the Shattered Mirror Maze Face Marks Collectible.

Pilfered Pilfer
Kill GW the Pilferer 5 times.

Power Practicum
Acquire 75 Utility Verses or Visions.

Proof of Ability
Defeat 1 Boss in the Infinite Archive during the first Arc.

Replicable Results
Defeat Tho’at 50 times.
You will also earn the Mirrorscribe Face Markings Collectible.

Running The Gauntlet
Defeat 100 Bosses in the Infinite Archive within the first Arc.

Scheming Skeevers
Acquire and use 25 Disgusting Spils
You will also earn the Maligraphic Skeever Collectible.

Seeing The Big Picture
Acquire 15 specific and unique Utility Visions.
- Lessons Learned Acquired
- Full Coffers Acquired
- Attuned Enchantments Acquried
- Vicious Poisons Acquired
- Archival Endurance Acquired
- Archival Intelligence Acquired
- Stamina Reserves Acquired
- Magicka Reserves Acquired
- Extended Favor Acquired
- Boundless Potential Acquired
- Resolute Mind Acquired
- Supplemental Thread Aacquired
- Crystalline Support Acquired
- Ferocisou Support Acquired
- Scorching Support Acquired

Slaying The Hordes
Defeat 10 Bosses in the Infinite Archive within the fourth Arc.

Still Standing
Defeat 1 Boss in the Infinite Archive within the third Arc.

Studying Up
Acquire 5 Utility Verses or Visions.

Under Mora’s Protection
Acquire 75 Defensive Verses or Visions.

Unorthodox Approach
Acquire 25 Utility Verses or Visions.

Viable and Versatile
Acquire 11 specific and unique Utility Verses in the Infinite Archive.
- Stamina Renewal Acquired
- Magicka Renewal Acquired
- tomfoolery Acquried
- Vital Expiration Acquired
- Magical Expiration Acquired
- Glamourous Scholar Acquired
- Mighty Bash Acquired
- Unwitting Fortress Acquired
- Gilded Sleight Acquired
- Bountiful Resources Acquired

Visions of Violence
Acquire 16 specific and unique Offensive Visions.
- Well-Trained Command Acquired
- Painful Proficient Acquired
- Powerful Domain Acquired
- Brawling Blitz Acquired
- Brawling Advantage Acquired
- Thaumic Boom Acquired
- Letha Sorcery Acquired
- Persistent Pain Acquired
- Thumping thaumaturgy Acquired
- Lasting Harm Acquired
- Targeted Ire Acquired
- Focused Efforts Acquired
- Piercing Perfection Acquired
- Crystalline Strikes Acquired
- Ferocious Strikes Acquired
- Scorching Strikes Acquired

Walk Through The Mirror Maze
Acquire and use 20 Erroneous Archive Maps.
You will also earn the Shattered Mirror Maze Body Marks Collectible.

Watch Them Fall
Defeat 50 Bosses in the Infinite Archive within the second Arc.

Word Waltzer
Complete all quests related to the Destozuno’s Libary optional content.
- A Bookbinder’s Bind
- Restoring the Resurrected

Who Needs Friends?
Complete 15 Stages without the aid of a companion or other player in the Infinite Archive.

You Again
Defeat Tho’at 10 times.

You Can’t Touch Me
Acquire 16 specific and unique Defensive Verses in the Infinite Archive.
- Transfusion Acquired
- Sequential Shielf Acquired
- Enhanced Remedy Acquired
- Siphoning Vigor Acquired
- Archival Evasion Acquired
- Head-On Defense Acquired
- Rebirth Acquired
- Reactive Curse Acquired
- Restorative Elixiers Acquired
- Regenerating Bastion Acquired
- Shckled Resolve Acquired
- Redirecting Bonds Acquired
- Defensive Maneuver Acquired
- Fortified Dexterity Acquired
- Restorative Enabling Acquired
- Eye Catching Acquired
Infinite Archive Leads
The following antiquity leads can be acquired in the Infinite Archive.

The Apocrypha Fossil, Ribcage can be found in the Infinite Archive. This is a large house item.
The dig zone for this lead is found in Apocrypha.

The Apocrypha Fossil, Slug can be found in the Infinite Archive. This is a large house item.
The dig zone for this lead is found in Apocrypha.

The Apocrypha Fossil, Tree can be found in the Infinite Archive. This is a large house item.
The dig zone for this lead is found in Apocrypha.

The Apocrypha Fossil, Wall Beast can be found in the Infinite Archive. This is a large house item.
The dig zone for this lead is found in Apocrypha.

The Apocrypha Stone Base can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Apocrypha Tentacle Carving can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Archival Fortune Pouch can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Archival Fortune Pouch, Grand can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Archival Fortune Pouch, Lucky can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Archival Light Diffuser, Large can be found in the Infinite Archive. This is a large house item.
The dig zone for this lead is found in Apocrypha.

The Archival Light Diffuser, Small can be found in the Infinite Archive. This is a standard house item.
The dig zone for this lead is found in Apocrypha.

The Carved Mora Treadles can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Endless Apocryphal Light can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Fated Loom Threads can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Hermaeus Mora Eye Engraving can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Infinite Table of Contents can be found in the Infinite Archive. This is a small house item.
The dig zone for this lead is found in Apocrypha.

The Infinite Tome Cover can be found in the Infinite Archive. This is a small house item.
The dig zone for this lead is found in Apocrypha.

The Infinite Tome Manuscript can be found in the Infinite Archive. This is a small house item.
The dig zone for this lead is found in Apocrypha.

The Petrified Watcher can be found in the Infinite Archive. This is a standard house item.
The dig zone for this lead is found in Apocrypha.

The Scrying Brazier, Short can be found in the Infinite Archive. This is a standard house item.
The dig zone for this lead is found in Apocrypha.

The Scrying Brazier, Tall can be found in the Infinite Archive. This is a large house item.
The dig zone for this lead is found in Apocrypha.

The Structural Tentacle Arch can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.

The Watchful Light can be found in the Infinite Archive. This is a small house item.
The dig zone for this lead is found in Apocrypha.

The Writhing Tendril Harness can be found in the Infinite Archive.
The dig zone for this lead is found in Apocrypha.
Final Note
Thank you for taking the time to watch the content and read this guide. Be sure on your travels to remember, although once you get very experienced you may make these dungeons much easier and faster… it starts from the ground up and it’s…
“ALL ABOUT MECHANICS!“
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