Maw of Lorkhaj Trial Guide

An ancient Khajiiti shrine called the “Temple of Seven Riddles” has been overrun by the Khajiit’s eternal enemy, the dro-m’Athra. With each passing hour, more Lost Cats pour into Nirn through a gaping rift between worlds. If Tamriel is to be saved, this Maw of Lorkhaj must be closed.

Maw of Lorkhaj is a twelve-person trial in the game The Elder Scrolls Online. The trial consists of various areas each with its own challenges and enemies.  In this guide, I shall explain the mechanics as well as what you should and shouldn’t do while facing the trial’s bosses.

Maw of Lorkhaj Location

Maw of Lorkhaj is located in the southwestern region of Reaper’s March.  Travel northwest from the Moonmont Wayshrine to reach Maw of Lorkhaj.  You can also access Maj of Lorkhaj specifically on your Reaper’s March map.

Inside Maw of Lorkhaj

Maw of Lorkhaj is a two-level trial with three bosses and one weekly quest.  The enemies in this trial include cursed war-priests, void callers, ogres, and Dro-m’Athra enemies.

Into the Maw

The Khajiit’s ancient enemy, the dro-m’Athra, have emerged from the Dark Behind the World and claimed the Temple of Seven Riddles for the Ghost Moon, Lorkhaj.

Completing Into the Maw

You will need to defeat the dro-m’Athra enemies. Speak to Adra’hai to complete this quest.  Completing this quest will reward you with gold, and a Dro-m’Athra’s Burnished Coffer (for normal difficulty) or a Dro-m’Athra’s Shining Coffer (for veteran difficulty).

NOTE:  This quest is repeatable weekly.

Maw of Lorkhaj Boss Mechanics

Need specific info?  Click these quick links to go directly to each section.

Zhaj’hassa the Forgotten

This boss is pretty straightforward but can end in a mess if people don’t plant their feet and play fair. What I mean by play fair, is people really need to try to NOT just run around taking cleanse pads and leave everyone else with nothing. Discipline your group and if you have to die for the sake of someone else, suck it up.

If you dance around you will misplace pillars, you will spread curses, you will basically just case the fight to prolong which means the group will eventually wipe since the fight is technically on a timer. The longer the fight the more chance of a final BOOM which will kill you all.

There are 6 pads around the room (enough to share 2 each) so assign your group to 2 a pad to start with. Stick to this rule all the way through and don’t deviate from this unless you REALLY have to.  The tank should tank the boss in the middle or near his/her own pad and of course not drop aggro.

When the fight starts the group should surround the boss in 2 semi-circles (melee up front and range behind) close together but NOT stacked (about 2-3 meters apart). IF you stack you will kill everyone, so be sure the ranged are not too far out, but not standing on people’s heads. EVERYONE must have their own space.

Curses/Pads – These are very simple. Every curse phase the boss will raise his hands and curse 3x people randomly. These 3 people must go to a pad cleanse and then come back in again. There are 6x pads, each one is on a 25-second timer. If one is taken it won’t re-spawn until 25 seconds have passed.

With 6x pads and 3x curses this means every 1 phase, 3 pads will be used. By the time the second phase comes up, another 3 will be used, and by the 3rd phase, the first 3 should be re-spawned and this should go on a loop. There should ALWAYS be a pad free.  HOWEVER, there is a catch. The reason you MUST be spread out is because the curses will SPREAD to more players IF they are hit by someone else’s curse aoe when it lands. If this happens you will run out of pads, people will be cursed for too long and die.

When this happens if you know there is no time to get to a pad, OR you have none to go to, keep doing what you are doing and suck up the death ready for someone to resurrect you.  If you are assigned a pad at the beginning and are sharing it with a healer. If you are cursed, always check to see if they are cursed or not. If you are a dps and a healer needs the pad instead of you, stay where you are and let the healer take it. Tank and healers are priority survivors for pads else things will get messy fast!

NOTE:  If the tank gets cursed, the tanks should swap positions (the off tank takes the boss while the main tank gets cleansed and then swap back when safe, don’t move the boss around the room though.

Cats – Every 20% of the boss’s health 4x cats will appear in the room and randomly attack players in the group. The main tank OR the off-tank should pull these into the fight (under the boss if possible) and control them. They will not respond do taunts (apart from the debuff) but can be CC’d. The group should focus these down fast(with ultimates if they have them) and/or do as much aoe damage as possible.  This phase repeats at 80% 60% 40% and 20% of the boss’s health.

Pillars – During the fight the boss will aim at a random player and swing his hammer at them making a pillar spawn out of the ground. This is why people should not hang around near pads, because you want to keep these CLOSE!

In the first phase, he will eventually spawn 5 pillars. Once this happens he will pray and create a massive explosion and anyone caught in it will take a one shot and die. The way to survive is for everyone to hide behind ANY pillar. Doing so will protect you and the pillars will disappear. Once safe the fight will carry on as normal.

This phase will repeat throughout the fight with less and less pillars per phase.
The first phase is 5, then 4, then 3, then 2, then 1, then NONE!! If you get to the ZERO pillar phase and he starts praying, and you don’t kill him before the explosion, it is a wipe and you are all dead.  It is crucial that you follow the mechanics of this fight and avoid as many deaths as possible because, deaths cause wasted time spent, and wasted time pushes you closer to a zero pillar phase.

Shield Phase – During the fight at 70% health and 30% health the boss will cover himself in a damage shield which will place a bursting aoe under the members of the group (one each). It will pulse with damage over and over getting faster and faster the longer the boss has a damage shield.

This is where your group needs to move in closer and focus on as much damage, mitigation, and healing as possible BUT above all DO NOT STACK! The bursting circles must NOT overlap, or else people will, of course, take damage from other people’s aoes. Focus, relax, and take the damage shield off the boss. Once it is gone, the fight continues as normal.

This is a great time to throw in a Nova or permafrost, or both if you have them available to help the group take less damage. If you have a low damage group this is still doable but you will need to pump out more heals as it will take longer and get more aggressive. Don’t panic!

NOTE:  You do not need 90k+ dps for this. 25k+ each and ALIVE and solid mechanics is more than enough to complete this, BUT be sure that it is clean and focused. You will have to stay alive as much as possible to do so else it will get messy.

Vashai & S’kinrai – the Twins

This is quite possibly the most infamous fight in the game. The TWINS! This requires true group coordination and understanding of mechanics!  You need your group to split into 2x groups of x6 players. One tank, one healer, and 4x dps on either side.

The way the fight works is, that each team will have colors on their heads. You must ONLY stay with people of the same color head as you, (yellow or blue) if you touch or go near anyone of an opposing color, you will both explode.  Also for damage output, IF you hit an enemy that is the same color as the color on your head, you will ONLY do 10% of your maximum damage. You must always hit the OPPOSITE!

It is important that you are clear about what color your team is and what the boss is. And once sorted, the tanks must be sure to swap their bosses so their groups can hit the correct targets. This is very important. Stay with YOUR group unless the mechanics tell you to do otherwise…and they will…

Original! – This is the term for the tanks. When the fight starts, one team will taunt the yellow boss and one team will taunt the blue boss. The tank from each side must remember THAT boss, is their “original” boss. THIS IS CRUCIAL! – Explained more below under “originals phase”.

Adds – Each side will be presented with a blue add/yellow add and both are different in how they react. The blue adds are ranged and very similar to sun eater types.  While the yellow ones are actually more melee types which will respond to taunts and run to the player rather than hit them from range (although they have ranged attacks).  EACH fresh phase there will be an add phase 10 seconds after the colors have been given out.  It will start with 1 add of each, then 2 then 3, then finally 4 which can be mayhem. The amount of adds depends on how far you are into the fight health-wise on the boss.

Yellow Adds – These have reflective light abilities which MUST be purged/cleansed and also a Jesus beam (Radiant Oppression) Which must be interrupted because otherwise the target they are hitting will be stunned until they die! So it is key no matter what to stay on interrupts.

Blue Adds – Throw out nasty orbs across the room so you want to be sure these are always faced away from the opposing team (they do more damage to people with yellow heads).  The team attacking the yellow boss must control and kill the yellow adds.  The team attacking the blue boss must control and kill the blue adds.

The yellows are simple because a ranged taunt will control them but the blue ones not so much, you will need chains, portals, silver leashes etc. in your group or a very flexible tank capable of manipulating them.  Above all, however, you decide to position these, you MUST kill these at ALL costs. If you end up with adds when the phases ahead kick in, it can be a real mess.  So above all, always focus on the adds!

Yellow Boss (S’kinrai) – This boss has some frontal cleaves that need to be blocked and of course turned away from the group.  He fires reflective light much like the yellow adds which must be purged/cleansed.  Finally, he has a Jesus beam (radiant oppression) which will usually be aimed at the tank to pin them to the ground and this Must be interrupted.

Tanking this boss in the middle of one side of the room is actually perfect since it puts you in a good position to bring the adds in. Stack and burn this boss without moving!

Blue Boss (Vashai) – This has a few light attacks and a heavy attack that will knock back anyone caught by it so be sure this is on the tank at all times. Blocking this will cause you no problems at all since it is weak through the block.

However, this boss does have a negate bubble in which he will cast 2-3 times per phase. This will USUALLY be aimed at the tank (but not always) hence why in the video instead of tanking him in the middle of the team’s side of the room, the tank hugs the wall and physically decoys for the bubbles to land where he is standing. Each one that is placed will then make the tank move out of the bubble into a safe spot against the wall ready to receive another. Slow-kiting the boss from bubble to bubble until the phase is over.

Conversions – In this phase the bosses will pray (as shown in the video) and 3x people from EACH side at random (not the tanks) will be notified of conversion with a color under their feet. This is when you must SWAP sides FAST.  Basically, your head color is now about to change…if you don’t change fast enough, you will be with the now WRONG team and blow people up.

So 3x people from each side, Swap sides fast! Do this clockwise so as not to confuse things.  When they are in place they will be on a different boss with a different color head and carry on as normal.

Switch or Stay??? – Shortly after “conversions” the bosses will teleport to opposite sides of the room, one close to each of the teams. THIS is where you need to focus on what you were just doing…

IF the boss next to you is the boss you were just hitting (different color to your head) then you are fine…”STAY” where you are and keep fighting (but get close).  IF the boss near you has the SAME color head as you, run like hell and “SWITCH ” in a clockwise direction and hug the other boss on the other side of the room.  So to simplify. If the boss is the opposite of your color, STAY if it is the same as you, SWITCH.

Originals Phase – THIS IS FOR THE TANKS.

Straight after the “switch or stay” phase, the bosses will pray and the room will explode removing all colors from all players, shortly after all players will receive the color of the boss they are closest to… This is the tank’s only opportunity to get this right…  Remember the first boss you taunted? What color was it? before people get their colors back, RUN TO THAT BOSS NOW!

If you are already where you need to be, stay where you are and stay with the boss you are near (don’t taunt it) and get your head color…once you have it, taunt the opposite boss and carry on just like you started from the beginning.  If you are NOT with the correct boss, you need to RUN to the other side of the room to get in position before colors are given out.

Basically during this “no color phase” there is a brief window where you can reposition. Once it is over you need to be sure you are near the boss you want the colour of when they dish out the pickings. If you are too far away or in the wrong place, BOOM, people are going to die.

TIP:  When going to your original boss, your NEXT phase is to taunt the opposite one (remember? tanks swap once you have colors just like the beginning pull)…to save yourself a bit of hassle, IF you have to run across the room…

Instead of running, getting your color, turning back, taunting the other over the line (Swapping bosses), and then repositioning… Make it simple for yourself, Instead, taunt the bad one, run to the good one, and when you GET to the correct side, when you GET your color, the bosses will have stopped praying and you will already HAVE the agro of the one you want, and he will simply, run to you from the other side of the room.  THIS will take some practice but once you nail it, it gets a LOT easier.

NOTE:  Once this phase is over, you repeat the first step all over again, adds, conversions, switch or stay, originals. Rinse and repeat.

Execute – Execute is tricky, both bosses have separate health bars although they share an overall. PACE your damage. Be sure to keep them close together %-wise at the end. And if you have to, ease up on one or the other to level it out.

The reason for this is. Once ONE boss dies, all colors will go away, you will all be able to focus one target, and another 4x spawn of the color boss who is alive will appear (so yes you can have 8xadds+ around). When this happens you only have 20 seconds to kill it, or he will enter the middle of the room, pray, explode and you all die…no pressure.

Basically, pace your damage at low health and don’t yolo, it CAN kill you.  When the adds are in the room, the tanks should control the adds if possible while the group finishes them off. It is advisable to kill the yellow one first so that you don’t end up with 8x Jesus beamers, which can hurt.

NOTE:  It doesn’t matter how many laps it takes for you to complete this, it doesn’t matter if you have to kill 4x adds per side every single phase, as long as your mechanics are clean and you DO “focus the adds” at all times. Then it is just rinse and repeat. When people panic, they fail, when people overburn one boss and not the other they fail. So relax, follow the mechanics and you will do it!


The final boss has MANY mechanics that on the surface look very difficult to deal with but trust me, the twins are harder. If you have managed the twins, Rakkhat will be done! You will require some serious coordination in this one if you are going all the way and not nuking it so pay close attention to the mechanics of this one, and above all, no DANCING!

There are 8x pads in the room around a large middle one. Each dps(8) should be assigned a pad from the numbers 1-8. This is crucial and people MUST remember their pads (later mechanic).  Also, the tank (main tank) must be the ONLY person allowed on gold pads. It has a buff on it which protects against rakkhat’s heavy attacks and hits since they are extremely high if not protected.  Only one person can stand on a pad at once, so no one else must ever touch it or the tank will lose the buff and die.  BLUE pads must be avoided at all costs!

Formation:  As described in the video it helps if you have two semi-circles. One at the front surrounding the pad and one at the back not far from the front circle but NOT stacking!

Main Tank Gold Pads – The tank must be the only one using these pads. Every time Rakkhat jumps HIGH up into the air (WAY high!) after a period of time, he will land and turn the pad blue, just like he does at the beginning of the fight. The tank must run to the next clockwise gold pad in the sequence before he lands, ready to place the boss on the next pad. This will happen EVERY pad, so be ready for this mechanic. Some pads change faster than others especially 2,4,6,, and 8.

Each time the tank is on a gold pad of course Rakkhat will jump to the tank and stun them. They must break free and then be sure to turn him away from the group at all times while keeping him still as possible.

Machine Gun – Much like lord warden, Rakkhat will fire off a magic machine gun at the tank, the tank must block while receiving heavy heals and if possible make use of absorb missile/shimmering shield or whatever damage/absorbing shields they have while blocking.

This does HIGH damage and is very important that survival is heavily focused on during this phase.  Be sure that the boss is NOT facing the group and that no one is near the tank, this is directional so anyone caught by this will take a one-shot.

JUMP! – The boss will jump occasionally heavy attacking the tank and doing a large aoe knockback. EVERY member of the group in range of this MUST block. If they do not they will be flown across the room and USUALLY into something stupid. Landing on cleanse pads, blue curse pads, and all manner of stupid is the number one fail in this fight because people don’t pay attention to block. You MUST block this!

Meteors – This is a simple yet deadly mechanic. If the group are positioned apart but co-ordinate much like the demonstration in the video then most should only ever get hit with one or perhaps two meteors and will be safe. BUT if people overlap they will be hit with multiples and overlaps and die. So the position is key here.

Above all however to make this much easier is to assign players (2-3) to kite the meteors away. Basically the back part of the group (the furthest away ) every time Rakkhat raises his arms shouting “a storm approaches” should run away and the meteors will follow. Do not run over each other, all go in different directions and have your own space. The meteors will land behind the players so long as they move fast enough and when the phase is over they can come back into the group again.  This tactic is crucial for hard mode as the meteors do MUCH more damage there.

NOTE:  IF you have very high mitigation, heals and good formation, you can actually survive these standing still as a group. BUT that will take a bit of discipline!

Hulk!! – The hulk is a very simple addition to the fight but many people underestimate it or overestimate their ability to ignore it.

Basically he hits like a wuss but he DOES have a one-shot rule that many like to call “two smashes”. He will hit the off tank with a SMASH ability which will debuff them. If this hits them TWICE they must call the other tank to taunt it off them (basically playing piggy in the middle with it. If the other tank receives the same, then swap back.  The reason for this is, if you receive a third one, you are dead!

The simple way to make this mechanic less stressful is of course to get the group to FOCUS the hulk with everything they have. Kill it fast, and you don’t have to keep dealing with it in the room. Kill it slow and you risk causing problems and also overlapping of multiple hulks which you do NOT want.  They have an aoe stun which MUST be interrupted else the whole group will get stunned, usually during crucial mechanics. And these Hulks are also based on position of the fight…They spawn every SECOND pad.

So basically one hulk on pad 2,4 6, 8. Pad 8 is crucial. If you have not pushed the boss to execute by pad 8, you are going to the “lunar phase”. If that happens you do NOT want the hulk in the room, so pull him to one side, and kill it fully focused as fast as you can. Failing that you will have to get someone to beam it during lunar phase. That will make more sense later and/or if you have watched the video.  Above all, to keep things simple, focus on the hulk and if the tank gets smashed twice, swap with the other tank and keep doing so until it is dead.

BOMBS – From the end of pad two till the end of the pad 3 players will randomly see a spreading circle aoe under their feet. This is a “bomb”. I have seen many people run off to the side with these to blow them up in the corner and run back.

However, based on the formation demonstrated in the video we are able to stay still when these bombs are happening so long as people watch their feet. We are situated in a semi-circle where there is enough room for the bomb to explode and touch NO ONE. when it goes off, the player will be stunned and have to break free and the small orbs that come from the bomb will need to be blocked or out-healed by the healers as they pass by.

If you can apply this method you will have MORE time on the boss and less running around. Running through the group with it can be dangerous because if the circle touches someone as it explodes it will kill them.

SO two methods, the one in the video which is incredibly safe if you coordinate, OR just take it out of the group to a safe place. The choice is yours but running around with it or touching someone with it is instant death. Be careful!

Tether and Popcorn – On pad 5 (this one is risky) you will have small blue balls that attach themselves to players in the group while the middle LARGE pad will have popcorn-type shots flying at the players.  Try to avoid standing too close to the middle pad as this is NOT pleasant.

The tether balls however can be dealt with in TWO ways depending on your group and focus. You can either kite them away from the group until they separate and disburse, OR you can do as we did in the video and put as much mitigation, damage shields, heals, and vigors out as possible on rotation and simply TANK them (note you will need high spell resistance).

I made sure in my own group that ALL stamina dps put down a circle or protection/vigor every 10 seconds on that pad to help the group and it worked a treat, but it all depends on your group. BUT again coordination is key. Stay in your formation, don’t panic, and only move if you MUST.

BIG Boom Balls! – On pad 7 there will be very large spheres that appear randomly on players emitting a large round aoe. When you see these simply move away from it while taking heals, wait for it to pop, and then get back into your position again (be aware of overlapping mechanics). These are simple and very easy to see but can cause a mess so don’t panic.  You can of course also out heal and mitigate these if your group is built as such.

Assassins (hardmode only) – On hard mode when the shadows out the back are being killed (every runner phase), every 2x shadows will spawn an assassin from the middle pad. The off tank should pull these into the group and they should be killed quickly, either with aoe or simply focus them down.

There are 6 shadows so every 2 you will get one add, amounting to a total of up to 3x assassins. be SURE to kill these or you will get overwhelmed especially if you still have a hulk alive.

They don’t hit particularly hard and have quite low health in comparison to the hulk, BUT they do attack with a whirling blades/steel tornado effect. When you see this large spinning aoe you MUST block or you will be thrown across the room just like Rakkhat’s jump mechanic. Usually into a blue pad and die!

Runners! – On pad 3, 5, and 7 the shadows of 6 void callers will appear in the middle pad of the room. These represent shadows in the backyard. You should assign 2-3 “runners” capable of dealing with these. 

XNOTE: 2 runners is harder but safer for cleanses given that there are only 4 cleanse pads (lunar phase counts as the last cleanse but that is coming).

There is a gateway out to the back of the area which has 3 arch ways. One left, one right and one middle. Each direction needs to be explored and is each hiding TWO “void callers”.

Note: Going through the gate will curse you with a blue curse.

Basically how this works is, there are synergies on the floor that must be activated and in doing so you try to uncover shadows. if you don’t find one you move on to the next and so on. If you DO find one, be sure to kill it.  When it is dead, whichever side it is from will remove one shadow from the representing side of the shadows in the middle of the room in the main fight area.

Once two left two right and two middle shadows have been killed, all of the shadows in the main room will have gone and the runners can come back into the room to cleanse their curses with one of the 4 cleanse pads around the main room.

While on your journey in the back room/yard you will also meet other issues. There are blue orbs flying around which you should avoid or die VERY fast, there are gaps to jump in order to get to certain locations, and occasionally you will not uncover a shadow but you will uncover a “void assassin”!. These hit VERY hard and have low health so survive and kill these asap!

TIP:  Don’t jump gaps just after engaging with these as they snare and you will fall

IF YOU FAIL to find all of the 6x shadows in due time, the shadows in the main room representing them, will sink into the ground and pull the whole group with them, yes…it’s a wipe!  This will take a lot of practice so please be patient with your runners while they are practicing this and perfecting their chosen side and/or route while they are out there.

There are many maps online of the routes people LIKE to take and what they decide is “best” but honestly it is up to you, whatever you find easiest, and also remember they are RANDOM! You COULD find them in the first two synergies, so the route no longer matters!  Practice makes perfect on this one.

Blue Curses (especially hardmode) – Blue curses, from running out the back or standing on a blue pad will lower your healing received and also make you take one-shots from meteors and other blue damage/curse-type abilities. Also if you are blue and you touch a blue pad you will DIE from the second infection.  Cleanse pads can remove the curse but you should be saving these for the runners else they will have to die and be ressed to lose it.

HARDMODE curses are different. The same rules apply BUT if you get too close to another player you will hit them with rapid-fire blue orbs which will kill them quickly so you must keep your distance OR not get cursed. Also, no cleanse pads are available on hardmode.

TIP:  IF you are doing hard mode and you cannot manage people cursed in your group, assign 2x ressers.  When they come out of the gate they can run straight in and die on the edge of a blue pad near the group and then the ressers can get them up FAST ready for the next running phase fresh as a daisy!  If you are not going for scoreboard runs of course 😉

LUNAR PHASE  This is the most creative, fun, group training mechanic in the game in my opinion and can go two ways…a gracious dance or a cluster f*$%. So pay VERY close attention here!

There are 8 pads in the room (as described also in the video). Each dps needs to be assigned a pad from 1 – 8 and stick to it.  After pad 8 lunar phase will commence and everyone must get to THEIR OWN pad and not stand on it until it is GOLD (note all runners or all curses will be removed due to lunar so don’t panic just be sure not to touch the blue stuff).  The tanks and healers should be in the middle.

Every single pad will have an add on it at random (sun easter, savage, shadowguard). Everyone must kill their own add with help from their friends BUT only under one condition…they MUST be affected by a debuffing BEAM coming from the center of the room else they will never kill it.  Each player must also pay full attention to their own add in order to survive and BLOCK any potential heavy attacks. If you don’t block your own add’s attacks you will be knocked off the pad and you will die!

The 2x tanks in the middle and ONE healer (the other will heal people) will be taking synergies and aiming at specific adds IN ORDER so that each beamed target may be killed by its owner and nearby allies. Once the beam is over, the synergy will move to the NEXT target on the beamers right, and so on and so forth.  The beams as described in the video as as so.

Tank one – beams 1 , 2, and 3 (in that order)
Tank two – beams 4, 5, and 6 (in that order)
healer one – beams 7, and 8 (and then whichever is still alive afterward if any)
healer two – heals heal people who are taking damage while using NO SYNERGY SKILLS (do not use any skills that emit synergies as they interfere with beams).

NOW, to be sure that the group is hitting the correct targets of course the people with beams should be shouting out the target they are hitting while the group should be LOOKING at which beam is on which target also.

The group should be hitting targets as the beams hit the targets in THIS order!

Pad 1 – hits 1, 2, then 8
Pad 2 – hits 1, 2, then 3
Pad 3 – hits 4, 2, then 3
Pad 4 – hits 4, 5, then 3
Pad 5 – hits 4, 5, then 6
Pad 6 – hits 7,5,  then 6
Pad 7 – hits 7, 8, then 6
Pad 8 – hits 1, 8, then 7

IF ANY are alive after this then the remaining targets should be weakened with beams while the players that can reach do as much damage as they can.

NOTE:  You must not leave your pads until Rakkhat lands, as much ranged damage as possible to help your friends, and also, if you fail and any are left alive. They will run around and one-shot people for a few seconds. Get distance and recover. Or wipe and start again.

Once this phase is over, all of the pads reset to normal, all curses are gone and you fight from the middle pad to pad one again and do another lap around the room rinse repeating all of the above mechanics until the fight reaches execute.

Dreadstalkers – IF you go as far as lunar and you have not yet killed the boss, the new lap around the room will add a new mechanic. EVERY pad, a new dread stalker will spawn. These will need to be killed or controlled. They follow the same rules as all others you have encountered in the trial. Arrow spray must be avoided. There is an achievement for these but that is up to you to handle else I run the risk of having to do a guide for all achievements. let’s say, for now, make sure they die! 🙂

EXECUTE – When the boss reaches 12-13% health he will teleport into the middle of the room and raise his hands in the air calling down what I can only describe as “DOOM!”. During this phase, he has heightened resistances and is much harder to kill. This is when all of the pads in the room surrounding the middle will be blue.

Starting with pad one an orb will appear and be connected to the boss. If a player runs over this and collects it, they will reduce his resistances but will now be cursed (be extra careful on hardmode).

NOTE:  You must get OFF the pad from which you picked the ball up fast, and also do NOT attempt this if you are cursed because you will die and fail to pick it up.  Once the first orb is picked up, a second player can take the number two pad orb and then someone else for three and four, and so on.

You can ONLY do this in order and can only pick up each orb after the previous one is gone. Each orb collected will reduce his resistance and make it easier for him to be killed.  If your execute phase gets to the 8th pad orb, and he is not dead, you will all explode and die. So where this does require damage as such, the simplest way to finish this successfully is to coordinate well enough to take down his resistance faster for an easier ride.

For formation, it helps if your group stays roughly between pad 1-4 in a semi-circle for heals. It helps if the two tanks and perhaps healers got for pad 1-4 so te dps can continue to damage the boss.  Also one final note, during execute, bombs, large orbs, and tethers will be present so HIGH mitigation and heal will be required, and strong focus for the group not to get execute panic.


Maw of Lorkhaj Loot

Below is a list of all the loot you can expect to find in Maw of Lorkhaj.

Normal weapons can drop from the last boss of the arena on normal difficulty.  Perfected versions of the weapons only drop in Veteran difficulty modes.  However, this particular trial does not offer perfected versions.

Got the gear in the wrong traits?  Don’t worry!  You can alter the traits by either transmuting or reconstruct the piece with a trait of your choice.  For more information see the Introduction to Transmuting and Reconstructing article.

Builds That Use Maw of Lorkhaj Gear

Maw of Lorkhaj Achievements

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Dro-m’Athra Style Master

Learn every chapter in the dro-m’Athra style book, found in weekly quest reward containers for sealing the Maw of Lorkhaj.

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Maw of Lorkhaj Completed

Drive the dro-m’Athra back to the void and close the Maw of Lorkhaj in Normal Mode.

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Maw of Lorkhaj Conqueror

Defeat Rakkhat, Fang of Lorkhaj and his legions of dro-m’Athra in Veteran Maw of Lorkhaj.

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Maw of Lorkhaj Difficult Mode

Defeat Rakkhat after empowering him at the lunar shrines in Veteran Maw of Lorkhaj.

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Maw of Lorkhaj:  Fang Focused

Defeat Rakkhat in Veteran Maw of Lorkhaj, with at least three dro-m’Athra Dreadstalkers still alive.

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Maw of Lorkhaj:  Moons’ Champion

Complete all achievements related to defeating Rakkhat, Fang of Lorkhaj in Veteran Maw of Lorkhaj.

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Maw of Lorkhaj:  Shadow Slayer

Defeat 25 Void Callers in the Maw of Lorkhaj.

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Maw of Lorkhaj:  Spotless Triumph

Complete Veteran Maw of Lorkhaj without suffering a group member death.

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Maw of Lorkhaj:  Two-Moons Dance

In Veteran Maw of Lorkhaj, force Rakkhat into his final phase within two lunar cycles, then defeat him.

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Maw of Lorkhaj:  Unchained Ambush

Use both chain switches within ten seconds in Veteran Maw of Lorkhaj, then defeat the dro-m’Athra invaders.

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Maw of Lorkhaj:  Void Avoided

Defeat Rakkhat in Veteran Maw of Lorkhaj, with a maximum of two players ever being afflicted by the Breath of Lorkhaj.

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Time Trial:  Maw of Lorkhaj

Complete Veteran Maw of Lorkhaj within a time limit of 40 minutes. Your trial begins when you cross the threshold of the Temple of Seven Riddles.

Maw of Lorkhaj Leads

There are currently no leads located in Maw of Lorkhaj.

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…