Dragonstar Arena

The Dragonstar Arena is a group-based arena in Upper Craglorn. It is similar to the Trials in Craglorn, but is aimed at groups of four players rather than twelve. It comprises numerous waves of enemies across ten arena environments, and has both a Normal and Veteran mode. Veteran runs are recorded on a leaderboard system.

You cannot respawn at the wayshrine until your entire team has been defeated, making soul gems a necessity for mid-fight resurrecting. A scamp named Kizna offers basic services in between rounds.

Fighting in the arena grants access to loot chests after every round, which can contain items from several unique, powerful sets.

Being prepared for the Veteran Mode is the key.  If you have completed normal DSA before or you have someone in your group who has completed VDSA or got really close helps a lot.  Team-play is essential, discuss with your team mates who is using which abilities before entering each phase is a good idea. Take your time with the group on the first run.

Once inside, Hiath the Battlemaster will provide rudimentary instructions. Speak with Milia the Gatekeeper to begin the first round. After each round, you will be given access to the merchant Kizna, a Chest of Champions, and a portal to the next round. Hiath will commentate the rounds, occasionally interspersed with the voice of his “master”, the Daedric Prince Boethiah.

There are 2 achievements associated with this location:

Achievement Points Description Reward
Dragonstar Arena Champion 50 Conquer all challengers and earn the title of Dragonstar Arena Champion! Title: Dragonstar Arena Champion
Dragonstar Arena Conqueror 50 Conquer all challengers on the increased difficulty version of Dragonstar Arena. Adamantine Silver
Title: Boethiah’s Scythe

Stage 1 – Dragonstar Arena

Dragonstar Arena

The first round is relatively easy. You will be pitted against Fighters Guild enemies, who make use of the related skill line. The arena is covered in spike traps, although they are easily avoided and can be used to your advantage. This round has many healers, who can become a problem if you don’t take them out quickly. The final boss is Champion Marcauld.

Mechanic: Trap spike litter the Arena. Standing on one of them will Snare, Immobilise & do DOT (damage over time).

Position: Central Gate for Waves 1 to 5. Gladiators can not be interrupted, move them quickly out of their healing circle. The healing circle also heals all other mobs standing inside it. All Enemies except the Boss can be pulled in by DK Empowering Chains ability.

Dangerous Mobs: Gladiators (Big Shield/Banner on back); Champion Marcauld (Boss)
– Gladiators and the Boss have to be permanently bashed by the Tank so they cannot cast their protection/healing circle.

Boss: Move the boss quickly out of his healing/protective circle. At around 70% mobs will spawn, and again at 40% more mobs including a Gladiator will spawn, so watch out for the double healing/protection circles.

Enemies, Health & Some Abilities
Ice Wraith (126k) Burrow underground, appear under player
Sovengarde Ranger (210k) Arrow Spray, Volley, Heavy attacks
Sovengarde Brawler, Berserker, Thundermaul (210k) Charge, Heavy attacks, Uppercut
Sovengarde Icemage (235k) Ice Barrier, Ice path, Cast AOE circles
Sovengarde Slayer (300k) Cleave, Charge, Heavy attacks, Uppercut
Bear (290k) Charge, Pounce
Troll (450k) Stomp, Charge, Pounce
Katti Ice-Turner (2.4mill) Icepath, Unstable wall of elements, Cast AOE
Xavni Frost-skin (2.8mill) Cleave, Uppercut, Heavy attacks

Stage 2 – The Frozen Ring

In this round you will be fighting Sovngarde Nord enemies, along with trolls, bears and ice wraiths. The arena contains three large fires, which you will need to fight beside and keep lit to avoid taking periodic damage from the icy conditions. The bosses are Yavni Frost-Skin and Katti Ice-Turner.

The Frozen Ring

Mechanic: Starts on wave 3. You must pickup the Fire torches and light the Campfire in the Center at the start of each round. If the mobs are killed fast enough you should only need to light it once.

Position: Central for Waves 1-5.

Dangerous Mobs: Caster/Archer.

Boss Strategies: Stand right at the gate when the Bosses Spawn > the Caster will run away from you > he will stand at the Fire > Pull the melee to the Mage and kill both. When the Bosses reach 50% there will be adds spawning. Tank needs to taunt the Troll & pull in the Archer or interrupt.

Enemies, Health & Some Abilities
Strangler (90k) Vine pull, Poison Root, Poison Circle
Corprus Husk (109k) Spew Poison, Light attacks
Conjurer/Hedge Wizard (207k) Cast AOE circles, Protects enemies, Orb attack
Savage (228k) Shield Bash, Heavy attacks
Crocodile (231k) Tail whip, Heavy attacks
Nereid (320k) Whirlpool, Scream, Heavy attacks
Wamasu (500k) Charge, Tail Whip, Lightning breath
Nak’tah (2.6mill) Cast AOE circles, Aura of Protection, Orb attacks
Shilia (2.6mill) Whirlwind, Ensnare, Heavy attacks

Stage 3 – The Marsh

In this round you will fight against Dragonclaw Reachmen, along with stranglers, wamasu, nereids and corprus husks. Poisonous clouds will randomly spawn in the arena, and will deal massive damage if you touch them. The bosses are Nak’tah and Shillin.

The Marsh

Mechanic: Poison Clouds will spawn at 5 different locations starting on Wave 2. North, West, East, Center and at the Entrance to the Arena. Do not stand in the Poison Cloud.

Position: Wave 1: Central Gate. Start killing Nereid as soon as it spawns. Tank needs to bash all Nereid’s so they can’t cast Whirlpool abilities. Wave 2: Central , kill Wamasu quickly and tank needs to taunt the Mages. Interrupt the Mage’s Meteor & Protection abilities. Waves 3 and 4: two Strangler’s will spawn on the North-West & South-West corners. 1 DD focus on each and kill it quickly.

Dangerous Mobs: Nereid’s, Wamasu’, Stranglers

Boss Strategies: DD’s kill the Stranglers on the South-West & South-East corners then attack the Boss and kill the healing totem. Depending on which Boss takes the most damage, either a Nereid or a Wamasu wave will spawn.The alternate mob wave will spawn again at 40% combined with Boss hp. Tank needs to interrupt the Mage Boss Overload heavy attack, DDs needs to keep AOE and range focus down Stranglers from a safe position.

Enemies, Health & Some Abilities
Strangler (90k) Vine pull, Poison Root, Poison Circle
Corprus Husk (109k) Spew Poison, Light attacks
Conjurer/Hedge Wizard (207k) Cast AOE circles, Protects enemies, Orb attack
Savage (228k) Shield Bash, Heavy attacks
Crocodile (231k) Tail whip, Heavy attacks
Nereid (320k) Whirlpool, Scream, Heavy attacks
Wamasu (500k) Charge, Tail Whip, Lightning breath
Nak’tah (2.6mill) Cast AOE circles, Aura of Protection, Orb attacks
Shilia (2.6mill) Whirlwind, Ensnare, Heavy attacks

Stage 4 – The Slave Pit

In this round you face Dunmer enemies from House Dres, as well as kwama, netches and kagouti. Suitably, the arena is reminiscent of Morrowind. The Dres Enslavers have a special attack that attaches a blue chain to one of your group members, turning them to stone unless interrupted. The boss is the Earthen Heart Knight, who obviously makes use of the Earthen Heart skill line.

The Slave Pit

Mechanic: Starting on Wave 2, Enslaved Shadow’s will spawn on top of a random player at regular intervals. Quickly move or roll away from them.

Position: Wave 1: Central Gate. Waves 2-4: West Door , focus to kill the Enslavers.

Dangerous Mobs: Enslaver, Battlemage, Enslaved Shadow.

Boss Strategies: Focus on the Boss. You can ignore the Enslavers because they will just spawn over and over. Tank needs to keep the Boss moving away from the Shadow’s as they spawn. Healer & DDs try to position yourself so that if you get a Shadow on you, it is in a convenient location and not at the center of the Arena or close to your mates.

Enemies, Health & Some Abilities
Nix Hound (118k) Charge, Light attacks
Kwarma Worker (120k) Charge, Light attacks
Kwarma Warrior (145k) Groundslam AOE, Heavy attacks
House Dres Cryomancer (223k) Frost Circle, Ice Barrier, Heavy attacks
House Dres Illusionist (223k) Fear, Heavy attacks
House Dres Sorcerer (223k) Teleport to player->AOE, Heavy attacks
House Dres Nightblade (245k) Stealth Stun, Steel Tornado, Heavy attack
House Dres Enslaver (245k) Drain Health, Heavy Spin attack, Heavy attack
House Dres Templar (348k) Heals enemies, Heals itself, Puncturing Strikes
House Dres Battlemage (348k) Frost Circle, Heavy attacks
Kagouti (348k) Charge, Heavy attacks
Bull Netch (348k) Poison Cloud, Spin attack, Heavy attacks
Enslaved Shadow (480k) Heavy Spin attack
Earthen Heart Knight (5.4mill) Heavy attacks, Sto

Stage 5 – The Celestial Ring

This arena is modeled after Lower Craglorn. You will be facing off against the Anka-Ra warriors and enemy gargoyles in a sandy arena covered in constellation stones. The Anka-Ra Shadowcasters have an ability to mark a player for death via “Celestial Blast”, which can only be prevented by rushing to the highlighted constellation and standing there until the effect wears off. The boss of this round is Anal’a Tu’wha.

The Celestial Ring

Mechanic:  Starting at Wave 2 Shadow Casters will spawn at specific locations. If left alive for more then 10 seconds they will curse all members of the group with a blue aura. If this happen, each player must stand on a glowing panel on the map. Avoid this to happen by killing the Shadow Caster before it can curse all your team.

Position: Wave 1-2: Central Gate . Wave 3-4: West Door .

Dangerous Mobs: Shadow Casters, Blademasters, Gargoyles.

Boss Strategies: Pull the boss to the West Door after he puts down his Standard of Might. You and your allies can place all your Ultimate’s down when the Shadow Caster spawns at the West Door at 40% Boss hp. Tank needs to make sure to pick up the Blademaster, Gargoyle & Pyromancer during the fight, and move quickly out of the Standard at regular intervals.

Enemies, Health & Some Abilities
Duneracer (126k) Tail whip, Light attacks
Assassin Beetle (126k) Poison attack, Light attacks
Scorpion (158k) Poison attack, Light attacks
Anka-Ra Pyromancer (238k) Fire path, Heavy attack
Anka-Ra Blademaster (266k) Cleave, Heavy attacks
Anka-Ra Warrior (266k) Uppercut, Heavy attacks
Anka-Ra Assassin (266k) Stealth Stun, Ensnare, Heavy attack
Anka-Ra Archer (266k) Arrow Spray, Volley, Heavy attack
Anka-Ra Shadowcaster (360k) Doom
Gargoyle (586k) Earthfinder, Ground AOE attack, Heavy attacks
Anal’a Tu’wha (5.8mill) Heavy attacks, Standard of Might, Chains

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