The Elder Scrolls Online: Dungeons – Eastmarch – Direfrost Keep

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Dungeon Guides
Normal Direfrost Keep

Ancestral home of the Direfrost clan, this frozen castle has long been sealed to the outside world, its owners neither seen nor heard from in generations. Mountain storms rage above the castle walls, conjured up by some unknown malignant power.

Direfrost Keep is a group dungeon found in Eastmarch. Once the ancestral home of the witch hunting Direfrost clan, the castle has been abandoned following an attack by the ice witch Drodda. A surviving member of the clan, Eboric Direfrost, needs your help to reclaim his home.



Normal Direfrost Keep

Normal Enemies

  • Bears
  • Various kinds of draugr
  • Frost Atronachs
  • Frost Trolls
  • Ice Wraiths
  • Various kinds of skeletons

Normal Minibosses

Normal Bosses

Normal Direfrost Keep

Normal Direfrost Keep

Normal Direfrost Keep Guide
by: Tamriel Journal

– Teethnasher the Frostbound –
Teethnasher the Frostbound has an aura around him marked with a red circle which deals a lot of damage and applies a heavy snare. If he targets you and reaches you, you’re probably dead – that’s how much damage he deals. To get a clean kill, you need to kite him.

Teethnasher periodically charges at the tank. If the tank is constantly moving, he should be able to avoid the charge easily. After Teethnasher has charged, he stops for a second or two which allows the tank and melee dps to hit him a few times without risking getting caught in the snare effect.

The Undaunted skill Inner Fire, which is a taunt, is highly useful here because it allows the tank to keep Teethnasher’s aggro without getting in melee range.

– Guardian of the Flame –
Guardian of the Flame likes to charge at random targets. The charge deals AOE damage near the charge target. It’s a good idea to stay apart.

Guardian of the Flame has a frontal cone breath attack.

The boss has a heavy melee attack which the tank should block.

Guardian of the Flame also casts patches of lightning at random targets. Just get out of the area of effect asap.

– Drodda’s Dreadlord –
A frigid banekin will spawn throughout the fight at the original location of the boss. To get as much distant between your group and the frigid banekin, you should drag Drodda’s Deathlord away from his original location. This will give your DPS time to take the banekin down before they reach the group and blow up.

Drodda’s Deathlord stops to wave his axe over his head, dealing damage to anyone in the radius. Just step away from the melee range when you see this happen.

Drodda’s Deathlord also has a heavy melee attack which should be blocked.

– Iceheart –
Iceheart has a frontal cone attack aimed at the tank which can and should be blocked.
Iceheart places a red circle beneath him which expands quickly in size. The AOE deals lots of damage after a few seconds. It’s very difficult to get out of it in time if you’re in melee range. In fact, I would either just not bother getting out of it at all or just stay out of melee range instead. As long as you have decent heals you can be topped up easily in between the AOE attacks.

Iceheart stops to smash the ground with his fist, creating four red circles, one on each player’s location. Staying in the circle will knock you back and deal a moderate amount of damage. A Draugr will also spawn from each of the circle. They don’t have much health and should be taken down quickly.

– Drodda of Icereach –
Drodda periodically stuns the player closest to her, mostly the tank. She doesn’t do anything whilst the stun cast is being channeled, so there’s no reason to break out of the stun. It’s essentially spare time for the rest of your group to deal damage.
Drodda blinks to a random player’s location, kneels down and casts a frost AOE attack near her. When you see the blink animation, just run.

Around 50% Health, Drodda spawns to Ice Wraiths with 600 Health. They should be taken down quickly because they have an annoying charge ability.

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