Hyperioxes
Hyperioxes

ESO Moon Hunter Keep Solo Dungeon Guide

Up to date for: Update 51 - 20th October 2026
Last changed: Update 51 - 20th October 2026

Solo Moon Hunter Keep is the one-player version of Moon Hunter Keep, added in Update 51. It has the same five bosses, and you pick the difficulty yourself with 0 to 3 Meted Misfortunes.

The entrance is in northern Reaper's March, north of Senalana, and you can also enter from the world map. It's free for everyone.

Moon Hunter Keep loading screen

Meted Misfortunes

Misfortunes are optional modifiers. Each one you turn on makes the run harder and pays out more.

Right at the entrance there's a glowing pile of weapons and shields called Meted Misfortunes. Activate it and choose up to 3. You can't change them mid-run. To pick different ones, use the Reset Hourglass next to it and start over.

Misfortunes

Warm Welcome

Enemies deal double damage.

Your presence is welcomed with two-fold the generosity. Enemies deal double damage to inflict major wounds.

Revoke of Respite

Healing you receive is reduced by 50%.

Healing is a crutch used by soft-bellied cowards. Reject it and fight like a warrior!

Alleviating Assault

Enemies heal when you hit them with direct damage, at most once every 3 seconds.

Your pain gives enemies the will to fight on.

Which Misfortunes to Pick First

  1. 1 Alleviating Assault
  2. 2 Revoke of Respite
  3. 3 Warm Welcome
0 Story

Difficulty (according to me)

Pretty much Overland, trash mobs have even less Health than regular Overland mobs (24k).

Difficulty (according to ZOS)

Comparable to overland difficulty

Monsters deal the least damage, have low health pools, and have less abilities

Rewards

  • Small amount of Gold and Undaunted Crests
  • Very low chance of receiving a Monster Mask item set piece
1 Normal

Difficulty (according to me)

Comparable to Normal Solo Arenas.

Difficulty (according to ZOS)

Comparable to a Normal solo arena

Monsters deal threatening damage, have more health, can access more abilities, and appear in greater numbers

Rewards

  • Chance to receive a Monster Mask item set piece, Mylenne Moon-Caller Bust, Monster Mask style page, and Gold Companion Gear
  • Chance to receive all other rewards
2 Veteran

Difficulty (according to me)

More difficult than Veteran Solo Arenas.

Difficulty (according to ZOS)

Comparable to a Veteran solo arena

Monsters deal dangerous amounts of damage, have a larger health pool, and can use deadlier abilities, they also appear in greater numbers

Rewards

  • Guaranteed Monster Mask item set piece and Mylenne Moon-Caller Bust
  • Moderate chance to receive all other rewards
3 Dauntless

Difficulty (according to me)

Difficulty is all over the place. In some places it's more difficult than soloing the Group version of the dungeon.

Difficulty (according to ZOS)

Harder than other comparable solo content

Monsters deal deadly damage, have the largest health pool, and have all abilities and mechanics at their disposal while appearing in droves

Rewards

  • Guaranteed Monster Mask item set piece and Mylenne Moon-Caller Bust
  • Best chance to receive all other rewards

Enemy Armor

Solo Dungeons have an unusual amount of Armor on enemies. Trash mobs are just like other instanced enemies, they have 18,200 Armor, but most bosses have 27,300 and the final boss has 36,400.

Enemy Armor caps at 25,000 though, which is 50% damage reduction. Anything above that does nothing until you strip it with Penetration, so against most bosses your first 2,300 Penetration is wasted, and against the final boss it's the first 11,400.

Trash 18,200
Most Bosses 27,300 2,300 over
Last Boss 36,400 11,400 over
Armor that counts Over the cap, does nothing

This makes being in the middle the worst option. Penetration that doesn't get you past the cap does nothing, so either commit to it or don't bother at all. Against the final boss, and strip most of that, so with both up, everything past your first 2,478 Penetration counts. And since the final boss has 36,400 Armor, you can consider the Mundus even on Light Armor builds.

Enemy Weapon Damage

Moon Hunter Keep enemies have extremely low Weapon Damage on all difficulties, so you can reduce their damage a lot with debuffs like , or an enchant like .

Trash 283 to 543
Most Bosses 505 to 594
Last Boss 651
Minor Cowardice −215
Major Cowardice −430
Weakening2H, Infused −4522H, Infused
Minor Cowardice −215
Scribing, Cowardice script
Scribing, Cowardice script
Scribing, Cowardice script
Nightblade
Warden
Major Cowardice −430
Scribing, Cowardice script
Scribing, Cowardice script
Dragonknight
Dragonknight
Necromancer
Nightblade
Werewolf

For the first time ever, enemy abilities also have a flat value, so reducing their Weapon Damage doesn't entirely remove the damage, they still do some damage while they're at 0 Weapon Damage. But it's still extremely worth it, because the values are very small, 283 to 651 Weapon Damage, so even just or just reduces the scalable part significantly.

Jailer Melitus, Light Attacks
0 Misfortunes 15%85%
3 Misfortunes 6%94%
Flat valueScales with Weapon Damage

Some abilities don't get cut by that much at 3 Misfortunes though, like .

Jailer Melitus, Moonlit Rage
0 Misfortunes 16%84%
3 Misfortunes 44%56%
Flat valueScales with Spell Damage

JAILER MELITUS

JAILER MELITUS

JAILER MELITUS

0 Misfortunes 239,755 Health
1 Misfortune 479,510 Health
2 Misfortunes 1,918,040 Health
3 Misfortunes 2,157,795 Health

Fight Overview

deals a lot of damage and it's difficult to react to, so ideally bring a build that can face tank it.

Move away fast when Jailer starts casting his AoE, .

Focus adds as soon as they spawn.

Don't stand in the Archers' , and block the Werewolves' heavy attack, .

Don't stand in the Archers' , interrupt or dodge roll their , and block the Werewolves' heavy attack, .

Most Important

Bring a build that can face tank , move away fast from and focus adds as soon as they spawn.

HP Timeline
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90%
80%
70%
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0%
80%
50%
30%
0:00 / 0:00
BLOODY CLEAVE

BLOODY CLEAVE

Frontal attack

0+ Misfortunes

Frontal attack with a 0.6-second wind-up that deals a lot of damage. A half circle shows on the ground in front of him right before it lands.

At 0 Misfortunes

It doesn't leave a bleed.

At 1 Misfortune

It leaves Hemorrhage on you, an 18-second DoT that ticks every 2 seconds.

At 2 Misfortunes

It leaves Hemorrhage on you, an 18-second DoT that ticks every 2 seconds.

At 3 Misfortunes

It leaves Hemorrhage on you, an 18-second DoT that ticks every 2 seconds.

What to do

Have a build strong enough to face tank it and outheal it, or block or dodge roll it.

0:00 / 0:00
BLOODMOON'S MERCY

BLOODMOON'S MERCY

AoE that shoots out projectiles

0+ Misfortunes

Jailer winds up for 2 seconds while a circle grows around him, then deals a lot of damage inside it. It can't be blocked or dodge rolled.

Right after the burst, he sends 6 projectiles outward. If one hits you, it deals a lot of damage, stuns you for 0.8 seconds and slows you down for 9 seconds.

What to do

Get out of the AoE, then side step the projectiles.

0:00 / 0:00
ADD SPAWN

ADD SPAWN

Adds at HP thresholds

0+ Misfortunes

2 adds spawn at 50% and 2 at 30%, an Archer and a Bloodcaller each time.

1 add spawns at 80%, either an Archer or a Bloodcaller. Then an Archer and a Bloodcaller spawn at 50% and again at 30%.

1 add spawns at 80%, either an Archer or a Bloodcaller. Then an Archer and a Bloodcaller spawn at 50%, and 4 at 30%, 2 of each.

3 adds spawn at 80%, a random mix of Archers and Bloodcallers. Then 4 at 50%, 2 of each, and 5 at 30%, 2 Archers and 3 Bloodcallers.

and spawn at the 2 doors.

What to do

Focus them.

Moon Hunter Archers

MOON HUNTER ARCHERS

Adds at HP thresholds

0+ Misfortunes

0 Misfortunes 21,978 Health

1 Misfortune 61,538 Health

2 Misfortunes 142,857 Health

3 Misfortunes 241,758 Health

They can spawn at 50% and 30%.

They use .

They can spawn at 80%, 50% and 30%.

They use and .

They can spawn at 80%, 50% and 30%.

They use and .

They can spawn at 80%, 50% and 30%.

They use and .

What to do

Don't stand in .

Don't stand in and interrupt or dodge roll .

0:00 / 0:00
VOLLEY

VOLLEY

Archer AoE

0+ Misfortunes

An Archer channels for 1 second, then an AoE spawns under you for 7 seconds. It deals a lot of damage and can't be blocked.

What to do

Interrupt it or get out of the AoE.

0:00 / 0:00
TAKING AIM

TAKING AIM

Archer Interruptible heavy hit

1+ Misfortunes

An Archer winds up a charged shot at you for 4 seconds. If it hits you, it knocks you back and stuns you.

What to do

Interrupt it or dodge roll.

Werewolf Bloodcallers

WEREWOLF BLOODCALLERS

Adds at HP thresholds

0+ Misfortunes

0 Misfortunes 23,976 Health

1 Misfortune 67,133 Health

2 Misfortunes 155,844 Health

3 Misfortunes 263,736 Health

They can spawn at 50% and 30%.

They use .

They can spawn at 80%, 50% and 30%.

They use and .

They can spawn at 80%, 50% and 30%.

They use and .

They can spawn at 80%, 50% and 30%.

They use and .

What to do

Block .

Interrupt and block .

0:00 / 0:00
CRUSHING LEAP

CRUSHING LEAP

Bloodcaller Heavy attack

0+ Misfortunes

Heavy attack with a 1.4-second wind-up that stuns you if you don't block it.

What to do

Block or dodge roll it.

0:00 / 0:00
ENRAGING HOWL

ENRAGING HOWL

Bloodcaller Interruptible damage buff

1+ Misfortunes

A Bloodcaller howls for 2.4 seconds. If you don't interrupt it, a big circle appears around it and moves with it. Enemies standing in it deal 20% more damage.

What to do

Interrupt it. If it goes off, kill that Bloodcaller.

0:00 / 0:00
BLOODY GEYSER

BLOODY GEYSER

Kite

0+ Misfortunes

Jailer channels for 5 seconds, and a geyser erupts under you every second.

What to do

Keep moving.

0:00 / 0:00
BLOODY EXECUTION

BLOODY EXECUTION

Companion execute

0+ Misfortunes

Jailer stuns your companion and winds up a 3.5-second execute on it. It only targets your companion, so without one he never casts it.

What to do

Interrupt it.

HEDGE MAZE GUARDIAN

HEDGE MAZE GUARDIAN

HEDGE MAZE GUARDIAN

0 Misfortunes 239,755 Health
1 Misfortune 479,510 Health
2 Misfortunes 1,918,040 Health
3 Misfortunes 2,157,795 Health

Fight Overview

Kill the as soon as they spawn, or they keep healing the Guardian back up.

Get out of before the channel ends, and dodge roll before it reaches you.

Block or get behind the Guardian.

Block the Senche's heavy attack, .

Block the Senche's heavy attack, , and the Bear's heavy attack, .

Most Important

Kill the fast, get out of and dodge roll .

HP Timeline
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
80%
72%
45%
38%
17%
15%
0:00 / 0:00
WAKE THE TREES
WAKE THE TREES

WAKE THE TREES

Healing adds at HP thresholds

0+ Misfortunes

At 80%, 45% and 15% Health the Guardian wakes at random spots around the arena. 2 of them always spawn close, on the big markers on the map, and any others on the small ones.

While any Spriggan is up, their heals keep putting him back up to 75% after the first Wake, 50% after the second and 20% after the third.

At 0 Misfortunes

2 Spriggans wake the first time, 2 or 3 the second time and 3 the third time.

At 1 Misfortune

2 Spriggans wake the first time, 3 or 5 the second time and 3 the third time.

At 2 Misfortunes

2 Spriggans wake the first time, 3 or 5 the second time and 5 the third time.

At 3 Misfortunes

2 Spriggans wake the first time, 3 or 5 the second time and 5 the third time.

What to do

Kill the .

Spriggans

SPRIGGANS

Healing adds at HP thresholds

0+ Misfortunes

0 Misfortunes 17,582 Health

1 Misfortune 49,230 Health

2 Misfortunes 114,283 Health

3 Misfortunes 193,402 Health

Adds summoned by the mechanic, which heal the boss.

Each Spriggan you take down leaves an aura for 5 seconds that restores 5% of your Max Stamina and Magicka every second while you stand in it.

What to do

Kill them.

0:00 / 0:00
THORN TOSS

THORN TOSS

Conal attack

0+ Misfortunes

The Guardian channels for 4 seconds and marks a huge cone. It stays where he aimed it.

It hits 0.35 to 0.6 seconds after the channel ends. The thorns don't look like they travel, but they do, so the farther you are from him, the later it hits. It deals a lot of damage and stuns you if you don't block or dodge roll it.

The cone goes through the hedges.

What to do

Get out of the cone before the channel ends, or block or dodge roll it.

0:00 / 0:00
CRUSHING LIMBS

CRUSHING LIMBS

Heavy attack

0+ Misfortunes

Heavy attack with a 1.5-second wind-up that stuns you if you don't block it.

Getting behind the Guardian during the wind-up cancels the attack.

What to do

Block or dodge roll it, or get behind the Guardian.

0:00 / 0:00

Dodging

0:00 / 0:00

Getting hit and dodge rolling after

ROOT STOMP

ROOT STOMP

Homing root

0+ Misfortunes

The Guardian stomps and sends roots along the ground that chase you. If they catch you, they deal a lot of damage and root you for 6 seconds, and you keep taking damage until you dodge roll.

What to do

Dodge roll before it hits you. If it hits you, dodge roll to break the root.

0:00 / 0:00
CLAW

CLAW

DoT

0+ Misfortunes

An attack with a 1.35-second wind-up that applies a 9-second DoT if you don't block it.

What to do

Block it.

Wildbriar Senche

WILDBRIAR SENCHE

Adds at HP thresholds

1+ Misfortunes

1 Misfortune 67,133 Health

2 Misfortunes 155,844 Health

3 Misfortunes 263,736 Health

Senche come in at 72%, 38% and 17%. The first wave has 1 Senche and the second and third have 2 each.

Senche come in at 72%, 38% and 17%. The first wave has 2 Senche and the second has 3. The third wave has 1 Senche and a .

Senche come in at 72%, 38% and 17%, each time with a . The first wave has 2 Senche and the second has 3. The third wave is random: 1 to 3 Senche and 1 or 2 Bears.

They use .

What to do

Block their heavy attacks.

0:00 / 0:00
DOUBLE STRIKE

DOUBLE STRIKE

Senche Heavy attack

1+ Misfortunes

Heavy attack with a 1.5-second wind-up.

What to do

Block or dodge roll it.

Wildbriar Bear

WILDBRIAR BEAR

Adds at HP thresholds

2+ Misfortunes

2 Misfortunes 428,565 Health

3 Misfortunes 725,263 Health

A Bear comes in with the third Wildbriar wave.

It uses .

One Bear comes in with every Wildbriar wave, and the third wave can spawn two.

It uses .

What to do

Block its heavy attacks or get behind it.

0:00 / 0:00
SLAM

SLAM

Bear Heavy attack

2+ Misfortunes

Heavy attack with a 2.2-second wind-up that stuns you if you don't block it.

Getting behind the Bear during the wind-up cancels the attack.

What to do

Block or dodge roll it, or get behind the Bear.

0:00 / 0:00
PULVERIZE

PULVERIZE

Quick stun

0+ Misfortunes

Quick attack with a 0.5-second wind-up that stuns you for 0.75 seconds if you don't block it.

What to do

Block it.

Stranglers

STRANGLERS

Adds

0+ Misfortunes

0 Misfortunes 21,978 Health

1 Misfortune 61,538 Health

2 Misfortunes 142,857 Health

3 Misfortunes 241,758 Health

Stranglers are all over the hedge maze, and they wake up if you stay near them for too long.

They use .

What to do

Don't stay near them, and break free if they you.

0:00 / 0:00
GRAPPLE

GRAPPLE

Strangler Stun

0+ Misfortunes

A Strangler winds up for 0.4 seconds, then grabs you and stuns you until you break free.

MYLENNE MOON-CALLER

MYLENNE MOON-CALLER

MYLENNE MOON-CALLER

0 Misfortunes 287,707 Health
1 Misfortune 575,414 Health
2 Misfortunes 2,301,656 Health
3 Misfortunes 2,589,363 Health

Fight Overview

Kill the fast, they enrage Mylenne with .

Stay out of the they leave when they die.

Block , and get out of and .

Kill the .

Most Important

Kill the fast, block and stay out of the AoEs.

HP Timeline
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
80%
50%
20%
0:00 / 0:00
SHRED

SHRED

Heavy attack

0+ Misfortunes

Heavy attack with a 1.5-second wind-up that stuns you and applies a 10-second DoT if you don't block it.

What to do

Block or dodge roll it.

0:00 / 0:00
ALPHA LEAP

ALPHA LEAP

Stun

0+ Misfortunes

Mylenne winds up for 0.5 seconds, then jumps on you and stuns you for 1.4 seconds.

What to do

Dodge roll it or break free.

Shock Wardens

SHOCK WARDENS

Adds at HP thresholds

0+ Misfortunes

0 Misfortunes 21,978 Health

1 Misfortune 61,538 Health

2 Misfortunes 142,857 Health

3 Misfortunes 241,758 Health

They spawn at 80%, 50% and 20%.

They use and start .

They leave a when they die.

At 0 Misfortunes

1 at 80%, 1 at 50% and 2 at 20%.

At 1 Misfortune

1 at 80%, 1 at 50% and 2 at 20%.

At 2 Misfortunes

1 at 80%, 3 at 50% and 4 at 20%.

At 3 Misfortunes

3 at 80%, 3 at 50% and 4 at 20%.

What to do

Kill them and then get out of the AoE left after their death.

0:00 / 0:00
LIGHTNING STORM

LIGHTNING STORM

Shock Warden Targeted AoE

0+ Misfortunes

spawn an AoE under you that deals damage.

You can't block or dodge roll it.

What to do

Get out of the AoE.

0:00 / 0:00
LUNAR RAGE

LUNAR RAGE

Enrages Mylenne

0+ Misfortunes

wind up for 1.6 seconds, then throw a projectile at Mylenne. When it hits her, she rages for 10 seconds if she isn't raging already. While she rages, she spawns around herself.

Bug

You're supposed to be able to un-enrage her by dragging her into a , but it's currently bugged. It still removes the pool, but she stays enraged.

At 0 Misfortunes

It only starts the rage.

At 1 Misfortune

It only starts the rage.

At 2 Misfortunes

Every projectile that hits her also makes her deal 15% more damage and take 15% less for 6 seconds.

At 3 Misfortunes

Every projectile that hits her also makes her deal 15% more damage and take 15% less for 6 seconds.

What to do

there is nothing we can do, it's bugged

0:00 / 0:00
LIGHTNING RAGE

LIGHTNING RAGE

Random AoEs

0+ Misfortunes

While is up, Mylenne keeps spawning small AoEs around herself.

You can't block it.

What to do

Get out of the AoEs.

0:00 / 0:00
RESONATING POOL

RESONATING POOL

Shock Warden Pool on a dead Warden

0+ Misfortunes

When one of the dies, it leaves a big pool. The pool stays for up to 21 seconds.

Standing in it damages you and slows you down.

Bug

Dragging Mylenne into it during is supposed to un-enrage her, but it's currently bugged. It still removes the pool, but she stays enraged.

What to do

Stay out of it.

Dire Wolves

DIRE WOLVES

Adds

0+ Misfortunes

0 Misfortunes 23,976 Health

1 Misfortune 67,133 Health

2 Misfortunes 155,844 Health

3 Misfortunes 263,736 Health

Mylenne calls Dire Wolves with . The calls don't come at set Health thresholds like the do.

At 0 Misfortunes

Each call brings 1 wolf.

At 1 Misfortune

Each call brings 1 wolf.

At 2 Misfortunes

Mylenne calls 2 wolves at once with .

At 3 Misfortunes

Mylenne calls 3 wolves at once with .

What to do

Kill them.

0:00 / 0:00
WOLF PACK

WOLF PACK

Calls wolves

0+ Misfortunes

Mylenne calls .

What to do

Kill them.

ARCHIVIST ERNARDE

ARCHIVIST ERNARDE

ARCHIVIST ERNARDE

0 Misfortunes 287,707 Health
1 Misfortune 575,414 Health
2 Misfortunes 2,301,656 Health
3 Misfortunes 2,589,363 Health

Fight Overview

Get into the ring that matches Ernarde's symbol before goes off.

Kill the and before he turns one into a werewolf with .

Block and , and block the burst at the end of .

Get out of and .

Most Important

Get into the matching ring for , kill the adds before they transform and block .

HP Timeline
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
80%
50%
20%
0:00 / 0:00
SYMBOLS OF XARXES

SYMBOLS OF XARXES

Stand in the matching ring

0+ Misfortunes

At 80%, 50% and 20% Health, rings show up on the floor, each with a symbol over it, while the symbol over Ernarde's head keeps changing. When it stops, that's his symbol, and the ring with the same symbol glows gold. You have 5 seconds before the blast.

Standing in that ring protects you from the blast.

Outside the ring, the blast keeps hitting you until you get in. If you're still outside when it ends, it stuns you for 1.5 seconds.

What to do

Get into the ring with the same symbol as the one over his head before the blast.

ASSASSINATE

ASSASSINATE

Heavy attack

0+ Misfortunes

Heavy attack with a 2-second wind-up from and .

What to do

Block or dodge roll it.

0:00 / 0:00
LIGHTNING STORM

LIGHTNING STORM

Targeted AoE

0+ Misfortunes

Ernarde spawns an AoE under you that deals damage and slows you down.

What to do

Get out of the AoE.

Moon Hunter Strikers

MOON HUNTER STRIKERS

Adds

0+ Misfortunes

0 Misfortunes 65,933 Health

1 Misfortune 184,612 Health

2 Misfortunes 428,565 Health

3 Misfortunes 725,263 Health

They use and .

Ernarde can turn one into a werewolf with .

At 0 Misfortunes

1 from the start. 1 more can come in when the first blast ends.

At 1 Misfortune

1 from the start, 1 more when the first blast ends, and 1 more 1.8 seconds after that.

At 2 Misfortunes

1 from the start, 1 more when the first blast ends, and 1 more at 20% Health together with 2 Cleavers.

At 3 Misfortunes

1 from the start, 1 more when the first blast ends, and 2 more at 20% Health together with a Cleaver.

What to do

Kill them and block .

Moon Hunter Cleavers

MOON HUNTER CLEAVERS

Adds

0+ Misfortunes

0 Misfortunes 23,976 / 21,978 Health

1 Misfortune 67,133 / 61,538 Health

2 Misfortunes 155,844 / 142,857 Health

3 Misfortunes 263,736 / 241,758 Health

They use , and .

Ernarde can turn one into a werewolf with .

At 0 Misfortunes

1 from the start and 1 more when the first blast ends. 1 more can come in at 50% Health and 1 more at 20%.

At 1 Misfortune

1 from the start, 1 more when the first blast ends, and 1 more 1.8 seconds after that.

At 2 Misfortunes

1 from the start, 1 more when the first blast ends, and 2 more at 20% Health together with a Striker.

At 3 Misfortunes

1 from the start, 1 more when the first blast ends, and 1 more at 20% Health together with 2 Strikers.

What to do

Kill them and block and .

0:00 / 0:00
BESTIAL TRANSFORMATION

BESTIAL TRANSFORMATION

Werewolf add

0+ Misfortunes

Ernarde turns one of his or into a Werewolf Behemoth. It can't do anything for 8 seconds while it changes. It keeps its Health and then uses and .

What to do

Kill the adds before they transform.

0:00 / 0:00
ROAR

ROAR

Conal attack

0+ Misfortunes

The werewolf from winds up for 1.85 seconds with a cone in front of it, then hits in the cone. The first hit stuns you for 4 seconds.

What to do

Get out of the cone.

0:00 / 0:00
SLAM

SLAM

Point-blank AoE

0+ Misfortunes

The werewolf from slams the ground after a 2.1-second wind-up. It stuns you if you're in the AoE.

What to do

Get out of the AoE.

0:00 / 0:00
SHOCK BLAST

SHOCK BLAST

Channel that ends in a burst

0+ Misfortunes

After a 1.2-second cast, Ernarde channels lightning on you for 3 seconds. It shocks you every second while a circle fills in around you, and when the circle is full it bursts.

What to do

Block the burst when the circle is full.

HEAVY STRIKE

HEAVY STRIKE

Cleaver Heavy attack

0+ Misfortunes

Heavy attack with a 1.8-second wind-up from .

What to do

Block or dodge roll it.

0:00 / 0:00
WHIRLWIND

WHIRLWIND

Point-blank AoE

0+ Misfortunes

and spin after a 2.5-second wind-up and hit everything in the AoE around them.

What to do

Get out of the AoE.

VYKOSA THE ASCENDANT

VYKOSA THE ASCENDANT

VYKOSA THE ASCENDANT

0 Misfortunes 339,654 Health
1 Misfortune 679,308 Health
2 Misfortunes 2,717,232 Health
3 Misfortunes 3,056,886 Health

Fight Overview

Block from .

In her melee phase, block and .

Block the Berserker's heavy attack, .

Interrupt the Bloodcaller's , block its heavy attack, , and get out of .

Get out of , and .

Most Important

Block and .

HP Timeline
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
80%
60%
40%
20%
0:00 / 0:00
CLAWS OF TORMENT

CLAWS OF TORMENT

DoT

0+ Misfortunes

Vykosa claws you in her melee phase and leaves a DoT on you for 9 seconds.

At 2 Misfortunes and above

It also puts Major Defile on you for 9 seconds, so you get less healing.

What to do

Block or dodge roll it.

0:00 / 0:00
SURGING GALE

SURGING GALE

Conal attack

0+ Misfortunes

In her ranged phase, Vykosa winds up for 1.2 seconds with a cone in front of her, then hits in the cone. If you don't block it, it stuns you for 0.75 seconds.

What to do

Get out of the cone or block it.

0:00 / 0:00
FIRE RUNE

FIRE RUNE

Targeted AoE

0+ Misfortunes

In her ranged phase, Vykosa spawns an AoE under you that deals damage.

You can't block it.

What to do

Get out of the AoE.

0:00 / 0:00
RENDING SLASH

RENDING SLASH

Heavy attack

0+ Misfortunes

Heavy attack with a 2-second wind-up in her melee phase.

What to do

Block or dodge roll it.

Werewolf Berserker

WEREWOLF BERSERKER

Add at HP thresholds

1-2 Misfortunes

1 Misfortune 184,612 Health

2 Misfortunes 428,565 Health

One spawns at the start of each of her melee phases, at 80% and 40%.

It uses and .

What to do

Block .

0:00 / 0:00
FLURRY

FLURRY

Berserker Conal attack

1-2 Misfortunes

The winds up for 0.7 seconds, then hits in a cone in front of it. The first hit stuns you.

What to do

Get out of the cone.

0:00 / 0:00
CRUSHING LEAP

CRUSHING LEAP

Berserker Heavy attack

1-2 Misfortunes

Heavy attack with a 1.4-second wind-up that stuns you if you don't block it.

What to do

Block or dodge roll it.

Werewolf Bloodcaller

WEREWOLF BLOODCALLER

Add at HP thresholds

3 Misfortunes

3 Misfortunes 263,736 Health

One spawns at the start of each of her melee phases, at 80% and 40%.

It uses and .

What to do

Interrupt and block .

CRUSHING LEAP

CRUSHING LEAP

Bloodcaller Heavy attack

3 Misfortunes

Heavy attack with a 1.4-second wind-up that stuns you if you don't block it.

What to do

Block or dodge roll it.

ENRAGING HOWL

ENRAGING HOWL

Bloodcaller Interruptible damage buff

3 Misfortunes

A howls for 2.4 seconds. If you don't interrupt it, a big circle appears around it and moves with it. Enemies standing in it deal 20% more damage.

What to do

Interrupt it. If it goes off, kill that Bloodcaller.

0:00 / 0:00
TOTEM OF TERROR

TOTEM OF TERROR

Siphoning Totem Fear

3 Misfortunes

In her ranged phase, Vykosa spawns a totem near you, which starts fearing in an AoE after 2 seconds.

What to do

Get out of the AoE.

0:00 / 0:00
BRUTAL POUNCE

BRUTAL POUNCE

Gap closer

0+ Misfortunes

In her melee phase, if you're away from her, Vykosa leaps at you. It stuns you if you don't block it.

What to do

Block it.

0:00 / 0:00
PRIMEVAL ROAR

PRIMEVAL ROAR

Buffs her wolves

0+ Misfortunes

Vykosa roars for 2 seconds. When it goes off, she gives to her wolves for 30 seconds, and to you too if you're in Werewolf form.

At 3 Misfortunes

It fears you.

0:00 / 0:00
DEAFENING HOWL

DEAFENING HOWL

Conal attack

0+ Misfortunes

Vykosa howls for 2.1 seconds with a cone in front of her, then hits in the cone.

If you don't block it, it stuns you for 3 seconds.

What to do

Get out of the cone or block it.

Ary And Zel

ARY AND ZEL

Adds

0+ Misfortunes

0 Misfortunes 197,798 Health

1 Misfortune 197,798 Health

2 Misfortunes 197,798 Health

3 Misfortunes 197,798 Health

Vykosa's two wolves are chained to the walls. They can't die: at 0 Health they cower by their wall.

One of them fights you from the start. The other one stays at its wall until it breaks loose 40 seconds into the fight.

Only one fights you at a time. When the other one breaks loose or gets back up, the one that was fighting goes back to its wall.

They use .

At 2 Misfortunes

From 70 seconds into the fight, a wolf that's down gets back up every 30 seconds.

At 3 Misfortunes

From 60 seconds into the fight, a wolf that's down gets back up every 20 seconds.

What to do

Block .

0:00 / 0:00
LUNGE

LUNGE

Ary and Zel Heavy attack

0+ Misfortunes

Conal heavy attack with a 1.5-second wind-up that stuns you for 2 seconds if you don't block it.

An unblocked hit also knocks you back and leaves a bleed on you for 11 seconds.

What to do

Block or dodge roll it.

0:00 / 0:00
RANGED AND MELEE PHASES

RANGED AND MELEE PHASES

Phase swap

0+ Misfortunes

Vykosa starts in her ranged phase. At 80% and 40% Health she switches to her melee phase, and at 60% and 20% back to her ranged phase.

Ranged phase: and .

Melee phase: , , , and .

Vykosa starts in her ranged phase. At 80% and 40% Health she switches to her melee phase, and at 60% and 20% back to her ranged phase.

Ranged phase: and .

Melee phase: , , , and .

Vykosa starts in her ranged phase. At 80% and 40% Health she switches to her melee phase, and at 60% and 20% back to her ranged phase.

Ranged phase: and .

Melee phase: , , , and .

Vykosa starts in her ranged phase. At 80% and 40% Health she switches to her melee phase, and at 60% and 20% back to her ranged phase.

Ranged phase: , and .

Melee phase: , , , and .

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Rewards

QUEST

Finishing Moonlight Ascent gives 415 gold every time. It also gives the Solo Moon Hunter Keep Armaments box and 5 Transmute Crystals once a week. The box contains a dungeon set piece. Clearing it again the same week gives the Solo Moon Hunter Keep Overland Rewards box instead, which contains an overland set piece from Reaper’s March. Your first completion also gives a skill point.

GEAR

Moon Hunter Keep drops (Light), (Medium), (Heavy) and head piece (Any Weight).

Dungeon sets drop from any boss on any difficulty, the Monster Helm only drops from the final boss, and is only guaranteed at 2 Misfortunes and up. Boss drops are green at 0 Misfortunes, blue at 1, a mix of blue and purple at 2 and all purple at 3. The final boss drops weapons or jewelry, while every other boss drops only armor pieces.

Random chests in the dungeon don’t drop dungeon sets, and their gear stays green at any Misfortune count.

The Mylenne Moon-Caller shoulder piece does not drop and can only be obtained from boxes bought from Veya Thenim in the Undaunted Enclave.

In earlier weeks of PTS I dropped a lot of Golden Companion gear from 3 Misfortune runs, even when running without companions. During the latest weeks I haven’t dropped any despite doing many more runs, and I don’t know if I’ve been extremely unlucky or if they removed that.

MISFORTUNE REWARDS

Misfortunes 0Story 1Normal 2Veteran 3Dauntless
Undaunted Crests 50 100 150 200
Set quality Green Blue Blue, some purple Purple
Mylenne Moon-Caller mask Very low chance Chance Guaranteed Guaranteed
Bust: Mylenne Moon-Caller – Chance Guaranteed Guaranteed
Mask style page – Chance Moderate chance Best chance

Undaunted Crests are a currency exclusive to solo dungeons. You earn them every clear, with the amount depending on how many Misfortunes you have active.

Spend them at Veya Thenim the Crest Merchant, in the Undaunted Enclaves outside Wayrest, Mournhold and Elden Root.

0 MISFORTUNES
50
crests per clear
1 MISFORTUNE
100
crests per clear
2 MISFORTUNES
150
crests per clear
3 MISFORTUNES
200
crests per clear
Veya Thenim’s items
Item Crests
Curated Mylenne Moon-Caller CofferThis curated ornate bone coffer contains an uncollected piece of shoulder equipment (not including Nirnhoned) from the Mylenne Moon-Caller item set. 300
Curated Moon Hunter ItemA Light Armor set found in Moon Hunter Keep. 300
Curated Savage Werewolf ItemA Medium Armor set found in Moon Hunter Keep. 300
Curated Jailer’s Tenacity ItemA Heavy Armor set found in Moon Hunter Keep. 300
Bound Style Page: Mylenne Moon-Caller ShoulderGrants an Outfit Style Collectible. Once used, the Outfit Style is available to all characters on your account. Outfit Styles can be used at an Outfit Station to customize your appearance. 1,000
Argent Pelt 25
Undaunted Key ContainerThis contains 1 Undaunted Key. 500
Undaunted Apothecary’s ParcelA wax-lined parcel for alchemists and apothecaries, containing Cultivated Cryptpods and other reagents. 50

COLLECTIBLES

Reward Type How to Get It Preview
Mylenne Moon-Caller Style Pages Outfit Style Mask page: rare drop from Vykosa the Ascendant.
Shoulder page: Veya Thenim, 1,000.
Mylenne Moon-Caller Style Pages
Werewolf Form, Red Skill Style Skill Stylist IV: Werewolf Form - Use 10 Wolf Totem Shards and 10 Hunter Totem Shards from the Solo March of Sacrifices and Solo Moon Hunter Keep.
Werewolf Form, Red
Lone Wolf Title Moon Hunter Meted Masochist - Complete Solo Moon Hunter Keep with every Meted Misfortune. No preview
Trophy: Mylenne Moon-Caller Furnishing Finish Solo Moon Hunter Keep. No preview
Bust: Mylenne Moon-Caller Furnishing Guaranteed from 2 Misfortunes, with a chance at 1. No preview

OTHER DROPS

Vykosa the Ascendant drops a Hunter Totem Shard. The first clear of the day always gets one, with only a low chance after that. 10 Wolf Totem Shards and 10 Hunter Totem Shards, from the two solo dungeons, unlock the Werewolf Form, Red skill style.

Item Drops From
Hunter Totem Shardfor Werewolf Form, Red Vykosa the AscendantGuaranteed on your first clear of the day, then a small chance
Argent Peltstyle material Hedge Maze Guardian and Vykosa the Ascendant
Cultivated Cryptpodsalchemy reagent Bosses, chests and trash mobs
Wondrous Nowhere Key Bosses and chests

Achievements

9 achievements · 165 points

General · 135 points

Moon Hunter Keep Solitarian

Defeat Jailer Melitus, the Hedge Maze Guardian, Mylenne Moon-Caller, Archivist Ermarde, and Vykosa the Ascendant in the Solo Dungeon Moon Hunter Keep.

Moon Hunter Keep Madness

Complete the Solo Dungeon Moon Hunter Keep after experiencing each Meted Misfortune individually or in combination.

Moon Hunter Keep Savage

Complete the Solo Dungeon Moon Hunter Keep with at least two active Meted Misfortunes.

Moon Hunter Meted Masochist

Complete the Solo Dungeon Moon Hunter Keep with every Meted Misfortune.

Rewards
Lone Wolf Title

Moon Hunter Keep Lord

Complete all associated achievements in the Solo Dungeon Moon Hunter Keep.

Special Objectives · 15 points

Undergrowth Maneuvers

Defeat the Hedge Maze Guardian while being hit by the lurcher's Root Stomp attack no more than one time in the Solo Dungeon Moon Hunter Keep.

Caging the Beast

Gather the ingredients to cure Adonatus Varian in the Solo Dungeon Moon Hunter Keep.

Clean Slate

Defeat Jailer Melitus without being damaged by Bloody Geysers in the Solo Dungeon Moon Hunter Keep.

Other · 15 points

Skill Stylist IV: Werewolf Form

Acquire and use 10 Wolf Totem Shards and 10 Hunter Totem Shards collected from the March of Sacrifices and Moon Hunter Keep solo dungeons to unlock the Werewolf Form, Red skill style.

Rewards
Werewolf Form, Red Skill Style

Notes

  • The solo and group achievements are completely separate. Nothing you do in one version counts toward the other.
  • needs Totem Shards from both solo dungeons, so you have to run Solo March of Sacrifices too.

Gameplay

FAQ

Solo Moon Hunter Keep drops Moon Hunter, Savage Werewolf, Jailer's Tenacity, and the Mylenne Moon-Caller Monster Set, plus Undaunted Crests, Hunter Totem Shards for Werewolf Form, Red, Argent Pelt, and the Mylenne Moon-Caller Trophy and Bust. See the Rewards section for the full list.

The entrance is in northern Reaper's March, north of Senalana. You can also enter the solo version from the world map. It's free for everyone.

Meted Misfortunes are optional debuffs that make the solo version harder and the rewards better. In Moon Hunter Keep they are Warm Welcome, Revoke of Respite and Alleviating Assault. At 0 it's pretty much overland, 1 is like a normal solo arena, 2 is harder than a veteran solo arena, and 3 is harder than any other solo content.



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