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“Earthen Root Enclave welcomes all druids who wish to commune with the Spirits of Stone, Root, and Air. Come, reconnect with Y’ffre in peace.”—Archdruid Sonele
Earthen Root Enclave is a four-person dungeon in the game The Elder Scrolls Online. The dungeon consists of various rooms and corridors, each with its own challenges and enemies. Earthen Root Enclave can be accessed at Level 45. In this guide, I shall explain the mechanics as well as what you should and shouldn’t do while facing the dungeon’s bosses.
Table of Contents
Need specific info? Click these quick links to go directly to each section.
- Earthen Root Enclave Location
- Inside Earthen Root Enclave
- Earthen Root Enclave Boss Mechanics
- Earthen Root Enclave Dungeon Loot
- Builds That Use Earthen Root Enclave Gear
- Earthen Root Enclave Achievements
- Earthen Root Enclave Leads
Earthen Root Enclave Location
The Earthen Root Enclave is located in the southwestern region of High Isle. Travel southeast from the Castle Navire Wayshrine to reach Earthen Root Enclave. You can also access Earthen Root Enclave specifically by using the Dungeon Finder.
Inside Earthen Root Enclave
Earthen Root Enclave is a three-level dungeon with three bosses, three secret bosses, and one quest. The enemies in this dungeon include fire wolves, Firesong Ravagers, Graft-Roto Senches, and lightning pillars.
The Stonelore Defense
Help Druid Laurel stop the Firesong Circle Druids and Archdruid Devyric from getting the Stonelore circle’s sacred seed.
Completing The Stonelore Defense
You will need to defeat the Corruption of Stone, the Corruption of Root, and Archdruid Devyric. Speak to Druid Laurel to complete this quest. Completing this quest will reward you with gold, a skill point, and an Unidentified Earthen Root Enclave Armaments coffer.
Earthen Root Enclave Boss Mechanics
Need specific info? Click these quick links to go directly to each section.
- Archdruid Devyric
- Corruption of Root
- Corruption of Stone
- Jodoro (secret boss #3)
- Lutea (secret boss #2)
- Scaled Roots (secret boss #1)
Scaled Roots (secret boss #1)
This boss is relatively simple and is activated by lighting 3 bonfires around the area beforehand. Once you find the 3 bonfires, a wisp will guide you to them. The tank above all should ALWAYS turn the boss away from the group. The general rule of thumb for most bosses I know, but it IS important in this fight.
Cleave – The Boss has FRONTAL cone-like cleave attacks, this is something that should be blocked but above all is the reason for keeping it turned AWAY from the group. Do NOT spin the boss on the group or they will die.
Meteors – The boss will cast multiple Meteor type attacks on individuals in the group. Keep the heals up, watch your feet, and if need be damage shield/block when they are incoming. These do hit quite hard so try to maintain a high health amount throughout the fight. Squishy people staying squishy will get nuked.
Wolves – Groups of Wolves will spawn in the fight. They don’t have a lot of health, but at the same time CAN be taunted. Control these, keep them as still as possible, and prioritize them over the boss. This way the room will not get too overwhelming.
FIRE!! – Much like Maw Of The Infernal in Banished Cells II, this boss will hit the tank with fire attacks (unless someone else has aggro, which is BAD!). Be sure that the boss is always taunted. The player will be hit with a fireball which over time will drop on the ground. Step out of this and it will remain on the ground. Multiple of these will start to fill the room the longer the fight goes on so always find a safe place to stand after dropping the fire on the ground so you don’t stand in too much of it.
Corruption of Stone
This boss is BIG, SCARY, NOISY…BUT, relatively simple if you understand the basics and don’t get TOO complacent with your footwork! The tank MUST keep the boss taunted at ALL times. If you can help it, don’t turn it at the group but you will be semi-mobile in this fight so be careful!
Key Tip: DO NOT stack and burn in this fight. You will overlap negative AOE attacks.
HEAL ME!! – The boss while hitting the tank will cast a debuff on them with the heavy attack. This CAN be dodged, but if not dodged will apply a debuff on them which must be out-healed in order to normalize their health bar. The bonus to this is it is not ONLY for outside heals, you CAN out-heal it yourself!
NOTE: Dodging too much does have a negative effect (explained further below under “BE BRAVE TANK”) if you can suck it up, and your healers are awake, it’s a safer option to block. If not, don’t get too feet happy 😉
Earth Quakes– The Boss throughout the fight will cause small AOE circles to constantly spawn under EACH player. You need to move away from each other and let these pop into safe places. They do a fair amount of damage if you stand in them so carefully move before each one catches you. Running around the room like a headless chicken rather than carefully considering the position of your group will wipe you. Find your own space to get rid of these AOEs. OR simply kite them in a small circle to save on scattering.
STOMP!!– The boss will STOMP on the ground during the fight from time to time. This is a HUGE spreading AOE and when it peaks it will burst in AOE damage. This can be avoided. Don’t stand in it!
QUICK HIDE!!!!– The boss applies this mechanic 3 times in the fight! At 80, 60%, and 30% health ( note dps can burn a little depending on the group to alter the trigger if the boss is already mid-mechanic). Basically, the boss will channel while spreading a HUGE AOE circle on the ground. You have a VERY short period of time to react. ONE location in the circle will have a wall/rock poking out of the ground. Hide behind it. When it pops there will be one more, repeat the process. This is the wipe mechanic for most groups, very simple but very punishing. Miss the rock and BOOM! you’re dead!
Atronachs– After EACH “HIDE” phase, 4 adds will spawn around the room. They will channel beams at individuals and need to be interrupted before they turn the player into stone. During the channel, they are snared aggressively so their movement is limited. Be sure to interrupt any that are channeling and kill them before returning to the boss again. To kill things simple, hit the boss, do the phase above, kill the adds, rinse, and repeat. It’s a simple process but a punishing one.
TANK BE BRAVE!! – The boss has many attacks in the direction of the one with aggro (should be the tank). THIS tip is crucial to your survival especially if you are a squishy tank…While it may be fashionable to dodge roll all the attacks while OBVIOUSLY moving the boss around the room and making it really difficult for the DPS players to apply themselves properly in the situation… In THIS fight, if you keep dodge rolling his attacks, he will escalate in strength. That’s right, YOU DODGE he ENRAGES!!
A dodge here and there is not so bad but if you keep acting like you are scared of everything and not blocking some of the big hits, he WILL punish you for it and WILL hit harder. Be brave!
HARDMODE!! – The boss is pretty much the same for the most part on hardmode excluding of course more health and damage as you would expect. However, there is one major twist and it is about the same part of the fight people generally try to ignore (so don’t). The ADDS! The Atronachs fire rocks at players at random, the tank MUST taunt these. If not players will be shot, overwhelmed with damage, and die.
Generally speaking even in the regular mode, this tactic can still be applied but in hardmode, it’s considerably more damage. Be sure that the adds are taunted so the tank takes the damage and the DPS can focus on killing them! The rest is rinse and repeat!
Lutea (secret boss #2)
This secret boss much like the other secret boss also follows the rule of three. You need to interact with 3 areas/events/mechanics in order to spawn it. Basically what you need to do is SEARCH for the Spriggan twin mini-bosses. Once you find them (there are 3 groups of them) be sure to kill them and they will taint the water they are standing in.
You can pick up a cup of the water and you have 60 seconds to FIND two LARGE glowing flowers. If you make it, the flowers will wake up and turn into lighter versions of the adds you just killed. If not, go back and pick the water up again, and keep searching. You have to do this, THREE times. So yes, 3 twins sections each with their own search.
NOTE: Each path you successfully complete will leave small glowing flowers on the ground leading back to the middle of the room. This indicates that THAT side is complete. Once you have nailed all 3 sections, the boss will spawn from a geyser in the middle of the area. Now you officially have to fight the boss! Keep her taunted at ALL times!
Teleport Donut!– The boss throughout the fight periodically (regardless of how long the fight lasts) will teleport across the room back and forth. Each time she does this she will cast a donut shape on the ground. This traps players in the middle but don’t panic! The middle is SAFE, don’t touch the edges and you will be fine, do what you can from inside and wait it out until it is over. Then you can move again.
Water Attacks– The boss cast water attacks in front of her, try to avoid these else you will lose a LOT of health. Again it helps if the tank can keep her faced away as much as possible.
Geysers – The boss geyser-like attacks at players under their feet. BLOCK this or you will be taking a LOT of damage!
Corruption of Root
The boss is simple enough if you paid attention to the mechanics of adds in the dungeon already, if not then it may be a little tricky at first until you grasp the basics of the trees. The fight is fairly mobile so watch your stamina and don’t run out else moving will be tricky. The tank should taunt the boss at all times of course, and where possible turn ANYTHING negative away from the group.
Heavy Attacks– The boss has a wicked heavy attack and some semi-weak light attacks. Be sure to BLOCK the big stuff!
Trees!– This mechanic at this point has been shown to you already BUT just in case you missed it. The Fauns in the fight need to be killed, but they will hide inside the tree (it will glow red). During this time the tree will channel and spit balls of nastiness at the group. Get rid of the tree and the mechanic stops and spits the faun out. Kill the Faun and move back to the fight. This will happen throughout so be sure to spot it when it happens and deal with it accordingly
Spriggans/Adds– The boss will summon 2x adds at a time during the fight, these should be focused if possible to lessen the dramatic feel of the fight. It’s already busy enough, kill the adds. These can be taunted and controlled so your tank will need to be awake!
SPLIT! – They will vanish and split into multiple. Individually go around the room and kill them one by one. The tank should maintain taunt on them also at this time. Once they are all dead the boss will return.
Watch Your Feet!– The ground generally will be riddled with roots and negative AOEs that spread and pop! Move your feet before they pop to avoid damage,. But don’t go running into your team to avoid it, you will just multiply the damage by stacking them..relax, use your brain, and find a safe space 🙂
HARDMODE– The hardmode is pretty much the same but much like the first boss where the health and damage output may be altered there is also an increase to add mechanics. Basically, you will get MORE trees to deal with and instead of 2 adds per phase, you will get up to x3!
Be sure to play your mechanics, and be sure to FOCUS the adds. The rest doesn’t really change. Those adds can be overwhelming so don’t try to skip them if you are not experienced enough with high damage to do so. There is no Enrage mechanic or DPS check in this fight so you can technically take as long as you need. There is no shame in focusing on the adds and then hitting the boss once they are gone. In fact, it is easier!
Jodoro (secret boss #3)
Psycho BAMBI! This boss is a royal pain in the rear end if you cannot track where it is going. This can be a very mobile fight, you can fall off the cliff and you can get stuck in trees (yes, I did that on live stream). If you understand Indriks in general you SHOULD be fine with this but if not, pay close attention to the below mechanics and get used to their triggers.
To activate/spawn it, while up on the mountains you are looking for 3x Donut shapes made of rock. Find them all activate them and on the last one, the boss will appear.
Spoiler: Don’t fall off the cliff!
MIND BLAST!! – The single most IMPORTANT mechanic for this boss. The tank must of course maintain a taunt but positioning is 100% key! Make sure at ALL times, that you are actively focusing on turning the boss away from the group. If you do not do this, the boss will kill people with mind blast like mechanics.
This CAN be interrupted and must be, but the more enemies the boss can see, the more people are going to get nuked by it!
Rule number 1 – Turn it from the group
Rule number 2 – Interrupt!
This happens every single time it teleports across the room so act fast!
Frikken Laser Beams!– This mechanic is the same as the Vamp boss in Castle Thorn with the Gargoyles. Act fast! Each player will have a beam on them with an AOE coming from it on the ground. It will chase you, MOVE!! Do NOT overlap do NOT run into each other, find a space and stay safe! Standing still will kill you, overlapping will kill you, getting stuck in a tree will kill you…Yes…I did that once. Pay attention!
Bambi Launcher!– During the fight the boss will cast spectral versions of itself at the group! Don’t get hit by them. If you do, you will take moderate damage but also be knocked over. Step around them or block if you have to. However, if the boss is turned away from the group, this is easier to avoid!
Archdruid Devyric
This boss is chaotic, dramatic, and VERY fun! He has two major forms. Human form and Bear form! Yup, he’s a skin-changer! The tank MUST maintain a taunt at all times and the boss MUST be turned away from the group as much as possible, else this will get messy FAST!
Earthquakes– Pretty much the same mechanic as the first boss. Kite in a tiny circle or move backward to avoid other players and allow them to pop on the ground in a safe space. Standing still will clearly make them pop under your feet. You will obviously die. Watch your feet, don’t be dead, and don’t run over your group. Stacking and burning is a BAD idea. Spread out.
Totems– The boss spawns totems in the room. After a short while they will spread and POP! If you are standing inside the AOE at the time, you will die! Avoid them at all costs, AND there is another effect after it has gone boom! Once the AOE explodes, BLOCK!!! The rock explodes and launches a final projectile at players, block it or take more and more damage the more totems are in the room. (important for later). This can also be dodged, but that’s a bit messy when the room is full of danger. So simply block. These over time will be growing in number, to a maximum of x4!
Wovles – The boss will spawn wolves into the room, usually about 3 at a time. These will jump at targeted players and explode. You can block or dodge roll these if you are good at timing the attack. The way to know if YOU are the target is simple. You will have a target/curse-like symbol above your head, exactly the same as the one in Coral Aerie.
Lightning Shard – There will be lightning shards/bolts stuck in the ground, cast USUALLY far away in the fight. Exactly the same visually as Halls of fabrication second boss, and Kynes Aegis’s second boss. You guessed it, KILL it before the group gets splatted!
Interrupt these to stop the mechanic from happening and be sure to kill them as soon as you can. On regular veteran mode you will get 1-2 of these at a time, on hard mode you get 3-4 of them. These are your PRIMARY target at ALL times. There is NO “dps check” on this fight for the boss so take as long as you like. Always kill the Archers
ZAP ZAP!– The boss causes lighting damage during the fight across the floor in random directions from the boss’s position. Watch your feet, don’t get ZAPPED! If you are too close to the boss it is hard to avoid, so range CAN benefit you in these situations.
I R MASSIVE!!– The boss literally transforms into a massive BEAR!!
He transforms at 70% and heals back up to 80% health, then at 45% or so, he will turn back into his human form. The second transformation is at 20% and he heals back up to 40%. He will remain a bear now until he is dead!
CHARGE – The bear will wind up a charge with a BIG red beam. You have about 3 seconds to react! When you spot this mechanic AIM the bear at the stone totems in the room! This will clean the room of incoming negative AOEs from the totems and save you from having to block up to 4x rocks incoming from the explosions! You can make him break more than one so play tactical here. Note also this is at a random player, not just at the tank!
Lightning Breath!– All bears breathe lightning, right? Oh…well THIS one does! Much like the Palpatine adds in Depths Of Malatar, the boss will channel a very aggressive conal lightning attack. The tank needs to block this and pray! Do NOT try to dodge it, you will fail. Do NOT spin the boss people will die. Be brave tank, be brave!
Execute Phase!– At low health in the final bear phase the fight will get REALLY tricky. The boss will introduce a new mechanic. it is NOT a DPS race, there is no DPS check for it, but there IS a nasty lightning zap mechanic introduced. The boss will RAIN lightning with about 4-5 bolts per player and you need to BLOCK this when it happens.
Healers need to be on point here so be careful and pay attention. You can repeat the mechanic 100x if you really need to but dead is dead and it is hard to recover. Don’t be dead, block!
HARDMODE!– The boss has more health, and hits a little harder but MOST of the mechanics are the same apart from 2 specific ones.
Exploding Doggos– You will get up to x8 at a time instead of x3!
Boom BOOM!– The exploding rock mechanics will happen a LOT more often (see totem mechanic above). So watch your feet!
ZAP ZAP OMG ZAPPPP!!– As well as the totems, the lightning splashes will be much more aggressive, never stack and burn!
Final Note: The mechanics split up are pretty straightforward. Mind the totems, block when they pop. Kite the quakes, mind the dogs, kill the shard, watch the lightning. Apart from that, be sure the bear aims at the rocks to make the totem phases easier with less incoming damage. Now, adding it all together is the trick! Practice will make perfect, don’t panic, and don’t stand on each other. Breathe you got this!
Good luck!!
Below is a list of all the loot you can expect to find in Earthen Root Enclave.
On normal the loot is blue and the boss does NOT drop a monster helmet, but on veteran difficulty all of the loot is purple and the main boss DOES drop a special monster helmet.
Note: in dungeons some individual bosses can drop a unique item but generally, the weapons and jewelry (non-named items) come from the last boss. HOWEVER the entire loot table can also drop from trash and chests, so loot everything! 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 theIntroduction to Transmuting and Reconstructing article.
If you are looking for a matching shoulder monster piece, visit the Undaunted Pledge Master Urgarlag Chief-Bane at the nearest Undaunted enclave. She sells a 50/50 chance at the shoulder piece as part of the Lost Depths Coffer or it could be in her mystery coffer. You can learn more about the Undaunted in the Undaunted Guide.
- Deeproot Zeal
- Rage of the Ursauk
- Stone’s Accord
- Archdruid Devric (monster helm from vet only)
Aggressive Arborist
Destroy 50 Faun-possessed Root Nodes as a group in Earthen Root Enclave.
Chiseling Out Corruption
Defeat the Corruption of Stone after placing the challenge banner in Veteran Earthen Root Enclave.
Contagion Contained
Defeat the Corruption of Root without any player getting hit by Root Infection within 1s of any other player getting hit by Root Infection in Veteran Earthen Root Enclave.
Demolition Delegation
During the Archdruid Devyric encounter, make sure he destroys at least 3 Earth Pillars during a single Malicious Mauling charge while you are his target in Veteran Earthen Root Enclave.
Earthen Root Avenger
Defeat Archdruid Devyric after placing the challenge banner in Veteran Earthen Root Enclave.
Earthen Root Enclave Challenger
Complete the listed achievements for Veteran Earthen Root Enclave.
Earthen Root Enclave Champion
Complete the listed achievements for Earthen Root Enclave.
Earthen Root Enclave Conqueor
Defeat the Corruption of Stone, Corruption of Root, and Archdruid Devyric in Veteran Earthen Root Enclave.
Earthen Root Enclave Vanquisher
Defeat the Corruption of Stone, Corruption of Root, and Archdruid Devyric in Earthen Root Enclave.
Earthen Root Explorer
Complete side content in Earthen Root Enclave by finding and defeating all three side bosses.
Firesong Druid Slayer
Defeat 200 Firesong Druids in Veteran Earthen Root Enclave.
Hardy Hero
Defeat all encounters in addition to the Corruption of Stone, Corruption of Root, and Archdruid Devyric in Veteran Earthen Root Enclave without suffering a group member death.
Invaders’ Bane
Defeat all encounters in addition to the Corruption of Stone, Corruption of Root, and Archdruid Devyric after raising the challenge banner in Veteran Earthen Root Enclave within 25 minutes without suffering a group member death.
Light of the Lost Depths
Complete side content in Earthen Root Enclave and Graven Deep.
Lost Depths Delver
Complete both Earthen Root Enclave and Graven Deep in Veteran.
Lost Depths Explorer
Enter either Earthen Root Enclave or Graven Deep for the first time.
Lost Depths Scout
Complete both Earthen Root Enclave and Graven Deep in Normal.
Lurcher and Graft-Root Slayer
Defeat 50 Lurchers and Graft-Root creatures in Veteran Earthen Root Enclave.
Master Mason
Destroy all Stone Atronachs during each stage of the Corruption of Stone battle, and then defeat the Corruption of Stone in Veteran Earthen Root Enclave.
Plucking Out the Corruption
Defeat the Corruption of Root after placing the challenge banner in Veteran Earthen Root Enclave.
Scourge of Archdruid Devyric
Defeat Archdruid Devyric after placing the challenge banner in Veteran Earthen Root Enclave without completing any side content and having the aid of the buffs.
Swift Retaliation
Defeat all encounters in addition to the Corruption of Stone, Corruption of Root, and Archdruid Devyric within 25 minutes of entering Veteran Earthen Root Enclave. Your timer starts when you engage the first group of enemies.
Vivified Warrior
Defeat the Corruption of Stone without any player turning to stone in Veteran Earthen Root Enclave.
Y’ffre’s Will Style Master
Learn every chapter in the Y’ffre’s Will style book, found by defeating the final boss in Earthen Root Enclave.
There are currently no leads located in Earthen Root Enclave.
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…