Online:Maelstrom Arena (place)

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Maelstrom Arena
(view on map) (lore page)
Discoverable Yes
Fa-Nuit-Hen (Quest Giver), Tutor Riparius (Merchant)
Gytha-Kitha, Rayzara, The Sojourner, Tuzunkykz, ‎Baron Moves-Like-a-Smoking-Plume, Maelstrom Assassins, Maelstrom Knights
Eastern WrothgarWrothgar
Pocket realm of Oblivion accessed from northeast Wrothgar
Solo Instance Solo Instance
Solo Only Yes
Loading Screen
Loading screen
Untold thousands have tested their mettle against Maelstrom Arena―and failed.
Maelstrom Arena

Maelstrom Arena is an otherworldly solo arena accessed from Wrothgar. Created by the Demiprince Fa-Nuit-Hen, it serves as a solo trial where one must defeat waves of enemies and bosses in nine different arenas.

Fa-Nuit-Hen and his Daedric subordinates will be spectating the games from the sidelines, and his assistant Tutor Riparius functions as a merchant between arenas. Each wave will have new sigils of defense, haste, healing, and power spawn, which can be used as temporary buffs. Once an arena is completed, one will be rewarded with a chest containing rewards and the option of travelling to the next arena.

New arenas progressively become more difficult, and completing the final arena grants a Maelstrom Weapon; completing the arena on veteran difficulty grants a Perfected Maelstrom Weapon.

Related Quests[edit]

  • Maelstrom Arena Objective: Survive the Maelstrom Arena. / You survived the dangers of the Maelstrom Arena.


The following sets can be found in the reward chest at the end of each Maelstrom Arena round:

Set Name Bonuses Set Type
Elemental Succession

2 items: Adds 25-1096 Maximum Magicka
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 25-1096 Maximum Magicka
5 items: Whenever you deal Flame, Shock, or Frost Damage, you gain 11-492 Weapon and Spell Damage for Flame, Shock, or Frost Damage for 4 seconds. Each effect is picked randomly and an effect that is already active cannot refresh.

Light Armor
Glorious Defender

2 items: Adds 28-1206 Maximum Health
3 items: Adds 28-1206 Maximum Health
4 items: Adds 3-129 Weapon and Spell Damage
5 items: When you Bash an enemy, you gain Glorious Defense for 10 seconds, allowing you to dodge the next attack made against you and all others afterwards for 1 second. This effect can occur once every 13 seconds.

Heavy Armor
Hunt Leader

2 items: Adds 25-1096 Maximum Stamina
3 items: Adds 25-1096 Maximum Stamina
4 items: Adds 3-129 Weapon and Spell Damage
5 items: When your pets attack an enemy you have also attacked in the last 10 seconds, you heal for 56-2433 Health and restore 28-1216 Stamina. This effect can occur once every 5 seconds.

Medium Armor
Para Bellum

2 items: Adds 25-1096 Maximum Stamina
3 items: Adds 28-1206 Maximum Health
4 items: Adds 25-1096 Maximum Stamina
5 items: When you deal damage you gain a damage shield that absorbs up to 195-8412 damage for 6 seconds. This effect can occur once every 6 seconds.

Medium Armor

2 items: Adds 28-1206 Maximum Health
3 items: Adds 25-1096 Maximum Magicka
4 items: Adds 3-129 Magicka Recovery
5 items: While you have a damage shield on you, your Health Recovery is increased by 25-1106.

Heavy Armor

2 items: Adds 25-1096 Maximum Magicka
3 items: Adds 3-129 Magicka Recovery
4 items: Adds 3-129 Weapon and Spell Damage
5 items: When you deal Frost Damage, you summon an ice pillar that deals 1071 Frost damage to all enemies in a 3 meter radius. The ice pillar persists for 2 seconds and reduces the Movement Speed of all enemies within the radius by 50%. This effect can occur once every 6 seconds and the damage scales off the higher of your Weapon or Spell Damage.

Light Armor


Round 1: Vale of the Surreal[edit]

Vale of the Surreal

An arena themed after the Shivering Isles. The environmental hazards here are a blue orb that chases you around doing minor magic damage within a small radius as indicated by a red circle. You have to keep moving to avoid this. The water around the tree in the center also applies a heavy snare, so avoid it. Here you'll face various Daedric and undead enemies, such as:

The final boss of this arena is a Golden Saint named Maxus the Many.

Round 2: Seht's Balcony[edit]

Seht's Balcony

An arena themed after the Clockwork City built by Sotha Sil (also known as Seht), set under a clockwork sky. The environmental hazards here are a series of 6 spinning blades that run on 3 tracks across the arena. Getting hit by one will do moderate damage and apply a moderate bleed over time. The center pylon is electrified and standing near it will cause minor electric damage over time. If you stay in the center for too long, the pylon will explode throwing you out towards the edges of the arena, and possibly into a spinning blade. Hitting a switch located at the side of the arena will stop the blades from moving. It will also cause the pylon in the center to emit a healing aura (note that it will also heal any enemies that stand in it). The enemies here are primarily Dwemer constructs, such as

The boss of this arena is a trio of Dwarven Centurions, each named Centurion Champion.

Round 3: Drome of Toxic Shock[edit]

Drome of Toxic Shock

This arena resembles an Argonian village in Murkmire. The hazard here is the water around the three islands, which the Queen will randomly electrify throughout the fight. If the Stranglers pull you into the electrified water, you'll take heavy electric damage over time. Kill the Stranglers quickly to avoid this. Here you'll face off against Argonians, Lamia and other swamp-dwelling creatures like

The boss of this round is the leader of the lamia, aptly named the Lamia Queen.

Round 4: Seht's Flywheel[edit]

Seht's Flywheel

This round brings you back to the Clockwork City, but now in a chamber deep underground. The enemies are now a mix of Dwemer constructs and scavengers, such as

The final boss is a giant Dwarven Spider named The Control Guardian.

Round 5: Rink of Frozen Blood[edit]

Rink of Frozen Blood

This arena is themed after the Wrothgarian Mountains. The arena is filled with frozen water that will damage you if you stand in it. Stay on the three ice platforms to avoid this. The enemies here include:

The final boss is a giant named Matriarch Runa

Round 6: Spiral Shadows[edit]

Spiral Shadows

This arena is themed after Mephala's realm - the Spiral Skein. Here, five obelisks will emit a glow that repels spider swarms, but these obelisks may be covered with webs spun by enemies. To remove them, you have to kill a Venomous Hoarvor near them, causing them to explode with acid. Alternatively, if a hoarvor is not killed near an obelisk, it will leave behind an acid sac. That sac can be thrown (using a synergy) at webbed obelisks to free them. If all 5 obelisks are freed, they will stun all enemies (including bosses) for 10 seconds, before being covered in webs again. Freeing the obelisks is necessary during the final boss fight, as each obelisk left covered will increase her damage done. The enemies faced are various Spiderkith and insects, such as:

The final boss is a Spider Daedra named Champion of Atrocity.

Round 7: Vault of Umbrage[edit]

Vault of Umbrage

This arena is themed after an Ayleid ruin in Murkmire. The environmental hazards here are poisonous plants that will explode when you go too near, or if they are forced to explode by the Argonian Venomcallers. The only way to cleanse the poison is to stand in the green pools on either side of the arena. The Minders during the boss fight also create areas of protection to stand in during its ultimate attack. The enemies encountered here are

The boss of this arena is the Argonian Behemoth.

Round 8: Igneous Cistern[edit]

Igneous Cistern

This arena takes place in a volcanic cavern deep underground. The environmental hazards here are frequent lava eruptions that will land on the arena, as indicated by red circles. There are also 3 Warding Stones that have to be broken occasionally, as any enemies indicated with a blue glow will be immune to damage until all stones are broken. The enemies faced here are:

The final boss is a Dremora named Valkyn Tephra.

Round 9: Theater of Despair[edit]

Theater of Despair

The Theater of Despair is the final round of the arena, and is supposedly based on Mehrunes Dagon's Deadlands. The hazards here are blue wraiths that float across the arena. Touching one will cause cold damage and slow, while touching a golden one provides a boost to your defenses. Touching 3 golden wraiths will allow you to cast the "Spectral Explosion" synergy, that removes all wraiths and stuns all enemies for 10 seconds (including bosses). Additionally, some Dremora will empower a rune in the center of the arena, which will eventually cause a giant Bone Colossus to spawn. The enemies are:

The final boss of the arena is a Xivkyn named Voriak Solkyn.

Notable Items[edit]


There are three Achievements associated with this location.

Achievement Points Description Reward
ON-icon-achievement-Maelstrom Arena Champion (desktop).png Maelstrom Arena Champion 15 Conquer all challengers and earn the title of Maelstrom Arena Champion. Blademaster's MauveBlademaster's Mauve
Title: Maelstrom Arena Champion
Trophy: Argonian Behemoth (page)
ON-icon-achievement-Maelstrom Arena Conqueror (desktop).png Maelstrom Arena Conqueror 50 Conquer all challengers in Veteran Maelstrom Arena. Title: Stormproof
Bust: Argonian Behemoth (page)
ON-icon-achievement-Maelstrom Arena Perfect Run.png Maelstrom Arena: Perfect Run 50 Complete Veteran Maelstrom Arena in a single attempt, without dying or leaving the arena. Title: The Flawless Conqueror


  • The entrance is a small abandoned Orcish fort, complete with a set of stables and sealed well on the outside, and a number of hallways carved inside the mountain, past the gate. The lower hallways are made up of jail cells, with a hole in the wall leading to a small cave containing the Daedric portal to the Maelstrom Arena.
  • The main realm of the arena is a small Redguard-style manor in an Alik'r-like desert, surrounded by a circular wall of large rocks.


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