The Halls of Fabrication trial is located in Vvardenfell within Morrowind

DISCOVER THE CLOCKWORK CITY
Within the tower, a group of twelve battle through a series of challenges.  Ancient and deadly clockwork automata are spilling forth from a mysterious magicka conduit, and you and your companions must enter the rift, discover the Clockwork City's Halls of Fabrication, and shut down the Assembly General.  In the Halls of Fabrication, you and your team will uncover the secrets of Sotha Sil's experiments and put an end to the Fabricant threat. You will not be alone, however, as you will be assisted by the mysterious and powerful Dunmer sorcerer Divayth Fyr himself!

If you played through The Elder Scrolls III: Morrowind, you'll recognize the classic Elder Scrolls character. As Divayth guides you throughout the halls of Sotha Sil's complex, he will offer (mostly) helpful advice for dealing with the Fabricant threat. Pay close attention to the Telvanni sorcerer, as he could provide clues regarding some of the Trial's more challenging mechanics! 

 

Walkthrough & Strategies

trial-eso-dungeon Halls of Fabrication Trial

The Halls of Fabrication Trial quest begins when you enter the dungeon. There are 5 (technically 8) bosses the team has to battle during the trial:

Hunter-Killer Fabricants (Hunter-Killer Positrox and Hunter-Killer Negatrix)

The Pinnacle Factotum

The Archcustodian

The Refabrication Committee (Reclaimer, Reactor, and Reducer)

The Assembly General

Halls of Fabrication Recommendations

All Group Members

CP rank 660 for Veteran and Hard Mode

40-45k+ Health for tanks, 16+k for DPS and healers, with appropriate shielding

Appropriate gear for group buffs (Ebon, Worm) and damage buffs (Aether, Alkosh, Twilight, etc.)

CP 150+ food

Potions geared to magicka or stamina based character (weapon damage, spell critical, and/or spell power)

Soul gems

One group member with Retreating Maneuver skill slotted

The Purge skill from Alliance War skill line

Class Ultimates

Nightblade Ultimates:  Veil of Blades, Shooting Star, Fiery Rage (destruction staff)

Sorcerer Ultimates:  Shooting Star, Energy Overload, Suppression Field, Fiery Rage (destruction staff)

Dragonknight Ultimates:  

Tank:  Aggressive Warhorn, Magma Shell, Barrier

DPS:  Shooting Star, Standard, Dawnbreaker, Fiery Rage (destruction staff)

Templar Ultimates:

Healer:  Aggressive Warhorn, Solar Prison

DPS:  Shooting Star, Solar Prison

Group Composition

1-2 tanks on normal mode

2 tanks on vet and hard mode

2 healers

8 dps:  maximum of 2-3 melee

Halls of Fabrication High Level Walkthrough

 Shield. The trial is not a DPS check until execute phase on the Assembly General. It is highly recommended to shield continuously to prevent strain on the healers. This is why it is recommended that magicka DPS permanently slot Harness Magicka. The entire trial is a test of your tanks.


Boss 1- Hunter-Killer Fabricants

One of the easiest bosses in the trial. Each tank takes one of the Fabricants. Mechanics to be aware of:

  • Bosses will spawn small areas of lightning. Tanks have to step out of those or risk dying.
  • Bosses will periodically spawn waves of lightning. If it hits, it will stun you; break free.
  • Periodically, you will have Dwarven Spheres spawn with massive shields. Tanks have to bring the bosses relatively close together to spawn a beam between them. As long as the beam exists, both bosses will be empowered and their lightning waves will kill DPS. However, the beam breaks the shields on the spheres, so it is very important to break the shields, and then break the beam ASAP. DPS should focus down spheres. The Purge spell here is used for the spheres as they shoot Poison Injections doing a massive DOT on whoever gets hit, so Healers should be slotting Purge as well as the tanks. The Spheres also periodically perform a Taking Aim shot which needs to be interrupted by either tanks or healers.
  • Shalks will periodically spawn. Kill shalks.

Generally, kill Positrox until around 20% HP, then  switch focus to Negatrix. If one boss dies before the others, empowered Dwarven Spheres spawn which spell certain death for most of the group if the bosses are not killed close enough together.


Boss 2-The Pinnacle Factotum

This is the roadblock many groups face in the trial. The boss' HP is just over 59 million, and it is important that everyone is aware of the mechanics for this fight or it can result in a group wipe very easily.

Mechanics to be aware of:

  • Top Group:
    •  Four DPS have to periodically head to the upper floor when Divayth Fyr calls for you to come up there. Once there, the group will have to kill four similarly shielded spheres to the first boss. However, the beam will come from the middle generator onto a random person, and will periodically shift to other people. Lightning like the Molag Kena fight in White-Gold Tower lies between the spheres.
    • The person with the lightning beam on them has to shield and line themselves up with the sphere so that the shield is broken, then the sphere has to be DPS'd down. There is very little time to be lost on this phase. The beam is also a damage amplification so even if the shield is broken it is best to keep lining up.
    • Once this is done for all 4 Spheres, each person goes to a switch located where a sphere was (set this up in advance) and hits it at the same time. Once done, jump down the hole and rejoin the main fight. This will be done a number of times.
    • While the top group is doing their thing, there will be meteors that spawn on bottom. They do Oblivion damage, and three of them will kill you. It is very important to shield and avoid them.
  • Centurions will periodically spawn. Once they're near a group of people, they will launch a Steam attack which does a lot of damage and applies the Scalding debuff, which stacks up to 100 and reduces healing received % wise per stack up to 100 stacks, which negates all healing received. Step out and avoid the shots, and burn the centurion.
  • The Factotum will periodically disappear and spawn as 4 shades, usually on the tank. These shades will shoot waves in the direction they face so it is important that no one gets caught near the tank when this happens.
  • Once the Factotum is damaged down to 70%, there will be Sharpened Conduits that spawn periodically for the rest of the fight. The shots from these conduits drain resources and do a lot of damage, and it is the most damaging mechanic on this boss.
  • Once the Factotum is damaged down to 40%, a second Centurion will periodically spawn in addition to the main one. This one will continuously spin, doing damage and oneshotting any non-Tanks, so it is important to avoid and focus down the centurion.

 

Boss 3

Trial Tips go here



Boss 4

 Strategies go here.

Information

Achievements

  • Halls of Fabrication Complete
  • Halls of Fabrication Conquerer
  • Time Trial: Halls of Fabrication
  • Halls of Fabrication Difficult Mode

Bosses

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Quests

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Set Drops

 

Halls of Fabrication Maps

Halls of Fabrication
Lowest level

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Halls of Fabrication
Middle Level

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Halls of Fabrication
First Island

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Halls of Fabrication
Second Island

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Halls of Fabrication
Third Island

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Halls of Fabrication
Final Island

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