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Dwarven airship

The Dwarven airship, named Mzunthar or the Sky-Ketch, is an online Rourken raid for a party of up to eight. Each crew boards its own ship. The encounter combines construct battles, timed machinery, carrying aether cells, platforming and the Tonal Warden boss.

This reference was checked against Update 0.0.464. See The Sky-Ketch for the event's other reference pages.

Finding the ship

The Sky-Ketch keeps station outside eight provincial capitals. Each station repeats every 10 real hours; successive stations' arrivals are 1 hour 15 minutes apart. Several stations can remain open together. These are real-clock events rather than a particular weekday in Tamriel Map.

Province Capital Arrival offset within the 10-hour cycle
High Rock Map Daggerfall Map 0 hours
Hammerfell Map Sentinel Map 1 hour 15 minutes
Skyrim Map Solitude Map 2 hours 30 minutes
Morrowind Map Mournhold Map 3 hours 45 minutes
Summerset Alinor Map 5 hours
Valenwood Map Falinesti Map 6 hours 15 minutes
Elsweyr Map Torval Map 7 hours 30 minutes
Black Marsh Map Helstrom Map 8 hours 45 minutes

The reference cycle begins at 25 October 2026, 00:00 UTC, the Daggerfall arrival. Add the station's offset and a multiple of 10 hours to calculate its later arrivals. The in-game Timers and map marker show the station relevant to your location. Stations beyond the Bay require a compatible online relay and those provinces' locations to be available.

Voyage phase Duration Boarding
Sighted 1 hour before arrival Closed
At station 7 hours Open
Weighing anchor 45 minutes after boarding closes Existing crew can return; newcomers cannot board
Away 1 hour 15 minutes before the next sighting Closed

At Daggerfall, find the anchor-lift in the fields east of the walls, in map pixel (207, 213). Sentinel Map's station is at (397, 343). The ship floats about 260 m above the ground. Its station lies about 700 m east and 140 m south of the capital's centre.

Boarding and crew

  1. Connect online with an account and a current game version. A guest account can receive a voyage reward.
  2. Form a party with the players you want aboard. A solo player can also enter.
  3. Find the lowered anchor-lift while boarding is open.
  4. Stand in the cage for 2.5 seconds to ride up.

The party leader initially determines the crew's ship. Crew members return to the ship they already joined even if the party leader changes. A stranger cannot join that private ship; eight accounts is the limit. A full ship can release an absent member's place after five minutes only if the member has left the captain's party and has no retained part in the Warden fight.

The level-12 questline introduces the raid; boarding itself has no level-12 check. The boarding checks require you to be alive, online, signed into an account, on a supported version and within the voyage's admission rules.

Use the anchor-lift or the cabin's stern lift to leave. The 45-minute departure grace ends the voyage even if the raid is unfinished. Existing-crew readmission during that grace is allowed by the room, but the ground boarding interaction closes when the ship weighs anchor; do not rely on riding back up after leaving.

Ship layout and progression

Area Height relative to the main deck Purpose
Anchor Deck and waist 0 m Arrival and Boarding Watch
Gallery of Hammers -6 m Hammers, steam lanes and two Hammer Wardens
Hold -12 m Aether-cell cradles and Starved Engine
Main top +16 m Mast-lift exit and Sailwalk entrance
Sailwalk Descends from +16 m Platforming route to the bridge
Bridge 0 m Tonal Warden, resonators and tuning forks
Ketchmaster's Cabin Behind the helm Reward chest and stern lift

Take the stages in this order:

  1. Boarding Watch: defeat all five waves. The first begins when a member enters the waist, or 12 seconds after the first boarding. Each later wave follows the previous wave's defeat by 3 seconds. Clearing the Watch opens the gallery hatch.
  2. Gallery of Hammers: pass the machinery and defeat both Hammer Wardens. The Wardens wake when approached past the gallery's final hammer row or attacked. Their defeat opens the hold.
  3. Starved Engine: carry enough charged cells to its sockets. Feeding the engine clears the hold and starts the mast-lift.
  4. Sailwalk: cross to the gangway or bridge. The first successful crossing opens the bridge and enables the bosun's line for the rest of the crew.
  5. Tonal Warden: complete its three phases and defeat it.
  6. Ketchmaster's Cabin: open the chest for your earned reward share.

Boarding Watch waves

The number of constructs scales with the crew counted aboard. These are examples for the smallest and largest crews.

Wave Crew size Dwarven Spheres Dwarven Sentries Watch-Captains
1 1 4 0 0
1 8 11 0 0
2 1 3 1 0
2 8 6 3 0
3 1 3 2 0
3 8 10 4 0
4 1 2 2 0
4 8 5 6 0
5 1 2 1 1
5 8 5 1 1

Construct Health scales from the crew's mean reference damage. These are scaling factors rather than fixed kill-time promises.

Construct Health scaling in seconds of mean reference damage
Dwarven Sphere 16
Dwarven Sentry 24
Dwarven Spider 5
Hammer Warden 72 × 0.7 × crew size
Watch-Captain 100 × 0.8 × crew size

Construct attacks

The warning times below include the runtime escape-time minimum. Damage is a share of the struck player's maximum Health plus a flat amount before applicable defences and saves.

Construct Attack Warning (s) Damage Element
Dwarven Sphere Lunge 0.9 11% maximum Health + 6 Physical
Dwarven Sphere Spark 1.1 9% maximum Health + 5 Shock
Dwarven Sentry Bolt 1.5 12% maximum Health + 6 Shock
Dwarven Sentry Volley 1.8 9% maximum Health + 5 Shock
Dwarven Spider Sting 0.76 7% maximum Health + 4 Shock
Hammer Warden Hammer 1.4 24% maximum Health + 10 Physical
Hammer Warden Sweep 1.3 19% maximum Health + 8 Physical
Hammer Warden Steam 1.6 16% maximum Health + 6 Fire
Watch-Captain Stomp 1.7 27% maximum Health + 12 Physical
Watch-Captain Cleave 1.4 22% maximum Health + 10 Physical
Watch-Captain Steam 1.7 16% maximum Health + 6 Fire

Machinery hazards

Damage values below are the source's maximum-Health share plus flat damage before applicable defences and saves. The telegraph shows the area to leave.

Hazard Locations Cycle Warning Active duration Damage Element
Gallery Hammer 6 rows, 3 lanes per row 3 seconds 1 second 0.45 seconds 22% maximum Health + 8 Physical
Steam lane 2 lanes near the Wardens 4 seconds 0.9 seconds 1.2 seconds 14% maximum Health + 6 Fire
Arc-Coil 3 crossings in the hold 5 seconds 0.8 seconds 1.4 seconds 12% maximum Health + 6 Shock

The hammer lanes in a row strike one second apart. Steam lanes alternate half a cycle apart; the three arc-coils are staggered by a third of their cycle. Crossing a live arc can hurt you and knock a carried cell loose.

Aether cells and the engine

  1. Put your weapon away and take a charged cell from a cradle.
  2. Carry it past the arc-coils while the crew protects the carrier.
  3. Activate an empty engine socket to bank it.
  4. Repeat until the engine is fed, then use the mast-lift.
Crew counted aboard Engine cells required
1–2 6
3–8 7
Mechanic Value
Hold cradles 6
Engine sockets 7
Hold cradle recharge 28 seconds after its cell is taken
Bridge cradles 2
Bridge cradle recharge 12 seconds
Carried movement speed 72% of normal
Dropped cell lifetime 15 seconds
Spider spawns 2 every 6 seconds while the engine starves
Living spider limit 5 + living crew size
Mast-lift travel 9 seconds in each direction
Mast-lift stop 7 seconds at each end
Mast-lift complete cycle 32 seconds

Taking a hit, falling, readying a weapon or deliberately dropping the cell releases it. Any crewmate can recover a loose cell before it expires. Carrying a cell off the hold's floor loses it. Spiders favour carriers. The bridge's cells use the same carrying rules to repair the Warden's resonators.

Sailwalk

Section Obstacles Notable rule
The Yards 6 drifting spars Make running jumps as the spars align
Beating Plates 5 alternating plates and a riser Plates alternate on a 1.8-second half-cycle
Rotten Rigging 7 descending planks Planks fall 0.7 seconds after a foot touches them

Listed jump gaps are 2.4–3.0 m before the moving spars' displacement. Checkpoints divide the course. A fall into the nets returns you to the course checkpoint and costs 15% of maximum Health, rounded, with a minimum cost of 1; this setback cannot kill you. Once one member reaches the bridge, the bosun's line carries the others from the main top to the gangway beyond the final gust at 11 m/s.

The bridge has a safe central core of 15 m radius and an outer radius of 24 m. Its outer ring is divided into eight sections; the Warden makes those sections fall during the last phase.

Tonal Warden

The Tonal Warden wakes 6 seconds after the fight begins. Each fighter adds 600 seconds of reference damage to its Health scaling. Joining and leaving use proportional Health shares rather than granting a fixed boss Health pool. If no living fighter remains on the bridge for 2 minutes, the fight resets with the Warden whole and its resonators unrepaired.

Phase Health range Mechanic Response
The Steersman 100%–65% Keel-Strike, Steam Lash and Tonal Ring Leave the telegraphed shape; jump the following Tonal Wave
The Discord 65%–35% Warded until 4 resonators are retuned; 2 Sentries join Carry bridge cells to all 4 resonators
The Last Note Below 35% Keel-Song, tuning forks and collapsing bridge sections Break every fork and leave shaking sections

Discord and Keel-Song timers

Mechanic First occurrence Repeat interval Outcome
Discord pulse 8 seconds into Discord 30 seconds while a resonator is false 25% maximum Health to everyone; no saving throw
All resonators retuned When the fourth is repaired Once that phase Ward breaks; 10-second stun; Warden takes 1.5× damage during the stun
Keel-Song 20 seconds into Last Note 45 seconds after the previous song's end 8-second cast to interrupt by destroying all forks
Song interrupted Last fork destroyed Each successful interruption Song cancelled; Warden stunned for 8 seconds and takes 1.5× damage during the stun
Song completes A fork remains at the end Each failed interruption 70% maximum Health to everyone; no saving throw; Warden heals 8% of its maximum
Falling outer sections Every 20 seconds in Last Note 20 seconds 2 sections shake for 3 seconds, disappear for 7 seconds, then return
The Ketch Turns West 22 minutes after the Warden wakes 2 seconds 99% maximum Health to everyone; no saving throw
Living fighters Tuning forks
1 3
2–3 4
4–5 5
6–7 6
8 7

Forks stop accepting damage during the song's final 0.5 seconds. Fork damage counts toward reward participation. Each fork's Health is based on three seconds of the team's reference damage divided among the forks, subject to the source's minimum.

The ordinary attacks become faster in later phases, subject to a minimum escape-time wind-up. See Tonal Warden attacks and construct attacks for the attack references. The checked effective wind-ups for all three boss phases are listed below; they include the runtime minimum.

Attack Steersman warning (s) Discord warning (s) Last Note warning (s)
Keel-Strike 1.9 1.615 1.425
Steam Lash 1.7 1.445 1.42
Tonal Ring 1.8 1.53 1.51

The Tonal Ring's wave lands 0.9 seconds after its central hit, reaches 20 m, and can be jumped. The Watch-Captain also has a jumpable Tonal Wave.

Event restrictions, death and revival

Feature Rule aboard
Saving Refused
Resting Refused
Automap Unavailable
Mark, Recall and portal stones Refused
Companions Excluded
Levitation and Slowfall Banned
Flight techniques and run-leap Refused
Avoid-death effects Refused
Unstuck Refused; use the ship's exits
Natural Health regeneration Half strength; paused for 5 seconds after losing Health
Direct healing spells and healing potions Work under their ordinary rules
Death penalty None

With a crewmate aboard, a fallen player remains down for 60 seconds before falling to the fields. A living crewmate can use Resurrect from within 10 m, with no more than 3 m of height difference, during that window. The raised player returns at 30% Health. Without a successful raise, the player wakes below the ship at 25% Health. A solo player falls without waiting for a crewmate's raise. Reboarding remains subject to the voyage's boarding window.

The event regeneration rule includes Firmament Health regeneration. It is a pause after damage, not a cooldown on healing spells or Firmament kill restores. Losing Health again restarts its five-second timer.

Participation and rewards

The Warden must be defeated. You earn a share by either dealing at least 2% of the Health share you brought or standing alive in the fight for at least 50% of its active fighting time. These are alternative routes, so a healer can qualify by participation. An earned share can settle after you leave the ship; being absent at the final blow does not by itself erase it.

The account can claim one final reward share per voyage, even when helping another crew. This is a voyage limit, not a weekly reward. Stations have distinct voyages. Retrying the same claim does not create a second reward.

Reward Quantity Chance per earned share
Gold 360–540 × recorded combat level, rounded Guaranteed
First equipment piece: Legendary 1 25%
First equipment piece: Rare 1 75%; alternative to the Legendary result
Second equipment piece 1 Rare or better Guaranteed
Dwemer Pellets 20–40 Guaranteed
Dwarven Thunderlock 1 10%
Dwarven Pistolet 1 12.5%
Volendrung's Echo 1 Gilded Thunderlock 1%
The Ketchmaster's Word 1 Gilded Pistolet 1%

The four gun chances are independent rolls. These guns originate in this activity. Equipment arrives identified; ordinary rarity, socket and technique generation still applies. Gold uses a baseline of 450 per level, with a 20% variation either way.

A share collected aboard spills from the cabin chest into your personal loot pool. Leaving gathers the remainder into your pack. A share paid while off the ship goes directly to the pack; there is no raid mailbox.

Construct pellets

Each player's drops are personal. The three ordinary construct types share a 90-pellet cap per voyage. Reloading or boarding another crew's ship in the same voyage does not reset that tally. Boss drops are outside that cap and are separate from the final chest's 20–40 pellets.

Construct Drop chance Pellets Limit
Dwarven Sphere 100% 2–4 Shares the 90-pellet cap
Dwarven Sentry 100% 3–5 Shares the 90-pellet cap
Dwarven Spider 35% 1 Shares the 90-pellet cap
Hammer Warden 100% 8–12 Own drop, once per construct on a ship
Watch-Captain 100% 10–15 Own drop, once per construct on a ship
Tonal Warden 100% 15–25 Own drop, once on a ship

The Sky-Ketch questline

Imrah Bel-Tavir, Antiquarian of Sentinel Map, introduces the ship through a tavern questline. The line requires level 12, online play and an account. Its opening requirement is separate from boarding the raid.

Step Objective Result
The Ketch That Never Lands Read Imrah's introduction and board the anchor-lift Her letter and the book The Ketch That Never Lands
The Starved Engine Personally bank a cell in the engine or a resonator The book Rourken Thunder
The Tonal Warden Earn and record a Warden-defeat receipt Skyfarer title
What the Lodestone Answers Decide whether to report Imrah's reading to the Mages Guild Choice of quest rewards

Return to Imrah after each of the first three objectives to finish that step. Each successful step pays its quest gold and offers one equipment choice from three cards. These are tier-4 quest rewards, so the equipment is Rare.

Final decision Named equipment option Mages Guild standing Gold
Report to Ysolde Marnhel of the Mages Guild Bel-Tavir's Tuning-Charm, an Amulet +5 500–900
Keep the discovery secret and burn the chart The Steersman's Hammer, a Warhammer No change 625–1,125, after the 1.25× outcome factor

The first three steps each list a 500–900 gold reward. The named final item is an option on its matching equipment card, not an extra item on top of all three cards. Class equipment restrictions can replace an unusable named base with an ordinary fitted item. A named reward is taken only once per character. These quest rewards are distinct from the repeatable raid chest. See Questlines for starting and progressing a line.

Background

Mzunthar is Daggerfall Online's own Rourken vessel, kept flying by its Tonal Warden after the Dwemer vanished. Imrah believes its lodestone responds to great masses of Dwemer brass and connects its course to the Numidium's lost pieces. This ship and Imrah's interpretation are part of Daggerfall Online's story, rather than a claim that the original Daggerfall contains this raid.

Imrah's books, The Ketch That Never Lands and Rourken Thunder, give the ship's story and the guns' background. The ship's lodestone turns on the console behind the helm.

Sources (28)