Exploring the ash-swept landscapes of Solstheim often leads to the discovery of mechanical secrets buried deep within the Dwemer ruins. Among these, Kagrumez stands out not just as another dungeon, but as a gauntlet that demands both strategic collection and combat prowess. The Kagrumez resonance gem is the key to this ancient machinery, and understanding where these items are tucked away—and how to use them—is essential for any adventurer looking to claim some of the most unique artifacts in the northern reaches.

The Reality of the Resonance Gems: How Many Exist?

Before heading into the dark, steam-filled corridors of Dwemer architecture, it is necessary to clear up a common piece of misinformation that has persisted in the adventuring community for years. You may encounter claims that there are nine or more Kagrumez resonance gems scattered across Solstheim. This is factually incorrect within the standard parameters of the world.

There are exactly five Kagrumez resonance gems available in the game. While the trials themselves only require four gems to unlock every chamber and the final reward, finding all five provides a margin of error or a collector's satisfaction. Using these gems involves placing them in a 3x3 grid on a central pedestal within the Kagrumez ruin. Each gate requires a specific pattern, and once a gate is opened, the gems are returned to your inventory, allowing you to use them for the subsequent, more complex patterns.

Location 1 & 2: The Reavers of Kagrumez

The most logical place to begin the search is Kagrumez itself. Located south of the Temple of Miraak, this ruin is easily identified by its distinctive elevator pit. Upon descending, you will not immediately face automatons, but rather a group of Reavers who have made the upper chambers their camp.

Among these bandits is a Reaver Lord. This individual is the primary target because they carry two Kagrumez resonance gems. Taking these is usually the catalyst for the quest "The Kagrumez Gauntlet." The fight is straightforward for a mid-level adventurer, but the cramped quarters of the entrance hall can make area-of-effect spells risky if you are traveling with a sensitive companion. Once the Reaver Lord is dealt with, looting their body provides the first two keys needed for the trials. You will also find a set of notes nearby that hint at the training ground nature of this facility, though the practical application of the gems remains for you to discover at the pedestal.

Location 3: The Merchant of Tel Mithryn

The third gem requires no dungeon crawling, only a heavy coin purse or a light touch. To the northwest of Tel Mithryn, the sprawling mushroom tower of the master wizard Neloth, you will find a silt strider and its owner, Revus Sarvani.

Revus Sarvani typically has a Kagrumez resonance gem for sale. The price can vary significantly based on your negotiation skills and relevant perks, often hovering around 1,000 septims. If your finances are tight, the gem can also be pickpocketed. This is perhaps the easiest gem to acquire early in a Solstheim excursion, and it is highly recommended to pick this up before even heading to Kagrumez. Having three gems in your possession upon your first entry into the ruin allows you to clear the first two trials immediately.

Location 4: The Depths of Fahlbtharz

Finding the fourth gem requires a trip to the massive Dwemer ruin of Fahlbtharz, located on the northern coast of Solstheim. This is a complex dungeon filled with kinetic puzzles and a significant number of mechanical guardians. Navigating Fahlbtharz is a test of patience, particularly the Great Hall, which features a series of spinning platforms and resonance valves that must be shot in the correct order to proceed.

At the very end of this ruin, in the final chamber where the Visage of Mzund (a unique Dwemer helmet) is found, the fourth Kagrumez resonance gem sits on a plate. It is positioned near the treasure chest and the helmet, making it nearly impossible to miss if you reach the conclusion of the dungeon. Fahlbtharz is one of the more rewarding ruins on the island, so the trip is well worth the effort for the gem alone.

Location 5: The Nchardak Aqueduct

The fifth and final gem is tucked away in Nchardak, the "City of a Hundred Towers." Accessing the specific area where this gem resides is usually tied to the progress of the main questline on Solstheim, as the ruins are locked until you accompany a specific scholar there to retrieve a Black Book.

Once inside the Nchardak Aqueduct, you will be dealing with fluctuating water levels and control cubes. To find the resonance gem, look for a room in the upper northeast corner of the aqueduct chamber. This room does not have a direct entrance at the lower water levels; you will need to manipulate the pumps to reach a platform that allows access. The gem sits on a table in this small, somewhat hidden chamber. While you only need four gems to finish Kagrumez, having this fifth one ensures that even if you somehow misplace an item, your progress isn't halted.

Solving the Kagrumez Trials

With at least four gems in your inventory, you can return to the central chamber of Kagrumez. In the middle of the room is a pedestal with a 3x3 grid of holes. Nearby, you will see a closed gate with a pattern of glowing lights on a metal plaque above it. The goal is to replicate that pattern on the pedestal by inserting the gems into the corresponding holes.

The First Trial

To open the first gate, you need two gems. The pattern on the plaque shows two dots in the center-left and center-right positions (if viewing the 3x3 grid as a keypad). Once placed, the room will lock down, and several waves of Dwarven Spiders and Spheres will attack. A trap in the center of the room also activates, so staying mobile is key. After the enemies are defeated, the gate opens, and you are rewarded with your first unique follower: the Steadfast Dwarven Spider.

The Second Trial

The second gate requires three gems. The pattern typically involves a diagonal or a specific triangular formation as shown on the second plaque. This trial introduces Dwarven Spheres and Ballistae. The Ballistae are particularly dangerous due to their high armor penetration, so prioritizing them is a sound tactical choice. Upon completion, the second gate opens, granting access to the Steadfast Dwarven Sphere follower.

The Third Trial

The final gate requires four gems. The pattern is the most complex, forming a square or a specific cross-shape. This is the ultimate test of the gauntlet. You will face multiple Dwarven Centurions and waves of smaller automatons while fire traps and frost vents activate across the floor. Once the final Centurion falls, the back chamber opens, revealing the primary treasure of the ruins.

Analysis of the Rewards

The effort required to collect these gems and survive the trials culminates in several high-value rewards that cater to different playstyles.

The Dwarven Black Bow of Fate

This is arguably the most famous reward from Kagrumez. It is a unique Dwarven bow with a visually striking dark metallic finish. Its enchantment is what sets it apart: each hit has a 50% chance to absorb 25 points of Health, Stamina, and/or Magicka.

From a technical standpoint, this is a "chaos-style" enchantment but for attributes rather than elemental damage. It is exceptionally powerful for archers who rely on high-stamina consumption for slow-motion aiming (Eagle Eye perk) or those who need a constant influx of Magicka for a hybrid spell-sword build. While the damage output might be eclipsed by a perfectly crafted Dragonbone bow with maxed-out Enchanting and Smithing, the utility of the Black Bow of Fate makes it one of the best "found" weapons in the game. It bridges the gap between mid-game and end-game gear perfectly.

Steadfast Dwarven Followers

The Steadfast Dwarven Spider and the Steadfast Dwarven Sphere are unique in that they occupy the "animal" follower slot, similar to a dog or an armored troll. This means you can have a standard humanoid follower alongside one of these mechanical guardians.

  • The Spider: It is relatively fragile but provides decent distraction and quick attacks. Its small size makes it less likely to get stuck in narrow doorways, a common frustration with larger followers.
  • The Sphere: This is a significantly more robust combatant. It can switch between melee and ranged attacks and has a much higher health pool. For players who find themselves overwhelmed by melee enemies, the Sphere acts as an excellent secondary tank.

One thing to note is that these followers are not essential. If they take too much damage, they will be destroyed permanently. Therefore, it is advisable to use them primarily if you have healing spells that can target automatons or if you are playing a character that stays on the periphery of combat.

Strategic Tips for the Gauntlet

The Kagrumez trials can be punishing if you enter them under-leveled. The environment itself is a weapon. The floor traps—ranging from fire grates to electricity—can do as much damage as the Centurions.

  1. Resistances Matter: Before starting a trial, consuming a Potion of Resist Shock or wearing gear that mitigates fire damage will significantly increase your survival rate. Most Dwarven automatons utilize shock damage, which is particularly draining for mages.
  2. Crowd Control: The trials release enemies in waves. Using shouts like Unrelenting Force or Cyclone can buy you precious seconds to reposition. If you have the Illusion skill high enough, "Frenzy" spells can make the automatons attack each other, though this requires the Master of the Mind perk to affect non-living targets.
  3. The Pedestal Reset: If you find yourself unable to open a gate, double-check that you haven't left a gem in the wrong slot from a previous trial. The gems must be removed and re-inserted for each new pattern. If the gate doesn't trigger, take all gems out and start the pattern from scratch.

Is the Quest Worth the Investment?

In the context of modern character builds, the Kagrumez resonance gem quest remains one of the more engaging pieces of content in Solstheim. Unlike many "fetch quests" that result in a generic leveled item, Kagrumez offers a tangible sense of progression and a weapon that remains viable for hundreds of hours of gameplay.

The requirement to visit multiple ruins like Fahlbtharz and Nchardak encourages exploration of some of the best-designed dungeons in the northern province. Even if you aren't an archery specialist, the experience of conquering the Dwemer gauntlet and the lore implications of such a training facility provide a depth of immersion that is rare in smaller side activities.

For those who enjoy a complete experience, tracking down all five gems is a satisfying objective. The Black Bow of Fate serves as a trophy of your mastery over the Dwemer's most dangerous puzzles, and the mechanical companions offer a unique flavor to your travels across the ash and snow of the island.