The Anu White dye is the prize behind the Seasoned Monster Slayer achievement, introduced in ESO Update 50 alongside the new overland Challenge Difficulty system. It is a luminous white-gold iridescent dye. It looks absurd. It is, objectively, worth suffering for.
To get it, you must complete five sub-achievements by slaughtering specific monster categories in challenge difficulty mode. Each sub-achievement also unlocks its own iridescent dye, so you walk away with six total. Every single one is account-wide on unlock.
Important: Kills only count on Seasoned difficulty or higher. If you are on Adventurer, every kill does nothing toward these achievements. Set your difficulty before you touch a single mob.
|
Achievement |
Dye Reward |
Approx. Time |
|
Seasoned Construct Slayer |
Brassy Brass |
~30 min |
|
Seasoned Daedra Slayer |
Boethian Ash |
~90 min |
|
Seasoned Humanoid Slayer |
Brigen Brown |
~60 min |
|
Seasoned Nature Slayer |
Vinebeard Green |
~90+ min |
|
Seasoned Undead Slayer |
Drogger Flesh |
~60 min |
|
Seasoned Monster Slayer |
Anu White |
All of the above |
ESO Update 50 finally gave the overland content the difficulty it should have had a decade ago. The ESO overland difficulty system adds four tiers, each applying a personal debuff to your character. Enemies do not get tankier: you just become progressively more pathetic.
|
Tier |
Dmg Taken |
Dmg Dealt |
Gold Bonus |
XP Bonus |
|
Adventurer |
Default |
Default |
— |
— |
|
Seasoned |
+100% |
−50% |
+50% |
+20% |
|
Master |
+300% |
−65% |
+100% |
+75% |
|
Vestige |
+600% |
−80% |
+200% |
+100% |
For this grind, stay on Seasoned. Master and Vestige qualify but add zero benefit: you will just die more, and each death costs you time. The kills count equally across all eligible tiers. Do not be a hero.
Challenge Difficulty is per character, not account-wide. Set it on the character you intend to grind on before you begin. You will feel stupid if you realize three hours in that you were on Adventurer.
Complete these in the order listed. Each step feeds into the next, or at least does not waste your time.
Seasoned Construct Slayer: 500 Dwarven Constructs
Go to Bthanuel in Deshaan (west of Mournhold: the overland location, not the delve). It has ~29 Dwarven Spiders that respawn in ~90 seconds. Only spiders here: no centurions, no spheres, no swarming variants that count as a single kill. Clear, repeat, done in 18 runs.
Seasoned Daedra Slayer: 6 of 8 Daedra types
You only need 6 types: read the tooltip. Recommended: Beastial, Humanoid, Flame, Storm, Frost, and Air or Flesh Atronachs. Full breakdown below.
Seasoned Humanoid Slayer: 500 humanoids + goblins + giant-kin
By this point you will already have a head start. Crimson Cove (public dungeon, Malabal Tor) for humanoids. Tooth Small Gully (Orodon) for goblins. Kerakdena delve (Greenshade) for ogres.
Seasoned Nature Slayer: All 7 categories
The hardest one. No skipping categories. Multi-location affair. Full breakdown below.
Seasoned Undead Slayer: Skeletons, zombies, ghosts, vampires
Forgotten Crypts (Deshaan) for skeletons. Vile Laboratory (Cold Harbour) for zombies. Starved Plain outside Davon's Watch (Stonefalls) for ghosts. Cold Rock Diggings (Alik'r) for vampires.
|
Zone |
Location |
Notes |
Progress / Time |
|
Stonefalls |
Brothers of Strife |
Overland location swarming with Scamps. Run a circular route; enemies respawn before you complete a full loop. No Clan Fears or other disruptive mobs. |
200 Bestial Daedra — ~15–30 min |
|
Coldharbour |
Village of the Lost |
Public dungeon packed with Humanoid Daedra and Flame Atronachs. Winged Twilights do not count toward any achievement category and can be ignored. |
200 Humanoid Daedra + Flame Atronach progress — ~30 min |
|
Rivenspire / Reaper's March |
Spellscar + Willow Grove |
Spellscar contains Air, Flame, Storm, and Frost Atronachs but is often crowded due to group activity. Willow Grove (after activating the quest) offers easier Flame, Storm, and Frost Atronachs with standard health pools. |
Atronachs — ~45 min combined |
|
Malabal Tor |
Abbammath / Greenheart |
Flesh Atronachs can be farmed in Abbammath (southern Malabal Tor). Hollow Men in Greenheart count as Storm Atronachs despite their appearance. |
Completes remaining Atronach quotas |
Tip: Hollow Men in Greenheart count as Storm Atronachs for achievement tracking. Farming 100 of them is significantly faster than hunting traditional Storm Atronachs.
|
Zone |
Location |
Notes |
Progress / Time |
|
Grahtwood |
East Coast of Haven |
Excellent starting location. Mudcrabs, Crocodiles, Stranglers, Wasps, and Nereids allow progress in multiple categories simultaneously. |
Starts 4–5 categories at once |
|
Eastmarch |
Chill Hollow Delve |
Located east of Windhelm. Wisps and Wisp Mothers count as Water-Based creatures, while Wolves contribute to the Beast category. |
Water-Based Creatures + Beasts — ~15 min |
|
Grahtwood |
Root Sunder Ruins |
Public dungeon south of Elden Root. Spriggans and Stranglers count toward Plants. Crocodiles and Senche-Tigers provide Lizard and Beast kills. Avoid completing the quest, as enemies become passive afterward. |
Plants + Lizards + Beasts — 1+ hour |
|
Stonefalls |
Sulfur Pools Wayshrine |
Highest Netch density in the game. Betty Netches are easy kills and respawn quickly. Shalks nearby provide fast Insect progress. |
Netches + 250 Insects — ~25 min |
|
Zone |
Location |
Notes |
Progress / Time |
|
Deshaan |
Forgotten Crypts |
Public dungeon with extremely high Skeleton density. Also provides incidental Ghost and Zombie kills. Run both dungeon loops for maximum efficiency. |
500 Skeletons + additional progress — ~30 min |
|
Coldharbour |
Vile Laboratory |
Packed with Zombies. Avoid swarm-type enemies, as an entire swarm counts as only one kill. Focus on individual Zombies instead. |
500 Zombies — ~20 min |
|
Stonefalls |
Starved Plain |
Located just outside Davon's Watch. Ghosts respawn almost instantly in a compact area, making it the fastest Ghost farming location available. |
Ghosts — ~15 min |
|
Alik'r Desert |
Cold Rock Diggings |
Delve populated primarily by Vampires and their Thralls. Ignore bats and continuously loop the delve. |
Vampires — ~15–20 min |
Any competent solo build handles Seasoned difficulty without rethinking your skill bar. On Seasoned, you take double incoming damage and deal half: but overland enemies were not exactly threatening before, so the math still works in your favor.
Dragonknight is the proven choice for this grind: survivability and AoE clear in one package. Templar works too. If you are on a glass-cannon setup tuned for group content, consider slotting one defensive ability before you start. Dying mid-loop wastes more time than any build optimization saves.
Do not use Master or Vestige difficulty. Kills count the same. You will just spend 3x as long on each enemy and occasionally get one-shot by a Scamp in a moment you will never fully recover from emotionally.
Yes. Kills count on all three. Master and Vestige just make every fight longer and more likely to kill you. Seasoned is the correct answer.
No. One swarm equals one kill, regardless of unit count. Avoid all swarming variants: they are a time sink disguised as efficiency.
Account-wide once unlocked. The achievement grind is worth it exactly once. Every character benefits immediately.
Six. The tooltip lists eight but requires only six. Read it. Skipping Iron and Winged Atronachs saves substantial time and frustration.
Enemies turn neutral. You must attack first to engage. Kiting stops working cleanly. Do not complete that quest until the achievement is done.