Group dungeons are where most players earn their combat fame once solo farming gets slow. Five players with a tank and a healer clear far faster than five soloists, and the loot is split among people who pulled their weight. There are three kinds, and they suit different groups.
The three kinds
| Kind | Group | How you get in |
|---|---|---|
| Randomized group dungeon | 3 to 5 | Dungeon maps or random entrances in the world |
| Static dungeon | 3 to 5 (more is fine) | Fixed entrances on the world map |
| Avalonian Dungeon | 10 to 20 | Elite content, entered with organised large groups |
Solo randomized dungeons, for one or two players, are a separate line covered in the first solo PvE build guide.
Randomized group dungeons
A randomized dungeon builds a fresh layout each time. You get in two ways:
- Dungeon maps. Using a map opens a portal in a zone of the same tier within a few zones of you. Maps are crafted, looted or bought.
- Fixed entrances in the world. Since the Paths to Glory update, randomized dungeons with fixed entrances are always enchanted, with less bonus loot to compensate.
Enchanted dungeons have tougher mobs and better loot. They no longer appear in Tier 3 zones.
Static dungeons
Static dungeons sit at fixed spots on the world map in the Royal Continent and the Outlands. Groups of three to five run them best, though many can be done in a duo with patience. Inside, group dungeons sit one tier above the zone you entered from.
- Side entrances from neighbouring zones stop anyone camping one door, and let you leave if a stronger group walks in.
- In blue and yellow zones, statics have an IP soft cap since 2025, so overgearing gains you less there.
- Black-zone statics carry full-loot risk and are hotspots for PvP groups. Scout before you pull.
