Group dungeons are where most players earn combat fame once solo farming slows down. Five players with a tank and a healer clear far faster than five solo players, and since the Horizons update rewards scale up with group size. 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 fixed entrances in the world |
| Static dungeon | 3 to 5, more is fine | Fixed entrances on the world map |
| Avalonian Dungeon | 10 or 20 | Organised large groups with a caller |
Solo randomized dungeons are a separate line, covered in the first solo PvE build guide.
Randomized group dungeons
A randomized dungeon builds a fresh layout each time.
- Dungeon maps open a portal nearby. A map only finds dungeons in regions of the same type as the one you stand in, and maps do not work from cities or hideouts (Abyssal Depths update). The map's enchantment matches the dungeon it opens.
- Fixed entrances in the world are always enchanted since Paths to Glory, with less bonus loot to compensate.
- Entering takes a short channel, and the entrance closes shortly after the first player enters: 60 seconds on the Royal Continent, 90 seconds in the Outlands. Gather the group at the door before anyone clicks.
- Fame and loot for groups of three or more were raised in Horizons. A full group earns more per player than a duo.
Mobs from T5 up hit harder since Horizons, starting at +9% at T5 and reaching +42% at T8, with rewards scaled to match. Elite mobs in randomized dungeons were left out of that change.
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, and the entrance tooltip shows the recommended group size since Realm Divided.
- Side entrances from neighbouring zones stop anyone camping one door and give you a way out when a stronger group walks in.
- In blue and yellow zones, statics share the 1,200 IP soft cap with 20% scaling, so overgearing gains you little there.
- T3 statics no longer have events or upgrades (Realm Divided).
- Black-zone statics carry full-loot risk and draw PvP groups. Scout before you pull.
- Statics double as shortcuts. Add cd to a /nav command and the route may run through one.
Avalonian Dungeons
Avalonian Dungeons are the elite large-group dungeons, run as 10-player and 20-player groups. They punish mistakes across the whole group and need a caller, a full roster with fixed roles and gear above the minimum.
- Since Realm Divided Patch 3 they always have two or three floors, the first floor holds at most one chest, and the old pair of Uncommon and Legendary chests became one chest with its rarity hidden until opened.
- Realm Divided Patch 5 cut most bosses' health by 20% and lowered their physical armor to match magic resistance, which helps physical damage.
- Radiant Wilds Patch 3 cut chest output across all Avalonian Dungeons after they became one of the game's biggest silver sources.
Learn them with a guild that already runs them. The Roads of Avalon guide covers the network around them.
Dragonfire changed PvE comps
The Dragonfire update separated the debuff caps on mobs from those on players. Against mobs:
| Cap | Before | Now |
|---|---|---|
| Maximum health decrease | 50% | 25% |
| Maximum damage decrease | 80% | 50% |
Single-source debuffs were cut to fit: Incubus Mace's Shrinking Curse against mobs went from 40% to 25%, Guardian Armor's Enfeeble Aura from 60% to 25%, Quarterstaff Forceful Swing from 50% to 20%, and Mercenary Hood's Howl from 30% to 20%. What that means for your group:
- You no longer need a stack of debuff pieces to reach the cap. One or two good sources get there, which frees slots for damage or survival.
- Bosses hit harder through your tank than in older videos. Plan healing and defensives for it.
- Since Radiant Wilds Patch 2, an ally revived by Reawaken gets Awakening Sickness for 180 seconds and cannot be revived again in that time. One resurrection per fight: step out of the fire.
A five-player party
- Tank: holds the pack, positions bosses, calls pulls.
- Healer: keeps the tank up and cleanses mechanics.
- Support: applies the debuff that matters, adds crowd control, sometimes a second heal.
- Two damage dealers: area damage for packs, burst for bosses.
Good starting points: the Bloodmoon Staff build and the Evensong group dungeon DPS build. Plan the whole party in Plan a comp so nobody turns up as the third damage dealer.
Habits that make runs fast
- Pull big. The tank gathers two packs when the healer can keep up. Area damage scales with the number of mobs.
- Do not stop between packs. Downtime costs more fame than any build choice.
- Agree on loot before you start. Split by roll, by role or in silver after the run, and price the good drops in the Market Explorer before anyone sells them.
- Carry journals. Mercenary journals such as the
Adept Mercenary's Journal fill while you fight and sell to laborer owners. - Follow the tank's pace. Damage dealers who run ahead pull packs the healer cannot cover.
Game balance changes between patches. Check requirements, yields and costs in game.



