Online:Group Dungeons
This page lists all the Group Dungeons in Elder Scrolls Online. Group Dungeons are instanced PvE content, and each dungeon has a Normal and Veteran mode.
Group Dungeons are designed to be explored with a group of four players maximum. The enemies inside will be of a much greater difficulty than those in Public Dungeons, and unless you are in a group, you'll be facing them by yourself, because these dungeons are instanced—meaning you won't see anyone not grouped with you when you enter.
They can be added to your map by talking to members of the Undaunted in the taverns of the major cities of each zone, and can then be teleported to directly from the Wayshrine fast-travel system. All Group Dungeons can be discovered this way. If you have not previously discovered a particular dungeon, the wayshrine for that dungeon will be added to your map upon acceptance of the corresponding pledge.
There are numerous Group Dungeons in the game. In the base game, there is one in each large faction zone (including some with two variants), and one in Coldharbour. For DLCs, there are two in the Imperial City, two added to Shadowfen with Shadows of the Hist, two added to Craglorn with Horns of the Reach, two added to Bangkorai and Stormhaven with Dragon Bones, two added to Greenshade and Reaper's March with Wolfhunter, two added to Eastmarch and the Gold Coast with Wrathstone, two added in Grahtwood and Northern Elsweyr with Scalebreaker, two added in Wrothgar and Bangkorai with Harrowstorm, two added in Western Skyrim and Blackreach with Stonethorn, two added in the Gold Coast and Deshaan with Flames of Ambition, two added to Blackwood and Glenumbra with Waking Flame, two added to Summerset and Rivenspire with Ascending Tide, two added to High Isle with Lost Depths, two added to Stonefalls and The Rift with Scribes of Fate, and two added to The Reach and Wrothgar with Scions of Ithelia.
Dungeon Versions[edit]
Eight of the dungeons have a "Version I" and "Version II" storyline, which can be selected upon entering the dungeon. These take place on similar maps to each other, but with different enemies and mechanics. The quests in "Version II" dungeons continue the storyline established previously in "Version I". They can be completed in any order.
Veteran Difficulty[edit]
All Group Dungeons have Veteran Dungeon difficulties available. These can be accessed once you hit Level 50 and unlock Veteran content. These use the same maps and boss enemies, but the enemies have more health, deal more damage, and require more coordination to complete. They are understandably much more difficult, but earn you higher-quality loot and Veteran Dungeon Achievements.
Veteran Hard Mode[edit]
- "This scroll bears the insignia of the Undaunted and a potent spell, conceived by the renowned Hroltar the Boaster. When invoked the scroll will empower one's enemies with astonishing power" — Scroll of Glorious Battle
For an even greater challenge, Veteran Dungeons have an optional Death Challenge (more commonly called "Hard Mode") that can be activated on the last boss. Hard Mode changes certain aspects or mechanics of the boss battle, such as restricting parts of the arena or adding new attacks. Hard Mode can be activated in one of several ways, depending on the dungeon.
Typically, it is activated by a member of the group reading the glowing "Scroll of Glorious Battle" that can be found on the floor near the dungeon's last boss arena. Once the scroll has been invoked, the screen flashes with a blueish-white color and everyone in party will clutch their heads and scream for a moment. In some dungeons, a different item fills the role of the Scroll of Glorious Battle. If the entire party dies while Hard Mode is active, it will need to be re-activated to try the Death Challenge again.
Six out of eight "Version II" dungeons have specific challenges to complete during the fight instead of using an item to toggle Hard Mode. These dungeons typically challenge the party to avoid making use of protective mechanics, or to complete a fight or phase without killing other enemies. Hard Mode criteria are listed as an optional objective for the Undaunted Pledge for any given dungeon, and in the description for the associated achievement. Failed attempts at fulfilling Hard Mode criteria in these dungeons will reset, if the party dies.
After Greymoor chapter, the "Challenge Banners" were introduced as a replacement for Scroll-like items. They serve as toggles for Hard Mode, the main difference is that banners preserve their state between attempts, without having to reactivate them every time. Additionally, some dungeons released since then feature Hard Modes for each boss encounter instead of just the final one.
Completing a dungeon in Hard Mode grants an achievement and, if an Undaunted Pledge is active, two Undaunted Keys instead of one. In addition, certain items are guaranteed to drop, such as rare style materials or crafting motif chapters associated with that dungeon.
Base Game Dungeons[edit]
The following group dungeons appear in the base game. Minimum character level for Veteran dungeons is fixed at level 50.
DLC Dungeons[edit]
DLC dungeons are designed to be significantly harder than base game dungeons (even on normal difficulty), and employ multiple group-based mechanics and one-hit-kill situations that must be well understood by the whole group in order to overcome them. All DLC dungeons on normal difficulty have a minimum character requirement of level 45.
Achievements[edit]
Each of these Dungeons has an achievement associated with it, which you will receive upon beating the final boss. Veteran versions have more, associated with various challenges.
Notes[edit]
- Prior to the One Tamriel update, Veteran versions of the non-DLC dungeons continued the storyline established previously in the Normal level Group Dungeons. With One Tamriel, these former Veteran storylines became the "Version II" of a dungeon, and had a Normal difficulty added. Concurrently, the former Normal storylines became the "Version I" of a dungeon, and had a Veteran difficulty added.
- Prior to One Tamriel, dungeons had a minimum level of enemies within the dungeon and therefore the recommended minimum level of entry. Note however that it was still possible to enter before this level. When entering a dungeon, all enemies, minibosses and bosses were scaled to match the level of the group leader, or if the leader was below the minimum level of that dungeon, all enemies were set at the minimum level for that particular dungeon. With One Tamriel, all enemies and players in dungeons are scaled up by Battle Leveling.
See Also[edit]
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