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Static Dungeons in Albion Online: What They Are, Where to Find Them and How to Run Them Solo

A static dungeon is a permanent dungeon built into the open world. It is always in the same map, its entrances never close, and anyone can walk in. Inside are dense packs of mobs, bosses and chests. The game has 98 of them: 34 in the Royal Continent and 64 in the black zones of the Outlands.

Most static dungeons are group content. The exceptions are the five Tier 3 Heretic dungeons in the blue zones next to the Royal Cities, which the game sets up for solo players and small parties.

The locations, tiers and entrances in this guide come from the game's world data, and the group sizes and mechanics from the game's own in-game texts.

How static dungeons work

The game describes them as "enemy-dense regions full of bosses and chests". The points that matter when you play them:

  • Main and side entrances. Every static dungeon has one main entrance and one to four side entrances in the maps around it. You can go in through one map and come out in another.
  • Levels. A static dungeon starts above ground, around its main entrance, and continues below the surface, where the game puts more bosses and treasure. Hallowed Crypt, Exalted Crypt and Cathedral of Light each lead on to a second, deeper map (Hallowed Undercrypt, Exalted Undercrypt, Chambers of Truth); Trinity Hall, Stoneroot Caverns, Deepwood Enclave and the Heretic Cellar Network have one inner map.
  • Dungeon value. Enemies and loot upgrade over time while a dungeon is left alone, so it becomes more valuable and more dangerous. The world map and the dungeon panel show its current value: Very low, Low, Medium or High.
  • Rallies. At irregular intervals the dungeon's faction "rallies" ("Undead forces are beginning to rally!"), which sharply increases the rate at which enemies and rewards upgrade.
  • Veteran mobs. A black icon above a mob marks a Veteran: tougher, with better rewards, meant for parties of 2 to 5.
  • Group size. The dungeon panel recommends 5 to 10 players for Keeper, Undead and Morgana dungeons, and 2 to 3 for Heretic dungeons.

Static dungeons also have their own leaderboard (PvE Fame, Static Dungeons), and the game's "Invade the Enemy Strongholds" event gives +15% Fame in them while it runs. In the black zones, note that you cannot enter a Hideout right after leaving a static dungeon: the game makes you wait until a timer runs out.

Static dungeons and other dungeons

"Dungeon" means several different things in Albion. If you searched for solo dungeon locations, you may be looking for randomized solo dungeons, which have no fixed location.

Dungeon Where the entrance is Made for Good to know
Static dungeon Always the same map Groups of 5 to 10 (Heretic: 2 to 3) Entrances never close; anyone can walk in
Solo randomized dungeon All over the open world, or found with a dungeon map One player The entrance closes 30 seconds after you enter in knockdown zones, 90 seconds in full-loot zones
Group randomized dungeon All over the open world, or found with a dungeon map Groups of five The entrance stays open, so other players can invade
Avalonian dungeon Rare entrances in the Outlands, or found with a dungeon map At least ten players Completing one gives a 10% Fame buff for a week
Corrupted Dungeon The Antiquarian's Den in the Royal Cities One player Other players can invade you for a 1v1 fight

Corrupted Dungeons are their own activity, built around those 1v1 invasions. The Roads of Avalon also have dungeons of their own, covered in the Roads of Avalon guide.

How to find static dungeons on the map

In game, static dungeons show on the minimap and the world map. To see all of them at once, and plan the trip, use the Albion Online Map:

  1. Open the Map tab.
  2. In Locations, tick Dungeons. Every map with a static dungeon's main entrance gets a ring.
  3. Zoom in. Each of those maps gets a label with its name and a red D.
  4. In Connections, tick Dungeon to draw the connections that pass through dungeons, as orange dashed lines.
Albion Online Map with the Dungeons filter on: the 34 Royal Continent maps that hold a static dungeon are ringed and labelled with a red D, from Chillhag and Crose Gorge in the north to Sandgust Cleft in the south

The dot inside each ring is the map's zone color, so you can see at a glance which dungeons are in blue, yellow or red zones.

Each map also has its own page in Albion Maps. There the dungeon entrance is a red dot, and hovering it shows the dungeon's name. The page lists Dungeon under Notable features and the dungeon itself under Connected maps.

Crose Gorge map page on Albion Free Market: a T3 blue zone map with the Heretic Cellar Network dungeon entrance shown as a red dot, and exits to Fort Sterling, Mountain Cross, Larchroad and Bryn Gorge

All static dungeon locations

The tables list the map that holds each dungeon's main entrance. Tier is the dungeon's tier, which the entrance tooltip also shows in game.

Royal Continent (34)

Zone Dungeon Faction Tier Main entrance in
Blue Heretic Cellar Network Heretic T3 Chillhag, Crose Gorge, Fractured Ground, Mase Knoll, Stagbourne
Blue Trinity Hall Undead T4 Blackthorn Quarry, Ferndell, Smoothfloor Cleft, Windripple Fen
Blue Hallowed Crypt, then Hallowed Undercrypt Undead T4 Curlew Fen, Flynsdell, Fog Fen, Mawar Gorge
Blue Stoneroot Caverns Keeper T5 Pen Garn, Pinecopse, Russerdell, Saddle Tor, Sandgust Cleft
Yellow Stoneroot Caverns Keeper T5 Aspenwood, Tharcal Fissure
Yellow Deepwood Enclave Keeper T5 Lewsdon Hill, Sleetwater Basin, Snapshaft Trough
Yellow Cathedral of Light, then Chambers of Truth Morgana T6 Brons Hill, Cairn Drain, Deeproot Wood, Wispwhisper Marsh
Red Cathedral of Light, then Chambers of Truth Morgana T6 Garrow Fell, Highbole Glen, Spectral Sump
Red Exalted Crypt, then Exalted Undercrypt Undead T7 Domhain Chasm, Murkweald, Runnel Sink, Shiftshadow Expanse

Outlands (64, all black zone)

Dungeon Faction Tier Main entrance in
Stoneroot Caverns Keeper T5 Battlebrae Flatland, Farshore Bay, Farshore Esker, Frostpeak Vista, Giantweald Dale, Highstone Plains, Hightree Enclave, Hightree Lake, Meltwater Bog, Mudfoot Sump, Sandmount Esker, Sandrift Shore, Sandrift Steppe, Watchwood Precipice, Whitebank Cross, Whitebank Descent, Widemoor Delta, Widemoor Shore, Willowshade Wetlands, Windgrass Border, Windgrass Precipice
Cathedral of Light, then Chambers of Truth Morgana T6 Driftwood Glen, Drownfield Slough, Everwinter Peak, Frostpeak Ascent, Glacierbreak Summit, Gravemound Slope, Razorrock Edge, Southgrove Copse, Springsump Wetland, Stonelake Hillock
Exalted Crypt, then Exalted Undercrypt Undead T7 Battlebrae Grassland, Deathwisp Bog, Deepwood Copse, Everwinter Expanse, Everwinter Gap, Frostseep Crevasse, Frostspring Volcano, Giantweald Glade, Glacierfall Cross, Gravemound Knoll, Highstone Mound, Rivercopse Path, Skylake Hinterlands, Slakesands Mesa, Swiftsands Basin, Thirstwater Gully, Timberscar Copse, Timbertop Wood, Wetgrave Marsh, Whitecliff Expanse, Whitepeak Spring
Cathedral of Light, then Chambers of Truth Morgana T8 Darkbough Snag, Drownfield Sink, Flammog Desolation, Murdergulch Divide, Parchsand Drought, Razorrock Gulch, Redtree Enclave, Sandmount Ascent, Scuttlesink Marsh, Stonemouth Southbluff, Swiftsands Chaparral, Thunderrock Draw

A dungeon follows the PvP rules of its own zone, not of the map you enter from. Side entrances can sit in a map of another color: Brons Hill's yellow-zone Cathedral of Light has side entrances in the blue maps Saddle Tor, Kilmar Tor and Bellever Tor, and several blue-zone dungeons have side entrances in yellow maps. Check the dungeon on the map before you go in. The zones and flagging guide explains what each zone color means for you.

The T3 solo static dungeons

The five Heretic Cellar Network dungeons are the only static dungeons the game files mark as solo; the dungeon panel suggests 2 to 3 players. They are Tier 3, in blue zones, and each sits in the map between a Royal City and its starting town:

Map Between
Chillhag Thetford and Swamp Cross
Crose Gorge Fort Sterling and Mountain Cross
Fractured Ground Bridgewatch and Steppe Cross
Mase Knoll Martlock and Highland Cross
Stagbourne Lymhurst and Forest Cross

These are the dungeons the game's tutorial objective "Defeat 10 mobs in a Tier 3 Static Dungeon" sends you to, and they are the best place to learn how static dungeons play before you try a bigger one.

How to run static dungeons solo

Outside the Heretic dungeons you are below the group size the game recommends, so choose where you go with care.

  • Move up one step at a time. After the Heretic T3 dungeons, the next solo-friendly step is the T4 Undead dungeons in blue zones, where no player can attack you. Five of them are next to a Royal City: Windripple Fen (Thetford), Mawar Gorge (Fort Sterling), Smoothfloor Cleft (Bridgewatch), Blackthorn Quarry (Martlock) and Ferndell (Lymhurst). The blue T5 Keeper dungeons come after.
  • Read the dungeon's value. Value climbs while a dungeon is left alone, so a Very low dungeon has most likely been farmed recently: weaker enemies, less loot, safer solo. A High value dungeon pays more but hits harder, and during a rally it gets harder faster.
  • Fight on your terms. Players who solo static dungeons pull one pack at a time, use a build that heals itself, and leave bosses and Veteran packs for when they know their build can hold them. This is experience, not a game rule: test it in a blue zone first.
  • Pick a tested build. AFM's Builds page can filter for builds tagged for static dungeons and solo play: solo static dungeon builds, or solo dungeon builds in general.
  • Plan your exit. With side entrances you rarely need to walk back the way you came. In yellow, red and black zones, a side entrance is also how other players walk in on you.

Static dungeons as shortcuts

Because the main and side entrances sit in different maps, a static dungeon is also a passage between them. The Albion Online Map's route finder uses these passages: in Settings, under Map type preferences, set Dungeon anywhere from Strongly Prefer to Exclude, depending on whether you want routes to cut through dungeons or stay out of them. Dungeon legs are estimated on foot at 5.5 m/s, even when you choose a mount.

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