Dungeons are the core gameplay loop in Fellowship. They are instanced zones that can be classified into 3 different categories: Adventures, Dungeons, and Raids. Dungeons can be experienced time and again on endless difficulty levels, have wildly varied enemies, bosses and hazards, and give players a long term, rewarding dungeon crawling experience. Players have to fight through enemy mobs, get a kill score of 100% (dungeons contain more than enough enemies to acheive this), then defeat the boss at the end to earn rewards.
Each Dungeon should be completed within its time limit. This is known as Timing a dungeon run. It is worth noting that dungeons can still be completed, even if time runs out, and players will still be rewarded for doing so, however, rewards will lessen as more time passes.
Fellowship organizes its instanced content into three distinct categories, each designed for different time commitments and challenge levels:
- Adventures — Shorter instances that should take between 10 and 15 minutes to complete, and usually only contain a single boss to defeat. Examples of this in the recent playtest are Empyrean Sands, or Stormwatch. These Adventures can rank in level from +1 to +6 within each of the four leagues available, adding modifiers as you advance.
- Dungeons — Meaty adventures, where players should aim to complete them in 30 to 45 minutes. They can contain multiple bosses. Some examples here are Cithrel's Fall and Wraithtide Vault. These dungeons get unlocked after you complete the Adventures and reach level +7 in your respective league. Beating these dungeons allow you to advance to the next Challenger League.
Sidenote: When timed, dungeons at +7 count as a dungeon of a league higher than where you currently are. So, for example, an adept +7 dungeon counts as a Champion dungeon and will reward you with Champion gear and items. - Raids — Large scale encounters, requiring a bigger team, and a much longer time commitment. These reset weekly, so they should allow players to experience them in full over the time they have during a week. It's likely that they'll have multiple bosses, puzzles and high levels of coordination required to complete.
Dungeon Route Planner
Click on the buttons below for more information on each type of instanced zone.
Adventures
Adventures are short instances that take about 10-15 minutes to complete and host only a single boss to defeat.
All Adventures
Godfall Quarry

Deep in the depths, within caverns of stone and beyond winding rivers of magma, awaits a massive titan.
- Final Boss:
Everdawn Grove

A once beautiful grove in the midst of a lush forest that is being corrupted by an invading force.
- Final Boss:
Silken Hollow

Merchants have been going missing on the eastern roads. Something is making them disappear, and it isn't just a band of goblins...
- Final Boss:
Dungeons
Dungeons are mid-length instances which take about 30-45 minutes to complete and have several bosses waiting to challenge intruders.
All Dungeons
Cithrel's Fall

A gauntlet style dungeon that pits you against endless waves of enemies in an icy tundra.
- This dungeon has 3 bosses to defeat:
The Heart of Tuzari

Fight your way through an ancient temple lost to the jungles and cursed with demonic energy. Unlock the Hellfire Braziers to open the way deeper into the ruins.
- This dungeon has 3 bosses to defeat:
Wraithtide Vault

Fight your way through vicious pirates and otherworldly enemies.
- This dungeon has 3 bosses to defeat:
Ransack of Drakheim

Scores of Bleakfrost Orcs have overtaken the port of Drakheim, enslaving and killing on a whim. Slay the intruders and take back the city and its people.
- This dungeon has 3 bosses to defeat:
Raids
Raids are long, challenging instances which require a larger team to defeat, and may require several hours of dedication to completely conquer. Since they require such a large time commitment, Raids only reset once a week, allowing a team of adventurers to venture into them across multiple days.
Raid Locks
Raids feature weekly resets, meaning defeated bosses respawn after a set period. This mechanic is designed to encourage strategic progression over time.
All Raids
- Vogun's Keep (unconfirmed)
About Dungeons in Fellowship
Types of Dungeons
- Adventures – Short, 10-15 minute dungeons with one boss.
- Dungeons – Traditional 30-45 minute dungeons with three to five bosses.
- Raids – Large, multi-boss encounters with weekly resets.
Dungeons and Scaling Difficulty
Fellowship incorporates dungeon scaling mechanics, allowing players to customize their dungeon experience. Higher difficulty levels introduce Dungeon Modifiers, which include:
- Curses: Environmental or enemy-based debuffs that increase dungeon complexity and can provide minor buffs to the party. All of these unlock as soon as you reach the Adept rank.
- Ascensions: Buffs to enemies, increasing their abilities and combat effectiveness. There are two Ascensions:
- Asha's Dilemma: It unlocks at Contender +4, and makes all dungeons timed, forcing players to complete the dungeon within the time set to win all rewards.
- Vayr's Legacy: It unlocks at Contender +7, providing all bosses with new abilities.
Dungeon Updates
- Confirmed but unreleased Dungeons:
- There are several unconfirmed Dungeons that have been hinted at, but have minimal additional information. These include:
- Undead Battlefield (unconfirmed)
- Undead Cathedral (unconfirmed)
- Vampire Castle (unconfirmed)
- Mushroom Trip (unconfirmed)
Defeating Bosses
In each dungeon, you and your team will encounter at least one boss. Larger dungeons can harbor up to 5 of these beastly fiends. Defeating bosses will net you some gnarly rewards that will ultimately result in better gear for character progression. There are several bosses each with their own unique combat mechanics. Follow the link below for further detail and strategies to defeating the bosses of Fellowship.
All Bosses and Combat Strategies

Basic Enemies
Also called mobs or trash packs, Enemies are standard or elite foes a party must defeat to reach the bosses of a Dungeon. These enemies typically travel in groups and some may patrol in an area.




