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The Azerite Dungeon is AzeriteUO’s first piece of instanced, repeatable group content — a single, fixed-layout dungeon inspired by the “push a key, get harder, get better loot” loop found in other MMOs, adapted to fit UO’s classless design instead of copying it wholesale.

The shape of a run

  • 3 to 5 players, roster locked the moment the run starts — no late joiners, ever.
  • A fresh instance every time: your own monsters, your own bosses, your own timer, isolated from every other group running the same dungeon at the same time.
  • A Mythic+-style timer. Finish inside it for the full reward; finish late for a reduced one. There’s no third outcome — a run that doesn’t finish on time is never a total loss, just a smaller one.
  • No hard role-lock. UO’s classless philosophy carries over: nothing stops a party of five Tamers from attempting a run. A character built around the Guardian specialization makes holding monster attention easier, but the dungeon never checks your build at the door.

What sets your difficulty

A Keystone — a physical, restricted item — sets which difficulty level the dungeon opens at, and its level goes up or down by exactly one depending on how the run ends. Full detail: Keystone Entry & Party Requirements.

What you’re actually doing in there

Progress requires clearing Enemy Forces (trash and elites contributing to a completion percentage) and killing the dungeon’s mandatory bosses — both are required, boss-rushing past all the trash isn’t enough on its own. See Enemy Forces and Objectives & Boss Encounters.

What you walk away with

Completing a run — on time or late — guarantees Ichor currency and rolls an independent chance at a Minor Artifact drop, both scaled by your Keystone’s level. See Completion & Rewards and the Minor Artifact Upgrade System section for what to do with what you earn.

Before your first run, read Important Player Tips — it covers death and recovery, disconnect rules, and the honest state of early-Keystone difficulty.