Dungeons D6 through D10 are where Vampires vs. Werewolves becomes a true group game. Solo play remains viable for D1–D5, but starting with D6 (Sunken Crypts), the difficulty, HP scaling, and boss mechanics are designed around coordinated parties. Master these five dungeons and you will unlock the best loot tables in the game — and have a great time doing it.
This guide covers everything: party size requirements, HP scaling formula, boss mechanics, party compositions, loot tables, common wipes, and the best weekly dungeon routine for balanced progression.
Starting a Party — The Basics
To form a dungeon party in VvW, open the Party Panel (default key: P) and select "Create Party." You then set the dungeon target, minimum level requirement, and a 5-minute open join window during which other players can request entry. The party leader approves requests. Once the window closes or you manually lock the party, the dungeon instance is generated.
- Minimum party size: D6 requires 2 players; D10 requires a full 5-player group.
- Maximum party size: 5 players in all party dungeons.
- Join window: 5 minutes — use this time to verify gear levels.
- Instance lock: Once you enter, the instance is locked to your group for 24 hours.
- Gold split: Gold rewards are divided equally among all party members automatically.
- XP bonus: Each additional party member beyond yourself adds +5% XP to everyone. A full 5-person group earns +20% XP on all dungeon rewards.
HP Scaling — How It Works
| Party Size | HP Multiplier | Example: D6 Base 10,000 HP |
|---|---|---|
| 1 (solo — D1–D5 only) | 1.0× | 10,000 HP |
| 2 players | 1.3× | 13,000 HP |
| 3 players | 1.6× | 16,000 HP |
| 4 players | 1.9× | 19,000 HP |
| 5 players | 2.2× | 22,000 HP |
This scaling is linear and generous. A 5-person party deals approximately 5× the solo DPS but only faces 2.2× the HP — meaning larger parties clear dungeons significantly faster per person. Always fill your party to the maximum allowed for the dungeon.
Party Composition Guide
VvW does not have rigid class roles, but character builds naturally fall into three archetypes that dungeon design rewards:
- Tank: High Defence stat, aggro-holding abilities. Draws boss attacks and survives AoE hits. Every party D6+ needs at least one.
- DPS: High Attack stat, burst or sustained damage output. Responsible for killing the boss before enrage timers.
- Support: Debuff resistance, healing items, interrupts, and buff-providing abilities. Critical for D9–D10.
D6 — Sunken Crypts
Boss: Crypt Lord
- Signature mechanic: AoE Stun every 5 rounds
- Stun duration: 2 rounds for all affected players
- Stun can be resisted with Stun Resistance accessory
- Base HP: 10,000 (scales with party)
- Enrage timer: 20 rounds
Trash Mobs
- 3 rooms with 2–4 mobs each
- Crypt Shamblers: weak, no abilities
- Bone Archers: hit back row targets
- Crypt Warden (elite): 30% boss HP, heavy attack
The Crypt Lord's AoE stun hits all front-row fighters. At least one player needs Stun Resistance (accessory). Tank absorbs the melee hits while stunned; DPS should be in back row if possible to avoid full stun duration. Burst the boss in rounds 1–4 before the first stun lands on round 5.
D7 — Infernal Wastes
Boss: Lava Titan
- Signature mechanic: Enrage at 30% HP
- Enraged: 2× damage output, cannot be CC'd
- Environmental hazard: fire floor tiles deal 50 damage/round to anyone not on stone tiles
- Base HP: 18,000 (scales with party)
- Enrage timer: 25 rounds
Trash Mobs
- 4 rooms before boss
- Lava Elementals: self-destruct for AoE on death
- Ash Wraiths: reduce Defence -10% per stack
- Infernal Sentinel (elite): front-row taunt ability
The Lava Titan enrage at 30% HP is the key mechanic. Your DPS must be able to burst the final 30% HP in 2–3 rounds before the doubled damage wipes your tank. Do not pace your damage — spend your burst cooldowns as soon as the boss hits 32% HP. Support player should carry Fire Resistance potions to negate the floor DoT during enrage phase.
D8 — Frozen Citadel
Boss: Ice Queen
- Signature mechanic: Summons 4 Ice Shards at 50% HP
- Ice Shards: 1,500 HP each, attack random party members
- Each surviving Shard heals Ice Queen for 200 HP/round
- Freeze debuff: targets one player, 1 round skip
- Base HP: 22,000 (scales with party)
Trash Mobs
- Frost Wights: slow attack, high HP
- Ice Golems: immune to cold debuffs
- Blizzard Harpy (elite): applies Freeze to 2 targets
- 5 rooms, progressively harder trash
When the Ice Queen hits 50% HP, immediately switch all damage to the 4 Ice Shards. Kill them in one focused round before they start healing the boss — this is the make-or-break moment. If you let even 2 Ice Shards survive for 3 rounds, you add 1,200 HP/round healing to the boss, which is effectively impossible to overcome. Designate one player to target each Shard before they spawn.
D9 — Shadow Realm
Boss: Shadow Lord
- Signature mechanic: Copies player abilities
- Mirrors the highest-damage ability used in the previous round
- If a player uses a stun, Shadow Lord stuns back next round
- Shadow Clone: spawns at 40% HP, 50% of boss stats
- Base HP: 35,000 (scales with party)
Trash Mobs
- Shadow Hounds: very fast, attack twice per round
- Void Wraiths: untargetable every other round
- Shadow Assassin (elite): prioritises Support/Healer targets
The Shadow Lord's copy mechanic punishes CC use. Never use stuns or freezes — the boss will use them back on your tank next round, locking your only damage sponge. Stick to raw damage abilities. When the Shadow Clone spawns at 40% boss HP, send one DPS to kill it while others continue on the boss. Clone must die within 3 rounds or it begins buffing the Shadow Lord.
D10 — The Abyss
Boss: Void Devourer
- Signature mechanic: Shared HP pool — all party members share a collective HP total
- Turn 20 instant kill — if boss is alive at round 20, entire party is wiped instantly
- Void Pulse: deals damage to 3 random party members simultaneously
- Absorption: heals for 50% of damage dealt to it by un-debuffed attacks
- Base HP: 50,000 (full 5-person party: 110,000 HP)
Trash Mobs
- 6 rooms — hardest trash in the game
- Void Cultists: apply stacking damage debuffs
- Abyssal Guardians: regenerate HP unless debuffed
- Abyss Herald (elite): reduces all party max HP by 10%
D10 is the hardest content in the game and requires meticulous co-ordination. The shared HP pool means Void Pulse hitting 3 players simultaneously drains the collective pool fast — your Support must prioritise group HP recovery items every round. The turn-20 kill timer is unforgiving: all 3 DPS must dump maximum damage from turn 1. Debuff the boss with the Support's Void Weakness ability before any DPS attacks — without the debuff, the Absorption mechanic heals the boss for half the damage you deal.
Loot Tables — Party vs Solo Dungeons
Party dungeons (D6+) have substantially better loot tables than solo dungeons. The key advantage is a +30% chance of Rare or higher items on every drop roll.
| Dungeon | Loot Quality | Boss Drop (Guaranteed) | Gold Reward (per player) |
|---|---|---|---|
| D6 Sunken Crypts | Rare–Epic | Epic weapon or armor | 1,200–1,800 |
| D7 Infernal Wastes | Epic | Epic set piece | 2,000–2,800 |
| D8 Frozen Citadel | Epic–Legendary | Legendary accessory or weapon | 3,000–4,000 |
| D9 Shadow Realm | Legendary | Legendary armor set piece | 5,000–6,500 |
| D10 The Abyss | Legendary–Mythic | Legendary or Mythic item (random) | 8,000–12,000 |
Best Weekly Dungeon Routine
The weekly dungeon routine below balances XP, gold, and gear progression for players in the Level 55–75 range:
Recommended Weekly Routine (Mid-Game)
This routine provides a steady stream of Epic and Legendary upgrades while maintaining gold income for Auction House activity. Once your group consistently clears D8 without wipes, begin integrating D9 into the weekly schedule. D10 should only be attempted once everyone in the party has full Legendary gear.
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