The place are all of the Diablo 4 dungeon places? Dungeons are instanced, partially procedurally-generated areas filled with monsters to kill and small puzzles to resolve as you’re employed your method to the boss. They’re an effective way to earn XP, seize some shiny new loot, and earn some game-changing Elements on your class.
You may run any dungeon in Diablo 4 as soon as you discover them (besides Capstone dungeons), however it is best to most likely analysis which the very best D4 Elements are for the category you’re enjoying and prioritize the dungeons that reward the very best Elements for the very best builds. When you’re undecided what which means don’t fear, we’ve carried out the arduous half for you. Right here’s an inventory of each dungeon in Diablo 4 – and the reward for finishing it.
Fractured Peaks Dungeon places
Right here is each dungeon in Fractured Peaks, and its Side reward:
1: Mercy’s Attain
- Blood Seeker’s Side (Necromancer) – Blood Lance offers 15% elevated harm to its main goal per lanced enemy.
2: Caldera Gate
- Eluding Side (Any class) – Changing into injured whereas crowd-controlled grants you unstoppable for 4 seconds.
3: Nostrava Deepwood
- Flesh-Rending Side (Necromancer) – After decompose spawns a corpse, achieve ten essence.
4: Derelict Lodge
- Side of Explosive Verve (Rogue) – Your grenade abilities depend as lure abilities. Everytime you arm a lure or drop a grenade, you achieve 10% motion velocity for 3 seconds.
5: Cultist refuge
- Flamewalker’s Side (Sorcerer) – Coming into contact together with your firewall grants you 15% motion velocity for 4 seconds.
6: Tormented Ruins
- Side of the Unsatiated (Druid) – After killing an enemy with shred, your subsequent werewolf ability generates 20% extra spirit and offers 20% elevated harm.
7: Misplaced Archives
- Side of the Protector (any class) – Damaging an elite enemy grants you a restricted harm barrier for ten seconds. This impact can solely occur as soon as each 30 seconds.
8: Defiled Catacomb
- Side of Tempering Blows (Barbarian) – After swapping weapons six occasions, achieve fortify.
9: Forbidden Metropolis
- Nighthowler’s Side (Druid) – Blood Howl will increase crucial strike probability by 5%. As well as, Blood Howl additionally impacts close by companions and gamers for 3 seconds.
10: Kor Dragan Barracks
- Side of Anemia (Barbarian) – Direct harm in opposition to bleeding enemies has an opportunity to stun them for 2 seconds.
11: Gentle’s Watch
- Side of Conflagration (Sorcerer) – Whereas channeling Incinerate, your burning harm is elevated.
12: Maulwood
- Slaking Side (Barbarian) – You could have an opportunity to realize 20 fury when Rend offers direct harm to a minimum of one bleeding enemy.
13: Forsaken Quarry
- Side of Encircling Blades (Rogue) – Flurry damages enemies in a circle round you and offers elevated harm.
14: Black Asylum
- Side of Torment (Necromancer) – Essential strikes with bone abilities elevated your essence regeneration for a brief time frame.
15: Immortal Emanation
- Mangled Side (Druid) – If you end up struck as a Werebear you have got an opportunity to realize one spirit.
16: Hallowed Ossuary
- Side of Unrelenting Fury (Barbarian) – Killing an enemy with a core ability refunds 10% of its base fury value. Can solely occur as soon as per ability forged.
17: Anica’s Declare
- Stormclaw’s Side (Druid) – Essential strikes with shred deal 20% of the harm dealt as lightning harm to the goal and surrounding enemies.
18: Hoarfrost’s Demise
- Blood-bathed Side (Necromancer) – Blood Surge’s nova echoes once more after a brief delay, dealing 60% much less harm.
19: Rimescar Cavern
- Side of Plunging Darkness (Necromancer) – Bone Jail spawns a pool of blight that offers harm over six seconds.
20: Lifeless Man’s Dredge
- Side of Piercing Chilly (Sorcerer) – Ice Shards piece enemies, dealing much less harm per subsequent enemy hit.
21: Kor Valar Ramparts
- Blast-Trapper’s Side (Rogue) – Fortunate Hit; dealing direct harm to enemies affected by Lure abilities has as much as a 30% probability of creating them susceptible.
22: Zenith
- Recharging Side (Sorcerer) – Every time Chain Lightning bounces off you, achieve mana.
23: Sanguine Chapel
- Energizing Side (Rogue) – Damaging an elite enemy with a primary ability generates power.
Scosglen dungeon places
Listed below are the entire dungeons in Scosglen and their Elements:
Japanese Scosglen:
1. Whispering Pines
- Blood Seeker’s Side (Necromancer) – Blood Lance offers 15% elevated harm to its main goal per lanced enemy.
2. Jalal’s Vigil
- Bladedancer’s Side (Rogue) – Twisting Blades orbit for a short while after they return to you, dealing 10% of the harm per hit; can enhance as much as 20% primarily based on the space.
3. Feral’s Den
- Side of Quicksand (Druid) – Earth abilities gradual enemies hit by 25% for 5 seconds.
4. Twisted Hole
- Shadowslicer Side (Rogue) – Once you forged Sprint, a Shadow Clone is spawned at your location; the clone additionally casts Sprint, dealing 25% of the bottom harm.
5. Hive
- Side of Swelling Curse (Necromancer) – Bone Spirit offers elevated harm primarily based on the space traveled, as much as 15%.
6. Mariner’s Refuge
- Overcharged Side (Druid) – Fortunate Hit; as much as a ten% probability when dealing lightning harm to overload the goal for 3 seconds; any direct harm you deal causes them to pulse and hit surrounding enemies.
7. Aldurwood
- Side of Reanimation (Necromancer) – Your Skeletons achieve elevated harm whereas alive; as much as 20% after 10 seconds.
8. Maddux Watch
- Charged Side (Sorcerer) – +10% motion velocity for 4 seconds if you acquire Crackling Power.
9. Garan Maintain
- Side of the Dire Whirlwind (Barbarian) – +5% Whirlwind crucial probability for each second that it’s channeled, as much as 20%.
10. Oldstones
- Edgemaster’s Side (Basic) – Abilities deal as much as 10% elevated harm primarily based in your accessible main useful resource when forged; most profit (10%) when you have got full main useful resource.
11. Luban’s Relaxation
- Cheat’s Side (Rogue) – Take 15% much less harm from crowd-controlled enemies; achieve +15% motion velocity for 2 seconds each time a crowd-controlled enemy offers direct harm.
12. Vault of the Forsaken
- Requiem Side (Necromancer) – +3 most essence per lively minion.
13. Domhainne Tunnels
- Side of Effectivity (Sorcerer) – Casting a primary ability reduces the price of your subsequent core ability by 10%.
14. Sarat’s Lair
- Snowveiled Side (Sorcerer) – Casting Ice Armor makes you unstoppable for 2 seconds.
15. Penitent Cairns
- Dying Want Side (Barbarian) – Achieve X Thorns whereas Berserking.
16. Raethwind Wilds
- Side of Internal Calm (Basic) – Deal 5% elevated harm for every second when you’re standing nonetheless; as much as 30%.
17. Sunken Ruins
- Side of Ancestral Drive (Barbarian) – Hammer of the Ancients quakes outward, dealing a share of its harm to enemies.
18. Stockades
- Crashstone Side (Druid) – Earth abilities deal +40% extra harm to crowd-controlled enemies.
19. Demon’s Wake
- Side of Uncanny Treachery (Rogue) – Dealing direct harm to a dazed enemy with an Agility ability grants Stealth for 4 seconds; breaking Stealth with an assault grants +15% management impaired period discount for 4 seconds.
20. Damaged Bulwark
- Ghostwalker Side (Basic) – Whereas unstoppable and for 4 seconds thereafter, achieve +10% motion velocity and the flexibility to maneuver freely by way of enemies.
Northern Scosglen:
21. Flooded Depths
- Side of the Empowering Reaper (Necromancer) – Essential strikes from Sever have a ten% probability to spawn a pool of Blight that offers 20% bonus harm; can solely occur as soon as each three seconds.
22. Calibel’s Mine
- Side of the Relentless Armsmaster (Barbarian) – +20% fury technology whereas all harm bonuses from the Strolling Arsenal passive are lively.
23. Howling Warren
- Side of Arrow Storms (Rogue) – Fortunate Hit; your Marksman abilities have as much as a ten% probability to create an Arrow Storm on the goal location, dealing X harm over three seconds; you may have as much as 5 lively Arrow Storms.
24. Wretched Delve
- Side of Static Cling (Sorcerer) – Charged Bolts have a 15% probability to be drawn to enemies; Charged Bolts final 300% longer.
25. Underroot
- Side of the Expectant (Basic) – Attacking enemies together with your primary ability will increase the harm of your core ability by 5%, as much as 30%.
Dry Steppes
Right here is each dungeon and its Side in Dry Steppes:
1. Seaside Descent
- Side of Retaliation (Druid) – Core abilities deal as much as 20% elevated harm primarily based in your quantity of Fortify.
2. Darkish Ravine
- Side of Would possibly (Basic) – Fundamental abilities grant 20% harm discount for 2 seconds.
3. Path of the Blind
- Side of Bursting Bones (Necromancer) – When a phase of Bone Jail is destroyed or expires, it offers X harm in an space round itself.
4. Carrion Fields
- Side of the Iron Warrior (Barbarian) – Iron Pores and skin grants unstoppable and 10% harm discount.
5. Komdor Temple
- Side of the Bounding Conduit (Sorcerer) – +20% motion velocity for 3 seconds after casting Teleport.
6. Forgotten Depths
- Side of Biting Chilly (Sorcerer) – Once you freeze an enemy, there’s a 25% probability that they change into susceptible for 3 seconds.
7. Charnel Home
- Side of Perpetual Stomping (Barbarian) – Damaging an enemy with Kick or Floor Stomp resets the cooldown of Leap.
8. Onyx Maintain
- Storm Swell Side (Sorcerer) – +11% elevated harm to susceptible enemies when you have a Barrier.
9. Bloodsoaked Crag
- Shepherd’s Side (Druid) – Core abilities deal +6% harm per lively companion.
10. Sealed Archives
- Side of Mending Stone (Druid) – +6 seconds to the period of Earthen Bulwark; killing an enemy with an Earth ability replenishes X quantity of your Earthen Bulwark’s Barrier impact.
11. Mournfield
- Side of Berserk Ripping (Barbarian) – Everytime you deal direct harm whereas Berserking, inflict 20% of the bottom harm as extra bleeding harm over 5 seconds.
12. Champion’s Demise
- Side of the Umbral (Basic) – Restore +1 of your main useful resource everytime you crowd-control an enemy.
13. Grinning Labyrinth
- Side of the Calm Breeze (Druid) – Fortunate Hit; Wind Shear has as much as a 5% probability to revive your spirit.
14. Historical’s Lament
- Side of Risky Shadows (Rogue) – When a Darkish Shroud shadow could be eliminated, you set off an explosion round your self that offers X Shadow harm.
15. Guulrahn Canals
- Trickster’s Side (Rogue) – Caltrops additionally throw an exploding cluster of Stun Grenades that deal X bodily harm and stun enemies for 0.5 seconds.
16. Gullrahn Slums
- Splintering Side (Necromancer) – Bone Spear’s main assault causes enemies hit past the primary to change into susceptible for 1.5 seconds; Bone Shards from Bone Spear deal 50% bonus harm to susceptible enemies and pierce them.
17. Buried Halls
- Speedy Side (Basic) – Fundamental abilities achieve +15% assault velocity.
18. Shifting Metropolis
- Ravenous Side (Rogue) – +50% power regeneration for 4 seconds after killing a susceptible enemy.
19. Pallid Delve
- Elementalist’s Side (Sorcerer) – Core or mastery abilities forged above 100 mana have a 20% crucial strike probability.
20. Whispering Vault
- Side of Unstable Imbuements (Rogue) – When casting an Imbuement ability, you set off an Imbued explosion round your self; applies the Imbuement results and offers X harm round an space.
21. Betrayer’s Row
- Side of Potent Blood (Necromancer) – Whereas at full life, Blood Orbs grant +10 essence.
Kehjistan dungeon places
Right here is each dungeon and its Side in Kehjistan:
Northern Kehjistan:
1. Tome of the Saints
- Incendiary Side (Sorcerer) – Fortunate Hit; Burning harm has an as much as 5% probability to revive +10 mana.
2. Sepulcher of the Forsworn
- Hulking Side (Necromancer) – Your Golem has a 1% probability to cut back its lively cooldown by two seconds, and a 1% probability to spawn a corpse every time it damages an enemy with its regular assault.
3. Sunken Library
- Side of Management (Sorcerer) – Deal +30% extra harm to immobilized, surprised, or frozen enemies.
4. Shivta Ruins
- Wind Striker Side (Basic) – Essential strikes grant +8% motion velocity for one second, as much as six seconds.
5. Collapsed Vault
- Side of Cyclonic Drive (Druid) – Cyclone Armor additionally grants bodily harm discount; Cyclone Armor can also be utilized to all close by allies.
6. Inferno
- Vengeful Side (Rogue) – Fortunate Hit; making an enemy susceptible has as much as a 30% probability to grant +3% elevated crucial hit charge for 3 seconds, as much as 9%.
7. Sirocco Caverns
- Side of Echoing Fury (Barbarian) – Shout abilities grant +2 fury per second whereas lively.
8. Deserted Mineworks
- Side of Retribution (Basic) – Distant enemies have an 8% probability to be surprised for 2 seconds once they hit you; deal 20% elevated harm to surprised enemies.
9. Halls of the Damned
- Side of Disobedience (Basic) – Achieve +0.25% elevated armor for 4 seconds if you deal any sort of harm; stacks as much as 25%.
10. Fading Echo
- Skinwalker’s Side (Druid) – Achieve X life if you use a Shapeshifting ability that adjustments your kind; if you’re at full life, achieve the identical quantity as Fortify as a substitute.
Southern Kehjistan:
11. Heretics Asylum
- Veteran Brawler’s Side (Barbarian) – Every time a core ability offers direct harm to an enemy, your subsequent Cost or Leap offers +15% elevated harm, as much as 225%.
12. Forgotten Ruins
- Iron Blood Side (Barbarian) – Achieve 2% harm discount for every close by bleeding enemy; as much as 10% most.
13. Corrupted Grotto
- Side of Greedy Veins (Necromancer) – Achieve +10% crucial strike probability for six seconds if you forged Corpse Tendrils; deal +30% bonus harm to enemies affected by Corpse Tendrils.
14. Uldur’s Cave
- Side of the Damned (Necromancer) – Deal +30% elevated Shadow harm to enemies stricken by Decrepify and Iron Maiden.
15. Hakan’s Refuge
- Relentless Berserker’s Side (Barbarian) – Fortunate Hit; damaging an enemy with a core ability has as much as a 22% probability to increase the period of Berserking by one second; this period is doubled should you land a crucial strike together with your core ability.
16. Putrid Aquifer
- Side of the Unwavering (Sorcerer) – Taking direct harm has a 2% probability to reset the cooldown of your defensive abilities.
17. Jail of Caldeum
- Opportunist’s Side (Rogue) – Once you break Stealth with an assault, drop a cluster of exploding Stun Grenades that deal X bodily harm and stun enemies for 0.5 seconds.
18. Conclave
- Side of the Changeling’s Debt (Druid) – Damaging a poisoned enemy with a Werebear ability immediately offers 120% of the poisoning harm and consumes the impact.
19. Yshari Sanctum
- Needleflare Side (Basic) – Grants a 20% probability for Thorns harm to additionally have an effect on all enemies round you.
20. Crusaders’ Cathedral
- Stormshifter’s Side (Druid) – When Hurricane is lively, achieve +2 ranks to your Shapeshifting abilities.
21. Abandoned Underpass
- Torturous Side (Necromancer) – Enemies stricken by Iron Maiden have a 15% probability to be surprised for one second each time they deal direct harm.
Hawezar Dungeon Places
Right here is each dungeon and its Side in Hawezar:
Northern Hawezar:
1. Gentle’s Refuge
- Side of Bul-Kathos (Barbarian) – Leap creates an Earthquake that offers X bodily harm over 4 seconds; whereas standing in an Earthquake, you achieve +5% harm discount.
2. Heathen’s Maintain
- Side of Numbing Wrath (Barbarian) – Every level of fury generated whereas at most fury grants +3 Fortify.
3. Oblivion
- Side of Shared Distress (Rogue) – Fortunate Hit; if you hit a crowd-controlled enemy, there’s as much as a 30% probability for that crowd-control impact to unfold to different unaffected hostiles.
4. Fetid Mausoleum
- Snowguard’s Side (Sorcerer)- Whereas inside your personal Blizzard, you are taking 10% much less harm.
Southern Hawezar:
5. Earthen Wound
- Side of Singed Extremities (Sorcerer) – After immobilize wears off, enemies are slowed by 25% for 4 seconds.
6. Misplaced Maintain
- Side of Bul-Kathos (Barbarian) – Leap creates an Earthquake that offers X bodily harm over 4 seconds; whereas standing in an Earthquake, you achieve +5% harm discount.
7. Bastion of Religion
- Trickshot Side (Rogue) – At any time when Penetrating Shot damages an enemy, two extra arrows cut up off to both facet; these arrows deal 10% of Penetrating Shot’s harm and don’t cut up.
8. Limitless Gates
- Side of the Rampaging Werebeast (Druid) – The period of Grizzly Rage is elevated by X seconds; crucial strikes whereas Grizzly Rage is lively enhance your crucial strike harm by 10% for the period.
9. Blind Burrows
- Side of the Tempest (Druid) – Hurricane harm is elevated by 7% every second whereas it’s lively.
10. Ruins of Eridu
- Sacrificial Side (Necromancer) – Sacrifice bonuses are elevated by 15%.
11. Maugan’s Works
- Earthstriker’s Side (Barbarian) – After swapping weapons 10 occasions, your subsequent assault will Overpower and deal 30% elevated Overpower harm.
12. Akkhan’s Grasp
- Blighted Side (Necromancer) – Deal 50% elevated harm for six seconds after the Shadowblight key passive damages enemies 10 occasions.
13. Steadfast Barracks
- Vigorous Side (Druid) – Achieve 10% harm discount whereas Shapeshifted right into a Werewolf.
14. Iron Maintain
- Fastblood Side (Necromancer) – Blood Orbs scale back your final ability cooldown by 0.5 seconds.
15. Shadowed Plunge
- Side of Branching Volleys (Rogue) – The arrows from Barrage have a 15% probability to separate into two extra arrows once they ricochet.
16. Leviathan’s Maw
- Side of Siphoned Victuals (Rogue) – Fortunate Hit; damaging a susceptible enemy with a core ability has as much as a ten% probability to drop a Therapeutic Potion.
17. Witchwater
- Prodigy’s Side (Sorcerer) – Utilizing a cooldown restores 15 mana.
18. Serpent’s Lair
- Side of Three Curses (Sorcerer) – Meteor offers +33% elevated crucial harm in opposition to wholesome targets.
19. Ghoa Ruins
- Enshrouding Side (Rogue) – Achieve a free Darkish Shroud shadow each three seconds when standing nonetheless; every Darkish Shroud shadow grants +2% elevated harm discount.
20. Faceless Shrine
- Unyielding Commander’s Side (Necromancer) – Whereas Military of the Lifeless is lively, your minions achieve +70% assault velocity and take 90% lowered harm.
21. Haunted Refuge
- Brawler’s Side (Barbarian) – Enemies broken by Kick or Cost will explode if they’re killed inside the subsequent two seconds, dealing X harm to surrounding hostiles.
22. Historical Reservoir
- Side of Ancestral Echoes (Barbarian) – Fortunate Hit; damaging enemies with Leap, Upheaval, or Whirlwind has as much as a 40% probability to summon an Historical to carry out the identical ability; can solely occur as soon as each 5 seconds.
23. Belfry Zakara
- Side of the Ursine Horror (Druid) – Pulverize turns into an Earth ability; after casting Pulverize, tectonic spikes proceed to deal X harm over two seconds.
Now all of the Diablo 4 dungeon places throughout Sanctuary, test which Elements your character wants and get after it. Take a look at our greatest Diablo 4 Rogue construct to take your enemies unaware, or should you’re right into a extra direct strategy, our Diablo 4 Barbarian construct is ideal for smashing your manner out of any state of affairs.