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More Elder Scrolls Online group dungeon details in new Q&A

July 16, 2013 by Ryan Parreno

Information refers to dungeons, other gameplay elements from ZeniMax.

ZeniMax took to the official Elder Scrolls Online blog to answer more questions about dungeons and other gameplay elements.

First off, on a question about multiple entrances and exits, ZeniMax confirms branching paths and multiple passageways to exit. However, the game's focus is on combat rather than exploration. None of the dungeons will have lockout timers.

Zenimax also details some of the monster's behaviors and abilities. Zenimax names Battlemage monster types and their capability to switch between roles and change weapons, like the players do. In a separate question about a specific scenario where the party will use stealth attacks to preempt enemy pack encounters, Zenimax confirms that this could be a good strategy, but stealth characters will lose invisibility after that initial attack and will have to use special abilities to regain this trait.

Dungeons will have Wayshrines so that it will be no longer necessary for players to leave their party if they die while inside one.

Zenimax is also designing the game's areas and combat scenarios to generally be accessible to everyone. Some areas will be difficult enough that these will necessitate going in with a party instead of as a solo adventurer. They will actually place a unique icon for multiplayer dungeons so you will know before entering. Areas mentioned here include caves, dungeons, forts, tombs, etc. 

Group dungeons will also have quests that will randomize aspects of the dungeons, from the monster types, to the location and behaviors within

Lastly, Zenimax provides a tongue-in-cheek explanation as to why the game has no cookies. You can read the blist post itself here.

You can watch a video from Ziggsrpg rounding up each question below:

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