Skyrim dungeons: every type and the best ones to explore
Skyrim dungeons are the reason the map feels so full. Counting only the five classic types in our dataset, there are 82 caves, 40 Nordic ruins, 30 forts, 19 mines and 14 Dwemer ruins in Skyrim, 185 places to clear before you even count towers, shipwrecks and dragon lairs. Solstheim adds another 25.
This page explains what each type of dungeon holds, which ones are worth a detour, and how to use the map to find the ones you have not cleared yet. All 185 are pinned below and grouped by hold.
Dungeon types in Skyrim, counted from our dataset
| Type | Skyrim | Solstheim | Usual enemies | Example |
|---|---|---|---|---|
| Cave | 82 | 9 | Bandits, animals, vampires, Falmer, spiders | Bloated Man's Grotto |
| Nordic ruin | 40 | 6 | Draugr, skeletons, dragon priests | Bleak Falls Barrow |
| Fort | 30 | 4 | Bandits, mages, soldiers of either side | Fellglow Keep |
| Mine | 19 | 3 | Miners, or bandits in the abandoned ones | Embershard Mine |
| Dwemer ruin | 14 | 3 | Dwarven automatons, Falmer, chaurus | Alftand |
What each type of dungeon is like
Caves are the most common and the most varied. Many are bandit hideouts, some are animal dens, and a few hide vampires or Falmer. They tend to be short, with a boss chest near the end and often a back exit.
Nordic ruins are the ancient barrows and temples of the first Nords. Expect draugr, swinging blade traps, pressure plates and a puzzle door that needs a dragon claw. Most of the game's word walls and dragon priest masks are in these; see word walls and dragon priest masks.
Forts are Imperial-era stone castles, usually held by bandits until the civil war questline hands them to one army. They are open-air and multi-level, with towers and a jail.
Mines come in two kinds: working mines where you can swing a pickaxe and sell ore, and abandoned mines used as bandit camps. Both are worth a stop for ore veins.
Dwemer ruins are the deepest and most dangerous, full of mechanical guardians and Falmer. They have their own page: Skyrim Dwemer ruins.
The best dungeons to explore
A reasoned pick, chosen for design, story and loot rather than size.
- Bleak Falls Barrow: the first proper dungeon and still one of the best built, with the Golden Claw puzzle, a giant spider and the first word wall. See the puzzle guide.
- Blackreach: a huge glowing cavern under the Dwemer ruins with its own city, crimson nirnroot and a dragon you can summon by striking a bell. Reached through Alftand.
- Labyrinthian: the College of Winterhold's finale, a maze of ruins in the mountains with the dragon priest Morokei and the Staff of Magnus.
- Forelhost: a mountaintop fortress in the Rift where the dragon priest Rahgot waits, with a good self-contained story told through journals.
- Ustengrav: the main quest's tomb of Jurgen Windcaller, with a timed gate puzzle solved with the Whirlwind Sprint shout.
- Dead Men's Respite: the Bards College quest tomb where the ghost of King Olaf's bard guides you to a word wall.
- Ansilvund: an Eastmarch ruin with a puzzle built around a book of lore and a moving story about the necromancer Lu'ah.
- Frostflow Lighthouse: a short cave under a lighthouse in Winterhold with one of the darkest stories in the game.
- Volskygge: a Haafingar ruin ending in the dragon priest Volsung and a word wall on the mountaintop.
- Halted Stream Camp: not a ruin but a bandit mine north of Whiterun with the Transmute spell tome, a good early stop.
Dungeons tied to questlines
Many of the best dungeons are locked behind a faction quest, so joining a guild is the quickest way to see them. The Companions send you to Dustman's Cairn and finally Ysgramor's Tomb. The College of Winterhold runs through Saarthal, Mzulft and Labyrinthian. The Thieves Guild ends in Irkngthand, and the civil war opens Korvanjund for the Jagged Crown. Dawnguard adds Dimhollow Crypt and the Forgotten Vale. Our guides cover the Companions, Thieves Guild and Dark Brotherhood questlines.
Clearing dungeons and respawns
When you kill the boss of a dungeon the map marks it as Cleared. Cleared dungeons reset after 30 in-game days if you do not return, with fresh enemies and loot, so no dungeon is ever permanently empty. Quest dungeons only reset once their quest is finished. Our dataset tags 237 Skyrim and Solstheim locations as clearable, which is the practical checklist for a completionist run.
Enemy strength scales with your level up to a cap set per dungeon, so a cave you cleared at level 5 will feel very different at level 40. Boss chests scale the same way, which is why late-game dungeon runs are the best source of enchanted gear.
On the map: 210 locations
Eastmarch 19
Falkreath Hold 25
Bilegulch Mine
Bleak Falls Barrow
Bleak Falls Sanctum
Bloated Man's Grotto
Bloodlet Throne
Bonechill Passage
Cracked Tusk Keep
Darkshade
Embershard Mine
Fort Neugrad
Glenmoril Coven
Greywater Grotto
Haemar's Shame
Halldir's Cairn
Helgen Keep
Ilinalta's Deep
Lost Echo Cave
Moss Mother Cavern
North Brittleshin Pass
North Shriekwind Bastion
South Brittleshin Pass
South Shriekwind Bastion
Southfringe Sanctum
Sunderstone Gorge
Twilight Sepulcher
Haafingar 19
Blackbone Isle
Brinewater Grotto
Broken Oar Grotto
Forebears' Holdout
Fort Hraggstad
Kilkreath Temple
Lower Steepfall Burrow
Northwatch Keep
Penitus Oculatus Outpost
Pinemoon Cave
Potema's Sanctum
Ravenscar Hollow
Rimerock Burrow
Shadowgreen Cavern
Solitude Sewers
Steepfall Burrow
Thalmor Embassy
Volskygge
Wolfskull Cave
Hjaalmarch 13
The Pale 17
The Reach 32
Arkngthamz
Blind Cliff Cave
Broken Tower Redoubt
Bruca's Leap Redoubt
Bthardamz
Cidhna Mine
Darkfall Cave
Deepwood Redoubt
Dushnikh Mine
Dustman's Cairn
Fenn's Gulch Mine
Fort Sungard
Gloomreach
Hag Rock Redoubt
Hag's End
Harmugstahl
Kolskeggr Mine
Left Hand Mine
Liar's Retreat
Lost Valley Redoubt
Mor Khazgur Mine
Purewater Run
Ragnvald
Reachcliff Cave
Reachcliff Secret Entrance
Reachwater Rock
Rebel's Cairn
Red Eagle Redoubt
Runoff Caverns
Sanuarach Mine
Soljund's Sinkhole
Valthume
The Rift 29
Angarvunde
Arcwind Point
Avanchnzel
Boulderfall Cave
Broken Helm Hollow
Champion's Rest
Clearspring Cave
Crystaldrift Cave
Darklight Tower
Darkwater Pass
Dayspring Canyon
Faldar's Tooth
Fallowstone Cave
Forelhost
Fort Dawnguard
Fort Greenwall
Geirmund's Hall
Gromm's Pass
Honeystrand Cave
Lost Prospect Mine
Northwind Mine
Pinepeak Cavern
Red Scar Cavern
Redbelly Mine
Ruunvald Excavation
Shroud Hearth Barrow
The Ratway
Tolvald's Cave
Treva's Watch
Whiterun Hold 10
Winterhold 21
Solstheim 25
Ashfall's Tear
Ashfallow Citadel
Benkongerike
Bloodskal Barrow
Bristleback Cave
Broken Tusk Mine
Castle Karstaag Caverns
Coldcinder Cave
Damphall Mine
Fahlbtharz
Fort Frostmoth
Frossel
Frostmoon Crag
Glacial Cave
Gyldenhul Barrow
Highpoint Tower
Hrothmund's Barrow
Kagrumez
Kolbjorn Barrow
Nchardak
Raven Rock Mine
The Bulwark
Vahlok's Tomb
White Ridge Barrow
White Ridge Sanctum
Skyrim dungeons: every type and the best ones to explore: FAQ
How many dungeons are in Skyrim?
Our dataset counts 185 in the five classic types in Skyrim: 82 caves, 40 Nordic ruins, 30 forts, 19 mines and 14 Dwemer ruins. Solstheim adds 25 more, and towers, shipwrecks and dragon lairs push the total higher.
What is the best dungeon in Skyrim?
Bleak Falls Barrow for design, Blackreach for scale and Labyrinthian for its boss fight are the usual picks. Forelhost and Ansilvund are the best of the lesser-known ruins.
Do Skyrim dungeons respawn?
Yes. A cleared dungeon resets after 30 in-game days away from it. Quest dungeons reset only after their quest is complete.
What is the biggest dungeon in Skyrim?
Blackreach, the underground Dwemer cavern reached through Alftand, Mzinchaleft or Raldbthar. It is a worldspace of its own with several sub-dungeons inside.
Which dungeons have dragon priests?
Nordic ruins such as Labyrinthian, Forelhost, Volskygge, Ragnvald, Valthume, High Gate Ruins and Shearpoint, plus Skuldafn in the main quest.
How do I find dungeons I have not cleared?
On the map, filter by cave, Nordic ruin, fort, mine or Dwemer ruin and open a hold page to work through the list region by region.