Dungeons

From We Are Dragons Wiki


Difficulty at a glance

Start here when comparing difficulties. Normal is the lowest tier; there is no separate Easy difficulty. These fixed multipliers apply before map rolls and personal bonuses. They do not adapt to your level, reborn, equipment or party size.
Difficulty Monster EXP Monster HP Monster damage Native loot bonus
Normal ×1 ×1 ×1 +0%
Hard ×1.75 ×2 ×1.3 +30%
Expert ×2 ×3.2 ×1.9 +60%
Master ×3 ×5 ×2.8 +100%
Torment ×4 ×8 ×4 +150%
Hell ×5 ×13 ×6 +200%

Native loot adds to the existing loot-rate pool, rather than multiplying that pool or every item count. The applicable map equipment/gold or Set Pieces modifier then multiplies it. A map modifier of +100% doubles its map layer; it does not add 100 percentage points to every item's drop chance.

Plain maps: extra map-layer rewards, before affixes

Plain map Equipment / gold map bonus Set Pieces map bonus Base completion Dust Crafting gold cost
Normal +0% +0% 6 ×1
Hard +10% +15% 12 ×2
Expert +20% +30% 18 ×3
Master +30% +45% 24 ×4
Torment +40% +60% 30 ×5
Hell +50% +75% 36 ×6

Plain has no affixes, but higher tiers still give the map-layer loot and Set Pieces bonuses above. Base Dust also increases with rarity: use tier × (5 + rarity index), with Plain 1, Inscribed 2, Rare 3 and Exalted 4. The crafting multiplier affects the listed map-operation gold cost, not Dust or material quantities.

Example: Hard with MAP EXP +34%. Monster EXP is ×1.75 ×1.34 = ×2.345 before your personal/world/party modifiers. With no HP roll, its HP is ×2.00. A Weakened 5% roll makes its basic damage ×1.30 ×0.95 = ×1.235. Higher EXP per monster is different from EXP/hour, which also depends on clear speed and downtime.

Map formulas and loot stacking · Personal EXP, stamina and party · All 28 modifiers

HOW TO OBTAIN MAPS

Map rules and scaling · 4 October 2026. Hunt qualifying natural world monsters. Map families unlock through permanent quest progress, with no character-level limit on drops. Reborning and losing levels does not remove a family you already unlocked.

Map family Requirement to start finding it
Gorgols Available from the start; no quest storage required.
Immortals Complete Lord Urjuke missions — the access required for Gorgols.
Storm (Storm Islands / Fire Storm) Unlock Curseham access — the access required for Immortals.
Tentacles Complete the Viper Island storyline (Serpent Covenant).
Urtrudurks Complete the Tentacle Quest.
Samurai (Samurais / Mage Samurai) Unlock Elite Urtrudurk access.
Bloodmoons Defeat Infernal Overlord.

Current configuration: one 1/900 (0.1111%) roll for any map per qualifying corpse. After success, choose one of your eligible families with equal probability. Cartographic Dust has a separate 1/100 (1%) roll for 1–3 Dust. Unlocking more families changes the pool, not the total map-drop chance.

The monster needs 1,000+ base EXP. Its reward owner must be online, have 15 hours 1 minute of stamina or more and active Normal Mode rewards. Summons, Dungeon Maps monsters and reward-suppressed corpses do not qualify. The reward owner determines the family pool; there is no extra roll per party member.

One Storm item, two destinations: choose Storm Islands or Fire Storm when preparing the expedition. One Samurai item, two destinations: choose Samurais or Mage Samurai. Your vocation does not choose the result. These are seven map families. Gorgols maps also offer Devilspawn Dungeon and Alchemist Dungeon where those destinations are enabled on your realm. Check the destination list in the client. Mini Tentacle was a test dungeon and has been removed.

Another way to obtain maps: exchange 5 maps from one family for 1 map of the next family, with no gold or material fee: Gorgols → Immortals → Storm → Tentacles → Urtrudurks → Samurai → Bloodmoons. Any input tiers, rarities, layouts, locks and seals may be mixed within the family. The output is always Normal difficulty, with Plain–Exalted rarity uniformly (1/4 each), a random layout and compatible modifiers. Unlock higher difficulty through expedition progression; exchange does not grant higher-tier access. Bloodmoons is the final family.

Owning a map does not bypass entry requirements. Each destination retains its level, quest, reborn and unlocked-difficulty checks for every party member. Buying or exchanging a Hell map does not unlock Hell entry. See drop details and crafting.
DUNGEONS & DUNGEON MAPS — One guide to map-based expeditions. One leader's map opens a run for up to five players. Use the sections below for dungeon access, map drops, layouts, modifiers, crafting and rewards.
YOUR NEXT EXPEDITION
Choose a dungeon. Read the roll. Build for the challenge.

Dungeon Maps expedition artwork

7 map families · 15 layouts per destination · 6 difficulties · 28 modifier families
One leader's map opens a private expedition for up to five players. The route, enemies and modifiers are fixed by the map you choose.

First map in six steps

Step What to do Why it matters
1 · FIND Loot a map from a qualifying world monster, or buy one through the regular Market. Materials alone do not create your first map.
2 · REVIEW Put it in your backpack and use it. Check the dungeon, difficulty, rarity, layout and all modifiers. Two maps of the same dungeon can play very differently.
3 · PREPARE Choose gear and recovery for the roll. Activate Normal Mode and finish its two-minute arming period before entry. Sealing is permanent. Entering without active rewards forfeits completion Dust and the tier unlock, even if you switch mode later.
4 · ENTER In town/PZ, choose Prepare expedition. Everyone accepts the 30-second ready check and stays still. All players must meet the dungeon access, level and unlocked difficulty. Only the leader supplies a map.
5 · CLEAR Reach 95%, defeat the boss within 75 minutes; clear 100% first for bonus Dust. Death or leaving ends your participation.
6 · CLAIM Loot the corpses, return to town and select Claim rewards. Check your inbox. Dust and the next difficulty unlock belong to each eligible surviving participant.

Choose your dungeon

Click a dungeon for its enemies, boss loot, access requirements and all fifteen environment previews. The levels below are entry requirements. Drop eligibility follows quest storage in the table above; it has no character-level restriction.

Equipment gates on every difficulty: every participant needs at least 468 PvP Power for Urtrudurks, or 555 for Samurais and Mage Samurai. These gates are checked again before entry and when reconnecting. Additional Gorgols destinations: Devilspawn Dungeon and Alchemist Dungeon use Gorgols maps; both require level 100+ and completed Lord Urjuke Missions. Check your realm's destination list in the client.


Gorgols map
LEVEL 100+

Complete Lord Urjuke missions.

Boss: Gorgol Master

Monsters, rewards & 15 maps →
Immortals map
LEVEL 125+

Unlock Curseham access.

Boss: Immortal Master

Monsters, rewards & 15 maps →
Storm Islands map
LEVEL 150+

Defeat Immortal God.

Boss: Storm Dragon

Monsters, rewards & 15 maps →
Fire Storm map
LEVEL 150+

Defeat Immortal God.

Boss: Fire Storm Dragon

Monsters, rewards & 15 maps →
Tentacles map
LEVEL 350+

Complete the Tentacle Quest.

Boss: Tentacle Master

Monsters, rewards & 15 maps →
Urtrudurks map
LEVEL 500+

Unlock Elite Urtrudurk access and reach Reborn 5.

Boss: Urtrudurk Archmage

Monsters, rewards & 15 maps →
Samurais map
LEVEL 600+

Unlock Samurai access and reach Reborn 6.

Boss: Samurai Emperor

Monsters, rewards & 15 maps →
Mage Samurai map
LEVEL 600+

Unlock Samurai access and reach Reborn 6.

Boss: Undead Samurai Emperor

Monsters, rewards & 15 maps →
Bloodmoons map
LEVEL 900+

Defeat Infernal Overlord and reach Reborn 6.

Boss: Bloodmoon Master

Monsters, rewards & 15 maps →

Finding maps

The current family requirements are listed in How to obtain maps at the beginning of this page. Any qualifying natural world monster can drop an eligible family: Gorgols maps do not have to come from Gorgols. Examples include Dragon Lords, Hydras, Frost Dragons, Behemoths and Demons. A Dragon has only 700 base EXP and does not qualify.

There is one map roll per qualifying corpse for its reward owner, who is not necessarily the last hitter. A map has a 1/900 chance; Dust has an independent 1/100 chance for 1–3 Dust. With N eligible families, each family has probability 1/(900 × N) per qualifying corpse. With all seven unlocked, that is 1/6,300 per family. All fifteen layouts are equally likely. Loot boosts and monster levels do not multiply these separate world-drop chances. There is no guaranteed drop after a fixed number of kills.

Natural drops are Plain 60%, Inscribed 30% or Rare 10%. Exalted maps can be obtained through crafting or the five-map exchange. Maps drop unsealed with no locked modifiers. A natural roll forces Normal 75% of the time; otherwise it uniformly chooses among the family's unlocked difficulties, including Normal. Universal families use the higher unlocked difficulty of their two destinations for this drop roll. Entry still checks the difficulty of the destination you actually select. With all six tiers unlocked, Normal is about 79.17%, and each higher tier about 4.17%.

Watch the Loot Channel: maps are shown in blue and Cartographic Dust in gold. A dedicated notice and loot icons identify what was added to the corpse. The owner and party receive the notice. The corpse also shows a short map/Dust effect and marker while the reward remains there; collect the item from the corpse.

Read your map

Open the numbered interface walkthrough for backpack tooltips, layout hover, crafting, the ready check, expedition HUD and market. Each screenshot has a readable numbered legend.
01 / CHOOSE AND REVIEW YOUR MAP — numbered controls explained below
Example preview. Gold numbers explain the controls and are guide annotations. Click the image for its full size.
1. Choose a map. Select a map from your inventory.
2. Check its identity. The dungeon sets the enemies, while the layout sets the route. Normal is a difficulty; Exalted is a rarity, not a higher difficulty.
3. Compare the totals. Green values show rewards, red density adds enemies, and Risk is a pressure score in points, not a percentage.
4. Read every modifier. Green rolls help you; warm colours indicate danger. The current roll is followed by its possible range in brackets.
5. Prepare expedition when the roll suits your build. Start in a protection zone, outside combat, with the required access and difficulty unlocked.
6. After a successful run, return to town and use Claim rewards for completion Dust and the next difficulty unlock. Check your inbox.
Field Meaning
Dungeon / item colour Enemy family, boss, access and environment. Seven map emblems identify the families. Storm and Samurai each offer two destinations.
Layout One of fifteen route shapes. Hover the review icon or the in-dungeon thumbnail for the larger S/B preview.
Difficulty / tier Normal → Hard → Expert → Master → Torment → Hell. Sets base monster scaling and crafting gold multiplier.
Rarity Plain (0 slots), Inscribed (2), Rare (4), Exalted (6). More slots mean more possible bonuses and threats; Exalted is not a seventh difficulty.
Modifiers Green values help you or increase rewards; warm colours identify danger. Read the name, rolled value and range together.
Risk / pressure points Reward-driving danger score from the actual rolls. It can exceed 100; it is not a percent chance.
Seal An optional permanent contract on a Rare/Exalted map of Master or higher.
Locked modifier Preserved when rerolling families or values. Up to two locks; extra Wax is charged on those rerolls.

Inside the expedition

  • A map is consumed only after a valid ready check and successful preparation. A failed pre-entry check does not spend it. Once you enter, losing the expedition spends the map.
  • Every layout has 1,000 base enemies. Crowded adds 100–250 more. There is no regular respawn; roaming patrols move existing monsters.
  • At 95% clear the boss appears. Commanders maps additionally require all three marked commanders.
  • The timer is 75 minutes. After success you have 120 seconds to collect loot and leave.
  • Death or choosing Leave map ends that player's participation. Reconnecting has a 120-second grace period; do not plan around disconnections.
  • The run panel sits above chat and follows its position. Open its details to review the layout, modifiers and reward bonuses during the run.
  • Extra density/event monsters do not award ordinary task, bestiary or Battle Pass kill credit. Density enemies still count toward the expedition clear counter.

Rewards and progression

Corpse loot and completion rewards are separate. Monsters and the boss retain their own drop tables. Map pressure and reward modifiers improve eligible drops; completion grants Cartographic Dust. Each eligible, online survivor receives their own completion Dust reward. Normal Mode rewards must be active when entering and when finishing: let the two-minute arming period finish before entry. Entering in Support Mode or while arming forfeits completion Dust and the tier unlock, even if Normal Mode activates during the run.

Claim after the run. In a protection zone, outside combat, click Claim rewards and check your inbox. A successful claim unlocks the next difficulty for that dungeon, up to Hell. Unlocking Hard Gorgols does not unlock Hard Storm Islands. Buying or ascending a higher-tier map does not grant entry to that tier.

For exact Dust calculations, danger/reward examples and all 28 rolls, see Modifiers. For rerolls, recipes, permanent seals and trading, see Crafting.


How map bonuses stack

The green reward totals in the map panel are map-layer totals. They already include the map tier's contribution and its rolls; do not add those contributions a second time. Let R be final Risk and T be the tier number, Normal 1 through Hell 6.

Displayed field Formula What it affects
MAP EXP Scholar + floor(0.3 × R)% Monster EXP after the separate difficulty EXP multiplier
Loot Bountiful + 10 × (T − 1) + floor(0.6 × R)% Eligible armor, weapons and gold/platinum/crystal coin loot rates
Set Pieces Artisan + 15 × (T − 1) + floor(0.8 × R)% Matching dungeon Set Pieces; separate from the equipment/gold channel
Dust Cartographer + floor(1.5 × R)% Completion Dust, claimed after a successful expedition
Density Crowded roll: +10–25% Adds 100–250 monsters to the 1,000 base population; does not multiply each monster's EXP
Risk Sum of normalized danger budgets minus helpful combat budgets, minimum 0 Pressure points, not a percentage or a chance; may exceed 100

Danger rolls contribute about half their family budget at the weakest roll and the full budget at the strongest. Bombardment is reversed: fewer seconds means more Risk. Scholar, Bountiful, Artisan and Cartographer add rewards without their own Risk. Frail, Weakened, Sluggish, Exposed element, Scattered and Shelter reduce Risk. See all roll ranges and conflicts.

Two loot layers, two map channels. Existing realm, personal, monster-level and native difficulty bonuses form the base loot rate. The applicable map channel then multiplies it by 1 + map bonus / 100. A Set Piece receives its Set Pieces channel, not both Set Pieces and equipment/gold. WAD Coins, gems, keys, essences and cartographic materials are excluded from these two map channels; their existing native or scripted reward rules still apply. Ordinary loot-rate boosts improve chance up to its guarantee, rather than universally multiplying item quantities.

Illustration at a base realm loot rate of ×1, with no other player or monster-level bonuses: Plain Hard equipment/gold rate is (1 + 0.30) ×1.10 = ×1.43; Plain Hell is (1 + 2.00) ×1.50 = ×4.50. These examples are rate calculations, not universal realm settings or guaranteed quantities.

Guaranteed matching Set Pieces also gain quantity. Their map Set Pieces bonus scales the rolled quantity with random rounding: 1 piece at +43% gives 1 or 2 pieces, averaging 1.43. Native difficulty does not automatically multiply every guaranteed item quantity. For a Hard map with Loot +40% and Set Pieces +43%, the same example base rate gives equipment/gold ×1.82 and Set Piece chance ×1.859, while a guaranteed one-piece roll averages 1.43 pieces.

HP and damage rolls. Ordinary monster HP = base monster HP × difficulty HP × map HP/100. Map HP starts at 100 and includes Stalwart/Frail. Marked elites add 35 percentage points to that map HP and 15 percentage points to that mob's map EXP. Basic monster hit damage uses difficulty damage × map damage/100; Ferocious/Weakened affect this value. Berserk multiplies hits below 30% monster health; Elemental Surge separately multiplies the qualifying elemental components and changes their element. Resistances, your defences, healing and ground hazards have their own rules: a damage multiplier is not a prediction of damage received.

Population and seals. Elite grounds and Volatile mark existing base monsters; Commanders marks three existing base monsters. Overlapping marks do not duplicate the elite bonus. Density enemies receive ordinary EXP and loot without the marked-elite extra and without task, bestiary or Battle Pass kill credit. Roaming patrol moves existing monsters; it creates no additional population or respawns. Event-only enemies do not provide ordinary EXP/loot. Rare/Exalted maps can be sealed from Master; a seal has no independent difficulty EXP multiplier.

Completion Dust. First calculate base = tier × (5 + rarity index), then floor(base × (1 + displayed Dust bonus/100)). Kill all counted monsters before the boss dies to add max(1, floor(10% of base)). Purifier replaces that 10% with 30%. This extra is calculated from base Dust, not from already boosted Dust. Each eligible survivor claims their own reward to the inbox.

Maximum map bonuses

These are separate channel ceilings using at most six compatible affixes; the best rolls differ between channels. They are not all one map and are not EXP/hour promises.

Channel Legal map-layer ceiling
EXP, ordinary monster / boss +74%: ×1.74 relative to Plain at the same difficulty
EXP, marked elite +89%: ×1.89 relative to the same base monster without map rolls
Full regular population EXP About ×2.139 at the same tier, or ×2.1393 with Commanders when base monsters have equal EXP; actual enemy mix changes the exact ratio
Equipment / gold on Hell +174% map channel; native/player loot remains a separate layer
Set Pieces on Hell +231% map channel
Completion Dust bonus +292% map channel

The per-mob EXP maximum uses Scholar 25% and five strong danger rolls, reaching Risk 165: 25 + floor(0.3 ×165) =74%. Maximizing the full population replaces one danger with Crowded 25%; it gives ordinary MAP EXP +71%, 1,250 monsters and a small elite contribution. Thus ×1.74 ×1.25 is not a freely obtainable combination. Hell separately multiplies EXP by ×5: up to ×8.70 per ordinary mob or ×9.45 per marked elite, before personal boosts. Rarity permits Plain 0, Inscribed 2, Rare 4 or Exalted 6 affixes; rarity itself is not a monster EXP multiplier.

Personal EXP, stamina and party

Your actual character EXP uses more than the map percentage. Personal EXP bonuses below add together in one pool. Difficulty, map EXP, stamina, reborn catch-up/penalties and active world boosts apply as separate layers. Floors and your eligible damage/shared-party credit also apply.

Personal EXP source Amount How it stacks
Golden Account +5% Personal pool
Personal EXP scrolls +15% and +50% Both may be active together; repeated uses do not stack extra percentages
MTB result +1% loss / +3% draw / +5% win One timed result, 12 hours in the verified Season 3 configuration
Guild membership / achievement rank +5% + guild rank Personal pool; achievement rank, not Member/Leader position
Guild War with All Additional +10% Personal pool
Current reborn R1 +5%; R2 +8%; R3+ +10% Personal pool
Selected aura orb +5% or +7% Personal pool; one equipped aura
Equipment EXP attributes The sum of valid equipped rolls Personal pool; active eligible shared EXP uses your own Party EXP% instead of solo EXP%
Highlighted monster +25% for the actual active rotation Personal pool; not every dungeon monster qualifies. Fire Storm is absent from the verified active Season 3 catalogue
Highest reborn ≥8, level 101–200 +200% Personal pool; highest-reborn penalty still applies
World EXP Statue +0.2% per use, maximum +10% Separate multiplier, up to ×1.10
World EXP Scroll +25% Separate ×1.25 multiplier; further uses extend its time
EXP voucher, where enabled +100% Personal pool. New uses are disabled on Season 3 in the verified October 2026 snapshot

Example: +15% scroll, +50% scroll and Golden +5% give +70% = ×1.70, not three separate multipliers. With the maximum statue and World EXP Scroll: ×1.70 ×1.10 ×1.25 =×2.3375, before reborn catch-up/penalties. Pet/spirit EXP boosts improve the pet's EXP; they do not give the player an automatic extra +30%.

Season 3 progression snapshot, verified 4 October 2026. Catch-up and reductions use the highest reborn reached. The ordinary +5/+8/+10 personal bonus uses current reborn. Resetting current reborn does not restore fresh-R0 catch-up. Other realms may configure catch-up differently.

Highest reborn / level Separate EXP multiplier
R0 ×2.10
R1 ×1.80
R2 ×1.30
R3–R5 ×1.00
R6 ×0.50
R7+ at level ≤1000 ×0.50
R7+ at level 1001–1500 ×0.40
R7+ at level 1501–2000 ×0.30
R7+ at level ≥2001 ×0.10

Stamina, when enabled

Remaining stamina Monster EXP retained
Above 25 hours 100%
Above 15 hours, up to 25 hours 50%
Above 5 hours, up to 15 hours 25%
5 hours or less 0%

There is no additional green-stamina ×1.5 multiplier in this progression path. Dungeon entry requires at least 15:01 stamina, and Normal Mode rewards must be active before entry and at completion. Support Mode suppresses rewards; finish the two-minute arming period first.

Shared party EXP. When sharing is active and eligible, use the greater of the party-size or distinct-base-vocation pool bonus, then divide the pool by its member count. Size gives ×1.10 for two, ×1.20 for three or ×1.30 for four or more players. Different base vocations give ×1.60 for two, ×2.00 for three or ×2.40 for four. Four players with four base vocations therefore get 60% each before their own modifiers. More party members can improve kills per minute while reducing each member's share per monster.

Monster levels and corrupted state can change a monster's base reward before difficulty/map multipliers. Current defaults add 0.7% of XML EXP per monster level and 100% for an eligible corrupted monster, but individual definitions can differ. Fire Storm's ordinary monsters and boss have neither modifier in the verified definitions. EXP/hour additionally depends on kill speed, route, boss time and time between maps; this guide does not promise a universal EXP/hour ceiling.

Troubleshooting

What you see What to check
A map is missing from My maps Move it from the inbox/depot into a backpack. Use the item directly, then Refresh. An offer listed for sale is held by the market.
I created an item but it does not work On TEST, use the supplied !dmaptest commands. A bare item made with /i has no valid map roll.
Prepare expedition is rejected Check every member: level, access quest, highest reborn if required, unlocked tier, PZ, combat state and party leader. Stay at the ready-check position.
I cannot craft the map Check whether it is sealed, reserved by a ready check, lacks a free slot, has locks incompatible with the action, or needs more inventory materials/gold.
I bought/cancelled a map but cannot find it It is delivered to your inbox. Move it to your backpack to use it.
The next tier did not unlock Claim rewards in town. You must be an eligible survivor of the successful run; check progression for the same dungeon.
A modifier combination is too hard Use a suitable build, reroll while unsealed, scour the map, trade it or salvage it. Sealed rolls cannot be altered.
My game still shows the old system Use the matching client update and check which dungeon features are enabled on your realm. This page is the guide to map-based expeditions.

Guide mechanics updated: 4 October 2026. Artwork snapshot: 12 September 2026. Artwork uses the official client's sprites and prepared dungeon maps. Monster statistics and loot tables below are base values, before difficulty, map and character bonuses.