Dungeon Maps/Modifiers: Difference between revisions

From We Are Dragons Wiki
(Publish illustrated upcoming Dungeon Maps guide: enemies, routes, access, crafting and rewards.)
(Unify Dungeons and Dungeon Maps: one illustrated guide and a canonical redirect.)
 
Line 1: Line 1:
__NOTOC__
__NOTOC__
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeon Maps|Start here]] · [[Dungeon Maps/Interface|UI walkthrough]] · [[Dungeon Maps/Layouts|Layout atlas]] · [[Dungeon Maps/Modifiers|All modifiers]] · [[Dungeon Maps/Crafting|Crafting & market]] · [[Dungeon Maps/Test Server|Test server guide]]</div>
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeons|Dungeons overview]] · [[Dungeon Maps/Interface|UI walkthrough]] · [[Dungeon Maps/Layouts|Layout atlas]] · [[Dungeon Maps/Modifiers|All modifiers]] · [[Dungeon Maps/Crafting|Crafting & market]] · [[Dungeon Maps/Test Server|Test server guide]]</div>
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ecd093;padding:14px 18px;margin:14px 0;border-radius:5px;">'''UPCOMING DUNGEON MAPS UPDATE''' — This guide previews the new map-based dungeon system. It is not yet active on the game realms. Until the update is announced, use the [[Dungeons|current dungeon rules]]. Preview artwork and balance may still change.</div>
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ecd093;padding:14px 18px;margin:14px 0;border-radius:5px;">'''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.</div>
<div style="background:#0e1d2c;color:#e6edf2;border:1px solid #746242;padding:22px;border-radius:6px;">
<div style="background:#0e1d2c;color:#e6edf2;border:1px solid #746242;padding:22px;border-radius:6px;">
<div style="color:#ecd093;font-size:26px;line-height:1.25;font-weight:bold;">READ THE RISK. BUILD FOR THE REWARD.</div>
<div style="color:#ecd093;font-size:26px;line-height:1.25;font-weight:bold;">READ THE RISK. BUILD FOR THE REWARD.</div>
Line 152: Line 152:
</div>
</div>


<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeon Maps|Start here]] · [[Dungeon Maps/Interface|UI walkthrough]] · [[Dungeon Maps/Layouts|Layout atlas]] · [[Dungeon Maps/Modifiers|All modifiers]] · [[Dungeon Maps/Crafting|Crafting & market]] · [[Dungeon Maps/Test Server|Test server guide]]</div>
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeons|Dungeons overview]] · [[Dungeon Maps/Interface|UI walkthrough]] · [[Dungeon Maps/Layouts|Layout atlas]] · [[Dungeon Maps/Modifiers|All modifiers]] · [[Dungeon Maps/Crafting|Crafting & market]] · [[Dungeon Maps/Test Server|Test server guide]]</div>
<small>Guide 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.</small>
<small>Guide 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.</small>
[[Category:Guides]]
[[Category:Guides]]
[[Category:Game Systems]]
[[Category:Game Systems]]

Latest revision as of 13:49, 12 September 2026

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.
READ THE RISK. BUILD FOR THE REWARD.
All 28 modifier families, difficulty scaling and completion rewards.

Difficulty scaling

Difficulty and rarity are independent. These are the base difficulty multipliers before map modifiers and character/server bonuses.

Difficulty Monster HP Monster damage Monster EXP Crafting gold multiplier
Normal ×1 ×1 ×1 ×1
Hard ×2 ×1.3 ×1.75 ×2
Expert ×3.2 ×1.9 ×2 ×3
Master ×5 ×2.8 ×3 ×4
Torment ×8 ×4 ×4 ×5
Hell ×13 ×6 ×5 ×6

Rewards from pressure

Danger rolls contribute pressure according to their severity; helpful combat rolls reduce it, never below zero. For Bombardment a shorter interval means more danger. Pressure is deliberately not capped at 100. Reward-only modifiers do not create extra pressure.

Map bonus How it is calculated
EXP Scholar + floor(0.3 × pressure) percent, on top of base difficulty EXP.
Equipment / gold loot Bountiful + 10 × (tier number − 1) + floor(0.6 × pressure) percent.
Matching dungeon Set Pieces Artisan + 15 × (tier number − 1) + floor(0.8 × pressure) percent.
Completion Dust bonus Cartographer + floor(1.5 × pressure) percent.

Tier numbers are Normal 1 through Hell 6. These are relative bonuses to eligible rewards, not percentage points added to every drop chance. A displayed +100% bonus doubles the eligible rate before its cap; it does not make every item guaranteed. WAD Coins, gems, keys, essences and cartography materials are excluded from the equipment/Set Piece map bonuses. Family Set Pieces use their dedicated bonus.

Guaranteed Set Pieces still benefit. When a matching Set Piece has a 100% base roll, its rolled quantity is increased by the map bonus, with random rounding of fractions. For example, a base roll of 1 piece with +50% gives 1 or 2 pieces, averaging 1.5. This can exceed the base amount listed in the boss table.

Completion Dust
Base Dust = tier number × (5 + rarity number), with Plain 1, Inscribed 2, Rare 3, Exalted 4.
Reward = floor(base Dust × (1 + Dust bonus / 100)).
If all counted monsters die before the boss dies, add at least 1 Dust or floor(10% of base Dust), whichever is larger. A Purifier seal replaces that 10% with 30%; it is not an additional 30% on top.

Dangerous combinations

Example: Master Rare, Ferocious 60% + Berserk 60% + Elemental Surge 80%
Those maximum rolls total 100 pressure. An elemental monster hit below 30% monster health scales by 1.6 × 1.6 × 1.8 = 4.608× from these three rolls, on top of Master's 2.8× base damage. Gear protection is then important against the rolled element. This is an illustration before defences and other modifiers, not a prediction of the final damage you will take.

The same example gives +30% map EXP, +90% eligible equipment/gold loot, +125% matching Set Pieces and +150% Dust. Master Rare has 32 base Dust: 80 completion Dust, or 83 after a full clear before the boss. These values assume no other modifiers or Purifier seal.

  • Elemental Surge converts existing fire/energy/ice/earth/holy/death hit components to the rolled element and increases them. It does not convert physical hits, healing, mana drain, life drain or condition damage. Map blasts use the same rolled element.
  • A normal 18%-max-HP blast becomes 32.4% before protection with an 80% Surge. Ferocious and Berserk increase monster hits, not these ground blasts.
  • Limited leech + Wounded land penalizes both life-leech recovery and received healing. At 65% less life leech and 60% less healing, the remaining life-leech healing is 35% × 40% = 14% of the unpenalized amount, before other effects.
  • Sticky ground + Bombardment + damage rolls can make a survivable encounter dangerous when you cannot move out of the warning. Ground hazards have a two-second warning.
  • Armoured makes physical damage less effective. Elemental ward protects the listed element; Exposed element weakens it. Select your damage type after reading the roll.

All modifiers

Reward modifiers

Modifier Roll range Effect Cannot coexist with
Scholar 8–25% More monster experience
Bountiful 8–25% More equipment and gold; excludes WAD, gems, keys and essences
Artisan 8–20% More dungeon Set Pieces
Cartographer 10–25% More cartographic dust at completion

Danger modifiers

Modifier Roll range Effect Cannot coexist with
Crowded 10–25% More monsters; extra spawns grant no task, bestiary or Battle Pass kills
Elite grounds 8–20% selection parameter Marks roughly 8–20% of the base population as elites (selection is rounded). Elites gain 35 additional HP percentage points and 15 EXP percentage points.
Stalwart 40–100% More monster health, including the boss Frail
Ferocious 25–60% More monster hit damage; multiplies with Berserk and Elemental Surge Weakened
Armoured 20–40 resistance points Additional physical resistance points; bring elemental damage
Elemental ward 20–40 resistance points Additional resistance points to the shown element; possible elements: ice, earth, holy or death. Exposed element
Swift 15–35% Faster monsters; harder to kite Sluggish
Volatile attacks 12–22% Marked strikes near attacking elites; base damage uses your max HP
Berserk 30–60% More monster hit damage below 30% health; multiplies with Ferocious
Disciplined packs 2–5 pack-size adjustment Adds to the base target pack size of 6; minimum 2. Repositions existing monsters where space permits, without increasing population. Scattered
Elemental Surge 30–80% Monster magic hits and map blasts use this element and deal more damage; equip its protection; possible elements: fire, energy, ice, earth, holy or death.
Unstable corpses 15–35% Chance for a marked blast: 18% max HP before protection; 2s warning
Bombardment 6–12 seconds Seconds between marked blasts: 18% max HP before protection; 2s warning
Sticky ground 25–45% Marked zones slow movement for 2.5s; avoid overlapping blasts
Roaming patrol 2–3 patrol groups Base packs patrol the route without respawning
Limited leech 30–65% Less life leech; stacks with Wounded land and Mana drought
Mana drought 30–65% Less mana leech; stacks with Limited leech and Wounded land
Wounded land 30–60% Less received healing, including life leech; prepare another recovery source

Helpful combat modifiers

Modifier Roll range Effect Cannot coexist with
Frail 5–12% Less monster health Stalwart
Weakened 5–10% Less monster damage Ferocious
Sluggish 5–10% Slower monsters Swift
Exposed element 5–10 resistance points Lower resistance to the shown element; possible elements: ice, earth, holy or death. Elemental ward
Scattered 2–4 pack-size adjustment Subtracts from the base target pack size of 6; minimum 2. Repositions existing monsters where space permits, without increasing population. Disciplined packs
Shelter 2–3 shelter rooms Cleared pockets around the centres of 2–3 rooms. Map hazards avoid those pockets, but monsters may enter; there is no protection-zone immunity.

The same family cannot appear twice. Locked modifiers are preserved on family/value rerolls. Value rerolls also preserve the rolled element. Filling slots selects only compatible families.

Sealed contracts

Only Rare or Exalted maps of Master tier or higher can be sealed. Sealing picks one of the two contracts at random and permanently freezes the map. You can still run, sell or salvage it.

Contract Requirement / reward
Commanders Three base enemies are marked as commanders. Defeat all three and reach 95% clear to unlock the boss. Commanders have elite bonuses and a distinct black skull.
Purifier A full clear before the boss grants 30% of base Dust (minimum 1) as the full-clear bonus, instead of 10%. The boss still unlocks at 95%; killing it early forfeits this full-clear bonus.

Guide 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.