Dungeon Maps/Gorgols

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Revision as of 12:19, 12 September 2026 by Wearetibia (talk | contribs) (Publish illustrated upcoming Dungeon Maps guide: enemies, routes, access, crafting and rewards.)
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 current dungeon rules. Preview artwork and balance may still change.
Gorgols
Mossy stone fortresses, warm dirt, jungle islets and water.
Gorgols map   Level 100+ · 1–5 players · 45 minutes · 15 layouts
Access: Complete Lord Urjuke missions.
Final boss: Gorgol Master
Gorgols — L01 Serpentine. Click to inspect the full environment.
Gorgols — L01 Serpentine. Click to inspect the full environment.
Boss chamber detail — actual map sprites, shown without monsters.
Boss chamber detail — actual map sprites, shown without monsters.

Before you enter

Every player needs level 100+, the access listed above and the selected difficulty unlocked for Gorgols. Reborn requirements use the highest reborn reached. A tradable map can drop before you complete its access quest; owning it does not bypass entry requirements.

  1. Keep the leader's map in a backpack and use it to open Dungeon Maps.
  2. Check the dungeon, layout, difficulty and rarity. Hover the layout icon for the route; S is the entrance and B is the boss position.
  3. Read every modifier. Choose protection against an Elemental Surge roll and consider healing, leech and movement penalties together.
  4. Activate Normal Mode rewards before entering and let the two-minute arming period finish. Prepare in a protection zone, outside combat. Everyone accepts within 30 seconds and stays in place until entry.
  5. Clear at least 95% of the counted monsters, then defeat the boss. For extra Dust, finish 100% before killing the boss. Remain reward-eligible at completion.
  6. Collect corpse loot, return to town and use Claim rewards. Completion Dust arrives in your inbox and the next difficulty unlocks for this dungeon.

Monsters

Each layout starts with 1,000 regular monsters. The mix below repeats across the map; Crowded adds up to 250 more enemies. Enemies do not respawn. Moving packs, elite marks and map modifiers can change how a room plays.

Gorgol Warrior400 base spawns · 40% of the repeating mix
Gorgol Warrior
400 base spawns · 40% of the repeating mix
Gorgol Berserker200 base spawns · 20% of the repeating mix
Gorgol Berserker
200 base spawns · 20% of the repeating mix
Gorgol Archer200 base spawns · 20% of the repeating mix
Gorgol Archer
200 base spawns · 20% of the repeating mix
Gorgol Shaman200 base spawns · 20% of the repeating mix
Gorgol Shaman
200 base spawns · 20% of the repeating mix
Monster Base HP Base EXP Attacks / effects
Gorgol Warrior 102,000 85,000 Melee / physical, Fire
Gorgol Berserker 114,000 100,000 Melee / physical, Death, Fire
Gorgol Archer 96,000 88,000 Melee / physical, Physical ranged / area, Fire
Gorgol Shaman 96,000 105,000 Melee / physical, Fire
Read these as a starting point. Base HP and EXP are values before dungeon difficulty, map rolls, server rates and your bonuses. Attack elements describe the unmodified monster. Elemental Surge changes its elemental hit damage to the rolled element; physical attacks and life/mana drain stay separate.
Monster Damage resistance Other listed immunities
Gorgol Warrior Physical -20% resistance; Holy -20% resistance; Ice -15% resistance; Earth -30% resistance; Energy immune; Fire immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible
Gorgol Berserker Physical -20% resistance; Holy -20% resistance; Ice -15% resistance; Earth -30% resistance; Energy immune; Fire immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible
Gorgol Archer Physical -20% resistance; Holy -20% resistance; Ice -15% resistance; Earth -30% resistance; Energy immune; Fire immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible
Gorgol Shaman Physical -20% resistance; Holy -20% resistance; Ice -15% resistance; Earth -30% resistance; Energy immune; Fire immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible

Positive resistance reduces that damage type; negative resistance is a weakness. A 100% immunity is not a recommended damage choice. Physical resistance rolls and elemental wards can further change this table.

  • Pull controlled groups: higher tier and damage rolls apply to the same enemies shown here.

Boss and loot

Gorgol Master — final boss
Gorgol Master — final boss
Base HP Base EXP Attacks / effects
3,000,000 2,500,000 Melee / physical, Physical ranged / area, Fire

Resistances: Physical -20% resistance; Holy -20% resistance; Ice -15% resistance; Earth -30% resistance; Energy immune; Fire immune; Lifedrain immune.
Other listed immunities: Paralyze, Outfit, Drunk, Invisible.

The boss appears at 95% clear. A Commanders seal also requires all three marked commanders to die. The boss receives the map's applicable combat modifiers too. If you want the full-clear Dust bonus, leave the boss alive until the counter reaches 100%.

Boss corpse loot — base rolls

These are the actual boss loot entries, not a second completion payout. The amount is a base range, not a promise of the maximum. Base chances are before loot rates and eligible bonuses; 100% already guarantees the base roll. Guaranteed matching Set Pieces benefit through increased quantity instead, so map bonuses can exceed the base amount shown here. Repeated item rows are separate loot rolls. Completion Dust is claimed separately.

Item Drop Base chance Possible amount
wad coin Wad coin 4% 1–2
Gorgol Hide Patch Gorgol Hide Patch 100% 1–3
Gorgol Bone Cluster Gorgol Bone Cluster 100% 1–3
Gorgol Jaw Relic Gorgol Jaw Relic 100% 1–3
Gorgol Steel Plate Gorgol Steel Plate 100% 1–3
Gorgol Ember Pearl Gorgol Ember Pearl 100% 1–3
orc helmet Orc helmet 0.2% 1
orc armor Orc armor 0.2% 1
orc legs Orc legs 0.2% 1
orc boots Orc boots 0.2% 1
orc shield Orc shield 0.2% 1
orc axe Orc axe 0.2% 1
orc bow Orc bow 0.2% 1
orc sword Orc sword 0.2% 1
orc club Orc club 0.2% 1
orc wand Orc wand 0.2% 1
orc spellbook Orc spellbook 0.2% 1
uber combo gem [TIER II] Uber combo gem [TIER II] 5% 1
uber attribute lock gem [TIER II] Uber attribute lock gem [TIER II] 5% 1
scroll of legendary essence [TIER II] Scroll of legendary essence [TIER II] 10% 1
More danger, more rewards. Pressure increases experience, eligible equipment/gold loot, this dungeon's Set Pieces and completion Dust. Artisan further increases the matching Set Pieces. WAD Coins, gems, keys, essences and cartography materials do not inherit the equipment/Set Piece map bonus. See exactly how rewards scale.

All 15 layouts

The map item identifies the dungeon; its tooltip identifies the rolled layout. These are the same fifteen route shapes used across all dungeon families, dressed in this dungeon's environment. Click an image for a larger view. Use the route atlas for S/B markers and connections between floors.

L01 — Serpentine
L01 — Serpentine
L02 — Ring Road
L02 — Ring Road
L03 — Figure Eight
L03 — Figure Eight
L04 — Spine
L04 — Spine
L05 — Four Wings
L05 — Four Wings
L06 — Braid
L06 — Braid
L07 — City Blocks
L07 — City Blocks
L08 — Spiral
L08 — Spiral
L09 — Twin Courtyards
L09 — Twin Courtyards
L10 — Archipelago
L10 — Archipelago
L11 — Three Terraces · floor 1/3
L11 — Three Terraces · floor 1/3
L11 — Three Terraces · floor 2/3
L11 — Three Terraces · floor 2/3
L11 — Three Terraces · floor 3/3
L11 — Three Terraces · floor 3/3
L12 — Honeycomb
L12 — Honeycomb
L13 — Four Sectors
L13 — Four Sectors
L14 — Great Hall
L14 — Great Hall
L15 — Citadel
L15 — Citadel

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.