Dungeon Maps/Fire Storm
Level 150+ · 1–5 players · 45 minutes · 15 layoutsAccess: Defeat Immortal God.
Final boss: Fire Storm Dragon
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Fire Storm — L01 Serpentine. Click to inspect the full environment.
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Boss chamber detail — actual map sprites, shown without monsters.
Before you enter
Every player needs level 150+, the access listed above and the selected difficulty unlocked for Fire Storm. 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.
- Keep the leader's map in a backpack and use it to open Dungeon Maps.
- Check the dungeon, layout, difficulty and rarity. Hover the layout icon for the route; S is the entrance and B is the boss position.
- Read every modifier. Choose protection against an Elemental Surge roll and consider healing, leech and movement penalties together.
- Prepare the expedition in a protection zone, outside combat. Everyone accepts within 30 seconds and stays in place until entry.
- Clear at least 95% of the counted monsters, then defeat the boss. For extra Dust, finish 100% before killing the boss.
- 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.
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Fire Warmaster
334 base spawns · 33.3333% of the repeating mix -
Fire Knight
167 base spawns · 16.6667% of the repeating mix -
Fire Magician
167 base spawns · 16.6667% of the repeating mix -
Fire Hunter
166 base spawns · 16.6667% of the repeating mix -
Fire Wizard
166 base spawns · 16.6667% of the repeating mix
| Monster | Base HP | Base EXP | Attacks / effects |
|---|---|---|---|
| Fire Warmaster | 157,500 | 118,000 | Melee / physical, Physical ranged / area, Fire |
| Fire Knight | 142,500 | 107,000 | Melee / physical, Physical ranged / area, Fire |
| Fire Magician | 124,000 | 105,400 | Melee / physical, Fire, Mana drain |
| Fire Hunter | 135,000 | 108,000 | Melee / physical, Physical ranged / area, Fire, Movement slow |
| Fire Wizard | 132,000 | 108,000 | Melee / physical, Fire |
| Monster | Damage resistance | Other listed immunities |
|---|---|---|
| Fire Warmaster | Ice -30% resistance; Energy immune; Fire immune; Holy immune | Paralyze, Outfit, Drunk, Invisible, Paralyze, Outfit, Drunk, Invisible |
| Fire Knight | Ice -30% resistance; Energy immune; Fire immune | Paralyze, Outfit, Drunk, Invisible |
| Fire Magician | Ice -30% resistance; Energy immune; Fire immune | Paralyze, Outfit, Drunk, Invisible |
| Fire Hunter | Ice -30% resistance; Energy immune; Fire immune | Paralyze, Outfit, Drunk, Invisible |
| Fire Wizard | Ice -30% resistance; Energy immune; Fire 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.
- Expect movement slows. Avoid starting a large pull while standing on Sticky ground.
- Bring enough mana recovery for mana-drain attacks, especially with Mana drought.
Boss and loot
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Fire Storm Dragon — final boss
| Base HP | Base EXP | Attacks / effects |
|---|---|---|
| 1,500,000 | 1,500,000 | Melee / physical, Death, Fire |
Resistances: Energy immune; Fire immune; Earth 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 possible range, not a promise of the maximum. Base chances are before loot rates and eligible bonuses; 100% already guarantees the base roll. Completion Dust is claimed separately.
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.
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L01 — Serpentine
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L02 — Ring Road
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L03 — Figure Eight
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L04 — Spine
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L05 — Four Wings
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L06 — Braid
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L07 — City Blocks
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L08 — Spiral
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L09 — Twin Courtyards
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L10 — Archipelago
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L11 — Three Terraces · floor 1/3
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L11 — Three Terraces · floor 2/3
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L11 — Three Terraces · floor 3/3
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L12 — Honeycomb
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L13 — Four Sectors
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L14 — Great Hall
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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.






