Dungeon Maps/Layouts

From We Are Dragons Wiki
Revision as of 13:09, 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.
THE LAYOUT ATLAS
Fifteen routes. Every dungeon keeps its own environment.
S = entrance · B = boss spawn point · matching numbers = floor transitions
These route previews show the prepared geometry, not live monster locations. B marks where the boss will appear after the clear requirement. The route does not reveal random loot or guarantee the safest pull.

A dropped map rolls one of these layouts uniformly. Reroll layout chooses one of the other fourteen and always changes the route, while preserving the dungeon, difficulty, rarity, modifiers and locks. A sealed map cannot be rerolled. See the cost and restrictions.

Serpentine

L01 · 1 floor — A long, winding sequence of rooms. Sweep each room before following the next bend.

Serpentine route with entrance and boss markers

Ring Road

L02 · 1 floor — A loop around the perimeter. Track which half of the ring you have cleared to avoid retracing it.

Ring Road route with entrance and boss markers

Figure Eight

L03 · 1 floor — Two linked loops. Use the central crossing as your navigation reference.

Figure Eight route with entrance and boss markers

Spine

L04 · 1 floor — A central spine with branches. Clear the side rooms as you pass their entrances.

Spine route with entrance and boss markers

Four Wings

L05 · 1 floor — Four wings around a central junction. Pick a consistent order for the wings.

Four Wings route with entrance and boss markers

Braid

L06 · 1 floor — Interwoven lanes with repeated connections. Check junctions before committing to another lane.

Braid route with entrance and boss markers

City Blocks

L07 · 1 floor — A block-and-street grid. Work row by row to keep track of uncleared blocks.

City Blocks route with entrance and boss markers

Spiral

L08 · 1 floor — A spiral route. Follow the winding corridor and do not confuse adjacent sections with direct connections.

Spiral route with entrance and boss markers

Twin Courtyards

L09 · 1 floor — Two courtyards joined by routes. Finish the branches around each courtyard.

Twin Courtyards route with entrance and boss markers

Archipelago

L10 · 1 floor — Separate island-like rooms joined by corridors. The surrounding water is scenery, not a shortcut.

Archipelago route with entrance and boss markers

Three Terraces

L11 · 3 floors — Three floors. Matching numbered markers connect the floors: 1 links the first pair, 2 the second pair.

Three Terraces route with entrance and boss markers

Honeycomb

L12 · 1 floor — A honeycomb of connected chambers. Use a consistent sweep direction at each junction.

Honeycomb route with entrance and boss markers

Four Sectors

L13 · 1 floor — Four sectors with connecting passages. Clear one sector at a time.

Four Sectors route with entrance and boss markers

Great Hall

L14 · 1 floor — A large central hall with connected areas. Avoid pulling several groups together across open space.

Great Hall route with entrance and boss markers

Citadel

L15 · 1 floor — A citadel of rooms and corridors. Mark cleared junctions mentally and leave the boss until your chosen clear target.

Citadel route with entrance and boss markers

See the actual environments

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.