Dungeon Maps/Samurais

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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.
Samurais
Weathered eastern stonework, tiled courts, gongs and lava moats.
Samurais map   Level 600+ · 1–5 players · 45 minutes · 15 layouts
Access: Unlock Samurai access and reach Reborn 6.
Final boss: Samurai Emperor
Samurais — L01 Serpentine. Click to inspect the full environment.
Samurais — 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 600+, the access listed above and the selected difficulty unlocked for Samurais. 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.

Samurai Guard250 base spawns · 25% of the repeating mix
Samurai Guard
250 base spawns · 25% of the repeating mix
Bloodthirsty Samurai250 base spawns · 25% of the repeating mix
Bloodthirsty Samurai
250 base spawns · 25% of the repeating mix
Samurai Archer250 base spawns · 25% of the repeating mix
Samurai Archer
250 base spawns · 25% of the repeating mix
Samurai Wizard250 base spawns · 25% of the repeating mix
Samurai Wizard
250 base spawns · 25% of the repeating mix
Monster Base HP Base EXP Attacks / effects
Samurai Guard 3,800,000 720,000 Melee / physical, Earth, Life drain, Movement slow
Bloodthirsty Samurai 4,500,000 1,093,500 Melee / physical, Life drain, Earth, Movement slow
Samurai Archer 3,200,000 643,500 Melee / physical, Death, Life drain
Samurai Wizard 3,200,000 643,500 Melee / physical, Earth, Life drain, Movement slow
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
Samurai Guard Physical -30% resistance; Holy -50% resistance; Energy immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible
Bloodthirsty Samurai Physical -30% resistance; Holy -50% resistance; Energy immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible
Samurai Archer Physical -30% resistance; Holy -50% resistance; Energy immune; Lifedrain immune Paralyze, Outfit, Drunk, Invisible
Samurai Wizard Physical -30% resistance; Holy -50% resistance; Energy 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.
  • Expect movement slows. Avoid starting a large pull while standing on Sticky ground.
  • Life-drain attacks remain separate from Elemental Surge; do not rely on a single elemental protection to cover everything.

Boss and loot

Samurai Emperor — final boss
Samurai Emperor — final boss
Base HP Base EXP Attacks / effects
60,000,000 45,150,000 Melee / physical, Earth, Life drain, Movement slow

Resistances: Physical -90% resistance; Holy -90% resistance; 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 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% 1–3
red backpack Red backpack 100% 1
samurai small shell Samurai small shell 12% 1–7
samurai steel piece Samurai steel piece 15% 1–10
samurai gold piece Samurai gold piece 13% 1–7
samurai set golden ring Samurai set golden ring 13% 1–4
samurai horn Samurai horn 6% 1
samurai mask Samurai mask 8% 1
samurai armor big shell Samurai armor big shell 13% 1–4
samurai armor shell Samurai armor shell 8% 1–2
samurai armor belt Samurai armor belt 5% 1
samurai armor pauldrons Samurai armor pauldrons 7% 1–2
samurai legs shell Samurai legs shell 8% 1
samurai legs big shell Samurai legs big shell 7% 1–2
samurai bow broken piece Samurai bow broken piece 0.5% 1
samurai crossbow broken piece Samurai crossbow broken piece 0.5% 1
samurai shield broken piece Samurai shield broken piece 0.5% 1
samurai wand broken piece Samurai wand broken piece 0.5% 1
samurai spear broken piece Samurai spear broken piece 0.5% 1
samurai katana broken piece Samurai katana broken piece 0.5% 1
samurai axe broken piece Samurai axe broken piece 0.5% 1
samurai helmet Samurai helmet 0.1% 1
samurai armor Samurai armor 0.1% 1
samurai legs Samurai legs 0.1% 1
samurai boots Samurai boots 0.1% 1
samurai sword Samurai sword 0.1% 1
samurai axe Samurai axe 0.1% 1
samurai club Samurai club 0.1% 1
samurai shield Samurai shield 0.1% 1
samurai wand Samurai wand 0.1% 1
samurai bow Samurai bow 0.1% 1
samurai crossbow Samurai crossbow 0.1% 1
uber combo gem [TIER IV] Uber combo gem [TIER IV] 0.5% 1
uber attribute lock gem [TIER IV] Uber attribute lock gem [TIER IV] 0.5% 1
scroll of legendary essence [TIER IV] Scroll of legendary essence [TIER IV] 1% 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.