Dungeon Maps/Drop Guide
← Dungeons overview · Monster lookup & drop calculator · All nine source groups · Access requirements · Map exchange
Find your monster, select the access you have unlocked, and see its exact map pool. You can also estimate drops over a hunt and calculate the cost of exchanging maps.
Unlocked Crimson and hunting early-game monsters? You still find Gorgols or Immortals maps, with a 50/50 split when a map drops and both families are available. Higher access does not make an early-game monster drop high-end maps.
The eligibility threshold is 1,000 base EXP, not 1,000 HP. Hero qualifies. Dragon and Giant Spider do not. Personal EXP bonuses do not change this threshold.
Monster lookup & drop calculator
The calculator assumes the other drop conditions are met. All access options start enabled so you can see the complete pool. Uncheck any milestones your character has not reached.
Interactive calculators are loading. They require JavaScript. If they do not appear, use the complete rules, group table and formulas below.
How the new drop works
- Start with the monster's source group. Each species belongs to one of the nine groups below. Its current HP, monster level, corruption and your character level do not move it to another group.
- Take the previous, current and next map families. The first and last groups have only two neighbours in this range. Crimson is the last family.
- Remove families you have not unlocked. Each access requirement is checked separately. Missing access never replaces a locked family with a more distant map.
- Roll for a map, then choose equally from the remaining families. Three available families means 33⅓% each; two means 50% each; one means 100% of map drops. These are shares of successful map drops, not chances on every kill.
If no family remains, that monster cannot give you a map. You can still receive Cartographic Dust if the other drop conditions are met.
All nine source groups
This table shows the full pool with every access unlocked. Use the monster lookup above to check a specific species, including monsters whose names do not match their source group.
| Monster source group | Examples of qualifying world monsters | Possible map families | Split when a map drops |
|---|---|---|---|
| Gorgols / early game | Hero, Dragon Lord, Demon, Gorgol Warrior, Devilspawn, Alchemist Adept | Gorgols · Immortals | 50% each |
| Immortals | Immortal Wizard, Lightning Guard, ordinary Urtrudurk Warrior | Gorgols · Immortals · Storm | 33⅓% each |
| Storm | Ice Magician; Fire, Jungle and Thunder Storm monsters | Immortals · Storm · Viper | 33⅓% each |
| Viper | Viper Stalker, Viper Ravager, Gorgon Sentinel | Storm · Viper · Tentacles | 33⅓% each |
| Tentacles | Tentacle Slayer, Tentacle Archer, Tentacle Archmage | Viper · Tentacles · Urtrudurks | 33⅓% each |
| Urtrudurks | Elite Urtrudurk Warrior, Elite Urtrudurk Spellslinger, Urtrudurk Fire Cult monsters | Tentacles · Urtrudurks · Samurai | 33⅓% each |
| Samurai | Samurai Guard, Samurai Wizard, Undead Samurai Guard | Urtrudurks · Samurai · Bloodmoons | 33⅓% each |
| Bloodmoons | Bloodmoon Guard, Bloodmoon Noble, Bloodmoon Mage | Samurai · Bloodmoons · Crimson | 33⅓% each |
| Crimson | Ossuary Revenant, Ossuary Colossus, Drakescale Slasher | Bloodmoons · Crimson | 50% each |
Watch the Urtrudurk names. Ordinary Urtrudurk Warrior, Berserker, Archer and Spellslinger belong to the Immortals source group. Elite Urtrudurks and the Urtrudurk Fire Cult belong to the later Urtrudurks group.
Storm routes share the Storm map family. Samurai and Mage Samurai share Samurai maps. Gorgols maps also cover Devilspawn and Alchemist routes. Crimson Ossuary and Infernal Dragonforge share Crimson maps. A different destination does not add another family to the drop roll.
Which map families have I unlocked?
These requirements unlock drops. Dungeon entry has its own level, quest, reborn and difficulty requirements. Reborning and losing character levels does not remove permanent map-drop access. Each row is checked independently; the calculator does not assume that checking a later milestone completes every earlier one.
| Map family | Requirement to find this family |
|---|---|
| Gorgols | Available from the start. |
| Immortals | Complete Lord Urjuke missions. |
| Storm | Unlock Curseham access. |
| Viper | Unlock travel to Viper Island. |
| Tentacles | Complete the Viper Island storyline (Serpent Covenant). |
| Urtrudurks | Complete the Tentacle Quest. |
| Samurai | Unlock Elite Urtrudurk access. |
| Bloodmoons | Defeat Infernal Overlord. |
| Crimson | Reach Divine Reborn (highest Reborn 7). The Crimson throne reward is required for entry, not map drops. |
Example: Viper Stalker. Its full pool is Storm, Viper and Tentacles. With all three unlocked, each has a 33⅓% share. If Tentacles is locked, Storm and Viper share the roll 50/50. If only Viper is unlocked, every successful map drop is Viper. Locked families never turn into Gorgols maps.
Which kills count?
- Hunt qualifying natural world monsters with at least 1,000 base EXP. The threshold uses the species' base EXP, before your EXP boosts and rates.
- The corpse's reward owner must be online, have active Normal Mode rewards and at least 15 hours 1 minute of stamina. Finish Normal Mode's arming period first.
- Summons, monsters inside Dungeon Maps instances and corpses with loot rewards suppressed do not qualify.
- The reward owner's access determines the pool. There is one map roll for the corpse, with no extra roll for every party member.
The lookup describes a monster species. It does not make a summoned or instanced version eligible, and it does not show whether that species has a currently accessible world spawn.
Chances, expectations and Dust
For a qualifying kill with at least one unlocked family in its pool, the overall map chance remains 1 in 900 (about 0.1111%). Unlocking another adjacent family changes which maps you find; it does not increase this total chance.
| Available families | Each family's share of map drops | Each family's chance per qualifying kill |
|---|---|---|
| 3 | 33⅓% | 1 in 2,700 (about 0.0370%) |
| 2 | 50% | 1 in 1,800 (about 0.0556%) |
| 1 | 100% | 1 in 900 (about 0.1111%) |
| 0 | No map | 0% |
For N qualifying kills and a per-kill probability p, expected drops are N × p. The chance of at least one drop is 1 − (1 − p)N. An average of one map per 900 kills is not a guarantee or a pity counter. After 900 qualifying kills, the chance of at least one map is about 63.23%.
Cartographic Dust has a separate 1 in 100 (1%) roll for 1–3 Dust. It can drop on the same kill as a map. An empty map-family pool does not block this Dust roll, but the base EXP, owner, mode, stamina and monster restrictions still apply. Over 900 qualifying kills, the averages are 9 Dust drops and 18 Dust in total.
Natural map rarity is unchanged: Plain 60%, Inscribed 30%, Rare 10%. The source group selects the map family, not its rarity or your dungeon-entry access.
Map exchange: five for one
Exchange 5 maps of one family for 1 map of the next family. Use the exchange calculator above to see how many starting maps are needed or what your current stock can produce.
Gorgols → Immortals → Storm → Viper → Tentacles → Urtrudurks → Samurai → Bloodmoons → Crimson
Each step multiplies the cost by five. One Bloodmoons map takes 78,125 Gorgols maps through seven exchanges; one Crimson map takes 390,625 Gorgols maps through eight. Hunting the appropriate source group avoids having to work through the entire chain.
You can mix tiers, rarities, layouts, locks and seals within the input family. The output is Normal difficulty, with a new rarity, layout and compatible modifiers. Exchange does not unlock entry, access quests or higher difficulties. Crimson is the end of the chain. See Crafting & market for map operations.
