Dungeon Map

The dungeon map is displayed in the game interface during expeditions. It features all the rooms in the dungeon together with the corridors connecting them.

Structure
Upon entering a dungeon, the position of all dungeon rooms is revealed. Every room has the same size and is connected to adjacent rooms by corridors split into four sections. Dungeons can be more or less intricate or linear depending on the location, while the overall size is determined by the length of the expedition. Corridors always lead to a room in both directions and never connect more than two rooms, being linear and having no corners. Corners and dead-ends always end in a room.

Exploring
When entering a room or the sector of a corridor, its content is displayed on the map. It is also possible to explore parts of the map with varying degrees of precision by triggering a scouting, which will reveal some or all the contents of the corridors and rooms ahead.

Corridors
Corridors are represented by small, dark grey squares connecting rooms. Every corridor is always four sections long, and traversing each section counts as a single round for the sake of calculating status effect duration and Light Meter depletion. Once explored, a corridor section will change colour and icon in the map to represent its content; if emptied, a corridor square will be light grey.

Corridor sections can contain a variety of items:
 * Traps, indicated by a purple icon. A trap can also spawn in corridor sections that have already been explored.
 * Battles, indicated by two crossing swords in red field. Battles can have varying degree of difficulty depending on the enemy party, and can occur in corridor sections that have already been explored.
 * Obstacles, preventing passage until removed and signalled by a wall icon in blue field.
 * Curios, which can grant various positive or negative effects on the heroes, or provide loot. Curios can include quest-items and curios needed for the completion of an expedition. They are indicated by an open chest in green field.

Rooms
Rooms are indicated by large grey squares at each end of any corridor. Like corridors, rooms can be scouted to reveal their content beforehand. They can contain:
 * Curios, signalled upon scouting by a green icon. This may include quest-items and curios or dungeon interactions but not loot chests or sacks.
 * Loot in the form of chests, sacks or other containers, locked or otherwise, displayed via a yellow icon featuring an open chest.
 * Battles, indicated by a red icon.
 * Bosses, represented by a red skull icon with a red outline. These rooms are only present in Slay the boss expeditions, most usually in dead-ends on a far-end of the dungeon.
 * The entrance, indicated by a wooden door surrounded by green cobblestone. This is the starting room and is always empty. Additionally, it's impossible to camp while in this room.
 * The party. The room where the party is currently in will have a blazing torch as its icon.

Upon scouting, a room may acquire the icon of the respective content, or it may remain grey, signalling either an empty room, or a room whose content has not been successfully scouted. Regardless of its content, a room may contain a battle even if its icon is not red. Differently from corridors, rooms cannot contain obstacles or traps, and cleared rooms, indicated by a golden tick-sign and outline, cannot spawn further threats when re-entered. The room where the party is currently headed is signalled by a blue outline and two blue arrows pointing right.