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.
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.
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 dungeon ahead with varying degrees of precision by triggering a scouting event, which will reveal some or all the contents of nearby corridors and rooms on the map. As the party traverses the rooms and corridors, the map will show a Torch indicator to track the current position.
Corridors are represented by small, dark grey squares connecting rooms. Corridors can range from 1-8 sections in length, 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 hall 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:
- 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.
- 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 cyan field.
- Obstacles, preventing passage until removed and signalled by a wall icon in blue field.
- Traps, indicated by a purple icon. A trap can also spawn in corridor sections that have already been explored.
- Secret rooms, indicated by a golden star. A secret room contains extra loot, and can only be entered when scouted by clicking on the background or pressing the forward key just like entering a normal door.
- Hunger. These sections are hidden even when scouting (despite the game files containing an icon for them). When passing by one such sector, the party will have to be fed.
Empty or unexplored sections of the corridors will be displayed like so:
- Unexplored and non-scouted halls will be dark.
- Scouted but empty halls will be dark with a brighter outline.
- Cleared halls will be light grey. These sections have already been traversed and cleared of any menace, Obstacles or Curios, but Traps, Hunger and Battles have chances of occurring in them when heroes enter this hall again. Secret rooms can still be in them and can be revealed during first critical scouting of this hall (there are no secret rooms in short dungeons).
Rooms are indicated by large grey squares at each end of any corridor. Like corridors, rooms can be scouted to reveal their content beforehand. The map can show:
- Curios, signalled upon scouting by a cyan icon. This may include quest-items and Curios but not "Heirloom Chest" or "Unlocked Strongbox", and will always contain a battle, unless the expedition is an activate or gather quest, in which case the room might not contain monsters.
- These rooms will only contain "Heirloom Chest" or "Unlocked Strongbox" Curios and are always guarded by monsters.
- Rooms with monsters and without Curios, 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's current position. The room where the party is currently in will have a blazing torch as its icon.
- The current destination of the party, signalled by a double arrow in a blue outline. Moving backwards from the destination will cause the party to suffer extra stress damage.
- Visited rooms, represented by a golden outline and a tick sign.
- Scouted non-visited empty rooms.
- Unexplored, non-scouted rooms, which may contain anything or be empty.
Upon scouting, a room may acquire the icon of the respective content, or it may remain grey if it's empty. Differently from corridors, rooms cannot contain obstacles or traps, and cleared rooms cannot spawn further threats when re-entered, but fights from which the party has fled will restart.