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Pyrewarden · Wiki

Maps

All 27 maps with their real layouts and scaling.

Twenty-seven maps. There is no difficulty setting in Pyrewarden — the map is the difficulty setting, and these are the numbers that make one harder than another: board size, how many routes, how long they are, how much gold you open with, and the multipliers the map puts on enemy health, speed and gold.

Element weights decide which schools a map sends at you. A map that leans Pyromancy sends mostly Pyromancy enemies — so the school you most want to build is the one that counters its bias, not the one that matches it. On every tenth wave the bias is dropped and all twelve schools are equally likely.

Previews are the game's own map-select thumbnails: green is a spawn, red the goal, tan the route.

Wanderer's Waypoint20×15, 2 routes, 150 starting gold.
20×15 grid2 routes150 starting gold

A 20×15 board with 2 spawn points and 1 goal, carrying 2 routes of 30 + 25 tiles.

You open with 150 gold, with no scaling of its own.

It draws its enemies from all twelve schools equally.

This is the map marked * STARTER on the select screen, and the one the game opens on.

Wanderer's Waypoint layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
The Needle's Eye16×9, 1 route, 100 starting gold.
16×9 grid1 route100 starting goldenemy health ×0.5 · enemy speed ×0.7 · gold ×2

A 16×9 board with 1 spawn point and 1 goal, carrying 1 route of 16 tiles.

You open with 100 gold, and the map scales enemy health ×0.5, enemy speed ×0.7, gold ×2.

It draws its enemies from all twelve schools equally.

122 cells are blocked and cannot hold a tower.

The Needle's Eye layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Gravewind Pass20×10, 1 route, 120 starting gold.
20×10 grid1 route120 starting goldenemy health ×0.85 · enemy speed ×0.9 · gold ×1.2

A 20×10 board with 1 spawn point and 1 goal, carrying 1 route of 26 tiles.

You open with 120 gold, and the map scales enemy health ×0.85, enemy speed ×0.9, gold ×1.2.

It draws its enemies from all twelve schools equally.

122 cells are blocked and cannot hold a tower.

Gravewind Pass layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
The Warden's Gauntlet30×15, 1 route, 180 starting gold.
30×15 grid1 route180 starting goldenemy health ×1.5 · enemy speed ×2 · gold ×0.7

A 30×15 board with 1 spawn point and 1 goal, carrying 1 route of 148 tiles.

You open with 180 gold, and the map scales enemy health ×1.5, enemy speed ×2, gold ×0.7.

It draws its enemies from all twelve schools equally.

The Warden's Gauntlet layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Serpent's Coil24×24, 1 route, 160 starting gold.
24×24 grid1 route160 starting goldenemy health ×1.2 · enemy speed ×1.5 · gold ×0.9

A 24×24 board with 1 spawn point and 1 goal, carrying 1 route of 311 tiles.

You open with 160 gold, and the map scales enemy health ×1.2, enemy speed ×1.5, gold ×0.9.

It draws its enemies from all twelve schools equally.

Serpent's Coil layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Stormbend Trail16×16, 1 route, 150 starting gold.
16×16 grid1 route150 starting goldenemy health ×1.1 · enemy speed ×1.3 · gold ×0.9

A 16×16 board with 1 spawn point and 1 goal, carrying 1 route of 78 tiles.

You open with 150 gold, and the map scales enemy health ×1.1, enemy speed ×1.3, gold ×0.9.

It draws its enemies from all twelve schools equally.

16 cells are blocked and cannot hold a tower.

Stormbend Trail layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Throat of the Mountain20×8, 1 route, 110 starting gold.
20×8 grid1 route110 starting goldenemy health ×0.7 · enemy speed ×0.9 · gold ×1.5

A 20×8 board with 1 spawn point and 1 goal, carrying 1 route of 24 tiles.

You open with 110 gold, and the map scales enemy health ×0.7, enemy speed ×0.9, gold ×1.5.

It draws its enemies from all twelve schools equally.

126 cells are blocked and cannot hold a tower.

Throat of the Mountain layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Corridor of Echoes24×10, 1 route, 100 starting gold.
24×10 grid1 route100 starting goldenemy health ×0.6 · enemy speed ×0.8 · gold ×1.3

A 24×10 board with 1 spawn point and 1 goal, carrying 1 route of 24 tiles.

You open with 100 gold, and the map scales enemy health ×0.6, enemy speed ×0.8, gold ×1.3.

It draws its enemies from all twelve schools equally.

206 cells are blocked and cannot hold a tower.

Corridor of Echoes layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Dragon's Spine20×10, 1 route, 140 starting gold.
20×10 grid1 route140 starting goldenemy health ×0.9 · gold ×1.1

A 20×10 board with 1 spawn point and 1 goal, carrying 1 route of 26 tiles.

You open with 140 gold, and the map scales enemy health ×0.9, gold ×1.1.

It leans toward Pyromancy (×4 weight), Geomancy (×2 weight) — build the schools that counter those: Aeromancy, Beastmastery, Cryomancy, Geomancy.

122 cells are blocked and cannot hold a tower.

Dragon's Spine layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Hoarfrost March16×13, 1 route, 150 starting gold.
16×13 grid1 route150 starting goldenemy health ×0.9 · enemy speed ×0.8

A 16×13 board with 1 spawn point and 1 goal, carrying 1 route of 43 tiles.

You open with 150 gold, and the map scales enemy health ×0.9, enemy speed ×0.8.

It leans toward Cryomancy (×4 weight), Aeromancy (×2 weight) — build the schools that counter those: Chronomancy, Voltomancy.

86 cells are blocked and cannot hold a tower.

Hoarfrost March layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Labyrinth of Mages14×10, 1 route, 130 starting gold.
14×10 grid1 route130 starting goldenemy health ×0.8 · gold ×1.1

A 14×10 board with 1 spawn point and 1 goal, carrying 1 route of 32 tiles.

You open with 130 gold, and the map scales enemy health ×0.8, gold ×1.1.

It leans toward Arcanum (×4 weight), Chronomancy (×2 weight) — build the schools that counter those: Beastmastery, Druidism, Radiance, Umbramancy.

44 cells are blocked and cannot hold a tower.

Labyrinth of Mages layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Mire of Venom22×11, 1 route, 140 starting gold.
22×11 grid1 route140 starting goldenemy health ×0.85 · enemy speed ×0.85 · gold ×1.1

A 22×11 board with 1 spawn point and 1 goal, carrying 1 route of 29 tiles.

You open with 140 gold, and the map scales enemy health ×0.85, enemy speed ×0.85, gold ×1.1.

It leans toward Toxicology (×4 weight), Druidism (×2 weight) — build the schools that counter those: Arcanum, Pyromancy, Toxicology.

155 cells are blocked and cannot hold a tower.

Mire of Venom layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Blackgloom Alley10×9, 1 route, 110 starting gold.
10×9 grid1 route110 starting goldenemy health ×0.7 · gold ×1.2

A 10×9 board with 1 spawn point and 1 goal, carrying 1 route of 21 tiles.

You open with 110 gold, and the map scales enemy health ×0.7, gold ×1.2.

It leans toward Umbramancy (×4 weight), Radiance (×2 weight) — build the schools that counter those: Arcanum, Chronomancy, Radiance, Toxicology, Umbramancy.

58 cells are blocked and cannot hold a tower.

Blackgloom Alley layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
The Feral Rush20×9, 1 route, 150 starting gold.
20×9 grid1 route150 starting goldenemy health ×0.7 · enemy speed ×1.5

A 20×9 board with 1 spawn point and 1 goal, carrying 1 route of 20 tiles.

You open with 150 gold, and the map scales enemy health ×0.7, enemy speed ×1.5.

It leans toward Beastmastery (×4 weight), Druidism (×2 weight) — build the schools that counter those: Aeromancy, Pyromancy, Toxicology.

120 cells are blocked and cannot hold a tower.

The Feral Rush layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Thunderspine Ridge12×10, 1 route, 150 starting gold.
12×10 grid1 route150 starting goldenemy health ×0.9

A 12×10 board with 1 spawn point and 1 goal, carrying 1 route of 25 tiles.

You open with 150 gold, and the map scales enemy health ×0.9.

It leans toward Voltomancy (×4 weight), Aeromancy (×2 weight) — build the schools that counter those: Cryomancy, Geomancy, Voltomancy.

Thunderspine Ridge layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Frostspire Peaks22×14, 2 routes, 150 starting gold.
22×14 grid2 routes150 starting goldenemy health ×0.95 · enemy speed ×0.9

A 22×14 board with 2 spawn points and 2 goals, carrying 2 routes of 28 + 25 tiles.

You open with 150 gold, and the map scales enemy health ×0.95, enemy speed ×0.9.

It leans toward Cryomancy (×3.5 weight), Aeromancy (×2.5 weight) — build the schools that counter those: Chronomancy, Voltomancy.

Frostspire Peaks layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Twinfang Rivers18×11, 2 routes, 180 starting gold.
18×11 grid2 routes180 starting gold

A 18×11 board with 2 spawn points and 2 goals, carrying 2 routes of 20 + 20 tiles.

You open with 180 gold, with no scaling of its own.

It draws its enemies from all twelve schools equally.

Twinfang Rivers layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Hallowed Divide20×13, 2 routes, 170 starting gold.
20×13 grid2 routes170 starting gold

A 20×13 board with 2 spawn points and 2 goals, carrying 2 routes of 20 + 20 tiles.

You open with 170 gold, with no scaling of its own.

It leans toward Radiance (×4 weight), Umbramancy (×2 weight) — build the schools that counter those: Arcanum, Chronomancy, Radiance, Toxicology, Umbramancy.

Hallowed Divide layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Scorched Caldera24×16, 3 routes, 250 starting gold.
24×16 grid3 routes250 starting goldenemy health ×1.05 · gold ×1.1

A 24×16 board with 3 spawn points and 3 goals, carrying 3 routes of 29 + 30 + 25 tiles.

You open with 250 gold, and the map scales enemy health ×1.05, gold ×1.1.

It leans toward Pyromancy (×4 weight), Geomancy (×2 weight) — build the schools that counter those: Aeromancy, Beastmastery, Cryomancy, Geomancy.

Scorched Caldera layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Wayfarer's Crossroads24×24, 5 routes, 300 starting gold.
24×24 grid5 routes300 starting goldenemy health ×0.7 · gold ×1.3

A 24×24 board with 5 spawn points and 1 goal, carrying 5 routes of 13 + 12 + 13 + 12 + 25 tiles.

You open with 300 gold, and the map scales enemy health ×0.7, gold ×1.3.

It draws its enemies from all twelve schools equally.

Wayfarer's Crossroads layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Warden's Fortress26×14, 3 routes, 200 starting gold.
26×14 grid3 routes200 starting goldenemy health ×0.9 · gold ×1.1

A 26×14 board with 3 spawn points and 3 goals, carrying 3 routes of 26 + 26 + 26 tiles.

You open with 200 gold, and the map scales enemy health ×0.9, gold ×1.1.

It draws its enemies from all twelve schools equally.

246 cells are blocked and cannot hold a tower.

Warden's Fortress layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Emberfall Quarry22×12, 1 route, 150 starting gold.
22×12 grid1 route150 starting goldenemy health ×0.95 · enemy speed ×1.1 · gold ×1.05

A 22×12 board with 1 spawn point and 1 goal, carrying 1 route of 29 tiles.

You open with 150 gold, and the map scales enemy health ×0.95, enemy speed ×1.1, gold ×1.05.

It leans toward Pyromancy (×3.6 weight), Geomancy (×2.4 weight) — build the schools that counter those: Aeromancy, Beastmastery, Cryomancy, Geomancy.

177 cells are blocked and cannot hold a tower.

Emberfall Quarry layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Moonwell Glade20×14, 2 routes, 160 starting gold.
20×14 grid2 routes160 starting goldenemy health ×0.9 · enemy speed ×0.9 · gold ×1.1

A 20×14 board with 2 spawn points and 1 goal, carrying 2 routes of 23 + 23 tiles.

You open with 160 gold, and the map scales enemy health ×0.9, enemy speed ×0.9, gold ×1.1.

It leans toward Druidism (×3.2 weight), Radiance (×2.4 weight) — build the schools that counter those: Pyromancy, Toxicology, Umbramancy.

Moonwell Glade layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Harbinger's Coil20×16, 1 route, 170 starting gold.
20×16 grid1 route170 starting goldenemy speed ×1.1 · gold ×1.05

A 20×16 board with 1 spawn point and 1 goal, carrying 1 route of 60 tiles.

You open with 170 gold, and the map scales enemy speed ×1.1, gold ×1.05.

It leans toward Umbramancy (×4 weight), Chronomancy (×2 weight) — build the schools that counter those: Arcanum, Chronomancy, Druidism, Radiance.

67 cells are blocked and cannot hold a tower.

Harbinger's Coil layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Whisperwood Pass18×12, 1 route, 160 starting gold.
18×12 grid1 route160 starting goldenemy speed ×0.85 · gold ×1.05

A 18×12 board with 1 spawn point and 1 goal, carrying 1 route of 43 tiles.

You open with 160 gold, and the map scales enemy speed ×0.85, gold ×1.05.

It leans toward Druidism (×3.5 weight), Toxicology (×2.5 weight) — build the schools that counter those: Arcanum, Pyromancy, Toxicology.

87 cells are blocked and cannot hold a tower.

Whisperwood Pass layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Skyfall Bastion22×13, 2 routes, 170 starting gold.
22×13 grid2 routes170 starting gold

A 22×13 board with 2 spawn points and 2 goals, carrying 2 routes of 29 + 29 tiles.

You open with 170 gold, with no scaling of its own.

It leans toward Radiance (×3 weight), Aeromancy (×2.5 weight) — build the schools that counter those: Toxicology, Umbramancy, Voltomancy.

Skyfall Bastion layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.
Coral Causeway24×14, 1 route, 170 starting gold.
24×14 grid1 route170 starting goldenemy speed ×0.95 · gold ×1.1

A 24×14 board with 1 spawn point and 1 goal, carrying 1 route of 53 tiles.

You open with 170 gold, and the map scales enemy speed ×0.95, gold ×1.1.

It leans toward Cryomancy (×3.2 weight), Aeromancy (×2.4 weight) — build the schools that counter those: Chronomancy, Voltomancy.

177 cells are blocked and cannot hold a tower.

Coral Causeway layout: spawn points green, goal red, the enemy route in tan
The map-select preview, rendered by the game. Green is a spawn, red the goal.