The World Map
Unlike War in Middle Earth or Spirit/Vengeance of Excalibur — each of which has one fixed-size strategic map — Warriors of Legend has 5 differently sized regions, one per game area, each rendered against its own dedicated 256×256, 16×16-tile atlas. Every byte of every region map is a direct flat index into its own paired atlas (the same convention Vengeance’s map format uses).
| Region | Tile grid | Content |
|---|---|---|
| Overworld | 226 × 102 | Coastline and islands |
| Castle / Fortress | 168 × 115 | Fortress interior (shares its wall/floor tileset with the city map, not a separate atlas per region) |
| City | 222 × 86 | Walled city |
| Dungeon | 108 × 111 | Underground labyrinth |
| Farm / Vineyard | 123 × 170 | Farmland |
Two of the 9 stored PAMM resources per size are non-identical “variant
states” of the same region (1–8% of tiles differ) — plausibly a scripted
change like a building appearing later in the game — so the image below is
one representative resource per region, not a merge of both variants.
No named-location dataset exists for Legend (unlike WIME’s map.mdx,
which overlays 69 named locations as markers) — this page shows the raw
rendered terrain only.
Click any map to enlarge it up to 8× (still the downscaled overview — useful for a closer look without downloading the multi-megabyte native render). The “full resolution” link above each map opens the native 16px-per-tile render (up to 3616×1632px) directly.




