Dungeon Journal redesign

Three directions for the main window, drawn at its real size (1160 by 800) in the Naowh Forever shell. Same dungeon, same data, same player: a level 19 Alliance Paladin, three bosses into a Deadmines run.

What each direction borrows, and what only we have

A. Field GuideB. AtlasC. Run Sheet
Built forLooking things up: any boss, any quest, two clicks.Finding your way: the map and the art lead.The run you are in: what is next and what you still need.
Dungeon listAlways on the left, with art thumbnails and level colour.A home page of art cards; the list is gone from dungeon pages.A switcher at the top; the page gets the full width.
A dungeonTabs: Bosses and Loot, Quests, Map, Keys. Boss list beside the boss.Map or quests on the left, the picked boss on the right, run order under the map.One page in kill order; each boss opens in place.
Closest toOneForAll's master and detail, without its spreadsheet list.ForeverDungeonJournal's card home, with grouping and level colour it lacks.Today's page, reordered around the run.
Biggest change to buildMedium. New tab and pane layout; rows mostly exist.Largest. New home page, map inside the window.Smallest. Reuses the boss and quest rows; new summary column.

In all three

Mock-up only. Some drop chances and the "for you" marks are sample values. Whether the classic journal art loads in game still needs a check in the Forever client.