Dungeon Maps/Modifiers

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DUNGEONS & DUNGEON MAPS — One guide to map-based expeditions. One leader's map opens a run for up to five players. Use the sections below for dungeon access, map drops, layouts, modifiers, crafting and rewards.
READ THE RISK. BUILD FOR THE REWARD.
All 28 modifier families, difficulty scaling and completion rewards.


Difficulty scaling

Start here when comparing difficulties. Normal is the lowest tier; there is no separate Easy difficulty. These fixed multipliers apply before map rolls and personal bonuses. They do not adapt to your level, reborn, equipment or party size.
Difficulty Monster EXP Monster HP Monster damage Native loot bonus
Normal ×1 ×1 ×1 +0%
Hard ×1.75 ×2 ×1.3 +30%
Expert ×2 ×3.2 ×1.9 +60%
Master ×3 ×5 ×2.8 +100%
Torment ×4 ×8 ×4 +150%
Hell ×5 ×13 ×6 +200%

Native loot adds to the existing loot-rate pool, rather than multiplying that pool or every item count. The applicable map equipment/gold or Set Pieces modifier then multiplies it. A map modifier of +100% doubles its map layer; it does not add 100 percentage points to every item's drop chance.

Plain maps: extra map-layer rewards, before affixes

Plain map Equipment / gold map bonus Set Pieces map bonus Base completion Dust Crafting gold cost
Normal +0% +0% 6 ×1
Hard +10% +15% 12 ×2
Expert +20% +30% 18 ×3
Master +30% +45% 24 ×4
Torment +40% +60% 30 ×5
Hell +50% +75% 36 ×6

Plain has no affixes, but higher tiers still give the map-layer loot and Set Pieces bonuses above. Base Dust also increases with rarity: use tier × (5 + rarity index), with Plain 1, Inscribed 2, Rare 3 and Exalted 4. The crafting multiplier affects the listed map-operation gold cost, not Dust or material quantities.

Example: Hard with MAP EXP +34%. Monster EXP is ×1.75 ×1.34 = ×2.345 before your personal/world/party modifiers. With no HP roll, its HP is ×2.00. A Weakened 5% roll makes its basic damage ×1.30 ×0.95 = ×1.235. Higher EXP per monster is different from EXP/hour, which also depends on clear speed and downtime.

Map formulas and loot stacking · Personal EXP, stamina and party · All 28 modifiers


Rewards from pressure

Danger rolls contribute pressure according to their severity; helpful combat rolls reduce it, never below zero. For Bombardment a shorter interval means more danger. Pressure is deliberately not capped at 100. Reward-only modifiers do not create extra pressure.

Map bonus How it is calculated
EXP Scholar + floor(0.3 × pressure) percent, on top of base difficulty EXP.
Equipment / gold loot Bountiful + 10 × (tier number − 1) + floor(0.6 × pressure) percent.
Matching dungeon Set Pieces Artisan + 15 × (tier number − 1) + floor(0.8 × pressure) percent.
Completion Dust bonus Cartographer + floor(1.5 × pressure) percent.

Tier numbers are Normal 1 through Hell 6. These are relative bonuses to eligible rewards, not percentage points added to every drop chance. A displayed +100% bonus doubles the eligible rate before its cap; it does not make every item guaranteed. WAD Coins, gems, keys, essences and cartography materials are excluded from the equipment/Set Piece map bonuses. Family Set Pieces use their dedicated bonus.

Guaranteed Set Pieces still benefit. When a matching Set Piece has a 100% base roll, its rolled quantity is increased by the map bonus, with random rounding of fractions. For example, a base roll of 1 piece with +50% gives 1 or 2 pieces, averaging 1.5. This can exceed the base amount listed in the boss table.

Completion Dust
Base Dust = tier number × (5 + rarity number), with Plain 1, Inscribed 2, Rare 3, Exalted 4.
Reward = floor(base Dust × (1 + Dust bonus / 100)).
If all counted monsters die before the boss dies, add at least 1 Dust or floor(10% of base Dust), whichever is larger. A Purifier seal replaces that 10% with 30%; it is not an additional 30% on top.

Dangerous combinations

Example: Master Rare, Ferocious 60% + Berserk 60% + Elemental Surge 80%
Those maximum rolls total 100 pressure. An elemental monster hit below 30% monster health scales by 1.6 × 1.6 × 1.8 = 4.608× from these three rolls, on top of Master's 2.8× base damage. Gear protection is then important against the rolled element. This is an illustration before defences and other modifiers, not a prediction of the final damage you will take.

The same example gives +30% map EXP, +90% eligible equipment/gold loot, +125% matching Set Pieces and +150% Dust. Master Rare has 32 base Dust: 80 completion Dust, or 83 after a full clear before the boss. These values assume no other modifiers or Purifier seal.

  • Elemental Surge converts existing fire/energy/ice/earth/holy/death hit components to the rolled element and increases them. It does not convert physical hits, healing, mana drain, life drain or condition damage. Map blasts use the same rolled element.
  • A normal 18%-max-HP blast becomes 32.4% before protection with an 80% Surge. Ferocious and Berserk increase monster hits, not these ground blasts.
  • Limited leech + Wounded land penalizes both life-leech recovery and received healing. At 65% less life leech and 60% less healing, the remaining life-leech healing is 35% × 40% = 14% of the unpenalized amount, before other effects.
  • Sticky ground + Bombardment + damage rolls can make a survivable encounter dangerous when you cannot move out of the warning. Ground hazards have a two-second warning.
  • Armoured makes physical damage less effective. Elemental ward protects the listed element; Exposed element weakens it. Select your damage type after reading the roll.

All modifiers

Reward modifiers

Modifier Roll range Effect Cannot coexist with
Scholar 8–25% More monster experience —
Bountiful 8–25% More equipment and gold; excludes WAD, gems, keys and essences —
Artisan 8–20% More dungeon Set Pieces —
Cartographer 10–25% More cartographic dust at completion —

Danger modifiers

Modifier Roll range Effect Cannot coexist with
Crowded 10–25% More monsters; extra spawns grant no task, bestiary or Battle Pass kills —
Elite grounds 8–20% selection parameter Marks roughly 8–20% of the base population as elites (selection is rounded). Elites gain 35 additional HP percentage points and 15 EXP percentage points. —
Stalwart 40–100% More monster health, including the boss Frail
Ferocious 25–60% More monster hit damage; multiplies with Berserk and Elemental Surge Weakened
Armoured 20–40 resistance points Additional physical resistance points; bring elemental damage —
Elemental ward 20–40 resistance points Additional resistance points to the shown element; possible elements: ice, earth, holy or death. Exposed element
Swift 15–35% Faster monsters; harder to kite Sluggish
Volatile attacks 12–22% Marked strikes near attacking elites; base damage uses your max HP —
Berserk 30–60% More monster hit damage below 30% health; multiplies with Ferocious —
Disciplined packs 2–5 pack-size adjustment Adds to the base target pack size of 6; minimum 2. Repositions existing monsters where space permits, without increasing population. Scattered
Elemental Surge 30–80% Monster magic hits and map blasts use this element and deal more damage; equip its protection; possible elements: fire, energy, ice, earth, holy or death. —
Unstable corpses 15–35% Chance for a marked blast: 18% max HP before protection; 2s warning —
Bombardment 6–12 seconds Seconds between marked blasts: 18% max HP before protection; 2s warning —
Sticky ground 25–45% Marked zones slow movement for 2.5s; avoid overlapping blasts —
Roaming patrol 2–3 patrol groups Base packs patrol the route without respawning —
Limited leech 30–65% Less life leech; stacks with Wounded land and Mana drought —
Mana drought 30–65% Less mana leech; stacks with Limited leech and Wounded land —
Wounded land 30–60% Less received healing, including life leech; prepare another recovery source —

Helpful combat modifiers

Modifier Roll range Effect Cannot coexist with
Frail 5–12% Less monster health Stalwart
Weakened 5–10% Less monster damage Ferocious
Sluggish 5–10% Slower monsters Swift
Exposed element 5–10 resistance points Lower resistance to the shown element; possible elements: ice, earth, holy or death. Elemental ward
Scattered 2–4 pack-size adjustment Subtracts from the base target pack size of 6; minimum 2. Repositions existing monsters where space permits, without increasing population. Disciplined packs
Shelter 2–3 shelter rooms Cleared pockets around the centres of 2–3 rooms. Map hazards avoid those pockets, but monsters may enter; there is no protection-zone immunity. —

The same family cannot appear twice. Locked modifiers are preserved on family/value rerolls. Value rerolls also preserve the rolled element. Filling slots selects only compatible families.

Sealed contracts

Only Rare or Exalted maps of Master tier or higher can be sealed. Sealing picks one of the two contracts at random and permanently freezes the map. You can still run, sell or salvage it.

Contract Requirement / reward
Commanders Three base enemies are marked as commanders. Defeat all three and reach 95% clear to unlock the boss. Commanders have elite bonuses and a distinct black skull.
Purifier A full clear before the boss grants 30% of base Dust (minimum 1) as the full-clear bonus, instead of 10%. The boss still unlocks at 95%; killing it early forfeits this full-clear bonus.


How map bonuses stack

The green reward totals in the map panel are map-layer totals. They already include the map tier's contribution and its rolls; do not add those contributions a second time. Let R be final Risk and T be the tier number, Normal 1 through Hell 6.

Displayed field Formula What it affects
MAP EXP Scholar + floor(0.3 × R)% Monster EXP after the separate difficulty EXP multiplier
Loot Bountiful + 10 × (T − 1) + floor(0.6 × R)% Eligible armor, weapons and gold/platinum/crystal coin loot rates
Set Pieces Artisan + 15 × (T − 1) + floor(0.8 × R)% Matching dungeon Set Pieces; separate from the equipment/gold channel
Dust Cartographer + floor(1.5 × R)% Completion Dust, claimed after a successful expedition
Density Crowded roll: +10–25% Adds 100–250 monsters to the 1,000 base population; does not multiply each monster's EXP
Risk Sum of normalized danger budgets minus helpful combat budgets, minimum 0 Pressure points, not a percentage or a chance; may exceed 100

Danger rolls contribute about half their family budget at the weakest roll and the full budget at the strongest. Bombardment is reversed: fewer seconds means more Risk. Scholar, Bountiful, Artisan and Cartographer add rewards without their own Risk. Frail, Weakened, Sluggish, Exposed element, Scattered and Shelter reduce Risk. See all roll ranges and conflicts.

Two loot layers, two map channels. Existing realm, personal, monster-level and native difficulty bonuses form the base loot rate. The applicable map channel then multiplies it by 1 + map bonus / 100. A Set Piece receives its Set Pieces channel, not both Set Pieces and equipment/gold. WAD Coins, gems, keys, essences and cartographic materials are excluded from these two map channels; their existing native or scripted reward rules still apply. Ordinary loot-rate boosts improve chance up to its guarantee, rather than universally multiplying item quantities.

Illustration at a base realm loot rate of ×1, with no other player or monster-level bonuses: Plain Hard equipment/gold rate is (1 + 0.30) ×1.10 = ×1.43; Plain Hell is (1 + 2.00) ×1.50 = ×4.50. These examples are rate calculations, not universal realm settings or guaranteed quantities.

Guaranteed matching Set Pieces also gain quantity. Their map Set Pieces bonus scales the rolled quantity with random rounding: 1 piece at +43% gives 1 or 2 pieces, averaging 1.43. Native difficulty does not automatically multiply every guaranteed item quantity. For a Hard map with Loot +40% and Set Pieces +43%, the same example base rate gives equipment/gold ×1.82 and Set Piece chance ×1.859, while a guaranteed one-piece roll averages 1.43 pieces.

HP and damage rolls. Ordinary monster HP = base monster HP × difficulty HP × map HP/100. Map HP starts at 100 and includes Stalwart/Frail. Marked elites add 35 percentage points to that map HP and 15 percentage points to that mob's map EXP. Basic monster hit damage uses difficulty damage × map damage/100; Ferocious/Weakened affect this value. Berserk multiplies hits below 30% monster health; Elemental Surge separately multiplies the qualifying elemental components and changes their element. Resistances, your defences, healing and ground hazards have their own rules: a damage multiplier is not a prediction of damage received.

Population and seals. Elite grounds and Volatile mark existing base monsters; Commanders marks three existing base monsters. Overlapping marks do not duplicate the elite bonus. Density enemies receive ordinary EXP and loot without the marked-elite extra and without task, bestiary or Battle Pass kill credit. Roaming patrol moves existing monsters; it creates no additional population or respawns. Event-only enemies do not provide ordinary EXP/loot. Rare/Exalted maps can be sealed from Master; a seal has no independent difficulty EXP multiplier.

Completion Dust. First calculate base = tier × (5 + rarity index), then floor(base × (1 + displayed Dust bonus/100)). Kill all counted monsters before the boss dies to add max(1, floor(10% of base)). Purifier replaces that 10% with 30%. This extra is calculated from base Dust, not from already boosted Dust. Each eligible survivor claims their own reward to the inbox.

Maximum map bonuses

These are separate channel ceilings using at most six compatible affixes; the best rolls differ between channels. They are not all one map and are not EXP/hour promises.

Channel Legal map-layer ceiling
EXP, ordinary monster / boss +74%: ×1.74 relative to Plain at the same difficulty
EXP, marked elite +89%: ×1.89 relative to the same base monster without map rolls
Full regular population EXP About ×2.139 at the same tier, or ×2.1393 with Commanders when base monsters have equal EXP; actual enemy mix changes the exact ratio
Equipment / gold on Hell +174% map channel; native/player loot remains a separate layer
Set Pieces on Hell +231% map channel
Completion Dust bonus +292% map channel

The per-mob EXP maximum uses Scholar 25% and five strong danger rolls, reaching Risk 165: 25 + floor(0.3 ×165) =74%. Maximizing the full population replaces one danger with Crowded 25%; it gives ordinary MAP EXP +71%, 1,250 monsters and a small elite contribution. Thus ×1.74 ×1.25 is not a freely obtainable combination. Hell separately multiplies EXP by ×5: up to ×8.70 per ordinary mob or ×9.45 per marked elite, before personal boosts. Rarity permits Plain 0, Inscribed 2, Rare 4 or Exalted 6 affixes; rarity itself is not a monster EXP multiplier.

Personal EXP, stamina and party

Your actual character EXP uses more than the map percentage. Personal EXP bonuses below add together in one pool. Difficulty, map EXP, stamina, reborn catch-up/penalties and active world boosts apply as separate layers. Floors and your eligible damage/shared-party credit also apply.

Personal EXP source Amount How it stacks
Golden Account +5% Personal pool
Personal EXP scrolls +15% and +50% Both may be active together; repeated uses do not stack extra percentages
MTB result +1% loss / +3% draw / +5% win One timed result, 12 hours in the verified Season 3 configuration
Guild membership / achievement rank +5% + guild rank Personal pool; achievement rank, not Member/Leader position
Guild War with All Additional +10% Personal pool
Current reborn R1 +5%; R2 +8%; R3+ +10% Personal pool
Selected aura orb +5% or +7% Personal pool; one equipped aura
Equipment EXP attributes The sum of valid equipped rolls Personal pool; active eligible shared EXP uses your own Party EXP% instead of solo EXP%
Highlighted monster +25% for the actual active rotation Personal pool; not every dungeon monster qualifies. Fire Storm is absent from the verified active Season 3 catalogue
Highest reborn ≥8, level 101–200 +200% Personal pool; highest-reborn penalty still applies
World EXP Statue +0.2% per use, maximum +10% Separate multiplier, up to ×1.10
World EXP Scroll +25% Separate ×1.25 multiplier; further uses extend its time
EXP voucher, where enabled +100% Personal pool. New uses are disabled on Season 3 in the verified October 2026 snapshot

Example: +15% scroll, +50% scroll and Golden +5% give +70% = ×1.70, not three separate multipliers. With the maximum statue and World EXP Scroll: ×1.70 ×1.10 ×1.25 =×2.3375, before reborn catch-up/penalties. Pet/spirit EXP boosts improve the pet's EXP; they do not give the player an automatic extra +30%.

Season 3 progression snapshot, verified 4 October 2026. Catch-up and reductions use the highest reborn reached. The ordinary +5/+8/+10 personal bonus uses current reborn. Resetting current reborn does not restore fresh-R0 catch-up. Other realms may configure catch-up differently.

Highest reborn / level Separate EXP multiplier
R0 ×2.10
R1 ×1.80
R2 ×1.30
R3–R5 ×1.00
R6 ×0.50
R7+ at level ≤1000 ×0.50
R7+ at level 1001–1500 ×0.40
R7+ at level 1501–2000 ×0.30
R7+ at level ≥2001 ×0.10

Stamina, when enabled

Remaining stamina Monster EXP retained
Above 25 hours 100%
Above 15 hours, up to 25 hours 50%
Above 5 hours, up to 15 hours 25%
5 hours or less 0%

There is no additional green-stamina ×1.5 multiplier in this progression path. Dungeon entry requires at least 15:01 stamina, and Normal Mode rewards must be active before entry and at completion. Support Mode suppresses rewards; finish the two-minute arming period first.

Shared party EXP. When sharing is active and eligible, use the greater of the party-size or distinct-base-vocation pool bonus, then divide the pool by its member count. Size gives ×1.10 for two, ×1.20 for three or ×1.30 for four or more players. Different base vocations give ×1.60 for two, ×2.00 for three or ×2.40 for four. Four players with four base vocations therefore get 60% each before their own modifiers. More party members can improve kills per minute while reducing each member's share per monster.

Monster levels and corrupted state can change a monster's base reward before difficulty/map multipliers. Current defaults add 0.7% of XML EXP per monster level and 100% for an eligible corrupted monster, but individual definitions can differ. Fire Storm's ordinary monsters and boss have neither modifier in the verified definitions. EXP/hour additionally depends on kill speed, route, boss time and time between maps; this guide does not promise a universal EXP/hour ceiling.

Guide mechanics updated: 4 October 2026. Artwork snapshot: 12 September 2026. Artwork uses the official client's sprites and prepared dungeon maps. Monster statistics and loot tables below are base values, before difficulty, map and character bonuses.