Dungeon Maps/Test Server: Difference between revisions
Wearetibia (talk | contribs) (Publish illustrated upcoming Dungeon Maps guide: enemies, routes, access, crafting and rewards.) |
Wearetibia (talk | contribs) (Update Dungeon Maps: storage-based drops, universal Storm/Samurai maps, five-map exchange, Dust preview and retired Mini Tentacle) |
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__NOTOC__ | __NOTOC__ | ||
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeon Maps| | <div style="background:#152738;color:#e1e9ee;border:1px solid #746242;border-left:5px solid #ecd093;padding:20px;margin:14px 0;border-radius:6px;">'''Latest rules:''' [[Dungeons#how-to-obtain-maps|How to obtain maps]]. Normal world drops use quest storage, no character-level gate: map 1/900, Dust 1/100. The forced TEST command is for deterministic verification. Test both destinations of universal Storm/Samurai maps and all 24 tier/rarity salvage rewards (3–36 Dust). Exchange five mixed maps within one family; old Fire Storm/Mage Samurai items count toward the matching universal family.</div> | ||
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ecd093;padding:14px 18px;margin:14px 0;border-radius:5px;">''' | <div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeons|Dungeons overview]] · [[Dungeon Maps/Interface|UI walkthrough]] · [[Dungeon Maps/Layouts|Layout atlas]] · [[Dungeon Maps/Modifiers|All modifiers]] · [[Dungeon Maps/Crafting|Crafting & market]] · [[Dungeon Maps/Test Server|Test server guide]]</div> | ||
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ecd093;padding:14px 18px;margin:14px 0;border-radius:5px;">'''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.</div> | |||
<div style="background:#0e1d2c;color:#e6edf2;border:1px solid #746242;padding:22px;border-radius:6px;"> | <div style="background:#0e1d2c;color:#e6edf2;border:1px solid #746242;padding:22px;border-radius:6px;"> | ||
<div style="color:#ecd093;font-size:26px;line-height:1.25;font-weight:bold;">TEST THE WHOLE SYSTEM</div> | <div style="color:#ecd093;font-size:26px;line-height:1.25;font-weight:bold;">TEST THE WHOLE SYSTEM</div> | ||
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</div> | </div> | ||
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ffb09a;padding:14px 18px;margin:14px 0;border-radius:5px;">'''TEST SERVER ONLY''' — These commands are test tools, not a way to obtain free items on the production game realm. They will work only when the matching Dungeon Maps update and test tools have been activated by the team.</div> | <div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ffb09a;padding:14px 18px;margin:14px 0;border-radius:5px;">'''TEST SERVER ONLY''' — These commands are test tools, not a way to obtain free items on the production game realm. They will work only when the matching Dungeon Maps update and test tools have been activated by the team.</div> | ||
Start in town/PZ, outside combat. Use a level 900+ test character to enter all | Start in town/PZ, outside combat. Use a level 900+ test character to enter all nine dungeons; the access command does not change your character's level. Run one command at a time, with '''at least two seconds between commands'''. Activate Normal Mode and let its arming period finish before reward tests. | ||
<pre>!dmaptest contents | <pre>!dmaptest contents | ||
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! Command !! Purpose | ! Command !! Purpose | ||
|- | |- | ||
| contents || Lists the | | contents || Lists the nine destination keys (seven map families). | ||
|- | |- | ||
| kit all || One valid map for each family plus materials. | | kit all || One valid map for each family plus materials. | ||
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|} | |} | ||
</div> | </div> | ||
Replace '''storm''' with: <code>gorgols</code>, <code>immortals</code>, <code>firestorm</code>, <code>tentacles | Replace '''storm''' with: <code>gorgols</code>, <code>immortals</code>, <code>firestorm</code>, <code>tentacles</code>, <code>urtrudurks</code>, <code>samurais</code>, <code>mage_samurai</code> or <code>bloodmoons</code>. | ||
<span id=" | == <span id="guide_Create_a_specific_roll">Create a specific roll</span> == | ||
== Player checklist == | Use <code>!dmaptest affixes</code> to list modifier IDs and valid ranges. For a controlled energy-protection comparison, create exactly one modifier: <code>!dmaptest map storm L01,Normal,Inscribed,B09=80@energy</code>. Compare the same attack and equipment with and without added energy protection, keeping the other variables unchanged. | ||
== <span id="guide_Test_difficulty_progression">Test difficulty progression</span> == | |||
Use a '''regular test character, not a GOD character''' (GOD access always shows Hell). Run <code>!dmaptest access storm 1</code> to start at Normal, complete a Normal Storm map with active rewards, then Claim rewards. Verify that '''Hard Storm''' becomes available and another dungeon's unlocked tier is unchanged. The earlier <code>access storm 6</code> example is for unrestricted feature testing, not for proving progression. | |||
== <span id="guide_Player_checklist">Player checklist</span> == | |||
<div style="overflow-x:auto;"> | <div style="overflow-x:auto;"> | ||
{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
! Test !! Expected result | ! Test !! Expected result | ||
|- | |- | ||
| Inventory and tooltips || | | Inventory and tooltips || Seven map emblems, with universal Storm and Samurai choices. Correct dungeon/layout/rarity, complete modifiers, readable colours and route tooltip. | ||
|- | |- | ||
| Crafting || Try every operation on expendable test maps. Confirm final costs, lock preservation, changing layout, three-map ascension and permanent sealing. Rejected operations must not charge you. | | Crafting || Try every operation on expendable test maps. Confirm final costs, lock preservation, changing layout, three-map ascension and permanent sealing. Rejected operations must not charge you. | ||
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<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">'''Report a bug with:''' dungeon, layout, difficulty/rarity, all modifiers, solo/party, time and position, steps taken, expected result, actual result and a screenshot. If available, include the map UUID from the test inspection. For reward comparisons, include the number of eligible kills or completed runs.</div> | <div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">'''Report a bug with:''' dungeon, layout, difficulty/rarity, all modifiers, solo/party, time and position, steps taken, expected result, actual result and a screenshot. If available, include the map UUID from the test inspection. For reward comparisons, include the number of eligible kills or completed runs.</div> | ||
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeon Maps| | <div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[Dungeons|Dungeons overview]] · [[Dungeon Maps/Interface|UI walkthrough]] · [[Dungeon Maps/Layouts|Layout atlas]] · [[Dungeon Maps/Modifiers|All modifiers]] · [[Dungeon Maps/Crafting|Crafting & market]] · [[Dungeon Maps/Test Server|Test server guide]]</div> | ||
<small>Guide 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.</small> | <small>Guide 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.</small> | ||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Game Systems]] | [[Category:Game Systems]] | ||
Latest revision as of 18:13, 12 September 2026
Start in town/PZ, outside combat. Use a level 900+ test character to enter all nine dungeons; the access command does not change your character's level. Run one command at a time, with at least two seconds between commands. Activate Normal Mode and let its arming period finish before reward tests.
!dmaptest contents !dmaptest kit all !dmaptest inspect !dmaptest access storm 6 !dmaptest map storm L01,Hell,Exalted,random !dmaptest layouts storm 1,2 !dmaptest suite storm 4 !dmaptest drop storm !dmaptest drop off
| Command | Purpose |
|---|---|
| contents | Lists the nine destination keys (seven map families). |
| kit all | One valid map for each family plus materials. |
| inspect | Inspect your test map state. |
| access storm 6 | Grants the test quest/highest-reborn access and Hell unlock for Storm. Does not grant level. Some quests are shared between families. |
| map storm L01,Hell,Exalted,random | Creates a registered rolled test map. /i only creates a bare item and cannot replace this. |
| layouts storm 1,2 | All fifteen Storm layouts at Normal / Inscribed. |
| suite storm 4 | Affix and sealed-contract test maps at Master. |
| drop storm | Forces one Storm drop from a qualifying natural world monster. It does not make a /m monster count as natural. |
| drop off | Disables the forced-drop test. |
Replace storm with: gorgols, immortals, firestorm, tentacles, urtrudurks, samurais, mage_samurai or bloodmoons.
Create a specific roll
Use !dmaptest affixes to list modifier IDs and valid ranges. For a controlled energy-protection comparison, create exactly one modifier: !dmaptest map storm L01,Normal,Inscribed,B09=80@energy. Compare the same attack and equipment with and without added energy protection, keeping the other variables unchanged.
Test difficulty progression
Use a regular test character, not a GOD character (GOD access always shows Hell). Run !dmaptest access storm 1 to start at Normal, complete a Normal Storm map with active rewards, then Claim rewards. Verify that Hard Storm becomes available and another dungeon's unlocked tier is unchanged. The earlier access storm 6 example is for unrestricted feature testing, not for proving progression.
Player checklist
| Test | Expected result |
|---|---|
| Inventory and tooltips | Seven map emblems, with universal Storm and Samurai choices. Correct dungeon/layout/rarity, complete modifiers, readable colours and route tooltip. |
| Crafting | Try every operation on expendable test maps. Confirm final costs, lock preservation, changing layout, three-map ascension and permanent sealing. Rejected operations must not charge you. |
| Market with another tester | Buy, sell and cancel maps of different families. Check exact rolls, inbox delivery and claiming seller proceeds. |
| Solo and party entry | Try every family. Missing level/access/tier, a declined check, movement or party changes should reject entry before consuming the map. |
| All routes | Run the fifteen layouts. Check entrance, boss route and transitions on Three Terraces. |
| Combat modifiers | Compare the same tier with Plain and dangerous rolls. Try rolled-element protection, Berserk below 30% monster HP, warning zones, recovery penalties and density. |
| Completion | Compare 95% vs 100% clear before the boss, both seals, personal rewards and the correct family tier unlock. |
| Failure and cleanup | Test death, leaving and reconnecting. A subsequent expedition must not inherit old monsters, demonic enemies, hazards or commanders. |
| Natural drop | Use naturally spawned world enemies. Record eligible kill count. Keep forced drops separate from probability measurements. |
Guide 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.
