Dungeon Maps/Modifiers: Difference between revisions
Wearetibia (talk | contribs) (Publish illustrated upcoming Dungeon Maps guide: enemies, routes, access, crafting and rewards.) |
Wearetibia (talk | contribs) (Publish illustrated upcoming Dungeon Maps guide: enemies, routes, access, crafting and rewards.) |
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<div style="margin-top:8px;font-size:16px;">All 28 modifier families, difficulty scaling and completion rewards.</div> | <div style="margin-top:8px;font-size:16px;">All 28 modifier families, difficulty scaling and completion rewards.</div> | ||
</div> | </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;">[[# | <div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #a9d6f2;padding:14px 18px;margin:14px 0;border-radius:5px;">[[#guide_Difficulty_scaling|Difficulty scaling]] · [[#guide_Rewards_from_pressure|Rewards from pressure]] · [[#guide_Dangerous_combinations|Dangerous combinations]] · [[#guide_All_modifiers|All modifiers]] · [[#guide_Sealed_contracts|Sealed contracts]]</div> | ||
<span id=" | == <span id="guide_Difficulty_scaling">Difficulty scaling</span> == | ||
Difficulty and rarity are independent. These are the base difficulty multipliers before map modifiers and character/server bonuses. | Difficulty and rarity are independent. These are the base difficulty multipliers before map modifiers and character/server bonuses. | ||
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<span id=" | == <span id="guide_Rewards_from_pressure">Rewards from pressure</span> == | ||
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. | 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. | ||
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<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #9ee6b5;padding:14px 18px;margin:14px 0;border-radius:5px;">'''Completion Dust'''<br>Base Dust = tier number × (5 + rarity number), with Plain 1, Inscribed 2, Rare 3, Exalted 4.<br>Reward = floor(base Dust × (1 + Dust bonus / 100)).<br>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.</div> | <div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #9ee6b5;padding:14px 18px;margin:14px 0;border-radius:5px;">'''Completion Dust'''<br>Base Dust = tier number × (5 + rarity number), with Plain 1, Inscribed 2, Rare 3, Exalted 4.<br>Reward = floor(base Dust × (1 + Dust bonus / 100)).<br>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.</div> | ||
<span id=" | == <span id="guide_Dangerous_combinations">Dangerous combinations</span> == | ||
<div style="background:#152738;color:#e1e9ee;border:1px solid #3d5364;border-left:4px solid #ffb09a;padding:14px 18px;margin:14px 0;border-radius:5px;">'''Example: Master Rare, Ferocious 60% + Berserk 60% + Elemental Surge 80%'''<br>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.</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;">'''Example: Master Rare, Ferocious 60% + Berserk 60% + Elemental Surge 80%'''<br>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.</div> | ||
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. | 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. | ||
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* Armoured makes physical damage less effective. Elemental ward protects the listed element; Exposed element weakens it. Select your damage type after reading the roll. | * Armoured makes physical damage less effective. Elemental ward protects the listed element; Exposed element weakens it. Select your damage type after reading the roll. | ||
<span id=" | == <span id="guide_All_modifiers">All modifiers</span> == | ||
=== Reward modifiers === | === Reward modifiers === | ||
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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. | 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. | ||
<span id=" | == <span id="guide_Sealed_contracts">Sealed contracts</span> == | ||
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. | 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. | ||
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Revision as of 13:19, 12 September 2026
Difficulty scaling
Difficulty and rarity are independent. These are the base difficulty multipliers before map modifiers and character/server bonuses.
| Difficulty | Monster HP | Monster damage | Monster EXP | Crafting gold multiplier |
|---|---|---|---|---|
| Normal | ×1 | ×1 | ×1 | ×1 |
| Hard | ×2 | ×1.3 | ×1.75 | ×2 |
| Expert | ×3.2 | ×1.9 | ×2 | ×3 |
| Master | ×5 | ×2.8 | ×3 | ×4 |
| Torment | ×8 | ×4 | ×4 | ×5 |
| Hell | ×13 | ×6 | ×5 | ×6 |
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.
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
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. |
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.
