Dungeon Maps/Test Server
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.
