Dungeon Maps/Test Server

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Revision as of 13:49, 12 September 2026 by Wearetibia (talk | contribs) (Unify Dungeons and Dungeon Maps: one illustrated guide and a canonical redirect.)
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.
TEST THE WHOLE SYSTEM
A checklist for the test realm once Dungeon Maps is enabled there.
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.

Start in town/PZ, outside combat. Use a level 900+ test character to enter all ten families; 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 ten dungeon keys.
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, mini_tentacle, 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 Ten recognizable map emblems. 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.
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.

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.