Dungeons
Latest map rules · 12 September 2026. Hunt qualifying natural world monsters. Map families unlock through permanent quest progress, with no character-level limit on drops. Reborning and losing levels does not remove a family you already unlocked.
| Map family | Requirement to start finding it |
|---|---|
| Gorgols | Available from the start; no quest storage required. |
| Immortals | Complete Lord Urjuke missions — the access required for Gorgols. |
| Storm (Storm Islands / Fire Storm) | Unlock Curseham access — the access required for Immortals. |
| Tentacles | Defeat Immortal God. |
| Urtrudurks | Complete the Tentacle Quest. |
| Samurai (Samurais / Mage Samurai) | Unlock Elite Urtrudurk access. |
| Bloodmoons | Defeat Infernal Overlord. |
Current configuration: one 1/900 (0.1111%) roll for any map per qualifying corpse. After success, choose one of your eligible families with equal probability. Cartographic Dust has a separate 1/100 (1%) roll for 1–3 Dust. Unlocking more families changes the pool, not the total map-drop chance.
The monster needs 1,000+ base EXP. Its reward owner must be online, have 15 hours 1 minute of stamina or more and active Normal Mode rewards. Summons, Dungeon Maps monsters and reward-suppressed corpses do not qualify. The reward owner determines the family pool; there is no extra roll per party member.
One Storm item, two destinations: choose Storm Islands or Fire Storm when preparing the expedition. One Samurai item, two destinations: choose Samurais or Mage Samurai. Your vocation does not choose the result. These are seven map families and nine dungeons. Mini Tentacle was a test dungeon and has been removed.
Another way to obtain maps: exchange 5 maps from one family for 1 map of the next family, with no gold or material fee: Gorgols → Immortals → Storm → Tentacles → Urtrudurks → Samurai → Bloodmoons. Any input tiers, rarities, layouts, locks and seals may be mixed within the family. The output rolls Normal–Hell uniformly (1/6 each), Plain–Exalted uniformly (1/4 each), a random layout and compatible modifiers. Bloodmoons is the final family.
Owning a map does not bypass entry requirements. Each destination retains its level, quest, reborn and unlocked-difficulty checks for every party member. Buying or exchanging a Hell map does not unlock Hell entry. See drop details and crafting.One leader's map opens a private expedition for up to five players. The route, enemies and modifiers are fixed by the map you choose.
First map in six steps
| Step | What to do | Why it matters |
|---|---|---|
| 1 · FIND | Loot a map from a qualifying world monster, or buy one through the regular Market. | Materials alone do not create your first map. |
| 2 · REVIEW | Put it in your backpack and use it. Check the dungeon, difficulty, rarity, layout and all modifiers. | Two maps of the same dungeon can play very differently. |
| 3 · PREPARE | Choose gear and recovery for the roll. Activate Normal Mode and finish its two-minute arming period before entry. | Sealing is permanent. Entering without active rewards forfeits completion Dust and the tier unlock, even if you switch mode later. |
| 4 · ENTER | In town/PZ, choose Prepare expedition. Everyone accepts the 30-second ready check and stays still. | All players must meet the dungeon access, level and unlocked difficulty. Only the leader supplies a map. |
| 5 · CLEAR | Reach 95%, defeat the boss within 45 minutes; clear 100% first for bonus Dust. | Death or leaving ends your participation. |
| 6 · CLAIM | Loot the corpses, return to town and select Claim rewards. Check your inbox. | Dust and the next difficulty unlock belong to each eligible surviving participant. |
Choose your dungeon
Click a dungeon for its enemies, boss loot, access requirements and all fifteen environment previews. The levels below are entry requirements. Drop eligibility follows quest storage in the table above; it has no character-level restriction.

Unlock Elite Urtrudurk access and reach Reborn 5.
Boss: Urtrudurk Archmage
Monsters, rewards & 15 maps →
Unlock Samurai access and reach Reborn 6.
Boss: Samurai Emperor
Monsters, rewards & 15 maps →
Unlock Samurai access and reach Reborn 6.
Boss: Undead Samurai Emperor
Monsters, rewards & 15 maps →
Defeat Infernal Overlord and reach Reborn 6.
Boss: Bloodmoon Master
Monsters, rewards & 15 maps →Finding maps
The current family requirements are listed in How to obtain maps at the beginning of this page. Any qualifying natural world monster can drop an eligible family: Gorgols maps do not have to come from Gorgols. Examples include Dragon Lords, Hydras, Frost Dragons, Behemoths and Demons. A Dragon has only 700 base EXP and does not qualify.
There is one map roll per qualifying corpse for its reward owner, who is not necessarily the last hitter. A map has a 1/900 chance; Dust has an independent 1/100 chance for 1–3 Dust. With N eligible families, each family has probability 1/(900 × N) per qualifying corpse. With all seven unlocked, that is 1/6,300 per family. All fifteen layouts are equally likely. Loot boosts and monster levels do not multiply these separate world-drop chances. There is no guaranteed drop after a fixed number of kills.
Natural drops are Plain 60%, Inscribed 30% or Rare 10%. Exalted maps can be obtained through crafting or the five-map exchange. Maps drop unsealed with no locked modifiers. A natural roll forces Normal 75% of the time; otherwise it uniformly chooses among the family's unlocked difficulties, including Normal. Universal families use the higher unlocked difficulty of their two destinations for this drop roll. Entry still checks the difficulty of the destination you actually select. With all six tiers unlocked, Normal is about 79.17%, and each higher tier about 4.17%.
Read your map
| Field | Meaning |
|---|---|
| Dungeon / item colour | Enemy family, boss, access and environment. Seven map emblems identify the families. Storm and Samurai each offer two destinations. |
| Layout | One of fifteen route shapes. Hover the review icon or the in-dungeon thumbnail for the larger S/B preview. |
| Difficulty / tier | Normal → Hard → Expert → Master → Torment → Hell. Sets base monster scaling and crafting gold multiplier. |
| Rarity | Plain (0 slots), Inscribed (2), Rare (4), Exalted (6). More slots mean more possible bonuses and threats; Exalted is not a seventh difficulty. |
| Modifiers | Green values help you or increase rewards; warm colours identify danger. Read the name, rolled value and range together. |
| Risk / pressure points | Reward-driving danger score from the actual rolls. It can exceed 100; it is not a percent chance. |
| Seal | An optional permanent contract on a Rare/Exalted map of Master or higher. |
| Locked modifier | Preserved when rerolling families or values. Up to two locks; extra Wax is charged on those rerolls. |
Inside the expedition
- A map is consumed only after a valid ready check and successful preparation. A failed pre-entry check does not spend it. Once you enter, losing the expedition spends the map.
- Every layout has 1,000 base enemies. Crowded adds 100–250 more. There is no regular respawn; roaming patrols move existing monsters.
- At 95% clear the boss appears. Commanders maps additionally require all three marked commanders.
- The timer is 45 minutes. After success you have 120 seconds to collect loot and leave.
- Death or choosing Leave map ends that player's participation. Reconnecting has a 120-second grace period; do not plan around disconnections.
- The run panel sits above chat and follows its position. Open its details to review the layout, modifiers and reward bonuses during the run.
- Extra density/event monsters do not award ordinary task, bestiary or Battle Pass kill credit. Density enemies still count toward the expedition clear counter.
Rewards and progression
Corpse loot and completion rewards are separate. Monsters and the boss retain their own drop tables. Map pressure and reward modifiers improve eligible drops; completion grants Cartographic Dust. Each eligible, online survivor receives their own completion Dust reward. Normal Mode rewards must be active when entering and when finishing: let the two-minute arming period finish before entry. Entering in Support Mode or while arming forfeits completion Dust and the tier unlock, even if Normal Mode activates during the run.
For exact Dust calculations, danger/reward examples and all 28 rolls, see Modifiers. For rerolls, recipes, permanent seals and trading, see Crafting.
Troubleshooting
| What you see | What to check |
|---|---|
| A map is missing from My maps | Move it from the inbox/depot into a backpack. Use the item directly, then Refresh. An offer listed for sale is held by the market. |
| I created an item but it does not work | On TEST, use the supplied !dmaptest commands. A bare item made with /i has no valid map roll. |
| Prepare expedition is rejected | Check every member: level, access quest, highest reborn if required, unlocked tier, PZ, combat state and party leader. Stay at the ready-check position. |
| I cannot craft the map | Check whether it is sealed, reserved by a ready check, lacks a free slot, has locks incompatible with the action, or needs more inventory materials/gold. |
| I bought/cancelled a map but cannot find it | It is delivered to your inbox. Move it to your backpack to use it. |
| The next tier did not unlock | Claim rewards in town. You must be an eligible survivor of the successful run; check progression for the same dungeon. |
| A modifier combination is too hard | Use a suitable build, reroll while unsealed, scour the map, trade it or salvage it. Sealed rolls cannot be altered. |
| My game still shows the old system | Use the matching client update and check which dungeon features are enabled on your realm. This page is the guide to map-based expeditions. |
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.





