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| ==Version history== | | ==Version history== |
| {{Version history table header}} | | {{Version history table header}} |
| | {{Version history table row|0.1.1| |
| | * Added 4 new Tower Map areas: Alpine Ridge, Bluff, Mesa, and Sinking Spire. |
| | * The Lost Towers Map area has also been revamped. |
| | * Added checkpoints to Map areas. |
| | * Map areas now contain a minimum of 3 Rare Monsters. |
| | * Maps now display their Biome when hovered in the Atlas UI. |
| | * Map areas have been adjusted to have more distinct specialities for the content they contain. For example, one Map area might have more total number of monsters, while another is more likely to contain additional content such as Strongboxes, Essences or Shrines. Generally speaking, the more difficult a Map is to clear, or the smaller it is, the more axes it will specialise in. Here's an overview of changes we've made to give Maps more discernibility: |
| | ** A number of Maps now spawn up to double the number of Chests, and twice as many minimum Magic or Rare Chests. |
| | ** A number of Maps now contain up to double the number of Monsters. |
| | ** A number of Maps now contain 50% more Magic Monsters. |
| | ** A number of Maps now contain 50% more Rare Monsters. |
| | ** A number of Maps now have a higher minimum number of Rare Monsters you will encounter. |
| | ** A number of Maps now have a lower minimum number of Rare Monsters you will encounter. |
| | ** A number of Maps now have 50% more chance to contain Essences. |
| | ** A number of Maps now have 50% more chance to contain Strongboxes. |
| | ** A number of Maps now have 50% more chance to contain Shrines. |
| | ** Maps that are only exclusively found in Biomes containing Citadels now have 50% more chance to contain Essences, Strongboxes and Shrines. |
| | ** Unclaimed Hideout Areas now have substantially more Magic Monsters, and fewer Rare Monsters. |
| | ** Monsters in the Untainted Paradise have been breeding. Untainted Paradise now contains 100% more Monsters, of which spawn 100% more (thus quadruple) Magic and Rare Monsters. |
| | }} |
| {{Version history table row|0.1.0e| | | {{Version history table row|0.1.0e| |
| * Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame. | | * Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame. |
Maps are endgame areas generated by using a waystone on a specific map node on the Atlas. Maps contain randomized monsters and layouts but use a fixed tileset.
Mechanics
Certain maps may contain a unique map boss; this is indicated on the Atlas itself. Map completion requires killing all rare monsters in the map, as well as map bosses if one is present. An indicator appears pointing to the location of rare monsters in the area after only 200 monsters or less are remaining.
The area level of the map and consequentially the level of monsters and items found are determined by the tier of waystone used to open the map; areas that are Irradiated or affected by Corruption (Beyond) each adds +1 to area level. The modifiers rolled on the waystone are added as area modifiers.
Maps when opened generate 6 portals at the Map Device. Each time a player enters a portal, it is permanently consumed. A player (or each player in a party) may manually enter and exit the map through the portal freely, but dying in a map will prevent re-entry. A failed map can be re-attempted with a new waystone, but it will no longer have additional encounters including map bosses, or modifiers from Precursor Tablets. Completed maps cannot be reattempted.
List of maps
| Map |
Biome |
Base tileset |
Boss |
Notes
|
| Marrow |
Desert, Mountain |
|
Zar Wali, the Bone Tyrant |
|
| Alpine Ridge |
Mountain |
|
Gelida, the Frost-Tongue Ignatia, the Flame-Sworn |
Tower; can activate one or more Tablet to modify nearby maps once completed.
|
| Augury |
Grass, Forest, Swamp |
Jiquani's Machinarium |
Gressor-Kul, the Apex |
Contains 3 Stone Altars that need to be activated to access the middle of the map which often contains two or more rares or the boss if the map has the boss modifier
|
| Azmerian Ranges |
Mountain |
? |
Morwyn, the Kinslayer |
Contains multiple Azmerian wisps.
|
| Backwash |
Forest, Swamp |
Jungle Ruins |
Yaota, the Loathsome |
|
| Bastille |
|
|
Veynar, the Frostbane |
|
| Bloodwood |
Forest |
|
Gorian, the Moving Earth |
Linear layout with narrow passages
|
| Blooming Field |
Forest, Grass |
Hunting Grounds |
The Black Crow |
Open area layout
|
| Bluff |
Grass |
|
Gressor-Kul, the Apex |
Tower; can activate one or more Tablet to modify nearby maps once completed.
|
| Burial Bog |
Swamp |
|
Grudgelash, Vile Ent |
|
| Caldera |
|
|
The Ravenous Fang |
|
| Canal Hideout |
Grass |
|
— |
Can be claimed as a hideout
|
| Canyon |
|
|
Morvak, the Infernal |
|
| Castaway |
Water |
? |
Torrek of the Drowned Fleet |
(500–1000)% increased Gold found in this Area Contains buried treasure All items dropped are converted to Gold
|
| Cenotes |
Mountain |
|
Bahlak, the Sky Seer |
|
| Channel |
Faridun City |
Buried Shrines |
Hask, the Fallen Son |
Only spawns near Copper Citadel
|
| Cliffside |
|
Arastas |
Brakkus, The Juggernaut |
|
| Confluence |
|
|
Manassa, the Serpent Queen |
|
| Creek |
Forest |
|
Tierney, the Hateful |
Open area layout
|
| Crimson Shores |
Water |
Vastiri Outskirts |
Volkhar, the Emberborn |
Layout: linear area.
|
| Crypt |
Desert, Grass |
|
Meltwax, Mockery of Faith |
Circular tube layout. Has switches on the pillars to open locked sections.
|
| Decay |
Grass, Forest, Swamp |
The Grim Tangle |
The Fungus Behemoth |
|
| Deserted |
Desert |
Deshar |
Lord of the Pit |
|
| Digsite |
|
|
Aurelian, the Grand Adjudicator |
|
| Epitaph |
|
|
Saphira, the Dread Consort |
|
| Felled Hideout |
Forest |
Clearfell |
— |
Can be claimed as a hideout
|
| Flotsam |
|
|
Malgor, the Nautilord |
|
| Forge |
Mountain, Desert |
The Titan Grotto |
Vastweld, the Colossal Guardian |
Circular tube layout
|
| Fortress |
Desert |
The Manor Ramparts |
Pirasha, the Forgotten Prisoner |
|
| Frozen Falls |
Mountain |
|
Thraeven, Wing of Winter |
|
| Gothic City |
Ezomyte City |
|
|
Only spawns near Iron Citadel.
|
| Grimhaven |
Ezomyte City |
The Manor Ramparts |
Asinia, the Praetor's Consort |
Only spawns near Iron Citadel.
|
| Headland |
Faridun City |
|
Hask, the Fallen Son |
Linear layout. Only spawns near Copper Citadel.
|
| Hidden Grotto |
Mountain, Grass, Forest, Swamp |
|
Zar Wali, the Bone Tyrant |
|
| Hive |
Desert |
Infested Barrens (desert part) |
The Fungus Behemoth |
|
| Ice Cave |
|
|
The Frostborn Fiend |
|
| Limestone Hideout |
Water |
|
— |
Can be claimed as a hideout
|
| Lofty Summit |
Mountain |
|
Oloton, the Remorseless |
Linear layout with small forks that rejoin the main path
|
| Lost Towers |
Forest, Desert |
The Spires of Deshar |
Chetza, the Feathered Plague |
Tower; can activate one or more Tablet to modify nearby maps once completed.
|
| Mesa |
Desert |
|
Karash, The Dune Dweller |
Tower; can activate one or more Tablet to modify nearby maps once completed.
|
| Mineshaft |
Faridun City |
Mawdun Mine |
Rudja, the Dread Engineer |
Only spawns near Copper Citadel.
|
| Mire |
Forest, Swamp |
Freythorn |
Riona, Winter's Cackle |
|
| Molten Vault |
|
Molten Vault |
Gulzal, the Living Furnace |
|
| Moment of Zen |
Water |
|
— |
Contains the Nameless Seer. Contains no monsters.
|
| Necropolis |
Ezomyte City |
Cemetery of the Eternals but with plants |
Tycho, the Black Praetor |
Only spawns near Iron Citadel.
|
| Oasis |
Desert or Faridun City |
|
Ishtaroth, the Perennial |
Linear layout (horseshoe) with wide middle section
|
| Ornate Chambers |
|
|
Serath, the Scaled One |
|
| Overgrown |
|
|
Tetzcatl, the Blazing Guardian |
|
| Penitentiary |
Ezomyte City |
|
Incarnation of Death |
Only spawns near Iron Citadel.
|
| Ravine |
Mountain or Faridun City |
The Trial of Chaos |
Tetzcatl, the Blazing Guardian |
Very nice linear layout
|
| Razed Fields |
|
|
Ignatia, the Flame-Sworn, Gelida, the Frost-Tongue |
|
| Riverhold |
|
|
Thariel, the Umbral Wraith |
|
| Riverside |
Forest |
|
Zekoa, The Headcrusher |
Linear layout
|
| Rockpools |
|
|
Brughor, the Insatiable |
|
| Rugosa |
|
|
Syvora, Daughter of the Deep |
|
| Rupture |
|
|
Zekoa, The Headcrusher |
|
| Rustbowl |
Desert |
Vastiri Outskirts |
Gozen, Rebellious Rustlord |
Open area layout
|
| Sacred Reservoir |
|
|
Zahmir, the Blade Sovereign |
Deadly Map Boss
|
| Sandspit |
Water |
|
The Sandstrider |
Open area layout, two long parallel stretches that are intermittently connected with small passages and a bigger connection at the end
|
| Savannah |
Grass, Desert |
|
Caedron, the Hyena Lord |
Open area layout
|
| Seepage |
Grass |
|
The Fungus Behemoth |
Circular layout with small corridors
|
| Shrine Hideout |
Desert |
Buried Shrines |
— |
Can be claimed as a hideout
|
| Sinking Spire |
Swamp |
Temple of Kopec |
Stormgore |
Tower; can activate one or more Tablet to modify nearby maps once completed. Has three floors with triangular layout and the Precursor Beacon on the small fourth floor.
|
| Sinkhole |
|
|
Yama The White |
|
| Slick |
Mountain |
|
Vorrik, the Infernal Engineer |
Loop layout with large corridors
|
| Spider Woods |
Forest |
The Grelwood |
Rootgrasp, the Hateful Forest |
|
| Spring |
Grass |
|
Manassa, the Serpent Queen |
|
| Steaming Springs |
Grass |
|
Manassa, the Serpent Queen |
|
| Steppe |
Grass |
|
Gozen, Rebellious Rustlord |
Layout: open area.
|
| Stronghold |
|
|
The Shackled Horror |
|
| Sulphuric Caverns |
Desert, Mountain |
|
Lord of the Pit and The Bone Colossus |
Long wide rectangle with many small passages
|
| Sump |
Swamp |
Chimeral Wetlands |
Brakka, the Withered Crone |
Circular layout
|
| Sun Temple |
Vaal City |
Temple of Kopec |
Tonqui, Seer of the Sun |
|
| The Copper Citadel |
Faridun City |
Dreadnought Vanguard |
Jamanra, the Abomination |
|
| The Fractured Lake |
Water |
The Lake of Kalandra |
— |
Rare Monsters Are Mirrored (150–300)% increased number of Rare Monsters The Fragmented Mirror contains an exclusive amulet or ring base type.
|
| The Iron Citadel |
Ezomyte City |
Ogham Manor |
Count Geonor |
|
| The Jade Isles |
|
Heart of the Tribe |
Manoki, the Chosen |
|
| The Phaaryl Megalith |
Forest, Grass |
The Grelwood |
Random map bosses |
Contains a Powerful Boss Encounter Summon up to 9 waves of map bosses, with a double boss on the final wave. Each defeated boss unlocks chests containing random runes, including exclusive greater runes. Requires Waystone Tier 11 or higher.
|
| The Silent Cave |
Desert |
? |
Random map boss |
Contains many Rare Monsters trapped in Essences Contains an Imprisoned Boss that absorbs Essences from Rare Monsters Requires Waystone Tier 11 or higher.
|
| The Viridian Wildwood |
Forest, Swamp |
The Grelwood, The Viridian Wildwood |
— |
Shrouded in Darkness Contains Omen Altars Contains several chests that contain omens
|
| The Stone Citadel |
Vaal City |
Jiquani's Machinarium, The Black Chambers |
Doryani, Royal Thaumaturge |
|
| Trenches |
Swamp |
|
Gorian, the Moving Earth |
|
| Untainted Paradise |
Water |
|
|
(200–400)% increased Experience gain Monsters drop no items
|
| Vaal City |
The Stone Citadel |
Utzaal |
Viper Napuatzi |
Only spawns near Stone Citadel
|
| Vaal Factory |
Grass, Vaal City |
Jiquani's Sanctum |
Tetzcatl, the Blazing Guardian |
Quadratic indoor layout
|
| Vaal Foundry |
Mountain, Vaal City |
The Molten Vault |
Gulzal, the Living Furnace |
|
| Vaults of Kamasa |
Vaal City |
Jiquani's Sanctum |
— |
(100–200)% increased Rarity of Items found in this Area
All Chests are Magic or Rare Only spawns near Stone Citadel. Contains several chests. Contains no monsters.
|
| Wayward Isle |
|
|
Lord of the Pit |
|
| Wetlands |
Swamp |
|
Caedron, the Hyena Lord |
open area layout
|
| Willow |
Forest |
|
Connal, the Tormented |
|
| Woodland |
Forest |
|
2x Tierney, the Hateful |
|
Version history
| Version
|
Changes
|
| 0.1.1 |
- Added 4 new Tower Map areas: Alpine Ridge, Bluff, Mesa, and Sinking Spire.
- The Lost Towers Map area has also been revamped.
- Added checkpoints to Map areas.
- Map areas now contain a minimum of 3 Rare Monsters.
- Maps now display their Biome when hovered in the Atlas UI.
- Map areas have been adjusted to have more distinct specialities for the content they contain. For example, one Map area might have more total number of monsters, while another is more likely to contain additional content such as Strongboxes, Essences or Shrines. Generally speaking, the more difficult a Map is to clear, or the smaller it is, the more axes it will specialise in. Here's an overview of changes we've made to give Maps more discernibility:
- A number of Maps now spawn up to double the number of Chests, and twice as many minimum Magic or Rare Chests.
- A number of Maps now contain up to double the number of Monsters.
- A number of Maps now contain 50% more Magic Monsters.
- A number of Maps now contain 50% more Rare Monsters.
- A number of Maps now have a higher minimum number of Rare Monsters you will encounter.
- A number of Maps now have a lower minimum number of Rare Monsters you will encounter.
- A number of Maps now have 50% more chance to contain Essences.
- A number of Maps now have 50% more chance to contain Strongboxes.
- A number of Maps now have 50% more chance to contain Shrines.
- Maps that are only exclusively found in Biomes containing Citadels now have 50% more chance to contain Essences, Strongboxes and Shrines.
- Unclaimed Hideout Areas now have substantially more Magic Monsters, and fewer Rare Monsters.
- Monsters in the Untainted Paradise have been breeding. Untainted Paradise now contains 100% more Monsters, of which spawn 100% more (thus quadruple) Magic and Rare Monsters.
|
| 0.1.0e |
- Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.
- Packs of Prowling Chimeral's in Maps now contain less of the Prowling Chimerals and spawn alongside some Zombies.
|
| 0.1.0c |
- Rare Monsters in Map areas are now revealed on the minimap when there are 200 Monsters remaining (previously 50).
- (Not in patch note) Many maps have had additional rare monsters added to them to make sure that there are a minimum number in every map type.[1]
|
| 0.1.0 |
|
References
|
|---|
|
| Atlas mechanics | |
|---|
|
| Encounters | |
|---|
|
| Pinnacle encounters | |
|---|
|
| Endgame Trials | |
|---|