Map

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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

Main page: List of maps
Map Biome Base tileset Boss Notes
Abyss Desert, Mountain Zar Wali, the Bone Tyrant
Alpine Ridge Mountain Tower; can activate a Tablet to modify nearby maps once completed.
Augury Grass, Forest, Swamp Jiquani's Machinarium Contains 3 levers that need to be pulled to access the middle of the map which often contains two or more rares (or the boss if the map has the modifier?)
Backwash Forest, Swamp Jungle Ruins Yaota, the Loathsome
Bloodwood Forest
Blooming Field Forest, Grass Hunting Grounds The Black Crow Open area layout
Bluff Grass Tower; can activate a Tablet to modify nearby maps once completed.
Burial Bog Swamp Grudgelash, Vile Ent
Canal Hideout Grass
Cenotes Mountain
Channel Faridun City Hask, the Fallen Son Only spawns near Copper Citadel
Creek Forest Tierney, the Hateful Open area layout
Crimson Shores Water Layout: linear area.
Crypt Desert, Grass Meltwax, Mockery of Faith Circular tube layout. Has switches on the pillars to open locked sections.
Decay Grass, Swamp The Grim Tangle The Rotten Druid
Deserted Desert Deshar
Felled Hideout Forest Clearfell
Forge Mountain, Desert The Titan Grotto Vastweld, the Colossal Guardian Circular tube layout
Fortress Desert Pirasha, the Forgotten Prisoner
Gothic City Ezomyte City Only spawns near Iron Citadel.
Grimhaven Ezomyte City Only spawns near Iron Citadel.
Headland Faridun City Only spawns near Copper Citadel.
Hidden Grotto Mountain, Grass, Forest, Swamp
Hive Desert
Limestone Hideout Water
Lofty Summit Mountain Oloton, the Remorseless Linear layout with small forks that rejoin the main path
Lost Towers Forest, Desert The Spires of Deshar Tower; can activate a Tablet to modify nearby maps once completed.
Mesa Desert Tower; can activate a Tablet to modify nearby maps once completed.
Mineshaft Faridun City Rudja, the Dread Engineer Only spawns near Copper Citadel.
Mire Forest, Swamp Freythorn Riona, Winter's Cackle
Moment of Zen Water Contains the Nameless Seer.
Necropolis Ezomyte City Tycho, the Black Praetor Only spawns near Iron Citadel.
Oasis Desert or Faridun City Linear layout (horseshoe) with wide middle section
Penitentiary Ezomyte City Incarnation of Death Only spawns near Iron Citadel.
Ravine Mountain or Faridun City The Trial of Chaos Very nice linear layout
Riverside Forest Zekoa, The Headcrusher Linear layout
Rustbowl Desert Vastiri Outskirts Gozen, Rebellious Rustlord Open area layout
Sandspit Water 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 The Fungus Behemoth Circular layout with small corridors
Sinking Spire Swamp Tower; can activate a Tablet to modify nearby maps once completed. Has three floors with triangular layout and the Precursor Beacon on the small forth floor.
Slick Mountain Loop layout with large corridors
Spider Woods Forest The Grelwood Rootgrasp, the Hateful Forest
Steaming Springs Grass Manassa, the Serpent Queen
Steppe Grass Layout: open area.
Sulphuric Caverns Desert, Mountain Lord of the Pit and The Bone Colossus Long wide rectangle with many small passages
Bugged in 0.1.1, Lord of the Pit does not spawn (thus preventing map completion)
Sump Swamp The Eater of Children Circular layout
The Copper Citadel Faridun City Dreadnought Vanguard Jamanra, the Abomination
The Iron Citadel Ezomyte City Ogham Manor Count Geonor
The Stone Citadel Vaal City Jiquani's Machinarium,
The Black Chambers
Doryani, Royal Thaumaturge
Untainted Paradise Water Must be next to an Ocean biome.
Drops no items but grants signficantly increased experience.
Vaal City The Stone Citadel Utzaal Viper Napuatzi Only spawns near Stone Citadel
Vaal Factory Vaal City Tetzcatl, the Blazing Guardian
Vaal Foundry The Molten Vault
Vaults of Kamasa The Stone Citadel Jiquani's Sanctum Only spawns near Stone Citadel.
Contains several chests. Contains no monsters.
Wetlands Swamp open area layout
Willow Forest Connal, the Tormented
Woodland 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.
  • Reduced visual clutter in many Map areas to improve the visibility of skills and effects.
  • Reduced screen clutter and improved performance of the effect that plays when killing rare monster objectives in endgame maps.
  • Monsters can no longer spawn near the close to the entrance of a map. This often caused the player to be immediately be attacked upon moving.
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
  • Introduced to the game.

References