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Certain maps may contain a {{c|unique|unique}} [[map boss]]; this is indicated on the Atlas itself. Map completion requires killing all {{c|rare|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. | Certain maps may contain a {{c|unique|unique}} [[map boss]]; this is indicated on the Atlas itself. Map completion requires killing all {{c|rare|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]] | 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]] gain +1 to area level. The modifiers rolled on the waystone are added as area modifiers. | ||
Maps when opened generate 6 [[portal]]s 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 [[death|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 Tablet]]s. Completed maps cannot be reattempted. | Maps when opened generate 6 [[portal]]s 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 [[death|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 Tablet]]s. Completed maps cannot be reattempted. | ||
Points on the map boss skill tree can add map boss [[difficulty]] levels. Increased difficulty comes with more damage and life and caps out at difficulty 4. From testing a map boss with difficulty 4 has about 480% increased life. | |||
==List of maps== | ==List of maps== | ||
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==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|0.2.0e| | |||
*During endgame a common issue is missing a Rare Monster in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times. | |||
}} | |||
{{Version history table row|0.2.0d| | |||
* (Hotfix 1) At higher tiers of Maps, the amount of Waystone chance increase required to guarantee Map drops from Final Rares or Map Bosses is now lower. You now need less Waystone chance to ensure a Map drops from these conditions at Tier12+ Maps, notably changing at Tier14+. This results in easier sustain at the top tiers of Endgame. | |||
}} | |||
{{Version history table row|0.2.0| | |||
* You can now respawn and return to a Map if you die. Upon first entering the Endgame, you get up to 6 total attempts per Map. As you add more Modifiers to a Waystone, the number of respawns goes down. | |||
* You will be able to enter and exit your Maps as much as you like as long as you haven't died. The number of portals is representative of the number of revives you have during the Map. | |||
* Once you start a Boss fight, the respawning system will change to require the map owner to collectively respawn the entire party. This is so that you must still kill the boss from full life. | |||
* If you decide to rush to the Map Boss without interacting with any of the other Map content and then die, you will respawn at the Boss checkpoint and only the Map Boss will be present. All of the other monsters and content will be removed. This is to prevent cases where players would be able to farm multiple copies of the same rewards by dying on purpose. | |||
* Tower Maps can now spawn with all extra content mechanics, including Bosses. | |||
* Killing Rare Monsters required for Map Completion no longer has a chance to grant Monster Modifiers to the remaining Rare Monsters. | |||
* Increased the chances for Rare monsters to have 3 or 4 Modifiers in Maps (note this means they drop more items). This is mostly to compensate for the removal of rare monsters granting their modifiers to other rare monsters on death. | |||
* A checkpoint now spawns when the last-available optional content in a Map has been completed. | |||
* The Specialities of some Maps have been adjusted to account for the addition of Azmerian Spirits. | |||
* If you exit the game while in an endgame map area, logging back into the same character will now place you back inside the map instance if it still exists. | |||
}} | |||
{{Version history table row|0.1.1c| | |||
* Added more checkpoints to several Map areas and improved the placement of some checkpoints. | |||
}} | |||
{{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. | |||
* 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. | |||
}} | |||
{{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. |
Latest revision as of 11:44, 17 April 2025
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 gain +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.
Points on the map boss skill tree can add map boss difficulty levels. Increased difficulty comes with more damage and life and caps out at difficulty 4. From testing a map boss with difficulty 4 has about 480% increased life.
List of maps
Map | Biome | Base tileset | Boss | Notes |
---|---|---|---|---|
Abyss | 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 | ? | The King in the Mists The Brambleghast |
Contains multiple Azmerian wisps. |
Backwash | Forest, Swamp | Jungle Ruins | Yaota, the Loathsome | |
Bloodwood | Forest | Gorian, the Moving Earth | ||
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 | ||
Canal Hideout | Grass | Can be claimed as a hideout | ||
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 | |||
Channel | Faridun City | Hask, the Fallen Son | Only spawns near Copper Citadel | |
Creek | Forest | Tierney, the Hateful | Open area layout | |
Crimson Shores | Water | Vastiri Outskirts | Rattlecage, the Eartbreaker | 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 | |
Felled Hideout | Forest | Clearfell | Can be claimed as a hideout | |
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 | Riona, Winter's Cackle | ||
Gothic City | Ezomyte City | Only spawns near Iron Citadel. | ||
Grimhaven | Ezomyte City | 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) | ||
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 | |
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 | |
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 |
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 | 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. |
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 | |
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 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 | |||
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 | 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 |
Wetlands | Swamp | 2x Gorian, the Moving Earth | open area layout | |
Willow | Forest | Connal, the Tormented | ||
Woodland | Forest | 2x Tierney, the Hateful |
Version history
Version | Changes |
---|---|
0.2.0e |
|
0.2.0d |
|
0.2.0 |
|
0.1.1c |
|
0.1.1 |
|
0.1.0e |
|
0.1.0c |
|
0.1.0 |
|