Path of exile atlas of worlds Russian language. Path of Exile: War for the Atlas - Full Changelog. Creating a small ring

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It's highly recommended that those reading this guide check out both the , and the , in order to understand the basics that this new guide will build on. It's also advised to keep an eye on the War for the Atlas wiki page for more info.

We’ll be updating this post throughout the next few weeks as more information about War for The Atlas becomes available.

With the release of version 3.1 and the War for the Atlas expansion, Path of Exile has a very different endgame. With 32 new maps and a variety of nerfs to existing builds, even veteran players might need some help adjusting to the new way of life in POE. Veteran players might also want to read the to get a very thorough understanding of all of the changes.

Let's get started!

Mapping Changes

There are a total of 32 new maps in War for the Atlas. The full map pool is listed below, with tiers next to the map name. Lots of old map layouts have had their properties buffed, so be careful. Some Tier 1 Maps have been upgraded to Tier 11 for example. Please note that this list is based on loot filter info from GGG, so it may change in the future.

Maps that have been added to the tiers as new maps have their wiki page linked.

Pit of the Chimera Map - 16
Lair of the Hydra Map - 16
Maze of the Minotaur Map - 16
Forge of the Phoenix Map - 16
Vaal Temple Map - 16

Maps with linear layouts, good clear speed or high mob density have been marked. Players should bear these map types in mind when choosing which maps to Shape with Shaper's Orbs. Remember that these Orbs turn a map that it's applied to into a Shaped version that is five tiers higher than the previous version.

Here's my personal Shaping list to give readers a guideline. Bear in mind that this is by no means the optimal set of choices, it's just maps that I liked running. Some of these choices like Beach and Arid Lake are holdouts from the pre-3.1 list because they remain good choices in WFTA. So if you're thinking about what maps to shape in 3.1, you should take your own preferences and builds into account.

Tier 1 – Beach
Tier 2 - Arid Lake
Tier 3 Arcade
Tier 4 - Strand
Tier 5 - Ancient City
Tier 6 Fields
Tier 7 - Bazaar
Tier 8 - Tropical Island
Tier 9 - Vault
Tier 10-Siege

Bear in mind that many of the old linear map layouts have been nerfed in terms of their mob density. So if you're making map choices for Shaped maps based on the list from the old guide, bear that in mind. GGG clearly wants these 32 new maps to be more popular when it comes to players crafting their Atlas’.

Also, if you complete a map that was created before the War for the Atlas expansion, it will complete a chain of maps from the start point on the Atlas up until the tier of map you completed. Shaped and Elder items do not drop on these maps. Elder Guardians also cannot spawn from them.

The Atlas

The Atlas has been reworked and many of the map locations have changed from what returning players may be used to. A helpful community member has made attempts to map the new Atlas locations, check it out .

When you first open the Atlas when you complete Act 10, you'll start to see a black starry area inhabit some map cells. Up to this point you should have completed some early Map Tiers as normal. Once you reach Tier 6 Yellow maps, you’ll start to see a gray influence area marked by a black border, this is the Elder’s influence.

If you complete maps bordered on the Atlas by Shaper's Influence, you'll receive a fragment from the map boss that can be traded to Zana for a Shaper's Orb for that tier. Shapers Orbs work the same way they did in previous POE expansions.

One aspect that some players often ignore is the Pantheon system, or more specifically, upgrading Pantheon powers. Here's a video guide on the basics.

The other major mapping change players need to be aware of is the Elder and his Guardians.

The Elder

Players will be battling against the corrupting influence of the Elder as it's spread across the Atlas. This influence serves as an addition to the Map Shaping of the Shaper. The Elder's Corruption allows players to further change the properties of their Atlas.

Every time you complete a map there is a chance for the Elder's influence to appear on the map. Once the Elder appears you can complete an Elder map to remove his influence there. Eventually Shaper will take over maps to contain the Elder and stop the spread. To make the Elder spread complete Shaper maps connected to Elder influence. To suppress the Elder, complete the Elder maps next to Shaper's influence.

Players will need to review the Atlas for which maps they want to allow to be influenced by the Elder or the Shaper. Bear in mind that a map can only be influenced by one of these at a time.

GGG also introduced Shaped and Elder items. These items can only be obtained in areas where the Shaper or the Elder holds influence, or by defeating the Shaper or Elder themselves. Shaped and Elder items can obtain mods not found elsewhere, as well as higher-tier versions of some existing mods.

The Shaper/Elder items with background animations (space for Shaper tentacles for Elder) and special mods are only available as random drops from maps with the Shaper/Elder animation on the atlas. Shaper items can only drop in Shaper maps and Elder in Elder maps.

Once you've spread the Elder's influence, the Elder Guardians will spawn, read more about them under their heading below. For now lets talk about actually fighting the Elder.

Elder Boss Fight

The Elder's arena will not inherit the mods of the map. The tier of the Elder and his Guardians appears to be random in the zone of influence as Guardians may spawn in maps with higher levels and tiers than the Elder map itself. Once you kill the Elder most of the Atlas will reset. If you fail to kill the Elder it doesn't appear to remove his influence even if you clear the whole map so you can try again. Don't be afraid to use portals especially in hardcore as you can always try again.

Fighting the Elder requires some trial and error. Learning the sequence of his AoEs and area denial attacks is crucial to beating him. Highly mobile builds will fair better in some cases. But be sure to watch out for his Blood rain attack where the arena is bathed in shadow. Once you see rings of shadow, run and get close to the Elder or else you will die.

You'll also want to watch out for his "shadow scythes" that create a cone expanding from his front. These cones of shadow cause massive movement penalties.

The Elder will also summon a set of exploding tendrils that form beneath the player and are most of the time going to one-shot you. If you see inky black runes forming at your feet, RUN!!!

The final warning is that you must stay on top of NOT killing the additional mobs unless you need to, as they stack degen on the player when they die.

The Elder Guardians

The Elder Guardians are powerful foes to the four Guardians loyal to The Shaper. If players want to take on the Elder, they'll need to beat these folks first.

Once your Atlas has started to fall to The Elder, you’ll notice some maps will be marked with certain modifiers for each Guardian.

Once the Elder has control of enough connected maps his Guardians will be available to fight and they will be labeled on the atlas with a different colored map and a note that says which Guardian is in that map. The Elder's Guardians will replace the boss of that map and be in a separate arena that doesn't inherit the map's mods.

Other Changes

Mapping isn't the only thing GGG are doing in 3.1. The new systems listed below will have an impact on everyone, so please read them.

Trading

GGG have begun reviewing use of the Trade API and have introduced a whitelisting system. , but if you want the TL:DR, here it is:

Recently, we have received a large number of requests to “whitelist” the trade API, which means granting permission to a specific set of sites that are allowed to consume it. This would instantly disable all of the sniping tools. Unfortunately, it would also make it hard for people to develop new trade sites (as they wouldn't have data to work with) and all sorts of cool research projects (like machine learning for item pricing) would be killed.

Our solution is to delay the item data by 60 seconds for everyone except certain whitelisted public sites. Developers doing research projects or getting started on trade sites can use the delayed data and existing public trade sites receive fast access. We believe that this solution solves the sniping issue without unnecessarily harming tools developers. If you're a developer of a public community tool who would like to unlock the undelayed data, please email us at Thanks!

Updated list of sites with access to the fast API:

  • poe.trade (added December 8, 2017)
  • poeapp.com (added December 8, 2017)
  • pathofexile.com/trade (added December 8, 2017)

Useful Tools

POESummary– A helpful member of the community made a website that compiles links to many of the major POE tools in one place. Save space on your helpful bookmarks toolbar using this compilation. POE,Trade, POELab, POE's Subreddit and more are all here.

POEChecklist– Another community-made tool. This one allows players to track quests, item checklists, lets you know which trials you've completed in the Labyrinth, and many other QoL improvements.

POEDB– Using POEDB to search for affixes for the new Shaper and Elder Rare items is a huge boon for the trader looking for different deals on high-end rares that will take their builds to the next level.

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  • The Atlas of Worlds is being taken over by a mysterious entity known as the Ancient One. He sows corruption and fights for power with the Creator. Learn more about the War for the Atlas at ru.pathofexile.com/war
  • Added 32 new cards, including 2 unique ones.
  • Added new battles with the Ancient One and four of his Guardians.
  • Added Altered and Ancient items. They can only be obtained in areas under the influence of the Shaper and the Ancient One, or after defeating the Shaper and the Ancient One. Altered and Ancient items can have modifiers that can't be obtained in any other way, as well as versions of normal modifiers that are more high level.
  • Added a new quest, Queen of the Sands. The quest can be obtained from Peter and Ivanna in Act 9 after completing the Stormblade quest. The Book of Skill for completing Stormblade will now be awarded for completing Queen of the Sands. Completing Stormblade will grant you a rare weapon of your choice.
  • Added 48 new unique items.
  • Added 6 new divination cards created by our sponsors.
  • Added a new Agility/Intelligence Skill Gem, Exhume: Fires a projectile that pierces enemies and lands at the target location, creating the corpse of a Bone Archer.
  • Added a new Agility Skill Gem, Cremation: A targeted corpse explodes, dealing area damage and becoming a volcanic geyser that will consistently release projectiles in an area around it for a period of time. Corpse explosion damage is not affected by spell damage modifiers and cannot be reflected.
  • Added a new Intelligence/Agility Skill Gem, Body Swap: The hero's body explodes, dealing spell damage in an area around it. The targeted corpse also explodes, dealing damage in an area around it. The hero's body is transferred to the location of the corpse. Corpse explosion damage is not affected by spell damage modifiers and cannot be reflected. This enchantment cannot be cast again.
  • Added a new Agility/Intelligence Skill Gem, Volatile Corpse: Corpses at the target location explode, dealing damage in a small area, and release orbs at enemies, which then explode, dealing spell damage in a large area. Corpse explosion damage is not affected by spell damage modifiers and cannot be reflected.
  • Vulnerability is divided into two skill gems: Vulnerability and Despair. Vulnerability, a Strength Skill Gem, curses all targets in an area, causing them to take increased Physical Damage and increased Bleeding Damage. Attacks against cursed enemies have a chance to inflict bleeding and maim.
  • Despair, an Intelligence Skill Gem, curses all targets in an area, reducing their Chaos Resistance and taking increased Damage over Time. Cursed enemies also take additional Chaos Damage when hit. Existing Vulnerability Stones will become Despair Stones.
  • Added a new Intelligence Support Gem, Storm Barrier: While channeling a supported skill, creates a protective field around the hero. The field reduces physical and lightning damage taken, and has a chance to gain a power charge when struck.
  • Added a new Agility Support Gem, Multi-Shot: Adds two projectiles to supported skills, with the projectiles fired in parallel from points on either side of the hero. Projectiles fired from the ring (on Shardlord) currently block the source of this gem's parallel projectiles, however this will change in future updates.
  • Added a new Intelligence Support Gem, Spell Cascade: Supported area skills will also target an area in front of and behind the main target.
  • Added a new Strength Support Gem, Call of the Ancestors: Supported melee attack skills that deal damage to a single target will target two additional enemies.
  • Added a new Agility Support Gem, Spectral Archer: Hitting an enemy with a supported bow skill creates a Spectral Archer that will continue to use that skill for a period of time.
  • Added 3D models for the following items: Mark of Malachai, Diantha's Atrocity, Dendrognev, Solid Blade, Void Accumulator, Red Sword Stompers, and Electroshock.
  • Added a new unique Strongbox created by our sponsor.
  • Added a new Rogue Exile (winner of the Dressed Up Exile contest).

Abyss Challenge League

  • Challenge Leagues are a great opportunity to start playing in a fresh economy. All of your existing characters and items will remain in the permanent Standard and One Life leagues, but you can create a hero in the new league to complete challenges and showcase your Path of Exile mastery!
  • In 3.1.0, three versions of the Abyss league will be available: Standard, One Life, and Solo. The mechanics and items in all versions of the league are the same. In the Abyss league, you will find cracks in the ground. As soon as you get closer, these cracks will become wider and spread further, and terrible monsters will begin to appear from the black depths. Try to keep up with the crack and you will be challenged by dangerous monsters of the Abyss. If you don't deal with the monsters in time, the Abyss will close, but if you win quickly, you will get a chest with valuable rewards.
  • As you play in the league, you will find chasms that will allow you to fall into the depths of the Abyss. In these areas, you will encounter many monsters, find valuable rewards and fight the boss.
  • Exploring the depths of the Abyss at high levels, you will be able to fight the Lich boss. Such a boss is rare, the battle with him is difficult, but the rewards for the victory will be valuable. Only by defeating liches will you receive unique items of the Abyss.
  • Monsters and chests in the Abyss can drop Abyss Gems. Like other gems, they can be placed in sockets on the passive skill tree to enhance your character. However, unlike other gems, Abyssal Gems have exclusive new properties and can be placed in special Abyss sockets on your items! Abyss nests will be found on new unique Abyss items and a new type of belt: Dark Vise.
  • There are 40 challenges to complete in the Abyss League. After completing 12, you will be rewarded with the Helm of the Void. For 24 trials you will receive the wings of the Abyss, for 36 - the portal of the Abyss. All of these microtransactions can only be obtained by completing Abyss league challenges.
  • Starting from Challenge 19, for every third challenge you complete, you will receive a part of the Void Totem, which can be installed in your hideout. The totem will stay with you forever.

Other changes:

  • Improved the target selection of many skills, especially the selection of large targets like Kitava and Arakaali.
  • Item frames have been updated to match the current UI.
  • Updated storage chest model. Now it shines with newness!
  • More detailed instructions have been added to the tutorial system for players who experience difficulties at the very beginning of the game.
  • Added tutorial page for portal scrolls, updated tutorial page for portals in areas.
  • Added a visible barrier to the entrance to Lioneye's Post in the tutorial system. The barrier will disappear after the allocation of the passive skill point.
  • Now you can open the help window with the ";" key. The key can be changed in the settings menu.
  • You can now turn off help page notifications by right-clicking on them. They will disappear by themselves after 6 seconds.
  • You can now turn in divination cards to Navali in the Epilogue or in your hideout. The description of the "Foresight" achievement has been changed accordingly.
  • The Outcast Masters have returned to Oriath and can now be found in the Epilogue.
  • Corpses that disappear when the number of corpses created by the Desecrate or Exhume skills are reached will now play a visual effect.
  • The value of shock and chill effectiveness indicators can now be found on the character panel.
  • Added a system for scaling state visual effects based on monster size.
  • Added voice acting for many NPCs and story objects that were missing in The Fall of Oriath.
  • Added map hover icons for new areas from the Fall of Oriath.
  • Added the option to leave the current group to the drop-down menu on the character portrait.
  • The league filter selection on the character select screen now retains its value.
  • Improved the quest reward selection interface.
  • A timer has been added under each flask icon to show the remaining duration of that flask's effect.
  • Debuffs are now displayed separately from buffs, flask effects, and charges.
  • Auras that affect you that you have enabled yourself no longer appear as a skill icon in the buff bar. Auras obtained from other sources will still show up in the buff bar.
  • Skills with modified cooldowns now show their final cooldown values ​​instead of a cooldown multiplier.
  • Monsters now display their rarity while rising from the ground.
  • The challenge panel now displays the number of completed challenges.
  • Now the default minimum fps for dynamic resolution is 30. You can change this value in the settings.
  • Improved rarity and condition effects on monsters.
  • Added support for subsurface scattering. Pay attention to the ice and candles!
  • Improved the performance of many skills, areas, monsters, and effects.
  • We continue to improve the sound, effects and environment.

Character balance

  • Enemies affected by Intimidate now take 10% increased Attack Damage (instead of 10% increased Damage).

Skill balance

  • The existing stones of Vulnerability became stones of Despair. Despair curses all targets in an area, reducing their Chaos Resistance and taking increased Damage over Time. Cursed enemies also take additional Chaos Damage when hit. new stone Vulnerability is now red.
  • Your minions (and their minions) will no longer deal or take damage while you are dead.
  • Dark Pact no longer gains range when using your health. Your health damage increases at a slower rate as the gem levels up, now deals 76% more damage at level 20 (up from 95%).
  • Detonating a Corpse now deals spell damage based on the skill gem's level, in addition to damage based on the corpse's maximum health. The base fire damage dealt by explosion enchantments has been significantly increased. The skill now gains an additional area of ​​effect increase as it levels up, and base critical strike chance has been increased from 5% to 6%. Cast time reduced to 0.6 seconds (was 0.8).
  • Raise Ghost now grants ghosts additional hit based on gem level.
  • Bear Trap and Vaal Rain of Arrows now remove all movement speed instead of reducing it by 300%.
  • Raging Spirits now have a 15% less added damage multiplier instead of 30%.
  • Conjured Skeletons now have an added damage multiplier of "50% more" instead of "30% less".
  • Raging Spirits, Spiders created by the Fang of Arakaali, and Ghostly Skulls from Essence of Madness can no longer taunt enemies.
  • The amount of burning ground damage dealt by Burning Arrow on a character with Pitch Darkness is now determined by the level of the Burning Arrow gem.
  • Orb of Storms can now trigger Lightning Strikes from Channeling Skills.
  • Defile: Now creates 5 corpses (up from 3). The cooldown has been reduced to 3 seconds per charge (from 5) and the cast time has been reduced to 0.8 seconds (from 1). The maximum level of Defiled corpses constantly increases with the level of the stone. The skill can now spawn higher level corpses at most gem levels except for 19, where the maximum level of corpses was reduced from 100 to 81.
  • Reworked Lightning Shoots. It is now a channeling skill that deals more damage every 4 pulses. Improved skill visuals. The new version hits a little less than the previous version, but the overall damage of the skill has become higher.
  • Minion Health Support now has a multiplier, i.e. grants 30% MORE minion health (was 30% increased minion health) at gem level 1 (up to "49% more health" at gem level 20).
  • Dark Pact is now considered a minion skill and will interact with, for example, the effects of Tomor Aili's Cape.
  • Ruthless Support will no longer support channeling skills.
  • Whirlwind can no longer be supported by the Ruthless Support.
  • Iron Will can now support Summon Skeleton and affect the damage dealt by Skeleton Mages if you use the Dead Reckoning gem.
  • Arctic Armor's cooling effect now slows attackers by 30% when you are hit (up from 10%).
  • Melee attacks supported by Multistrike now more accurately consider attack range (including area damage modifiers) when choosing targets for subsequent attacks. The change affected some skills negatively and others positively, but in general, melee skills supported by Multistrike will select targets in a way that better suits the behavior of a particular attack.
  • The area of ​​effect of the first waves of Bladefall was wider than intended. Now the area of ​​effect of the skill is more consistent with the area of ​​the visual effect in which the swords fall. The overall width of Bladefall's area of ​​effect has been slightly increased to compensate for narrower areas at lower skill levels.
  • Lightning Explosion is now correctly affected by modifiers based on the condition of the projectiles (e.g. the Powerful Accuracy modifier "Projectiles have 100% increased Critical Strike Chance against Targets Pierced")
  • Charged Dash now has a maximum of 15 hits per skill use.
  • Static blast radius increased from 19 to 20, total radius at level 20 is now 24. Static blast explosion now properly applies 40% less ailments. Previously, the skill applied conditions without taking into account the "less damage" modifier.
  • Ice Crush radius increased from 8 to 9 in the first stage, from 16 to 18 in the second stage, and from 24 to 26 in the third.
  • Earthquake radius increased from 25 to 28 in the second stage.
  • Devastation radius increased from 17 to 20, at gem level 20 the radius is 24.
  • Wither now increases chaos damage taken by 6% (from 7%), and stacks up to 15 times (from 20).
  • Vaal Power Overflow radius reduced to 70 (was 120).

item balance

  • Divination Cards: The areas, drop rates, and requirements of multiple Divination Cards have been reworked, due to changes to the Atlas in this update, and to better integrate Divination Cards with the new areas from the Fall of Oriath.
  • Changed some health regeneration mod names, added two new high-level mods, and all of these mods have been reorganized.
  • Increased health regeneration properties on rare items. Existing modifiers now grant up to 20 health per second. To update existing properties to new values, use a Divine Orb on an item.
  • When used on a belt, Essence of Madness now grants 10% increased Movement Speed ​​when using any Flask Effect (up from 5%).
  • Atlas-only base item types can no longer be found in Vaal side areas.

Balance of unique items

  • Aziri's Insight: No longer instantly leeches health from critical hits, instead grants Vaal Pact if you've dealt a Critical Strike Recently. The change does not affect existing versions of the item. Learn about the changes to the Vaal Pact in the Passive Skill Tree Changes section.
  • Witchfire Brew: Creates an aura of the Despair curse when used. The change affects all versions of the item.
  • Doom Arrows: Now adds 100% Physical Damage as a random element (up from 110%). No longer increases Critical Strike Chance, instead has (12-16) to (20-24) added Physical Damage. Using a Divine Orb on existing versions of the item will change the added physical damage and the added damage from a random element, but will not remove the critical strike chance.
  • Prism of Doombolts: Now adds 100% physical damage as damage from each element (up from 110%). Use a Divine Orb on an existing version of the item to apply this change.
  • Gongmin's Strategy: No longer creates a cloud of smoke when triggering a trap placed on an item. Instead, the item grants the Fog of War skill, which creates a cloud of smoke when any of your traps are triggered. Fog of War has a cooldown.
  • Lion's Roar: Now only adds knockback to melee attacks during the flask effect.
  • Wolf Spider: The chance of this item dropping from monsters has been greatly reduced. The item has been overused by melee characters at different levels as a very affordable way to bypass hit requirements.
  • Bisco's Collar: Significantly reduced item drop rate from monsters.
  • Queen of the Forest: Now has 200 to 240% increased Evasion (up from 240 to 380%). Use a Divine Orb on an existing version of the item to apply this change. The movement speed boost from this item is now capped at 100% on all versions. The change in the base types of evasion items in the Fall of Oriath caused the evasion and movement speed boosts on this item to be too high.
  • Rise of the Phoenix: Maximum fire resistance reduced to 5% (was 8%). Health regeneration is "15 to 20 per second" (was 6). Use a Divine Orb on an existing version of the item to apply this change. The newer versions also grant 40 to 60 health (the change cannot be obtained by a Divine Orb).
  • Omen of the Winds: Now allows Frost Shot to pierce 3 additional targets (up from 5). Use a Divine Orb on an existing version of the item to apply this change.
  • Dancing Dervish: While Manifest Dancing Dervish is active, Dancing Dervish has a 25% chance to grant you a Rampage charge when it hits a unique enemy. The minion created by this unique item can no longer move through impassable areas. The changes affect all versions of the item.
  • Demon Realm: Chill effect now slows enemies by 30% when you are hit (up from 10%). The change affects all versions of the item.
  • Baron: Now adds half of your strength to minions (instead of all of your strength). The change affects all versions of the item.
  • Retribution of the Dead: Now correctly replaces the number of Skeleton Warriors with Skeleton Mages when using Vaal Raise Skeletons.
  • Death's Oath: Now correctly updates behavior when changing skills, items, or passive skills.
  • Auxium: The tooltip now states that the Freeze duration is based on Energy Shield. The functionality of the item has not changed.

Monster Balance

Card balance

  • The entire Atlas has been reworked. Changed the names of many maps, as well as their balance, level and place on the Atlas. On many maps, bosses have been redesigned or completely replaced.
  • The rules for generating monsters on high-level maps have been significantly reworked, their balance has been changed in the direction of the speed with which, in our opinion, players will clear maps. In general, on flat lane maps, the total number of monsters will be less than on maps with more complex layouts. We will be closely monitoring the balance of these changes, and will make further changes and improvements over time.
  • Changed the balance of card properties. Each mod now grants increased item rarity, increased item count, and increased monster pack size. The values ​​will depend on the complexity of the properties.
  • Mao Kun: Monsters no longer gain Power and Endurance Charges every 20 seconds as this was causing performance issues. Monsters now have a chance to gain these charges on hit. The number of monsters on this map has been reduced, but you will now gain more experience in this area.
  • Added a new map prefix, Feasting: The area is inhabited by Kitava cultists.
  • Monsters from 5-10 Acts have been added to the maps, which did not previously appear on the maps.
  • Bosses with multiple forms or stages no longer count as multiple map bosses.
  • Suncaller Asha's Charge has been rebalanced to have a 4 second cooldown.
  • Rek'tar can now jump on enemies that are too close to the wall.
  • Cleansing Hounds now spawn from gates farther away and can stalk players for long distances.
  • Water elementals and their variations now spawn in groups of visible and invisible monsters (instead of all visible or all invisible).
  • The boss of the unique card Death and Taxes now moves 35% faster while under the effect of damage immunity.
  • The corpses of Corrupted Statues can be obtained by using Defile on maps if you already have the ghost of such a monster.
  • Roa bosses on maps now recover 33% of their maximum health each time you destroy one of the nests.
  • Added groups of magical monsters to boss rooms on maps where they weren't there before.
  • Monsters can now spawn closer to the entrances on Oba's Cursed Treasure map.
  • Graveyard card is now the base type of the Sacred Ground unique card.

Passive Skill Tree Changes

  • Significantly reworked the Agreement with the Vaal. It no longer grants instant Life Leech, instead the rate of Life Leech has been doubled, as well as the maximum rate of Leech. Passive skill moved to Gladiator area.
  • The non-notable passives behind Mind Over Matter now grant 10% increased Mana (up from 12%), and the notable grants 30% increased Mana (up from 40%) and 40 added Mana (up from 100).
  • The Lifesteal keystone now grants 3% of your maximum Life per second to your maximum Life Leech rate (from 5%).
  • Body Void now grants 3% of maximum Life per second to maximum Life Leech Rate (from 5%).
  • Passives that previously granted increased melee physical damage while wielding a shield now grant increased physical damage from attacks while wielding a shield (all physical damage, not just melee).
  • Many passive skills that previously provided defensive bonuses while holding a shield now also increase physical attack damage and condition damage while holding a shield.
  • Removed one of the passive skills on the way to Ash, Frost and Storm (near the Noblewoman).

Ascension Balance

  • Bruiser: Brutal Zeal no longer increases the maximum rate of Life Leeched.

Pantheon

  • Changed most of the map bosses that need to be killed to improve the Pantheon's powers.
  • Added Shakari to the Pantheon.

Alance Labyrinth

  • Added a new Dark Shrine effect that can only be found in the Eternal Labyrinth.
  • Changed the conditions for the appearance of some chests. In general, rewards from them will now be more valuable and more in line with their level and difficulty.
  • Increased the total number of items in Silver Chests.
  • Removed the helmet enchantment from the Merciless Labyrinth that gave additional burst projectiles. Labyrinth of the Eternal Barrage enchantment now grants one additional projectile (up from 2).

Zana properties in 3.1.0:

  • Level 2: Anarchy (Costs 2 Chaos Orbs): Area has 3 additional Rogue Exiles, 20% increased Quantity of Items found in Area.
  • Level 3: Bloodlines (Costs 3 Chaos Orbs): All Magic Monster packs have the Bloodlines modifier, 25% more Magic Monsters, 20% increased Quantity of Items found in Area.
  • Level 4: Beyond (Costs 3 Chaos Orbs): Enemies killed close together have a chance to attract monsters from the other world, 20% increased Quantity of Items found in Area.
  • Level 4: Fortune Favors the Bold (Costs 3 Chaos Orbs): Select a random Zana mod from the current list, including mods not yet unlocked.
  • Level 5: Ambush (Costs 4 Chaos Orbs): Area contains 3 additional Strongboxes.
  • Level 6: Domination (costs 4 Chaos Orbs): Area contains 3 additional Shrines.
  • Level 7: Essence (Costs 5 Chaos Orbs): Area contains 2 additional Essences.
  • Level 8: Rift (Costs 6 Chaos Orbs): Area contains 2 additional Rifts.

PvP balance:

  • Removed level 60 Sandria Arena. Players who do not meet the level 40 Sandria Arena requirements will be sent to the open Sandria Arena.
  • Characters entering the portal to Oriath at the end of Act 4 will not be able to queue for low-level duels.
  • Oath of Death now deals significantly less damage to players (and Grand Masters).
  • PvP-only characters can no longer activate the Map Device.
  • Bleeding, Ignite, and Poison now suffer penalties based on the attack or cast speed of the skill (or similar time parameter) that caused them.

World changes:

  • Completing the Love of Neighbor quest will reward players not only with a flask, but also with a support gem of their choice.
  • The green maze has been removed from the game. Chitus' Plum and Trial of the Labyrinth have been moved to the Imperial Gardens.
  • Added objects with stories, mostly in the area from the Fall of Oriath.
  • Mysterious barrels now spawn more diverse monsters.
  • Additional groups of monsters will now spawn in the Lighthouse area while fueling the Lighthouse.
  • Improved the Southern Forest area, especially in Act 6. Southern Forest in Act 6 can now generate Vaal side areas.
  • On the way to the fight against the Vicious Trinity, the heart portals to Melavius, Scholastica and Darya stop beating when the corresponding boss dies.
  • The vault of priests from Ossuary in Act 10 has been renamed to Sealed Chest. The chest has a new model.
  • Hadrian will no longer talk about the Hanging Gardens, this dialogue has been removed from the Good Listener achievement requirement.
  • Added more layout options for main storyline areas. Most areas, in particular the new areas from the Fall of Oriath, now have several new possible layouts.
  • Voll's conversion in the Western Forest in part 2 will be destroyed. Pay attention to it, it looks very cool.
  • Added some missing door and area transition icons on the minimap.
  • Altars will no longer spawn at the entrance to Tukohama's Fortress.
  • Kitava's arena in Act 10 is now called Altar of Famine.
  • Malachai's journal no longer refers to an incorrect date.

Prophecies:

  • Rare monsters that are required for unique item prophecies have been added to various areas around the world. They make it possible to obtain an item of a high enough level so that 6 links can be obtained on it.
  • You no longer need to equip a unique item to fulfill the Prophecy, just have it in your inventory while killing the desired boss.
  • The Gemini Prophecy that turns a non-twinned card into a twinned card no longer grants 6% increased Quantity of Items found.
  • The Monstrous Treasure prophecy now completes when opening the last Strongbox in an area.

Bug fixes

  • Fixed an issue where jewelry chests in the Labyrinth contained different types of items.
  • Fixed an issue where the Raise Zombie skill gem was displaying incorrect health values. This does not affect zombie balance.
  • Fixed a bug due to which some tasks of Fotis continued to be displayed even after they were completed or failed.
  • Fixed an issue where the Siren Divination Card deck would give you corrupted Whispering Ice without 20% quality.
  • Fixed an issue where the Battle Mage notable passive would grant Strength and Agility individually (instead of both). This does not affect the mechanics of the passive skill.
  • Fixed a bug due to which you could advance through the barrier in the Chamber of Sins in Act 7.
  • Fixed an issue where Ice Bite could buff totem, trap, and mine skills even though it did not work on them.
  • Fixed descriptions for Ice Bite and Excite.
  • Fixed an issue where the Challenge notable passive would grant increased melee physical damage instead of increased melee physical damage while holding a shield.
  • Fixed a bug due to which you could leave the arena of the Strategist Adrastius using Leap Slam. You can no longer pick up Terat Dust before killing this boss. Raiz, you know it's all because of you.
  • Fixed an issue where the "Increased Global Armor when No Energy Shield" modifier on the Broken Faith unique item was not properly applying to armor gained from converting Evasion to Armor with the Nerves of Steel keystone passive.
  • Fixed an issue where the shrine in the Labyrinth, which added an additional unique item to the reward for killing Izar, would cause severe lag when activated.
  • Fixed a bug due to which some monsters could not detonate their mines.
  • Fixed a bug due to which suffering spirits could possess Solaris and Lunaris spheres during the battle with Dawn and Dusk.
  • Fixed a bug due to which the text in some languages ​​did not fit into the item window.
  • Fixed an issue where text on the challenge screen could overlap in some languages.
  • Fixed a bug that caused the client to crash during the low mana tutorial.
  • Fixed an issue where totems with low maximum health could not reach 1 health due to rounding, so Righteous Fire would not turn off on them.
  • Fixed a bug due to which you could kill Abberat, the Forked, before he moved to other stages.
  • Fixed an issue where the gem level tutorial was displayed instead of other tutorials.
  • Fixed a bug due to which altars could appear in inaccessible places.
  • Fixed an issue where double-clicking a character with an expired name would reset that character's selection during a name change. This prevented this hero from logging into the game and did not display the new hero name on the character select screen, despite the fact that it was changed on the server.
  • Fixed an issue where the microtransaction slot needed to be double-clicked if the inventory and then the microtransaction selection screen were triggered by keypresses.
  • Fixed an issue where condition damage modifiers from attacks while holding a shield would be applied twice if you weren't using Varunastra.
  • Fixed an issue where the sextant that gave players instant health and mana regen was not actually granting any instant regen.
  • Fixed an issue where removing a Static Blast skill gem (or taking actions that would disable the skill) would immediately trigger all Static Blast explosions.
  • Fixed an issue where enemies hit by Shatter's initial hit would also be hit by the area of ​​effect created by that hit.
  • Fixed a bug due to which low-level characters in a city or hideout would have story quests related to the Creator if there were characters on the same account and in the same league who completed these quests.
  • Fixed a bug due to which effects that change the size of the character could cause some enchantments and effects to appear incorrectly.
  • Fixed a bug due to which some bosses could not advance to their next stages due to damage over time effects applied to them. Because of this, characters that only deal damage over time were unable to complete some battles.
  • Fixed a bug due to which Daria could die during the teleportation if she had very low health.
  • Fixed an issue that caused Skeleton Generals summoned by Vaal Raise Skeletons to play an incorrect effect when spawned.
  • Fixed an issue where you could continue channeling skills even after your action speed was reduced to 0 (for example, after being petrified by a Basilisk).
  • Fixed a bug due to which the automatic updating of public groups led to the disabling of the "Away" mode.
  • Fixed a bug due to which the Forsaken Master could teleport to a place that blocked the entrance to the area (for example, in a doorway).
  • Fixed display of Excitation and Arcane Surge durations on skills that have their own duration modifiers.
  • Fixed an issue where the duration of Temporal Chains applied by items on hit was too short.
  • Fixed an issue where attempting to respawn in a hideout where the portal was blocked by an object would result in a disconnect.
  • Fixed a bug due to which the health and mana indicators were superimposed on the text when the help window was open.
  • Fixed an issue where a unique card would display the presence of a Pantheon Upgrade Boss if its base type was the same as a regular card with a Pantheon Upgrade Boss.
  • Fixed an issue where Glacial Hammer would sometimes interact incorrectly with Herald of Ice's effect when shattering enemies.
  • Fixed an issue that caused some NPC dialogue to appear in the wrong category.
  • Fixed an issue where using the Warcry while holding Dibion's Dirge would ignore knockback avoidance.
  • Fixed an issue where allied Harbingers (and other untargetable entities) would trigger enemy traps.
  • Fixed a bug due to which several effects of the Labyrinth shrines of the same type overlapped instead of replacing each other.
  • Fixed a bug due to which some skills became invisible if the player left and returned to the area. This also applies to Kitava's Devouring Darkness.
  • Fixed a bug due to which the explosions of the Lightning Burst did not destroy chests, stone pillars and barrels.
  • Slightly corrected descriptions of passive skills related to Fortify.
  • Fixed an issue that caused skills supported by Excitation to label all skills as enchantments in the tooltip.
  • Fixed an issue where certain areas with high monster density (such as Outcast Masters quest areas) would try and fail to spawn additional monsters such as Tormented Spirits and Rogue Exiles. Now they will try and create monsters! Success!
  • Silver Chests of the Labyrinth and other rewards will no longer spawn near walls and at free angles. Items should no longer appear in inaccessible places.
  • Fixed an issue where Felshrine Ruins could generate a Vaal side area on the inaccessible side of the river.
  • Removed several obsolete Silk dialogs.
  • Fixed an issue where Frenzy Charges only gave Grand Masters more attack damage instead of overall damage.
  • Fixed an issue where the Vaal Ruins in Act 2 could generate additional rooms that shouldn't be in that area.
  • Fixed an issue where Hardy Crabs in the Boiling Lake were not dropping items.
  • Fixed a bug due to which the lightning rods in the arenas of the Strategist Adrastius and the Minotaur could be knocked back.
  • Fixed some audio crackling issues.
  • Fixed an issue where the Ankh of Eternity and the Tear (from storyline quests) did not match the size of their images.
  • Fixed an issue that caused players to be followed by more pets than they actually had.
  • Fixed a bug with the gender of epithets of rare names in French.
  • Improved the behavior of the Teleport Arrow in unusual terrain.
  • Fixed jitter when hovering over item description.

In the process of completing story quests, cards begin to fall to you. These are Tier 1 cards. However, the atlas itself will become available for passage after killing Kitava in Act 10, and completing Zana's task to complete the first map. Until this moment, you will not be able to get on the cards.

A couple of important points:

  1. The map is considered closed if you were not there, or you were there but the boss was not killed
  2. The map is considered open if the boss of the map is defeated
  3. The map is considered completed if the boss of the map is defeated and the conditions for passing the map are met (for example, kill the boss on the magic map).

These definitions will be encountered throughout the article, they must be kept in mind.

What is a card tier:

A shooting gallery is a kind of indicator of difficulty. The higher the shooting range, the higher the level of monsters and the more difficult mods can be on the map.

On the cards of the first tier, monsters are level 68, and then it goes up.

If you pass the map, you can knock out new cards on it. You can knock out:

Not passed cards connected with it, and all passed cards of the same tier and below.

Maps are considered connected if they are visually connected on the atlas by a line. They are clearly visible, they go from map to map, a kind of path between the worlds.

If you are missing some kind of card (for example, the necessary t1 did not fall, but you really want to start passing from it), then there are 3 options.

  1. Buy from Zana (although the required card may not be there)
  2. Buy from other players
  3. If this card is NOT the first tier, then you can exchange 3 cards of the lower tier (tier below for 1 card you need) that are directly connected by a line on the atlas with the card you need, and thus get the card you need. This is useful when you have a lot of small cards that you have "outgrown" and are long gone.

A few words about the atlas bonus.

The Atlas bonus gives a % chance to increase the level of the dropped card for each point of the bonus. To increase the bonus, you need to complete tasks on the cards (these are the tasks where it is written that you need to go through the magical / magical version of the card. Sometimes something else can be written)

If the bonus exceeds 100%, it means that you will always drop a card one level higher than it should, and there is a chance to get a card 2 levels higher.

It is best to go through the cards not just like that, but by completing additional tasks. As a rule, there you need to pass a card of a certain rarity. The required rarity can be found by hovering over the map in the atlas with the mouse.

Cards, like items, can be magical, rare, and unique, and they can also be corrupted.
What can happen to the card if it is corrupted:

  • Nothing but the appearance of the "corrupted" status.
  • Adds or subtracts one level from the map, changing the base type to match the new level, and endowing it with new properties. This is the only way to get a level 81 Vaal Temple Map.
  • Reforges a card into a new one, with up to 8 modifiers added to the card.
  • Makes a card unrecognizable, hiding (but not changing) its properties and item counts. Unidentified cards have a 30% bonus to item count.

In addition, all bosses on corrupted maps have a chance to leave behind sacrificial Vaal Fragments or Vaal Stones.

Card modifications increase the number and rarity of items on it.

It follows from this that there is no point in running white cards, if everything is very bad with the currency, then at least do not regret the sphere of transformation.

In addition, cards can (and even need to) be sharpened with the cartographer's chisels, increasing their quality, which in turn also affects the number and rarity of items.

It is better to first sharpen the map, and then throw spheres there, and not vice versa. Save currencies.

The drop of the atlas cards themselves is affected ONLY by the number of items, but by no means the rarity!

On the atlas itself, there are also white yellow and red cards, but this is not the same as magical / magical / defiled / cards. About this division will become clear when we get to the sextants.

If you are going through the atlas of worlds for the first time, the best solution would be to open the entire atlas in order to understand where which bosses are, where it is difficult and where it is easy, and where it is more comfortable and interesting for you personally to play.

Zones of Influence

Sometimes strange areas appear on the atlas. These are Shaper's and Elder's (ancient) zones of influence. The shaper's zone of influence looks like a starry sky, it appears on the atlas first after passing the first maps. The Ancient's zone of influence just looks like a dull gray area.

What is the difference between the passage of the map in the zone of influence of the shaper (creator):

  1. The boss itself, or the card itself is enhanced by a shaper. for example, he can move into the boss in the middle of the battle, or water balls will fly on the map that will crash into you and create a zone with gradual damage
  2. On the map you can find rare items with special properties shaper. These modifiers cannot be crafted on normal items and can be quite powerful. They do not intersect with the fashions of things of the ancient.

What is the difference between the passage of the map in the zone of influence of the Elder (ancient):

  1. There may be portals on the map from which ancient monsters appear
  2. On the map you can find rare items with special properties of the Elder. These modifiers cannot be crafted on normal items and can be quite powerful. They do not overlap with shaper item mods.

If you expand Elder's area of ​​influence to 15 or more cards, you will have his guards and the Elder himself on the cards.

How to expand the Elder's zone of influence:

It is necessary to run maps near this area, preferably shaper maps.

There is no 100% way to make them appear on the right maps

After killing an Elder, his zone of influence completely disappears. But if you run the cards again, she will reappear. In this way, it will be possible to kill him many times.

There is a way to make the Elder's zone of influence appear on the desired card tier. Not on specific maps, namely the speech about the shooting gallery. It's simple:

You run a specific shooting range, for example, one and the same card. For example T6 Academy. You run until you're blue, or until the ancient one appears on some T6 map.

It is not known for sure whether he always appears on Tier 6 or if there is an error of one tier (some say that he does not appear specifically on the desired tier, but in its area, and such words do not make it possible to say exactly about the appearance on the desired tier).

All about shaping

When you run Elder cards, you will have a mark with a piece of the Creator's Sphere (orb shaper). This will be Zana's mission and the map will be marked with a blue circle. After completing this map and killing the boss with the right requirements (for example, on the magic map for white cards), you will receive a fragment of memories. You give it to Zana and get a whole orb shaper. More about these fragments and how to get them in the section about Zana. In this section, only about the spheres themselves.

With the shaper orbs, you can raise the level of the map by 5.

Why is it needed:

For example, there are small cards that are convenient, good, and you just like them. And I would like to continue farming them as the character grows. You throw an orb shaper on such a card, and it ceases to be too “small” for you and the drop becomes a little richer.

What cards are better to improve with the Creator's Orb?

  • Tier 1 - The most ideal option is the Beach card. The map is straightforward and very convenient, simple monsters and a simple boss.
  • Tier 2 - Arid Lake is a good fit. It is round, without barriers, the boss is also not very strong.
  • Tier 3 - Burial Chamber Map ( Burial Chambers). She is good because there is a chance to get a divination card on the belt Hunter for voices (HeadHunter)
  • Tier 4 - Strand Map. She is straightforward, the boss there is also very simple. This is the most direct map in the game.
  • Tier 5 - Channel Card ( Channel) (rectilinear map) or the Haunted Mansion map. Here to your taste.
  • Tier 6 - Atoll Card - a straight card in the form of a figure of eight or a Jungle Valley card.
  • Tier 7 - Dune Map - An open map with no obstacles.
  • Tier 8 - Tropical Island card or Shore card. There is also an option with the Mud Geyser Map - a good round map, but the boss can be dangerous.
  • Tier 9 - Vault Map. Cards for exalts fall there, so many people farm it. An alternative option is the Plateau map - a straight-line good map.
  • Tier 10 - Belfry card, but only if you are strong enough to kill Kitava on t15. An alternative option is a map of the Bog ( God). The map is round and nice. There is a Boss Roa in the bog who goes on a rampage if his nests are disturbed, and it is recommended that you only do this if you are strong enough.

How to remove the applied Creator's Orb? What is the Sphere of Destruction?

In case you decide to improve another card with Creator's Orb, or you just want the improved card to become low-level again, you can apply the Orb of Destruction to it. To get it, you need to turn in 20 Cartographer's Chisels and 5 Orbs of Regret to the merchant.

And do not forget to take the sphere of the creator from Zana.

Sextants and atlas tuning - how to use it on the example of the Vault map

Starting from 3.2 there is a limit on the maximum number of sextants

Sextants are the currency that is thrown onto the cards. When you throw it on a card, a circle appears, and all cards that fall into this circle (including the one on which you threw a sextant) receive additional modifications for the next three visits.

Initially, we can have only one active sextant on the atlas.

You can increase this limit in the following way:

  1. We pass all the white cards and get one additional sextant.
  2. We pass all the yellow cards and get one additional sextant.
  3. We pass all the red cards and get one additional sextant.
  4. We go through Zana's quest line and get one additional sextant.

Here is a list of properties (modifications) of sextants (taken from poedb.tw):

  1. Unique boss drops 1 additional unique item
  2. 30% increased Quantity of Items found on Unidentified Maps
    Items drop identified on identified maps
    15% increased Party Sizes in Unidentified Maps
  3. Monsters with the Nemesis modifier drop 3 additional currency
  4. Area contains 1 additional Invasion Boss
  5. 20% increased Player and Monster Movement Speed
    20% increased Monster Attack Speed
    20% increased Monster Cast Speed
  6. Area contains additional Monsters that deal Fire Damage
    Players and Monsters take 10% increased Fire Damage
  7. Area contains additional Monsters that deal Cold Damage
    Players and Monsters take 10% increased Cold Damage
  8. Area contains additional Monsters that deal Lightning Damage
    Players and Monsters take 10% increased Lightning Damage
  9. Area contains additional Monsters that deal Physical Damage
    Players and Monsters take 10% increased Physical Damage
  10. Area contains additional Monsters that deal Chaos Damage
    Players and Monsters take 10% increased Chaos Damage
  11. Area contains air currents
  12. Unique monsters drop corrupted items
  13. The card has 20% quality
    Unique boss damage increased by 20%
  14. The quality of this card also extends to the rarity of the items found.
    Unique Boss has 20% increased Health
  15. Players deal 100% increased Damage while stationary
    Players take 10% increased Damage while stationary
  16. Monsters and players gain Onslaught if they've been Hit Recently
    100% increased Onslaught Effect on Players and Monsters
  17. Pecking area
  18. Area contains Zana
  19. Strongboxes in Area Corrupted

    Strongboxes in the area are at least rare
  20. Corrupted Map Unique Bosses drop an additional Vaal Item
    Items found in Area have a 5% chance to drop Corrupted
  21. 30% increased Magic Party Size
  22. Rogue Exiles deal 20% increased Damage
    Rogue Exiles maximum health increased by 20%
    Rogue Exiles drop 2 additional gems
    1 additional Rogue Exile in area
  23. Magic cards contain additional magic monsters
    Rare cards contain additional rare monsters
    Regular cards contain additional regular monsters
  24. Players cannot take reflected damage
    Area contains additional packs of Rare Mirrored Monsters
  25. Area contains 30 additional Mystery Barrel Clusters
  26. Strongbox Monsters have 500% increased Quantity of Items
    Strongbox monsters are in a state of rage
    Area contains an additional Strongbox
  27. Players deal 10% increased Damage for each Poison Effect on them
    Players' Speed ​​is increased by 5% for each Poison effect on them
    Area contains additional Poison Monsters
  28. Area contains Haunted Traitors
  29. Area contains additional Monsters that Convert on Kill
  30. Players instantly regenerate health and mana from flasks
    Area contains additional Healing Monsters
  31. Bodyguards accompany the unique boss
    When an area is completed, an additional card is dropped
  32. 20% reduced Effect of Curses on Monsters
    60% reduced Effect of Curses on Players
  33. Area contains an additional Breach
    Area may contain Rifts
  34. Area contains Abysses
    Area contains an additional Abyss
  35. Unique Boss Drops a Corrupted Item
  36. 20% increased Quantity of Items dropped by Unique Boss
  37. There is a master in the area

White, yellow and red maps are visible on the atlas. Sextants as well as cards are divided into three types: white, yellow and red. They are called Apprentice Sextants, Apprentice Sextants, and Master Sextants, respectively. Apprentice's Sextants are applied to white cards, Journeyman's Sextants to white and yellow cards, Master's Sextants to any cards. At the same time, the mods received on the cards depend on their tiers, there are mods that can only be obtained on red cards with the help of Master's Sextants.

Using sextants, you can significantly increase the amount of drops on the cards. For example, we farm Burialka, and periodically throw sextants on it (and on the cards next to it). Due to the sextant limit, we won't be able to do the trick with blocking unnecessary properties and often proc the necessary ones (we just don't have enough sextants), but they will be fine for one-time bonuses.

How to set up an atlas using the Vault map as an example

To begin with, we need to understand that if we run the Vault with a fully open atlas, the following will happen:

  1. We will constantly fall other open T9 cards
  2. We will fall open cards below the dash
  3. We will fall the card above the dash (the one associated with the storage, namely the Orchard card (Orchard)).

All this follows from the basic mechanics of the atlas, which we described in paragraph 1.

The first thing to do is to reduce the drop of cards we don't need

Unfortunately, we can't get rid of the cards below.

But with the rest of the points we solve the issue

The first thing to do is to erase all other T9 maps from the atlas. This requires the seals of the map device.

How to get the seal of the map device:

  1. If we hide the white card, then we need to hand over three white sextants and one sphere of purification to the merchant
  2. If we hide the yellow card, then we need to hand over three yellow sextants and one sphere of purification to the merchant
  3. If we hide the red card, then we need to hand over three red sextants and one sphere of purification to the merchant

Accordingly, in our case, we hide the yellow cards. We get seals and throw them on the cards.

Next, we need to get rid of the t10 of the Orchard. This issue is solved by applying the sphere of the creator (shaper orb) to it. She becomes t15 and doesn't bother us anymore. But when a t10 card should fall, the system will see that there is no suitable option and will give us t9. And t9 after the cancellation of all other t9 cards, we were left with one - this is the Storage we need.

Thus, we have completed the necessary adjustment of the atlas to minimize the drop of unnecessary maps.

Mechanic blocking modifications with sextants.

This is a theory that is now poorly applicable in practice due to the limit of sextants. But knowing can be helpful.

Let's take storage again. In our case, if we throw a sextant on a storage card, it will affect 6 more cards around. It follows from this that the sextants that we throw on these 6 cards will also affect the vault. So we can have a maximum of 7 modifications from sextants on this map.

Now let's move on to the important point.

You can control mods on the map we need with the help of sextants. This is possible because the following rule works in the atlas:

The same card cannot be affected by two identical modifiers at the same time

What does this mean in practice

In the screenshot below, I marked two cards next to the Vault, which add modifications to it with their sextants:

If in this example there is a “Modifier 1” mod on the Geode map, then it cannot appear as a sextant on the Overgrown Ruin map, since this will mean that there will have to be two identical modifiers on the Vault at the same time, since both of these cards affect the Vault with their own sextants.

This example shows that you can influence a card through one card.

For a better understanding, let's introduce some definitions.

Let the map we need be the Vault map.

Then those cards that reach the Vault card with their sextant are the inner circle.

And those cards that, with their sextants, reach at least 1 card of the inner circle, but do not reach the Vault card, are the outer circle.

We cut off unnecessary modifications using the outer circle. The principle is this. On the maps of the outer circle, we try to roll those modifications that are not interesting to us. That is, which do not give us additional monsters, and therefore do not give more drops on the map.

Thus, these modifications will no longer be on the maps of the inner circle and on the Vault map itself. And we significantly increase the chances of rolling useful and good modifications (in terms of farming).

Why is it useful:

  1. In fact, we save the number of sextants. Fewer sextants drain into the pipe due to bad mods. There is a big difference between spending a sextant on a useful mod or on crap.
  2. There are many modifiers on the Storage, and if all (or most) of them are useful, the number of drops on the map increases dramatically.

It is important to understand - after running through the vault three times, the sextants of the inner circle will disappear. And the sextants of the outer circle will remain, and will continue to block bad modifications.

In reality 3.4, in theory, you can throw 2-3 sextants on the outer circle, and leave a couple on the inner one - it looks doubtful, but if you run the same map, then why not.

Ring of the Ancient

Not relevant in 3.4

Ring of the Elder is a chain of cards influenced by the Elder. This is what the ring looks like:

Starting from 3.3, the ring is no longer relevant. Next, we will write why. Below is a text about the ring itself, in case it becomes relevant again. If you don't know much, read about the ring, because there are principles that still work. If you're fumbling, you can skip this wall of text by pressing , and go straight to the actual 3.3 material.

It is created in such a way that almost all of these cards can be run indefinitely, constantly maintaining the influence of the Ancient One on them. You need it so that you can constantly run your favorite maps with an increased size of groups of monsters, get more drops (including maps), as well as farm rare Elder items to find something interesting, or just collect new sets on shards of exalt.

It should be understood that if you are farming a ring, then this means that you are not farming the most ancient one. Since after killing the ancient, his zone will disappear.

The basic laws of the zone of the Ancient (Elder):

  • The Ancient One must always be connected to his keepers.
  • The maximum number of cards in the zone of the ancient is 30
  • Once your Elder zone reaches 20 cards, Elder and his guardians will spawn there and stay where they are until you kill them.

It should be understood that the ancient and its keepers settle as closely as possible, and strive to appear as close as possible to high-level cards. It depends on how they appear on the atlas whether we can create a ring at all or not.

In order not to screw up at this point, you need to do the following:

Do not include maps with 4 or more links in the zone of influence of an ancient (like everyone's favorite vault). The fact is that in the process of creating the ring, we will need to create a gap.

If you capture a card with 4 links, then an Elder can sit on it, and on each connected card a keeper. We will not be able to tear the keeper from the ancient one (break a short connection one card long)

But if you capture a card with 3 connections, then an Elder sits on it, 3 guardians on adjacent cards, and another guardian - one card from the ancient one (that is, it will be connected to one of the guardians). And if we kill the guardian with whom he is connected, and this card comes under the influence of the shaper, we will get a gap. And the guardian that was through the map will be connected with the ancient one through the entire ring (it's like breaking links in a chain - after breaking from point A to point B, there is only one way left)

There was a guardian at the spot marked by the cursor. He was killed, the map came under the influence of the shaper. You can see that between the blue circle (where the ancient one is) and the guard to the right below there are no paths-connections - since the connection ran through the killed guardian. Thus, the connection between the ancient and that guardian from below goes through the entire ring, and according to the laws of the ancient zone, it cannot be broken.

That is why we will be able to run cards in the ancient zone without fear that everything will fall apart.

Then there will be a very high probability that the ancient one will appear on the island.

When you pull an ancient zone, do it in parallel in different directions, not just one. People say this is less likely that the desired piece of the zone will fall off in the process.

The result should be a snake 8-29 cards long with the ancient at the beginning and the keeper at the end.

If you move on to practice, then you have the following steps.

  1. Plan your ring. Do not neglect this stage in any case, otherwise you will waste a lot of time.
  2. Obtain the starting zone of influence of the Elder.
  3. Spam the Elder and his guards at the desired location.
  4. Create your first ring and unlock it.
  5. Expand the ring.
  6. Complete the ring.

Planning

You need to decide in advance which cards will be in your ring. Remember that the ring will be 30 cards long, and will be connected by continuous paths (connections) of a maximum of 29. And remember about the snake - each card holds two others, and nothing else.

Typical mistakes at this stage:

  1. Capture a map with 4 connections - reasons described above
  2. Do not use the shortest route. This is when you decide to turn off along the way to pick up a couple of tasty cards, and in fact it turns out that you are not going in a straight line, but making an incomprehensible detour.

Galya says that she neglected planning and is dissatisfied with her ring) Nevertheless, this will not prevent us from understanding the principles of its formation.

Ancient One's starting zone of influence

You can try to influence its primary spawn indirectly. Namely, to get the original zone of influence of the Ancient One, for example, on the eighth cards, run the eighth cards. He will tend to be born on those tiers of cards that you are running at the moment.

The Ancient One and His Guardians

Pull the starting zone in different directions until it reaches 20 cards. And by this time it is desirable to prepare the island for its settlement.

Remember one thing, despite all Eledra's preferences, he can still spawn randomly. In poe, there is still a lot of randomness.

And yet, there may be moments when not a single Shaper card adjoins the Ancient’s Zone in the right direction - it doesn’t matter, just run through any Shaper’s card, then the picture on the Atlas will change and, most likely, some card will be added to the Ancient’s Zone.

Creating a small ring

Initially, we make a small ring, because as we go through the cards, a lot of extra cards get into the Elder zone, which will have to be cut off, but, again, not all in a row.

It is better to add one card in the right direction, then cut off one unnecessary and so on.

Also, along the way, the Shaper selects many cards, cutting off several cards at once. So it's better to start with a small ring. After the small ring is completed, you must open it so that the shortest path between the Elder and the guard is along the ring.

This is the same gap that we talked about at the very beginning.

Ring expansion

The bottom line is to attach small sections, cut off the excess.

Be careful that the Elder does not occupy the gap map (this is the map through which we made the gap).

Gali had a map of the thicket. She ran her several times when she fell under his influence while she expanded the ring. So it's okay if she suddenly falls back under the influence of the Ancient One.

Also, constantly cut off side cards that lead the route in an undesirable direction. It is very important.

Ring Completion

When your main route is laid, it will take about 27-29 maps, you should cut off those maps that were not important to us before - for example, there was some kind of process that did not interfere in any way.

Remember that you can not run cards with guardians. Ring farming and ancient farming are mutually exclusive things.

The original guide on the ring from Gali:

What's new after 3.3

Here are some unpleasant surprises waiting for us:

  1. Shaper became more aggressive. That is, he more often wrings out ancient cards.
  2. The Ancient One and his Guardians no longer anchor like they used to. If we build a ring and don't touch them, they'll just take it and dump it. Together with the entire zone of influence. Clearly.

Therefore, if earlier there was an ancient ring, now it is better to make either a square or a rectangle. That is, we need a fat area so that the shaper does not chop it.

There are no Elder and Guards in the square. But there is a stable zone.

On average, a dozen cards are obtained in such a square. The shaper will not be able to spoil everything for us in one move, because the square is thick. Due to this, the stability of the zone is achieved.

Zana

Zana Quest Line

The quest line is a must. Without it, all the conditions for the appearance of an uber ancient will not be fulfilled, you will not gather all the spheres of the creator.

It starts at the end of the story. You talk to Zana in the epilogue, go down to the priests' laboratory, take a map from Zana, go through it, talk to her again - and the first quest is ready.

The first memory can only be obtained from cards from tier 6 under the influence of a shaper.

Cards on which memories can be obtained are circled in blue on the atlas.

All memories are obtained in chronological order. Since each memory increases the requirement for the card’s tier, it’s worth getting them “lower tier” first and then higher.

Important - all other memories (meaning except for the first one) are obtained from cards under the influence of the ancient.

After we got the first 10 memories, we need to have the ancient and his guards appear on the map. The remaining memories must be obtained from them - first we kill the guards, and then the ancient one. And they should be on the red cards. Some say that this is inaccurate, and if some guard settled on the yellow card, it's okay - but it's better to make their appearance to the maximum on the red ones.

Important - when killing the ancient, the creator must not die. If he plays the box, the memory fragment will not be given!

After the first victory over the shaper, a key will fall from him. The key opens a secret room in the priests' laboratory. It contains an orb of the ancient, which will allow you to up any card up to t16.

Well, then the final task with the uber-ancient. We must kill him. After that, Zana's quest line will end.

Zana Mods

MF is cut, so the farm with breaks is not the same. But it's still worth downloading Zana to level 8.

Zana's list of mods in 3.4.0 is as follows:

  • Level 2: Onslaught (Costs 2 Chaos Orbs): 20% increased Attack, Cast and Movement Speed ​​for Monsters. 20% increased Quantity of Items found in this Area.
  • Level 3: Bloodlines (costs 3 Chaos Orbs): All magical monster groups have the Bloodlines property, more magical monsters in area.
  • Level 4: Ambush (Costs 3 Chaos Orbs): Area contains 3 extra Strongboxes.
  • Level 4: Fortune Favors the Bold (Costs 3 Chaos Orbs): Select a random Zana mod from the current list, including mods not yet unlocked.
  • Level 4: Another card of the same level (costs 1 Chaos Orb): Requires a rare card. Reveals a random Rare card of the same level, except for a card you have placed in a Map Device.
  • Level 5: Beyond (Costs 4 Chaos Orbs): Enemies killed close together have a chance to attract monsters from the other world, 20% increased Quantity of Items found in Area.
  • Level 6: Essence (Costs 4 Chaos Orbs): Area contains 2 additional Essences.
  • Tier 6, unlocked after finding 5 Memory Fragments: Altered Card Level 1-5 (Costs 2 Chaos Orbs): Requires a Rare card. Unlocks a Rare version of your card 5 levels higher, with random modifiers.
  • Level 7: Nemesis (Costs 5 Chaos Orbs): Each Rare monster has the Nemesis modifier, more Rare monsters in the area.
  • Level 7, unlocked after finding 10 Memory Fragments: Reworked Card Level 1-10 (Costs 6 Chaos Orbs): Requires a Rare card. Unlocks a rare version of your card 5 levels higher, with random modifiers and a chance to be corrupted.
  • Level 8: Harbinger (Costs 6 Chaos Orbs): Area contains 3 additional Harbingers.
  • Tier 8, unlocked after obtaining an Elder Orb: Elder card level 1-15 (Costs 15 Chaos Orbs): Requires a rare card. Unlocks a rare level 16 version of your card with random modifiers and a chance to be corrupted.

We are most interested in the rift mod, as there are a lot of monsters, a lot of drops. This is the most useful mod. Although the number of objects is cut, the mf is cut - there are still a lot of them there. Yes, and the fragments also need to be collected.

The rest of the mods are useful either for fun or if you want to get a unique item from past leagues that cannot be obtained in any other way (except by buying from other players).

How to quickly pump up a zanu to level 8. This is done quickly using chat 820 (to go there - the command / global 820, if you play in English, / global 820 en, if in Russian). There, people share the daily tasks of the masters, and the tasks of the masters on the maps among themselves for a quick leveling of the masters. There are two options, either people write that the masters will open for you for free (free) or people are looking for a rotation (lf rota elreon / zana / haku).

Rotation is The best way upgrade your masters. Before joining a group, check if you meet the requirements (your master level) and if you still have not completed the daily task today. After the full group is assembled, the leader writes in the group header in what order you will open daily tasks (order). Separately, it is worth noting that the meaning of the rotation is in leveling the masters, therefore, having completed the task of the master, the players move on to the next one without finishing off the boss, without passing the uber lab tests, etc.

Uber Ancient (Uber Elder)

For it to appear, the following conditions must be met:

  1. Collect all of the creator's memories as part of Zana's questline
  2. Kill the Shaper as part of Zana's questline

You will need to go through the cards under the influence of the ancient (r15) that are adjacent to the keeper. As soon as you do this, then all the guardians will be under the influence of the shaper.

After that, we pass the nearest guardian (the one closest to which we passed t15), and then any adjacent to it. Then go through the rest in any order.

As soon as you do this, all the guardians will change to the guardians of the ancient one. And in the domain of the creator there will be an Über Elder.

A physical guard appears on the Chimera map, poisonous on the Hydra, fiery on the Phoenix, and electric on the Minotaur.

Kill the guards, and then forward to the Über-ancient.

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You are kindly requested to throw any inaccuracies either in a personal https://vk.com/id211453645 or in the comments, proofs are required. Unfortunately (or fortunately) I am not a nerd and have not seen all the content myself.

You can follow the release of new material in this group

Atlas of Worlds- upcoming (at the end of this week) free DLC, designed, for the most part, for the late game.

Add-on Description

The Atlas of Worlds allows you to track the progression of late game maps Players will be able to use the Atlas to improve maps and add various modifications. Also on the Atlas, the interconnections of different maps (connection paths) are clearly visible;
The card drop system has been changed: now you can loot cards that are closest in the chain of relationships, as well as those that have already been cleared;
The closer you are to the epicenter of the Atlas, the higher the difficulty becomes;
There are four rank 16 cards containing Void Defenders. If you defeat them, you will receive key fragments that allow you to fight the mega boss ("Shaper" aka "Creator");
The more cards you clear, the higher the cumulative rank of the Atlas becomes (the difficulty increases, as does the chance of dropping cards);
With the help of the spheres of the same Creator (boss), you can upgrade white or yellow cards five times (for this you need to fulfill additional conditions of the cards);
With the Cartographer's Sextant, you can temporarily mod even the Atlas itself;
All changes and bonuses that were activated on the Atlas are transferred between all characters within the selected league of the account;
Added: 30 new maps and dozens of bosses, as well as 13 new types of items that can only be obtained in strictly defined corners of the Atlas;
The coolest maps have changed in terms of balance (monster placement, level structure, boss battles and rewards);
You can exchange 20 Cartographer's Chisels and 5 Orbs of Regret for an item that allows you to reset the sharpening (Shape) of the card (available from the seller);
You can exchange 5 Cartographer's Sextants (of a certain color) for an item that allows you to reset the fact of successfully completing a map of a given color (available from the seller).
How the Atlas of Worlds system works
This information is taken from because the author of this post has no idea about this game xD Just below there is a video clip with more detailed description if you are not interested to read in short.

In general, the Atlas of the Worlds is not such a categorical addition. Users constantly asked for more information regarding certain game elements, which is why the Atlas was developed as a detailed guide to the late game. In fact, physically nothing will change with this update. When you reach Relentless Difficulty, you will be able to find the four cornerstone maps of the Atlas, which will allow you to start exploring it. These will be the cards of the first rank. The Atlas will allow you to track the drop on a particular map, as well as get more information about what is happening. This means that it is not necessary to use it at all, even up to killing the final boss without even opening the Atlas. It is worth noting that the Atlas itself does not provide any special opportunities to get somewhere if you have not knocked out the necessary card. The drop remains the same: you can drop any cards of rank 1, also those that you have already cleared, but now also only those that are next to the chain on the Atlas. Passing a large number of identical cards does not increase either the chance of them falling out in general, or the quality (rank). In short, the farm has not been canceled.

Card Bonuses
Once you have finished playing a card, it goes into the general drop pool - it can drop anywhere (regardless of whether it is connected by an Atlas Link chain). Completing the tasks of NPC Zana does not count as passing the map. Often "complete the map" means the banal killing of the main boss. Completing a card's bonus objectives adds a cumulative bonus of 1% to that card's rank increase (by one). If the bonus exceeds 100%, the remainder will be transferred to the chance to increase the rank by 2 units. Information of this nature will be displayed in the Atlas.

Shaper's Orbs allow you to increase the rank of the card by five positions at once. There are 15 such cards in total. If you complete the bonus task of such a card, you will receive a Shaper's Orb as a reward. List of cards: all from ranks 6 to 12, two cards of rank 13 and three cards of ranks 14 and 15. It is worth noting an important point - if you apply the Orb of the Creator to a card, then also all subsequent cards of this type that you receive as a drop will be changed (stronger by 5 ranks). This is taking into account the fulfillment of the condition that at the moment you are on a card whose rank allows you to get a card with the same +5 bonus (for example, you will not knock out a 1 + 5 card in the first rank zone, but in the sixth rank zone - easily) . Combining three of the same (same value) or defiling a card results in the opening of a card of the next rank in the Atlas (chosen randomly within the interconnections).

Video guide with Russian subtitles:

https://youtu.be/8vcBnTC2-N8

A short list of changes (for the full 30 thousand characters)

The Essence League will appear, granting some monsters an Essence Possession. By killing such enemies, you will receive a special essence from them, which works similarly to the Sphere of Alchemy - it allows you to improve the quality of the item to a rarer one ... But, with one difference - one of the future parameters of the little thing will be known in advance. Essences can be combined to get rarer ones;
The new multi-core processing system will improve the performance of the game on multi-core processors. The FPS improvement will be especially noticeable in battles with large clusters of enemies and a bunch of spell effects;
The fine particle system has been optimized by a factor of four, which will result in twice the frame rate (in places using these particles, of course);
The new texture compression system will speed up the loading and downloading of the game;
Reduced memory consumption by 300 Mb, measures were also taken to reduce micro-lags during pre-loads;
Added 22 unique items and four Divination Cards;
Hideouts now contain more Forgotten Masters (medium up to four, and large up to seven);
A new system of sustained abilities has appeared (these are used as long as you hold down the corresponding skill button);
By imposing the effect of immunity to something, the character also cancels the corresponding negative status to which he received immunity;
As the number of trigger abuses increased, the developers nerfed this system so that from now on only one effect will work with each trigger;
The player's Ice Walls will no longer stop the player's projectiles.
AoE strike deals more damage to secondary targets (the reduction is 35% instead of 50% at the first level of development and 26% instead of 31% at the maximum);
The health of monsters on maps of ranks 4-12 has been increased;
The passive skill tree can be reset with another free reset point.

PoeCurrencyBuy Date: Jul/30/18 04:11:34 Views: 1506

Atlas of Worlds map systems is a very important part of PoE, you can get many different , Weapon, Skill Gem, jewelry in a battery of maps. Most of the random map rules are similar to before, but with the newly introduced Atlas of Worlds system, we have added a lot of new gameplay. Players can better understand the completion of random maps and their relationships. (These relationships existed before, but now they are presented in the form of illustrations and links)

Initial Maps


In the second half of the ruthless difficulty, you will find 4 maps on the four corners of the Atlas of Worlds. They are all 1st-order maps. We hope that players can first accumulate a part of four first-order initial maps in the process of ruthless difficulty, and then open up the exploration of the outer boundary illustrations.

Atlas of Worlds


The Atlas of World System will help you understand the relationship between the maps. With the currently unlocked map, you can get the collection of maps and maps completed. This system also allows you to add extra affixes to map points in a certain area. The Alien Book is not a place to store the map and does not mean that you can enter the map without restriction after lighting a map point. You still need to get these maps in the same way as before, and then use them in the mapping device.

The extent to which your alien definitions are completed and the regional affixes added to the maps will be shared by all characters in the same league for that account.

The extent to which your Atlas of World is completed and the regional affixes added to the illustrations will be shared by all characters under that account.


Most of the mechanisms for dropping a map are the same as before. The map is now getting from the following three channels:

The map you have obtained before.

A map connected to the map you are working on in the Atlas of Worlds.

Four initial 1st-order maps

The legendary map is dropped in the same way as other maps. It will only fall in the completed map that is connected to them. But once you have completed this legendary map, it will start falling on any map. (but still have to meet the drop rating requirements)

What Is A Completed Map?


When you "completed" a map, the points on the Atlas of World that correspond to the map will be illuminated, and then there will be a chance to drop the completed map (not just the connected map). However, a restriction rule in the old version still exists. In an x-order map, you usually only get the map of under(x+2) order.

In general, as long as you kill the legendary leader in the map, it will count as "complete" the map. But in a legendary map with no legendary heads, you need to open a specific legendary treasure chest to be considered "complete" the map.

Completing the task of cartographer master Zana will not be counted as completing the map points on the Atlas of World.

Additional target rewards that can be accumulated


Each map point on the Atlas of Worlds has an additional target. Each additional target can increase the probability of 1%, which is to increase the level of the map dropped by the player by 1st. For example, if you have completed the additional targets for the 60 map points on the illustration, you will have a 60% chance of getting a map one level higher than usual. When this probability exceeds 100%, it means that you have a chance to get a high-order map. At the center of the Atlas of Worlds, you will see the specific probability.


For white map points on the Atlas of World (1-5 steps): Kill the leader in the map or open the specified legendary treasure chest (when there is no leader)

For yellow map points (6-10 steps) on the Atlas of World: Defeat the leader in the rare map

For the red point on the Alien Book (11 levels or more): Defeat the leader in the rare version after corruption

For the red point on the Atlas of Worlds (11 levels or more): Defeat the leader in the rare version after corruption

Shaper's Orb

It is a kind of mission reward item, which can be used to upgrade the corresponding stage map to 5 classes.

During the game, players can get a total of 15 Shaper's Orb, which is distributed on a specific map of the atlas of the world. (The map between 6-12 steps, one for each step; there are 2 maps at 13th order; 3 for each of 14th and 15th order maps).When you complete the extra targets of these maps, it will drop the jade of the corresponding level of plastic.

Usually, on an x-level map, you will get an x-5-order Shaper's Orb. For example, if you have completed a 15th-order map, you will get a 10th-order Shaper's Orb, and then you can use it on a 10th-order map point on the illustration to turn the map point into 15th order.

When a map point is reshaped by it, the map you already have will not be reshaped. But the remodeled version of the map will start to fall. (The low-end version of the map will no longer drop). These remodeled maps are 5 orders higher than the original version of the map and can be sold to other players. The reshaped map points will also be shared by all characters in the same world under the same account.

It can be seen as a mission item so they cannot be traded. You can use 20 Cartographer's Chisel and 5 to exchange the reshaped map at NPC for the jade.

The level of all items (including those new base items) that are hit in the reshaped map will also increase by 5 levels with the map level.

Cartographer's Sextant

It will randomly fall out of the map and can trade with other players. Use it on a map point to attach additional properties to all map points around the point. These properties may make the map simple or difficult, depending on your build.

There are three levels of drawing sextants: beginner, intermediate, and master. They will fall within the map points of the corresponding colors on the illustrations. (This also means that the red master cartographer"s sextant is more difficult to obtain, and it is more difficult to add extra attributes to the red map points)

As long as it is close enough, its attached properties will also affect map points of other colors. For example, a yellow map point with a mid-level cartographer’s sextant attached can affect the map points of the near red high stage.

Each cartographer's sextant has a certain number of uses, and the additional attributes of the sextant are consumed when the map is opened.

You can trade the map and complete them, whether or not you have completed the map before. If you trade and complete the map, the map points will light up on your Atlas of world and be considered completed (even if there are no connection points around).

Legacy map of old players and players who start over


Many players in the SC eternal world and the eternal world of PHC have a large number of heritage maps of earlier versions. These old maps still produce items. For example, the Gorge is originally a 9th-order map, and the new version is a 13th-order map. If you open the old version of the 9th-order Gorge in the drawing machine, you will still enter a 9th-order map.

These old maps will use the layout of the new map and the new boss (just the class or the old one). And they will drop the new version of the item and map.

If you complete an old version of the heritage map, it unlocks a map of the corresponding stage and a series of maps before reaching the map. This will help older players who have played random map content to quickly complete the map.

Map Corruption and Upgrade


Selling three identical maps to NPCs will result in a specific next stage map (connected to the original map on the illustration). Using Vale Corruption to obtain a high-order one map, you will also get a higher-order map adjacent to the map (if there are multiple connected adjacent maps, randomly select one)

By the way, the Vaal Temple now belongs to the 16-stage map.

Void Guard and Shaper


The map is located near the center. There are four 16-order maps each containing a Void Guard. After defeating it, you will get a piece of memory from the guardian. Collecting four different memory fragments and using them in a map device can open the channel to the creative world and challenge the ultimate BOSS---the Shaper. The passage of the creation of the world can only be opened, and it cannot be dropped by itself. When these memory fragments are placed together with other maps in the mapping device, 10% of the quality of other maps can be provided.

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