From the campaign to the endgame
The hero's full journey: the four acts, the Trials, the Maps and Hell.
The campaign
The campaign has four acts and runs in a line: each area ends at an exit to the next one, and the boss that closes the act leads to the next town. Areas have a fixed level. If one feels too hard, go back an area, do the side quests or adjust your build.
One important detail: with each act, your resistances take a bigger penalty. When you reach a new act, check your gear (see Combat).
The Trials
Around level 24, the first of the three Trials opens up, granting specialization points. The second and third open later on, one after the other.
After the campaign
- The Map Obelisk (Vesna) wakes up and opens the Codex of Worlds: locations connected by paths, from tier 1 to 16, and a frontier that never ends. This is where your hero keeps climbing to level 100 (Endgame).
- Across the Maps you find the Abyssal Rift (a rift of green lava, abyssal ore and runes) and the Blood Vigil (altars with pacts, waves inside a circle of blood and offerings paid in Devotion).
- The Hideout was already unlocked at level 20 (F5); at level 50 you reach Hell.
- Maps drop the fragments of the Lair Key, which opens the gate of Hell.
The campaign, act by act
| Act | Levels | Town | Areas |
|---|---|---|---|
| Act 1 | 1-14 | Amber Vale | Willow Road → Northern Ruins → Whispering Caves → Ashlight Cemetery |
| Act 2 | 14-23 | Jataíra | Drowned Marsh → Kharesh Desert → Rust Fortress → Temple of Seven Bells |
| Act 3 | 23-31 | Goiânthar | Hibernal Peaks → Pyrax Caldera → Endless Dungeon → Corrupted Heart |
| Act 4 | 31-36 | Goiânthar | Riftfrost Woods → Frostgrave → Blackpine Forest → Void Clearing |
