Endgame
The Obelisk's Codex of Worlds, Maps and tiers, Hell, the Lair Key and what waits behind the gate.
When the campaign's last boss falls, the endgame opens up.
The Codex of Worlds
Vesna guards the Map Obelisk, which sleeps until the Corrupted Echo falls. Once awake, it opens the Codex of Worlds: a map of locations connected by paths around the Obelisk.
- The core: 42 fixed locations, in five rings and six regions (north, northeast, east, south, southwest and west). Each location is an echo of a campaign area, with its own effects: more experience, more chests, more ore, stronger monsters…
- The tier comes from the ring: near the Obelisk, a location accepts tier 1 to 3 maps; at the edge, tier 13 to 16. At the very center sits the Heart of the Echo, the pinnacle, which only accepts tier 16.
- The endless frontier: beyond the last ring, the Codex goes on forever. Each step outward is deeper, with tiers 13 to 16 and effects that get heavier (and more rewarding).
- Opening the way: a location unlocks when it is connected to the Obelisk or to a completed location. What lies one step away shows up locked in the fog.
- How to run a location: click it, slot a Map from your bag (drag it onto the slot or right-click the map) and Cross. The location's effects add to the Map's own.
- Progress is per character: completed locations, revealed fog and the frontier belong to that character only.
Location types
| Type | What it does |
|---|---|
| Location | An echo of a campaign area, with its own effects. |
| Watchtower | Once completed, reveals the nearby locations and gives a bonus to maps in its region. |
| Boss lair | A campaign boss waits here, stronger, with a bigger reward. |
| Rich vein | Extra rich ore veins in the area. |
| Treasure | Extra chests hidden around the area. |
| Echo rift | More monsters and a better chance of Lair Key fragments. |
| Pinnacle | The heart of the Codex. Tier 16 maps only. |
Maps
- A Map is an item that leads to the location you pick in the Codex, with monsters at the level of the map's tier, from tier 1 to 16. They drop from monsters in level 58+ areas and from map bosses, and Vesna sells some.
- Magic and rare maps come with modifiers (table below): some make everything more dangerous, others raise item quantity and rarity.
- Maps lean toward fast, ranged and charging monsters, and the map boss can gain an extra ability.
Abyssal Rift
In Maps, the ground is sometimes cracked: it is an Abyssal Rift, a rift of green lava that tears open across the ground.
- The chance is about 30% at tier 1 and grows with the tier (the Abyssal Echo rune of whoever opens the map adds more). Sometimes a second one shows up in the same map. It never appears in the campaign.
- It starts closed. With a hero near its tip, it opens along the ground; far away, it stops and waits.
- While it opens, it releases five groups of Abyss monsters (the last with a rare) and reveals Abyssal Ore veins.
- At the end, an Abyssal Chest (more items, Abyssal Ore and a chance of an abyssal rune) or a portal to the Abyssal Depths: a small arena with the Abyssal Maw, a little above the map's level. There the town portal does not open; the exit takes you back to the same map.
- In co-op the whole group sees the rift and fights together; the chest opens for everyone, with personal loot.
Blood Vigil
In Maps, there is sometimes a Blood Vigil: 2 to 4 stone altars with a skull and chained souls around them. The roll is separate from the Abyssal Rift's, so both can show up in the same map.
- The chance is about 32% at tier 1 and grows a little with the tier. It never appears in the campaign.
- Pacts: before you light it, the altar offers 2 or 3 pacts. Each one makes the fight harder and multiplies its Devotion (from x1.25 to x1.45). Pacts are optional.
- The seal: once lit, a giant ritual seal on the ground becomes a barrier; nobody gets in or out until the last wave falls. 3 waves come (the last with a rare) along with one weather hazard per altar.
- Devotion: every kill inside the circle gives Devotion (more for magic and rare monsters), multiplied by the pacts. If the circle closes with nobody alive inside, the Vigil goes out.
- Offerings: press E at a finished altar (it also opens on its own after the last one) and Devotion buys offerings from a list of 8: crafting currency, rare items, runes, Maps, gold and, sometimes, a unique. Refresh swaps the list (pricier each time) and Reserve keeps one offering for a later Vigil.
- Leftover Devotion is lost when you leave the map.
- In co-op the party fights together; Devotion and the offerings window belong to each player.
| Pact | Effect | Devotion |
|---|---|---|
| Frenzy | Monsters move and attack faster. | x1.30 |
| Brutality | Monsters deal 30% more damage. | x1.35 |
| Hard Flesh | Monsters have 40% more life. | x1.30 |
| Horde | Half again as many monsters in each wave. | x1.45 |
| Tempest | The weather hazard strikes twice as often. | x1.30 |
| Frailty | 25% less elemental resistance inside the circle. | x1.30 |
| Burden | 15% slower inside the circle. | x1.25 |
Weather hazards: ember rain, slowing snow, falling lightning or a mist that hides the monsters.
Hell
The endgame city: basalt ruins between rivers of lava, unlocked from level 50. Azkar, the last Guardian, lives there, and up high stands the giant gate of the Lair.
The Lair Key
The gate only opens with a Lair Key, which Azkar assembles from four fragments:
- Ember Fragment: very rare, from monsters in tier 6+ Maps.
- Obsidian Fragment: from the deepest ore.
- Ash Fragment: from tier 6+ Map bosses.
- Core Fragment: from tier 10+ Map bosses.
Each key is worth one attempt at the Lair. What waits inside is the hardest fight in the game.
Map modifiers
| Effect | From tier | Danger |
|---|---|---|
| +(10–20)% Item Quantity | 1 | bonus |
| Monsters deal +(20–35)% Damage | 1 | ▲▲ |
| +(1–2) additional Champions | 4 | ▲▲ |
| Players have +(40–60)% less Life Regeneration | 3 | ▲▲ |
| Monsters deal +(25–45)% of Damage as extra Elemental | 1 | ▲▲ |
| Players have +(10–20)% less to all Resistances | 5 | ▲▲▲ |
| Monsters have +(25–45)% Life | 1 | ▲ |
| Area is filled with hazardous ground | 2 | ▲ |
| +(20–40)% Monster Pack Size | 1 | ▲ |
| +(15–30)% Item Rarity | 1 | bonus |
| Monsters have +(25–50)% Critical Strike Chance | 2 | ▲▲ |
| Monsters have +(15–30)% Elemental Resistances | 1 | ▲ |
| Monsters have +(15–25)% Movement Speed | 1 | ▲▲ |
| Monsters have +(15–25)% chance to inflict Ailments | 4 | ▲▲ |
| Area Boss has an additional ability | 3 | ▲▲ |
| +(1–2) additional Rare packs | 2 | ▲▲ |
