Map:Excavation Map (War for the Atlas)

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Revision as of 22:42, 28 February 2018 by >OgreMages (Bestiary.PatchNotice)
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Lua error in Module:Item2/core at line 500: The "class_id" parameter is required.. Excavation Map (War for the Atlas) is a map area based on the tileset from The Mines Level 1.

Layout

Like the act zone it is based on, the layout of this map consists of long, winding tunnels, branching off frequently and leading to dead ends. The map contains two separate boss arenas with separate entries that have to be found.

Encounters

Boss

Breaker Toruul, based on Hammerstorm.

Shrieker Eihal, based on Voidscream.

Boss video

Items found in this area

The following drop-restricted items can drop in this area.

ItemDrop
Level
Buried TreasureBuried Treasure3Module Error: No results found for item using search term "item_name = Sulphite Scarab"You can't seek riches without getting your hands dirty.68
BijouxBijoux3Cluster Jewel
Item Level: 84
"Such fine trinkets show their true value in times of crisis." - Tangmazu
80

Lua error in Module:Item_acquisition at line 423: Item search result unexpectedly has no name.

Unique versions

There are currently no unique items for this base item type.

Map variants

Lua error in Module:Map_variants at line 63: No map found on page.

See also

  • Crystal Ore MapCrystal Ore MapMap Level: 68
    Map Tier: 1
    Guild Character: X
    Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
    , where the current bosses were located in the past

Version history

Version Changes
3.2.0
  • Improved the layout of the Excavation map. There should be fewer dead ends and empty spaces now.
3.1.0
  • Added 32 new maps including two new Unique maps.
  • The entire Atlas has been reworked. Many map names have changed, as have their balance, tier and position on the Atlas. Many maps have also had their boss fights swapped or completely reworked.
  • The rules used to generate monsters in endgame maps have been significantly reworked and rebalanced around the rate at which we expect players to reliably clear out the map. In general, narrow, linear maps will contain fewer total monsters than maps with complex layouts. We will be closely monitoring and adjusting the balance of this change and expect to make further changes and improvements over time.