Descent: Champions: Difference between revisions

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'''Descent: Champions''' is an hour-long [[race]] [[league]] introduced in [[Season Five]]. It is also the signature event for [[Season Eight]], meaning there is a separate leaderboard for Descent: Champions racers.  
'''Descent: Champions''' is an hour-long [[Races|race league]] introduced in [[Season Five]]. A 40-minute version is the signature event for [[Season Eight]], with a separate leaderboard for Descent: Champions racers.  


The race is similar to [[Descent]] and uses many aspects of [http://en.wikipedia.org/wiki/Roguelike roguelike games]: the player's character starts at the beginning of a dungeon and gradually progresses through the levels, fighting increasingly tougher foes on the way to the final level where the boss awaits.
The race is similar to [[Descent]] and uses many aspects of [http://en.wikipedia.org/wiki/Roguelike roguelike games]. Characters enter a dungeon and fight their way through 15 levels, meeting increasingly tougher foes on the way down to the bottom level where a final boss awaits. Although Descent is a hardcore race, dead characters are still eligible to receive race rewards.
 
Dead characters will still be able to receive rewards in Descent: Champions.


The race temporarily returned during the last month of version 2.6.X<ref>https://web.poecdn.com/public/news/2017-06-01/EventPrizes1.html</ref> as the deployment of the major expansion, [[version 3.0.0]], has been delayed . The race was deployed in parallel with the close beta of version 3.0.0
==Differences==
==Differences==
Like Descent, Champions is a significant departure from the other race leagues. Here is a rundown of the main differences.
Like Descent, Champions is a significant departure from the other race leagues. Here is a rundown of the main differences.
===Differences from Descent===
* Descent: Champions uses different areas with new bosses. There are also multiple paths and optional side-areas, while Descent has a linear area progression.
* The inclusion of more game features such as [[Maps#Modifiers|map modifiers]], [[passive skill]] point rewards, etc.
* [[List of Descent: Champions unique items|Custom unique items]] that are exclusive to Descent: Champions.


===Interaction with other leagues and players===
===Interaction with other leagues and players===
* No partying is possible. A Descent: Champions race is purely a solo experience.
* No partying is possible. A Descent: Champions race is purely a solo experience.
* Dead characters are permanently transferred into a Void league where they reside until the end of the league. Once Descent ends, its characters and Void characters become permanently unplayable. Items are not carried across to Standard or any other league.
* At the end of the race, surviving characters join the dead characters in to a Void league and become unplayable. Items cannot be transferred to Standard or any other league.


===Area differences===
===Area differences===
* Descent: Champions areas are unique among leagues, although they're based on existing tilesets. They have their own names and themes, and are considerably larger.
* There is no town area or [[vendor]], and therefore no reason to pick up valuable items that you won't use.
* There is no town area or [[vendor]], and therefore no reason to pick up valuable items that you won't use.
* Once you enter an area, you can't go back. If you log out during the race, your character will respawn at the beginning of the current area.
* Descent: Champions areas have their own unique names and themes. They are based on existing tilesets and are similar to endgame [[maps]].
* There are no waypoints or any other quick means to travel between areas or skip them aside from running through.
* Once a character enters the next area, they can't go back. If you log out during the race, your character will respawn at the beginning of the current area.
* All areas contain unique bosses similar to their [[maps|map]] counterparts, but unlike most maps, bosses may be located near the beginning.
* There are no waypoints or any other quick means to travel between areas. You cannot skip any levels, aside from running through and ignoring monsters.
* Areas don't loop.
* Some areas ([[Shrine of the Pagan God]], [[The Cage]], [[The Glittering Cave]], [[The Glittering Crypt]] and [[The Nexus]]) contain unique bosses similar to their [[Map bosses|map counterparts]], but unlike most maps, these areas are just boss rooms
* Some areas contain [[Rogue exile|rogue exiles]], but these are different from the usual ones and do not spawn at random


===Difficulty and ladder positioning===
===Difficulty and ladder positioning===
* Descent: Champions doesn't have the same "[[Normal]]—[[Cruel]]—[[Merciless]]" system where areas loop with increasing difficulty, but instead switches to Cruel and Merciless penalties starting with certain areas.
* Descent: Champions doesn't use the same "Normal—Cruel—Merciless" [[difficulty]] system where areas repeat with increasing difficulty, but instead switches to Cruel and Merciless resistance penalties (-20% and -60% respectively) starting with certain areas.
** Areas from [[The Entrance Hall]] to [[The Cage]] are considered Normal, [[The Necromantic Crypt]] to [[The Glittering Cave]]/[[The Glittering Crypt]] are Cruel, and [[The Inner Halls Level 1]] to [[The Nexus]] are Merciless.
* If a character dies during the race, it can still hold a position on that race's ladder, marked accordingly.
* If a character dies during the race, it can still hold a position on that race's ladder, marked accordingly.
** If a character dies in a Cruel or Merciless area, it is subject to [[experience]] loss, which is applied before the final experience value is put on the ladder.
** If a character dies in a Cruel or Merciless area, it is subject to [[experience]] loss, which is applied before the final experience value is put on the ladder.


===Gear and drops===
===Gear and drops===
* Item drops are improved compared to other leagues. The exact differences are unknown.
* Item drop rates are improved compared to other leagues. The exact differences are unknown.
* There is no stash and no vendors to trade items with. Everything that may be of use must be used or carried in inventory; everything else is just a burden.
* There is no [[stash]] and no vendors to trade items with. Everything that may be of use must be used or carried in inventory; any items that you won't use are only a burden.
* Some gear is provided via special chests located in most areas, as well as at the start of the first area. See the next paragraph for more info.
* Some equipment and currency is provided via special chests in each area.


===Differences with Descent===
==Special chests==
* Descent: Champions has totally different areas and bosses and uses a system forked paths and optional side-areas, while Descent has a linear area progression.  
{{main|Descent: Champions Chests}}
* The use of more game systems such as map mods, skill book rewards, etc.
Each area has a chest at the beginning except for the boss areas. These chests contain useful items such as [[flask]]s, [[skill gem]]s, equipment, and crafting [[currency]]. The contents of each chest are predetermined and depend on the [[Character Classes|character class]] and the area they're located in: see [[Descent: Champions Chests]] for a complete list of items.
* Custom uniques that are exclusive to Descent: Champions.


==Special chests==
Because the race has multiple paths, players cannot open every chest and should strategically choose their route.  
Descent: Champions features special kinds of loot containers with fixed content. The content of these chests often varies depending on the class.


===Unique item chests===
===Unique item chests===
At the start of the race, after the first provisions chest, there are two chests with unique items. The player can only choose one of each chest. All items will have white linked sockets.
{{main|Descent: Champions Chests#Unique item chests}}
At the start of the race—after the first provisions chest—there are two chests containing special unique items. Each chest vanishes after one item has been removed from it, so players may only take one item from each chest. Each item has three white linked sockets.


====First chest====
====First chest====
* {{il|Fragment of Eternity}}
* {{il|Blood of Summer}}
* {{il|Rust of Winter}}
* {{il|Rust of Winter}}
* {{il|Ashes of the Sun}}
* {{il|Splinter of the Moon}}
* {{il|Splinter of the Moon}}
* {{il|Ashes of the Sun}}
* {{il|Thunder of the Dawn}}
* {{il|Thunder of the Dawn}}
* {{il|Vestige of Divinity}}
* {{il|Vestige of Divinity}}
* {{il|Fragment of Eternity}}
* {{il|Relic of the Cycle}}
* {{il|Relic of the Cycle}}
* {{il|Scar of Fate}}


====Second chest====
====Second chest====
* {{il|Blood of Summer}}
* {{il|Rust of Winter}}
* {{il|Fragment of Eternity}}
* {{il|Tear of Entropy}}
* {{il|Tear of Entropy}}
* {{il|Remnant of Empires}}
* {{il|Remnant of Empires}}
* {{il|Chains of Time}}
* {{il|Chains of Time}}
* {{il|Fragment of Eternity}}
* {{il|Slivers of Providence}}
* {{il|Rust of Winter}}
 
===Curious and Alluring chests===
{{main|Descent: Champions Chests}}
 
These two chests spawn at a fixed point near the exit of every area. As a rule of thumb, Curious chests contain mostly survivability items and skills while Alluring ones cater to more aggressive and adventurous play styles.
 
Players must choose which of the two they will open each time; the other chest will vanish along with its content.
 
The content of Curious and Alluring chests is fixed or at least semi-fixed for each respective class. Items like skill gems will always drop from their respective chests.


==Zones==
==Zones==
Line 91: Line 90:
| || || ||style="border: 1px solid grey;" | [[The Rasping Halls]]<br/>Level 6 ||→|| style="border: 1px solid grey;" | [[The Freezing Chamber]]<br/>Level 7 || ||
| || || ||style="border: 1px solid grey;" | [[The Rasping Halls]]<br/>Level 6 ||→|| style="border: 1px solid grey;" | [[The Freezing Chamber]]<br/>Level 7 || ||
|-
|-
| || || ||↓|| ||style="text-align: left;" |↙|| ||
| || || ||↓|| style="text-align: left;" |↙ || || ||
|-
|-
| || || ||style="border: 1px solid grey;" | [[The Shrine of the Pagan God]]<br/>Level 6<br/>Boss || || || ||
| || || ||style="border: 1px solid grey;" | [[The Shrine of the Pagan God]]<br/>Level 6<br/>Boss || || || ||
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==See also==
* [[List of Descent: Champions unique items]]


==References==
==References==
<references />
<references />
{{Descent Champions Areas}}


[[Category:Races]]
[[Category:Races]]

Latest revision as of 09:26, 30 November 2020

1 Hour Descent: Champions
Race Information
Duration: 1 Hour
Rules: Hardcore
Solo
Specials: Dead characters go to Void League

Descent: Champions is an hour-long race league introduced in Season Five. A 40-minute version is the signature event for Season Eight, with a separate leaderboard for Descent: Champions racers.

The race is similar to Descent and uses many aspects of roguelike games. Characters enter a dungeon and fight their way through 15 levels, meeting increasingly tougher foes on the way down to the bottom level where a final boss awaits. Although Descent is a hardcore race, dead characters are still eligible to receive race rewards.

The race temporarily returned during the last month of version 2.6.X[1] as the deployment of the major expansion, version 3.0.0, has been delayed . The race was deployed in parallel with the close beta of version 3.0.0

Differences

Like Descent, Champions is a significant departure from the other race leagues. Here is a rundown of the main differences.

Differences from Descent

  • Descent: Champions uses different areas with new bosses. There are also multiple paths and optional side-areas, while Descent has a linear area progression.
  • The inclusion of more game features such as map modifiers, passive skill point rewards, etc.
  • Custom unique items that are exclusive to Descent: Champions.

Interaction with other leagues and players

  • No partying is possible. A Descent: Champions race is purely a solo experience.
  • At the end of the race, surviving characters join the dead characters in to a Void league and become unplayable. Items cannot be transferred to Standard or any other league.

Area differences

  • There is no town area or vendor, and therefore no reason to pick up valuable items that you won't use.
  • Descent: Champions areas have their own unique names and themes. They are based on existing tilesets and are similar to endgame maps.
  • Once a character enters the next area, they can't go back. If you log out during the race, your character will respawn at the beginning of the current area.
  • There are no waypoints or any other quick means to travel between areas. You cannot skip any levels, aside from running through and ignoring monsters.
  • Some areas (Shrine of the Pagan God, The Cage, The Glittering Cave, The Glittering Crypt and The Nexus) contain unique bosses similar to their map counterparts, but unlike most maps, these areas are just boss rooms
  • Some areas contain rogue exiles, but these are different from the usual ones and do not spawn at random

Difficulty and ladder positioning

  • Descent: Champions doesn't use the same "Normal—Cruel—Merciless" difficulty system where areas repeat with increasing difficulty, but instead switches to Cruel and Merciless resistance penalties (-20% and -60% respectively) starting with certain areas.
  • If a character dies during the race, it can still hold a position on that race's ladder, marked accordingly.
    • If a character dies in a Cruel or Merciless area, it is subject to experience loss, which is applied before the final experience value is put on the ladder.

Gear and drops

  • Item drop rates are improved compared to other leagues. The exact differences are unknown.
  • There is no stash and no vendors to trade items with. Everything that may be of use must be used or carried in inventory; any items that you won't use are only a burden.
  • Some equipment and currency is provided via special chests in each area.

Special chests

Each area has a chest at the beginning except for the boss areas. These chests contain useful items such as flasks, skill gems, equipment, and crafting currency. The contents of each chest are predetermined and depend on the character class and the area they're located in: see Descent: Champions Chests for a complete list of items.

Because the race has multiple paths, players cannot open every chest and should strategically choose their route.

Unique item chests

At the start of the race—after the first provisions chest—there are two chests containing special unique items. Each chest vanishes after one item has been removed from it, so players may only take one item from each chest. Each item has three white linked sockets.

First chest

Second chest

Zones

The Entrance Hall
Level 2
The Chattering Halls
Level 4
The Croaking Halls
Level 4
The Rasping Halls
Level 6
The Freezing Chamber
Level 7
The Shrine of the Pagan God
Level 6
Boss
The Dungeon of Anarchy
Level 8
The Dungeon of Necromancy
Level 10
The Hollow Cave
Level 10
X
The Haunted Dungeon
Level 12
The Burning Cave
Level 12
The Obelisks of Faith
Level 12
The Cage
Level 12
Boss
The Chamber of Greed
Level 12
The Necromantic Crypt
Level 14
The Diabolic Crypt
Level 16
The Misty Cave
Level 16
The Ember Crypt
Level 18
The Stormy Ledge
Level 18
The Frozen Cave
Level 18
The Glittering Crypt
Level 18
Boss
The Glittering Cave
Level 18
Boss
The Inner Halls Level 1
Level 20
The Inner Halls Level 2
Level 22
The Inner Halls Level 3
Level 24
The Nexus
Level 24
Boss

References