Area has patches of chilled ground Monsters deal 50% extra Damage as Lightning Monsters are immune to randomly chosen elemental status ailments or stun Monsters' Melee Attacks apply random Curses on Hit Monsters reflect Curses (200 to 400)% increased Rarity of Items found in this Area
Area has patches of chilled ground Monsters deal 50% extra Damage as Lightning Monsters are immune to randomly chosen elemental status ailments or stun Monsters' Melee Attacks apply random Curses on Hit Monsters reflect Curses (200 to 400)% increased Rarity of Items found in this Area
Area has patches of chilled ground Monsters deal 50% extra Damage as Lightning Monsters are immune to randomly chosen elemental status ailments or stun Monsters' Melee Attacks apply random Curses on Hit Monsters reflect Curses (200 to 400)% increased Rarity of Items found in this Area
The Atlas of Worlds has been reworked. You now start at the centre and will work your way outwards as you explore a new storyline.
Added a new mechanic - Watchstones: These can only be obtained by defeating one of the new Atlas bosses. They can be used to raise the tier of all maps in a particular region of the Atlas, causing all maps of those base types to drop at the new higher tier.
Unique maps can now drop with varied tiers based on the state of your Atlas. Maps that previously had monster level overrides (such as Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes..) now instead rely on the variable tier.
Removed the Maelstrom of Chaos. It has been replaced by our Maps end-game. For more information about Maps, please read the development diary entry on our site.
We're now biasing towards higher item base types extremely strongly for most item types. This means that it's much easier to stay up to date with the current highest item type for each slot. For example, if a bow drops in the Maelstrom of Chaos, there's a ~40% chance that it's the level 58 bow.