Endgame

Maps

Project Lage's endgame: map items that open their own Hell zones, in three tiers, with rolled modifiers, unique maps, named bosses and a pinnacle fight.

How maps work

A map is an item. Put one map in the Horadric Cube in Harrogath on Hell difficulty and press Transmute: a red portal opens to the map's zone. Clear it, pick up the loot, and use the next map.

  • Find or buy a map
  • →
  • Cube it in Harrogath (Hell)
  • →
  • Red portal to the zone
  • →
  • Upgrade three maps to the next tier

3 maps per game: a red portal stays open until the game ends. Once a game has opened 3 maps, the next map stays in the cube and the chat tells you to make a new game for it.

Quieter portals: only one portal hums at a time, and much more quietly, so several open portals in town no longer drown out the game's sound.

Map tiers

Higher tiers mean stronger monsters, more unique packs and better loot.

Tier 1
81
monster level

4-6 unique packs · item level 70 · character level 75+

Tier 2
84
monster level

5-7 unique packs · item level 78 · character level 80+

Tier 3
87
monster level

6-8 unique packs · item level 84 · character level 85+

Tier 1 and 2 maps open existing Act 5 areas with that area's own Hell monsters, so their monster level is the area's. Tier 3 maps and every map-only zone use the tier's numbers above.

Every map

Some maps open an existing Act 5 area; inside, the game still shows that area's name. Map-only zones are new levels built for maps. The ones marked Not in the game yet don't drop or open in your game yet.

MapTierAreaStatus
Rimefang HollowTier 1Crystalline PassageIn the game
Whitewind TrailTier 1Glacial TrailIn the game
Sleetbound GrottoTier 1Drifter CavernIn the game
Hall of Broken OathsTier 2Halls of AnguishIn the game
Weeping GalleriesTier 2Halls of PainIn the game
Ashspire KeepTier 2Worldstone KeepIn the game
Cinderwound RiftTier 3Abaddon (tuned to the tier)In the game
Smolder BasinTier 3Pit of Acheron (tuned to the tier)In the game
Emberdeep PitTier 3Infernal Pit (tuned to the tier)In the game
Bastion of GiantsTier 3Its own map-only zoneIn the game
Seat of RuinTier 3Its own map-only zoneIn the game
Vault of the Fallen OathTier 3Its own map-only zoneIn the game
Heartstone SanctumTier 3Its own map-only zoneIn the game
Shifting KeepTier 3Its own map-only zoneIn the game
Frostvein PassageTier 3Its own map-only zoneIn the game
Frozen ExpanseTier 3Its own map-only zoneIn the game
Hollowed HamletTier 3Its own map-only zoneNot in the game yet
Glacier DepthsTier 2Its own map-only zoneNot in the game yet
The Endless RimeTier 3Its own map-only zoneNot in the game yet
Shiverwind CorridorTier 1Its own map-only zoneNot in the game yet
Hoarfrost WarrenTier 2Its own map-only zoneNot in the game yet
Bleakmarrow VaultTier 3Its own map-only zoneNot in the game yet

The new map set

Not in the game yet All nine Tier 1-3 maps get zones of their own with their own layouts: every map has 3 layouts and you get one of them at random each game. Like the other map-only zones they can be rolled with the map orbs right away, get a Map Sigil, a guardian, a terrorized and corrupted version. Maps you already have turn into the new ones with the same name.

TierMapsLayout
Tier 1Rimefang Hollow, Whitewind Trail, Sleetbound Grottothe Ice Caves' rooms, 4x4 rooms per map
Tier 2Hall of Broken Oaths, Weeping Galleries, Ashspire Keepthe Worldstone Keep's rooms, 5x5 rooms per map
Tier 3Cinderwound Rift, Smolder Basin, Emberdeep PitAct 4's lava rooms, 6x6 rooms per map

The older Tier 3 maps that copy one area stop dropping. Ones you already have still work and open the new map of their tier instead, keeping their mods: Bastion of Giants becomes Cinderwound Rift, Hollowed Hamlet becomes Smolder Basin, Seat of Ruin becomes Smolder Basin, Vault of the Fallen Oath becomes Emberdeep Pit, Heartstone Sanctum becomes Cinderwound Rift, Frostvein Passage becomes Emberdeep Pit, Frozen Expanse becomes Emberdeep Pit, Shifting Keep becomes Smolder Basin.

Unique maps and bosses

Every map with its own layout ends with a boss in the far corner room: regular maps have a guardian named "Warden of <map name>" (Frostvein Passage and Frozen Expanse), unique maps a named boss. Every map boss always drops one map on top of its loot (which tier: Map drop rates), and one in 7 kills also drops a Map Worldstone.

Vaelith's Frozen Throne

Unique map · Tier 3 · 3x3 rooms

Not in the game yet

Boss: Vaelith the Rime Warden

Modifiers: Stone Skin, Cold Enchanted, Aura Enchanted

Unique maps don't drop yet; until they do, they are only in the test build.

Morvane's Ossuary

Unique map · Tier 3 · 3x4 rooms

Not in the game yet

Boss: Morvane the Bonebinder

Modifiers: Cursed, Mana Burn, Extra Strong

Unique maps don't drop yet; until they do, they are only in the test build.

Hrothgar's Last Stand

Unique map · Tier 3 · 4x3 rooms

Not in the game yet

Boss: Hrothgar the Unbowed

Modifiers: Extra Fast, Fire Enchanted, Spectral Hit

Unique maps don't drop yet; until they do, they are only in the test build.

The Sundered Crown

Pinnacle map · Tier 3 · 5x5 rooms

Not in the game yet

Boss: Kharos the Unending

Modifiers: Extra Strong, Extra Fast, Stone Skin

Made in the cube from Vaelith's Frozen Throne, Morvane's Ossuary, Hrothgar's Last Stand.

Upgrading maps

Put the maps in the Horadric Cube and press Transmute.

CubeGivesStatus
3 × Tier 1 map1 random Tier 2 mapIn the game
3 × Tier 2 map1 random Tier 3 mapIn the game
Vaelith's Frozen Throne + Morvane's Ossuary + Hrothgar's Last StandThe Sundered CrownNot in the game yet

Map drop rates

Any monster that can drop a Mal rune drops a map just as often: maps sit right next to the Mal rune in the drop tables, with its weight.

Map tiers are tied to areas: monsters anywhere in Hell drop Tier 1 maps only. Higher tiers come from upgrading maps in the cube and from map bosses: a Tier 3 map's boss drops a Tier 3 map. Only Tier 3 maps have a boss so far, so Tier 2 maps come from the cube.

Akara, Lysander, Alkor, Jamella, Malah sell Tier 1 maps on Hell (Malah on her Armor tab).

Map orbs join the same drop with a weight of 25 against the maps' 100, so about 20% of these drops become a map orb. The Map Worldstone drops on its own, as often as a Gul rune, from every monster in Hell.

Monster rules

Maps with their own zone follow fixed rules, so you can pick maps your build can clear.

2

immunities per map, the same every time you run it

95

highest resistance a monster can have without being immune (115 = immune)

1

stronger monster type: other resistances +30, at least 60

2

weaker monster types: other resistances -30, not below -25

Champions and uniques can still roll extra immunities with their modifiers.

A map's name shows its two immunities in colour: Cold in blue, Fire in red, Lightning in yellow, Poison in green, Physical in brown, Magic in white.

MapImmunities
Cinderwound RiftFire + Lightning
Smolder BasinFire + Poison
Emberdeep PitFire + Physical
Bastion of GiantsCold + Physical
Hollowed Hamlet Not in the game yetFire + Magic
Seat of RuinLightning + Poison
Vault of the Fallen OathCold + Lightning
Heartstone SanctumFire + Cold
Frostvein PassageCold + Poison
Frozen ExpanseCold + Lightning
Vaelith's Frozen ThroneCold + Fire
Morvane's OssuaryPoison + Magic
Hrothgar's Last StandPhysical + Lightning
The Sundered CrownFire + Cold
Glacier Depths Not in the game yetCold + Poison
The Endless Rime Not in the game yetLightning + Fire
Shiverwind Corridor Not in the game yetFire + Cold
Hoarfrost Warren Not in the game yetLightning + Physical
Bleakmarrow Vault Not in the game yetPoison + Cold
In the game

Rolled maps

Map orbs turn a plain map into a magic or rare map with real item mods, shown on the map like on any magic or rare item. A magic map gets one or two mods from the 20 magic mods, a rare map three to six from the 20 rare mods. Every mod pairs a danger with a reward.

While you are inside a rolled map, a hidden Map Sigil sits in your charm drawer and gives you the map's mods. It is gone as soon as you leave (town portal, waypoint, death) and comes back when you go in through the portal again. Only the player who opened the map gets it for now.

  • Magic map: +5% experience inside
  • Rare map: +10% experience and +20% magic find inside

Mods change you, not the monsters: they lower your resistances, damage or speed and raise your magic find, gold find or experience. Each mod has fixed numbers.

ModKindInside the map
ScorchedMagic prefix-25% fire resistance, +10% magic find
FrostbittenMagic prefix-25% cold resistance, +10% magic find
StormstruckMagic prefix-25% lightning resistance, +10% magic find
FesteringMagic prefix-25% poison resistance, +25% gold find
BrittlebonedMagic prefix-10% damage reduction, +3% experience
EnfeeblingMagic prefix-15% damage, +3% experience
MiredMagic prefix-10% run and walk speed, +25% gold find
HazyMagic prefix-15% attack rating, +10% magic find
UnguardedMagic prefix-25% defense, +25% gold find
DuskyMagic prefix-2 light radius, +10% magic find
of FrailtyMagic suffix-5% maximum life, +3% experience
of DroughtMagic suffix-10% maximum mana, +10% magic find
of Seeping WoundsMagic suffix-3 life regeneration, +25% gold find
of Leaden ArmsMagic suffix-10% attack speed, +3% experience
of StammeringMagic suffix-10% cast speed, +3% experience
of TremorsMagic suffix-10% hit recovery, +25% gold find
of ExposureMagic suffix-10% all resistances, +15% magic find
of BluntingMagic suffix-10% damage, +30% gold find
of Lingering VenomMagic suffix-50% poison length reduction, +25% gold find
of DimmingMagic suffix-3 light radius, +15% magic find
HellscorchedRare prefix-40% fire resistance, -5% maximum fire resistance, +25% magic find
RimeboundRare prefix-40% cold resistance, -5% maximum cold resistance, +25% magic find
ThunderwrackedRare prefix-40% lightning resistance, -5% maximum lightning resistance, +25% magic find
PlagueboundRare prefix-40% poison resistance, -75% poison length reduction, +50% gold find
BonebreakingRare prefix-20% damage reduction, +6% experience
LifedrainingRare prefix-10 life regeneration, +6% experience
CripplingRare prefix-20% run and walk speed, -15% attack speed, +50% gold find
BlindfoldedRare prefix-30% attack rating, -4 light radius, +25% magic find
ArmorsplitRare prefix-50% defense, +6% experience
LifewitheringRare prefix-15% maximum life, +30% magic find
of Utter RuinRare suffix-20% all resistances, +30% magic find
of the Deep AbyssRare suffix-5% maximum fire resistance, -5% maximum lightning resistance, +8% experience
of Endless AgonyRare suffix-30% damage, +8% experience
of TormentRare suffix-15% damage reduction, -10% maximum life, +75% gold find
of FamineRare suffix-25% maximum mana, -5 life regeneration, +25% magic find
of SlothRare suffix-20% cast speed, -20% hit recovery, +6% experience
of DespairRare suffix-20% damage, -20% attack rating, +30% magic find
of the Open GraveRare suffix-20% maximum life, +10% experience
of Many HexesRare suffix-15% all resistances, -50% poison length reduction, +60% gold find
of Endless NightRare suffix-5 light radius, -30% defense, +25% magic find
In the game

Not in the game yet Some mods also make the monsters inside tougher: they raise the resistances of every monster in the map. A raise never goes past 95% and never makes a monster immune, and your mercenary and summons keep their own. The map's tooltip lists them.

ModMonsters inside the map
Scorched+10% fire resistance
Frostbitten+10% cold resistance
Stormstruck+10% lightning resistance
Festering+10% poison resistance
Brittleboned+5% physical resistance
of Exposure+5% fire resistance, +5% cold resistance, +5% lightning resistance, +5% poison resistance
Hellscorched+20% fire resistance
Rimebound+20% cold resistance
Thunderwracked+20% lightning resistance
Plaguebound+20% poison resistance
Bonebreaking+10% physical resistance
of Utter Ruin+10% fire resistance, +10% cold resistance, +10% lightning resistance, +10% poison resistance

Not in the game yet More map mods make the monsters stronger (more life, damage, critical hits, elemental damage, monster level) or the map fuller (more monsters, more champion and unique packs), and give more magic find, gold or experience in return. Critical hits double the damage of that hit. Life only changes on maps with their own monsters.

ModKindInside the mapMonsters inside the map
TeemingMagic prefix+10% magic findMonster density: +25%
BloodthirstingMagic prefix+10% magic find+20% damage
DeathdealingMagic prefix+3% experience+5% chance of a critical hit
KindledMagic prefix+10% magic find+20% fire damage
SwollenMagic prefix+3% experience+20% life
of HordesMagic suffix+25% gold find, +5% magic findChampion and unique packs: +1
of Rime FangsMagic suffix+10% magic find+20% cold damage
of Crackling StaticMagic suffix+10% magic find+20% lightning damage
of Elder BloodMagic suffix+4% experienceMonster level: +1
SwarmingRare prefix+25% magic findMonster density: +50%
BloodmaddenedRare prefix+25% magic find+40% damage, +5% chance of a critical hit
PyrebrandedRare prefix+25% magic find+40% fire damage
ColossalRare prefix+8% experience+40% life
of the Endless LegionRare suffix+30% magic find, +30% gold findChampion and unique packs: +2
of the Howling TempestRare suffix+30% magic find+40% lightning damage
of Black IceRare suffix+30% magic find+40% cold damage
of Red SlaughterRare suffix+30% magic find+10% chance of a critical hit, +20% fire, cold and lightning damage
of Ancient BloodRare suffix+10% experience, +20% magic findMonster level: +2

Map orbs

Map orbs go in the Horadric Cube with one map. They drop with the maps (see Map drop rates).

Map orbs work on maps with a zone of their own: Bastion of Giants, Seat of Ruin, Vault of the Fallen Oath, Heartstone Sanctum, Shifting Keep, Frostvein Passage, Frozen Expanse. Maps that open an existing Act 5 area can't be rolled until the new map set reaches your game.

Malah in Harrogath sells every map orb for 15,000 gold each, always in stock on her Misc tab in Hell, where maps are.

OrbWhat it doesDrop share
Cartographer's InkCube with a plain map: makes it magic (1-2 mods)38.5% of map orb drops
Surveyor's SealCube with a plain or magic map: makes it rare (3-6 mods)15.4% of map orb drops
Wayfinder's CompassCube with a magic or rare map: rerolls its mods23.1% of map orb drops
Blank VellumCube with a magic or rare map: makes it plain again23.1% of map orb drops
Map WorldstoneCube with a plain, magic or rare map: terrorizes it (monster level +5, 25% more monsters, +50% experience) and keeps its modsDrops on its own (see above)
In the game

Terrorized maps and Terror Zones

The Map Worldstone turns a plain, magic or rare map into its terrorized version and keeps its mods: monster level +5, 25% more monsters and 50% more experience. Terrorized maps can't be rolled, cleared or terrorized again.

In the game

Not in the game yet Each Terror Zone event terrorizes 3 maps instead of the old areas.

Corrupted maps

The Corruption Orb works on maps too (plain, magic, rare or terrorized): 10% it becomes a random rare map one tier lower, 20% a random rare map of its tier, and 70% it is corrupted: it keeps its mods and gets one of the 15 corruptions below. Corrupted maps can't be changed again.

CorruptionInside the map
Bloodrage-25% damage reduction, +10% experience
Unbroken-40% damage, +10% experience
Hexward-30% all resistances, +50% magic find
Abyssal-10% maximum fire resistance, -10% maximum cold resistance, -10% maximum lightning resistance, +50% magic find
Deadeye-75% defense, +100% gold find
Obsidian-50% attack rating, +40% magic find
Swiftblight-25% run and walk speed, +8% experience
Bountiful-15% all resistances, +60% magic find, +100% gold find
Overrun-15 life regeneration, +12% experience
Warhost-20% attack speed, -20% cast speed, +10% experience
Gloom-6 light radius, +40% magic find
Venomtide-50% poison resistance, -100% poison length reduction, +100% gold find
Starved-40% maximum mana, +40% magic find
Glassbone-25% maximum life, +12% experience
Accursed-20% all resistances, -20% damage, +60% magic find, +8% experience
In the game

Not in the game yet Some corruptions also make the monsters inside tougher:

ModMonsters inside the map
Bloodrage+15% physical resistance
Hexward+15% fire resistance, +15% cold resistance, +15% lightning resistance, +15% poison resistance
Abyssal+15% fire resistance, +15% cold resistance, +15% lightning resistance
Venomtide+25% poison resistance

The Maggot Lair

Every room of the Maggot Lair in Act 2 is twice its old size, so its tunnels are twice as wide. The rocks, eggs and corpses look bigger too; the monsters don't. The layout is still random, and Fangskin and the Staff of Kings chest are where they always were. Its three levels have about half as many rooms as before (9, 7, 5), so going through takes about as long as it used to.

Not in the game yet

Map layouts

Overhead layouts of the map-only zones, drawn from the map editor (click to enlarge).