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Core Map (War for the Atlas)

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Core MapMap Level: 80
Map Tier: 13
Guild Character: û
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
Core Map (War for the Atlas) inventory icon.png
Acquisition
Level: 80
Sell Price
1x Scroll Fragment
Miscellaneous
Item class: Maps
Metadata ID: Metadata/Items/Maps/MapWorldsCore
Core
Map area
No Waypoint
IdMapWorldsCore
Act11
Area level80
Area type tagstemple, cave
Tagsindoors_area, map, no_echo, area_with_water
The Shaper: Black monstrous bridges cross oily rivers, leading nowhere. Nothing as it should be.
Black monstrous bridges cross oily rivers, leading nowhere. Nothing as it should be.
Maps loading screen.png

Core Map (War for the Atlas) is a map area.

Layout

Core Map uses the Belly tileset. Based on the The Harvest in Act 4.

Encounters

Boss

Prodigy of Pain

Prodigy of Hexes

Prodigy of Darkness

Eater of Souls

The Depraved Trio of Maligaro, Shavronne and Doedre all maintain serious damage but have little health and should make for short work. Phase 1 Malachai avoid the "Die and be reborn" one-shot slam. In phase 2 avoid the teleport slam. The main difficulty of this boss comes from the small arena and ease to make a fatal mistake in a long fight. Absolutely manic with some map mods such as extra projectiles or double boss. 

Boss video

Items found in this area

ItemLvl.
The GamblerThe Gambler5Divination Card"I don't believe in karma. If it were real, I would never win."1
The Encroaching DarknessThe Encroaching Darkness8Map
Corrupted
No matter where your dreams take you, Nightmare follows close behind.
1
The AestheteThe Aesthete8Shavronne Item"Some see our mortal flesh as a limitation. I see it as an opportunity for vast, miraculous improvements."
- Shavronne of Umbra
1
The SurveyorThe Surveyor4Map
Map Tier: 14
Exploring lands made of flesh and sorrow, we'll reap and plunder like there's no tomorrow.
1
The OfferingThe Offering8Shavronne's WrappingsEternal beauty has a cost, one which Shavronne was happy to pay with the lives of others.1
Marble AmuletMarble AmuletRequires Level 74(1.2-1.6)% of Life Regenerated per second74
The OathThe Oath6Death's OathAn oath once made is an oath never broken. Do not delay in keeping it, for I take no pleasure in fools.1
Spiked GlovesSpiked GlovesArmour: 220Requires Level 70, 95 Str(16-20)% increased Melee Damage70

Item acquisition
Questionmark.png

Upgrade paths

This item can be acquired through the following upgrade paths or vendor recipes:
AmountIngredient
3Summit MapSummit MapMap Level: 79
Map Tier: 12
Guild Character: ù
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.

Usage in upgrade paths

This item is used by upgrade paths or vendor recipes to create the following items:
OutcomeAmountIngredient
Plaza MapPlaza MapMap Level: 81
Map Tier: 14
Guild Character:
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
3Core MapCore MapMap Level: 80
Map Tier: 13
Guild Character: û
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.

Unique versions

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

Other versions

  • Core MapCore MapMap Level: 82
    Map Tier: 15
    Guild Character:
    Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
    , a legacy variant that was introduced in Atlas of Worlds.
  • Core MapCore MapMap Level: 82
    Map Tier: 15
    Guild Character:
    Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
    , a legacy variant that was introduced in The Awakening.

Version history

Version Changes
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.