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Peninsula Map (War for the Atlas)

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Peninsula MapMap Level: 70
Map Tier: 3
Guild Character: *
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
Peninsula Map (War for the Atlas) inventory icon.png
Acquisition
Level: 70
Purchase Costs
Normal2x Orb of Chance
Magic3x Orb of Chance
Rare4x Orb of Chance
Unique10x Chaos Orb
Sell Price
1x Scroll Fragment
Miscellaneous
Item class: Maps
Metadata ID: Metadata/Items/Maps/MapWorldsPeninsula
Peninsula
Map area
No Waypoint
IdMapWorldsPeninsula
Act11
Area level70
Area type tagsforest
Tagsmap, area_with_water
The Shaper: The farmer no longer plows or sows. Only the flattened soil remains.
The farmer no longer plows

or sows. Only the flattened

soil remains.
Maps loading screen.png

Peninsula Map is a map based on The Old Fields zone in Act 2.

Layout

The layout of the map is a large ring, with the boss arena more or less on the opposite side of the ring from where the player started.

Encounters

Boss

Large arena that seals upon entering. Boss waits in rock form on the far side. Arena has Golem Totem rubbles. Golem totems use EarthquakeEarthquakeAttack, AoE, Duration, Melee
Radius: 18 / 25
Mana Cost: 10
Cast Time: 1.00 sec
Damage Effectiveness: (90%-109%)
Requires Level 28Smashes the ground with an Axe, Mace or Staff, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Earthquakes created before the first one has erupted will not generate their own aftershocks.Per 1% Quality:
1% increased Physical Damage
Deals (90-109)% of Base Damage
Base duration is 1 seconds
Aftershock deals 70% more Damage with Hits and Ailments
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Earthquake skill icon.png
and, when killed, cannot be revived for 30 seconds.

Titan of the Grove (a unique Rock Golem)

  • Additional Life
  • Other allies Cannot Die
  • Summons Erosive Rubble
  • Revives nearby Golem Totems

Strategy

The boss itself is not terribly difficult due to its low movement and attack speed and only moderate damage for a boss. Depending on your build and what pack spawns next to the boss, you may want to separate and kill them first.

One tricky situation occurs when the map has the Twinned affix. The auras of the two bosses will affect each other, rendering them impossible to kill unless they are separated somehow. Skills such as Frost WallFrost WallSpell, Duration, Cold
Mana Cost: (14-37)
Can store 3 use(s)
Cooldown Time: 3.00 sec
Cast Time: 0.50 sec
Requires Level 4Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.Per 1% Quality:
1% increased Skill Effect Duration
Base duration is (3-4.9) seconds
0.15 seconds between appearance of Wall sections
Wall will be (28-56) units long
Deals (8-462) to (12-693) Cold Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Frost Wall skill icon.png
can be used to try to push the bosses apart, or they may be lured apart using minions. However, one easy way to separate the bosses is to retreat into the corner between the wall and the shore. One boss will block off the corner, causing the other to wander off.

Boss video

Items found in this area

ItemLvl.
The Scarred MeadowThe Scarred Meadow9Wake of DestructionThe earth offers nourishment, growth and healing. Unless, of course, the sky has other plans.1
The GamblerThe Gambler5Divination Card"I don't believe in karma. If it were real, I would never win."1
Her MaskHer Mask4Sacrifice FragmentTo her beauty you submit,
lest your neck the great Queen slit.
1
Two-Toned BootsTwo-Toned BootsEvasion: 126
Energy Shield: 24
Requires Level 70, 62 Dex, 62 Int+(15-20)% to Cold and Lightning Resistances
70

Item acquisition
Questionmark.png

Upgrade paths

This item can be acquired through the following upgrade paths or vendor recipes:
AmountIngredient
3Arid Lake MapArid Lake MapMap Level: 69
Map Tier: 2
Guild Character: c
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
Canyon MapCanyon MapMap Level: 71
Map Tier: 4
Guild Character: j
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
3Peninsula MapPeninsula MapMap Level: 70
Map Tier: 3
Guild Character: *
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

  • Peninsula MapPeninsula MapMap Level: 72
    Map Tier: 5
    Guild Character: 8
    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.
  • Shaped Peninsula MapShaped Peninsula MapMap Level: 77
    Map Tier: 10
    Guild Character: 8
    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.
  • Peninsula MapPeninsula MapMap Level: 75
    Map Tier: 8
    Guild Character: 8
    Travel to this Map by using it in the Eternal Laboratory or a personal Map Device. Maps can only be used once.
    , a legacy variant that was introduced in The Awakening.
  • Peninsula MapPeninsula MapMap Level: 73
    Map Tier: 8
    Guild Character: 8
    Travel to this Map by using it in the Eternal Laboratory or a personal Map Device. Maps can only be used once.
    , the original variant.

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.