Community Game Guide

ARENA


10.1 Overview

The Arena is an endgame system that’s played on a variety of enclosed maps which unleash endless waves of enemies upon you. The arena is only accessible after earning an Arena Key. These keys are awarded to those who venture into the Monolith of Fate.

Once you’ve acquired an arena key the red portal located within Champion’s Gate, of the Divine Era, grants you access to the Arena. Selecting this portal allows you to enter The Endless Arena or face off against one of the Arena Champions. Right-clicking an arena key will open the map at the location of Champion’s Gate for quick traversal.

Champion’s Gate also includes five different training dummy setups. Two of these training dummies are unique; one counts as a boss, and the other is an enemy so all minions (including totems) will automatically attack it without any input from the user.

When first entering the Arena, hordes of enemies will spawn from 4 static locations on the map. After each wave is complete another wave automatically begins until you reach a pause at every 5th wave. During this pause you are presented with several destructible barrels that will drop various amounts of loot when destroyed. You can also access your stash and buy & sell items from the merchant during this time.

Beware, if you die in the arena, or leave early, you will need to use another key and will not gain any rewards. Death in the arena also counts as a death for Hardcore characters.

Certain enemy modifiers are excluded from the Arena, such as the “revives after two seconds” modifier.


10.2 Arena of Champions

https://i.imgur.com/uyb2Wqv.png

The Arena of Champions has 4 difficulty tiers. Higher tiers increase area level, rewards, and the power of enemy modifiers. The rewards and enemy modifiers for Tiers 2 through 4 have a rotating modifier that change once per day and are the same for all players during that time period. Each tier has a fixed amount of waves, 40, culminating in a boss fight against one of the Champions of the Arena, which is randomly selected each run.

You will be presented with two options of modifiers every 10 waves, so three times, during an Arena of Champions run. These will add modifiers to further Arena waves, as well as modify the Arena Champion’s drops. Arena Champions also have a greatly increased chance to drop Dungeon keys.

Each of the three Arena Champions have a chance to drop a Unique item specific to them; Omen of Thunder from Alfrig Wolfmaw, Penumbra from The Crimson Blade, and Vaion’s Chariot from Vaion the Arsenal.


10.3 Endless Arena

https://i.imgur.com/HkcWFZH.png

Fight through endless waves of increasingly powerful monsters to earn a spot on the leaderboards. Enemy difficulty scales up from your character level to level 100 over the initial 80 waves, and spawns a Champion of the Arena at wave 90.

The Endless Arena will increase enemy damage, health, movement speed, and pack density as the player delves deeper into its infinitely scaling progression system. However, enemy movement speed and pack density do have limits to their scaling. Enemy damage and health also have scaling increases at each 100th wave interval.

While this resource may not be up-ot-date with the latest patch, it still shows how enemy scaling is generally affected as you progress in the Endless Arena.


10.4 Arena Keys

The Arena is accessible via an Arena Key that is awarded from Monolith of Fate Timelines. You earn an arena key after successfully completing Echoes whose reward is an arena key without dying. This arena key is then dropped from breaking the floating octahedron after an echo is completed in the Echo of a World location.

https://i.imgur.com/X16DBTx.png

Additionally, arena keys can be selected as a modifier reward during an Arena of Champions run for successfully defeating the Arena Champion.

There is also the Arena Key of Memory, which will start an Endless Arena run with 100 waves already completed, or half the waves you completed in your previous arena run rounded to the nearest 10, whichever is higher.

https://i.imgur.com/zatuFGz.png

You can earn an Arena Key of Memory in one of two ways:

  • Successfully completing an Echo that grants it as a reward.
  • Occasionally dropped from Rare enemies in level 90+ Timelines if you have conquered at least 15 Echoes in that Timeline.

10.5 Maps

There are a total of 13 maps within the Arena, as well as 3 boss arena maps that are used when fighting one of the Arena Champions. At every 10th wave interval the next arena map will be randomly selected, with the same map never being selected twice in a row. The maps vary in size, difficulty, and terrain.

Maps have 4 or more enemy spawn locations, but enemies will only ever spawn from 4 of these locations at a time per wave. These spawn locations will be randomly selected per wave for maps with more than 4 enemy spawn locations.

Abandoned Arena
Enemy Spawn Locations: 6

Abyssal Arena
Enemy Spawn Locations: 8

Airborne Arena
Enemy Spawn Locations: 8

Ancient Arena
Enemy Spawn Locations: 6

Docklands Arena
Enemy Spawn Locations: 6

Heorot’s Arena
Enemy Spawn Locations: 4

Lagonian Arena
Enemy Spawn Locations: 4

Lakeside Arena
Enemy Spawn Locations: 4

Magma Arena
Enemy Spawn Locations: 4

Rustlands Arena
Enemy Spawn Locations: 4
Has a Necrotic damage environmental hazard

Sanctuary Arena
Enemy Spawn Locations: 6

Solarum Arena
Enemy Spawn Locations: 6
Has a Fire damage environmental hazard

Woodland Arena
Enemy Spawn Locations: 4

Arsenal Arena
Enemy Spawn Locations: 4
Arena Champion: Vaion the Arsenal based on the Sentinel class

Crimson Arena
Enemy Spawn Locations: 4
Arena Champion: The Crimson Blade based on the Rogue class

Wofjaw Arena
Enemy Spawn Locations: 4
Arena Champion: Alfrig Wolfmaw based on the Primalist class


10.6 General Strategies

The waves in-between every 5th wave will have the next wave automatically begin once at least 1 enemy remains. For example, wave 13 will not start until you have successfully killed all enemies or at least 1 remains in wave 12. So, during harder waves, if you get down to a challenging enemy and an easy enemy you will typically want to defeat the harder enemy first so that it doesn’t continue on into the next wave, making the next wave easier. If you get down to 2 challenging enemies, you typically want to weaken each equally so that they can be killed in quick succession before the next wave begins.

Damage over Time (DoT’s) can be very dangerous, just by its nature of avoiding several of the players’ defense mechanics, so avoiding enemy DoT’s can be vital to success.


10.7 Ladder

For each character you enter the Arena with the highest wave clear is automatically uploaded to EHG’s Arena Ladder. While only the top 100 clears of each game mode (Hardcore, Solftcore, SSF Hardcore, and SSF Softcore) may be displayed in-game, outside the game you can visit the Last Epoch Ladder webpage to break those modes down further by class.

Currently, the ladder is susceptible to cheating as its data comes from the offline save files of players. These files can and have been tampered with so all ladder data should be viewed with a certain level of skepticism. Once server authoritative multiplayer arrives the ladder will become a far better resource of Arena data.

A key note about the skills displayed for each character on the Arena Ladder; they do not necessarily represent the skills that were used to make that run as the skills update, even after the run, if they are changed.


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MONOLITH OF FATE


11.1 Monolith Introduction

https://i.imgur.com/aEX0bn3.png

The Monolith of Fate is the main endgame system in Last Epoch. Characters can access the Monolith of Fate from the End of Time, though it is designed to be started after the campaign.

The Monolith of Fate consists of multiple Timelines. All Timelines have a fixed area level and their own set of layouts, enemies, and quests to encounter.

https://i.imgur.com/JRXRPDO.png

When you first start a Timeline there are multiple paths from the center island, with an Echo on each. After you complete an Echo the Echoes behind it are also revealed, and so on. You can do any Echo you’ve unlocked at any time.

Completing Echoes grants Timeline Stability. After you reach a certain threshold, you can begin a Quest Echo by selecting it from the left-hand side of the screen. After completing all Quest Echoes in a Timeline, your run is completed and you can choose a Blessing to power up your character.


11.2 Timelines

A Timeline represents an alternate reality that never was, or never will be. All Echoes you encounter in a Timeline have the same area level, and each Timeline has a unique pool of layouts, enemies, and quests.

Completing all Quest Echoes for a Timeline unlocks the next Timeline and grants you the opportunity to choose a Blessing. Additionally, conquering the most difficult Timelines (all 3 level 90 area Timelines) will unlock the Empowered version of all Timelines.

https://i.imgur.com/mMBbIWk.png

All Empowered Timelines are level 100 areas and start with 100 Corruption, increasing the difficulty of enemies and the rewards you receive.


11.3 Echoes

Each zone you encounter in a Timeline is called an Echo.

https://i.imgur.com/0rev39e.png

An Echo has a layout based on its name, and a randomly chosen modifier that it will add to enemies. The enemy modifier also affects the rarity of items you will find and how much experience you will earn.

As you conquer more Echoes in a row, the modifiers you select will start to persist for multiple Echoes. This means you will have multiple modifiers active at the same time. Conquering each Echo grants Timeline Stability, which is required for unlocking Quest Echoes. Some Echoes provide more Timeline Stability than others.

https://i.imgur.com/vsbICGS.png

Echoes grant bonus Timeline Stability based on the number of enemies you kill within them. The maximum bonus Timeline Stability for an Echo is listed in the rewards section of its tooltip, on the Timeline Stability bar at the top of the panel, and as a bonus stability meter within the Echo that fills up as more enemies are killed.

https://i.imgur.com/pGIqPfD.png

Echoes have a guaranteed reward for completing them. These rewards vary in rarity, from gold to Timeline exclusive rewards, and this rarity increases with Corruption and the deeper you progress from the center of the Timeline. If you die before completing an Echo its guaranteed rewards, which includes its Timeline Stability, are lost for all further attempts of that Echo.


11.4 Special Echoes

Each of these Echoes allow you to meaningfully interact with your Timeline in different ways. The rarity of these Echoes vary, but venturing further from the center of your Timeline will increase the odds of them appearing.

https://i.imgur.com/mdgFGPN.png
Beacon Echo: Normally when you complete an Echo, you can see two steps ahead; the Echoes adjacent to the completed one, and the ones directly beyond those. Beacon Echoes allow you to see one Echo further than normal. The objective of this Echo is to stand within the area surrounding the beacon for 60 seconds while enemies continuously spawn until you’ve fully charged it.

https://i.imgur.com/BKfSdqh.png
Vessel of Memory Echo: Normally when you complete an Echo, you can’t return to it and have to move on to your next choices. Vessel of Memory Echoes restore completed Echoes in your web to their original states, with the exception of other Vessel Echoes, allowing you to complete them again and claim their rewards for a second time. The objective of this Echo is to destroy the Vessel of Memory that lies within.

https://i.imgur.com/iahwgrJ.png
Vessel of Chaos Echo: If you’ve spent time completing Echoes and claiming rewards in a Timeline, there will inevitably be a large number of Echoes that you have chosen not to complete. You may have done this either because their reward was irrelevant to you, or the reward was not enticing. Vessel of Chaos Echoes reroll the rewards of all uncompleted Echoes in your web, providing a chance for less enticing options to be swapped for more relevant or powerful rewards. The objective of this Echo is to destroy the Vessel of Chaos that lies within.

https://i.imgur.com/wXihIh6.png
Shade Echo: Completing this Echo resets the Timeline’s web of Echoes. However, the Timeline Stability, active modifiers, and Quest Echo progress will persist. If you’re currently in an Empowered Timeline and you have another Empowered Timeline whose Corruption value is greater, then completing this Echo will also grant bonus Corruption. Bonus Corruption is higher when there is a greater difference in Timeline Corruption and the Echo is further from the web origin.


11.5 Quest Echoes

https://i.imgur.com/C3Smjms.png

After conquering enough Echoes and earning a certain amount of Timeline Stability within a Timeline, you’ll have the chance to encounter a Quest Echo, which represents a pivotal moment in the story of a Timeline.

The minimum amount of Timeline Stability required for the next Quest Echo is shown at the top and top left portions of the screen. Once you reach a certain threshold, you can begin a Quest Echo by selecting it from the top left of the screen.

Choices that you make in a Quest Echo can impact the story of the Timeline, and ultimately change which Timeline is unlocked next.

Quest Echoes appear in the same order each time, and all Quest Echoes for the current Timeline must be completed to unlock the next Timeline. However, the first two Quest Echoes of each Timeline are optional in Empowered Timelines, allowing you to more easily acquire Blessings and Timeline exclusive rewards.

Dying in a Quest Echo will reduce your Timeline Stability, but cannot undo your progression through the Quest Echoes.


11.6 Corruption and the Shade

As you progress further from the center of a Timeline, you will start to find Echoes with the Shade of Orobyss within.

Defeating the Shade adds Corruption to the Timeline, increasing its difficulty and rewards. It also brings the echo web for the Timeline back to a fresh state, allowing you to start again with a higher potential for rewards. Defeating the Shade does not affect your Timeline Stability or the active modifiers you have.

https://i.imgur.com/oqR84tX.png

Corruption increases item rarity, experience gained, monster health, monster damage, and how much Timeline Stability each Echo gives. Corruption also increases the area level in standard Timelines (to a maximum of +5 levels for high level Timelines and +10 levels for lower level Timelines when at 50 corruption), and increases the rarity of guaranteed Echo rewards in Empowered Timelines – such as Exalted items or Idols, for example.

Standard Timelines start at 0 corruption and can have a maximum of 50 corruption. Empowered Timelines start at 100 corruption and have no maximum.

You can defeat the Shade of Orobyss multiple times to continue building corruption. However, you will need to venture further and further into the Timeline to find Shades that will increase corruption. Shades furthest from the center of your Timeline will offer the highest amount of corruption gain.

If the challenge becomes too difficult, you can fight a Shade nearer to the center of the Timeline to reduce corruption, provided corruption is above 10 in standard Timelines or 110 in Empowered Timelines.

https://i.imgur.com/AQF71xP.png

Completing the third Quest Echo in an Empowered Timeline will grant you 1 Gaze of Orobyss. Defeating the Shade of Orobyss consumes all current Gaze’s of Orobyss within that Timeline to grant bonus corruption, allowing you to build up corruption more quickly. However, if you die while fighting the Shade of Orobyss you’ll lose all accumulated Gaze’s of Orobyss.


11.7 Blessings

https://i.imgur.com/435k4GX.png

Blessings are permanent increases to your character’s stats or chance to find particular types of items. Blessings apply throughout the entire game, not just in the Monolith of Fate.

When you conquer a Timeline you will be presented with 3 Blessings to choose from. However, if you conquer a Timeline with 50+ corruption you will instead be offered 4 blessing choices, or 5 blessing choices at 200+ corruption. If you conquer the same Timeline again, you can choose to either keep your current Blessing, or replace it with a new one.

Each Timeline has its own set of possible Blessings, which you can view here. Some Timelines have Blessings that increase your character’s stats, while others have Blessings that increase your chance to find particular types of items. You can view every Blessing you have discovered and currently have active from the Blessings tab in the Inventory window.

Blessings like “Increased Amulet Drop Rate” would cause more amulets (including Unique and Set items of that type) to drop for you without affecting how many items of other types drop. However, these Blessings do not affect boss specific drops, only random drops.

Blessings granted by Empowered Timelines have higher values than the versions granted by standard Timelines.


11.8 Timeline Exclusive Rewards

https://i.imgur.com/koWn2dJ.png

Each Timeline has exclusive Echo reward types that grant Unique or Set items of specific types, as detailed below.

  • Fall of the Outcasts can have unique or set Bows or Quivers.
  • The Stolen Lance can have unique or set Caster Weapons (wands, sceptres, staves, or catalysts).
  • The Black Sun can have unique or set Helmets or Shields.
  • Blood, Frost, and Death can have unique or set Body Armour.
  • Ending the Storm can have unique or set Gloves.
  • Fall of the Empire can have unique or set Belts.
  • Reign of Dragons can have unique or set Melee Weapons (swords, axes, maces, daggers, or polearms).
  • The Last Ruin can have unique or set Relics.
  • The Reign of Winter can have unique or set Rings or Amulets.
  • Spirits of Fire can have unique or set Boots.

Also, all Timeline bosses have 4 specific Unique or Set item drops that can be farmed from them.

  • Two of these drops are non-empowered specific, and mutually exclusive but have equal drop rates (meaning they each have a 50% chance to drop, but only one of them will drop).
  • The third drop is empowered specific and scales with the Timeline’s increased item rarity.
  • The fourth is not empowered specific, but has a drop chance that similarly scales with the Timeline’s increased item rarity.

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FAVOUR SYSTEM


12.1 Reserved for Future Consideration


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LOST MEMORIES


13.1 Reserved for Future Consideration


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Changelog


Patch Version Date Change
0.7.10c Nov 2, 2020 Initial Release
0.8.0 Dec 4, 2020 Updated patch changes
0.8.1c Feb 25, 2021 Updated patch changes
0.8.2i June 9, 2021 Updated patch changes
0.8.3e Sept 17, 2021 Updated patch changes
0.8.4f Dec 29, 2021 Updated patch changes
0.8.5f July 14, 2022 Updated patch changes
0.9.0l May 11, 2023 Updated patch changes

Spelling and grammatical changes will not be tracked here.


Special Thanks


  • EHG - for the game and the game guide :smiling_face_with_three_hearts:
  • Sarno - for being so accommodating
  • Dammitt & Tunk - as I link to several pages of their websites
  • To all those that help improve this resource

[ Table of Contents ]

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Holy fork-biscuits that’s a lot of work you’ve done there!

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Thanks, and if anything looks incorrect…especially the Ability Tags section because there’s actually little info I could find to properly describe them…please let me know.

Curse is a specific type of skill (currently only Bone Curse & Spirit Plague I believe, but I suspect the Warlock will have several more) rather than a skill that applies some sort of ailment/debuff.

I’d also add that the elemental type tags determin the split of the base damage the skill does, so if it has 2 (like phys & cold) then the damage will be split evenly between those two.

And the links in 1.1 Character Sheet & 1.2 Inventory & Stash don’t work for some reason.

1.8 Ability Tags

This sounds very much like spell’s are the exception, but melee skills also don’t beneift from attack speed(Smelter’s Wrath). Making Warpath as a skill an exception.

Also i think an explanation of “adaptive spell damage” would be fitting for such a ressource since it’s a quiet frequently asked question (not sure how much stuff you already want to implement that is not specifically explained in the game guide)

Great job anyway!

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So would “is a specific type of skill that applies some form of ailment (debuff) to enemies for a certain time period” be better?

Thx, made that change.

Yeah…clearly I don’t know how Sarno makes that work for his Patch posts, so I’m just waiting to find that out.

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Does this rectify the problem?

And yes! I really do mean to put the Adaptive Spell Damage description somewhere. :laughing:

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Awesome :smiling_imp:

Didn’t want to sound nitpicky, was just the thing that i spotted upon first quick read through^^

Nah, this kind of input is necessary. And when others can edit these posts (such as yourself) it’ll make this game guide even better. :smile:

I wouldn’t personally let @Llama8 touch your posts, he will make everything into throwing shields of proccing smite madness

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I’d probably go with that (since Bone Curse isn’t an ailment).

Also, @Heavy’s just jealous.

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great work on this! very nice to have a searchable version of this guide for quick reference. i haven’t given it a very thorough reading yet, but the formatting looks great from what i’ve seen so far. thanks for putting in the time and effort!

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That’s a lot of links. :slightly_smiling_face:

Thanks for creating this resource for the community! I’ve configured the forum to automatically bump it if it hasn’t been posted in for a month, which should help it remain fairly prominent.

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Does the forum not allow stickies?

Edit: Or you answered it in the other thread…

A selfish bump for all the newer players out there. :smiley:

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