Maps, fog, hidden zones, the Deep Atlas, archaeology

What you see

The rules

  1. Floors are fogged. Cartography charts zones (a Task); Maps are items (SYS-28). Uncharted zones can be entered by walking; you just don't know what's in them.
  2. Hidden zones exist on every floor (one at least): found by Mapping adjacent zones to 100%, by a Clue, by a Draft's hint, or by an Erratum's landfall.
  3. The Deep Atlas: Depth keys map to a lattice per floor; regions grant permanent Depth modifiers when completed; the Atlas is the endless breadth loop for dungeon runners.
  4. Archaeology (Excavation): Draft seams yield relics, Drafted items, and pages of prior Seasons; the lore of what was rewritten is dug up by players.
  5. Shortcuts (Building + Cartography): players build stairs, ropes, ferries between zones (a Hold benefit), some requiring skill levels to use.

Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.