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PTR
Diablo 4 The Pit of Artificers Guide - Season 5
来自 silec
[Last Updated]:
2024/08/13
变更日志
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This guide covers everything you need to know about the endgame system called The Pit of Artificers, including how to unlock The Pit, where it is located, how to unlock new tiers, the rewards it offers, and more.
About The Pit
The Pit of Artificers, also known as The Pit, is a randomized dungeon, meaning that monsters and dungeon layouts are different on each run and floor. The Pit is a true endgame challenge, even for optimized characters, consisting of 200 unlockable tiers that scale in difficulty and rewards. It starts with monsters being Level 100 at Tier 1 (equal to a Nightmare Dungeon Tier 45). The player's goal is to slay enough monsters and the summoned boss before the 15-minute timer runs out. The Pit is very similar to Diablo 3's Greater Rifts.
Once enough monsters have been killed and the progress bar is filled up, a boss portal spawns on each player that is participating in the run. Aside from the boss's general attacks, ghostly apparitions of other known bosses such as Lilith will cast attacks at certain boss health intervals. These can be very deadly and should be avoided at all costs. Killing the boss before the timer expires will reward you with Masterworking materials and s for summoning Tormented Bosses. This will also unlock additional tiers in The Pit.
Masterworking Guide Tormented Echo Bosses Overview
Unlocking The Pit
Upon entering World Tier 4, players will receive a priority quest to complete a Tier 46+ Nightmare Dungeon. Completing this quest will unlock the obelisk in Cerrigar, Scosglen to access The Pit. This will also allow you to start collecting s from endgame activities such as Whispers, Helltide, Legion Events, and Nightmare Dungeons. 3 s are needed to start each Pit run. Make sure to complete a Nightmare Dungeon Tier 45 as soon as possible to start collecting s.
Unlocking New Tiers
To unlock new tiers in The Pit players need to defeat the boss before the 15-minute timer expires. Unlocked tiers are shared across characters as long as they are on the same realm (Eternal/Seasonal) and game mode (Softcore/Hardcore). The remaining time at the end of a run determines how many tiers are unlocked at once:
1 Tier
is unlocked if the player completes the run with
up to 4 minutes
remaining.
2 Tiers
are unlocked if the player completes the run with
4-6 minutes
remaining.
3 Tiers
are unlocked if the player completes the run with
6 or more minutes
remaining.
Death Penalty
If you die during a run in The Pit, 30 seconds will be added to the timer. Dying again will penalize you by adding 60 seconds to the timer. Lastly, each death from the third one onwards will add 90 seconds to the clock. This death penalty scales for the whole group, not per individual.
Rewards
Completing a run in The Pit comes with rewards such as Rares, Legendaries, Uniques, Obols, and various crafting materials. These rewards can be obtained even when the timer expires. Completing a run within the time limit also yields Masterworking materials (, , and ) and occasionally s.
Stygian Stones
The Pit is one of only a few sources for s, which are needed to summon Tormented Bosses. s can only be obtained by the person opening The Pit.
Pit Tier
Drop Chance
1
5%
40
10%
100
18%
200
30%
For more information on the Tormented Bosses in Diablo 4, make sure to read our Tormented Boss guides.
Tormented Echo Bosses Overview
Masterworking Materials
Masterworking materials, used for upgrading gear, can be obtained from The Pit. These drop at the end of a run if it was completed within the time limit. The rewards listed below drop for each participating player in a group.
Masterworking Guide
Pit Tier
Monster Level
Masterworking Reward
1-30
100-129
10-39
31-60
130-159
20-49
61-200
160-199
20-100
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评论
评论来自
Alustriel
I can say that this aspect of the game has been very welcome, but there are a number of features or 'conditions' that occur that would be good to know about and perhaps have some changes made to better them.
First, I do not agree with the idea of the 'zones' for receiving crafting mats. They stop at certain points as a new one enters the fray. You can only collect the
Obducite from Pit levels 1 to 30
. and
Ingolith from 31 to 60
. After you begin 61 on (at least as far as I have progressed to 67, gets harder all the time) you can only collect the final masterworking material, Neathiron.
I believe that it is better for the player who likely roves around on their main toon to be able to collect the lower level masterworking mats as they collect the higher ones at the SAME TIME. Then we can stock up on mats for our alts without having to waste our time redoing lower tier Pits just to do this because collecting is another grind we all begin to hate doing just for the sake of doing so to speak.
One really bothersome fact is that if you are right beside a shrine as you are finishing stage 2 (kill to fill the bar) and you reach that bar's end, even if you only need to click on the shrine right beside your toon, it vanishes upon completion of the bar being filled. This is stupid and should be removed. Having the shrine's effect applied (which I have only seen these shrines: lethal, protection and channeling) is what we are hoping to take with us to help defeat the boss, if the explosion of the fire blast elites can still kill you before you go into the boss portal (once you kill the elite that is, get the count for it on the bar in doing so), then the shrine should be left to take.
Important Note on the Boss staging area (where you gate into from the second stage of the Pit:
The area (as mentioned in a previous blurb on the pit here on Wowhead) just before heading down to the boss should always be fully explored (no
fog of war
on the map). Not just because if you die, then you respawn at the boss staging area instead of like 30 seconds of running to get back from the previous dungeon area, but for this reason:
you may have a shrine present that is blacked out on the map until you have uncovered it
. Twice now I have found a
Lethal Shrine
which helped me kill the boss very quickly during their first vulnerable stage. As you all know, if they (the boss) get past that point, it is harder to burn them down because more adds or ground effects or hellspawn shadows pop up and kill you, wham, bam fast!
Also, you may encounter the gating in creatures (
Spawn of The Damned)
while you explore the boss staging area, the little vermin that pop up with the long tails to sting you, so watch out for them if you think you are safe and want to take a drink just before heading down to fight the end boss.
Overall the actual Pit runs have been a lot of fun, but I don't care for the extended boss fights that continue to add more crap to avoid (I get one-shotted far too often by a stupid thing I cannot see because my screen if full of my own attack effects, I play a Frozen Orb Sorceress using the End-game build here on Wowhead, so the screen if full of hydra fireballs, hydra conjurations, the ice blades zipping about, the lightning spears flying all over the place and when you engage any of these: Seething Hivemaster, Drowned Seahag, Outlaw Sharpshooter, Resurrected Malice and the Spirit Caller of Frost,
they all leave barely visible ground effects
that when you walk/teleport into, you are killed without even knowing how you died.
The effects for the boss fights are great, but even on a 27" monitor two feet from my face, it is difficult to determine sometimes what is my stuff from the boss's attacks.
**
One last point is to check your obols before heading in because of you are going to cap when you collect from the reward chest, the ones that you cannot pickup will slowly disappear, I have seen a count of 178 left behind, I town portal out, spent a few obols on five pieces of gear (200 obols) and returned within perhaps 15 seconds of leaving (we are in Cerrigar, the curiosity vendor is a straight run, no turns that is, from your town portal, and when I came back I was down to 151 on the ground. So spend them if you are close to your cap, that 178 obols left on the ground was a portion from a Tier 67 Pit.
评论来自
Alustriel
I have another idea for the Pit, at the beginning, prior to you actually entering and doing the first dungeon zone, maybe while the loading splash screen is on,
state clearly who the End-boss is
so we can decide if we want to give up the 3 runeshards we just spent to get in and not waste our time getting to the end only to keep getting killed or,
put an armor-smith in at the staging area to repair our gear after we get killed
, at 3 kills, I am not going to try a fourth when I do 30% less damage, take 30% more damage and have a whole slew of other drawbacks to the death penalty time too.
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