Dernière mise à jour: July 2026
Mécaniques carte campagne
Fonctionnement carte Tears of Metal : types nœuds, routes Actes, retours Village, pression Mother Stone, décisions routing co-op.
Structure carte campagne
Trois Actes EA — branches séquentielles combat, élites, shops, repos, events, boss gates. Pas open world — routing skill roguelike. Greedy combat Emblems/gold vs rest shrines vs detour Charms. Wrong routing ends runs before difficulty spikes. Entre Actes Village méta persiste — Training Grounds, shops, compagnons.
Types nœuds et icônes
Combat waves musou density Act/modifiers. Élites patterns walkthrough/boss guides. Events narrative/risk battalion dilemmas. Shops/heals/rerolls Charms mid-run. Rest limited — survival without healing pillar higher difficulties. Boss gates Act finales Gilles → Mother Stone defenders.
- Combat — vagues standard, drops Emblem/gold
- Élite — cibles haute valeur, tests patterns
- Event — choix branches modificateurs spéciaux
- Shop / shrine — équipement, Charms, rerolls
- Repos — recovery limitée maintenance bataillon
- Boss — portes Acte loot unique
Stratégie routing
Acte 1 teach commands/Emblems — combat spread synergies pre-Gilles, one shop/event fix weapon tier. Acte 2 hazards biomes — route rewards matching clan Emblems. Acte 3 compressed decisions corruption Mother Stone — short hard paths vs long elite gauntlets Charm slots. Co-op ping paths pre-commit host lock.
Décisions carte co-op
UI stratégique partagée — host confirm typical ; communicate avant elite mismatch builds. Rest votes vocal early low battalion headcount. Pair hub soluce, settlement upgrades unlock shortcuts/events futures runs.
Pages associées
Questions fréquentes
Carte procédurale ?
Branching structuré variance nodes/events pas infinite random.
Retour nodes précédents ?
Généralement non forward default — events/Charms exceptions tooltips.
Carte diffère co-op ?
Structure même ; rewards/scaling multiplayer ; routing partagé.