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Tears of Metal Wiki

Map generation

Every run generates its own map, but the generator works inside fixed bounds. This page lays all of them out: how many rows each act has, how many nodes fit on them, which node types can appear on which row, and what that battle name on the map actually tells you about the enemies.

What this page will not do is hand you an optimal route. Nodes are scattered at random, the best path depends on the map you happen to roll, and any general-purpose route would be invention.

The skeleton of each act

Act 1

The Highlands

Rows
6
Total nodes
13–16
Nodes per row
1–3
Paths onward
0–3
Battlefields
26

Act 2

The Mire

Rows
5
Total nodes
8–12
Nodes per row
2–7
Paths onward
0–3
Battlefields
24

Act 3

The Scar

Rows
5
Total nodes
8–12
Nodes per row
2–7
Paths onward
0–3
Battlefields
13

Act 1 is one row longer and holds four to five more nodes than the others, yet caps at 3 nodes per row; acts 2 and 3 allow up to 7. Later maps are wider and shallower — more forks, but every path through them is shorter. The pool of battlefields runs the other way: 26 in act 1, down to 13 in act 3, exactly half.

How hard a fight gets, by row

Every battle on the map carries a difficulty rank, and those ranks are not scattered at random. They are looked up by row: which rank a given row produces, and with what odds, is fixed in the data.

RowAct 1Act 2Act 3
1
Easy 100%
Easy 100%
Average 100%
2
Average 100%
Average 100%
Average 100%
3
Average 100%
Average 40%Hard 60%
Average 100%
4
Average 50%Hard 50%
Hard 100%
Hard 100%
5
Hard 100%
Hard 100%
Hard 100%

Act 3 contains no easy battles at all — all five rows roll strictly between average and hard. And in act 1, only row 1 is guaranteed easy; from row 2 onward the easy rank is off the table for good.

Nothing in the game data says whether this table reads across or down. The data answers that itself: the three ranks on any one row sum to exactly 1, across all 15 columns without exception. That sum is the sole basis for every difficulty claim on this page, so the build re-checks it every time and refuses to publish if it ever stops holding.

The two tables do not count rows the same way: map generation gives act 1 six rows and acts 2 and 3 five each, while the difficulty table stops at row 5 for all three. The likeliest difference is whether the boss row is counted. The data never says, and we are not going to decide for it — the table above uses the difficulty table's own numbering.

Which node types appear on which rows

Seven node types, listed in the game's own placement priority. The number is the order in which they claim space: earlier types get their pick first, so even a node marked 100% is not guaranteed to show up — it depends on how many slots the types above it already took.

PriorityNodeAct 1Act 2Act 3
1Healing FountainRow 5100%Row 4100%Row 4100%
2Zaro (signature Charm)Row 5100%NeverNever
3Emblem reward1 per row100%1 per row100%1 per row100%
4ShopRow 3100%Rows 2, 350%Never
5Gamble eventRow 350%Rows 2, 3100%Rows 2, 3100%
6Ally rewardRows 2, 3, 41 nodeRows 1, 2, 31 nodeRows 3, 41 node
7Currency rewardRows 2, 3, 41 nodeRows 2, 31 nodeRow 21 node

There is no shop in act 3. Act 1's shop is pinned to row 3 and always appears; act 2 gets a coin flip on each of rows 2 and 3. If you mean to spend, spend early.

Zaro appears only on row 5 of act 1 — his odds in acts 2 and 3 are both zero. A run gives you exactly one shot at a character's signature Charm, and missing it means going without.

Every act is guaranteed one Healing Fountain, always in the same place: row 5 in act 1, row 4 in acts 2 and 3 — the last row before the boss.

What that battle name means

This is the only difficulty cue visible on the map, and the game never explains how these names differ. Ten names cover three strength tiers, and every name within a tier carries identical weight — the name encodes the tier and nothing finer.

Easy
Conflict, Kerfufle, Tussle
Average
Battle, Brawl, Clash, Fight
Hard
Bloodshed, Struggle, War

Battlefields

63 battlefields, under the game's own location names. The codex entry for every one of them still reads “Coming soon” — the names are the only part that was actually written.

Act 1The Highlands

  • The Great GatesBossNo lootboxesNo wanderers
  • Stepping StonesGeneric
  • GraveyardGeneric
  • Menhir CircleGeneric
  • CromlechGeneric
  • Thistle HillGeneric
  • WindmillGeneric
  • Old WatchtowerGeneric
  • Eldincross BridgeUnique
  • MacGregor ForgesUnique
  • Fortress of the FallenUnique
  • Hochlag’s HamletUnique
  • Birch GroveGeneric
  • Waterfowl BogGeneric
  • Druid's LairGeneric
  • Forgotten SanctuaryGeneric
  • Greenrath VillageUnique
  • Lochthar RuinsUnique
  • Crossing WoodsGeneric
  • Kurgan's BridgeUnique
  • Caledonian ForestUnique
  • Hilltop CampUnique
  • The ArenaGeneric
  • Angus RegimentGeneric
  • Beach of the BraveGenericNo lootboxesNo DragonstonesNo hazardsNo wanderersNo combat loops
  • The MazeUnique

Act 2The Mire

  • Forgotten MarshesBossNo lootboxesNo wanderers
  • Arawn BattlefieldGeneric
  • Eagallach ForestGeneric
  • Mining DistrictGeneric
  • PrisonGeneric
  • Dead MarshesGeneric
  • Juniper LoggingGeneric
  • Dried RiverGeneric
  • Extraction SiteGeneric
  • The WheelsGeneric
  • Boiling BogUnique
  • Spiderweb MarshesUnique
  • Sluggan VillageGeneric
  • Defiled HeirloomUnique
  • Twin CastlesGeneric
  • Alchemist TowerGeneric
  • Blackrock VestigesGeneric
  • Kurgan CastleUnique
  • Stone FieldsUnique
  • Glenfinnan CastleUnique
  • The MawUnique
  • The GauntletUnique
  • Willow Bog HideoutUnique
  • Eerie SwampsUnique

Act 3The Scar

  • Burning ThroneBossNo lootboxesNo DragonstonesNo wanderers
  • Blockade AttemptGeneric
  • Rocabarraigh PlateausUnique
  • Crater QuarryGeneric
  • Colossus WallUnique
  • Old CityGeneric
  • Landing SiteGeneric
  • Bleeding RockGeneric
  • Wrecked CathedralGeneric
  • The CapitalGeneric
  • BasilicaUnique
  • Dragonkin CastleUnique
  • Impacted CityUnique

BossesEnemiesGlossary

Verified from game files · EA 1.0 (2026-07-22)