Return of the Ancients

POE2 Endgame Guide

Five new endgame storylines, two core revamps (Abyss + Temple), the new league The Runes of Aldur, and the road to the new apex — the Arbiter of Divinity.
Patch 0.5.0 · ships 29 May 2026

Patch 0.5.0 — Return of the Ancients overhauls the entire endgame. The Atlas now has fixed points of interest, an immediate goal as soon as you finish the campaign, and pop-out progress bars for every active questline. "All league mechanics on the Atlas now have quests that introduce the mechanic and guide you through its various stages up to the Pinnacle Boss."

The new endgame breaks into three buckets:

  • 5 new endgame storylinesFortress (Origins of Divinity, also unlocks the Atlas passive tree), Delirium (Hare and Raven), Breach (Waking the Dreamer), Ritual (Rite of the Nameless), and Masters of the Atlas (endgame ascendancy-style progression).
  • 2 core revampsAbyss and Vaal Temple (Fate of the Vaal). Both were in the game already; both got Atlas placement, Atlas-tree treatment, and quest framing in 0.5.
  • 1 new leagueThe Runes of Aldur (Explore the Uncharted Seas, with Farrow). The old Expedition mechanic is temporarily disabled on Standard for the league''s duration.

The Arbiter of Ash has been moved into the Fortress. The new top pinnacle is the Arbiter of Divinity, at the Fortress core.

Community names (Breach, Vaal Temple, Ritual, Delirium, Fortress) are kept as the primary heading for each section; the 0.5 storyline names appear as subtitles.

The Atlas
FortressRises on first tower · Arbiter of Divinity
N
North(no hub)
NE
Fate of the VaalLira Vaal · Atziri
W
RitualCaer Tarth · Rite of the Nameless
·
Spawn
E
Abyss Large cracks · revamped tree
SW
DeliriumWithered Willow · Hilda's Campsite
S
BreachMonastery of the Keepers · Xesht
SE
Runes of AldurRuins of Kingsmarch · ocean
5 new endgame storylines + 2 core revamps (Abyss, Vaal Temple) + the new league (Runes of Aldur) arranged by compass heading. The Fortress is not a fixed compass point — it rises on completing your first tower. Masters of the Atlas (5th storyline) is not a compass placement either — it lives in the Atlas screen itself. Hub area beneath each name.
5 New Endgame Storylines
  1. FortressOrigins of Divinity (also grants the Atlas passive tree)Rises on first tower · Arbiter of Divinity
  2. DeliriumHare and RavenWithered Willow · Grand Mirrors · Trial of Madness · 7-wave Simulacrum
  3. BreachWaking the Dreamer · Genesis TreeMonastery of the Keepers · Vruun · Tul & Esh · Xesht
  4. RitualRite of the NamelessCaer Tarth · King in the Mists · 5-map Rite chain
  5. Masters of the Atlas — endgame ascendancy-style progressionDoryani · Hilda · Jado · hot-swap UI
2 Core Campaign Revamps
  1. Abyss — fixed eastern cracks, revamped Atlas treeAlready core · Kulemak''s Invitation auto-allocated
  2. Vaal TempleFate of the Vaal: now core campaign + endgameLira Vaal (NE) · Beacons · Tier 4 rooms · Atziri
New League
  1. The Runes of AldurExplore the Uncharted Seas with FarrowRuins of Kingsmarch (SE) · Verisium meteor · old Expedition disabled

Farming Priority — When to Play What

"The Fortress is your core progression. Everything else fills the slots around it."
Roadmap

The six league mechanics serve different purposes at different points in your endgame progression. Engaging the wrong one too early (e.g. juicing Abyss before your gear can take it) wastes time; engaging the wrong one too late (e.g. chasing Ritual unique-window drops for league-start gear after you've already crafted your own) wastes opportunity. The matrix below is the rough community consensus on what to prioritise when.

Constant background: the Fortress is your core progression no matter where you are — every map you run, mix it in. It's the only source of the new Atlas tree points, and the Atlas tree is what unlocks the bonuses that make every other mechanic worth farming.

The three phases

Early — Rare Gear & League-Start Uniques

Maps T1–T8 · before crafted gear

The Runes of Aldur — predictable rare gear from vendor artifact-spend at the Ruins of Kingsmarch. Easy to bank what you need.

Breach — Wombgifts feed the Genesis Tree for early jewellery (rings, amulets, belts). Hit resistance caps faster than any other source.

Delirium — first anoints on your amulet. One emotion combo is often a power spike worth more than any single item upgrade.

Ritual — reward window is Unique-or-Omen only in 0.5. Chase league-start uniques here while their prices are highest.

Mid — Crafted Jewels & Targeted Uniques

Maps T9–T14 · rare gear done

Breach — high-tier Breach rings, the new jewel catalysts for passive-tree jewels, and pinnacle-boss uniques (Hands of Wisdom and Action, Controlled Metamorphosis, Zest of the Storm).

Delirium — liquid emotions for best-in-slot jewel crafts. The mod pool is broader than any other crafting source.

Abyss — Well of Souls precision: shrink the desecrated mod pool to near-100% certainty on a single targeted modifier. Use this for the one mod a craft is missing.

Skip mid-game Ritual. Once the Rite of the Nameless quest is done, rituals can stack up to 5 map bosses in a single encounter — punishing unless your build is already late-game.

Late — Best-in-Slot & Uber

Maps T15+ · finished crafted gear

Ritual — comes back for the Omens. The most powerful items in the game are made with Ritual omens that prevent bricking high-tier mods.

Abyss — same precision craft, now used for final-step polish on mirror-tier items.

Fate of the Vaal — uber endgame crafting (double-corrupt pathways) and the body-parts room for permanent buffs.

Breach — catalyst farming for ring/amulet quality polish.

Delirium — Grand Mirror map-juicing for monster power and rarity scaling.

Stacking strategy — Precursor Tablets

Tablets you collect from precursor-tower bosses let you add a mechanic to every map in the tower's area-of-effect. The phase you're in determines how to stack them:

  • Early — one mechanic per map (your character isn't ready for stacked density). Pick the one matching the gap you most need to fill: The Runes of Aldur for gear, Ritual for uniques, Breach for jewellery.
  • Mid — two mechanics per map. Common combinations: Breach + Delirium (jewel-focused), Breach + Abyss (currency-focused), Abyss + Delirium (crafting-focused).
  • Late — two tablets of the same mechanic plus an Overseer tablet (+1 monster area level). Double Ritual for omens, double Delirium for juiced maps. By this point you have enough currency to buy what you don't farm.

Atlas tree priorities (first 30 points)

Early Atlas tree allocation makes the campaign-to-mapping transition vastly smoother. Two opposing philosophies:

  • Easier game — pick nodes that apply shrine buffs to your character on boss-arena entry, that grant extra reward rerolls, that increase your damage against rares. Lowers the difficulty floor while you out-gear it.
  • More rewards — pick the inverse: apply shrine buffs to the boss instead, harder fights but specialised loot. Better once your build is established.

Most builds want the first track until cleared the first pinnacle, then respec toward the second. The Atlas tree has free respec, so this is cheap.

Breach — Waking the Dreamer (Keepers of the Flame)

"Twenty-five years on, the war with the Hiveborn has not gone well."
Storyline III · Breach (Waking the Dreamer)

Hub: The Monastery of the Keepers (South)

First endgame Breach introduces Alith, a Keeper of the Flame — an ancient order of monks dedicated to preventing the Hiveborn from entering the world. She recruits you and sends you south to the monastery. Along the way you encounter more breaches — and the first new mechanic.

New Breach mechanics

  • Progress bar on starting a breach — shows time-to-close and how much each kill extends it. Reaching 100% creates a Stabilised Breach, which spawns new challenges at its start point.
  • Stable breaches drop Hiveblood — the resource needed to feed the Genesis Tree.
  • Sometimes you''ll attract a Vruun, Marshal of Xesht — drops Wombgifts.
  • Completing nearby maps grants points for the (revamped) Breach Atlas Passive Tree.

Crafting — The Genesis Tree

The monastery houses the Genesis Tree, gifted to the Keepers by the Dreamer himself, currently withered. Restore it with Hive Blood and use Wombgifts to craft.

  • Each Wombgift socket births a different jewellery type. Place an amulet wombgift, fertilise with Hive Blood, get a random rare amulet.
  • Feeding the tree regrows branches — 15 allocation points across the tree control base type, mod selection, mod tier, even new exclusive base types (one with a free spirit skill, one with a built-in rune socket).
  • Right branch → new caster mods on rings (extra spell elemental damage, niche options like unleash-seal generation rate).
  • Left branch → new minion mods on rings — closes the long-standing gap between attack-only and caster/minion crafting density.
  • Also covers belts and currency — e.g. a belt mod granting added lightning damage. New jewel catalysts (distinct from the existing jewellery catalysts that quality up rings and amulets) add quality to passive-tree jewels — letting you push attack-modifier jewels well past their normal ceiling.
  • Free respec — toggle nodes on/off any time.

Breach Domains: Hives, Sky Hives, Sky Fortresses

Breachstone splinters stack into a special wombgift that turns in at the Genesis Tree for a Breachstone. Breach Domains spawn on the Atlas; the Breachstone reveals the maps inside. Encounters within a domain:

  • Breach Hives — fuelled by the Keepers' flame; burn them by walking through. Each one destroyed pulls more Hiveborn; extra rewarding for Wombgifts.
  • Sky Hives — a multi-wave encounter defending Ailith while she closes the domain.
  • Sky Fortresses — a new pair of bosses, Tul & Esh. Defeating them drops the key to the Breach pinnacle.

Hiveborn Incursion + Pinnacle: Tul & Esh

Eventually you'll get a Wombgift that births a Breachstone. Use it on the hiveborn foothold:

  • Outskirts — Breach Hives fuelled by the Keepers' flame; burn them by walking through. Each one destroyed pulls more Hiveborn. These encounters are extra rewarding for Wombgifts.
  • Sky Hives — the deep objective. Inside the central sky hive: Tul and Esh, the Breach Lords.
  • After the questline, breach domains spawn randomly on the Atlas. Each needs its own breachstone, sky-hive purge, and lord kill. Repeating these unlocks Xesht — fight him by communing with the Dreamer back at the monastery.

New Atlas-tree highlights

  • Breach Hives spawn outside Hiveborn Domains.
  • Alith gains hive-attack abilities (e.g. next wave forced Magic — way harder, way more loot).
  • Marshal of Xesht gains a set of Lineage Supports.
  • Xesht drops his head when killed → return to Genesis Tree, grow a grasping orchid. Putting rings on its fingers seems to make it happy.

The Runes of Aldur — New League · Ocean Exploration with Farrow

"Set out on an expedition with Farrow to find the crater of a fallen star — a meteor of pure Verisium."
New league · The Runes of Aldur (Expedition disabled)
This is the new league — not one of the 5 endgame storylines The Runes of Aldur is the new 0.5 league ("Explore the Uncharted Seas"), not one of the 5 new endgame storylines (those are Fortress, Delirium, Breach, Ritual, Masters of the Atlas). The old Expedition league is temporarily disabled on Standard for the duration of The Runes of Aldur and reintegrates afterward; Expedition Remnants are now The Runes of Aldur Remnants.

Hub: The Ruins of Kingsmarch (South-East)

The Atlas now has a south-eastern coastline with the open ocean beyond. The Ruins of Kingsmarch is the hub — the town from Act 4 in ruins after the cataclysm. You set out on an expedition with Farrow to explore the ocean, investigate the tombs of fallen Kalguurans, and seek the crater of a fallen star — a meteor of pure Verisium. Logbooks launch the journey.

Ocean Exploring (reworked from Logbooks)

The Logbook mechanic has been reworked into an Ocean Exploring mechanic — using a logbook now unveils a section of the ocean with a variety of islands to explore. Hop across them.

  • Islands with expeditions, grand expeditions, new bosses, and unique encounters.
  • Volcanic island example: Voltaxic Sulphite — blow up sulphite for extra waves; suspicious wall hides a giant ogre that gets bigger and more rewarding the more sulphite you've blown up.
  • Bleached Shoals — siren eggs and treasure-filled clams scattered across the area; destroying eggs spawns sirens, and destroying enough summons the Siren herself to defend her brood.
  • Craggy Peninsula — a camp of the Kin holed up in hovels (blow the hovels to flush them out), caged beasts you can free, and caged exiles pitted against each other.
  • Inland Heath — a gigantic remnant ringed by smaller runestones; each runestone you detonate activates another slot on the master remnant, eventually opening up almost any recipe.
  • Islands hide trapped wisps to free, root doors to open, ancient precursor tech to raise — and bosses, of course.
  • Acquire more logbooks by killing runic monsters — marked by large flagpoles around each dig site. Each one extends how far into the ocean you can sail.

Faction Leaders & Boss chain

The patch notes confirm four Faction Leaders fought on new islands: Medved, Vorana, Uhtred, and Olroth. Defeating Olroth drops the key to the new pinnacle boss.

  • Medved — his tomb has been cracked open. Turns out he''s not as dead as assumed.
  • Vorana — Kalguuran faction leader fought on a new island (added in the released patch notes).
  • After the first faction leaders, every new logbook lets you choose direction. The ocean is enormous — go as deep as you like.
  • Uhtred, the Star Drinker — called down the Verisium meteors that powered Kalguuran magic. Killing him drops a truly gigantic meteor into the ocean.
  • The meteor is shrouded by Verisium energy. To enter you need the Triskelion Flame, a Kalguuran artifact that cancels Verisium magic.
  • Olroth, Leader of the Knights of the Sun — guards the Triskelion Flame. Defeat him to gain entry and obtain the key to the pinnacle.

Pinnacle name unverified

Accessed via the key dropped by Olroth. The reveal stream called it the "Eldritch Nightmare" / "Eldritch Meristem-bound" — described as the thing growing inside the meristem core of the meteor, with meristem "not available for millennia" that Farrow and Dannig can forge into lost-art artifacts. The released 0.5 patch notes do not name the pinnacle — the reveal-era name is preserved here for context but not asserted.

Remnants within Expeditions (league mechanic overlap)

Expedition encounters within the league now contain runic remnants. Crucial difference from the campaign remnant encounters: the rune empowerments apply to every monster down the explosive line and stack. Stack too many, you face a fight beyond your abilities — but each stacked mod also improves the items those monsters drop.

League warning Pretty extreme situations possible if you over-stack runes. The risk:reward curve in expedition is much sharper than in normal remnant encounters.

Artifact-spend workflow at Kingsmarch vendors

The four Kalguuran artifact types (Broken Circle, Order, Black Scythe, Sun) are each spent at a different Kingsmarch vendor. Beyond just buying a piece of gear for one artifact, you can spend additional artifacts on the same item to incrementally improve it without committing to the buy:

  1. Refresh the shop with exotic coinage for a fresh stock.
  2. Select an item with the right base. One artifact reserves it.
  3. Spend more artifacts to add a modifier, upgrade a modifier's tier, or change a modifier. Repeat until satisfied.
  4. Take the item only when the rolls are worth it. Walk away if not — you only lose the spend, not the artifact reserved up-front.
Vendor → artifact mapping (verify in-game) Community reporting on which vendor sells which item class has been inconsistent. The buying / improving flow above is well-attested; the per-vendor item-class assignment is not — cross-check in the live game before committing to a farming plan around a specific vendor.

Abyss — Core revamp (already in PoE 2; got Atlas placement + tree in 0.5)

"Abyss got an Atlas-tree overhaul and a fixed Atlas placement — but no new storyline."
Core revamp · Abyss
Note on framing Abyss is not one of the 5 new endgame storylines (those are Fortress, Delirium, Breach, Ritual, and Masters of the Atlas). It's one of the two core revamps alongside the Vaal Temple — both were already in PoE 2; both got Atlas placement, Atlas-tree treatment, and quest framing in 0.5. Concretely: revamped Abyss Atlas Tree, fixed crack-zone on the eastern Atlas, Kulemak's Invitation auto-allocated to the map owner, and Abyss Omens no longer drop below level 65.

Hub: The Well of Souls (East)

First Abyss encounter in the endgame triggers a quest pointing east. There you'll find mega abyss cracks on the earth, leading away from the Well of Souls. This is the model GGG used for league mechanics that didn't get full redesigns — Atlas placement + questline + Atlas tree + a pinnacle, but no new mechanics or crafting system on top.

The crack chain

  • All maps along the cracks contain abysses with special properties.
  • Mapping along the cracks closes Atlas-scale abysses, granting points for the Abyss Atlas Tree.
  • At the end of each Atlas Abyss is an Abyssal Depths with the boss fight for one of the three Abyssal factions — guaranteed boss access, no key RNG.

What changed in 0.5

  • The Abyss Atlas Tree has been revamped with many new and changed nodes.
  • Kulemak's Invitation is now always allocated to the map owner.
  • Abyss Omens no longer drop below level 65.

Pinnacle name unverified

Defeat all three Abyssal faction bosses to receive the key to the Well of Souls, which unlocks the final fight. The reveal-era pinnacle name "Vessel of Kulemak" is not confirmed in the 0.5 patch notes — the section avoids asserting it.

Why this matters Per the reveal: this structural pattern (quest → fixed Atlas location → tree → pinnacle key from sub-bosses) makes endgame leagues "much more friendly for new players" by giving obvious goals and a guided experience. It applies to every league mechanic, even the ones not getting major content drops.

Other note

The reveal stream described Abyss as the example for the "minor treatment" pattern. Mega-cracks and the pinnacle are the headline beats — no new crafting tree, no new currency, no new bosses beyond the three faction bosses + the pinnacle. The released 0.5 patch notes confirmed the Atlas-tree revamp, the Kulemak's Invitation change, and the Omen drop-level floor; the pinnacle name remains unconfirmed.

Ritual — Rite of the Nameless

"Those with a name are unable to survive in the King's prison — surrender it to the Effigy."
Storyline IV · Ritual (Rite of the Nameless)

Hub: Caer Tarth (West — the Wildwood)

First endgame Ritual summons Aoife, a lost spirit. Few words, a lot of pointing — she leads you west to Caer Tarth, where spirits take physical form. Aoife is bound by the King in the Mists; reclaim her body to free her, but you'll need an audience with the King. Completing maps along the way grants points for the revamped Ritual Atlas Passive Tree, and after each Ritual altar locusts point the way to the next altar.

Reworked Ritual mechanic

  • Each Ritual area still triggers — kill bound monsters, earn Tribute.
  • Stacking encounters — every Ritual you do in the area adds the previous Ritual's monsters on top. Encounters get progressively brutal.
  • All items in the endgame Ritual reward screen are now Uniques or Omens — rewards just got significantly more valuable.

The Audience & the Effigy

Sacrifice unspent Tribute to the King to fill the audience bar. With enough Tribute, return to Caer Tarth and divine his location via the Nameless Shrine — kill him, take Aoife's body. That's when you learn the truth: Caer Tarth is built on top of an ancient prison, and the King's powers come from the Bodach, an ancient being of darkness whose escape is imminent.

To enter the prison you must surrender your name to the Effigy via the new Rite of the Nameless mechanic.

The Rite — A 5-map Ritual chain

  • The first Ritual culminates in a map-boss kill, granting you a piece of the Effigy.
  • Atlas opens — pick an adjacent map to continue. Each adjacent map has different rewards (more Tribute / unique-currency conversion / specific item offers like 5 Chaos Orbs vs a Mageblood).
  • The next map's Rituals carry forward all monsters and bosses from the previous map. Final encounter requires defeating both map bosses.
  • This continues for 5 maps in total. The last fight stacks five map bosses simultaneously.

The Head of the King

Killing the King in the Mists drops The Head of the King — the key used at Caer Tarth to begin the Rite. After the chain, each completed Rite yields one element of the final pinnacle key.

New boss: The Queen in the Mists

Available after allocating a specific Atlas-tree node. Drops three new corrupted Idols. Not the pinnacle — a side encounter inside the Ritual storyline.

Pinnacle name unverified (within the prison)

Reached at the end of the 5-map Rite of the Nameless. Complete the Rite, return to Caer Tarth, transfer your name to the Effigy, don the Crown of the Nameless King, and enter the prison. The reveal-era name "The Bodach" is not confirmed in the 0.5 patch notes — the section avoids asserting it.

After the questline

Continue feeding Tribute on Atlas Rituals to gain repeat audiences. Each repeat lets you choose a new forest and start the Rite again — harder pinnacle, new uniques.

New Atlas-tree highlights

  • Extend Rite duration — fight 6 map bosses at once instead of 5.
  • Maps during the Rite get two reward mods instead of one.
  • Rituals can spawn inside Summoning Circles, adding random bosses.
  • New encounter type: Audience with the Queen — the King's bride sometimes appears.

Delirium — The Hare and the Raven

"An ancient Trickster God delights in breaking the minds of those who step through his mirrors."
Storyline II · Delirium (Hare and Raven)

Hub: The Withered Willow (South-West)

First Delirium encounter in the endgame finds Elder Maddox trapped in a Trickster trance. Free him; he sends you south-west to The Withered Willow, where the Raven Trickster first gained his power. Every map on the way features Delirium encounters.

New Delirium mechanic — Depth bar

  • A depth bar at the bottom of the screen shows how deep into the delirium you are. The fog visually leans toward "deeper".
  • Bar shows how long until the next Delirium ends, and previews the special encounters you'll hit.
  • If you can reach the end of the bar, the map boss is always there.
  • The bar also functions as a compass — it shows which direction your character is facing relative to the active fog. Turn away from the fog and it depletes faster, giving you a deliberate way to end Delirium early when you've collected what you wanted.

Mirror Shard encounters

  • Purple shard — shatter to make all enemies more nightmarish: bigger, scarier Delirium demons with more rewards.
  • Red shard — sent into the depths of your mind. Escape while fighting your worst fears. Rewards a powerful amulet with two Instilled notables.

Crafting — Liquid Emotions on Jewels

Liquid Emotions (the existing amulet-instil currency) now also add crafted mods to jewels — letting you force mods that are otherwise hard to roll.

  • Liquid Despair → critical hit chance.
  • Liquid Suffering → movement speed, area of effect.
  • (Many more across the emotion set.)
No more recipe guessing Anoint recipes (e.g. Grit + Paranoia + Grit → Killer Instinct) are visible directly in the new Delirium hub's passive tree — hold Alt over a node to reveal which emotion combination produces it. No external wiki lookups needed.

Grand Mirrors → Trial of Madness → Simulacrum

Once you've done enough Delirium, the Grand Mirror appears. The Trickster reflects the map boss into a ridiculous empowered fight and shatters his entrance. To find him you must consume the strange fruit he leaves behind — fully embrace the madness.

  • The fruit fogs an entire region of the Atlas. Every map within gets harder as you push deeper.
  • Killing both duplicated map bosses unlocks the Trial of Madness: fog spreads from a chosen map containing a locked Simulacrum. The map is Delirious from 10%, raised by kills up to 200%; at 100% the Simulacrum unlocks.
  • Simulacrum is now a 7-wave encounter (changed in 0.5). Completing it grants the key to the new Delirium pinnacle boss.

New sub-area: Loathsome Mire

Drops two new Amulet base types granting two instilled notables at the cost of -1 suffix or -1 prefix. Useful as the foundation for instil-heavy build crafting.

Pinnacle name unverified

The reveal stream named this boss "Tangmazu the Raven Trickster" — patch notes describe an "ancient Trickster God" but do not confirm the name. The section avoids asserting it. Accessed via the Simulacrum key after the Trial of Madness.

After the questline

Grand Mirrors start appearing on the Atlas after Delirium encounters. Each gives a key to re-fight the pinnacle — harder version, drops uniques exclusive to the post-quest fight. Where you spread the fog matters: some potent emotions only drop from specific map bosses afflicted by the fog, and these craft mods you cannot get any other way (e.g. Potent Liquid Melancholy from human bosses → on-hit effects).

New Atlas-tree highlights

  • Pause Delirium briefly so you can push deeper.
  • Add new Mirror Shard variants.
  • Simulacra drop special liquid emotions for crafting time-lost jewels.
  • Grand Mirror spreads fog over a larger Atlas area — potentially multiple simulacra.

Vaal Temple — Fate of the Vaal (now core campaign + endgame)

"The Vaal Temple was already in PoE 2 — 0.5 makes it core. Six Beacons in Act 3 and the Interludes; Atziri's Temple in Lira Vaal on the NE Atlas."
Core revamp · Vaal Temple (Fate of the Vaal)

Hub: Lira Vaal · Atziri's Temple (North-East)

Fate of the Vaal has moved into the base game in 0.5.0 as a core campaign + endgame storyline. The endgame hub is Atziri's Temple in the city of Lira Vaal, on the north-east Atlas (not north, as the reveal originally placed it). Maps in Lira Vaal always have Energised Crystals and grant points for the Fate of the Vaal Atlas Passive Tree. Pinnacle is Atziri, Queen of the Vaal in Atziri's Vault.

Acquisition — Beacons, Ruins, Temple

  • Act 3 — 6 Ancient Beacons appear for the first time. Energise them to obtain Energised Crystals and open the portal to the Vaal Ruins.
  • Interludes — a second set of 6 Ancient Beacons continues the storyline. (The exact area name is not specified in the patch notes — the reveal referred to "Doryani's Contingency" but the mapping is unverified.)
  • Endgame — Vaal Beacons can spawn in maps. Temple level = area level where the crystals were collected, so high-tier Temples require high-tier maps.
  • Dedicated Atlas region with guaranteed Vaal Beacon encounters in every map. Clearing it grants points for the new Temple Atlas Tree.
  • Temple Precursor Tablets — guarantee Vaal Beacons in your map for league focus.

Mechanic — Temple chaining

  • Build out a giant Vaal temple by chaining rooms together.
  • Starting room count increased in 0.5 — you reach Atziri faster.
  • It is no longer possible to prevent a room being deleted from the temple — the old "snake" strategy is removed.
  • Compounding difficulty and rewards as the layout expands — each room added makes the next harder and more valuable.
  • Room-based reward specialisation — the choice of which room to chain next steers what kind of rewards the temple emphasises.
  • Tier 4 rooms — newly added, unlocked via the Temple Atlas Tree. Encourages deeper specialisation and more interesting layouts.
  • Reward Rooms (Architect console) — new varieties added in addition to the existing ones, all with upgraded payouts.
  • Body-parts room — grants permanent character buffs, but they're lost on death. Worth chasing only on characters that already die rarely; otherwise the upkeep cost exceeds the benefit.

Crafting — Capstone corruption

  • Capstone item crafting — corruption and double-corruption pathways for finishing endgame items.
  • Vaal-unique affix manipulation — modify the special affixes that only roll on Vaal uniques.
  • Socket-related manipulation — socket extraction and rearrangement.
  • Vaal Infusers split into 4 named currencies (all require 20%+ Quality on the target item):
    • Vaal Armourer's Infuser — Armour.
    • Vaal Blacksmith's Infuser — Martial Weapons.
    • Vaal Arcanist's Infuser — Wands / Staves / Sceptres.
    • Vaal Catalysing Infuser — Jewellery.
    Any existing Vaal Infuser becomes a Vaal Armourer's Infuser (armour-only).

Temple Atlas Tree — confirmed notable nodes

  • Transcendent Progress — Temple Rooms may now be upgraded to Tier 4. (Keystone gating the new tier.)
  • Efficient Arteries — 20% increased effect of Room Temple Modifiers from Rooms with 4 adjacent rooms. (Rewards dense, hub-style layouts.)
  • Atziri's Assets — Atziri's Vault contains an additional reward. Choose 1 of: Vaal Unique Item / (2 TBC at launch).
0.5 storage & QoL
  • Default max 60 Energised Crystals and max 6 Medallions — the medallions that raised those caps are no longer necessary.
  • Medallion drop rates rebalanced — buffed at smaller Temple sizes, slightly nerfed at larger Temple sizes.
  • Snake-style room preservation is gone (see mechanic bullets above).

Fortress — Origins of Divinity (also unlocks the Atlas tree)

"The cataclysm of the beast invoked an ancient protocol — the world must be purged."
Storyline I · Fortress (Origins of Divinity)

The Fortress

The first time you visit a tower in the new Atlas, the earth shakes and a gigantic Fortress rises — a remnant of the precursor civilisation. The corruption from the cataclysm has triggered an ancient protocol: scour and purge the world.

Your job is to enter the Fortress, activate its gates, gain the keys to its precursor weapons, and disarm them.

Inside the Fortress

The Fortress contains many sub-areas, each with unique mechanics or rewards:

  • A map where every rare is sealed inside an essence crystal.
  • A map where every monster pack is replaced with a strongbox.
  • A map where rares always flee after one kill, letting you chase them across the entire layout.

You must defeat the map boss of each Fortress map. Maps inside the Fortress grant one or more passive points for the Atlas Passive Tree — this entirely replaces the previous method of gaining Atlas points.

Fortress structure (0.5 confirmed)

  • 3 Gateway maps with 2 new bosses access different Fortress sections.
  • New Precursor Tower Maps outside the Fortress.
  • 2 new Citadel maps with 2 new bosses that drop keys to the new pinnacle.
  • Arbiter of Ash and the Burning Monolith have been moved into the Fortress. Quest versions of the Crisis fragments are in two Enigma chambers inside the Fortress.
  • 40+ Ancient Modifiers can appear on any map outside the Fortress; many Fortress maps have Ancient Modifiers built in.

Pinnacle: Arbiter of Divinity

At the centre of the Fortress sits the new top boss of Path of Exile 2 — the Arbiter of Divinity. The Arbiter of Ash is no longer the apex; it has been moved inside the Fortress as a quest boss alongside the Burning Monolith.

Skip-route option Maps in the Fortress can be alternatively completed by killing the Arbiter of Divinity 5 times. Race out into the infinite Atlas and collect later; each re-kill activates one section of the Fortress, auto-completing the maps you skipped.

The Atlas Passive Tree (300+ nodes)

The Atlas Passive Tree has been significantly expanded — over 300 nodes. Points come exclusively from maps inside the Fortress. See the New Atlas Tree section for full detail on the fully-allocatable, no-respec model.

Quest hand-in: Arbiter of Ash (now inside the Fortress)

Every endgame boss is now reachable through a questline. To fight Arbiter of Ash for the first time you no longer need lucky key drops; the keys are at fixed locations inside the Fortress and the quest tells you where.

Masters of the Atlas

"Ascendancy-style endgame progression — three masters, hot-swap before each map."
Storyline V · Masters of the Atlas

Atlas Masters are ascendancy-style endgame progression. Each master has 12 nodes; 4 selectable at once, selection changeable any time. All three masters can be allocated simultaneously, with a quick-select to switch the active master before a map. Rows of 3 nodes unlock by performing missions.

Unlock conditions (0.5 confirmed): Doryani via clearing a corruption nexus; Hilda via visiting Hilda's Campsite (south-west of the start); Jado via completing an anomaly map near the start.

Jado

Order of the Djinn · artifact recovery

Sends you to investigate strange Atlas occurrences and recover artifacts.

Lvl 1 picks: massive rare/unique chest chance, all map bosses drop +1 unique, or corrupted waystones get an extra modifier (cost: sent to a totally unknown location).

Hilda

Monster Hunters Guild · assassinations

Sends you to kill specific deadly creatures and harvest parts.

Sample picks: 25% chance to upgrade map bosses to powerful versions; Azmerian spirits skip rares and target unique bosses instead; pinnacles get one attempt only but always drop two uniques.

Doryani

Doryani's Science · third master

Unlock: clear a corruption nexus. Patch-confirmed in 0.5.

The hot-swap UI

Each unlocked master appears on the side of the Atlas screen. Click whichever one you want active, run the map, all of that master's selected bonuses turn on. Multiple strategies, instant pick.

The New Atlas Tree

"Yes — this whole tree can be yours."
System

300+ nodes — fully allocatable

The Atlas Passive Tree has been significantly expanded — over 300 nodes. You earn points from every Fortress map and every storyline questline. After completing all Fortress maps you can allocate the entire tree — so there is no respec; multi-choice nodes can be switched between options at any time. This unlocks design space that wasn''t possible when nodes had to be respec''d in/out per map type.

  • Points come from maps inside the Fortress — this entirely replaces the previous method of gaining Atlas points.
  • The Atlas has been reset; existing tablets/waystones still work, but Atlas-tree points now require progressing the Origins of Divinity storyline.
  • Example: a node giving cities a chance to be invaded by another faction, with two faction leaders → two Crisis Fragments. Useless on non-city maps in the old tree (would need to spec out), now just a passive bonus.
  • Example: a node where rogue exiles flee to an adjacent map after being engaged, then return with upgraded gear and a grudge.
  • Example: Azmeri spirits possess strongboxes — regular monsters out of the box are touched, all rares possessed, huge loot potential.

MultiChoice nodes

Build identity is preserved through MultiChoice nodes. Everyone gets the node; you pick which bonus is active. Examples:

  • Boss maps contain extra essences or summoning circles or rogue exiles.
  • Shrines instead given to the map boss (harder fight, special loot) or shrine buff before entering boss arenas (easier fight).

Atlas Layout & Map Mechanics

"Fixed points of interest. Obvious goals. No more random wandering."
System

Fixed points of interest

"The Atlas now has fixed points of interest at specific locations. All league mechanics on the Atlas now have quests that introduce the mechanic and guide you through its various stages up to the Pinnacle Boss."

  • W — Ritual hub: Caer Tarth (the Wildwood).
  • SW — Delirium hub: The Withered Willow, plus Hilda''s Campsite (Atlas Master unlock).
  • S — Breach hub: The Monastery of the Keepers.
  • SE — The Runes of Aldur hub: The Ruins of Kingsmarch and the ocean.
  • E — Abyss cracks (revamped — not a new storyline).
  • NE — Fate of the Vaal hub: the city of Lira Vaal / Atziri''s Temple.
  • ★ Fortress — not a fixed compass point. Rises at the location of your first completed tower.

Atlas QoL & system changes (0.5)

  • Atlas map search support; you can zoom out slightly further.
  • 30 new endgame map areas.
  • Tablets of the same type can be used together to increase league content. Each empty tablet slot contributes random non-tablet content; tablets can''t be used on maps that can''t have extra content; league-specific tablets no longer drop from non-Map areas.
  • Waystones must now be identified to activate in the Map Device; Orbs of Chance can be used on Tablets.
  • Some items/content require Atlas-passive specialisation: Exceptional Items, Fracturing Orbs, Basic and Overseer precursor tablets.
  • Base chances for Essences, Azmeri Spirits, Shrines, Strongboxes, Summoning Circles and Rogue Exiles in maps were lowered (the Atlas tree now grants larger increases instead).
  • New Monster Rarity stat; content-indicator size increased.

League content has homes too

This applies even to the leagues that didn''t get full overhauls. Example: Abyss — first endgame encounter gives you a quest east, where mega abyss cracks lead away from the Well of Souls. Map along the cracks, close Atlas-scale abysses for tree points, fight the three Abyssal faction bosses, and after all three you get the key to the Abyss pinnacle (name unverified — see §Abyss).

Wilderness map mechanics

Maps in the wilderness can spawn with new mechanics — examples:

  • Rogue exile hunting ground — multiple rogue exiles hunting rare beasts; walk in mid-fight and clean up both sides.
  • Champions map — all natural inhabitants become magic monsters.
  • Shrines release Azmeri spirits when used.

Endgame quest pop-out

Each endgame questline has a progress bar you can pop out from the side of the Atlas screen at any time, showing your current depth into each storyline plus quick-jump buttons to each hub.

Pinnacle Bosses (quick reference)

"All endgame bosses are now quest-accessible — no more lucky-key gating."
Reference
0.5 system change There are now two versions of each pinnacle boss — the Quest version (deterministic, accessed through the storyline) and the Infinite Farm version (a greater challenge). Primary, Secondary, and Tertiary Calamity Fragments can no longer be obtained.

Arbiter of Divinity

Fortress pinnacle · new apex of PoE 2

Centre of the Fortress, post-Origins of Divinity questline. Skip-route: 5 kills auto-complete remaining Fortress maps.

Delirium pinnacle name unverified

"an ancient Trickster God"

Accessed via a Simulacrum key after the Trial of Madness. Simulacrum is now a 7-wave encounter. The reveal called it "Tangmazu the Raven Trickster"; patch notes do not confirm the name — not asserted here.

Tul & Esh

Breach lords

Inside the central Sky Hive, post Hive Blood / Genesis Tree path.

Xesht

Existing breach pinnacle

Re-fight via Dreamer commune at the monastery, post-Tul & Esh.

Ritual pinnacle name unverified

End of the Rite of the Nameless

Reached at the end of the 5-map Rite chain. The reveal called this "The Bodach"; patch notes do not confirm the name — not asserted here.

Runes of Aldur pinnacle name unverified

Inside the meteor, key from Olroth

Reached via the key dropped by Olroth, post-Triskelion Flame. The reveal called this "The Eldritch Meristem-bound"; patch notes do not confirm the name — not asserted here.

Abyss pinnacle name unverified

Well of Souls · 3 faction-boss key

Reachable via the three Atlas Abyss faction bosses. The reveal called this "Vessel of Kulemak"; patch notes do not confirm the name — not asserted here.

Arbiter of Ash moved

Inside the Fortress (no longer apex)

Moved into the Fortress in 0.5 along with the Burning Monolith. Quest versions of the Crisis fragments are in two Enigma chambers inside the Fortress.

Vruun, Marshal of Xesht

Stabilised Breach boss (new in 0.5)

Spawns inside Stabilised Breaches; drops Wombgifts.

The Queen in the Mists

New Ritual boss (not pinnacle)

Unlocked via a specific Ritual Atlas-tree node. Drops three new corrupted Idols.

Atziri, Queen of the Vaal

Fate of the Vaal pinnacle

Atziri's Vault, at the end of a chained Vaal Temple. Now reached in Lira Vaal on the NE Atlas.

Runic Ward & Kalguuran Skills

"An extra life pool — and a whole new skill economy that bypasses gem colour and weapon class."
System · League tie-in

Runic Ward (defensive)

  • New defence layer. Runic Ward kicks in once you reach 1 life and lets you keep surviving while it takes damage; it regenerates independently of life.
  • Added to armour via Verisium Runeforging — unlocked in Act 1 by Farrow (not Act 4; the Act 4 unlock is Ancient Runes).
  • Armour below level 55 gains Runic Ward with no downside.
  • Armour above level 55 trades some regular defences for Runic Ward.
  • Your maximum Runic Ward now adds to your starting Honour when beginning a Trial of the Sekhemas.
  • The "Defences" keyword now explicitly means Armour / Evasion / Energy Shield only — Runic Ward is separate.
  • Every armour piece in the game is forge-eligible, including uniques — some are strict upgrades, some sacrifice defenses for much larger ward, some add entirely new modifiers to uniques.

Runic Ward (offensive)

Ward also fuels new Kalguuran skills via Runes of Power — unlocked through remnant crafting in the campaign.

  • Triskelion Cascade — your next spell triggers multiple times in a triskelion pattern. Works with Ice Nova, Comet, anything castable.
  • Frostflame Nova — converts ignites into Frostfire, simultaneously burning + building freeze.
  • Hollow Shell — buffs all nearby allies.
  • Mark of Repulsion — pushes nearby enemies away.

These skills spend Runic Ward instead of mana, have no colour requirement, no attribute requirement, and don't care about your weapon. Designed to interact with mechanics that span all classes.

Runic supports

  • Concussive Runes — adds shockwaves to any stunning skill.
  • Runic Infusion — spend ward to directly empower any skill's damage.

Crafting overlap into endgame

  • 100+ new runes, dozens of new currency items (alloys, meta-runes).
  • Elemental conversion rune — converts existing weapon mods from one element to another (combine all three element mods → mono-element with massive damage).
  • Rune of Chronomancy (boots) — unlocks time-related mods like cooldown speed and skill effect duration.
  • Imbued alloy — directly craft mods like ailment damage onto items.
  • Rune-forge unique weapons at Kingsmarch (post-Mystic Refuge in Act 3) — many low-level uniques become endgame viable. Every Kalguuran unique is forge-eligible. Serle's Grit example: rune-forge for one of several different outcomes.

QoL & New Tools

"All the small things."
System

Atlas search box

Live-updates as you type. Enter cycles between matches when multiple maps share the name.

In-client build guide system

Community creators can now publish a standardised .build file. Once downloaded, builds appear in the in-game client. Selecting one shows passives to allocate, ascendancy points, gems and supports to take, uniques per slot or slot-notes for what kind of item to find. Creators can attach contextual notes anywhere and provide level-range recommendations so the build evolves as you level.

Trade price-check

Ctrl+Alt click an item now searches it on the trade market. Toggle individual mods on/off to see how each one affects the price.

Fragment Stash Tab now in PoE2

Finally arrives in PoE2 — and with tab-ception. Inside one tab:

  • Boss key fragments tab.
  • Precursor tablets — six tabs of storage per type.
  • Djinn Baryas + Inscribed Ultimatums — six tabs each.

Challenge League

"Where are all the challenges? Time to change that."
First time in PoE2

0.5 introduces the first proper set of challenges in Path of Exile 2 — the Runes of Aldur challenge league. Standard / Hardcore / SSF variants exist.

  • Reward armour: Knight of Aldur Armour Set — pieces at 2 / 4 / 6 / 8 challenges complete (league-only).
  • Hideout decoration: Runes of Aldur Totem — granted from the 1st challenge onward.
  • Challenge completion is visible in chat / forums; hideout statue tracks completed count for anyone you trade with.

Roadmap Note · 1.0 Year

"This is the last full-sized league during Early Access."
Context

Per the reveal: 0.5.0 is the last big content drop before 1.0. Patch 1.0 is bigger still, planned for sometime after ExileCon (weekend of November 7th, NZ), where Acts 5 and 6 are slated for unveiling. Between now and then GGG plans polish + balance + smaller event-league remixes rather than further large content.

Patch 0.5.0 ships May 29th, 2026. Patch notes released 21 May 2026 — this guide is reconciled against them.

Sources & Attribution

"None of this is original research — it's a synthesis of what the community has worked out."
Reference

This guide is a community-driven summary compiled from multiple sources. Nothing on this page is original research — everything is synthesised from the live game, the released 0.5.0 patch notes (21 May 2026), the Return of the Ancients reveal stream, and the work of the streamers, content creators, and reference sites listed below. The guide is reconciled against the released patch notes; items the notes do not resolve (e.g. several pinnacle boss names) are flagged inline rather than asserted.

Official sources

  • GGG forum posts — Fate of the Vaal going-core announcement (17 May 2026), 0.5.0 patch notes (released 21 May 2026), launch announcements.
  • Return of the Ancients content reveal stream — the primary source for every storyline mechanic, boss, and Atlas-tree node previewed here.

Community creators referenced in this guide

  • Spud the King — the farming-priority framework (when to play what across early/mid/late endgame), the precursor-tablet stacking strategy, the Delirium compass and Alt-key recipe reveal, and the Vaal Temple body-parts caveat all trace back to his endgame breakdown videos.
  • Crimson Casts — the speedrun-tips block and XP-margin-of-safety formula used across the campaign guides come from his "Get to Endgame Fast" coverage.
  • Angormus — the full-run-through commentary that informs zone-specific routing and the strongbox-reset trick.

Reference sites

Treat this guide as a quick reference, not as authoritative documentation — cross-check against PoE2DB and the live game before any expensive craft or commitment. The full disclaimer (warranty, attribution, liability) is on the index page. If you are the author of a video, guide, dataset, or other resource referenced (directly or indirectly) here and would prefer not to be cited or summarised, please open an issue and the reference will be removed promptly.