POE 2 Leveling Guide

Acts I–IV · Interludes · All Classes
Patch 0.5 · Return of the Ancients · ships 29 May 2026
Patch 0.5 · Return of the Ancients The 0.5 patch notes are out and the act guides below now reflect confirmed changes. The expansion ships 29 May 2026. Where the patch notes don't cover a fine-grained detail, the affected guide flags it as unverified rather than guessing.
★ How leveling changes in 0.5 Navigation now leans on visual cues in the world (glowing roots, signposts, locust trails, parchment markers) rather than zone memorization. See the confirmed changes section below — each item is now folded into the relevant act guide.
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Campaign Progress
Act I — Clearfell to Ogham Lvl 1–14 · ~64 steps
+4 Skill Points +30 Spirit +20 Life +10% Cold Res Salvage Bench
Act II — Vastiri to Dreadnought Lvl 14–29 · ~82 steps
+4 Skill Points +10% Lightning Res 1st Ascendancy Charm/Mana Choice
Act III — Sandswept to Ziggurat Lvl 30–42 · ~87 steps
+4 Skill Points +30 Spirit +10% Fire Res 2nd Ascendancy Permanent Choice
Act IV — Karui Archipelago Lvl 42–52 · ~63 steps
+4 Skill Points +5% Max Mana Tattoo Choice Hideout 0.4: Kedge Bay
Interludes — V.1, V.2, V.3 Lvl 52–59 · Reward Ref
+8 Skill Points +5% Max Life +40 Spirit Free Unique 7 Boons
0.5 — Confirmed Streamlining Changes

These campaign changes are confirmed in the 0.5 patch notes. The first grid covers structural changes — zones, mechanics, new core content. The second covers the navigational visual cues GGG added across acts. Per GGG level designer Sunna, don't study layouts — much was reworked.

Act II — Dreadnought

Zone removed

The Dreadnought Vanguard area is removed. Jamanra is now fought directly in The Dreadnought.

Act III — Reorder

Routing

Act 3 area order rearranged for smoother progression. The Act 3 guide's sidebar zone list is the source of truth.

Matlan Waterways

QoL

Levers became walk-over pressure pads. Final canal section ships pre-drained — no portal-skip needed.

Monster Density

Pacing

Density reduced in the back half of the campaign — especially the Interludes. Push, don't over-craft.

New NPC — Farrow

Acts 1–4

One quest per act unlocking Verisium Runeforging, Runic Alloys, Unique Verisium Runeforging, and Ancient Runes. Detail in the Crafting Codex.

Fate of the Vaal — Core

Act 3 + Interludes

6 Ancient Beacons in Act 3 + 6 more in the Interludes open the Vaal Ruins portal. Full storyline in the endgame guide.

◆ Navigational Visual Cues by Act

Act I — Clearfell

Lvl 1–14
  • ◆ Glowing Roots
    In Grelwood, glowing roots lead to the Tree of Souls; follow the river upstream to reach Red Vale; mushrooms mark the Grim Tangle.
  • ◆ Signposts & Bovines
    A signpost in Hunting Grounds points to Ogham Farmlands; a "farm-to-table" trail of pecked bovines leads to Crowbell.
  • ◆ Locust Trail
    Finishing a ritual spawns locusts pointing to Freythorn; ritual chains route to the next-closest one. (Endgame rituals too.)

Act II — Vastiri

Lvl 14–29
  • ◆ Maraketh Parchment
    Traitor's Passage gains a guaranteed intersection. Follow the parchment (used to bind djinns) to find Balbala — the other path is the exit.
  • ◆ Titan Heads
    Valley of Titans now shows the giant heads from the start; each leads to a linear canyon with end-seal and a portal back.

Act III — Jungle

Lvl 30–42
  • ◆ Explorer Camps
    Talk to jungle explorers — they point toward the next area and the destination appears on the mini-map.
  • ◆ Waterways Relocated
    Entrance moved from Infested Barrens to Jungle Ruins; Azak Bog now lives inside the Waterways.
  • ◆ Crypts Escape
    New alternate route out of Venom Crypts back through the Jungle.

GGG note this is "just a few examples" — expect more streamlining throughout the game in 0.5 and continuing patches.

Codex Features
Progress saves to browser All waypoints marked Patch 0.5 confirmed Mobile friendly All classes Recommended zone levels