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
  • All acts — updated & verified for rewards, drops, and routing (speedrun tips still need checking)
  • Interludes — updated & verified for 0.5 (5.1–5.3 rebuilt, any-order routing, Fate of the Vaal)
  • Working to condense every page — less text, easier to read
AI-assisted, community-verified · Found something wrong? open an issue.
Campaign Progress
Act I — Clearfell to Ogham Lvl 1–14 · ~65 steps
+4 Skill Points +30 Spirit +20 Life +10% Cold Res Salvage Bench
Act II — Vastiri to Dreadnought Lvl 14–29 · ~78 steps
+4 Skill Points +10% Lightning Res 1st Ascendancy +1 Charm Slot
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 · ~67 steps
+4 Skill Points +5% Max Mana Tattoo Choice Hideout
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