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1Divine Orb8.7Chaos Orb

Forbidden Rites · 2026-09-16T15:00:00.000Z

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POE2 / Endgame

Endgame & Atlas

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Overview

#

POE2 Endgame: Overview

  • Use this landing page as the high-level map for POE2 endgame systems. Each card jumps into the deeper guide branch for mapping, league mechanics, boss progression, and pinnacle encounters.
  • The page is intentionally short: it gives the endgame branch a visual front door while the individual articles keep the detailed tables, boss cards, access notes, and reward data.

Atlas & Waystones

Map progression, waystone pressure, tower setup, and the basic rhythm of endgame routing.

Map Bosses & Citadels

Powerful Boss rules, citadel routing, fragment flow, and the path toward Arbiter farming.

League Content

Delirium, Expedition, Breach, Ritual, Burning Monolith, Abyss, and Temple branches collected into one route.

Delirium Boss Track

Kosis coverage, Simulacrum tiers, Liquid Emotions, and Delirium reward upgrades.

Burning Monolith

Corruption and cleansing context, Arbiter access, Crisis and Calamity fragments, drop chances, and unique drops.

League Content

#

Overview

POE2 0.5: League Content First Draft

  • Return of the Ancients is the first-draft home for the 0.5 endgame rebuild. The Atlas is being reshaped around fortress progression, over thirty new maps, new pinnacle fights, and structured endgame storylines.
  • The major editorial change is that endgame mechanics should move from a loose encounter list into storyline modules. Breach, Delirium, Ritual, and other branches now have clearer questline and reward identities, with the Atlas tree and Masters of the Atlas tying them together.
  • Use this section as the fast league-start reader. Existing deep-dive endgame pages can stay below it until each branch has enough post-launch detail to graduate.

Reference tables

0.5 Endgame Draft Routing

Names and broad shape are sourced from reveal material; exact quest steps and rewards need launch verification.

0.5 Endgame Draft Routing

ModuleDraft focusLikely destination
Origins of Divinity / FortressPrimary post-campaign route and fortress unlock flowEndgame Content: Maps
Masters of the AtlasJado, Hilda, and Doryani specialisation choicesEndgame Content: Masters
ExpeditionKalguuran site chains, island discovery, Logbook/Olroth reward follow-upEndgame Content: League Content
The Raven and the HareDelirium questline, Strange Fruit, Simulacrum, Tangmazu rematch loopEndgame Content: League Content
Waking the DreamerBreach questline, Hiveblood, Genesis Tree crafting, Breachlord domainEndgame Content: League Content
Rite of the NamelessRitual escalation, effigy fragments, King in the Mists pathEndgame Content: League Content
Abyssal PowerAbyss cracks, guaranteed Abyssal Depths boss routes, Well of Souls, Vessel of KulemakEndgame Content: League Content
Fate of the Vaal / TempleCore Vaal Beacon route, Atziri's Temple access, Tier 4 rooms, Infusers, and Temple rewardsEndgame Content: League Content
Atlas Passive TreeReworked and expanded tree with choice nodes and broader customisationEndgame Content: Maps

Overview

#

POE2 0.5: League Content First Draft

  • Return of the Ancients is the first-draft home for the 0.5 endgame rebuild. The Atlas is being reshaped around fortress progression, over thirty new maps, new pinnacle fights, and structured endgame storylines.
  • The major editorial change is that endgame mechanics should move from a loose encounter list into storyline modules. Breach, Delirium, Ritual, and other branches now have clearer questline and reward identities, with the Atlas tree and Masters of the Atlas tying them together.
  • Use this section as the fast league-start reader. Existing deep-dive endgame pages can stay below it until each branch has enough post-launch detail to graduate.

Reference tables

0.5 Endgame Draft Routing

Names and broad shape are sourced from reveal material; exact quest steps and rewards need launch verification.

0.5 Endgame Draft Routing

ModuleDraft focusLikely destination
Origins of Divinity / FortressPrimary post-campaign route and fortress unlock flowEndgame Content: Maps
Masters of the AtlasJado, Hilda, and Doryani specialisation choicesEndgame Content: Masters
ExpeditionKalguuran site chains, island discovery, Logbook/Olroth reward follow-upEndgame Content: League Content
The Raven and the HareDelirium questline, Strange Fruit, Simulacrum, Tangmazu rematch loopEndgame Content: League Content
Waking the DreamerBreach questline, Hiveblood, Genesis Tree crafting, Breachlord domainEndgame Content: League Content
Rite of the NamelessRitual escalation, effigy fragments, King in the Mists pathEndgame Content: League Content
Abyssal PowerAbyss cracks, guaranteed Abyssal Depths boss routes, Well of Souls, Vessel of KulemakEndgame Content: League Content
Fate of the Vaal / TempleCore Vaal Beacon route, Atziri's Temple access, Tier 4 rooms, Infusers, and Temple rewardsEndgame Content: League Content
Atlas Passive TreeReworked and expanded tree with choice nodes and broader customisationEndgame Content: Maps

League Content

#

Overview

POE2 0.5: Origins of Divinity and the Fortress

  • Origins of Divinity is the Return of the Ancients spine for the rebuilt Atlas endgame. The first completed Precursor Tower raises the Fortress, then the route pushes through gates, Precursor weapons, the Burning Monolith, the Origin Tower, and finally the First Edict encounter.
  • Treat the Fortress as both a boss route and the new Atlas-point engine. Fortress maps award Atlas Passive Tree points, key story gates unlock deeper Fortress layers, and the Arbiter of Divinity follow-up can complete nearby Fortress sections through Ancient Mechanisms.

Quests

Legacy of the Precursors

Origins of Divinity questline

  • Quest
  • Fortress
  • First Edict

The Arbiter of Divinity

First Edict pinnacle boss

Location

Origin Tower

Access

Complete the Fortress route through the Burning Monolith, Origin Tower, Patriarch Halls, and Matriarch Halls. Place the Origin Spark and Origin Cradle in the Precursor Reactor, create the Origin Core, ascend the Origin Tower, then defeat the Arbiter of Divinity.

Quest route

Origin Spark + Origin Cradle -> Origin Core

Defeat the Arbiter of Divinity to resolve the First Edict questline.
Repeat entry

Origin Core

Origin Spark and Origin Cradle combine within the Tower of Origins into an Origin Core, which is brought to the tower apex.
Ancient Mechanism follow-up

Arbiter of Divinity completion

Activate an Ancient Mechanism to complete nearby Fortress maps and collect their Atlas skill points.

5 unique rewards are listed below. Individual drop rates are not published.

Decree of Acuity Lv. 65+
Decree of Acuity

Base: Ancient Visor

Req: 59 Str | 59 Dex

Armour Evasion Rating
476434
Explicit
  • (150-250) % increased Armour and Evasion
  • +(25-35) to Dexterity
  • Gain (15-30) % of Evasion Rating as extra Armour
  • You are Blind
  • The Effect of Blind on you is reversed

""Focus. Hone your mind. Your lessers rely on the tangible.
Shed your senses, and raze them from this physical realm.""

Decree of Flight Lv. 65+
Decree of Flight

Base: Ancient Leggings

Req: 56 Str | 56 Int

Armour Energy Shield
381105
Explicit
  • 30 % increased Movement Speed
  • (150-200) % increased Armour and Energy Shield
  • (20-30) % faster Dodge Roll
  • Gain Guard equal to (10-20) % of missing Energy Shield for 4 seconds when you Dodge Roll
  • Maximum amount of Guard is based on maximum Energy Shield instead
  • Divine Flight
  • base is floating [1]

""Soar. Be swift. Let none trespass here, from
above or below, lest your purpose be forfeit.""

Decree of Loyalty Lv. 70+
Decree of Loyalty

Base: Ancient Mail

Req: 67 Str | 67 Int

Armour Energy Shield
841234
Explicit
  • (200-300) % increased Armour and Energy Shield
  • +(15-25) to Strength and Intelligence
  • +(1-5) % to Maximum Chaos Resistance
  • Convert 1 % of maximum Life to twice as much Armour per 1% Chaos Resistance above 0%
  • Defend with (150-200) % of Armour while you have Energy Shield
  • Damage over Time cannot bypass your Energy Shield

""Hold firm. Let no word but the Mothers' turn your head.
Through your unfaltering fealty, you achieve perfection.""

Opportunity Lv. 60+
Opportunity

Base: Ultimate Life Flask

Life recovered Charges per use
20614
Explicit
  • Effect is not removed when Unreserved Life is Filled
  • Cannot be Used manually
  • Used when you release a skill with Perfect Timing
  • Skills have (80-120) % longer Perfect Timing window during effect
  • (100-150) % increased Amount Recovered
  • (25-50) % reduced Recovery rate
  • (50-75) % reduced Charges per use

""Calculations complete, and He is assembled.
Our immaculate tactics are set in motion.""

The Ordained Lv. 79+
The Ordained

Base: Grand Spear

Req: 68 Str | 109 Dex

Physical Damage Lightning Damage Critical Hit Chance Attacks per Second
225-3381-33611.73%1.40
Implicit
  • Grants Skill: Spear Throw
  • Grants Skill: Level 18 Righteous Descent
  • 25 % increased Melee Strike Range with this weapon
Explicit
  • (150-250) % increased Physical Damage
  • Adds 1 to (200-300) Lightning Damage
  • +(5-8) % to Critical Hit Chance
  • Life Leech recovers based on your Lightning damage as well as Physical damage
  • Create a Fragment of Divinity in your Presence every 4 seconds

"May the Lightless drown in the violence of His devotion."

Reference tables

Fortress Progression Route

POE2 quest steps follow the published wording. The layer names and practical route summary combine 0.5.0 notes with current Fortress guide routing.

Fortress Atlas Progression Notes

This table focuses on how the Fortress works for progression, not combat strategy.

Fortress Progression Route

StageWhat happensSource / state
First Precursor TowerCompleting the first tower causes the Fortress to rise from the earth and starts the Origins of Divinity endgame route.0.5.0 notes
Fortress mapsMaps inside the Fortress grant Atlas Passive Tree points and can carry Ancient Modifiers that add or alter map content.0.5.0 notes
Ancient GatewaysActivate gates, collect route keys, and progress toward the ancient Precursor weapon layer.Legacy of the Precursors
Burning MonolithThe Burning Monolith and Arbiter of Ash are now part of the Fortress route.0.5.0 notes
Origin TowerAfter the Arbiter of Ash layer, the route moves to the Origin Tower, the central path toward Arbiter of Divinity.Legacy of the Precursors
Patriarch and Matriarch HallsDefeat the Spark and Cradle sentinels, collect the Origin Spark and Origin Cradle, and return them to the Precursor Reactor.Legacy of the Precursors
First EdictPlace the Origin Core, ascend the Origin Tower, and defeat the Arbiter of Divinity.Legacy of the Precursors
Ancient MechanismsAfter Arbiter of Divinity, Ancient Mechanisms can complete nearby maps in a Fortress section and grant their Atlas skill points.Arbiter mission

Fortress Atlas Progression Notes

SystemCurrent understandingEditorial note
Atlas pointsFortress maps award one or more Atlas Passive Tree points and replace the old Atlas point acquisition model.Keep this article linked from Maps / Atlas progression once the full Fortress map list is parsed.
Tree sectionsLater Atlas Tree sections unlock as the Fortress route advances through Arbiter of Ash, the Enigma/Origin side bosses, and Arbiter of Divinity.Mobalytics lists the practical layer unlocks; verify against in-game or wiki data before making exact UI claims.
Ancient modifiersMany Fortress maps can have Ancient Modifiers, while Ancient Modifiers can also appear outside the Fortress.Good future split: Ancient Modifier table under Maps once source rows are stable.
Automatic section completionPOE2DB lists five Ancient Mechanism mission steps, each completing nearby maps in a Fortress section for Atlas skill points.Call this out because users can otherwise leave a large Atlas-point grant behind.
Repeat pathPatch notes say Fortress sections can alternatively be completed by killing Arbiter of Divinity five times.Needs a follow-up access loop article once repeat-boss key sourcing is fully verified.

Overview

#

POE2 0.5: Delirium Rework First Draft

  • Delirium is one of the official 0.5 endgame-mechanic reworks. The branch now has a Withered Willow hub, a rebuilt Atlas tree, a clearer mirror-depth bar, Grand Mirror spread, Trial of Madness, Simulacrum progression, and a Delirium pinnacle key path.
  • This overview stays as the fast intake card for the Delirium group. The Atlas passive nodes, quest route, and boss reward trail are split into child articles so each branch can grow independently after launch verification.

Path of Exile

Path of Exile 2: Delirium Overhaul Recap

Official reveal recap

Source video for the 0.5 Delirium rework, used as the current editorial lead while the article group is being broken into focused branches.

Length
7:19
Released
May 25, 2026

Reference tables

Delirium 0.5 Mechanic Loop

This table summarizes the official 0.5.0 Delirium notes and points reward rows back toward the generated item sections.

Delirium 0.5 Mechanic Loop

SystemWhat changedSource / local follow-up
Withered Willow hubA Delirium hub now sits south-west of the Atlas start; nearby maps contain Delirium and award Delirium Atlas Passive Tree points.0.5.0 notes
Mirror depth barBreaking a Delirium Mirror shows progress through the fog and the remaining timer. The fog direction points toward the map boss, and map bosses in Delirium are always 100% Delirious.0.5.0 notes
Mirror shardsNew coloured mirror-shard encounters appear at certain depths in the fog and trigger when walked through.0.5.0 notes
Grand Mirrors and Trial of MadnessCompleted Delirium Mirrors can spawn Grand Mirrors on nearby Atlas maps. Killing both duplicated map bosses unlocks Trial of Madness fog spread and a locked Simulacrum route.0.5.0 notes
Simulacrum and pinnacle keySimulacrum is now a 7-wave encounter; completing it grants the key for the Delirium pinnacle boss.0.5.0 notes
Reward craftingLiquid Emotions can craft additional jewel mods, Potent Emotions add powerful jewel modifiers or instill 16 new notables, Ancient Emotions support Timelost Jewel crafting, and Raven-Touched Delirium uniques can be instilled.Items > Liquid Emotions

Raven's Reflection

#

Overview

Raven's Reflection

Raven's Reflection opens the encounter with the Raven Trickster in Paracosm.

Items

Raven's Reflection

Recover the reflection through the Grand Mirror encounter. Place it in the mirror at the Withered Willow to enter Paracosm and face the Raven Trickster.

  • Recover the reflection through the Grand Mirror encounter.
  • Place it in the mirror at the Withered Willow to enter Paracosm and face the Raven Trickster.
  • Opens: The Raven Trickster

Delirium

#

Overview

Reference tables

IconNode#Effect (Max Total if all picked)
You can't scare me anymore!You can't scare me anymore!Notable1Unique Monsters have a chance to drop Potent Emotions when slain within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog :
5 % chance for Humanoids to drop Potent Liquid Melancholy
5 % chance for Beasts to drop Potent Liquid Ferocity
5 % chance for Constructs to drop Potent Liquid Contempt
I know your childhood fears...I know your childhood fears...Notable125 % increased Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
dropped by Monsters
Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
found have a 20% chance to be Ancient Liquid EmotionsAncient Liquid Emotions

Ancient Liquid Emotions are a type of Liquid EmotionLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
that applies specific modifiers to Time-Lost Jewels.
Are you sure you want to do that?Are you sure you want to do that?Notable1TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
have double Effect in areas with a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
There's nowhere to hide...There's nowhere to hide...Notable1DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog always spreads to all maps surrounding Simulacrums
You thought you were free?You thought you were free?Notable125 % chance for an additional Simulacrum when DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog is spread from Grand MirrorsGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
I see your true nature now!I see your true nature now!Notable1DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog may now manifest Shards which add an additional Boss to the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
arena or a guaranteed Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
Is this about me... or you?Is this about me... or you?Notable1Simulacrum Splinters can drop from DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Monsters in level 75+ Map Areas
Megalomaniac JewelsJewels

Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
found have a 10% chance to allocate 3 notable passive skills
Recurring NightmaresRecurring NightmaresKeystone1Adjust the way DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog spreads from Grand MirrorsGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
throughout the world
DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog spread to Maps has 50 % increased chance to spread to an additional Map
DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog spread to additional Maps has 25 % chance to spread to each connected Map
DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog spreads to + 4 Maps
I'm not alone anymore!I'm not alone anymore!Notable1Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog manifest a Fracturing Mirror every 10 seconds
These demons are all your own...These demons are all your own...Notable1Rare Monsters always Manifest DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Demons when within Fog
Get out of my head!Get out of my head!Notable1Magic Monsters within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog have 25 % chance to have an additional DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Modifier
Come on! Face me!Come on! Face me!Notable125 % increased chance to manifest additional Unique Boss Shards within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog
Slaying Unique Monsters pauses the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Mirror Timer for 10 seconds
You can't just wake up from this one.You can't just wake up from this one.Notable1DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog dissipates 30 % slower
Is that the best you've got?!Is that the best you've got?!Notable150 % increased chance to manifest additional Escalation Shards within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog
The mirrors... the mirrors!The mirrors... the mirrors!Notable150 % increased Fracturing MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Fog that shatter when you get near them, spawning DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
monsters.

Occasionally Fracturing Mirrors ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
may appear with other bonuses, such as adding Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
to monsters or summoning a Mirrored Boss.
manifested within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog
Grand Mirror ChanceGrand Mirror ChancePassive165 % (max: 80%) increased chance for a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
to appear on a nearby
Map when Map Bosses are slain within Fog

Overview

#

POE2 0.5: Expedition Rework First Draft

  • Expedition is part of the 0.5 rework set and is now treated as its own league-mechanic branch under Content Update 0.5. The official page points at Expedition Sites, island discovery, dungeons, and rune-related reward routing.
  • The encounter card keeps the existing Olroth drop pool visible while we wait for launch data to clarify which items remain legacy Expedition drops and which rewards move into the new 0.5 structure.

Reference tables

Expedition 0.5 Draft Checklist

Drop cards are sourced from the current POE2 unique parser and should be rechecked after the 0.5 data refresh.

Expedition 0.5 Draft Checklist

TrackDraft stateNeeds verification
Atlas routingExpedition Sites mark island clusters and lead into dungeonsHow deterministic site discovery is and which maps can spawn each branch
BossingPOE2DB area data lists Medved, Vorana, Uhtred, and Olroth as Expedition boss encountersSpecial drop tables are only locally confirmed for Olroth so far
RewardsArtifacts, Logbooks, and rune-adjacent rewards need final source mappingExact new bases, currencies, and boss-exclusive drops

Expedition Tablet

Adds a Kalguuran Expedition to a Map

10 uses remaining

Available in Standard and Forbidden Rites.

  • 1 TabletAdds a Kalguuran Expedition to the Map.
  • 2 TabletsAlso adds a Verisium Remnant and 35% increased Expedition density.
  • 3 TabletsAlso adds another Kalguuran Expedition.
  • 4 TabletsAlso adds another Verisium Remnant and a further 35% increased Expedition density.
GGG 0.5.5 patch notes

Map objective Complete the Kalguuran Expedition

Tablet modifiers

Prefixes 13
EffectiLvl
(8-12)% increased Rarity of Items found in Map1
Map has (15-20)% increased Monster Rarity1
(12-18)% increased Experience gain in Map1
(25-35)% increased Gold found in Map1
(5-7)% increased Pack Size in Map1
% increased Quantity of Waystones found in Map, Map contains 1 additional Azmeri Spirits1
% increased Quantity of Waystones found in Map, Map is inhabited by 1 additional Rogue Exiles1
Map contains (2-3) additional Rare Chests1
Map contains 1 additional Essences,% increased Quantity of Waystones found in Map1
Map contains 1 additional Summoning Circles1
Map has (25-35)% increased number of Rare Monsters1
Map has (30-40)% increased Magic Monsters1
Monsters have (10-15)% increased Effectiveness1
Suffixes 24
EffectiLvl
(15-25)% increased Expedition Monster Rarity in Map, expedition elite pack size +% [20]1
Expeditions have + (30-40)% Surpassing chance to contain an additional Verisium Remnant1
Monsters from Verisium Remnants drop (15-25)% increased Verisium1
Verisium Remnants have + (25-35)% chance to add an additional Runic Modifier in Map1
(15-25)% increased Quantity of Expedition Logbooks dropped by Runic Monsters in Map1
(30-40)% increased Quantity of Waystones found in Map1
(5-10)% increased Expedition Explosive Area of Effect in Map1
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Shrines1
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Strongboxes1
Expeditions contain (1-2) Additional Bosses encased in ice in Map1
Expeditions contain (1-2) Additional Verisium Sentries in Map1
Expeditions contain (1-2) buried Strongboxes in Map1
Expeditions contain (1-2) Vaal Relics in Map1
Expeditions have + (30-40)% Surpassing chance to Duplicate Runic Monsters in Map1
Map contains (15-25)% increased number of Runic Monster Markers1
Map has (1-2) additional random Modifiers1
Map has (70-100)% increased chance to contain a Summoning Circle1
Map has (70-100)% increased chance to contain Azmeri Spirits1
Map has (70-100)% increased chance to contain Essences1
Map has (70-100)% increased chance to contain Rogue Exiles1
Map has (70-100)% increased chance to contain Shrines1
Map has (70-100)% increased chance to contain Strongboxes1
The first (1-2) unearthed Runic Monsters will be Rare Monsters in Map1
Unique Monsters have 1 additional Rare Modifiers1

GGG Videos

#

Videos

Path of Exile 2: Expedition - Exploring the Ocean

Expedition

#

Overview

POE2 Expedition Rewards

  • Expedition rewards in POE2 revolve around Verisium Remnants, Logbooks, Artifacts, Sagas, Flux items, and Runeforged reward items. Verisium is the core remnant-crafting thread: Remnants expose rune slots, reward choices, and waves of Verisium-infused monsters that complete the chosen recipe.
  • Use this article as the reward map for the Expedition branch. The generated item tables below still carry the full item lists, while this overview names what each reward family is for and which local section owns it.

Reference tables

Expedition Reward Overview

Use the minimum value slider to focus the reward list from 1ex to 100ex.

Aldur Rune Combination Rewards

All distinct outputs currently listed in the local POE2DB Runeshape Combinations tables. These are surfaced here because Expedition Remnants can route into Aldur rune-combination rewards.

Expedition Reward Families

Verisium and Verisium Remnants are source-confirmed Expedition reward mechanics. Boss-specific special drop tables remain locally confirmed only for Olroth.

Known Expedition Reward Items

This table is intentionally curated. The full card rows stay in the generated item sections so prices and rich item data continue to come from the pipeline.

Aldur Rune Combination Rewards

CategoryRewardYieldCurrent value
AlloysAdaptive Alloyx124.62ex
AlloysCelestial Alloyx1227ex
AlloysCyclonic Alloyx16.66ex
AlloysExpansive Alloyx17.23ex
AlloysMystic Alloyx19.98ex
AlloysPrismatic Alloyx17.97ex
AlloysProtective Alloyx115.92ex
AlloysRunic Alloyx1 / x27.29ex / 14.58ex
AlloysSovereign Alloyx138.67ex
AlloysThe Runebinder's Alloyx117.08ex
AlloysThe Runefather's Alloyx113.67ex
AlloysTranscendent Alloyx130.4ex
Currency5x Random Currencyx1-
CurrencyAldur's Sagax130.46d
CurrencyArcanist's Etcherx2 / x4 / x65.46ex / 10.92ex / 16.38ex
CurrencyArmourer's Scrapx2 / x4 / x62.98ex / 5.96ex / 8.95ex
CurrencyArtificer's Orbx1 / x2 / x31.52ex / 3.05ex / 4.57ex
CurrencyBlacksmith's Whetstonex4 / x60.91ex / 1.37ex
CurrencyBlazing Fluxx111.46ex
CurrencyChaos Orbx1 / x2 / x339.24ex / 78.47ex / 118ex
CurrencyChilling Fluxx111.21ex
CurrencyCrackling Fluxx18.37ex
CurrencyDivine Orbx1 / x10 / x2 / x31.00d / 10.00d / 2.00d / 3.00d
CurrencyExalted Orbx1 / x2 / x31ex / 2ex / 3ex
CurrencyGemcutter's Prismx1 / x32.41ex / 7.22ex
CurrencyGlassblower's Baublex1 / x2 / x31.29ex / 2.58ex / 3.86ex
CurrencyGreater Chaos Orbx1 / x3116ex / 347ex
CurrencyGreater Exalted Orbx1 / x33.01ex / 9.03ex
CurrencyGreater Jeweller's Orbx11.18ex
CurrencyGreater Orb of Augmentationx1 / x30.25ex / 0.75ex
CurrencyGreater Orb of Transmutationx1 / x30.21ex / 0.64ex
CurrencyGreater Regal Orbx1 / x31.72ex / 5.16ex
CurrencyHinekora's Lockx1826.00d
CurrencyKrillson's Bay Keyx1-
CurrencyLesser Jeweller's Orbx10.02ex
CurrencyMedved's Sagax14.88ex
CurrencyMirror of Kalandrax11.00M
CurrencyOlroth's Sagax149.7ex
CurrencyOrb of Alchemyx1 / x30.95ex / 2.86ex
CurrencyOrb of Annulmentx1 / x2 / x3235ex / 1.24d / 1.86d
CurrencyOrb of Augmentationx1 / x20.18ex / 0.35ex
CurrencyOrb of Chancex1 / x2 / x38.39ex / 16.78ex / 25.17ex
CurrencyOrb of Transmutationx1 / x20.15ex / 0.31ex
CurrencyPerfect Chaos Orbx1 / x33.68d / 11.04d
CurrencyPerfect Exalted Orbx1 / x32.50d / 7.50d
CurrencyPerfect Fluxx129.94d
CurrencyPerfect Jeweller's Orbx1115ex
CurrencyPerfect Orb of Augmentationx361.24ex
CurrencyPerfect Orb of Transmutationx335.59ex
CurrencyPerfect Regal Orbx3105ex
CurrencyRegal Orbx1 / x2 / x30.48ex / 0.97ex / 1.45ex
CurrencyThaumaturgic Flux (Level 10)x121.31ex
CurrencyThaumaturgic Flux (Level 11)x127.52ex
CurrencyThaumaturgic Flux (Level 12)x112.26ex
CurrencyThaumaturgic Flux (Level 13)x112.65ex
CurrencyThaumaturgic Flux (Level 14)x113.3ex
CurrencyThaumaturgic Flux (Level 15)x18.76ex
CurrencyThaumaturgic Flux (Level 16)x17.33ex
CurrencyThaumaturgic Flux (Level 17)x119.19ex
CurrencyThaumaturgic Flux (Level 18)x14.63ex
CurrencyThaumaturgic Flux (Level 19)x13.93ex
CurrencyThaumaturgic Flux (Level 20)x136.24ex
CurrencyThaumaturgic Flux (Level 5)x1-
CurrencyThaumaturgic Flux (Level 6)x1-
CurrencyThaumaturgic Flux (Level 7)x1-
CurrencyThaumaturgic Flux (Level 8)x159.67ex
CurrencyThaumaturgic Flux (Level 9)x124.76ex
CurrencyUhtred's Sagax1167ex
CurrencyVerisium Pilex1-
CurrencyVoid Fluxx122.06ex
CurrencyVorana's Sagax19.8ex
GemsAnimus Exchangex1-
GemsAnimus Splintersx1-
GemsBitter Deadx1-
GemsConcussive Runesx1-
GemsConductive Runesx1-
GemsDetonate Livingx1-
GemsEternal Marchx1-
GemsExplosive Transmutationx1-
GemsFist Of Kalguurx1-
GemsFragments Of The Pastx1-
GemsFrostflame Novax1-
GemsGemcutter's Prismx24.82ex
GemsGrim Pillarsx1-
GemsHealing Runesx1-
GemsHollow Shellx1-
GemsLeylinesx1-
GemsPowered by Verisiumx1-
GemsRain of Bladesx1-
GemsRefutationx1-
GemsRemnants of Kalguurx1-
GemsRepulsionx1-
GemsRuneforged Bladesx1-
GemsRunic Extractionx1-
GemsRunic Infusionx1-
GemsRunic Reprievex1-
GemsScouring Flamex1-
GemsSkyfallx1-
GemsTriskelion Cascadex1-
GemsUncut Skill Gemx1-
GemsUncut Skill Gem (Level 19)x16.73ex
GemsUncut Skill Gem (Level 20)x13.76d
GemsUncut Spirit Gemx1-
GemsUncut Spirit Gem (Level 19)x129.68ex
GemsUncut Spirit Gem (Level 20)x13.49d
GemsUncut Support Gemx1-
GemsVerisium Manifestationsx1-
GemsVoltaic Barrierx1-
GemsWardbound Minionsx1-
RunesAdept Runex18.8ex
RunesAldur's Legacyx1186.80d
RunesAncient Rune of Animosityx11.2ex
RunesAncient Rune of Controlx10.89ex
RunesAncient Rune of Decayx13.42ex
RunesAncient Rune of Detonationx116.77ex
RunesAncient Rune of Discoveryx11.75ex
RunesAncient Rune of Duelingx11ex
RunesAncient Rune of Prowessx10.99ex
RunesAncient Rune of Retaliationx11ex
RunesAncient Rune of Shatteringx16.32ex
RunesAncient Rune of Splintersx14.58ex
RunesAncient Rune of the Hordex12.75ex
RunesAncient Rune of the Titanx15.42ex
RunesAncient Rune of Witchcraftx13.3ex
RunesAstrid's Creativityx14.30d
RunesBetrayal of Aldurx16.92ex
RunesBlacksmith's Whetstonex20.46ex
RunesBody Runex15.24ex
RunesBreath of Aldurx12.62ex
RunesCadigan's Epiphanyx1169ex
RunesCharging Runex124.1ex
RunesCountess Seske's Rune of Archeryx112.33ex
RunesCourtesan Mannan's Rune of Crueltyx14.39ex
RunesCraiceann's Rune of Recoveryx15.81ex
RunesCraiceann's Rune of Wardingx17.6ex
RunesDesert Runex11.95ex
RunesFarrul's Rune of Gracex12.09ex
RunesFarrul's Rune of the Chasex119.25ex
RunesFarrul's Rune of the Huntx13.12ex
RunesFenumus' Rune of Agonyx16.74ex
RunesFenumus' Rune of Drainingx14.17ex
RunesFenumus' Rune of Spinningx14.63ex
RunesGlacial Runex11.87ex
RunesGreater Adept Runex10.46ex
RunesGreater Body Runex10.63ex
RunesGreater Charging Runex115.36ex
RunesGreater Desert Runex10.54ex
RunesGreater Glacial Runex10.42ex
RunesGreater Inspiration Runex10.37ex
RunesGreater Iron Runex12.94ex
RunesGreater Mind Runex12.41ex
RunesGreater Rebirth Runex10.14ex
RunesGreater Resolve Runex11.42ex
RunesGreater Robust Runex13.39ex
RunesGreater Stone Runex10.09ex
RunesGreater Storm Runex10.54ex
RunesGreater Vision Runex10.3ex
RunesGreater Ward Runex122.47ex
RunesHedgewitch Assandra's Rune of Wisdomx132.37ex
RunesInspiration Runex18.79ex
RunesIre of Aldurx13.44ex
RunesIron Runex111.66ex
RunesKatla's Gloomx117.34ex
RunesKolr's Huntx199.51ex
RunesLady Hestra's Rune of Winterx10.86ex
RunesLesser Adept Runex116.9ex
RunesLesser Body Runex12.58ex
RunesLesser Charging Runex1-
RunesLesser Desert Runex10.93ex
RunesLesser Glacial Runex12.87ex
RunesLesser Inspiration Runex111.06ex
RunesLesser Iron Runex14.35ex
RunesLesser Mind Runex10.28ex
RunesLesser Rebirth Runex14.36ex
RunesLesser Resolve Runex11.51ex
RunesLesser Robust Runex117.58ex
RunesLesser Stone Runex10.5ex
RunesLesser Storm Runex11.99ex
RunesLesser Vision Runex10.33ex
RunesLesser Ward Runex10.6ex
RunesMasterwork Runex191.33ex
RunesMedved's Boonx1-
RunesMedved's Tendingx133.13ex
RunesMind Runex11.37ex
RunesOlroth's Boonx1-
RunesPassion of Aldurx12.4ex
RunesPerfect Orb of Augmentationx120.41ex
RunesPerfect Orb of Transmutationx111.86ex
RunesRebirth Runex12.46ex
RunesResolve Runex18.24ex
RunesRobust Runex121.95ex
RunesRune of Accumulationx113.56ex
RunesRune of Acrobaticsx111.04ex
RunesRune of Confrontationx11ex
RunesRune of Consistencyx13.85ex
RunesRune of Culminationx16.93ex
RunesRune of Foundationsx117.89ex
RunesRune of Reachx110.12ex
RunesRune of Renownx111.88ex
RunesRune of the Blossomx115.14ex
RunesRune of the Huntx14.21ex
RunesRune of the Prismx14.98ex
RunesRune of Vital Flamex10.52ex
RunesRune of Vitalityx15.71ex
RunesSaqawal's Rune of Erosionx12.43ex
RunesSaqawal's Rune of Memoryx18.3ex
RunesSaqawal's Rune of the Skyx111.48ex
RunesSerle's Triumphx1195ex
RunesStone Runex11ex
RunesStorm Runex14.44ex
RunesThane Girt's Rune of Wildnessx12.29ex
RunesThane Grannell's Rune of Masteryx17.86ex
RunesThane Leld's Rune of Springx10.99ex
RunesThane Myrk's Rune of Summerx11.22ex
RunesThe Greatwolf's Rune of Clawsx16.28ex
RunesThe Greatwolf's Rune of Willpowerx15.57ex
RunesThrud's Mightx115.2ex
RunesUhtred's Boonx1-
RunesUhtred's Sidereusx153.34ex
RunesVision Runex13.7ex
RunesVorana's Boonx1-
RunesVorana's Carnagex124.47ex
RunesWard Runex15.58ex
RunesWarding Rune of Annihilationx18.94ex
RunesWarding Rune of Armaturex14.19ex
RunesWarding Rune of Bodyguardsx12.05ex
RunesWarding Rune of Couragex10.68ex
RunesWarding Rune of Desperationx11ex
RunesWarding Rune of Disintegrationx18.64ex
RunesWarding Rune of Equinoxx19.22ex
RunesWarding Rune of Glancingx15.46ex
RunesWarding Rune of Heartx124.73ex
RunesWarding Rune of Hollowingx14.17ex
RunesWarding Rune of Obsessionx11ex
RunesWarding Rune of Protectionx11.7ex
RunesWarding Rune of Reinforcementx137.29ex
RunesWarding Rune of Salvagingx110.6ex
RunesWarding Rune of Stabilityx16.72ex
RunesWarding Rune of Symbiosisx10.94ex
UniquesRare Unique Itemx1-
UniquesUnique Amuletx1-
UniquesUnique Beltx1-
UniquesUnique Body Armourx1-
UniquesUnique Bootsx1-
UniquesUnique Bowx1-
UniquesUnique Crossbowx1-
UniquesUnique Focusx1-
UniquesUnique Glovesx1-
UniquesUnique Helmetx1-
UniquesUnique Jewelleryx1-
UniquesUnique One Hand Macex1-
UniquesUnique Quarterstaffx1-
UniquesUnique Quiverx1-
UniquesUnique Ringx1-
UniquesUnique Sceptrex1-
UniquesUnique Shieldx1-
UniquesUnique Spearx1-
UniquesUnique Staffx1-
UniquesUnique Talismanx1-
UniquesUnique Two Hand Macex1-
UniquesUnique Wandx1-
UniquesVery Rare Unique itemx1-

Expedition Reward Families

Reward familyWhat it doesLocal section
Verisium RemnantsRemnant crafting encounters with rune slots, reward choices, and waves of Verisium-infused monsters. Logbook mods can improve rune slots, make remnants Lucky, guarantee Power Runes, or increase Verisium from remnant monsters.Verisium Remnant
Expedition LogbooksAccess items for Grand Expeditions and Expedition boss routes. Logbook mods also carry reward pressure such as more chests, more monster markers, remnant slot floors, Verisium, Artifacts, and Olroth access.Items > Expedition > Logbooks
ArtifactsExpedition monster reward currency and crafting pressure. POE2DB Logbook mods expose increased Artifact quantity from monsters.Logbook modifiers
SagasNamed Expedition routing items for Aldur, Uhtred, Olroth, Medved, and Vorana.Items > Expedition > Sagas
Expedition FluxFlux reward items, including resistance-transform Flux, Perfect Flux, and Thaumaturgic Flux level variants.Items > Crafting > Flux Items
Runeforged CoresExpedition2-art rune-core rewards such as Uhtred's Sidereus, Medved's Tending, Vorana's Carnage, and Aldur's Legacy.Items > Augments > Runeforged Cores
Olroth uniques and Reliquary KeyThe locally confirmed special drop table lives on the Expedition Boss Cards article and includes Olroth uniques, the Reliquary Key, artifacts, Exotic Coinage, and Uhtred lineage drops.Expedition > Boss Cards

Known Expedition Reward Items

GroupExamplesStatus
LogbookExpedition LogbookGenerated item group
SagasAldur's Saga, Uhtred's Saga, Olroth's Saga, Medved's Saga, Vorana's SagaGenerated item group
FluxThaumaturgic Flux, Void Flux, Chilling Flux, Blazing FluxGenerated item group
Runeforged CoresUhtred's Sidereus, Medved's Tending, Vorana's Carnage, Aldur's LegacyGenerated item group
Expedition uniquesEventide Petals, Uhtred's ChalicePOE2DB Expedition unique list
Olroth dropsSvalinn, Keeper of the Arc, Olroth's Resolve, Olrovasara, Heroic Tragedy, Olroth's Reliquary KeyBoss-card special drop table

Boss Cards

#

Bosses

Olroth, Origin of the Fall

Expedition pinnacle boss

The Aberration

Expedition pinnacle boss

Medved, the Fallen Seer

Minor Expedition boss

Vorana, Last to Fall

Minor Expedition boss

Uhtred, the Stardrinker

Minor Expedition boss

Expedition Atlas Passive Nodes

#

Overview

Expedition Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

IconNodeTypeCountEffect (Max Total if all picked)Links
Strategic AdvantageStrategic AdvantageKeystone1Improve Explosives used within Expeditions Explosives only wait for 50 % of Monsters to be slain before continuing Runic Monsters spawn with an additional 20 % of Life missingStrategic Advantage
Steady DevelopmentSteady DevelopmentKeystone1Add an Explosive or Verisium Remnant to Expeditions Remnant ExplosiveSteady Development
Calculated InvestmentCalculated InvestmentKeystone (Choice)1Choice (pick 1): Select an additional bonus for Runic Modifiers Option 1: 25 % chance Verisium Remnants count as affected by a Power Rune Option 2: 5 % increased Experience from Monsters per Runic Modifier Option 3: 1 % increased Quantity of Items dropped by Monsters per Runic ModifierCalculated Investment
Buried AmbitionBuried AmbitionNotable1Expeditions may now contain Verisium SentriesBuried Ambition
Feeling Lucky?Feeling Lucky?Notable1Farrow now sells Liquid Verisium in exchange for VerisiumFeeling Lucky?
The Quest ContinuesThe Quest ContinuesNotable1Grand Expeditions may have up to 3 Modifiers Grand Expeditions have +1 Area LevelThe Quest Continues
Double or NothingDouble or NothingKeystone1Adjust how Verisium Remnants within Expeditions add Runic Modifiers to future Remnants 25 % chance to add an additional Runic Modifier Will not add Runic ModifiersDouble or Nothing
Cultivate the SeaCultivate the SeaKeystone1Ocean and Island Areas are also considered to be another Biome Water Mountain Grass Forest Swamp DesertCultivate the Sea
Logbook ChanceLogbook ChancePassive85 % (max: 40%) increased Quantity of Expedition Logbooks dropped by Runic MonstersLogbook Chance

Expedition

#

Overview

POE2 Expedition Logbook Rumours

  • Expedition Logbooks can reveal an Island Rumours line before you run the island. That rumour text is not just flavour: it can identify, or at least strongly spoil, which Expedition map, boss island, unique map, or special encounter the Logbook is pointing at.
  • Use the table below as a spoiler-aware lookup. If you want to discover Logbooks blind, avoid reading revealed rumours; if you are planning routes, match the revealed rumour text to the map outcome before committing to the run.

Reference tables

Island Rumour Spoiler Lookup

POE2 currently includes 20 Island Rumours. Treat revealed Logbook rumour text as spoiler information if you want Expedition island outcomes to stay blind.

Island Rumour Spoiler Lookup

Revealed rumourSpoiled map / encounterSignalSpecial
All that glitters...Castaway POE2DBGold unique map with Torrek of the Drowned Fleet.Gold
Almost paradise.Untainted Paradise POE2DBExperience unique map; monsters drop no items.XP
Reflective waters...The Fractured Lake POE2DBMirrored rare monsters and Fragmented Mirror source.Ring / amulet bases
A good fellow...Moment of Zen POE2DBTravelling merchant encounter.Merchant
Crazed Chieftain...The Jade Isles POE2DBManoki boss island.Boss
Somethin' fishy...Barren Atoll POE2DBGrand Expedition ocean map.Pirate cache
End of the circle...Sprawling Jungle POE2DBMedved boss island.Medved's Saga|18.83934||
The last to fall...Mournful Cliffside POE2DBVorana boss island.Vorana's Saga|18.994716||
Stardrinker...Secluded Temple POE2DBUhtred boss island.Uhtred's Saga|587.6449799999999||
Origin of the fall...Obscure Island POE2DBOlroth boss island.Olroth's Saga|76.58742||
Nothin' to drink...Stagnant Basin POE2DBGrand Expedition ocean map.Oil
Unknown ruins...Exhumed Ruins POE2DBGrand Expedition ocean map.Strongbox
It's dry at least...Sloughed Gully POE2DBGrand Expedition ocean map.Monster effect
Fallen stars...Moor of Fallen Skies POE2DBGrand Expedition ocean map.Aldur's Saga|27792.881999999998|| Runestones
Endless cliffs...Craggy Peninsula POE2DBGrand Expedition ocean map.Rarity / rogue exiles
Warm but risky...Grazed Prairie POE2DBGrand Expedition ocean map.Azmeri spirits
Bleak and awful...Bleached Shoals POE2DBGrand Expedition ocean map.Strongbox
Wild roaming free...Lush Isle POE2DBGrand Expedition ocean map.XP / beyond
Cold as ice...Frigid Bluffs POE2DBGrand Expedition ocean map.Old Expedition
Sulphite!Scorched Cay POE2DBGrand Expedition ocean map.Rarity

Overview

#

POE2 0.5: Breach Rework First Draft

  • Breach is one of the official 0.5 reworked mechanics and now lives as a first-class League Content branch. The 0.5 loop starts at the Monastery of the Keepers, runs through stabilised Breaches, Wombgifts, Hiveblood, the Genesis Tree, Breach Domains, Tul and Esh, and finally Xesht.
  • Boss routing is split into the dedicated Breach Bosses topic so the overview can stay focused on the 0.5 mechanic loop, Genesis Tree, Wombgifts, Hiveblood, and reward branches.

Reference tables

Breach 0.5 Mechanic Loop

This table combines the official 0.5.0 notes, the Genesis Tree deep dive, and local Atlas-node source rows.

Breach 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Monastery hubThe Monastery of the Keepers sits south of the Atlas start. Nearby maps contain Breach encounters and award Breach Atlas Tree points.0.5.0 notes
Stabilised BreachStarting a Breach now shows a progress bar for collapse time and monster-kill extension. Reaching 100% starts a Stabilised Breach challenge at the origin.0.5.0 notes
VruunVruun, Marshal of Xesht is a new boss tied to Stabilised Breaches and Atlas passives such as Flesh Flower, Study the Chains, and Frantic Invasion.POE2DB
Genesis TreeThe Genesis Tree consumes Wombgifts and Hiveblood to create rings, amulets, belts, and currency. Its nodes alter crafted outputs, and more nodes unlock through Wombgifts.Genesis Tree deep dive
Exclusive Breach bases0.5 adds six ring bases, four amulet bases, and four belt bases exclusive to Genesis Tree crafting, plus caster/minion crafted mods for rings and belts.0.5.0 notes
CatalystsCatalysts no longer drop from monsters and are now obtained from the Genesis Tree. Twelve new Catalysts can add quality modifiers to Jewels.Items > Catalysts
Domain routeBreachstone Splinters become a special Wombgift at full stack; the Genesis Tree turns that into a Breachstone. Breachstones reveal Breach Domains with Breach Hives, Sky Hives, Sky Fortresses, Tul, Esh, and then Xesht access.0.5.0 notes

GGG Videos

#

Videos

Path of Exile 2: Breach Rework Recap

Bosses

#

Overview

Breach: Bosses

  • Breach map and Hive encounters live here so they do not get mixed into the Xesht pinnacle boss route.
  • Vruun is the Stabilised Breach boss in maps, while Tul and Esh are the paired Hive Colony encounter found through the Hive Fortress route.

Vruun, Marshal of Xesht

Stabilised Breach boss

Atlas node Study the Chains specifically increases Vruun lineage-support drops; Flesh Flower uses Vruun for the Grasping Orchid unlock.

It That Was Tul and It That Was Esh

Hive Colony paired boss encounter

The encounter is one boss-room route with two Breachlords, so the guide keeps them on one paired card instead of mixing them into the Xesht pinnacle card.

Pinnacle Boss

#

Overview

Bosses

Xesht, We That Are One

Breach pinnacle boss

Skills and items

Other Supports

Esh's Radiance

Esh's Radiance

Support

Lv. 65+ 88.40d
Esh's Radiance

SupportLineage

Esh's Radiance skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Shock .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Shock .

Core Mods

  • Chaos.Dmg from Hits with Supported Skills also Contributes to Shock ChanceChaos Damage from Hits with Supported Skills also Contributes to Shock Chance
  • Supported Skills Gain 40 % of Light.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Lightning Damage as Extra Chaos Damage

Other Supports

Tul's Stillness

Tul's Stillness

Support

Lv. 65+ 63.59d
Tul's Stillness

SupportLineage

Tul's Stillness skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup .

Core Mods

  • Chaos.Dmg from Hits with Supported Skills also Contributes to Freeze BuildupChaos Damage from Hits with Supported Skills also Contributes to Freeze Buildup
  • Supported Skills Gain 40 % of Cold.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Cold Damage as Extra Chaos Damage

Other Supports

Uul-Netol's Embrace

Uul-Netol's Embrace

Support

Lv. 65+ 402.60d
Uul-Netol's Embrace

SupportLineage

Uul-Netol's Embrace skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Break Armour .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Break Armour .

Core Mods

  • Break Armour equal to 20 % of Chaos.Dmg dealt by Supported SkillsBreak Armour equal to 20 % of Chaos Damage dealt by Supported Skills
  • Supported Skills Gain 40 % of Phys.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Physical Damage as Extra Chaos Damage

Other Supports

Xoph's Pyre

Xoph's Pyre

Support

Lv. 65+ 38.11d
Xoph's Pyre

SupportLineage

Xoph's Pyre skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Ignites .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Ignites .

Core Mods

  • Chaos.Dmg from Hits with Supported Skills also Contributes to Flammability and Ignite MagnitudesChaos Damage from Hits with Supported Skills also Contributes to Flammability and Ignite Magnitudes
  • Supported Skills Gain 40 % of Fire.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Fire Damage as Extra Chaos Damage

Wombgifts

#

Overview

Wombgifts

0.5 Breach Wombgifts are shown as item cards using the generated Items / Wombgifts data and source-backed new-item markers.

Items

Banded Wombgift

Can grow into a Belt on the Genesis Tree Requires # Hiveblood

  • Can grow into a Belt on the Genesis Tree
  • Requires # Hiveblood

Lavish Wombgift

Can grow into a Currency item on the Genesis Tree Requires # Hiveblood

  • Can grow into a Currency item on the Genesis Tree
  • Requires # Hiveblood

Ornate Wombgift

Can grow into an Amulet on the Genesis Tree Requires # Hiveblood

  • Can grow into an Amulet on the Genesis Tree
  • Requires # Hiveblood

Revelatory Wombgift

Can grow into a Breachstone on the Genesis Tree Requires # Hiveblood

  • Can grow into a Breachstone on the Genesis Tree
  • Requires # Hiveblood

Signet Wombgift

Can grow into a Ring on the Genesis Tree Requires # Hiveblood

  • Can grow into a Ring on the Genesis Tree
  • Requires # Hiveblood

Breach Atlas Passive Nodes

#

Overview

Breach Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

IconNodeTypeCountEffect (Max Total if all picked)Links
Breeding ProgramBreeding ProgramKeystone (Choice)1Choice (pick 1): 100 % increased chance to find selected Wombgifts Option 1: 100 % increased chance to find Lavish Wombgifts Option 2: 100 % increased chance to find Ornate Wombgifts Option 3: 100 % increased chance to find Banded Wombgifts Option 4: 100 % increased chance to find Signet WombgiftsBreeding Program
Moment of RiskMoment of RiskNotable1Wombgifts have 5 % chance to drop one Level higher per Explicit Modifier on the Map Unstable Breaches spawn 2 additional Rare Monsters when StabilisedMoment of Risk
Reality WoundReality WoundNotable1Unstable Breaches take 10 additional seconds to collapse after timer is filledReality Wound
Sole PurposeSole PurposeKeystone1Specialise in skills created by Ailith within Breach Hives 100 % increased damage of skills created by Ailith within Breach Hives 50 % increased number of skills created by Ailith within Breach HivesSole Purpose
Provoke the SwarmProvoke the SwarmNotable1Ailith gains skills which can summon additional Breach Monsters 25 % increased number of skills created by Ailith within Breach HivesProvoke the Swarm
Diverse ControlDiverse ControlNotable1The Genesis Tree has 2 extra passive points for each WombDiverse Control
Flesh FlowerFlesh FlowerNotable1Killing Vruun will allow you to return his Head to The Genesis Tree to unlock the Grasping OrchidFlesh Flower
Study the ChainsStudy the ChainsNotable1Vruun, Marshal of Xesht has 50 % increased chance to drop Lineage SupportsStudy the Chains
Frantic InvasionFrantic InvasionNotable1Unstable Breaches have 100 % increased chance to contain Vruun, Marshal of XeshtFrantic Invasion
Swelling HivesSwelling HivesNotable1Breach Hives have an additional wave of Hiveborn MonstersSwelling Hives
Shape the ChainsShape the ChainsKeystone (Choice)1Choice (pick 1): Select Breach Monster Bonus Option 1: 30 % increased Effectiveness of Rare Breach Monsters Option 2: Breaches have 20 % reduced Monster density 20 % increased Effectiveness of Breach Monsters Option 3: Breaches have 15 % increased Monster densityShape the Chains
Tear Open the RiftTear Open the RiftNotable1Revealing Breach Strongholds will consume an additional Breachstone if able to add Modifiers to revealed MapsTear Open the Rift
Exquisite DesignExquisite DesignNotable1The Genesis Tree has 5 extra passive points for the Amulet WombExquisite Design
Essence TransferenceEssence TransferenceNotable1Essences near Breaches or in areas with Hives have 20 % chance to gain an Essence of the BreachEssence Transference
Growing WealthGrowing WealthNotable1The Genesis Tree has 5 extra passive points for the Currency WombGrowing Wealth
Reactive HiveseedingReactive HiveseedingNotable1Completing Breaches has a 10 % chance to add a Hive to a nearby mapReactive Hiveseeding
Hiveblood QuantityHiveblood QuantityPassive85 % (max: 40%) increased Quantity of Hiveblood foundHiveblood Quantity
Wombgift QuantityWombgift QuantityPassive85 % (max: 40%) increased Quantity of Wombgifts foundWombgift Quantity

Overview

#

POE2 0.5: Ritual Rework First Draft

  • Ritual is one of the official 0.5 mechanic reworks. The branch now has a Caer Tarth hub, a rebuilt Ritual Atlas tree, Tribute-to-Audience progression, the Head of the King key, the five-map Rite of the Nameless sequence, and a Queen in the Mists Atlas-node boss.
  • The card below keeps the current King in the Mists drop pool visible while the 0.5 Ritual chain is still moving. The new Bodach/Queen branch should get a dedicated reward pass once boss-specific drops are source-confirmed.

Reference tables

Ritual 0.5 Mechanic Loop

This table summarizes official 0.5.0 Ritual changes and the local POE2 quest route.

Ritual 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Caer Tarth hubCaer Tarth sits west of the Atlas start. Nearby maps contain Ritual encounters and award Ritual Atlas Tree points.0.5.0 notes
Ritual reward screenEndgame Ritual rewards are now uniques or omens, and unspent Tribute can be sacrificed toward An Audience with the King.0.5.0 notes
Head of the KingKilling the King in the Mists now drops The Head of the King, which starts the Rite of the Nameless from Caer Tarth.Legacy of the Maji
Rite of the NamelessThe Rite asks the player to choose five maps for one continuous ritual. Monsters from each ritual, including map bosses, reappear through the sequence, with unique bosses appearing in the final ritual of each map.0.5.0 notes
Rite modifiersEach map after the first can add extra modifiers that affect Ritual difficulty and rewards during the sequence.0.5.0 notes
Pinnacle key fragmentsEach map in the Rite awards one element of the key used to access the Ritual pinnacle boss.0.5.0 notes
Queen in the MistsA new Queen in the Mists boss becomes available after allocating a specific Atlas Tree node and can drop three new corrupted Idols.Mysterious Rites

GGG Videos

#

Videos

Path of Exile 2: Ritual Mechanics Recap

Boss Cards

#

Bosses

The King in the Mists

Ritual pinnacle boss

Ritual Atlas Passive Nodes

#

Overview

Ritual Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

IconNodeTypeCountEffect (Max Total if all picked)Links
Hour of the NamelessHour of the NamelessNotable1The Rite of the Nameless can rarely offer specific valuable Unique ItemsHour of the Nameless
Mysterious RitesMysterious RitesNotable1Rituals have a 8% chance to be the Queen's RitualMysterious Rites
Magnanimous OfferingsMagnanimous OfferingsNotable1Rerolling Favours at Ritual Altars has 20 % chance to be a Free RerollMagnanimous Offerings
Umbral GatheringUmbral GatheringNotable1Rite of the Nameless Map options have a 20 % chance to have an additional ModifierUmbral Gathering
Ongoing ChantsOngoing ChantsNotable1The Rite of the Nameless lasts 1 additional mapOngoing Chants
Prayer and PledgePrayer and PledgeNotable110 % of Tribute spent also provides progress towards an Audience With The KingPrayer and Pledge
Royal TitheRoyal TitheNotable115 % increased progress towards an Audience With The King when offering TributeRoyal Tithe
Bring Forth the UnseenBring Forth the UnseenNotable1Ritual Altars have 15 % chance to be built on Summoning Circles , summoning an additional Boss when activatedBring Forth the Unseen
Ancient EnmitiesAncient EnmitiesNotable125 % increased Tribute from Spirit-Influenced or Possessed Monsters Sacrificed at Ritual Altars Azmeri Spirits prefer to materialize within Ritual CirclesAncient Enmities
Patient DevotionPatient DevotionNotable1Deferring Favours at Ritual Altars in your Maps costs 50 % reduced Tribute Favours Deferred at Ritual Altars in your Maps reappear 50 % soonerPatient Devotion
Between Two WorldsBetween Two WorldsNotable1Ritual Altars spawn a Wildwood WispBetween Two Worlds
Traveller's WoeTraveller's WoeKeystone (Choice)1Choice (pick 1): 100 % increased chance to find certain Ritual types Option 1: Contaminated map ritual type queen chance +% [20] Option 2: Infested map ritual type queen chance +% [20] Option 3: Tainted map ritual type queen chance +% [20] Option 4: Smothered map ritual type queen chance +% [20] Option 5: Sapping map ritual type queen chance +% [20]Traveller's Woe
Reborn in ShadowReborn in ShadowNotable1Revived Monsters from Ritual Altars have 40 % increased chance to be Magic Revived Monsters from Ritual Altars have 40 % increased chance to be RareReborn in Shadow
Tempting OffersTempting OffersNotable1Ritual Altars allow rerolling Favours an additional timeTempting Offers
Spreading DarknessSpreading DarknessNotable1Unique Items have 50% chance to be specific item types, depending on the type of Ritual: Contaminated: Weapons and Offhands Infested: Body and Boots Sapping: Gloves and Rings Smothered: Helmets and Amulets Tainted: Belts, Charms and FlasksSpreading Darkness
Invigorated SacrificesInvigorated SacrificesKeystone1Alter the difficulty and rewards of Rituals Revived monsters from Rituals have 5 % reduced penalty to Tribute granted Skills from Ritual Altars deal 50 % increased Damage Ritual Altars offer 10 % increased number of Favours Revived monsters from Rituals have 20 % increased Toughness and 10 % increased Damage for each time they have been Revived Revived monsters from Rituals have 50 % reduced penalty to Tribute grantedInvigorated Sacrifices
From the MistsFrom the MistsNotable1Rituals contain an additional pack of Wildwood MonstersFrom the Mists
Increased TributeIncreased TributePassive17Monsters Sacrificed at Ritual Altars grant 5 % (max: 85%) increased TributeIncreased Tribute

Burning Monolith

#

Overview

POE2 Endgame: Burning Monolith Corruption and Cleansing

  • 0.2.0 introduced the modern corruption loop: corrupted Atlas regions converge into a Corrupted Nexus, where faction bosses and cleansing progression convert nearby maps into Cleansed states.
  • This loop is tied to atlas progression and reward routing, including cleansed-map reward identity and the fracture-related crafting path introduced alongside this system.

Burning Monolith

#

Overview

POE2 Endgame: Burning Monolith - Arbiter of Ash

  • The Arbiter of Ash is the core pinnacle boss of The Burning Monolith and sits at the top of POE2's early-access endgame boss ladder. The regular encounter is level 82 and the uber variant is listed at higher level in wiki and patch-era sources.
  • Access is fully key-gated through Citadel progression: three Crisis Fragments for regular entry, and three Calamity Fragments for uber entry after boss-atlas investment. This makes citadel routing and fragment sustain the practical gate for repeated Arbiter farming.
  • For editorial planning, treat Arbiter as a dedicated boss module with separate sections for access flow, drop pool, and patch-era changes (0.3.0 accessibility overhaul, 0.4.0 fight/drop adjustments).

The Arbiter of Ash

Pinnacle boss (regular + uber variants)

Location

The Burning Monolith

Access

Regular entry uses three Crisis Fragments. Uber entry uses three Calamity Fragments and is tied to late boss-atlas/citadel progression in 0.3.0+ sources.

Regular Arbiter

Faded Crisis Fragment + Weathered Crisis Fragment + Ancient Crisis Fragment

Core pinnacle entry route
Uber Arbiter

Primary Calamity Fragment + Secondary Calamity Fragment + Tertiary Calamity Fragment

Calamity fragments tied to boss-atlas/citadel progression in 0.3.0+

6 unique rewards are listed below. Individual drop rates are not published.

Morior Invictus Lv. 65+
Morior Invictus

Base: Grand Regalia

Req: 41 Str | 41 Dex | 41 Int

Armour Evasion Rating Energy Shield
764693210
Explicit
  • (300-400) % increased Armour , Evasion and Energy Shield
  • [3 Random Socket Modifiers]
  • Has 4 Augment Sockets (Hidden)

"The Unblinking Eye did not cower and wail.
They stood against the end."

Solus Ipse Lv. 65+
Solus Ipse

Base: Grand Visage

Req: 36 Str | 36 Dex | 36 Int

Armour Evasion Rating Energy Shield
30127683
Explicit
  • (150-200) % increased Armour , Evasion and Energy Shield
  • +(60-100) to maximum Mana
  • 25 % increased Light Radius
  • Equipment and Skill Gems have 25 % increased Attribute Requirements
  • You can Socket 2 additional copies of each Lineage Support Gem , in different Skills

"One warrior alone survived to face the Arbiter."

Sine Aequo Lv. 65+
Sine Aequo

Base: Grand Manchettes

Req: 32 Str | 32 Dex | 32 Int

Armour Evasion Rating Energy Shield Runic Ward
107972984
Explicit
  • (10-15) % increased Skill Speed
  • (150-200) % increased Armour , Evasion and Energy Shield
  • Immobilise enemies at 50 % buildup instead of 100%
  • (30-50) % increased Damage against Immobilised Enemies

"The greatest warrior of his era fought with honour."

Ab Aeterno Lv. 65+
Ab Aeterno

Base: Grand Cuisses

Req: 34 Str | 34 Dex | 34 Int

Armour Evasion Rating Energy Shield
29627083
Explicit
  • (15-30) % increased Movement Speed
  • (200-250) % increased Armour , Evasion and Energy Shield
  • Dodge Roll avoids all Hits
  • Gain Overencumbrance for 4 seconds when you Dodge Roll
  • Your speed is Unaffected by Slows while Sprinting

"His enemy was for endurance forged. His own waned."

Sacred Flame Lv. 55+
Sacred Flame

Base: Shrine Sceptre

Req: 17 Str | 38 Int

Spirit: 115

Implicit
  • Grants Skill: Purity of Fire
Explicit
  • Gain (40-60) % of Damage as Extra Fire Damage
  • Allies in your Presence Regenerate (2-3) % of their Maximum Life per second
  • Allies in your Presence Gain (20-30) % of Damage as Extra Fire Damage
  • Enemies in your Presence Resist Elemental Damage based on their Lowest Resistance

"Fire destroys, but fire also purifies.
Life always springs anew."

Prism of Belief Lv. 20+
Prism of Belief

Base: Diamond

Limited to: 1

Explicit
  • + (1-3) to Level of all Specific Skill Skills

"Entropy can be reversed."

Overview

#

POE2 0.5: Abyss First Draft

  • Abyss now joins the 0.5 endgame quest intake as its own branch because POE2 lists Abyssal Power as an Act 10 endgame quest tied to the Well of Souls, Abyssal Wounds, and the Vessel of Kulemak.
  • The 0.5 update also reshaped Atlas Abyss: large Abyss cracks now appear on the Atlas, completing Atlas Abysses closes them and always grants an Abyssal Depths with a boss fight, and the revamped Atlas tree supports overrun maps, faction targeting, Abyssal Depths, and desecrated rewards.

Quests

Abyssal Power

Well of Souls questline

  • Quest
  • Abyss
  • Kulemak Route

Reference tables

Abyss 0.5 Mechanic Loop

This overview separates official 0.5 Atlas changes from the local Abyssal Power quest route.

Abyss Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

Abyss 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Atlas Abyss cracksLarge Abyss cracks can appear on the Atlas. Completing Atlas Abysses closes them and always grants an Abyssal Depths with a boss fight.0.5.0 notes
Abyss Atlas TreeThe Abyss Atlas Tree was revamped, and local rows now cover overrun spread, pits, faction selection, Abyssal Depths chance, Abyssal Strongboxes, and Abyssal modifier rewards.Abyss Atlas Nodes
Kulemak ownershipKulemak's Invitation is now always allocated to the map owner.0.5.0 notes
Abyss OmensAbyss Omens no longer drop in areas below level 65.0.5.0 notes
Chest scalingModifiers to the number of chests found now apply to Abyss chests and also to Abyssal Depths chance, so extra chests do not reduce the chance to find a Depths.0.5.0 notes
Well of Souls routeAbyssal Power routes through the Well of Souls, Northern and Eastern Abyssal Wounds, Vandroth, Tasgul, Kulemak's Invitation, and the Vessel of Kulemak.Abyssal Power

Abyss Atlas Passive Nodes

IconNodeTypeCountEffect (Max Total if all picked)Links
Endless WarEndless WarNotable150 % chance on completing Overrun Abysses for an adjacent map to be Overrun by the AbyssalEndless War
Armaments of EvilArmaments of EvilNotable1Tier 5 Rare Equipment dropped by Abyssal monsters have a Desecrated ModifierArmaments of Evil
Rotting BonesRotting BonesNotable125 % increased chance to find Ancient Desecrated CurrencyRotting Bones
Strange AversionsStrange AversionsNotable1Abyssal Factions now only have different types of chests: Ulaman may have Currency Chests Kurgal may have Weapons Chests Amanamu may have Armour Chests Any Faction may have Basic and Jewellery ChestsStrange Aversions
Lord of the PitLord of the PitKeystone1Manipulate Abyss Pits throughout Areas Abyss Pits are scattered throughout Areas with Abysses Abyssal Monsters have 10 % increased Effectiveness for each closed Pit, up to 100% Abysses have a 20 % chance to contain an additional AbyssLord of the Pit
Dark DepthsDark DepthsNotable1Abysses have a 30 % chance to contain 2 additional Pits Abysses have a 20 % chance to contain 3 additional Pits Abysses have a 10 % chance to contain 4 additional PitsDark Depths
From BelowFrom BelowNotable1Abysses contain an additional PitFrom Below
Blessing of the SourceBlessing of the SourceNotable1Heart of the Well Jewels found have a 5 % chance to have an additional Desecrated ModifierBlessing of the Source
Ghastly RelicsGhastly RelicsNotable1Large Abyssal Chests from the final Pit are instead an Abyssal StrongboxGhastly Relics
Vile TreasuresVile TreasuresKeystone150 % increased chance to find Abyssal Items 50 % increased chance to find Abyssal Eyes 50 % increased chance to find Abyss Omens 50 % increased chance to find Abyss Lineage SupportsVile Treasures
Balance of PowerBalance of PowerKeystone (Choice)1Choice (pick 1): Select an Abyss Faction to always encounter Option 1: Abyssal monsters are loyal to Amanamu Option 2: Abyssal monsters are loyal to Kurgal Option 3: Abyssal monsters are loyal to Ulaman Option 4: Abyssal monsters may be loyal to any factionBalance of Power
Shadow of UndeathShadow of UndeathNotable150 % increased chance of Rogue Exiles being influenced by Abysses 50 % increased chance of Essences being influenced by AbyssesShadow of Undeath
Dark BloodlinesDark BloodlinesNotable1Abyss Pits have 25 % chance to spawn all Monsters as at least Magic Abyss Cracks have 25 % chance to spawn all Monsters as at least MagicDark Bloodlines
Unholy InfluenceUnholy InfluenceNotable1100 % increased chance for Abyssal monsters to have Abyssal Modifiers 100 % increased chance for Abyssal monsters to have Lichborn ModifiersUnholy Influence
Sprawling RuptureSprawling RuptureNotable1Abysses in your Maps spawn 25 % increased MonstersSprawling Rupture
Close to the SurfaceClose to the SurfaceNotable1Explicit Modifiers on your Waystones apply to Abyssal Depths in the Map areaClose to the Surface
Abyssal IreAbyssal IreNotable125% chance for Abyssal Depths in Level 78+ Areas to contain a Boss 25% chance for an Ulaman pit near the Map Boss to have the Incubator Queen map abyss spawn near boss chance + [20]Abyssal Ire
Stir the SwarmStir the SwarmNotable15 % chance on completing Abysses in your Maps for a nearby map to be Overrun by the AbyssalStir the Swarm
Depths ChanceDepths ChancePassive17Abysses have 10 % (max: 170%) increased chance to lead to an Abyssal DepthsDepths Chance

Bosses

#

Overview

Abyss: Bosses

  • Abyss non-pinnacle bosses live here so the Kulemak pinnacle route stays separate.
  • Tasgul and Vandroth are the sourced Kulemak's Invitation routes; Igrulog is tracked as the third Abyss boss without a confirmed invitation drop.

Tasgul, Swallower of Light

Abyss key boss

Use Abyss map routing or Waystone/Abyss modifiers that force an Abyssal Boss when available.

Vandroth, Blackblooded Enslaver

Abyss key boss

Use Abyss map routing or Waystone/Abyss modifiers that force an Abyssal Boss when available.

Igrulog, the Incubator Queen

Abyss boss

Keep this separate from Tasgul and Vandroth until an invitation drop source is confirmed.

Pinnacle Boss

#

Overview

Abyss: Pinnacle Boss

  • Vessel of Kulemak is the Abyss pinnacle boss and should stay separate from the map/depth Abyss bosses.
  • Use this topic for Kulemak's Invitation, The Black Cathedral, and the Vessel reward pool.

Bosses

Vessel of Kulemak

Abyss boss / Well of Souls encounter

Kulemak is not a current D1/D2/D3 difficulty-choice boss. The encounter progresses through repeated defeats and empowered revivals; Grip of Kulemak can gain custom Desecrated modifiers during the fight.

Abyssal Bones

#
IconItemEffectsLink
Altered CollarboneAltered CollarboneDesecrates a Rare Amulet, Ring or Belt with a chance for otherworldly modifiersAltered Collarbone

Abyss Atlas Passive Nodes

#

Overview

Abyss Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

IconNodeTypeCountEffect (Max Total if all picked)Links
Endless WarEndless WarNotable150 % chance on completing Overrun Abysses for an adjacent map to be Overrun by the AbyssalEndless War
Armaments of EvilArmaments of EvilNotable1Tier 5 Rare Equipment dropped by Abyssal monsters have a Desecrated ModifierArmaments of Evil
Rotting BonesRotting BonesNotable125 % increased chance to find Ancient Desecrated CurrencyRotting Bones
Strange AversionsStrange AversionsNotable1Abyssal Factions now only have different types of chests: Ulaman may have Currency Chests Kurgal may have Weapons Chests Amanamu may have Armour Chests Any Faction may have Basic and Jewellery ChestsStrange Aversions
Lord of the PitLord of the PitKeystone1Manipulate Abyss Pits throughout Areas Abyss Pits are scattered throughout Areas with Abysses Abyssal Monsters have 10 % increased Effectiveness for each closed Pit, up to 100% Abysses have a 20 % chance to contain an additional AbyssLord of the Pit
Dark DepthsDark DepthsNotable1Abysses have a 30 % chance to contain 2 additional Pits Abysses have a 20 % chance to contain 3 additional Pits Abysses have a 10 % chance to contain 4 additional PitsDark Depths
From BelowFrom BelowNotable1Abysses contain an additional PitFrom Below
Blessing of the SourceBlessing of the SourceNotable1Heart of the Well Jewels found have a 5 % chance to have an additional Desecrated ModifierBlessing of the Source
Ghastly RelicsGhastly RelicsNotable1Large Abyssal Chests from the final Pit are instead an Abyssal StrongboxGhastly Relics
Vile TreasuresVile TreasuresKeystone150 % increased chance to find Abyssal Items 50 % increased chance to find Abyssal Eyes 50 % increased chance to find Abyss Omens 50 % increased chance to find Abyss Lineage SupportsVile Treasures
Balance of PowerBalance of PowerKeystone (Choice)1Choice (pick 1): Select an Abyss Faction to always encounter Option 1: Abyssal monsters are loyal to Amanamu Option 2: Abyssal monsters are loyal to Kurgal Option 3: Abyssal monsters are loyal to Ulaman Option 4: Abyssal monsters may be loyal to any factionBalance of Power
Shadow of UndeathShadow of UndeathNotable150 % increased chance of Rogue Exiles being influenced by Abysses 50 % increased chance of Essences being influenced by AbyssesShadow of Undeath
Dark BloodlinesDark BloodlinesNotable1Abyss Pits have 25 % chance to spawn all Monsters as at least Magic Abyss Cracks have 25 % chance to spawn all Monsters as at least MagicDark Bloodlines
Unholy InfluenceUnholy InfluenceNotable1100 % increased chance for Abyssal monsters to have Abyssal Modifiers 100 % increased chance for Abyssal monsters to have Lichborn ModifiersUnholy Influence
Sprawling RuptureSprawling RuptureNotable1Abysses in your Maps spawn 25 % increased MonstersSprawling Rupture
Close to the SurfaceClose to the SurfaceNotable1Explicit Modifiers on your Waystones apply to Abyssal Depths in the Map areaClose to the Surface
Abyssal IreAbyssal IreNotable125% chance for Abyssal Depths in Level 78+ Areas to contain a Boss 25% chance for an Ulaman pit near the Map Boss to have the Incubator Queen map abyss spawn near boss chance + [20]Abyssal Ire
Stir the SwarmStir the SwarmNotable15 % chance on completing Abysses in your Maps for a nearby map to be Overrun by the AbyssalStir the Swarm
Depths ChanceDepths ChancePassive17Abysses have 10 % (max: 170%) increased chance to lead to an Abyssal DepthsDepths Chance

Overview

#

POE2 Endgame: Temple

  • Temple is the Fate of the Vaal core-game branch beside the other endgame mechanics. In 0.5, Vaal Beacons return as a core route, Atziri's Temple sits on the Atlas in Lira Vaal, and Temple Precursor Tablets can force Vaal Beacons in maps.
  • The Atlas node table still uses the current POE2 Incursion / Temple subtree, while boss ownership sits here with Atziri. The next useful split is a Temple access-flow article that connects Beacons, Energised Crystals, Medallions, room upgrades, Infusers, and Atziri rewards.

Reference tables

Temple 0.5 Mechanic Loop

This table covers the 0.5 Fate of the Vaal core-game notes; Atziri drops stay on the boss card below.

Temple 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Vaal BeaconsFate of the Vaal is core. The campaign first introduces six Ancient Beacons in Act 3 and another six during the Interludes; energising them grants Energised Crystals and opens Vaal Ruins.0.5.0 notes
Atlas Temple hubAtziri's Temple can be found on the Atlas in Lira Vaal. Maps in the city always have Energised Crystals and grant Fate of the Vaal Atlas Tree points.0.5.0 notes
Temple TabletsNew Temple Precursor Tablets can guarantee Vaal Beacons in maps for players focusing this mechanic.0.5.0 notes
Temple layoutTemple starts with more rooms, can upgrade rooms to Tier 4 after an Atlas Tree unlock, and has stronger reward-room outputs after defeating the Architect.0.5.0 notes
Resource capsDefault storage increased to 60 Energised Crystals and 6 Medallions; room-based Medallions now show upgrade information and cannot be used inside an active Temple.0.5.0 notes
InfusersInfusers now split into Vaal Armourer's, Blacksmith's, Arcanist's, and Catalysing Infusers for armour, martial weapons, caster weapons, and jewellery. All require at least 20% Quality.0.5.0 notes

Boss Cards

#

Bosses

Atziri, the Red Queen

Temple pinnacle boss

Temple is kept as old league content. Atziri was the Fate of the Vaal / 0.4 Temple boss, so this boss card belongs with the Temple branch rather than the generic Atlas tables.

Atlas Tree - Temple Passive Nodes

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Overview

Atlas Tree - Temple Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

IconNodeTypeCountEffect (Max Total if all picked)Links
The Lost ArchitectThe Lost ArchitectNotable1Zantipi's Medallion can be found from Unique Monsters in the TempleThe Lost Architect
Patrolling LegionsPatrolling LegionsNotable120 % chance Vaal Beacon Unique Monsters are added to the Area for each Vaal Beacon in an AreaPatrolling Legions
Efficient ArteriesEfficient ArteriesNotable120 % increased effect of Room Temple Modifiers from Rooms with 4 adjacent roomsEfficient Arteries
Riches of the EmpireRiches of the EmpireNotable1Temple Currency found inside the Temple has 15 % chance to be duplicatedRiches of the Empire
Loyal GatekeepersLoyal GatekeepersNotable150 % chance Vaal Beacon Unique Monsters have an Essence ModifierLoyal Gatekeepers
Offerings to the QueenOfferings to the QueenNotable150 % chance Rare Vaal Beacon chests contain an additional random Temple Currency Item 25 % chance Vaal Beacon Unique Monsters drop an additional random Temple CurrencyOfferings to the Queen
Military ReinforcementsMilitary ReinforcementsNotable150 % increased chance Vaal Beacons summon additional MonstersMilitary Reinforcements
Bloodrite VestmentsBloodrite VestmentsNotable1Atziri's Vault will drop a Sacrificial RegaliaBloodrite Vestments
Atziri's AssetsAtziri's AssetsKeystone1Atziri's Vault will contain an additional reward Vaal Unique Item Medallion Temple Currency 20 % chance of an extra Atziri UniqueAtziri's Assets
Expanded DesignsExpanded DesignsNotable1Defeating the Architect allows placement of an additional Restricted RoomExpanded Designs
Royal PrerogativeRoyal PrerogativeNotable1Restricted Rooms have 15 % chance to avoid DestabilisationRoyal Prerogative
Protected TreasuresProtected TreasuresNotable1Restricted Rooms have 50 % chance to contain additional chests or drop additional itemsProtected Treasures
Secrets of the AncientsSecrets of the AncientsNotable1Adds Terraforming Research Restricted Rooms which add Biome Bonuses to the TempleSecrets of the Ancients
Transcendent ProgressTranscendent ProgressNotable1Temple Rooms may now be upgraded to Tier 4Transcendent Progress
Power RelaysPower RelaysNotable120 % increased effect of Room Temple ModifiersPower Relays
Xipocado's MachinationsXipocado's MachinationsNotable11.5 % increased effect of Room Temple Modifiers for each different Room in the TempleXipocado's Machinations
Stolen AuthorityStolen AuthorityNotable135 % increased Medallions foundStolen Authority
Training and PreparationTraining and PreparationNotable1Atziri's Temple has + 1 Area LevelTraining and Preparation
Reduced DestabilizationReduced DestabilizationPassive182 % (max: 36%) reduced Temple DestabilisationReduced Destabilization

Atlas Tree - Essence Passive Nodes

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Overview

Atlas Tree - Essence Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Essence. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Chosen PathThe Chosen PathKeystone (Choice)1Essence, Rogue Exile, Shrine, Strongbox, Azmeri Spirit, Summoning CircleChoice (pick 1): 100 % increased chance of a certain content type Option 1: 100 % increased chance of Essences Option 2: 100 % increased chance of Rogue Exiles Option 3: 100 % increased chance of Summoning Circles Option 4: 100 % increased chance of Shrines Option 5: 100 % increased chance of Strongboxes Option 6: 100 % increased chance of Azmeri SpiritsThe Chosen Path
Essence and Summoning Circle ChanceEssence and Summoning Circle ChancePassive1Essence, Summoning Circle20 % increased chance of Essences 20 % increased chance of Summoning CirclesEssence and Summoning Circle Chance
Rogue Exile and Essence ChanceRogue Exile and Essence ChancePassive1Essence, Rogue Exile20 % increased chance of Essences 20 % increased chance of Rogue ExilesRogue Exile and Essence Chance
Overlord's DomainOverlord's DomainKeystone1Essence, Rogue Exile, Summoning Circle, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Essence Areas with Powerful Map Bosses contain an additional Summoning Circle Areas with Powerful Map Bosses contain an additional Rogue ExileOverlord's Domain
Mysteries of SilenceMysteries of SilenceNotable1EssenceEssence Monsters in the Silent Cave Unique Maps have 20 % Surpassing chance to have an additional EssenceMysteries of Silence
Desert Biome: Essence ChanceDesert Biome: Essence ChancePassive1Essence, BiomeDesert Areas have 60 % increased chance to contain EssencesDesert Biome: Essence Chance
Arid StabilityArid StabilityNotable1Essence, BiomeEssences found in Desert Areas have 50 % increased chance to be Perfect EssencesArid Stability
Swamp Biome: Essence ChanceSwamp Biome: Essence ChancePassive1Essence, BiomeSwamp Areas have 60 % increased chance to contain EssencesSwamp Biome: Essence Chance
Mysterious TransferenceMysterious TransferenceNotable1Essence, BiomeEssences in Swamp Areas have 25 % chance to transfer to a random Unique Monster when the Essence Monster is slainMysterious Transference
Monuments in TimeMonuments in TimeNotable1EssenceVaal Cities contain an additional EssenceMonuments in Time
Burst of EnergyBurst of EnergyNotable1Essence, Azmeri SpiritPossessed Essence Monsters release Spirits on deathBurst of Energy
Essence ChanceEssence ChancePassive9Essence40 % (max: 360%) increased chance of EssencesEssence Chance
Crystalline PatternsCrystalline PatternsKeystone (Choice)1EssenceChoice (pick 1): 100 % increased chance to find certain Essence types Option 1: 100 % increased chance for Essences found in your Maps to add Attack modifiers Option 2: 100 % increased chance for Essences found in your Maps to add Caster modifiers Option 3: 100 % increased chance for Essences found in your Maps to add Speed modifiers Option 4: 100 % increased chance for Essences found in your Maps to add Attribute modifiers Option 5: 100 % increased chance for Essences found in your Maps to add Critical modifiers Option 6: 100 % increased chance for Essences found in your Maps to add Rarity modifiers Option 7: 100 % increased chance for Essences found in your Maps to add Ally modifiersCrystalline Patterns
Corrupted LatticesCorrupted LatticesKeystone (Choice)1EssenceChoice (pick 1): Select a bonus when Corrupting Essence Monsters Option 1: Corrupting Essence Monsters cannot immediately release them and will always change their Essences Option 2: Corrupted Essence Monsters have 25 % chance to be Duplicated when released Option 3: Corrupting Essence Monsters Corrupts them an additional time Option 4: When Corrupting Rare Essence Monsters immediately releases them they are instead immediately killedCorrupted Lattices
Essence DowsingEssence DowsingKeystone (Choice)1EssenceChoice (pick 1): 100 % increased chance to find certain Essence types Option 1: 100 % increased chance for Essences found in your Maps to add Life modifiers Option 2: 100 % increased chance for Essences found in your Maps to add Mana modifiers Option 3: 100 % increased chance for Essences found in your Maps to add Armour , Evasion and Energy Shield modifiers Option 4: 100 % increased chance for Essences found in your Maps to add Physical modifiers Option 5: 100 % increased chance for Essences found in your Maps to add Fire modifiers Option 6: 100 % increased chance for Essences found in your Maps to add Cold modifiers Option 7: 100 % increased chance for Essences found in your Maps to add Lightning modifiers Option 8: 100 % increased chance for Essences found in your Maps to add Chaos modifiersEssence Dowsing
Inexplicable AlchemyInexplicable AlchemyNotable1EssenceExalted Orbs may be used to add an additional Essence to Essence MonstersInexplicable Alchemy
Intensifying EnergiesIntensifying EnergiesNotable1EssenceEssence Monsters have 10 % Surpassing chance to have an additional Essence per Explicit Modifier on the MapIntensifying Energies
Man TrapMan TrapNotable1Essence, Rogue Exile10 % chance for Essence Monsters to be Rogue ExilesMan Trap
Crystalline OvergrowthCrystalline OvergrowthNotable1EssenceEssence Monsters have 15 % chance to have an additional EssenceCrystalline Overgrowth
Flawless PatternsFlawless PatternsNotable1Essence30 % increased chance to find Perfect EssencesFlawless Patterns
Greater PatternGreater PatternNotable1Essence2 % chance for minions of Essence Monsters to drop a random Greater Essence Minions of Essence Monsters are EmpoweredGreater Pattern
Trapped SubordinateTrapped SubordinateNotable1Essence, Rare MonsterEssence Monster Packs have a 50 % increased chance to have an Additional Rare MonsterTrapped Subordinate
Imprisoned MonstrositiesImprisoned MonstrositiesNotable1EssenceRare Essence Monsters have a 40 % increased chance of Monster ModifiersImprisoned Monstrosities
Massive CrystalsMassive CrystalsNotable1Essence, Pack Size25 % chance for Essence Monsters to have double Pack SizeMassive Crystals
Corruption Areas: Essence ChanceCorruption Areas: Essence ChancePassive1Essence, CorruptionCorruption Areas have 60 % increased chance of EssencesCorruption Areas: Essence Chance
Energised PrecipitateEnergised PrecipitateNotable1Essence, Summoning CircleSummoning Circles have a 10 % chance to be encrusted with Essences , adding multiple Essences to the bossEnergised Precipitate
Harmonic CorruptionHarmonic CorruptionNotable1Essence, Corruption37 % chance when Corrupting Essence Monsters to Corrupt them an additional timeHarmonic Corruption

Atlas Tree - Strongbox Passive Nodes

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Overview

Atlas Tree - Strongbox Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Strongbox. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Chosen PathThe Chosen PathKeystone (Choice)1Essence, Rogue Exile, Shrine, Strongbox, Azmeri Spirit, Summoning CircleChoice (pick 1): 100 % increased chance of a certain content type Option 1: 100 % increased chance of Essences Option 2: 100 % increased chance of Rogue Exiles Option 3: 100 % increased chance of Summoning Circles Option 4: 100 % increased chance of Shrines Option 5: 100 % increased chance of Strongboxes Option 6: 100 % increased chance of Azmeri SpiritsThe Chosen Path
Shrine and Strongbox ChanceShrine and Strongbox ChancePassive1Shrine, Strongbox20 % increased chance of Shrines 20 % increased chance of StrongboxesShrine and Strongbox Chance
Azmeri Spirit and Strongbox ChanceAzmeri Spirit and Strongbox ChancePassive2Strongbox, Azmeri Spirit20 % (max: 40%) increased chance of Strongboxes 20 % (max: 40%) increased chance of Azmeri SpiritsAzmeri Spirit and Strongbox Chance
Overlord's InfluenceOverlord's InfluenceKeystone1Shrine, Strongbox, Azmeri Spirit, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Strongbox Areas with Powerful Map Bosses contain an additional Shrine Areas with Powerful Map Bosses contain an additional Azmeri SpiritOverlord's Influence
Mountain Biome: Strongbox ChanceMountain Biome: Strongbox ChancePassive1Strongbox, BiomeMountain Areas have 60 % increased chance to contain StrongboxesMountain Biome: Strongbox Chance
Favoured TreasuresFavoured TreasuresNotable1Shrine, Strongbox, BiomeStrongboxes in Mountain Areas grant a random Shrine BuffFavoured Treasures
Pandora's BoxPandora's BoxNotable1Strongbox, Azmeri SpiritPossessed Strongboxes release the Azmeri Spirit when openedPandora's Box
Royal CraftsmanshipRoyal CraftsmanshipNotable1StrongboxStrongboxes may roll Greater versions of existing Suffix ModifiersRoyal Craftsmanship
Inlaid InscriptionsInlaid InscriptionsNotable1Strongbox+1 to maximum Suffixes and total Modifiers on Rare StrongboxesInlaid Inscriptions
An Appropriate VaultAn Appropriate VaultNotable1StrongboxStrongboxes have 2 % increased Item Quantity per ModifierAn Appropriate Vault
Specialised ContainersSpecialised ContainersNotable1StrongboxArcane, Cartographer's, Jeweller's and Researcher's Strongboxes can roll additional Prefix Modifiers that change the types of items they containSpecialised Containers
Intriguing DesignsIntriguing DesignsNotable1StrongboxStrongboxes cannot be Basic StrongboxesIntriguing Designs
Craftsman's CreedCraftsman's CreedKeystone1StrongboxAllows Blacksmith's, Armourer's and Basic Strongboxes to roll Prefix Modifiers that cause dropped items to require particular Attributes Blacksmith's, Armourer's and Basic Strongboxes can roll additional Prefix Modifiers that cause dropped items to require Strength if possible Blacksmith's, Armourer's and Basic Strongboxes can roll additional Prefix Modifiers that cause dropped items to require Dexterity if possible Blacksmith's, Armourer's and Basic Strongboxes can roll additional Prefix Modifiers that cause dropped items to require Intelligence if possible dummy display strongbox no attribute replacements [1]Craftsman's Creed
Enemy's HoardEnemy's HoardNotable1Strongbox, Rare MonsterStrongboxes have 25 % increased chance to be guarded by Rare Monster PacksEnemy's Hoard
Bardiyan CraftsmanshipBardiyan CraftsmanshipNotable1Strongbox+1 to maximum Suffixes and total Modifiers on Rare StrongboxesBardiyan Craftsmanship
Symbiotic StrongboxesSymbiotic StrongboxesNotable1Strongbox20% chance for Strongboxes to be Secured StrongboxesSymbiotic Strongboxes
Living MetalLiving MetalNotable1Strongbox, Azmeri SpiritAzmeri Spirits may seek out and Possess StrongboxesLiving Metal
Enchanted LocksEnchanted LocksNotable1Strongbox+1 to maximum Prefixes and total Modifiers on Rare StrongboxesEnchanted Locks
Guarded WealthGuarded WealthNotable1StrongboxStrongboxes are guarded by an additional monster packGuarded Wealth
Drawn to RichesDrawn to RichesNotable1StrongboxStrongboxes have 50 % increased chance to be guarded by Magic Monster PacksDrawn to Riches
Strongbox ChanceStrongbox ChancePassive11Strongbox40 % (max: 440%) increased chance of StrongboxesStrongbox Chance
Corruption Areas: Strongbox ChanceCorruption Areas: Strongbox ChancePassive1Strongbox, CorruptionCorruption Areas have 60 % increased chance of StrongboxesCorruption Areas: Strongbox Chance
Hidden CompartmentsHidden CompartmentsNotable1StrongboxStrongboxes have 15 % chance to be openable twiceHidden Compartments

Guide Prelude

Published detail

  • Strongboxes are craftable chests. Activating one spawns its guards; the contents drop after those guards are defeated. Normal, Magic, Rare and Unique rarities are possible.
  • Magic Strongboxes normally have one Prefix and one Suffix; Rare Strongboxes can have up to three Prefixes and three Suffixes. Prefixes mostly add encounter danger, while Suffixes mostly improve or specialise rewards.

Strongbox Types

TypePrimary contents
StrongboxA variety of item types.
Arcane StrongboxCaster weapons and offhand Foci: Wands, Staves and Sceptres.
Armourer's StrongboxBody Armour, Gloves, Boots and Helmets.
Blacksmith's StrongboxMartial weapons such as Maces, Spears and Quarterstaves.
Jeweller's StrongboxRings, Amulets, Jewels and potentially Belts.
Large StrongboxA variety of items with increased contained quantity.
Ornate StrongboxA variety of items with improved item rarity.
Researcher's StrongboxCurrency items.
Cartographer's StrongboxWaystones and Precursor Tablets.

Strongbox Prefixes

ModifierEncounter impact
Freezes you when activatedLow danger if the surrounding area is cleared first.
Casts Lightning StormsHigh burst danger; keep moving.
Casts Chaos BarragesDangerous but telegraphed and dodgeable.
Casts Ice SpikesCold-damage hazard.
Summons Volatile CragsHigh danger; avoid the detonations.
Guarded by 1-3 packs of Rare MonstersAdds rare packs and their modifiers.
Guarded by 4-8 packs of MonstersAdds density and positional pressure.

Strongbox Suffixes

ModifierReward impact
20-80% increased Quantity of Contained ItemsPrimary quantity roll.
105-200% more Rarity of Contained ItemsPrimary rarity roll.
Contains 1 Unique ItemAdds one Unique reward.
+1 Chest LevelRaises the contained item level.
Contains 1 Djinn BaryaAdds a Trial access item.
Contains 2 additional RunesAdds two Rune rewards.
Contains Identified ItemsDrops contents identified.

Unique Strongboxes

PreviewUnique StrongboxBehaviour / reward
Ixchel's TormentIxchel's TormentGuarantees a Unique Corrupted item with a guaranteed Enchantment.
Ogham's LegacyOgham's LegacySpawns a Rare monster that respawns with an additional modifier after each defeat, dropping rewards each time.
The Rain Festival BeetleThe Rain Festival BeetleRuns away and attacks after activation; killing it drops four Jewels with an increased chance to be Rare.
Ventor's ContraptionVentor's ContraptionCan be opened up to five times for rapidly increasing Gold costs and a variable reward pool.

Atlas Tree - Shrine Passive Nodes

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Overview

Atlas Tree - Shrine Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Shrine. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Chosen PathThe Chosen PathKeystone (Choice)1Essence, Rogue Exile, Shrine, Strongbox, Azmeri Spirit, Summoning CircleChoice (pick 1): 100 % increased chance of a certain content type Option 1: 100 % increased chance of Essences Option 2: 100 % increased chance of Rogue Exiles Option 3: 100 % increased chance of Summoning Circles Option 4: 100 % increased chance of Shrines Option 5: 100 % increased chance of Strongboxes Option 6: 100 % increased chance of Azmeri SpiritsThe Chosen Path
Shrine and Strongbox ChanceShrine and Strongbox ChancePassive1Shrine, Strongbox20 % increased chance of Shrines 20 % increased chance of StrongboxesShrine and Strongbox Chance
Azmeri Spirit and Shrine ChanceAzmeri Spirit and Shrine ChancePassive1Shrine, Azmeri Spirit20 % increased chance of Shrines 20 % increased chance of Azmeri SpiritsAzmeri Spirit and Shrine Chance
Overlord's InfluenceOverlord's InfluenceKeystone1Shrine, Strongbox, Azmeri Spirit, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Strongbox Areas with Powerful Map Bosses contain an additional Shrine Areas with Powerful Map Bosses contain an additional Azmeri SpiritOverlord's Influence
Mountain Biome: Shrine ChanceMountain Biome: Shrine ChancePassive1Shrine, Biome60 % increased chance of Shrines in Mountain AreasMountain Biome: Shrine Chance
Favoured TreasuresFavoured TreasuresNotable1Shrine, Strongbox, BiomeStrongboxes in Mountain Areas grant a random Shrine BuffFavoured Treasures
Closer to the HeavensCloser to the HeavensNotable1Shrine, Biome60 % increased Effect of Buffs granted by Shrines in Mountain AreasCloser to the Heavens
Water Biome: Shrine ChanceWater Biome: Shrine ChancePassive1Shrine, Biome60 % increased chance of Shrines in Water AreasWater Biome: Shrine Chance
Cult of the RainsCult of the RainsNotable1Shrine, BiomeShrines in Water Areas are Worshipped by an additional Pack of MonstersCult of the Rains
Hope in DespairHope in DespairNotable1ShrineFaridun Cities contain an additional ShrineHope in Despair
Twice-Answered PrayersTwice-Answered PrayersNotable1Shrine25 % chance for Shrines to have an additional EffectTwice-Answered Prayers
Divined BlessingDivined BlessingKeystone (Choice)1ShrineChoice (pick 1): 100 % increased chance to encounter certain Shrines Option 1: 100 % increased chance for Shrines to be Seeking Shrines Option 2: 100 % increased chance for Shrines to be Enlightening Shrines Option 3: 100 % increased chance for Shrines to be Gloom ShrinesDivined Blessing
Offerings to the UnknownOfferings to the UnknownNotable1Shrine20 % increased Rarity of Items Dropped Shrine WorshippersOfferings to the Unknown
Curious SpiritsCurious SpiritsNotable1Shrine, Azmeri SpiritShrines have a 10 % chance to release an Azmeri Spirit , the Shrine Buff is reapplied when it Possesses a monsterCurious Spirits
Gathered MassesGathered MassesNotable1ShrineShrines are Worshipped by an additional Pack of MonstersGathered Masses
Fabled ShowdownFabled ShowdownKeystone1Shrine, Map BossGain a Shrine bonus for Map Bosses 25 % chance Shrine Buffs are reapplied when entering the Boss arena 25 % chance Shrine Buffs are instead applied to the Boss when activated, granting an additional rewardFabled Showdown
Convenient BeliefsConvenient BeliefsNotable1Rogue Exile, ShrineShrines have 10 % chance to be be Worshipped by a Rogue ExileConvenient Beliefs
Seasonal BlessingSeasonal BlessingNotable1Shrine50 % increased Duration of Buffs granted by ShrinesSeasonal Blessing
Shrine ChanceShrine ChancePassive8Shrine40 % (max: 320%) increased chance of ShrinesShrine Chance
Mystic GuardiansMystic GuardiansNotable1Shrine33 % chance for Shrine Worshippers to be MagicMystic Guardians
Favoured DiscipleFavoured DiscipleNotable1Shrine50 % increased Effect of Buffs granted by ShrinesFavoured Disciple

Guide Prelude

Published detail

  • Shrines are Precursor Artifacts whose Presence empowers nearby worshippers. Defeat the worshipping packs, then interact with the Shrine to gain its temporary buff.
  • The current POE2 roster contains twelve Shrine types. Multiple player Shrine buffs can be active at once; the effect can be removed from the buff bar.

Shrine Types and Effects

Effect icons and the 2026 roster are referenced from the current Shrine guide; durations marked review were not yet presented there as final client-confirmed values.

Shrine Types and Effects

ShrineEffectSource
Acceleration Shrine60% increased Skill Speed; 40% increased Movement Speed.Shrine guide
Diamond ShrineAlways deal Critical Hits.Shrine guide
Enlightening Shrine100% increased Experience Gain.Shrine guide
Massive Shrine50% increased Maximum Life; 100% increased Global Defences.Shrine guide
Replenishing ShrineRegenerate 10% of Life and Mana per second.Shrine guide
Resistance Shrine+50% to Elemental Resistances; +10% to all Maximum Resistances.Shrine guide
Seeking Shrine100% increased Rarity of Items Found.Shrine guide
Freezing ShrineGain 50% of Damage as Extra Cold Damage; emits spiralling freezing icicles.Shrine guide
Meteoric ShrineGain 50% of Damage as Extra Fire Damage; meteors fall nearby.Shrine guide
Tempest ShrineGain 50% of Damage as Extra Lightning Damage; lightning strikes nearby enemies.Shrine guide
Gloom ShrineGain 25% of Damage as Extra Chaos Damage; slain enemies explode for one quarter of Maximum Life as Chaos Damage.Shrine guide
Divine ShrineCannot be Damaged. Shrine worshippers are likewise dangerous until control is secured.Shrine guide

Atlas Tree - Azmeri Spirit Passive Nodes

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Overview

Atlas Tree - Azmeri Spirit Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Azmeri Spirit. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Chosen PathThe Chosen PathKeystone (Choice)1Essence, Rogue Exile, Shrine, Strongbox, Azmeri Spirit, Summoning CircleChoice (pick 1): 100 % increased chance of a certain content type Option 1: 100 % increased chance of Essences Option 2: 100 % increased chance of Rogue Exiles Option 3: 100 % increased chance of Summoning Circles Option 4: 100 % increased chance of Shrines Option 5: 100 % increased chance of Strongboxes Option 6: 100 % increased chance of Azmeri SpiritsThe Chosen Path
Azmeri Spirit and Strongbox ChanceAzmeri Spirit and Strongbox ChancePassive2Strongbox, Azmeri Spirit20 % (max: 40%) increased chance of Strongboxes 20 % (max: 40%) increased chance of Azmeri SpiritsAzmeri Spirit and Strongbox Chance
Azmeri Spirit and Shrine ChanceAzmeri Spirit and Shrine ChancePassive1Shrine, Azmeri Spirit20 % increased chance of Shrines 20 % increased chance of Azmeri SpiritsAzmeri Spirit and Shrine Chance
Overlord's InfluenceOverlord's InfluenceKeystone1Shrine, Strongbox, Azmeri Spirit, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Strongbox Areas with Powerful Map Bosses contain an additional Shrine Areas with Powerful Map Bosses contain an additional Azmeri SpiritOverlord's Influence
Grass Biome: Azmeri Spirit ChanceGrass Biome: Azmeri Spirit ChancePassive1Azmeri Spirit, BiomeGrass Areas have 60 % increased chance to contain Azmeri SpiritsGrass Biome: Azmeri Spirit Chance
Whispers of the Waving GrainsWhispers of the Waving GrainsNotable1Azmeri Spirit, Biome50 % increased chance for Azmeri Spirits in Grass Areas to be Sacred SpiritsWhispers of the Waving Grains
Moths to the FlameMoths to the FlameNotable1Azmeri Spirit, Summoning Circle, BiomeSummoning Circles in Grass Areas have a 20 % chance to also summon an Azmeri SpiritMoths to the Flame
Forest Biome: Azmeri Spirit ChanceForest Biome: Azmeri Spirit ChancePassive1Azmeri Spirit, BiomeForest Areas have 60 % increased chance to contain Azmeri SpiritsForest Biome: Azmeri Spirit Chance
The Hunt Goes OnThe Hunt Goes OnNotable1Azmeri Spirit, Biome10 % chance for Rare Beasts in Forest Areas to be Possessed by a random Azmeri SpiritThe Hunt Goes On
Burst of EnergyBurst of EnergyNotable1Essence, Azmeri SpiritPossessed Essence Monsters release Spirits on deathBurst of Energy
The Deadliest HuntThe Deadliest HuntNotable1Rogue Exile, Azmeri SpiritAzmeri Spirits Possess a Rogue Exile in the area when Possessed Non-Unique Monsters are slainThe Deadliest Hunt
Curious SpiritsCurious SpiritsNotable1Shrine, Azmeri SpiritShrines have a 10 % chance to release an Azmeri Spirit , the Shrine Buff is reapplied when it Possesses a monsterCurious Spirits
Sacred SapSacred SapKeystone (Choice)1Azmeri SpiritChoice (pick 1): Select a Sacred or Empowered Azmeri Spirits Bonus Option 1: 25 % increased chance for Azmeri Spirits in your Maps to be Sacred Spirits Option 2: When a Monster is Possessed by a Sacred Spirit it is also Possessed by another random Spirit Option 3: 50 % increased Azmeri Spirit empowerment when defeating Spirit-Influenced MonstersSacred Sap
Unseen RiversUnseen RiversKeystone (Choice)1Azmeri SpiritChoice (pick 1): 100 % increased chance to encounter certain Azmeri Spirits Does not impact chance to encounter Sacred Spirits Option 1: 100 % increased chance for Azmeri Spirits to be Primal Spirits map sacred spirit chance +% hidden [33] Option 2: 100 % increased chance for Azmeri Spirits to be Wild Spirits map sacred spirit chance +% hidden [33] Option 3: 100 % increased chance for Azmeri Spirits to be Vivid Spirits map sacred spirit chance +% hidden [33]Unseen Rivers
Hunt the ApexHunt the ApexNotable1Azmeri Spirit, Map BossAzmeri Spirits may Possess Map BossesHunt the Apex
Those Who HearThose Who HearNotable1Azmeri SpiritPossessed Monsters have 50 % increased chance to drop IdolsThose Who Hear
The Chosen ChildrenThe Chosen ChildrenNotable1Azmeri SpiritPossessed Monsters have 50 % increased chance to drop a Rite of PassageThe Chosen Children
Spill the SapSpill the SapNotable1Azmeri Spirit50 % increased Azmeri Spirit empowerment when defeating Spirit-Influenced Magic MonstersSpill the Sap
Quickened FlowQuickened FlowNotable1Azmeri SpiritPossessed Monsters have 25 % chance to release Spirits on deathQuickened Flow
Spoils of the HuntSpoils of the HuntNotable1Azmeri Spirit15 % increased Rarity of Items dropped by Spirit-Influenced MonstersSpoils of the Hunt
Worthy HunterWorthy HunterNotable1Azmeri SpiritAzmeri Spirits may be the Sacred Cunning FoxWorthy Hunter
Viridi's SacrificeViridi's SacrificeNotable1Azmeri Spirit+50 % to minimum empowerment of Azmeri SpiritsViridi's Sacrifice
Grip of the WildsGrip of the WildsNotable1Azmeri Spirit50 % increased maximum empowerment of Azmeri SpiritsGrip of the Wilds
Light of the DraíochtLight of the DraíochtNotable1Azmeri SpiritAzmeri Spirits have 50 % increased Influence Area 25 % increased Azmeri Spirit empowerment when defeating Spirit-Influenced MonstersLight of the Draíocht
Spirit-Touched SpoilsSpirit-Touched SpoilsNotable1Azmeri Spirit20 % increased Rarity of Items dropped by Possessed MonstersSpirit-Touched Spoils
Azmeri Spirit ChanceAzmeri Spirit ChancePassive8Azmeri Spirit40 % (max: 320%) increased chance of Azmeri SpiritsAzmeri Spirit Chance
Cleansed Areas: Sacred Spirit ChanceCleansed Areas: Sacred Spirit ChancePassive1Azmeri Spirit50 % increased chance for Azmeri Spirits in Cleansed Areas to be Sacred SpiritsCleansed Areas: Sacred Spirit Chance
Pandora's BoxPandora's BoxNotable1Strongbox, Azmeri SpiritPossessed Strongboxes release the Azmeri Spirit when openedPandora's Box
Living MetalLiving MetalNotable1Strongbox, Azmeri SpiritAzmeri Spirits may seek out and Possess StrongboxesLiving Metal
Freed From CorruptionFreed From CorruptionNotable1Azmeri Spirit, Corruption50 % increased Azmeri Spirit empowerment when defeating Spirit-Influenced Monsters in Cleansed AreasFreed From Corruption

Atlas Tree - Rogue Exile Passive Nodes

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Overview

Atlas Tree - Rogue Exile Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Rogue Exile. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Chosen PathThe Chosen PathKeystone (Choice)1Essence, Rogue Exile, Shrine, Strongbox, Azmeri Spirit, Summoning CircleChoice (pick 1): 100 % increased chance of a certain content type Option 1: 100 % increased chance of Essences Option 2: 100 % increased chance of Rogue Exiles Option 3: 100 % increased chance of Summoning Circles Option 4: 100 % increased chance of Shrines Option 5: 100 % increased chance of Strongboxes Option 6: 100 % increased chance of Azmeri SpiritsThe Chosen Path
Rogue Exile and Summoning Circle ChanceRogue Exile and Summoning Circle ChancePassive1Rogue Exile, Summoning Circle20 % increased chance of Rogue Exiles 20 % increased chance of Summoning CirclesRogue Exile and Summoning Circle Chance
Rogue Exile and Essence ChanceRogue Exile and Essence ChancePassive1Essence, Rogue Exile20 % increased chance of Essences 20 % increased chance of Rogue ExilesRogue Exile and Essence Chance
Overlord's DomainOverlord's DomainKeystone1Essence, Rogue Exile, Summoning Circle, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Essence Areas with Powerful Map Bosses contain an additional Summoning Circle Areas with Powerful Map Bosses contain an additional Rogue ExileOverlord's Domain
Call of the SpiritCall of the SpiritNotable1Rogue Exile, Biome10 % chance for Forest Areas to be a Rogue Exile Hunting GroundCall of the Spirit
Man TrapMan TrapNotable1Essence, Rogue Exile10 % chance for Essence Monsters to be Rogue ExilesMan Trap
Well-equipped OpponentsWell-equipped OpponentsKeystone (Choice)1Rogue ExileChoice (pick 1): Rogue Exiles have 100 % increased chance to be using items requiring certain attributes Option 1: Rogue Exiles have 100 % increased chance to wear Items requiring Strength Option 2: Rogue Exiles have 100 % increased chance to wear Items requiring Dexterity Option 3: Rogue Exiles have 100 % increased chance to wear Items requiring IntelligenceWell-equipped Opponents
Legendary DuelsLegendary DuelsKeystone (Choice)1Rogue ExileChoice (pick 1): Rogue Exiles have 100 % increased chance to have certain types of uniques Option 1: Rogue Exiles have 100 % increased chance to have equipped Unique Weapons Option 2: Rogue Exiles have 100 % increased chance to have equipped Unique Armour Option 3: Rogue Exiles have 100 % increased chance to have equipped Unique JewelleryLegendary Duels
Competitive ArchaeologyCompetitive ArchaeologyNotable1Rogue Exile, Tablet5 % chance for Rogue Exiles to drop an additional TabletCompetitive Archaeology
Wealthy ExilesWealthy ExilesNotable1Rogue Exile25 % increased Rarity of Items Dropped by Rogue ExilesWealthy Exiles
The Deadliest HuntThe Deadliest HuntNotable1Rogue Exile, Azmeri SpiritAzmeri Spirits Possess a Rogue Exile in the area when Possessed Non-Unique Monsters are slainThe Deadliest Hunt
Escalating RivalryEscalating RivalryNotable1Rogue ExileRogue Exiles have 5 % chance to Flee to an adjacent Map and upgrade their EquipmentEscalating Rivalry
Famous LocalsFamous LocalsNotable1Rogue Exile, Biome15 % chance for Rogue Exiles in City Areas to appear in PairsFamous Locals
Uncommon AlliancesUncommon AlliancesNotable1Rogue Exile10 % chance for Rogue Exiles to appear in PairsUncommon Alliances
Dressed in FineriesDressed in FineriesNotable1Rogue ExileRogue Exiles have 100 % increased chance to drop Exceptional ItemsDressed in Fineries
Competing ExplorersCompeting ExplorersNotable1Rogue Exile, Waystone10 % chance for Rogue Exiles to drop an additional WaystoneCompeting Explorers
Here for the Same ReasonHere for the Same ReasonNotable1Rogue Exile6 % increased Rarity of Items Dropped by Rogue Exiles per Explicit Modifier on the MapHere for the Same Reason
Rogue Exile ChanceRogue Exile ChancePassive9Rogue Exile40 % (max: 360%) increased chance of Rogue ExilesRogue Exile Chance
City Biome: Rogue Exile ChanceCity Biome: Rogue Exile ChancePassive1Rogue Exile, BiomeCity Areas have 60 % increased chance of Rogue ExilesCity Biome: Rogue Exile Chance
Convenient BeliefsConvenient BeliefsNotable1Rogue Exile, ShrineShrines have 10 % chance to be be Worshipped by a Rogue ExileConvenient Beliefs
Keen CraftersKeen CraftersNotable1Rogue ExileItems on Rogue Exiles have maximum SocketsKeen Crafters

Atlas Tree - Summoning Circle Passive Nodes

#

Overview

Atlas Tree - Summoning Circle Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Summoning Circle. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Chosen PathThe Chosen PathKeystone (Choice)1Essence, Rogue Exile, Shrine, Strongbox, Azmeri Spirit, Summoning CircleChoice (pick 1): 100 % increased chance of a certain content type Option 1: 100 % increased chance of Essences Option 2: 100 % increased chance of Rogue Exiles Option 3: 100 % increased chance of Summoning Circles Option 4: 100 % increased chance of Shrines Option 5: 100 % increased chance of Strongboxes Option 6: 100 % increased chance of Azmeri SpiritsThe Chosen Path
Rogue Exile and Summoning Circle ChanceRogue Exile and Summoning Circle ChancePassive1Rogue Exile, Summoning Circle20 % increased chance of Rogue Exiles 20 % increased chance of Summoning CirclesRogue Exile and Summoning Circle Chance
Essence and Summoning Circle ChanceEssence and Summoning Circle ChancePassive1Essence, Summoning Circle20 % increased chance of Essences 20 % increased chance of Summoning CirclesEssence and Summoning Circle Chance
Overlord's DomainOverlord's DomainKeystone1Essence, Rogue Exile, Summoning Circle, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Essence Areas with Powerful Map Bosses contain an additional Summoning Circle Areas with Powerful Map Bosses contain an additional Rogue ExileOverlord's Domain
Grass Biome: Summoning Circle ChanceGrass Biome: Summoning Circle ChancePassive1Summoning Circle, BiomeGrass Areas have 50 % increased chance to contain Summoning CirclesGrass Biome: Summoning Circle Chance
Moths to the FlameMoths to the FlameNotable1Azmeri Spirit, Summoning Circle, BiomeSummoning Circles in Grass Areas have a 20 % chance to also summon an Azmeri SpiritMoths to the Flame
Swamp Biome: Increased Summoning Circle ChanceSwamp Biome: Increased Summoning Circle ChancePassive1Summoning Circle, BiomeSwamp Areas have 50 % increased chance to contain Summoning CirclesSwamp Biome: Increased Summoning Circle Chance
City Biome: Summoning Circle ChanceCity Biome: Summoning Circle ChancePassive2Summoning Circle, BiomeCity Areas have 50 % (max: 100%) increased chance to contain Summoning CirclesCity Biome: Summoning Circle Chance
Serle's LegacySerle's LegacyNotable1Summoning CircleEzomyte Cities contain an additional Summoning CircleSerle's Legacy
Bring Me Your LeaderBring Me Your LeaderNotable1Summoning Circle, BiomeSummoning Circles in City Areas have 5 % chance to instead summon a random Citadel BossBring Me Your Leader
Distant OriginsDistant OriginsNotable1Summoning Circle10 % chance to reveal a distant The Ezomyte Megaliths Map when completing Summoning CirclesDistant Origins
Runic FlareRunic FlareNotable1Summoning Circle, Map Boss10 % chance to upgrade the boss of a nearby Map into a Powerful Map Boss when completing Summoning CirclesRunic Flare
Danger in the WildsDanger in the WildsNotable1Summoning Circle, Map Boss, BiomeSummoning Circles in Non-City Areas have 5 % chance to instead summon a random Deadly Map BossDanger in the Wilds
Blood on the StonesBlood on the StonesKeystone1Summoning CircleSummoning Circles summon packs or a more powerful Boss Summoning Circle Bosses are Powerful Summoning Circle Runes are guarded by 2 Packs of Random MonstersBlood on the Stones
Overheard SummonsOverheard SummonsNotable1Summoning CircleSummoning Circles have 10 % chance to summon an additional bossOverheard Summons
Lord of the RunesLord of the RunesNotable1Summoning Circle, TabletOverseer Tablets also provide 20 % increased Effectiveness to Summoning Circle BossesLord of the Runes
Challenging FoeChallenging FoeNotable1Summoning CircleSummoning Circle Bosses have a 25 % chance to have an additional Monster ModifierChallenging Foe
Energised PrecipitateEnergised PrecipitateNotable1Essence, Summoning CircleSummoning Circles have a 10 % chance to be encrusted with Essences , adding multiple Essences to the bossEnergised Precipitate
Summoning Circle ChanceSummoning Circle ChancePassive6Summoning Circle40 % (max: 240%) increased chance of Summoning CirclesSummoning Circle Chance
From Distances UntoldFrom Distances UntoldNotable1Summoning CircleSummoning Circle Bosses in Cleansed Areas have a 25 % chance to have an additional Monster Modifier Summoning Circle Bosses with additional Monster Modifiers in Cleansed Areas have a 5 % chance to drop a Fracturing OrbFrom Distances Untold

Overview

#

POE2 0.5: Atlas Tree Nodes

  • Temple is currently listed in POE2 as the Incursion Atlas subtree, while the point source is labelled Temple Skill Points Acquired. This draft keeps the reader-facing name as Temple and treats it as old league content beside the other endgame mechanic branches.
  • The main Atlas rows that are not attached to a content subtree are split into Extra Content groups for Essences, Strongboxes, Shrines, Azmeri Spirits, Rogue Exiles, and Summoning Circles, then General Atlas Nodes for Rare Monsters, Biomes, Tablets and Towers, Map Bosses, and reward pressure. Hybrid rows can appear in more than one table because they affect more than one system.
  • The remaining unaligned table keeps the rows that still need a home, mostly corruption, magic-pack, broad map-pressure, and truly unsorted nodes.

Atlas Tree - Rare Monster Passive Nodes

#

Overview

Atlas Tree - Rare Monster Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Rare Monster. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
Apex PredatorsApex PredatorsNotable1Rare Monster, Biome20 % increased Rare Monsters in Desert Areas 20 % increased Rare Monsters in Forest AreasApex Predators
No Simple BattlesNo Simple BattlesNotable1Rare MonsterRare Monsters have at least 3 Monster ModifiersNo Simple Battles
Mutating MonstersMutating MonstersNotable1Rare Monster+1 to maximum Monster Modifiers on Rare Monsters Rare Monsters have 10 % increased chance of Monster ModifiersMutating Monsters
Adaptive BiologyAdaptive BiologyNotable1Rare Monster+1 to maximum Monster Modifiers on Rare Monsters Rare Monsters have 10 % increased chance of Monster ModifiersAdaptive Biology
Additional Rare Monster ChanceAdditional Rare Monster ChancePassive1Rare MonsterRare Monster Packs in your Maps have a 20 % increased chance to have an Additional Rare MonsterAdditional Rare Monster Chance
Shattered QuestionsShattered QuestionsNotable1Rare MonsterRare Monsters in The Fractured Lake Map have 1 % chance to drop additional Fragmented Mirror Jewellery itemShattered Questions
Rare Monster Modifiers ChanceRare Monster Modifiers ChancePassive9Rare MonsterRare Monsters have 5 % (max: 45%) increased chance of Monster ModifiersRare Monster Modifiers Chance
Nemesis RisingNemesis RisingKeystone (Choice)1Rare MonsterChoice (pick 1): Select a bonus for Rare Monsters Option 1: 15 % increased Effectiveness of Rare Monsters in your Maps Option 2: Rare Monsters have 30 % increased chance of Monster Modifiers Option 3: Rare Monster Packs in your Maps have a 50 % increased chance to have an Additional Rare Monster Option 4: 10 % increased Rarity of Items Dropped by Rare MonstersNemesis Rising
Lethal VariantsLethal VariantsNotable1Rare MonsterRare Monsters have 30 % increased chance of Monster ModifiersLethal Variants
Rare MonstersRare MonstersPassive8Rare Monster5 % (max: 40%) increased Rare MonstersRare Monsters
Desert Biome: Rare Monster Modifiers ChanceDesert Biome: Rare Monster Modifiers ChancePassive1Rare Monster, BiomeRare Monsters in Desert Areas have a 10 % increased chance of Monster ModifiersDesert Biome: Rare Monster Modifiers Chance
Desert Biome: Rare Monster ChanceDesert Biome: Rare Monster ChancePassive1Rare Monster, Biome5 % increased Rare Monsters in Desert AreasDesert Biome: Rare Monster Chance
Harsh AdaptationsHarsh AdaptationsNotable1Rare Monster, BiomeRare Monsters in Desert Areas have a 50 % increased chance of Monster ModifiersHarsh Adaptations
Survival of the FittestSurvival of the FittestNotable1Rare Monster, BiomeRare Monster Packs in Desert Areas have a 100 % increased chance to have an Additional Rare Monster Rare Monster Packs in Desert Areas with Additional Rare Monsters instead have a single Rare Monster with doubled EffectivenessSurvival of the Fittest
Boss of the BogBoss of the BogNotable1Map Boss, Rare Monster, Biome1 Rare Monster in Swamp Areas has 15 % chance to be replaced by a random Map BossBoss of the Bog
City Biome: Rare Monster ModifiersCity Biome: Rare Monster ModifiersPassive2Rare Monster, BiomeRare Monsters in City Areas have a 10 % (max: 20%) increased chance of Monster ModifiersCity Biome: Rare Monster Modifiers
Dread LieutenantsDread LieutenantsNotable1Rare Monster, BiomeRare Monster Packs in City Areas have a 75 % increased chance to have an Additional Rare MonsterDread Lieutenants
Evolutionary PressuresEvolutionary PressuresNotable1Rare Monster, Biome25 % increased Rare Monsters in Forest AreasEvolutionary Pressures
Trapped SubordinateTrapped SubordinateNotable1Essence, Rare MonsterEssence Monster Packs have a 50 % increased chance to have an Additional Rare MonsterTrapped Subordinate
Enemy's HoardEnemy's HoardNotable1Strongbox, Rare MonsterStrongboxes have 25 % increased chance to be guarded by Rare Monster PacksEnemy's Hoard
Heart of CorruptionHeart of CorruptionNotable1Rare Monster, CorruptionRare Monsters in Corrupted Nexuses have a 35 % increased chance of Monster ModifiersHeart of Corruption
Corrupted MutationsCorrupted MutationsNotable1Rare Monster, CorruptionRare Monsters in Corruption Areas have a 25 % increased chance of Monster ModifiersCorrupted Mutations
Corruption Areas: Rare Monster Modifier ChanceCorruption Areas: Rare Monster Modifier ChancePassive4Rare Monster, CorruptionRare Monsters in Corruption Areas have a 10 % (max: 40%) increased chance of Monster ModifiersCorruption Areas: Rare Monster Modifier Chance
Twin ThreatsTwin ThreatsNotable1Rare Monster1 Rare Monster per Area is DuplicatedTwin Threats
Rising DangerRising DangerNotable1Rare Monster20 % increased Rare MonstersRising Danger

Atlas Tree - Biome Passive Nodes

#

Overview

Atlas Tree - Biome Passive Nodes

Biome passive nodes are grouped into local tabs by affected biome. Cross-biome nodes appear in each matching biome tab.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
IconNode#TagsEffect (Max Total if all picked)
Plentiful LandsPlentiful LandsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Magic Monsters in Grass Areas
20 % increased Magic Monsters in Water Areas
Grass Biome: Summoning Circle ChanceGrass Biome: Summoning Circle ChancePassive1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Grass Areas have 50 % increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Grass Biome: Pack SizeGrass Biome: Pack SizePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
3 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Grass Areas
Grass Biome: Azmeri Spirit ChanceGrass Biome: Azmeri Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Grass Areas have 60 % increased chance to contain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Bounty of the FieldsBounty of the FieldsNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Grass Areas
Whispers of the Waving GrainsWhispers of the Waving GrainsNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
50 % increased chance for Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
in Grass Areas to be Sacred SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
Moths to the FlameMoths to the FlameNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Grass Areas have a 20 % chance to also summon an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
History of the EzomytesHistory of the EzomytesKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Ezomyte Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Ezomyte Cities are also considered Grass Areas
Ezomyte Cities are also considered Swamp Areas
IconNode#TagsEffect (Max Total if all picked)
Between Sand and SeaBetween Sand and SeaNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Desert Areas
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Apex PredatorsApex PredatorsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Rare Monsters in Desert Areas
20 % increased Rare Monsters in Forest Areas
Desert Biome: Rare Monster Modifiers ChanceDesert Biome: Rare Monster Modifiers ChancePassive1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in Desert Areas have a 10 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Desert Biome: Rare Monster ChanceDesert Biome: Rare Monster ChancePassive1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased Rare Monsters in Desert Areas
Desert Biome: Essence ChanceDesert Biome: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Desert Areas have 60 % increased chance to contain EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Harsh AdaptationsHarsh AdaptationsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in Desert Areas have a 50 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Survival of the FittestSurvival of the FittestNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Desert Areas have a 100 % increased chance to have an Additional Rare Monster
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Desert Areas with Additional Rare MonstersAdditional Rare Monsters

Additional Rare Monsters can spawn in RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monster PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.

Additional Rare Monsters in EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
Packs also carry Essences.
instead have a single Rare Monster with doubled Effectiveness
Arid StabilityArid StabilityNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
found in Desert Areas have 50 % increased chance to be Perfect EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
History of the FaridunHistory of the FaridunKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Faridun Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Faridun Cities are also considered Desert Areas
Faridun Cities are also considered Mountain Areas
IconNode#TagsEffect (Max Total if all picked)
Highs and LowsHighs and LowsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Mountain Areas
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Swamp Areas
Mountain Biome: Shrine ChanceMountain Biome: Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Mountain Areas
Mountain Biome: Strongbox ChanceMountain Biome: Strongbox ChancePassive1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Mountain Areas have 60 % increased chance to contain Strongboxes
Mountain Biome: Rare Chest ChanceMountain Biome: Rare Chest ChancePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
25 % increased amount of Rare Chests in Mountain Areas
Favoured TreasuresFavoured TreasuresNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Strongboxes in Mountain Areas grant a random ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Buff
Closer to the HeavensCloser to the HeavensNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased Effect of BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
granted by ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Mountain Areas
Forgotten HeightsForgotten HeightsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Quantity of Items found in Chests in Mountain Areas
History of the FaridunHistory of the FaridunKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Faridun Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Faridun Cities are also considered Desert Areas
Faridun Cities are also considered Mountain Areas
IconNode#TagsEffect (Max Total if all picked)
Between Sand and SeaBetween Sand and SeaNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Desert Areas
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Plentiful LandsPlentiful LandsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Magic Monsters in Grass Areas
20 % increased Magic Monsters in Water Areas
Water Biome: Shrine ChanceWater Biome: Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Water Areas
Water Biome: Item RarityWater Biome: Item RarityPassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Item RarityItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
3 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Water Areas
Water Biome: Magic Pack SizeWater Biome: Magic Pack SizePassive1Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
5 % increased Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Cult of the RainsCult of the RainsNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Water Areas are Worshipped by an additional PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of Monsters
Something in the WaterSomething in the WaterNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Magic Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Water Areas have a 25 % chance to have an additional Modifier
Thriving WatersThriving WatersNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Magic Monsters in Water Areas
History of the VaalHistory of the VaalKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Vaal Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Vaal Cities are also considered Forest Areas
Vaal Cities are also considered Water Areas
IconNode#TagsEffect (Max Total if all picked)
Hidden Things in Shaded PlacesHidden Things in Shaded PlacesNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Forest Areas
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Highs and LowsHighs and LowsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Mountain Areas
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Swamp Areas
Swamp Biome: Unique Monster Item RaritySwamp Biome: Unique Monster Item RarityPassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Item RarityItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
6 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Swamp Biome: Increased Summoning Circle ChanceSwamp Biome: Increased Summoning Circle ChancePassive1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Swamp Areas have 50 % increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Swamp Biome: Essence ChanceSwamp Biome: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Swamp Areas have 60 % increased chance to contain EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Mysterious Charms and TrinketsMysterious Charms and TrinketsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas per Monster Modifier
Boss of the BogBoss of the BogNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
1 Rare Monster in Swamp Areas has 15 % chance to be replaced by a random Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Mysterious TransferenceMysterious TransferenceNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
in Swamp Areas have 25 % chance to transfer to a random Unique Monster when the EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monster is slain
History of the EzomytesHistory of the EzomytesKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Ezomyte Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Ezomyte Cities are also considered Grass Areas
Ezomyte Cities are also considered Swamp Areas
IconNode#TagsEffect (Max Total if all picked)
City Biome: Tablet EffectCity Biome: Tablet EffectPassive3BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Tablet
8 % (max: 24%) increased Effect of Tablet Explicit Modifiers on your City Maps
City Biome: Summoning Circle ChanceCity Biome: Summoning Circle ChancePassive2Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 50 % (max: 100%) increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
City Biome: Rare Monster ModifiersCity Biome: Rare Monster ModifiersPassive2Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in City Areas have a 10 % (max: 20%) increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
History of the VaalHistory of the VaalKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Vaal Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Vaal Cities are also considered Forest Areas
Vaal Cities are also considered Water Areas
History of the EzomytesHistory of the EzomytesKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Ezomyte Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Ezomyte Cities are also considered Grass Areas
Ezomyte Cities are also considered Swamp Areas
History of the FaridunHistory of the FaridunKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Faridun Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Faridun Cities are also considered Desert Areas
Faridun Cities are also considered Mountain Areas
Guild CraftsmenGuild CraftsmenNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Humanoids have 30 % increased chance to drop Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
in City Areas
Bring Me Your LeaderBring Me Your LeaderNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in City Areas have 5 % chance to instead summon a random CitadelCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper CitadelsCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Faridun Cities, Iron CitadelsIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Ezomyte Cities and Stone CitadelsStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
.
Boss
Warring SurvivorsWarring SurvivorsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have a 20 % chance to be Invaded by another faction
Urban SprawlUrban SprawlNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in City Areas
Just Another Day in WraeclastJust Another Day in WraeclastNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 15 % chance to be Abandoned and occupied by the Undead
Dread LieutenantsDread LieutenantsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in City Areas have a 75 % increased chance to have an Additional Rare Monster
Famous LocalsFamous LocalsNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
15 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
in City Areas to appear in Pairs
City Biome: Rogue Exile ChanceCity Biome: Rogue Exile ChancePassive1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 60 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
IconNode#TagsEffect (Max Total if all picked)
Hidden Things in Shaded PlacesHidden Things in Shaded PlacesNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Forest Areas
10 % increased RarityRarity

ItemItem Rarity

Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Apex PredatorsApex PredatorsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Rare Monsters in Desert Areas
20 % increased Rare Monsters in Forest Areas
History of the VaalHistory of the VaalKeystone1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Vaal Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Vaal Cities are also considered Forest Areas
Vaal Cities are also considered Water Areas
Forest Biome: Azmeri Spirit ChanceForest Biome: Azmeri Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Forest Areas have 60 % increased chance to contain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Forest Biome: Rare Beast Modifiers ChanceForest Biome: Rare Beast Modifiers ChancePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Beast Monsters in your Maps have a 15 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
The Hunt Goes OnThe Hunt Goes OnNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % chance for Rare Beasts in Forest Areas to be PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
by a random Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Call of the SpiritCall of the SpiritNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % chance for Forest Areas to be a Rogue Exile Hunting GroundRogue Exile Hunting Ground

Rogue Exile Hunting Grounds contain 2 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
and 5 additional PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
BeastsMonster Category

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.

Certain Skills interact with specific Monster Categories.
.
Evolutionary PressuresEvolutionary PressuresNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
25 % increased Rare Monsters in Forest Areas
IconNode#TagsEffect (Max Total if all picked)
Danger in the WildsDanger in the WildsNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Non-City Areas have 5 % chance to instead
summon a random Deadly Map BossDeadly Map Boss

Deadly Map Bosses are specific Powerful Map BossesPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

Deadly Map Bosses can also drop items that grant access to Pinnacle BossesPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.
.

Atlas Tree - Tablet / Tower Passive Nodes

#

Overview

Atlas Tree - Tablet / Tower Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Tablet / Tower. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
Atop the WorldAtop the WorldNotable1Tower33 % increased Precursor Tower reveal radiusAtop the World
City Biome: Tablet EffectCity Biome: Tablet EffectPassive3Biome, Tablet8 % (max: 24%) increased Effect of Tablet Explicit Modifiers on your City MapsCity Biome: Tablet Effect
Industrial ImprovementsIndustrial ImprovementsNotable1TabletAn additional Tablet may be used on City MapsIndustrial Improvements
Enigmatic IntensificationEnigmatic IntensificationNotable1Waystone, Tablet3 % increased effect of Explicit Modifiers on your Waystones for each Tablet affecting Map areaEnigmatic Intensification
Eons of DominationEons of DominationNotable1Map Boss, TabletOverseer Precursor Tablets can drop from Powerful Map BossesEons of Domination
Eons of ContaminationEons of ContaminationNotable1TabletIrradiated Precursor Tablets may now be foundEons of Contamination
Curiously Durable StoneCuriously Durable StoneNotable1Tablet8 % chance to not consume Tablet uses when opening MapsCuriously Durable Stone
Partial TranslationPartial TranslationNotable1TabletYour Tablets may be upgraded to Rare and have +1 Maximum ModifierPartial Translation
Reverse TranscriptionReverse TranscriptionNotable1TabletYour Tablets may be upgraded to Rare and have +1 Maximum ModifierReverse Transcription
Specialised SeekerSpecialised SeekerNotable1TabletTablets also provide 10 % increased Rarity of Items Dropped to Monsters from their mechanicSpecialised Seeker
Propagating SecretsPropagating SecretsNotable1Tablet8 % increased Quantity of Tablets found for each Tablet affecting Map areaPropagating Secrets
Archaeological InterestArchaeological InterestNotable1Tablet15 % increased Quantity of Tablets foundArchaeological Interest
Controlled ClimatesControlled ClimatesNotable1Tablet5 % increased effect of Explicit Modifiers on Tablets for each Tablet affecting Map areaControlled Climates
Competitive ArchaeologyCompetitive ArchaeologyNotable1Rogue Exile, Tablet5 % chance for Rogue Exiles to drop an additional TabletCompetitive Archaeology
Lord of the RunesLord of the RunesNotable1Summoning Circle, TabletOverseer Tablets also provide 20 % increased Effectiveness to Summoning Circle BossesLord of the Runes
Tablet EffectTablet EffectPassive3Tablet5 % (max: 15%) increased effect of Explicit Modifiers on TabletsTablet Effect

Atlas Tree - Map Boss Passive Nodes

#

Overview

Atlas Tree - Map Boss Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Map Boss. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
PathkeepersPathkeepersNotable1Map Boss, Waystone10 % increased Quantity of Waystones dropped by Map BossesPathkeepers
Cataclysm's WakeCataclysm's WakeNotable1Map Boss, CorruptionAreas with Powerful Map Bosses have 20 % chance to contain Corruption when enteredCataclysm's Wake
Overlord's InfluenceOverlord's InfluenceKeystone1Shrine, Strongbox, Azmeri Spirit, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Strongbox Areas with Powerful Map Bosses contain an additional Shrine Areas with Powerful Map Bosses contain an additional Azmeri SpiritOverlord's Influence
Hard-Won TreasuresHard-Won TreasuresNotable1Map Boss15 % increased Quantity of Items dropped by Map BossesHard-Won Treasures
Fit for a KingFit for a KingNotable1Map Boss20 % increased Rarity of Items dropped by Map BossesFit for a King
Overlord's DomainOverlord's DomainKeystone1Essence, Rogue Exile, Summoning Circle, Map BossAdd additional content to areas with Powerful Map Bosses Areas with Powerful Map Bosses contain an additional Essence Areas with Powerful Map Bosses contain an additional Summoning Circle Areas with Powerful Map Bosses contain an additional Rogue ExileOverlord's Domain
Boss of the BogBoss of the BogNotable1Map Boss, Rare Monster, Biome1 Rare Monster in Swamp Areas has 15 % chance to be replaced by a random Map BossBoss of the Bog
Warlord's VendettaWarlord's VendettaNotable1Map BossInvaded Cities have a 20 % chance to include an invading Citadel Boss fighting the Map BossWarlord's Vendetta
Eons of DominationEons of DominationNotable1Map Boss, TabletOverseer Precursor Tablets can drop from Powerful Map BossesEons of Domination
Fabled ShowdownFabled ShowdownKeystone1Shrine, Map BossGain a Shrine bonus for Map Bosses 25 % chance Shrine Buffs are reapplied when entering the Boss arena 25 % chance Shrine Buffs are instead applied to the Boss when activated, granting an additional rewardFabled Showdown
Runic FlareRunic FlareNotable1Summoning Circle, Map Boss10 % chance to upgrade the boss of a nearby Map into a Powerful Map Boss when completing Summoning CirclesRunic Flare
Danger in the WildsDanger in the WildsNotable1Summoning Circle, Map Boss, BiomeSummoning Circles in Non-City Areas have 5 % chance to instead summon a random Deadly Map BossDanger in the Wilds
Hunt the ApexHunt the ApexNotable1Azmeri Spirit, Map BossAzmeri Spirits may Possess Map BossesHunt the Apex

Atlas Tree - Reward / Pack Size / Rarity Passive Nodes

#

Overview

Atlas Tree - Reward / Pack Size / Rarity Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Pack Size / Item Rarity / Waystone. Hybrid rows may also appear in other main-system tables.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
The Journey AheadThe Journey AheadKeystone (Choice)1Pack SizeChoice (pick 1): Select between Pack Size, Effectiveness or Rarity Option 1: 6 % increased Pack Size Option 2: 15 % increased Effectiveness of Monsters in your Maps Option 3: 10 % increased Rarity of Items foundThe Journey Ahead
Between Sand and SeaBetween Sand and SeaNotable1Pack Size, Biome5 % increased Pack Size in Desert Areas 5 % increased Pack Size in Water AreasBetween Sand and Sea
Unique Monster Item RarityUnique Monster Item RarityPassive11Item Rarity3 % (max: 33%) increased Rarity of Items Dropped by Unique MonstersUnique Monster Item Rarity
PathkeepersPathkeepersNotable1Map Boss, Waystone10 % increased Quantity of Waystones dropped by Map BossesPathkeepers
Item RarityItem RarityPassive6Item Rarity2 % (max: 12%) increased Rarity of Items foundItem Rarity
Grass Biome: Pack SizeGrass Biome: Pack SizePassive1Biome, Pack Size3 % increased Pack Size in Grass AreasGrass Biome: Pack Size
Bounty of the FieldsBounty of the FieldsNotable1Pack Size, Biome6 % increased Pack Size in Grass AreasBounty of the Fields
Water Biome: Item RarityWater Biome: Item RarityPassive1Biome, Item Rarity3 % increased Rarity of Items found in Water AreasWater Biome: Item Rarity
Water Biome: Magic Pack SizeWater Biome: Magic Pack SizePassive1Magic Pack, Biome, Pack Size5 % increased Magic Pack Size in Water AreasWater Biome: Magic Pack Size
Swamp Biome: Unique Monster Item RaritySwamp Biome: Unique Monster Item RarityPassive1Biome, Item Rarity6 % increased Rarity of Items Dropped by Unique Monsters in Swamp AreasSwamp Biome: Unique Monster Item Rarity
Urban SprawlUrban SprawlNotable1Pack Size, Biome6 % increased Pack Size in City AreasUrban Sprawl
Valuable PathsValuable PathsNotable1Waystone50 % increased Rarity of Waystones foundValuable Paths
Enigmatic IntensificationEnigmatic IntensificationNotable1Waystone, Tablet3 % increased effect of Explicit Modifiers on your Waystones for each Tablet affecting Map areaEnigmatic Intensification
Massive CrystalsMassive CrystalsNotable1Essence, Pack Size25 % chance for Essence Monsters to have double Pack SizeMassive Crystals
Competing ExplorersCompeting ExplorersNotable1Rogue Exile, Waystone10 % chance for Rogue Exiles to drop an additional WaystoneCompeting Explorers
Evolving ThrongsEvolving ThrongsKeystone (Choice)1Magic Pack, Pack SizeChoice (pick 1): Select a bonus for Magic Packs Option 1: Magic Monster Packs have 15 % chance to have an additional Modifier Option 2: 10 % increased Magic Pack Size in your MapsEvolving Throngs
Multiplying MonstrositiesMultiplying MonstrositiesNotable1Magic Pack, Pack Size10 % increased Magic Pack Size in your MapsMultiplying Monstrosities
Expanding HordesExpanding HordesNotable1Magic Pack, Pack Size10 % increased Magic Pack Size in your MapsExpanding Hordes
Pack SizePack SizePassive2Pack Size2 % (max: 4%) increased Pack SizePack Size

Remaining Unaligned Atlas Passive Nodes

#

Overview

Remaining Unaligned Atlas Passive Nodes

Generated remaining catch-all for Atlas passive rows without a SubTree assignment after the first main-system split. Tags are keyword hints for later passes.

IconNodeTypeCountTagsEffect (Max Total if all picked)Links
Fabled TreasuresFabled TreasuresNotable1UnsortedUnique Monsters have 20 % increased chance to drop Exceptional Items in your MapsFabled Treasures
Memories of the KaruiMemories of the KaruiNotable1Unsorted15 % chance for the Jade Isles Boss to drop an extra Anomaly Map Lineage SupportMemories of the Karui
Memories of the EzomytesMemories of the EzomytesNotable1Unsorted15 % chance for the Derelict Mansion Boss to drop an extra Anomaly Map Lineage SupportMemories of the Ezomytes
Memories of the MarakethMemories of the MarakethNotable1Unsorted15 % chance for the Sacred Reservoir Boss to drop an extra Anomaly Map Lineage SupportMemories of the Maraketh
Memories of the VaalMemories of the VaalNotable1Unsorted15 % chance for the Sealed Vault Boss to drop an extra Anomaly Map Lineage SupportMemories of the Vaal
Exceptional VestmentsExceptional VestmentsNotable1UnsortedBody Armour may be found as Exceptional ItemsExceptional Vestments
Exceptional ArmamentsExceptional ArmamentsNotable1UnsortedWeapons, Shields and Focii may be found as Exceptional ItemsExceptional Armaments
Exceptional AdornmentsExceptional AdornmentsNotable1UnsortedHelmets may be found as Exceptional ItemsExceptional Adornments
Exceptional HandiworkExceptional HandiworkNotable1UnsortedGloves may be found as Exceptional ItemsExceptional Handiwork
Exceptional FootwearExceptional FootwearNotable1UnsortedBoots may be found as Exceptional ItemsExceptional Footwear
Verdant GrowthVerdant GrowthNotable1Unsorted15 % increased number of Monster Packs in Untainted ParadiseVerdant Growth
Greater GiftsGreater GiftsNotable1Unsorted35 % increased Unique item options from the Nameless Seer in the Moment of ZenGreater Gifts
To the Strong Go the SpoilsTo the Strong Go the SpoilsNotable1Unsorted2 % increased Rarity of Items Dropped by Monsters per Monster ModifierTo the Strong Go the Spoils
Risk and RewardRisk and RewardNotable1Unsorted2 % increased Rarity of Items Dropped by Monsters per Explicit Modifier on the MapRisk and Reward
Magic PacksMagic PacksPassive13Magic Pack5 % (max: 65%) increased Magic MonstersMagic Packs
Befit the ChallengeBefit the ChallengeNotable1Unsorted5 % increased Rarity of Items Dropped by Magic Monsters per Monster ModifierBefit the Challenge
Infused FleshInfused FleshNotable1UnsortedMagic Monster Packs have 5 % chance to have an additional ModifierInfused Flesh
Hidden ScarsHidden ScarsNotable1UnsortedCleansed Monsters have a chance to drop Fracturing OrbsHidden Scars
Additional Cleansed PacksAdditional Cleansed PacksPassive4UnsortedCleansed Areas contain an additional pack of Cleansed MonstersAdditional Cleansed Packs
Treasure CovesTreasure CovesNotable1Unsorted30 % increased amount of Magic Chests 20 % increased amount of Rare ChestsTreasure Coves
Bountiful BloodlinesBountiful BloodlinesNotable1Unsorted20 % increased Magic MonstersBountiful Bloodlines

Waystones

#

Overview

Waystones

  • Waystones set the tier and modifiers of a map. Compare their modifier pools, then use the Waystone search tool to find a suitable roll.
  • Map objectives depend on the area and its content. The objective cards below show the current client instructions; a map does not require every objective.

Reference tables

Waystone modifier pools

Low tiers · 1–5

Compare the prefix and suffix pool for Waystones in tiers 1–5. Inspect the difficulty and reward modifiers before choosing a map.

View modifier pool

Mid tiers · 6–10

Compare the prefix and suffix pool for Waystones in tiers 6–10. Inspect the difficulty and reward modifiers before choosing a map.

View modifier pool

Top tiers · 11–15

Compare the prefix and suffix pool for Waystones in tiers 11–15. Inspect the difficulty and reward modifiers before choosing a map.

View modifier pool

Tier 16

Tier 16 has its own modifier pool with stronger rolls. Corrupting a Tier 15 Waystone can raise its tier; retained modifiers keep their existing rolls.

View modifier pool

Build a Waystone search

Combine the map modifiers you want and open a matching Trade search.

Open Waystone tool

Map objectives

Defeat the Map Boss

Completion: Map Boss Defeated.

Activate all Checkpoints

Completion: All Checkpoints Activated.

Defeat all Rare Monsters

Completion: All Rare Monsters Defeated.

Defeat the Corrupted Boss

Completion: Corrupted Nexus Cleansed.

Map Specials

#

Reference tables

Encounter basics

Summoning Circle

Activate the Summoning Circle to spawn a boss. Reset / repeat: when an area contains multiple Summoning Circles, it provides runes that reactivate the same circle instead of placing additional circles.

Atlas passives

Azmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed. Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.

Atlas passives

Wild Spirit

Wild Spirits are a type of Azmeri Spirit. Monsters Influenced or Possessed by Wild Spirits gain increased Toughness, in addition to any bonuses from the specific spirit type. Monsters Possessed by Wild Spirits drop Strength items.

Atlas passives

Primal Spirit

Primal Spirits are a type of Azmeri Spirit. Monsters Influenced or Possessed by Primal Spirits deal increased damage, in addition to any bonuses from the specific spirit type. Monsters Possessed by Primal Spirits drop Intelligence items.

Atlas passives

Vivid Spirit

Vivid Spirits are a type of Azmeri Spirit. Monsters Influenced or Possessed by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type. Monsters Possessed by Vivid Spirits drop Dexterity items.

Atlas passives

Biome influences

Map effectDescription
Water InfluenceAlso counts as a Water Area
Mountain InfluenceAlso counts as a Mountain Area
Grass InfluenceAlso counts as a Grass Area
Forest InfluenceAlso counts as a Forest Area
Swamp InfluenceAlso counts as a Swamp Area
Desert InfluenceAlso counts as a Desert Area

Map content and special effects

Map effectDescription
Powerful Map BossArea contains a Powerful Map Boss
BreachArea contains an Otherworldly Breach
ExpeditionArea contains a Kalguuran Expedition
DeliriumArea contains a Delirium Mirror
RitualArea contains Ritual Altars
IrradiatedArea has +1 to Monster Level
Overrun by the AbyssalArea contains many extra Abysses
Vaal BeaconsArea contains Vaal Beacons
AbyssArea contains Abysses
Notable LocationArea contains an important objective
Great BeastSlay the Great Beast to earn Hilda's Favour
Essence TroveAll Rare monsters are Essence monsters
Monstrous TreasureContains many extra Strongboxes with monsters waiting in ambush
Spirit GuideContains an Azmeri Spirit that will be released when Possessed Monsters are slain
Arcane HordesAll Monsters are at least Magic
Hunting GroundsContains 2 additional Rogue Exiles and 5 additional Rare Beasts
Nature ShrinesContains 2 additional Shrines Shrines release an Azmeri Spirit when activated
Crystalised TwinningContains 3 additional Essence Packs Essence Packs have an additional Rare Monster
Indomitable EssenceContains 3 additional Essence Essences transfer to a random Unique Monster on death
Azmeri EnergisationContains 2 additional Azmeri Spirits Azmeri Spirits have 1000% increased maximum Empowerment
Spirit MigrationAn Azmeri Spirit moves to a nearby map on completion, eventually ascending to a Sacred Spirit
Sacred SpiritThe Azmeri Spirit has ascended to a Sacred Spirit
Ancient TroveContains a Unique Strongbox
Twice-Locked BoxesContains 3 additional Strongboxes Strongboxes are openable twice
Power of FaithContains 3 additional Shrines
Large CongregationContains 3 additional Shrines Shrines have 2 additional packs of Worshippers
Zealous ReverenceContains 2 additional Shrines Elemental Shrines do not appear in area Shrine Duration increased by 1000%
Persistent DevotionShrine Buffs are reapplied when entering the Map Boss Arena
Rites of the RoguesContains 2 additional Shrines Shrines are Worshipped by a Rogue Exile
Surprising AlliancesContains 2 additional Rogue Exiles Rogue Exiles appear in Pairs
Azmeri BloodlineContains an additional Rogue Exile and 2 additional Azmeri Spirits Rogue Exiles are Possessed when a Possessed Monster is killed in Area
Twinned TerrorsContains an additional Summoning Circles Summoning Circles always summon an additional Boss
Scattered StonesContains 3 additional Summoning Circles
Map Area ModifiedWorld Area has been manipulated and cannot be manipulated again
Fleeing ExileNo description available in the client data.
Breach HiveContains a Breach Hive
SimulacrumContains a manifestation of Delirium
Chaotic CacophonyContains an extra of each type of content
Affluent Armies50% increased Rarity of items found in area
Behemoth's BountyMap Boss drops a Unique item
Trialmaster's TraineeMap Boss drops an Inscribed Ultimatum
Sekhema's StudentMap Boss drops a Djinn Barya
Azmeri ChampionMap Boss is Possessed
Gigantic UprisingMonsters are Gigantic, have 50% reduced pack size and drop 50% increased items
Glimmering MutationCurrency found is replaced with rarer varieties
Stolen PowerContains an additional Summoning Circle Summoning Circle Bosses have increased difficulty and reward per power of enemy slain
HeadhuntersWhen Players Kill a Rare Monster they will gain 1 of its Modifiers for 20 seconds
Swarming SpiritsContains 5 additional Azmeri Spirits
Power StruggleContains 3 additional Map Bosses throughout the area
Corrupted MirageArea has 2 additional random Waystone Modifiers
Energized Ley LinesDoubles Effect of Tablets used on Area
Exceptional Find1000% increased Exceptional Items found in Area Monster may drop anyExceptional Items
Immured FuryDoryani has spotted The Immured Fury in this Area
Mirage of RichesEquipment dropped by monsters is replaced with other items
Wisdom's TeachingsMonsters grant 100% increased Experience
Tight PocketsGold dropped by monsters is replaced with other items
Fragment of ImmortalityPlayers have unlimited Revivals in area Monsters have 100% increased Effectiveness
Prosperous Populous100% increased Rarity of items found in area
Echoes of Power5 Rare Monsters are Duplicated
Grand ExpeditionArea contains a Grand Expedition
Abyssal DepthsArea contains an Abyssal Depths
Abyssal FissureArea contains Abysses. Maps further along the Fissure contain stronger Abyssal Monsters and additional pits.
Viridian WildwoodArea contains a Viridian Wildwood

Unique Maps

#

Overview

Reference tables

Anomaly Map Lineage Sources

Values are Runes of Aldur market snapshots from local LineageSupportGems economy data generated 2026-07-07. POE2's Anomaly Map keyword identifies these four maps; current wording says Deadly bosses may drop additional Lineage Supports, so this table should stay marked as confirmation-pending rather than guaranteed.

Shared Unique Map Rules

Rules are sourced from POE2's Unique Map keyword page; layout rows are sourced from the Waystones MapContent page and local POE2 detail scrape.

Unique Map Layouts

Castaway

Biome: Water, Ocean

(500—1000)% increased Gold found in this Area

Contains buried treasure

All items dropped are converted to Gold

Hulls crash and splinter upon the shores.

Island Rumour: All that glitters...

Boss: Torrek of the Drowned Fleet

Untainted Paradise

Biome: Water, Ocean

(200—400)% increased Experience gain

Monsters drop no items

Life grows strong in this realm of plenty.

Island Rumour: Almost paradise.

Vaults of Kamasa

Biome: Vaal City

(100—200)% increased Rarity of Items found in this Area

All Chests are Magic or Rare

By that era, Kamasa was just a name. Gold was their true god.

The Viridian Wildwood

Biome: Island, Forest, Swamp

Shrouded in Darkness

Contains Omen Altars

As separate worlds draw ever closer, the Nameless gather at the edge of existence.

The Silent Cave

Biome: Island, Mountain, Desert

Contains many Rare Monsters trapped in Essences

Contains an Imprisoned Boss that absorbs Essences from Rare Monsters

The prismatic patterns of Time shimmer and coalesce in vast geodes hidden from sight.

The Fractured Lake

Biome: Water, Ocean

Rare Monsters Are Mirrored

(150—300)% increased number of Rare Monsters

Contains the Fragmented Mirror

A mirror is a perfect prison for one's sense of self... until it cracks.

Island Rumour: Reflective waters...

The Ezomyte Megaliths

Biome: Island, Forest, Grass

Contains a Powerful Boss Encounter

"Sons from foreign shores Took refuge from the storm Bringing knowledge of runes Our fate was carved soon." - Ezomyte Folklore

Boss: Powerful boss encounter

Related special layout

Anomaly Map Lineage Sources

Veiled Atlas nameRevealed mapBoss sourceReported Lineage Support dropsConfirmation note
Eye of the StormThe Jade IslesManoki, the ChosenTawhoa's Tending; Tasalio's Rhythm; Kaom's Madness; Rakiata's FlowPoe2DB lists this as an Anomaly Map; wiki and local Poe2DB gem detail pages list the boss drop pool. Confirm actual drop chance in-game.
Temporal SandstormSacred ReservoirZahmir, the Blade SovereignVarashta's Blessing; Khatal's Rejuvenation; Zarokh's Refrain; Garukhan's ResolvePoe2DB lists this as an Anomaly Map; wiki and local Poe2DB gem detail pages list the boss drop pool. Confirm actual drop chance in-game.
Mansion in the MistsDerelict MansionVarloch, the Ashen Lord; Avelyne, the Withered RoseAilith's Chimes; Rigwald's Ferocity; Einhar's BeastritePoe2DB lists this as an Anomaly Map; wiki lists the boss drop pool. Confirm which boss rolls the Lineage drop in-game.
Estazunti's VaultSealed VaultYtzara, Blood Oracle; Maztli, Flesh-ShaperPaquate's Pact; Xibaqua's Rending; Atalui's Bloodletting; Atziri's AllurePoe2DB lists this as an Anomaly Map; wiki lists the boss drop pool. Confirm which boss rolls the Lineage drop in-game.

Shared Unique Map Rules

RuleSource-backed note
Layout identityUnique Maps contain a Unique Map layout and may contain specialised rewards.
Blocked extra contentUnique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
Atlas passive hooksPoe2DB currently lists Unique Map-specific passive hooks for The Ezomyte Megaliths, The Silent Cave, Untainted Paradise, and The Fractured Lake.
Local icon/img/Art/2DArt/UIImages/InGame/AtlasScreen/AtlasIconContent/AtlasIconContentUniqueMap.webp

Anomaly Map Lineage Sources

Tawhoa's Tending

Supports Skills which create Totems , causing those Totems to have more Life. Totems created by Supported Skills explode on death, dealing Physical damage based on their Life.

  • Totems created by Supported
  • Skills have 25 % more max Life
  • Totems created by Supported Skills trigger Tawhoa's Vengeance on death
  • Explosion radius is 3 m
  • Explosion deals base Phys.Dmg equal to 20 % of Totem's max Life
  • Support
  • Lineage
  • Totem
  • AoE
  • Trigger
  • Physical

Tasalio's Rhythm

Supports Skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect Timing with Supported Skills, gain Tasalio's Rhythm. Tasalio's Rhythm causes Supported Skills to deal more damage and have shorter Perfect Timing windows for each stack. Failing to execute any Perfect Timing (even with skills not supported by Tasalio's Rhythm) will remove all Tasalio's Rhythm on you.

  • Successfully executing Perfect Timing with Supported Skills grants a stack of Tasalio's Rhythm
  • All Tasalio's Rhythm is lost on failing to execute any Perfect Timing
  • Supported Skills deal 10% more Dmg for each stack of Tasalio's Rhythm
  • Supported Skills have a 30% shorter Perfect Timing window for each stack of Tasalio's Rhythm
  • Tasalio's Rhythm stacks up to 5 times
  • Supported Skills have a 100 % longer Perfect Timing window
  • Support
  • Lineage

Kaom's Madness

Supports Skills which create fissures in the ground, causing them to create many additional fissures at the cost of damage, speed, and area of effect.

  • Supported Skills create 3 additional fissures
  • Supported Skills deal 20 % less Dmg
  • Supported Skills have 20 % less Skill Speed
  • Supported Skills have 30 % less AoE
  • Support
  • Lineage
  • Attack
  • Melee

Rakiata's Flow

Supports Skills that can cause Damaging Hits , causing those Hits to treat Enemy Ele.Res as inverted.

  • Hits with Supported Skills treat Enemy Monster Elemental Resistance values as inverted
  • Support
  • Lineage

Varashta's Blessing

Supports any Skill that can deal damage, causing it to deal more damage for each different Command Skill you have used in the past few seconds. Cannot modify the Skills of Minions .

  • Supported Skills deal 10 % more Dmg for each different Command Skill you have used in the last 15 seconds
  • Support
  • Lineage

Khatal's Rejuvenation

Supports Skills that generate Remnants . Picking up Remnants from Supported Skills grants Khatal's Rejuvenation .

  • Remnants created by Supported Skills grant Khatal's Rejuvenation when collected
  • Support
  • Lineage
  • Remnant

Zarokh's Refrain

Supports Cascadable Spells you cast yourself. Supported Spells Echo thrice, but are given a Cooldown. Cannot support skills which already have a Cooldown.

  • Supported Spells Echo 3 times
  • Echoes from Supported Spells have 40 % inc. AoE
  • Support
  • Lineage
  • Spell
  • AoE

Garukhan's Resolve

Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills have a max Critical Hit chance , but will Bifurcate Crit% .

  • Maximum Critical Hit chance with Supported Skills is 50 %
  • Attack Crit% with Supported Skills Bifurcates
  • Support
  • Lineage
  • Attack
  • Conditional

Ailith's Chimes

Supports Skills which can expend Combo . On expending Combo with Supported Skills, you have a chance to gain Power Charges based on the amount of Combo expended.

  • 25 % Surpassing chance to gain a Power Charge when expending Combo with Supported Skills per Combo expended
  • Support
  • Lineage

Rigwald's Ferocity

Supports Attack skills, granting them Atk Speed at the cost of Dmg or Dmg at the cost of Atk Speed depending on Weapon Set they are used in. Does not modify skills used by Minions .

  • Supported Skills have 30 % inc. Atk Speed if
  • used in Weapon Set I
  • Supported Skills deal 15 % less Dmg if
  • Supported Skills have 10 % reduced Atk Speed if
  • used in Weapon Set II
  • Supported Skills deal 30 % more Dmg if
  • Support
  • Lineage
  • Attack

Einhar's Beastrite

Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions .

  • Supported Skills can only Dmg Low Life Enemies
  • Killing Blows from Supported Strike Skills against Rare monsters grant two of their Modifiers for 300 seconds
  • Support
  • Lineage
  • Attack
  • Melee
  • Strike

Paquate's Pact

Supports Warcries , Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.

  • Supported Skills Cost 10 % of max Life for each time they have been used or Triggered Recently , up to a max of 30%
  • Supported Skills Trigger Twisted Pact for each enemy in range
  • Inflicts 5 Corrupted Blood Debuffs
  • Corrupted Blood deals (7 - 339.1) Physical damage per second
  • Corrupted Blood duration is 5 seconds
  • Support
  • Lineage
  • Warcry
  • Trigger
  • Physical
  • Duration

Xibaqua's Rending

Supports Skills that leap into the air, causing Corpses in the area you land to violently explode, damaging surrounding enemies.

  • Supported Skills trigger Fiery Reclamation on landing
  • Explosion deals base Fire.Dmg equal to 6 % of the Corpse's Maximum Life
  • Explosion radius is 1.5 m
  • Detonates Corpses in a radius of 3.5 m
  • Support
  • Lineage
  • AoE
  • Trigger
  • Fire

Atalui's Bloodletting

Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit . Supported Skills Gain a portion of their Life cost as extra Phys.Dmg.

  • Supported Skills have Mana Costs Converted to Life Costs
  • Supported Skills Gain 2 % of Dmg as extra Phys.Dmg per 20 Life cost, up to 40%
  • Support
  • Lineage
  • Physical

Atziri's Allure

Supports Curse Spells you cast yourself, causing those Curses to ignore the usual Curse Limit , but be reflected back to you when inflicted.

  • Curses inflicted by Supported Skills ignore Curse limit
  • Curses inflicted by Supported Skills are reflected back to you
  • Supported Skills have 20 % less Curse Effect
  • Support
  • Lineage
  • Curse

Expedition Maps

#

Overview

Reference tables

Remnants of Kalguur Effects

Read from the POE2 Remnants of Kalguur Level Effect table.

Remnants of Kalguur Attributes

Read from the POE2 Remnants of Kalguur Attribute table.

Expedition Map Areas

Barren Atoll

Biome: Ocean

This lonely island lay untouched for centuries.

Island Rumour: Somethin' fishy...

Requires: Waystone (Tier 6) or higher

Bleached Shoals

Biome: Ocean

They came by ship... and they never left.

Island Rumour: Bleak and awful...

Requires: Waystone (Tier 6) or higher

Craggy Peninsula

Biome: Ocean

On the edge of the sea, the dead are closest to home.

Island Rumour: Endless cliffs...

Requires: Waystone (Tier 6) or higher

Exhumed Ruins

Biome: Ocean

You will find what they did not.

Island Rumour: Unknown ruins...

Requires: Waystone (Tier 6) or higher

Frigid Bluffs

Biome: Ocean

This place was not always so bleak.

Island Rumour: Cold as ice...

Requires: Waystone (Tier 6) or higher

Grazed Prairie

Biome: Ocean

The land has forgotten what came before.

Island Rumour: Warm but risky...

Requires: Waystone (Tier 6) or higher

Lush Isle

Biome: Ocean

Life roils over layers of bones.

Island Rumour: Wild roaming free...

Requires: Waystone (Tier 6) or higher

Moor of Fallen Skies

Biome: Ocean

Traces of history remain.

Island Rumour: Fallen stars...

Requires: Waystone (Tier 6) or higher

Scorched Cay

Biome: Ocean

The past lies untouched where the living dare not tread.

Island Rumour: Sulphite!

Requires: Waystone (Tier 6) or higher

Sloughed Gully

Biome: Ocean

The past lies piled under dirt and rot.

Island Rumour: It's dry at least...

Requires: Waystone (Tier 6) or higher

Stagnant Basin

Biome: Ocean

The crumbling landscape reveals what lies beneath...

Island Rumour: Nothin' to drink...

Requires: Waystone (Tier 6) or higher

Expedition Map Modifiers

ModifierLevelWeight
All Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit11
Every 4 seconds, Runic Monsters Regenerate 15 % of maximum Life over one second11
Hits against Monsters cannot be Critical Hits11
Life cannot be Leeched from Monsters Mana cannot be Leeched from Monsters11
Monsters are Hexproof11
Monsters are Immune to Chaos Damage11
Monsters are Immune to Cold Damage11
Monsters are Immune to Fire Damage11
Monsters are Immune to Lightning Damage11
Monsters are Immune to Physical Damage11
Monsters deal 20 % increased Damage11
Monsters do not grant Flask Charges when Slain11
Monsters Gain 12 % of Damage as Extra Chaos Damage11
Monsters Gain 20 % of Damage as Extra Cold Damage11
Monsters Gain 20 % of Damage as Extra Fire Damage11
Monsters Gain 20 % of Damage as Extra Lightning Damage11
Monsters have +10 % to all maximum Resistances Monsters have +30 % to all Resistances11
Monsters have 100 % increased Elemental Ailment Threshold11
Monsters have 100 % increased Freeze Buildup Monsters have 100 % increased Flammability Magnitude Monsters have 100 % increased chance to Shock11
Monsters have 15 % increased Movement Speed Monsters have 15 % increased Attack Speed Monsters have 25 % increased Cast Speed11
Monsters have 30 % increased Attack Speed while on Low Life Monsters have 40 % increased Cast Speed while on Low Life Monsters have 25 % increased Movement Speed while on Low Life11
Monsters have 30 % increased Maximum Life11
Monsters Penetrate 20 % Chaos Resistance11
Monsters Penetrate 30 % Cold Resistance11
Monsters Penetrate 30 % Fire Resistance11
Monsters Penetrate 30 % Lightning Resistance11
Monsters' Attack Hits inflict Bleeding11
Monsters' Hits are always Critical Hits11
Monsters' Hits Break Armour equal to 200 % of Physical Damage dealt11
Monsters' Hits can't be Evaded11
Runic Monsters apply 1 random Curse on Hit11

Remnants of Kalguur Effects

Effect
Mana: 30
25 % chance to spawn a Remnant on killing an enemy
50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds
Remnants last for 8 seconds

Remnants of Kalguur Attributes

NameValue
AcronymStun , Remnant
IdRemnantsOfKalguur
BaseTypeRemnants of Kalguur
ClassSkill Gems
TargetTypesAny
TypeOngoingSkill, HasReservation, Buff, Persistent, AttackInPlace, GeneratesRemnants
ItemTypeMetadata/Items/Gems/SkillGemRemnantsOfKalguur
ActiveSkillsCoderemnants_of_kalguur

Overview

#

Tablets overview

  • Tablets add encounters or change map content. Choose a tablet to compare its effects, map objective, and rollable modifiers.
  • Normal Tablets have 10 uses. Expedition Tablets also provide additional bonuses when several are used together; see the Tablet guide for the one-to-four Tablet effects.
  • Unique Tablets have their own fixed modifiers. Compare their individual effects in Unique Tablets.

Tablets

#

Overview

Reference tables

Expedition Tablet

Adds a Kalguuran Expedition to a Map

10 uses remaining

Available in Standard and Forbidden Rites.

  • 1 TabletAdds a Kalguuran Expedition to the Map.
  • 2 TabletsAlso adds a Verisium Remnant and 35% increased Expedition density.
  • 3 TabletsAlso adds another Kalguuran Expedition.
  • 4 TabletsAlso adds another Verisium Remnant and a further 35% increased Expedition density.
GGG 0.5.5 patch notes

Map objective Complete the Kalguuran Expedition

Tablet modifiers

Prefixes 13
EffectiLvl
(8-12)% increased Rarity of Items found in Map1
Map has (15-20)% increased Monster Rarity1
(12-18)% increased Experience gain in Map1
(25-35)% increased Gold found in Map1
(5-7)% increased Pack Size in Map1
% increased Quantity of Waystones found in Map, Map contains 1 additional Azmeri Spirits1
% increased Quantity of Waystones found in Map, Map is inhabited by 1 additional Rogue Exiles1
Map contains (2-3) additional Rare Chests1
Map contains 1 additional Essences,% increased Quantity of Waystones found in Map1
Map contains 1 additional Summoning Circles1
Map has (25-35)% increased number of Rare Monsters1
Map has (30-40)% increased Magic Monsters1
Monsters have (10-15)% increased Effectiveness1
Suffixes 18
EffectiLvl
(30-40)% increased Quantity of Waystones found in Map1
(30-60)% increased Quantity of Hiveblood found in Map1
(30-60)% increased Quantity of Wombgifts found in Map1
(5-20)% increased Effectiveness of Rare Breach Monsters in Map1
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Shrines1
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Strongboxes1
Breaches in Map have (5-15)% increased Pack Size1
Map has (1-2) additional random Modifiers1
Map has (70-100)% increased chance to contain a Summoning Circle1
Map has (70-100)% increased chance to contain Azmeri Spirits1
Map has (70-100)% increased chance to contain Essences1
Map has (70-100)% increased chance to contain Rogue Exiles1
Map has (70-100)% increased chance to contain Shrines1
Map has (70-100)% increased chance to contain Strongboxes1
Unique Monsters have 1 additional Rare Modifiers1
Unstable Breaches in Map have (20-50)% increased chance to contain Vruun, Marshal of Xesht1
Unstable Breaches in Map spawn (1-2) additional Rare Monsters when Stabilised1
Wombgifts have (10-30)% chance to drop one Level higher in Map1

Unique Tablets

#

Skills and items

Unforeseen Consequences Lv. 65+
Unforeseen Consequences

Base: Abyss Tablet

Implicit
  • Adds AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    to a Map | 1 uses remaining
    Adds AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    to a Map | 1 uses remaining
Explicit
  • % more Waystones found in Area% more Waystones found in Area
  • additional Rare Monsters are spawned from AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    in Map
    additional Rare Monsters are spawned from AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    in Map
  • Map contains (14-18) additional AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    Map contains (14-18) additional AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
  • Map is overrun by the AbyssalAbyssal

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    Map is overrun by the AbyssalAbyssal

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
  • map abyss tower augment quantity +% final from overrun unique tablet [-75]map abyss tower augment quantity +% final from overrun unique tablet [-75]

"The Well was naught. The Precursors dug too deep. The Well always had been."

Wraeclast Besieged Lv. 65+
Wraeclast Besieged

Base: Breach Tablet

Implicit
  • Adds an Otherworldy BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    to a Map | 10 uses remaining
    Adds an Otherworldy BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    to a Map | 10 uses remaining
Explicit
  • BreachBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    Hives in Map have (2-5) additional waves of Hiveborn Monsters
    BreachBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    Hives in Map have (2-5) additional waves of Hiveborn Monsters
  • BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map have (-10-20) % reduced Pack Size
    BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map have (-10-20) % reduced Pack Size
  • Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map take 120 additional seconds to collapse after timer is filled
    Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map take 120 additional seconds to collapse after timer is filled
  • Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map spawn (2-5) additional RareRare

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Monsters when Stabilised
    Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map spawn (2-5) additional RareRare

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Monsters when Stabilised

"In his broken madness, Xesht spills forth the hordes, reaching out to wreak pain and ruination."

Clear Skies Lv. 65+
Clear Skies

Base: Delirium Tablet

Implicit
  • Adds a Mirror of DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    to a Map | 10 uses remaining
    Adds a Mirror of DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    to a Map | 10 uses remaining
Explicit
  • DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in your Maps never dissipates
    DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in your Maps never dissipates
  • DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in Map applies (-10-10) % reduced Deliriousness to Players
    DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in Map applies (-10-10) % reduced Deliriousness to Players

"A simple instruction that will purify an entire region, making it safe and kind for weary travellers."

Mastered Domain Lv. 65+
Mastered Domain

Base: Irradiated Tablet

Implicit
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
Explicit
  • Map also counts as a Water MapMap also counts as a Water Map

"For a brief shining time, the Precursors could resculpt the world as they saw fit."

The Grand Project Lv. 65+
The Grand Project

Base: Irradiated Tablet

Implicit
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
Explicit
  • Can only be applied to Precursor Tower MapsPrecursor Tower Maps

    Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet .
    Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss .
    | Completing the Tower makes all nearby Maps accessible
    Can only be applied to Precursor Tower MapsPrecursor Tower Maps

    Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet .
    Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss .
    | Completing the Tower makes all nearby Maps accessible

""I see a pattern in these towers. Whoever the Precursors were, they sought to master this world, to shape it as they saw fit. My people had the same ambition...""

Visions of Paradise Lv. 65+
Visions of Paradise

Base: Irradiated Tablet

Implicit
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
Explicit
  • If Map was not previously IrradiatedIrradiated

    Area has +1 to Monster Level.
    , completing Map adds IrradiationIrradiation

    Area has +1 to Monster Level.
    instead
    If Map was not previously IrradiatedIrradiated

    Area has +1 to Monster Level.
    , completing Map adds IrradiationIrradiation

    Area has +1 to Monster Level.
    instead

""If they had ever completed the tower network, it could have changed the face of the world...""

Cruel Hegemony Lv. 65+
Cruel Hegemony

Base: Overseer Tablet

Implicit
  • EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
    EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
Explicit
  • Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    have 1 additional ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.
    Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.
    Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.
    Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    have 1 additional ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.
    Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.
    Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.
    Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.

"The lash of the whip, the ire of the tithe... the press of the boot."

Season of the Hunt Lv. 65+
Season of the Hunt

Base: Overseer Tablet

Implicit
  • EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
    EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
Explicit
  • Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    are Hunted by Azmeri SpiritsAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians.
    Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful.
    Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
    Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    are Hunted by Azmeri SpiritsAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians.
    Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful.
    Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
    Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.

"Darkness and light, naught but forest between. As the forest fades, the twilight hunt begins."

Freedom of Faith Lv. 65+
Freedom of Faith

Base: Ritual Tablet

Implicit
  • Adds Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    to a Map | 10 uses remaining
    Adds Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    to a Map | 10 uses remaining
Explicit
  • Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in Area costs (10-15) % inc. Tribute
    Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in Area costs (10-15) % increased Tribute
  • Can Reroll Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in your Maps twice as many times
    Can Reroll Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in your Maps twice as many times

"When darkness comes, we pray for light. When darkness is all that there is, we pray for death."

Map Bosses & Citadels

#

Overview

POE2 Endgame: Map Boss Layer, Powerful Bosses, and Citadels

  • Map bosses are a central progression axis in modern POE2 endgame. By 0.3.1, all regular maps were standardized around boss completion, and the 'Powerful Boss' layer became the key trigger for some atlas passives and rewards.
  • Citadels remain a major high-end gate because they feed boss-atlas progression and the fragment loop for upper-tier Arbiter content.

Expedition Map Modifiers

#

Overview

Expedition Map Modifiers

Deduped from the Expedition modifier table embedded on POE2 Expedition area pages.

LevelGenerationModifierWeight
1PrefixAll Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit1
1PrefixEvery 4 seconds, Runic Monsters Regenerate 15 % of maximum Life over one second1
1PrefixHits against Monsters cannot be Critical Hits1
1PrefixLife cannot be Leeched from Monsters Mana cannot be Leeched from Monsters1
1PrefixMonsters are Hexproof1
1PrefixMonsters are Immune to Chaos Damage1
1PrefixMonsters are Immune to Cold Damage1
1PrefixMonsters are Immune to Fire Damage1
1PrefixMonsters are Immune to Lightning Damage1
1PrefixMonsters are Immune to Physical Damage1
1PrefixMonsters deal 20 % increased Damage1
1PrefixMonsters do not grant Flask Charges when Slain1
1PrefixMonsters Gain 12 % of Damage as Extra Chaos Damage1
1PrefixMonsters Gain 20 % of Damage as Extra Cold Damage1
1PrefixMonsters Gain 20 % of Damage as Extra Fire Damage1
1PrefixMonsters Gain 20 % of Damage as Extra Lightning Damage1
1PrefixMonsters have +10 % to all maximum Resistances Monsters have +30 % to all Resistances1
1PrefixMonsters have 100 % increased Elemental Ailment Threshold1
1PrefixMonsters have 100 % increased Freeze Buildup Monsters have 100 % increased Flammability Magnitude Monsters have 100 % increased chance to Shock1
1PrefixMonsters have 15 % increased Movement Speed Monsters have 15 % increased Attack Speed Monsters have 25 % increased Cast Speed1
1PrefixMonsters have 30 % increased Attack Speed while on Low Life Monsters have 40 % increased Cast Speed while on Low Life Monsters have 25 % increased Movement Speed while on Low Life1
1PrefixMonsters have 30 % increased Maximum Life1
1PrefixMonsters Penetrate 20 % Chaos Resistance1
1PrefixMonsters Penetrate 30 % Cold Resistance1
1PrefixMonsters Penetrate 30 % Fire Resistance1
1PrefixMonsters Penetrate 30 % Lightning Resistance1
1PrefixMonsters' Attack Hits inflict Bleeding1
1PrefixMonsters' Hits are always Critical Hits1
1PrefixMonsters' Hits Break Armour equal to 200 % of Physical Damage dealt1
1PrefixMonsters' Hits can't be Evaded1
1PrefixRunic Monsters apply 1 random Curse on Hit1
1Suffix15 % increased Rarity of Items Dropped by Monsters expedition remnant goblin totem bonus [1]1
1Suffix20 % increased Pack size1
1Suffix20 % increased Quantity of Items Dropped by Monsters1
1Suffix20 % increased Quantity of Items Found in Excavated Chests1
1Suffix20 % increased Rarity of Items Dropped by Monsters expedition remnant sulphite bonus [1]1
1Suffix40 % increased Rarity of Items Dropped by Monsters1
1Suffix40 % increased Rarity of Items Found in Excavated Chests1
1Suffix50 % increased number of Magic Monsters1
1Suffix50 % increased number of Rare Monsters1
1SuffixAdds a random runeshape to all monsters1
1SuffixBlessed by Kaom1
1SuffixContains an Azmeri Spirit1
1SuffixMonsters grant 100 % increased Experience1
1SuffixMonsters grant 200 % increased Experience1
1SuffixMonsters have 20% increased Effectiveness monster potency +% [20]1
1SuffixMonsters spawn with an additional 15 % of Life missing1
1SuffixRunic Monsters are Duplicated1