Progression Checklist
Campaign end through the full Atlas tree, the Master quest chains and your farming loop. Check off steps as you complete them — progress is saved in this browser.
Finish campaign, enter the Ziggurat Refuge
Open the Waygate, rush the first map straight to its boss (ignore every mechanic in it), and talk to Doryani and Farrow to start quests — this unlocks your hideout map device. Set up your hideout and the Verisium Anvil — outside Runes of Aldur (Standard, Forbidden Rites) the Anvil unlocks by completing The Runeseeker quest in Act 4, and Farrow can then be placed in your hideout.
Waystone planner
- Run next
- T1area level 65
- Doryani sells
- Low tiers — clear T2 to unlock more
- Reforge
- —
Rolling: Transmute (magic) everything. Put your best stone into Powerful Map Boss nodes — they're the only way up besides the 3→1 bench.
Am I ready?
Import your character and this panel checks your resistances, life/ES pool and level against the checklist's gates.
Before your first map — how the endgame worksTiers and area level, what Waystone mods cost you, tablet slots, and how you climb tiers.
- Tiers and area level▶ 08:22▶ 00:45
- T1 = area level 65, +1 per tier, T15 = 79. T16 (area 80) only comes from Vaal-corrupting a T15 — which can also drop it to T14. T1–5 are white, T6–10 yellow, T11–15 red.
- Waystone modifiers▶ 02:04▶ 05:24
- Prefixes and suffixes only make the map harder; the Waystone's implicit is what scales rewards. Each modifier removes one of your 6 portals (revives) — a 6-mod map is one attempt.
- Dying to the map boss▶ 06:56
- The boss resets to full life and the rest of the map empties. Do side objectives before the boss.
- Tablet slots▶ 09:14
- Magic Waystone = 1 tablet. Rare with 3+ mods (Transmute + Augment + Regal, or Alchemy) = 2. Six mods (Alchemy + 2 Exalts) = 3.
- Tablet modifier cap▶ 12:07▶ 13:08
- Tablets start at magic rarity (2 mods). Killing Arbiter of Ash unlocks 3 (Regal); the top of the tree after Arbiter of Divinity (Partial Translation) unlocks 4. Unlike Waystones, every tablet mod is pure upside.
| Tier | Area level | What unlocks | Why it matters |
|---|---|---|---|
T1⚠ Unverified▶ 08:22 | 65 | 30% movement speed boots, +2 minion helmets | Leave the campaign with basic structural items |
T6–T7⚠ Unverified▶ 08:22 | 70–71 | Higher resistance tiers and base defences; first power spike | Fix your resistance caps before the Enigma Chambers |
| 75 | T1 flat damage (rings/gloves), T1–2 life, T2 resistances/defences, +3 amulets, T2 weapon physical, level-18 gems | The gearing checkpoint — best power per risk; park here until geared | |
| 79 | Top tiers of a few affixes (e.g. 35% movement speed) — plus more niche mods that dilute rolls | Push only once T11 gear is done and T15 clears at a decent pace |
0.5.0 → 0.5.5 — what changed in the endgame11 changesIf an older guide disagrees with this app, check here first: 2 Divinity kills, boss resistances, Rakiata's Flow, Expedition, Delirium.
Precursor Fortress full unlock
⚠ Conflicting sources- Old advice
- Arbiter of Divinity ×5, each kill unlocking one Cardinal Device region (~40 points).
- 0.5.5
- 2 kills total. The quest Origin Core kill no longer completes a Fortress section; the second, non-quest kill completes the whole Fortress for the map owner.
Matriarch and Patriarch Halls
⚠ Unverified- Old advice
- Spawned deep in the outer Atlas fog.
- 0.5.5
- Spawn much closer to the Ziggurat Refuge, always as a pair, visible as a smooth orange beam in the fog.
Pinnacle boss resistances
- Old advice
- Arbiter of Ash, Arbiter of Divinity, Omniphobia and Raven Trickster all had +75% All Elemental Resistances.
- 0.5.5
- Ash: Fire Resistance and Cold Vulnerability. Divinity: 45% Lightning Resistance and Fire Vulnerability (0% Cold). Omniphobia and Raven Trickster: no All Elemental Resistance.
Rakiata's Flow
⚠ Unverified- Old advice
- A near-mandatory chase gem that inverted the +75% boss resistances.
- 0.5.5
- Unequip it on Fire or Tri-Elemental (Trinity) builds against Arbiter of Divinity: inverting Fire Vulnerability gives it positive Fire Resistance. Lightning builds bring Lightning Exposure or a curse instead.
Corrupted Nexus failures
⚠ Unverified- Old advice
- Failing a Nexus, or dying and respawning on its map boss, could stop the Corrupted Boss spawning.
- 0.5.5
- A failed Corrupted Nexus can be retried, and dying on the map boss no longer stops the Corrupted Boss spawning.
Runes of Aldur and Expedition
- Old advice
- League-only mechanic with no Expedition Tablets; needed Aldur's Saga, which stays Runes of Aldur-only.
- 0.5.5
- Core from Act 4. Expedition Tablets stack 1 to 4 per map. Expedition Tablets do not drop in Runes of Aldur.
Hotfix 0.5.5c (2026-09-18)
⚠ Unverified- Old advice
- Not covered by this guide.
- 0.5.5
- A hotfix landed on 2026-09-18. Its changes, including whether the Soul Core Limit is per character or per item type, have not been read against the notes here.
Delirium scaling and fog
⚠ Unverified- Old advice
- Pack count scaled to 200% Deliriousness; Grand Mirror spread fog to 8 to 16 maps.
- 0.5.5
- Pack count caps at 100% Deliriousness (Monster Effectiveness and Rarity still scale to 200%). Grand Mirror spreads fog to exactly 10 maps. Recurring Nightmares gives +30% Deliriousness.
Azmeri Spirits and Wisps
⚠ Unverified- Old advice
- Pandora's Box and The Deadliest Hunt released or chained Azmeri Spirits for near-infinite party loot.
- 0.5.5
- Spirit re-manifestation scales with Monster Empowerment (1% per 2%, split across spirits). Pandora's Box is +15% Strongbox Rarity; The Deadliest Hunt is +15% Unique drop chance on Rogue Exiles.
Forbidden Rites and Viridian Wildwood
⚠ Unverified- Old advice
- Viridian Wildwood was a standalone Unique Map.
- 0.5.5
- The Unique Map is disabled. Rituals spawn in every map and drop Sacred Blooms, which add the Viridian Wildwood (Azmeri Wisp trails) to a cluster of nearby Atlas maps.
Trial of Chaos and Trial of Sekhemas
⚠ Unverified- Old advice
- Trial of Chaos had to be finished in one sitting, with corrupted rare trash rewards and no Atlas compensation.
- 0.5.5
- Pause and resume between rooms, a reward chest after every room, rewards limited to Currency and Soul Cores, and one Inscribed Ultimatum chains up to 30 rooms. Both Trials get inherent area-level pack, rarity and Exceptional item bonuses.
Trial of Chaos (0.5.5 rework)Spec-sourced, unverifiedPause and resume, a chest every room, 30 rooms on one Ultimatum, which modifiers to take and which wagers.
- Pause or leave between any two rooms, and resume later.
- A reward chest spawns after every room.
- Completion rewards are Currency and Soul Cores only. 17 new Soul Cores were added; attribute-conversion cores went from 20% to 40%.
- One Inscribed Ultimatum chains Floors 10, 20 and 30, which is how you reach all three Trialmaster Fates: Deadly, Cowardly and Victorious.
Take: free or buffs loot
- Lethal Rares +30 to 100% Rare Monsters.
- Monster Resistances +10 to 50% resistances; also helps Rakiata's Flow users.
- Unstoppable Monsters Free for most builds.
- Shielded Monsters Free for most builds.
- Blood Globules Take the lowest tier.
- Stalking Shade Tier 1 to 2 only; avoid it in Soul Core rooms.
- Chaotic / Toxic Monsters Only if you are Chaos Inoculated or Chaos-capped.
Avoid: run-killers
- Damaged Defences 20 to 80% less Armour, Evasion and Energy Shield.
- Reduced Resistances -15 to -45% Elemental Resistances and -5 to -15% maximum at Tier 3 to 5.
- Reduced Recovery 20 to 80% less recovery rate.
- Time Paradox Buffs expire 50 to 200% faster.
Wagers
- Wager of the Future early: doubles the stack size of every currency reward offered from then on.
- Wager of the Present late: doubles all pending currency rewards once Divines are pending.
- Never take Wager of Rarity or Wager of Rerolling while you hold valuable pending currency.
Source: the 0.5.5 endgame update spec (Lolcohol's Trial of Chaos guide and the patch notes). Not re-read against them here.
Essence crafting — Perfect and Corrupted Essences8 essencesThe 3-prefix / 3-suffix isolation rule, the Crystallisation Omens, and the high-impact endgame essences.
- Lesser, normal and greater Essences turn a Magic (2-mod) item into a Rare with one guaranteed mod.
- Perfect and Corrupted Essences (Hysteria, Delirium, Horror, Insanity, Abyss) replace an existing random modifier on a Rare item.
- A Rare holds at most 3 prefixes and 3 suffixes, and a Perfect Essence cannot be used if the item already has a modifier from the same family.
- A prefix Perfect Essence on a Rare with 3 full prefixes always removes one of those prefixes, so your suffixes are safe. The same holds for a suffix Perfect Essence and 3 full suffixes.
- If the side you are slamming is not full, add Omen of Sinistral Crystallisation (forces a prefix to be removed) or Omen of Dextral Crystallisation (forces a suffix).
- Vaal Orb Essence crystals that hold cheap Perfect Essences: they can upgrade to the expensive Corrupted ones (Horror, Hysteria).
| Essence | Slot | Mod | Effect and use |
|---|---|---|---|
Essence of Horror⚠ Unverified | Gloves, Boots | Suffix | 60 to 100% increased effect of socketed items, which doubles the effect of socketed Runes and Soul Cores. |
Essence of Hysteria⚠ Unverified | Boots, Quiver, Gloves | Prefix on Boots and Quiver, suffix on Gloves | 30% Movement Speed on Boots, 43 to 50% Bow Skill Damage on Quivers, 25 to 29% Critical Damage Bonus on Gloves. |
Essence of the Abyss⚠ Unverified | Any equipment | Prefix or suffix | Replaces a modifier with Mark of the Abyssal Lord; the next Desecrated currency removes the mark and reveals higher-tier modifiers than the one replaced. |
Essence of Battle⚠ Unverified | Martial weapons, Bows | Suffix (Perfect) | +4 Attack Skill Levels on 1H weapons and Bows, +6 on 2H weapons and Crossbows. The regular essence is a weak Accuracy prefix. |
Essence of Enhancement⚠ Unverified | Amulet | Prefix (Perfect) | 20 to 30% increased Global Defences, which scales Armour, Evasion and Energy Shield together. |
Essence of the Body⚠ Unverified | Body Armour | Prefix (Perfect) | 8 to 10% increased maximum Life. Slam it on a Body Armour with 3 prefixes and finished suffixes. |
Essence of Ruin⚠ Unverified | Body Armour | Prefix (Perfect) | 10 to 15% of Physical Damage taken as Chaos, useful for Chaos Inoculation builds. |
Essence of Sorcery⚠ Unverified | Wand, Staff | Prefix (Perfect) | +3 to all Spell Skill Levels on a Wand, +5 on a Staff. Cannot be used on Foci. |
Glossary — endgame terms20 termsWaystones, Powerful Map Bosses, tablets, Crisis Fragments, Origin Cores, Masters, Honour and more.
- Waystone
- The key that opens a map. Its tier sets the area level (T1 = 65 … T15 = 79). Its prefixes and suffixes only make the map harder; the implicit is what raises rewards. See step →
- Powerful Map Boss
- A map node with a red demon icon. Its boss drops a Waystone one tier higher — the only way up besides the 3→1 reforge bench. See step →
- Reforging bench (3→1)
- Unlocked by an Act 3 quest. Three Waystones of one tier become one of the next tier. See step →
- Tablet (Precursor Tablet)
- Socketed into a Waystone to add a mechanic or bonus to that map. Slots: magic Waystone 1, rare with 3+ mods 2, six mods 3. Tablet mods are pure upside, unlike Waystone mods.
- Overseer Tablet
- Unlocked by Eons of Domination. Slotted into a node without a powerful boss, it makes that map's boss Powerful — so it can drop a higher-tier Waystone. See step →
- Atlas passive points
- Spent on the Atlas tree to buff maps. They can't be refunded. Fortress maps, wall towers and mechanic quest lines give them; in 0.5.5 the second Arbiter of Divinity kill unlocks the rest at once. See step →
- Precursor Fortress
- The walled region at the centre of the Atlas holding the main quest: Ancient Gateway, Burning Monolith, East/West Gateways, Enigma Chambers and the Origin Tower. See step →
- Crisis Fragments
- Ancient, Faded and Weathered — the three keys for the Arbiter of Ash. The quest gives you two from the Enigma Chambers; the non-quest fight needs all three from Citadels or the exchange. See step →
- Citadel
- A special map marked by a massive coloured beam, guarded by a boss that drops a Crisis Fragment. Enigma Chambers are smaller versions.
- Origin Core (Cradle + Spark)
- The key for the Arbiter of Divinity: an Origin Cradle from a Matriarch Hall plus an Origin Spark from a Patriarch Hall. A non-quest Core (Halls outside the Fortress) is what unlocks the full Atlas. See step →
- Masters (Doryani, Hilda, Jado)
- Three NPCs with their own point trees. You pick one Master per map setup: Hilda for boss rushes and Omen Abyss, Jado for unique and Lineage hunts, Doryani for safety and biome control. See step →
- Corrupted nexus
- The boss map at the heart of a corrupted region. Clearing it cleanses the region (bonus currency, Fracturing Orbs) and gives Doryani points. See step →
- Anomaly map
- Jado's special maps (e.g. Jade Isles). Take the Lineage Support drop nodes before running them. See step →
- Djinn Barya
- The key for the Trial of the Sekhemas (Ascendancy points). Its level and trial count come from where it dropped; the lowest 4-trial Barya is level 75. See step →
- Honour
- The Trial of the Sekhemas' second health bar — run out and the trial fails. Relics with Honour Resistance (aim for 75%) protect it. See step →
- Monster Effectiveness
- Makes monsters tougher and scales every non-guaranteed drop — currency, items, Waystones. Worth taking unless your build can't handle the jump. See step →
- Biome
- Each map's terrain type (Grass, Forest, Mountain, Desert, Swamp, Water). Biome passives buff maps of that type; city maps grant a choice of two.
- Deliriousness / Grand Mirror
- Delirium fog raises a map's Deliriousness; at 100% maps count toward the Simulacrum. A Grand Mirror (kill the boss and its mirrored copy) spreads fog to 10 nearby maps in 0.5.5. See step →
- Juice / juicing
- Stacking Waystone mods, tablets and Atlas passives to make a map more rewarding. Pointless before your Atlas is unlocked — boss-rush until then. See step →
- Revives / portals
- Each map starts with 6 portals; every Waystone modifier removes one. Dying to the map boss resets it to full life and empties the rest of the map.
All common progression mistakes14Each step shows its own warnings — open this for the full list.
Pushing map tiers before defenses are ready
Endgame is a survival check, not just a DPS check — gear resistances and life before chasing higher Waystone tiers.
Spreading Atlas points across multiple mechanics
Payoff nodes sit deep in each sub-tree (9-12 nodes in). Half-investing two mechanics nets ~60% of one full investment, not 200% — specialize in one at a time.
Ignoring Waystone sustain
Spending every good Waystone without securing sustain nodes/backups stalls your progression entirely.
Rushing T15 when T11 already gives ~95% of loot value
T15 rarely improves on T11 (item level 75) rolls, which are already high-weight — the extra risk isn't worth it until you're geared. Run the highest tier you clear at a decent pace, not the highest you survive; if a map takes 50–80% longer, drop down.
Skipping Fortress progression
The Precursor Fortress is your Atlas-point engine, not a side mechanic — don't neglect it in favor of farming loops.
Running a mechanic's own tablets while questing itAbyssBreachRitual
Tablets add more of the mechanic into the map, which slows down finishing that mechanic's quest and killing its boss. Applies to Abyss, Breach, and Ritual alike — quest first, juice after.
Taking Atlas trap nodes (no respec)AbyssBreach
Atlas points can't be refunded. Group 1, never take: Reactive Hiveseeding (blocks Unstable Breaches), Survival of the Fittest (merges rares, so fewer Omens and Grand Expedition drops), The Lost Architect and Escalating Rivalry (Rogue Exiles flee with your loot). Group 2, bugged or situational: Man Trap, Mysterious Transference, Living Metal, Armaments of Evil and the childhood-fears Delirium node. The three small gold-found nodes are optional to path around. Full list on the Atlas page.
Full-clearing maps before the Atlas is unlocked
Mechanics are weak without Atlas points. Boss-rush every map (Essences and Shrines only) until the second Arbiter of Divinity kill unlocks the full tree.
Running individual Fortress nodes
Only path to quest objectives. The second (non-quest) Arbiter of Divinity kill completes the whole Fortress in 0.5.5, so every extra Fortress map is wasted time.
Expecting the first Arbiter of Divinity kill to unlock the Atlas
The quest kill doesn't unlock your full tree — players stop there and assume it's bugged. Find one Matriarch + one Patriarch Hall outside the Fortress, build a non-quest Origin Core and kill it again.
Killing the boss before finishing a mechanic point map
On league-mechanic Atlas-point maps, finish the mechanic before entering the boss arena (the checkpoint turns orange) — the point can fail to award otherwise.
Running anomaly maps before taking the Lineage Support nodes
Allocate the anomaly-map Lineage Support drop nodes before any Jado anomaly map — Lineage gems are expensive and the nodes can double the drop.
Juicing Waystones while you're still unlocking the Atlas
You're boss-rushing, so extra mods buy little loot and cost revives. Run Magic on normal nodes and Rare only on Powerful Map Boss nodes; alch red maps only when you're short on sustain.
Running Ritual tablets during the Bodach body-part mapsRitual
While collecting the 5 body parts for The Bodach, run the chosen maps without Ritual tablets — they can get in the way of the quest drop.
1Campaign End0/4
#1Finish campaign, enter the Ziggurat Refuge
Open the Waygate, rush the first map straight to its boss (ignore every mechanic in it), and talk to Doryani and Farrow to start quests — this unlocks your hideout map device. Set up your hideout and the Verisium Anvil — outside Runes of Aldur (Standard, Forbidden Rites) the Anvil unlocks by completing The Runeseeker quest in Act 4, and Farrow can then be placed in your hideout.
#2Know the three rules of the Atlas rush⚠ 2
Until your Atlas is fully unlocked, maps are for pathing, not loot: mechanics are weak without Atlas points, so every hour spent juicing now is an hour your full tree is delayed.
- Boss-rush every map. Only click Essences and Shrines — they're fast. Skip Ritual, Breach, Abyss and the rest.
- The whole goal is Arbiter of Ash ×1 and Arbiter of Divinity ×2. In 0.5.5 the second Divinity kill unlocks every Atlas point at once.
- Atlas points can't be refunded. Check the trap-node list on the Atlas page before you allocate anything you don't recognise.
- Hold each league mechanic's Tablets until its sub-tree is unlocked, and never run a mechanic's Tablet while you are doing its questline.
- Run the highest tier you can clear at a decent pace — not the highest tier you can survive. Higher tiers mean better item level, more XP, faster Atlas.
Avoid: Taking Atlas trap nodes (no respec)why?
Atlas points can't be refunded. Group 1, never take: Reactive Hiveseeding (blocks Unstable Breaches), Survival of the Fittest (merges rares, so fewer Omens and Grand Expedition drops), The Lost Architect and Escalating Rivalry (Rogue Exiles flee with your loot). Group 2, bugged or situational: Man Trap, Mysterious Transference, Living Metal, Armaments of Evil and the childhood-fears Delirium node. The three small gold-found nodes are optional to path around. Full list on the Atlas page.
Avoid: Full-clearing maps before the Atlas is unlockedwhy?
Mechanics are weak without Atlas points. Boss-rush every map (Essences and Shrines only) until the second Arbiter of Divinity kill unlocks the full tree.
#3Hilda's Camp — first Great Beast only → Mighty Preygate
Hilda's camp is right next to where you start. Kill only her first Great Beast and take Mighty Prey: 25% chance to upgrade a Normal Map Boss to a Powerful Map Boss, which drops a Waystone one tier higher. One point is enough for now — this is your core tier-climbing engine. Her next beast needs a T5+ Waystone, so leave the rest for later.
Waystone breakpoints gate progression at Tier 6, 11, and 14 — buy a backup stone one tier below your best from Doryani right after crossing each one.
#4Run the Waystone engine0/7⚠ 2
Waystone starvation is the #1 early-endgame stall. Only Powerful Map Boss nodes (red demon icon) and the reforge bench move you up a tier, so route every map around them.
- Example: holding 2× T9 and 1× T10, run the T9s to reach a Powerful node, then spend the T10 there for a guaranteed-ish T11.
- Waystone drop rates are near-100% at T1–T6 and fall off noticeably around T11 without sustain nodes.
- Doryani and 3→1 get expensive in gold at high tiers (≈20k per stone, ≈60k per T14 reforge).
Avoid: Ignoring Waystone sustainwhy?
Spending every good Waystone without securing sustain nodes/backups stalls your progression entirely.
Avoid: Juicing Waystones while you're still unlocking the Atlaswhy?
You're boss-rushing, so extra mods buy little loot and cost revives. Run Magic on normal nodes and Rare only on Powerful Map Boss nodes; alch red maps only when you're short on sustain.
2Precursor Fortress0/4
#5Rush the first Precursor Tower → Ancient Gateway → Burning Monolith0/1gate
The nearest Precursor Tower (about 3 maps away) reveals the Fortress. Path straight to the Ancient Gateway — maps inside the Fortress area start giving Atlas points — then to the Burning Monolith, through as many Powerful Map Boss nodes as you can. Grab the guaranteed trial-key (Djinn Barya) nodes just off the middle path.
- Since 0.5.5 the Trial of Sekhemas has inherent monster and reward bonuses from area level 65, because Atlas passives don't apply inside it.
- Early Atlas points go down the Essence path (fast currency, shortest route) toward the Waystone-quantity nodes on the right.
- Some guides suggest saving the guaranteed Barya node until you can run it with a T9+ Waystone so its key rolls high enough for the 4th Ascendancy (web-digest tip, not in the videos).
#6Light both Gateway beaconsgate
At the Burning Monolith you're missing two fragments. East Gateway: kill the Precursor Refiner and activate the beacon (needs a T5+ Waystone). West Gateway: kill the Precursor Separator. Scorpius does the lower-tier West side first.
The East Gateway needs a T5+ Waystone — reforge 3→1 if you don't have one.
#7Enigma Chambers → Weathered + Ancient Crisis Fragments⚠ 1gate
Both need a T10+ Waystone. Each Enigma Chamber is a smaller version of a Citadel: kill the boss in the Western and the Eastern chamber for the Ancient and Weathered Crisis Fragments. The quest supplies the third fragment for your first Arbiter of Ash.
- Want the chamber bosses easier? Clear your first T11 and buy T10s from Doryani to run them with.
- Don't clear Fortress nodes for their own sake — path to objectives only; the Arbiter of Divinity kills complete the rest.
- Claim the fragment in the chamber before you portal out (web-digest tip, not in the videos).
Avoid: Running individual Fortress nodeswhy?
Only path to quest objectives. The second (non-quest) Arbiter of Divinity kill completes the whole Fortress in 0.5.5, so every extra Fortress map is wasted time.
Enigma Chambers require Tier 10 Waystones minimum.
#8Allocate the sustain/tablet-unlock cluster0/10⚠ 2
Allocate in this order — this block is 100% sustain and tablet unlocks, zero league mechanics. Eons of Domination unlocks Overseer Tablets; Atop the World unlocks generic Precursor Tablet drops while maxing Waystone drop chance. Putting early points into Abyss, Delirium or Breach here is the classic trap.
- Undergeared? Scorpius's safer opener: shrine cluster → magic-monster circle → Eons of Contamination (irradiated tablets, area 70+) → Valuable Paths → Chosen Path (Rogue Exiles) → Journey Ahead → Archaeological Interest.
Avoid: Taking multi-choice Atlas nodes that raise difficulty beyond your buildwhy?
Monster Effectiveness nodes scale all non-deterministic drops but also make monsters stronger — skip them entirely if your build can't handle the difficulty jump.
Avoid: Taking Atlas trap nodes (no respec)why?
Atlas points can't be refunded. Group 1, never take: Reactive Hiveseeding (blocks Unstable Breaches), Survival of the Fittest (merges rares, so fewer Omens and Grand Expedition drops), The Lost Architect and Escalating Rivalry (Rogue Exiles flee with your loot). Group 2, bugged or situational: Man Trap, Mysterious Transference, Living Metal, Armaments of Evil and the childhood-fears Delirium node. The three small gold-found nodes are optional to path around. Full list on the Atlas page.
3Arbiter of Ash0/1
#9Kill Arbiter of Ash (quest version)
Bring the two Enigma fragments to the Burning Monolith. The quest fight is ~1.2M HP with two phases, unlimited attempts and no XP loss — it's mechanic-heavy, so learn it rather than face-tank it. Since 0.5.5 it has Fire Resistance and Cold Vulnerability instead of All Elemental Resistances. Upgrade gear before you try, or you'll be here a while.
- The kill unlocks the Atlas lock that lets tablets roll 3 modifiers (Regal) — a big sustain spike, so beat Ash as fast as possible.
- Too weak? Don't grind Fortress nodes. Pivot to one league mechanic to gear up, then come back.
- The non-quest (uber) version needs all three Crisis Fragments — Ancient, Faded and Weathered — from Citadels or the Currency Exchange. Older guide figures put it at ~5M HP standard / 22M+ uber with a hard 55% phase transition.
4T11 Gearing Checkpoint0/6
#10Pick your track: fast-track to T15, or park at T11⚠ 1gate
After Arbiter of Ash, your build's clear speed decides the route. Strong build: Track A, skip side mechanics and push into the inner Fortress at T14 to T15. Average, SSF or hardcore build: Track B, stop climbing at T11 and gear up there. Both end at the same two Arbiter of Divinity kills.
⚠ Unverified- Track A (Fubgun, Lazy Exile): optionally clear the Withered Willow (5 Delirium-fog map bosses) for a cheap early amulet anoint, and finish your 4th Ascendancy (about 30 to 40% more damage) before the Arbiter of Divinity.
- Track B (Asmodeus, CyclonDefinitiv): T11 is area level 75, so item level 75 drops already cover tier-1 flat damage, +3 amulets, tier-1/2 life, tier-2 defences and level-18 gems. Take 1 Corrupted Nexus for a Doryani point and Stitch the Flesh (+1 revival in maps).
- Track B also: farm an item level 75 four-trial Djinn Barya in T11 maps for the 4th Ascendancy at level 85+, then run the Abyss (Well of Souls → Kulemak) and Breach (Monastery of the Keepers → Xesht) questlines for currency and early Genesis Tree belts and rings.
- Not sure? Track B costs only time. Track A on a build that can't clear T14 costs revives and gear.
Avoid: Rushing T15 when T11 already gives ~95% of loot valuewhy?
T15 rarely improves on T11 (item level 75) rolls, which are already high-weight — the extra risk isn't worth it until you're geared. Run the highest tier you clear at a decent pace, not the highest you survive; if a map takes 50–80% longer, drop down.
Park at T11 (area level 75) to gear and resist-cap before pushing further — it gives ~95% of loot value with far less risk than jumping to T15.
#11Grind T11 as the key gearing checkpoint⚠ 2gate
T11 Waystones are area level 75 — enough for tier-1 flat damage on rings/gloves, tier-1/2 life, tier-2 resistances and defences, +3 amulets, tier-2 physical on weapons and level-18 gems. T15 rarely does better. If T14–T15 is slow for your build, stop climbing and farm T11 until your gear is right.
- Fubgun's nuance: run the highest tier you clear at a decent pace — don't spend 50–80% longer per map for slightly better drops.
- Look up your weapon base's item-level breakpoint (poe2db / wiki) and rush to the tier that drops it — weapons are usually the biggest upgrade.
Avoid: Pushing map tiers before defenses are readywhy?
Endgame is a survival check, not just a DPS check — gear resistances and life before chasing higher Waystone tiers.
Avoid: Rushing T15 when T11 already gives ~95% of loot valuewhy?
T15 rarely improves on T11 (item level 75) rolls, which are already high-weight — the extra risk isn't worth it until you're geared. Run the highest tier you clear at a decent pace, not the highest you survive; if a map takes 50–80% longer, drop down.
Park at T11 (area level 75) to gear and resist-cap before pushing further — it gives ~95% of loot value with far less risk than jumping to T15.
Sustain 5-mod Waystones (~80% same-tier replacement chance) before investing further into a mechanic sub-tree.
#12Take one Doryani point for the extra revival
Clear the nearest corrupted zone's nexus (kill its boss) to unlock Doryani and one point — spend it on the extra revive (Stitch the Flesh).
- 0.5.5: a failed Corrupted Nexus can be retried, and dying on the map boss no longer stops the Corrupted Boss spawning (endgame update spec, unverified).
#13Delirium Part 1 only — amulet anointing unlock
Path to the Withered Willow, kill 5 map bosses with delirium mirror fog active to unlock amulet anointing, then clear the first 4 passive-point maps for more liquid emotion drops. Otherwise just pass through mirrors incidentally — don't push Delirium further yet, it's the hardest mechanic and is sequenced last. Skip it entirely if your build has no cheap anoint.
#14Layer Abyss, then Breach, while mapping⚠ 2
Canonical opener: Abyss (universal currency, Desecrated Bones, Omens; Well of Souls → Kulemak), then Breach (jewellery and catalysts at the Monastery → Xesht) — best for early gearing, especially belts. Abyss → Ritual is a valid alternative. Point maps can be run at your cheapest Waystone tier.
- On every mechanic point map, finish the mechanic before you step into the boss arena (the checkpoint turns orange) — killing the boss first sometimes fails to award the point.
Avoid: Running a mechanic's own tablets while questing itwhy?
Tablets add more of the mechanic into the map, which slows down finishing that mechanic's quest and killing its boss. Applies to Abyss, Breach, and Ritual alike — quest first, juice after.
Avoid: Killing the boss before finishing a mechanic point mapwhy?
On league-mechanic Atlas-point maps, finish the mechanic before entering the boss arena (the checkpoint turns orange) — the point can fail to award otherwise.
#15Hit level 85+, finish your 4th Ascendancygate
The lowest 4-trial Barya is level 75, which T11 farming guarantees. The 3rd and 4th Ascendancy points are ~30–40% more damage for most classes — "optional, but not really".
Reach level 85+ and finish your 4th Ascendancy (low-tier 4-trial Barya from T11) before the Arbiter of Divinity pinnacle push.
5Arbiter of Divinity — 2 kills = full Atlas0/6
#16Quest Halls: Matriarch Hall + Patriarch Hall
At the Origin Tower, Doryani sends you to the Patriarch Hall (Origin Spark) and Matriarch Hall (Origin Cradle) either side of the tower. Both bosses are hard — you should be comfortable in red maps. Look for the smooth orange beam; the pair usually spawns together, and since 0.5.5 they spawn much closer to the Ziggurat Refuge.
#17Kill #1: quest Arbiter of Divinity⚠ 1gate
Combine the Cradle and Spark into the Origin Core (Doryani / Engine Room), carry it to the top of the Origin Tower and kill the Arbiter. Two phases, unlimited attempts, no XP loss. It has 45% Lightning Resistance and Fire Vulnerability (0.5.5) — lightning builds should bring exposure and a curse.
- This first kill will NOT unlock your full Atlas — that's kill #2. Players who stop here think their tree is bugged.
- Rakiata's Flow warning: on Fire or Tri-Elemental (Trinity) builds, unequip it for this fight. It inverts Fire Vulnerability into positive Fire Resistance. Lightning builds should bring Lightning Exposure or a curse instead.
- The kill unlocks the top of the Atlas tree — finish that line (Partial Translation) for 4-modifier tablets.
Avoid: Expecting the first Arbiter of Divinity kill to unlock the Atlaswhy?
The quest kill doesn't unlock your full tree — players stop there and assume it's bugged. Find one Matriarch + one Patriarch Hall outside the Fortress, build a non-quest Origin Core and kill it again.
5,000+ life and 80%+ relevant resistances before Olroth/Simulacrum/Arbiter-tier pinnacles.
#18Allocate the top-of-tree passives and memory forks0/5⚠ 1
Reverse Transcription (Regal tablets) → Rogue Exile cluster (Competing Explorers, Competitive Archaeology — early jewellery) → essence/magic-monster paths → Mountain Mastery: Tablets, then the three memory forks. Grab them immediately after the first Divinity kill.
Avoid: Running anomaly maps before taking the Lineage Support nodeswhy?
Allocate the anomaly-map Lineage Support drop nodes before any Jado anomaly map — Lineage gems are expensive and the nodes can double the drop.
#19Hunt one Matriarch + Patriarch pair outside the Fortress
For kill #2 you need a non-quest Origin Core: find one Matriarch Hall and one Patriarch Hall outside the Fortress walls (orange beam in the fog — if you see one, the other is close), clear both, and combine the Cradle and Spark. The old 5-cycle Cardinal Device loop is gone.
- Path outward in one direction from a Fortress wall tower — don't run random maps.
- Clear corrupted nexuses you pass for Doryani points (Stitch the Flesh → Hidden Patterns → Remnants of the Greatness).
- Save high Waystone-drop stones and tablets for the Hall bosses — extra Cradles/Sparks sell.
- The Origin Core, Cradle and Spark can also be bought on the Currency Exchange.
#20Kill #2: non-quest Arbiter of Divinity → full Atlas unlocked⚠ 1gate
Kill the stronger, non-quest Arbiter of Divinity with your non-quest Origin Core. Since 0.5.5 this completes the entire Precursor Fortress and unlocks every Atlas point at once — no region-by-region clearing. (Before 0.5.5 each kill let you hit a Cardinal Device for one ~40-point region, five times over.)
- Readiness: your character should already handle T15.
- You can delay it: full Atlas points make every map harder, and the non-quest boss is tougher.
Avoid: Expecting the first Arbiter of Divinity kill to unlock the Atlaswhy?
The quest kill doesn't unlock your full tree — players stop there and assume it's bugged. Find one Matriarch + one Patriarch Hall outside the Fortress, build a non-quest Origin Core and kill it again.
Be comfortable in T15 before the second (non-quest) Arbiter of Divinity — it's stronger than the quest version.
#21Spend the full tree — skip the trap nodes0/5⚠ 1
With every point unlocked, fill the tree toward your farm. Check the trap-node list first: points can't be refunded.
Avoid: Taking Atlas trap nodes (no respec)why?
Atlas points can't be refunded. Group 1, never take: Reactive Hiveseeding (blocks Unstable Breaches), Survival of the Fittest (merges rares, so fewer Omens and Grand Expedition drops), The Lost Architect and Escalating Rivalry (Rogue Exiles flee with your loot). Group 2, bugged or situational: Man Trap, Mysterious Transference, Living Metal, Armaments of Evil and the childhood-fears Delirium node. The three small gold-found nodes are optional to path around. Full list on the Atlas page.
6Full Atlas Tree0/1
#22Close out the remaining tree⚠ 1
Once the Fortress is complete, remaining points go to generic quantity/rarity/pack-size, then the mechanic sub-trees you still want. Recommended close-out order: Ritual → Vaal Temple → Delirium (hardest last). Fubgun's alternative: pick the one mechanic you'll farm right after the first Divinity kill and earn currency with its tablets while you hunt Halls.
Avoid: Spreading Atlas points across multiple mechanicswhy?
Payoff nodes sit deep in each sub-tree (9-12 nodes in). Half-investing two mechanics nets ~60% of one full investment, not 200% — specialize in one at a time.
7Masters & League Quest Chains0/9
#25Master: Jado — Sealed Vault and anomaly maps0/3⚠ 1
Jado's unlock is the Sealed Vault (the node with blood coming out, usually right in front of the Fortress). He's the Master for exceptional items and Lineage Support gems.
Avoid: Running anomaly maps before taking the Lineage Support nodeswhy?
Allocate the anomaly-map Lineage Support drop nodes before any Jado anomaly map — Lineage gems are expensive and the nodes can double the drop.
#26Ritual — King in the Mists → The Bodach0/7⚠ 1
Ritual's hub sits next to the Fortress. Quest it without Ritual tablets.
- Don't run Ritual tablets during the 5 body-part maps (web-digest tip; tablets may interfere with the quest drop).
- Forbidden Rites: Rituals spawn in every map and drop Sacred Blooms, which add the Viridian Wildwood (Azmeri Wisp trails) to nearby Atlas maps. The standalone Viridian Wildwood unique map is disabled (spec, unverified).
Avoid: Running a mechanic's own tablets while questing itwhy?
Tablets add more of the mechanic into the map, which slows down finishing that mechanic's quest and killing its boss. Applies to Abyss, Breach, and Ritual alike — quest first, juice after.
#28Delirium — Grand Mirror → Simulacrum → Tangmazu0/6
Part 2 of Delirium, saved for last because it's the hardest. Since 0.5.5 Grand Mirror fog spreads to exactly 10 maps and pack count stops scaling past 100% Deliriousness (Monster Effectiveness and Rarity still scale to 200%). Recurring Nightmares adds +30% Deliriousness (spec, unverified).
#31Expedition — Ruins of Kingsmarch → Olroth → crater0/6
Follow the Logbook quest line from the Ruins of Kingsmarch. Grand Expeditions award Atlas points in 0.5.5 — and Expedition is the #1 farm, so this chain pays for itself.
- Expedition Tablets stack 1 to 4 per map: 1 tablet = 1 Expedition, 2 = +1 Verisium Remnant and +35% density, 3 = +1 Expedition, 4 (city maps) = +1 Verisium Remnant and +35% density (spec, unverified).
8Juiced Farming Loop0/1
#32Commit to a juiced single-mechanic farming loop0/3⚠ 2
Pick one S-tier farm from the dashboard (Expedition, Omen Abyss, Breach Hiveblood, Delirium/Lineage rush), match biomes and tablets to it, and pair the right Master (Hilda for boss rushes and Omen Abyss, Jado for unique/Lineage hunts, Doryani for safety and biome control).
- Advanced (web digest, unverified): with Omens that block rarity/quantity/effectiveness rerolls active, Chaos a 6-mod Waystone to force monster-rarity and Waystone-drop mods.
Avoid: Not swapping Masters per activitywhy?
Running empty maps without the right Master (Jado/Doryani/Hilda) for the activity wastes monster-scaling and reward nodes.
Avoid: Burning good tablets before towers/Atlas are readywhy?
Mixing tablet types across mechanics in one session, or spending high-roll tablets before your setup can use them, wastes their value.