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# Atlas <table> <tr> <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/maplegend/monolith.webp" height="48">Atlas Fortress <td><img loading="lazy" src="https://cdn.poe2db.tw/image/Art/2DArt/minimap/player/IncursionAtziriActive.webp" height="48">Vaal Temple<td> <tr> <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentritual.webp" height="48">Ritual <td><img loading="lazy" src="https://cdn.poe2db.tw/image/Art/2DArt/UIImages/InGame/MapLegend/StartingLocation.webp" height="48">Spawn Point <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/textures/interface/2d/2dart/uiimages/ingame/worldmap/mapbuttonabysshub.webp" height="48">Abyss <tr> <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentdelirium.webp" height="48">Delirium <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentbreach.webp" height="48">Breach <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentexpedition.webp" height="48">Expedition </table> ## Atlas Fortress * Overview: Progress through the giant Atlas Fortress by clearing maps and defeating gate bosses, pushing deeper toward the center for the main Atlas progression questline. * Game Stage Relevancy: Core endgame progression. * Crafting Mechanic: No dedicated item-crafting system of its own; instead, it rewards Atlas passive points for the revamped Atlas tree and unlocks Atlas Masteries specializations that shape how all other endgame systems behave. Specialized Items: Fortress / Atlas pinnacle uniques, ## Vaal Temple * Overview: Build out a giant Vaal temple by chaining rooms together, creating compounding difficulty and rewards as the layout expands. * Game Stage Relevancy: late-game progression and late-game crafting, remains to be seen after changes. * Crafting Mechanic: Temple-style room progression and Vaal-focused crafting, including room-based reward specialization and socket-related manipulation. * Specialized Items: Vaal uniques, Vaal unique affix manipulation, “capstone” item crafting (corruption, double-corruption), and socket-related item manipulation/extraction. ## Abyss * Overview: Fight swarms of monsters erupting from giant cracks and pits, then close Abyss paths across the overworld to track down one of the Abyssal faction bosses. * Game Stage Relevancy: Mid/late-game crafting. * Crafting Mechanic: Choice-based affix crafting that gives more control over RNG, with “pick from options” style outcomes rather than fully blind rolling. * Specialized Items: Abyss uniques, Abyss jewels, and faction-boss-specific rewards ## Expedition * Overview: Combines upgraded Expedition gameplay with the new Runes of Aldur league mechanic: use explosives to uncover rune remnants and resources while sailing through a new endless sea of island maps. * Game Stage Relevancy: Probably early-to-late-game crafting and broad item progression, both remains to be seen. * Crafting Mechanic: Rune crafting and runeforging. You gather Verisium, runes, and league resources to add Runic Ward to gear, create Kalguuran skills, enhance armor/weapons, and reforge uniques into stronger endgame versions. * Specialized Items: Kalguuran uniques, 100+ runes, runeforged gear, Runic Ward-enhanced items, and Kalguuran skill/support itemization. ## Breach * Overview: Fight escalating waves of Hiveborn and invade Hive strongholds to collect Hive Blood and Wombgifts, eventually progressing into Breach domains and major boss encounters. * Game Stage Relevancy: Early/mid-game crafting with long-term endgame progression. * Crafting Mechanic: The Genesis Tree. Spend Hive Blood and Wombgifts in a deterministic crafting tree that gives increasing control over item base types, quality, mod pools, and affix outcomes. * Specialized Items: Breach uniques, exclusive jewelry/base types, Wombgifts, and Breach-specific crafting currency. ## Delirium * Overview: Add Delirium fog and extra difficulty to maps, then spread that fog over a region of your choosing for deeper chains, special encounters, and scaling rewards.long-term endgame progression. * Game Stage Relevancy: Mid/late-game crafting and heavy map juicing. * Crafting Mechanic: Emotion currency.These are used to instill passive effects onto amulets and, newly, to target special or exclusive affixes onto jewels. * Specialized Items: Delirium uniques, special amulet rewards with multiple instilled effects, exclusive jewel affixes, and potent emotion currencies. ## Ritual * Overview: Fight increasingly dense waves of monsters in Ritual arenas to earn Tribute for an in-map reward shop, then chain Rituals across multiple maps for harder encounters and bigger payoffs. * Game Stage Relevancy: Early/mid unique chasing, with late-game meta-crafting support from Omens. * Crafting Mechanic: Tribute shop + Omens. Ritual now focus on uniques and Omens, with Omens acting as consumable modifiers that influence crafting currency outcomes in more targeted or deterministic ways. * Specialized Items: Ritual uniques, Omens, and Ritual-specific meta-crafting currencies.