Spirit_Walker
Old: ChuanHsing#1075 2026-05-13 07:57:23
New: ChuanHsing#1075 2026-05-13 08:35:28
| Old | New | Differences | |
|---|---|---|---|
| 1 | - | # Atlas | |
| 1 | + | # Spirit Walker | |
| 2 | + | Bound to the wilds, this class calls upon spirits to answer to her will granting different abilities aligning with the Stag, Owl or Bear. Through their guidance, the Spirit Walker may subdue even the most formidable beasts, binding them in spirit, or call forth a spectral companion to fight beside her. | |
| 2 | 3 | ||
| 3 | - | <table> | |
| 4 | - | <tr> | |
| 5 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/maplegend/monolith.webp" height="48">Atlas Fortress | |
| 6 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/Art/2DArt/minimap/player/IncursionAtziriActive.webp" height="48">Vaal Temple<td> | |
| 7 | - | <tr> | |
| 8 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentritual.webp" height="48">Ritual | |
| 9 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/Art/2DArt/UIImages/InGame/MapLegend/StartingLocation.webp" height="48">Spawn Point | |
| 10 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/textures/interface/2d/2dart/uiimages/ingame/worldmap/mapbuttonabysshub.webp" height="48">Abyss | |
| 11 | - | <tr> | |
| 12 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentdelirium.webp" height="48">Delirium | |
| 13 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentbreach.webp" height="48">Breach | |
| 14 | - | <td><img loading="lazy" src="https://cdn.poe2db.tw/image/art/2dart/uiimages/ingame/atlasscreen/atlasiconcontent/atlasiconcontentexpedition.webp" height="48">Expedition | |
| 15 | - | </table> | |
| 4 | + | <a href="https://cdn.poe2db.tw/image/poe2/huntress3.webp" data-lightbox="panel"></a> | |
| 16 | 5 | ||
| 17 | - | ## Atlas Fortress | |
| 18 | - | * 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. | |
| 19 | - | * Game Stage Relevancy: Core endgame progression. | |
| 20 | - | * 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. | |
| 21 | - | * Specialized Items: Fortress / Atlas pinnacle uniques, | |
| 6 | + | <a href='#' class="js-modal-btn" data-video-id="86MS6GHBAOg"></a> | |
| 22 | 7 | ||
| 23 | - | ## Vaal Temple | |
| 24 | - | * Overview: Build out a giant Vaal temple by chaining rooms together, creating compounding difficulty and rewards as the layout expands. | |
| 25 | - | * Game Stage Relevancy: late-game progression and late-game crafting, remains to be seen after changes. | |
| 26 | - | * Crafting Mechanic: Temple-style room progression and Vaal-focused crafting, including room-based reward specialization and socket-related manipulation. | |
| 27 | - | * Specialized Items: Vaal uniques, Vaal unique affix manipulation, “capstone” item crafting (corruption, double-corruption), and socket-related item manipulation/extraction. | |
| 28 | - | ||
| 29 | - | ## Abyss | |
| 30 | - | * 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. | |
| 31 | - | * Game Stage Relevancy: Mid/late-game crafting. | |
| 32 | - | * Crafting Mechanic: Choice-based affix crafting that gives more control over RNG, with “pick from options” style outcomes rather than fully blind rolling. | |
| 33 | - | * Specialized Items: Abyss uniques, Abyss jewels, and faction-boss-specific rewards | |
| 34 | - | ||
| 35 | - | ## Expedition | |
| 36 | - | * 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. | |
| 37 | - | * Game Stage Relevancy: Probably early-to-late-game crafting and broad item progression, both remains to be seen. | |
| 38 | - | * 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. | |
| 39 | - | * Specialized Items: Kalguuran uniques, 100+ runes, runeforged gear, Runic Ward-enhanced items, and Kalguuran skill/support itemization. | |
| 40 | - | ||
| 41 | - | ## Breach | |
| 42 | - | * 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. | |
| 43 | - | * Game Stage Relevancy: Early/mid-game crafting with long-term endgame progression. | |
| 44 | - | * 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. | |
| 45 | - | * Specialized Items: Breach uniques, exclusive jewelry/base types, Wombgifts, and Breach-specific crafting currency. | |
| 46 | - | ||
| 47 | - | ## Delirium | |
| 48 | - | * 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. | |
| 49 | - | * Game Stage Relevancy: Mid/late-game crafting and heavy map juicing. | |
| 50 | - | * Crafting Mechanic: Emotion currency.These are used to instill passive effects onto amulets and, newly, to target special or exclusive affixes onto jewels. | |
| 51 | - | * Specialized Items: Delirium uniques, special amulet rewards with multiple instilled effects, exclusive jewel affixes, and potent emotion currencies. | |
| 52 | - | ||
| 53 | - | ## Ritual | |
| 54 | - | * 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. | |
| 55 | - | * Game Stage Relevancy: Early/mid unique chasing, with late-game meta-crafting support from Omens. | |
| 56 | - | * 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. | |
| 57 | - | * Specialized Items: Ritual uniques, Omens, and Ritual-specific meta-crafting currencies. | |
| 58 | - | ||
| 8 | + | Name | Detail | |
| 9 | + | - | - | |
| 10 | + | The Natural Order | Tame Beast can capture Unique Beasts<br>Can have up to one Unique Tamed Beast summoned<br>Unique Tamed Beasts have 30% increased movement speed<br>Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 seconds | |
| 11 | + | Idolatry | Companions deal 10% increased damage per Idol in your Equipment<br>2% increased Reservation Efficiency of Skills per Idol in your Equipment<br>-4% to all Elemental Resistances per non-Idol Augment in your Equipment | |
| 12 | + | Sacred Unity | (Available only if you allocate Wild Protector, Primal Bounty and Vivid Stampede.)<br>This Passive Skill is free to allocate<br>Bear Spirit gains Embrace of the Wild<br>Vivid Stags leap towards enemies<br>Central Projectile of Weather-Empowered Skills leaves a trail of Soaring Ground<br><br>Embrace of the Wild: Protects the Bear Spirit’s Allies while they are in its Presence, granting them 2% of maximum Life regenerated per second and causing 5% of the damage they would take to be taken by the Bear Spirit instead.<br>Soaring Ground: Soaring Ground grants 30% increased Evasion Rating and 40% increased damage while on Full Life to you or Allies standing on it. Soaring Ground has a 4-second base duration unless otherwise specified. | |
| 13 | + | The Morrígan’s Guidance | Gain a Vivid Wisp when Vivid Stampede ends<br>Stags deal 20% more damage per leap<br>Stags have 20% more Shock Magnitude per leap | |
| 14 | + | Vivid Stampede | Grants Skill: [[Vivid Stampede]] | |
| 15 | + | Wild Protector | Grants Skill: [[Wild Protector]] | |
| 16 | + | The Catha’s Balance | Companions deal additional Attack damage equal to 60% of your main hand weapon damage | |
| 17 | + | Primal Bounty | Grants Skill: [[Primal Bounty]]<br>Gain a Primal Owl Feather every 4 seconds, up to a maximum of 3<br>Expend an Owl Feather when you Dodge to trigger Primal Bounty | |
| 18 | + | The Mhacha’s Gift | Dodging can expend up to 3 Owl Feathers, granting Primal Bounty 100% more Empowerment effect per additional Feather expended<br>Gain Owl Feathers 50% faster |












