On this page
- Direct answers
- What each system solves
- Readiness matrix
- Playstyle recommendations
- Suggested progression order
- Atlas point tracker
- Entry cost and failure risk
- Reward goal selector
- Build problem routing
- Returning player: 0.5 changes
- What players report
- Video walkthrough
- Common problems
- Sources and verification
- Changelog
QUICK ANSWER
Direct answers
Which end-game should I do first?
Pick by preparation, not by profit. A clear-speed character starts with map-driven systems; a boss-strong character starts with pinnacle gates.
Spend early Atlas points on the system you will actually run, then branch out once points are plentiful.
Do I need every system?
No. Each system solves a different need: crafting, passives, pinnacle bosses, or currency. Run what fits your build and goal.
What is the cheapest to try?
Map-driven systems with a free-exit cost are the safe first step; systems with material or long-reset costs should wait until the character is ready.
OVERVIEW
What each system solves
Fortress and Atlas Masters build your passive and master economy; they are the backbone before deep end-game.
Breach, Ritual, Delirium and Abyss are map-driven pinnacle chains, each ending in its own boss and feeding crafting or currency.
Vaal Temple is a build-and-route system ending in Atziri, while Expedition is a currency-and-site system. Pick the chain that matches your goal.
- Fortress / Atlas Masters = backbone
- Breach / Ritual / Delirium / Abyss = pinnacle chains
- Vaal Temple / Expedition = build and currency systems
REFERENCE TABLE
Readiness matrix
Relative demands per system. Levels are Low/Medium/High, time is Short/Medium/Long, failure cost is Free exit / Material cost / Long reset.
| Mechanic | Clear | Single | Survive | Time | Fail cost | Output | End |
|---|---|---|---|---|---|---|---|
| Breach | High | Medium | Medium | Medium | Free exit | Splinters, jewellery | Xesht |
| Ritual | Medium | Medium | Medium | Medium | Free exit | Tribute, Omens | King |
| Delirium | Medium | High | High | Medium | Material cost | Distilled, Simulacrum | Tangmazu |
| Abyss | High | Medium | Medium | Medium | Free exit | Jewels, Reach | Kulemak |
| Vaal Temple | Medium | Medium | Medium | Long | Long reset | Vaal currency | Atziri |
| Trial of Chaos | Medium | High | High | Medium | Material cost | Fates, relics | Trialmaster |
| Sekhemas | Medium | High | High | Medium | Material cost | Relics, points | Zarokh |
| Fortress | Medium | Low | Low | Short | Free exit | Atlas points | Points |
CARD GRID
Playstyle recommendations
Match the system to how you play.
Clear-speed build
Start with Breach and Abyss; both reward fast, mobile clearing and free-exit cost.
Boss-focused build
Prioritise Trial of Chaos, Sekhemas and Delirium once your single-target and defence are solid.
Melee / low move speed
Favour Ritual and Vaal Temple over fissure-chasing Abyss until you can keep up with the line.
Squishy / SSF
Use Fortress and free-exit systems first; avoid material-cost pinnacles until geared.
Trade / liquid
Run the chain whose currency sells best for your build; Ritual and Delirium feed trade well.
PROGRESSION STEPS
Suggested progression order
Stabilise the Atlas
Bank Fortress and early Atlas points; this is the backbone everything else builds on.
Pick one map-driven chain
Choose Breach or Abyss if clear-speed, Ritual if balanced; run it to its pinnacle to learn the loop.
Add a pinnacle trial
Once geared, add Trial of Chaos or Sekhemas for Fates, relics and Ascendancy progress.
Branch to Delirium / Vaal
Add Delirium for Distilled and Simulacrum, Vaal Temple for its long-build route, as points allow.
Fill the rest
Once points are plentiful, run the remaining chains for their unique rewards and boss unlocks.
REFERENCE TABLE
Atlas point tracker
Where each system's Atlas points come from. Exact amounts on the live Atlas.
| System | Points from | Note |
|---|---|---|
| Fortress | Fortress completion | Backbone points |
| Breach | Breachstone tiers, Hive, Stronghold | Scales with depth |
| Ritual | Rite chain completion | After the King |
| Delirium | Delirious Effect build | Drives Simulacrum |
| Abyss | Depths, Unique boss | Speed-gated |
| Vaal Temple | Temple route | Long build |
REFERENCE TABLE
Entry cost and failure risk
What you spend to enter and what you lose on failure. Relative, not exact.
| System | Entry cost | Failure risk |
|---|---|---|
| Breach | None (map-driven) | Low, free exit |
| Ritual | None (map-driven) | Low, free exit |
| Delirium | Mirror in map | Medium, material on Simulacrum |
| Abyss | None (map-driven) | Low, free exit |
| Vaal Temple | Temple key | High, long reset |
| Trial of Chaos | Ultimatum | Medium, material |
| Sekhemas | Ultimatum | Medium, material |
REFERENCE TABLE
Reward goal selector
Pick a system by what you want out of it.
| Goal | Best system | Note |
|---|---|---|
| Atlas points fast | Fortress | Backbone, short |
| Jewels / jewellery | Breach, Abyss | Wombgift, Depths |
| Crafting currency | Delirium, Ritual | Distilled, Omens |
| Ascendancy progress | Trials | Chaos, Sekhemas |
| Vaal crafts | Vaal Temple | Long build |
REFERENCE TABLE
Build problem routing
What to fix first when your build struggles.
| Problem | Fix first | Recommended | Defer |
|---|---|---|---|
| Low damage | Gear and support gems | Trials, Delirium | Vaal long build |
| One-shot deaths | Defence and resist | Fortress, Ritual | Delirium Simulacrum |
| Slow clear | Move speed | Breach, Abyss | Abyss if too slow |
| No currency | Map sustain | Ritual, Delirium | Long resets |
VERSION CONFLICTS
Returning player: 0.5 changes
If you last played before 0.5, the end-game structure moved.
- Follow the 0.5 story-line structure for each systemoutdated自 0.5.0
Old Realmgate and pre-0.5 Atlas layout
- Use the current Simulacrum wave layoutoutdated自 0.5.0
Old 15-wave Simulacrum
- Start with Fortress as beforevalid自 0.5.0
Fortress and Atlas Masters remain the backbone
- Re-evaluate Abyss reward math under 0.5.4fixed自 0.5.4
Atlas Passives now apply inside Abyssal Depths
CARD GRID
What players report
Community experiences; treat as strategy, not guaranteed math.
Fortress first
Players consistently report that banking Fortress points early makes every later system easier.
One chain at a time
Spreading Atlas points across all chains early is the most common regret.
Don't force pinnacles
Attempting material-cost pinnacles under-geared burns the most resources.
SCREENSHOTS & VIDEO
Video walkthrough
Zizaran
Endgame progression order guide
Overview of which Path of Exile 2 end-game systems to prioritise and in what order.
Open source ↗COMMON MISTAKES
Common problems
If you keep dying in pinnacles, stop forcing them; bank Fortress and free-exit systems first, then gear up.
If Atlas points feel stalled, you likely spread too thin; focus one chain to its points before branching.
If a system feels wrong for your build, switch to the chain that matches your clear or boss strength instead of grinding against it.
- Dying in pinnacles = gear first
- Stalled points = too spread
- Wrong system = match your build
SOURCES & CHANGELOG
Sources and verification
CHANGELOG
Changelog
- Initial published hub guide for end-game progression order across Fortress, Atlas Masters, Breach, Ritual, Delirium, Abyss, Vaal Temple and the Trials on 0.5.4.
Information is compiled from public web sources and in-game observations; some visuals are original editorial diagrams. External information and images remain the property of their authors or platforms; contact us for removal requests.
