Time: 2025-09-04
Voyage to Kingsmarch in pursuit of an ancient weapon—the instrument of the Third Edict—to combat a spreading corruption. The islands of Ngamakanui are deeply rooted in Karui tradition, so remain vigilant for encounters with ancestral spirits as you journey through each region.
This act unfolds across a variety of distinct locales, each featuring unique environments, enemies, and narrative elements. One area might reveal a tribe of goblins paying homage to a resident giant, while another could hold an ancient horror, long sealed away and waiting to be discovered.
Kingsmarch serves as the main hub at the start of Act 4, home to 9 key NPCs:
Dannig: Offers weapons, body armour, helmets, gloves, boots, shields, quivers, and belts.
Rog: Sells sceptres, ES shields, wands, staves, life and mana flasks, wisdom scrolls, rings, amulets, and charms. He can also disenchant magic and rare items into transmutation or regal shards.
Tujen: Allows players to gamble gold for items of unknown rarity.
Ange: Unlocks asynchronous trading, hideout selection, and currency exchange services.
Makoru: Arranges travel to the islands around Kingsmarch.
Begin by speaking with Doryani, Alva, Rog, Tujen, and Ange. Then proceed to the docks to meet Kanu and Makoru near the anchored ship. Return to Rog to obtain a Boat Charter, then go back to Makoru to choose your island destination.
For early gear improvements, consider visiting these optional locations:
Arastas: Servitor Marius runs a caster-focused shop.
Ngakanu: Ruhaki offers blacksmith services.
This sulphite-rich quarry is overrun with swarms of Kin and their controlled behemoths. The main goal is to locate the Volcanic Warrens and discover what disturbed the Kin, while also searching for lost weapon fragments.
Notable features include:
The Blind Beast: A boss dealing physical and lightning damage. Defeating it rewards 2 weapon set passive skill points.
Beast Pen: Houses a rare beast that drops a Level 4 Uncut Support Gem.
Fossilised Formation: Contains a Lesser Jeweller's Orb.
Voltaxic Spire: Grants the Sulphite Infusion buff, boosting movement speed, elemental resistance, and damage while in the area.
Flayed Sailor: A corpse on the shore holding a Torn Map Piece used for the Forgotten Bounty quest.
This expansive network of volcanic caves is filled with Kin, behemoths, molten imps, and volcanic golems. Find the throne room and defeat Krutog, Lord of Kin—a boss specializing in physical and lightning attacks.
After defeating Krutog, free Matiki from a cage. Speak to them again in town aboard the ship to unlock the Eye of Hinekora—a high-reward but challenging area. It's recommended to visit Kedge Bay first to strengthen your character.
While exploring, you may discover the Volcanic Nest secret, which contains two rare volcanic golems that each drop a magic or rare ring.
This shipwreck-covered shore is inhabited by shrieking gulls, drowned crawlers, and skeletal sailors. Push forward toward Journey’s End in search of weapon parts.
Discoverable content includes:
Dead Man’s Chest: Holds a second Torn Map Piece for the Forgotten Bounty quest.
Abandoned Ship: Contains a chest guaranteeing a Lesser Jeweller's Orb.
Waypoint: Available
NPCs: Tujen, Freya Hartlin
Boss: Captain Hartlin
Quests: The Search, Dark Mists
This debris-laden coast is crowded with undead explorers, spectral beings, and decaying soul-catchers. Upon arriving, you’ll find Freya Hartlin trapped—a person Tujen wishes to save. Summon Tujen to receive the objective: find and defeat Captain Hartlin, a boss dealing physical and cold damage.
After victory, collect the Verisium and bring it to Dannig in town to receive Verisium Spikes. Return to Journey’s End and use the spikes on the Karui Totems to free Freya.
In a dramatic turn, Freya reveals herself as Omniphobia, Fear Manifest. Survive the encounter, defeat her, and return to Tujen in town to receive a Level 13 Uncut Skill Gem.
Waypoint: Available
Bosses: None
Quests: The Search, Abandoned Prison
Points of Interest: The Chapel, The Armoury
The Abandoned Prison is a decaying penitentiary haunted by spine-wielding necromancers, reanimated rattlers, devoured rats, and tormented eternal inmates and guards. Explore the area to locate Solitary Confinement and uncover the secrets hidden within.
During your exploration, you may discover a Chapel Key. Use it to enter The Chapel, clear the enemies inside, and interact with the Goddess of Justice to choose one of the following rewards:
30% increased Life Recovery from Flasks
30% increased Mana Recovery from Flasks
You may return to the Goddess at any time to change your selection.
You might also find the Armoury—a locked chamber filled with abandoned riot gear and equipment. Activate a nearby lever to gain access and claim possible rewards.
Waypoint: Available
Boss: The Prisoner
Quests: The Search, Abandoned Prison
Located deep beneath the Abandoned Prison, Solitary Confinement has suffered centuries of flooding. Periodic seawater surges submerge sections of the floor, significantly reducing movement speed.
Locate and defeat The Prisoner—a boss dealing physical and cold damage with a powerful regenerative ability. At 50%, 25%, and 10% health, the boss becomes staggered and immune to damage, then begins to heal. Use ballistas placed around the arena to fire piercing bolts and interrupt this process. Be aware that each ballista shot triggers new abilities from The Prisoner.
After victory, speak with The Hooded One and return to town.
Waypoint: Available
NPCs: Matiki, Navali
Bosses: None
Quests: Trial of Ancestors
Points of Interest: Silent Hall
After freeing Matiki from Krutog in the Volcanic Warrens, the Karui elder guides you to the Eye of Hinekora—a sacred trial ground for entering the Halls of the Dead.
Speak with Matiki and Navali, then gaze into the Well of Passing to seek approval from Hinekora, the Mother of Death. With her blessing, your spirit is temporarily separated from your body, allowing passage into the spirit realm.
Proceed through the trials:
Kaom's Test of Mettle
Maata's Test of Mettle
Rakiata's Test of Mettle
Near the end of the area, search behind a checkpoint for the Silent Hall. Enter and pay your respects to receive a permanent +5% to Maximum Mana.
Waypoint: Available
NPCs: Navali
Boss: Yama, the White (rewards 2 Weapon Set Passive Skill Points)
Quests: Trial of the Ancestors
Points of Interest: Tasalio's Test, Ngamahu's Test, Tawhoa's Test
The Halls of the Dead serve as an eternal battleground for the greatest warriors of the past. Explore to find Yama, the White—a boss dealing physical and chaos damage.
Along the way, you may encounter optional Tests of Strength. Completing each awards a Blank Tattoo, which can be exchanged for one of the following permanent enhancements:
Tawhoa's Test: +5 Strength or +5% Fire Resistance
Tasalio's Test: +5 Intelligence or +5% Cold Resistance
Ngamahu's Test: +5 Strength or +5% Fire Resistance
⚠️ Tattoo choices are permanent and cannot be changed.
After finishing the tests, advance to the end of the zone to challenge Yama. Once defeated, collect the Silver Coin and enter the Trial of the Ancestors. Speak with Navali at the summit to receive 2 Weapon Set Passive Skill Points. Return to town and set sail for the next island.
Waypoint: Available
Boss: Great White One (Optional)
Quests: The Search, Whakapanu Island, Tribal Medicine (Optional), Forgotten Bounty (Optional)
Points of Interest: Sharkpit, Crabshell Cavern, Petrified Pirate
Whakapanu Island is a pristine paradise inhabited by thriving coconut crabs, scorpion monkeys, massive elephant tortoises, and other exotic wildlife. Search for the entrance to the Singing Caverns.
Notable encounters and rewards include:
Crabshell Cavern: Home to a rare overgrown crab that drops a Level 4 Uncut Support Gem.
Petrified Pirate: Drops a Torn Map Piece for the optional Forgotten Bounty quest.
Great White One: A giant shark located at the Sharkpit. Defeating it yields a Shark Fin, which can be delivered to Kaimana on Ngakanu Island or in town at the end of the act. Rewards include:
Uncut Skill Gem Level 11
Uncut Spirit Gem Level 11
Uncut Support Gem Level 4
📌 Kaimana can be found at the end of the dock in town opposite the ship once the act is complete.
Waypoint: Available
Boss: Diamora, Song of Death
Quests: The Search, Whakapanu Island
Points of Interest: Beckoning Clam (Optional: Rare Pearlescent Amulet)
The Singing Caverns form an underground network inhabited by amphibious prowlers, eerie sirens, and other dangerous sea creatures. Locate and defeat Diamora, Song of Death—a boss specializing in physical and cold damage.
Diamora is a siren whose petrifying song and gaze can be deadly. Consider equipping a Thawing Charm before engaging her. For detailed strategies, refer to the Act 4 Boss Guide.
After defeating Diamora, speak with The Hooded One, return to town, and set sail for the next island.
As an optional objective, you may discover a Beckoning Clam in the caverns. Interact with it to trigger an ambush. Defeat the enemies, then interact again to obtain a Humming Pearl. Bring this to Rog in town to receive a Rare Pearlescent Amulet.
Shrike Island
Waypoint: Available
Boss: Scourge of the Skies
Quests: The Search, Shrike Island, Forgotten Bounty (Optional)
Points of Interest: Corpse Nest
Shrike Island is a brutal Karui rite of passage made even deadlier by spreading corruption. Hostile vultures, shrikes, scavenger skeletons, and other predators roam the area. Find and defeat the Scourge of the Skies—a boss dealing physical damage.
After victory, speak with The Hooded One and Makoru, then sail to Arastas.
While exploring, you may discover the Corpse Nest, which contains the fourth and final Torn Map Piece. These pieces are used for the optional Forgotten Bounty quest and can be collected from:
Isle of Kin
Kedge Bay
Whakapanu Island
Shrike Island
Return all four pieces to Makoru to unlock Plunder's Point—an optional area introducing the Expedition mechanic. Summon Dannig to place explosives near valuable locations, detonate them, and clear out enemies for experience and loot.
Arastas
Waypoint: Available
NPCs: Missionary Lorandis
Boss: Torvian, Hand of the Saviour
Quests: The Search
Points of Interest: Golden Bells
Arastas serves as the base for the Twilight Order, a peaceful group also seeking the ancient weapon. Speak with Missionary Lorandis to learn more.
Without warning, you are betrayed! Break through the barrier, survive the ambush, and search for the Excavation site.
Near the end of the zone, you can find two Golden Bells:
The Morning Bell in the Town Square rewards 3 Regal Orbs.
The Evening Bell on the Cliffside rewards 3 Exalted Orbs.
At the excavation, you’ll face Torvian, Hand of the Saviour—a challenging boss dealing physical and fire damage. The fight becomes easier if you understand his Rock Toss mechanic: three casters around the arena periodically empower Torvian, increasing his damage reduction. When Torvian slams his axes into the ground, he picks up a rock. Position yourself near a caster’s platform and dodge the thrown rock to interrupt the buff.
For more help, consult the Act 4 Boss Guide.
The Excavation
Waypoint: Available
Boss: Benedictus, First Herald
Quests: The Search
The Excavation Site is overrun with fervent members of the Twilight Order. Here you will face Benedictus, First Herald—a boss using physical, fire, and lightning attacks.
Defeating Benedictus requires well-timed dodges and understanding his Earthen Maze ability. Refer to the Act 4 Boss Guide as needed.
After victory, follow Tavakai and Makoru to the weapon. The Hooded One appears and attempts to reforge it—only for Tavakai to betray you, intending to use the weapon for his people.
Speak with The Hooded One, return to town, speak with them again, then meet Rhodri to sail to Ngakanu.
Ngakanu
Waypoint: Available
Bosses: None
Quests: The Search
Ngakanu is home to the Tukohama Tribe, but its members are enraged with a blood fever, attacking all outsiders. Fight through the village to reach the Heart of the Tribe.
Heart of the Tribe
Waypoint: Available
Boss: Tavakai, the Chieftain
Quests: The Search
Points of Interest: Meeting House
This area pulses with the same blood fever found in Ngakanu. Locate and defeat Tavakai, the Chieftain—the penultimate boss of Act 4.
You may find the Meeting House, a secret room filled with loot chests. Consider making final upgrades before confronting Tavakai.
Tavakai is a multi-phase boss using physical, fire, cold, and lightning attacks. Success depends on precise dodging, positioning, and health management. Video guidance is available in the Act 4 Boss Guide.
After defeating Tavakai, witness The Hooded One cure both Tavakai and Makoru. Speak with Tavakai, return to Kingsmarch, and conclude the act with The Hooded One.
Interlude 1: The Curse of Holten is a limited-time side narrative available until the launch of Act 5. This interlude introduces 6 new areas and 5 new boss encounters.
The Refuge (Town)
NPCs: The Hooded One; Renly; Finn; Una
The Refuge serves as the central hub for Interlude 1, featuring 4 NPCs:
The Hooded One: Identifies items free of charge and refunds passive skill points in exchange for gold.
Renly: Sells weapons, body armours, helmets, gloves, boots, shields, quivers, and belts.
Una: Offers sceptres, energy shield shields, wands, staves, life and mana flasks, wisdom scrolls, rings, amulets, and charms. She can also disenchant magic and rare items into transmutation or regal shards.
Finn: Allows players to gamble gold for items of unknown rarity.
Speak with all four NPCs to uncover more about the encroaching darkness, then take the exit to the Scorched Farmlands.
The Scorched Farmlands are the charred remains of the Ogham Farmlands from Act 1. Fight corrupted farm inhabitants and explore until you encounter an impassable wall of darkness. Continue onward to face Isolde of the White Shroud and Heldra of the Black Pyre.
Isolde uses ice-based attacks, similar to Beira of the Rotten Pack from Act 1.
Heldra employs fire-themed abilities, reminiscent of Ignagduk, the Bog Witch from Act 3.
Defeat both bosses to break their stalemate and proceed to the Stones of Serle.
This area is enchanted by Fey Spirits. Activate the six megaliths placed along the zone’s perimeter to seek their aid. Once all are activated, head to the central Stone Circle to confront Siora, Blade of the Mists—a boss dealing physical and lightning damage.
Dodge her rapid slashes and lightning attacks. When she covers the arena in darkness, run to a glowing megalith to dispel it. After defeating Siora, speak with Una and return to the wall of darkness in the Scorched Farmlands to access The Blackwood.
Shrouded in darkness, The Blackwood is a forest inhabited by forgotten stags, nameless horrors, treant foulspawn, and other twisted beings. Search for the entrance to Holten.
While exploring, you may find Omen Altars. Interacting with them grants a random Omen usable in crafting. It’s recommended to locate all altars for maximum benefit.
Holten is a decaying town where the Thane and Lady have sworn allegiance to a dark master. Locate the entrance to the Holten Estate and Wolvenhold.
Optional: At the site where Candlemass appeared in Act 1, you can find the Psalm of Blood. Defeat Sigbert and Godwin here to receive an Armourer’s Scrap along with magic or rare items.
In the town center, you’ll also find the Soul of the Ferryman—a ghostly vendor selling Greater Runes for about 2,000 gold each. Approximately 20,000 gold is needed to buy his entire stock.
This prison-like estate is ruled by Oswin, the Dread Warden. Fight through the area to reach his arena. Oswin uses physical and cold attacks, similar to Azarian, The Forsaken Son from Act 2. Defeat him and use the Warden’s Ledger to gain 2 Weapon Set Passive Skill Points.
Thane Wulfric and Lady Elyswyth have barricaded themselves in the estate’s courtyard. Find an alternate entrance and confront them.
Thane Wulfric uses physical and fire attacks, resembling Draven, Eternal Praetor from Act 1.
Lady Elyswyth employs physical and chaos damage, similar to Asinia, Praetor Consort from Act 1.
Defeat the duo, return to town, and speak with The Hooded One to travel to the next interlude.
For detailed boss strategies, refer to The Interludes Boss Guide.
Interlude 2: The Stolen Barya is a limited-time side story available until the launch of Act 5. This interlude introduces 6 new areas and 4 challenging boss encounters.
The Khari Bazaar serves as the central hub during Interlude 2. It is home to four key NPCs:
The Hooded One: Identifies items at no cost and offers passive skill resets in exchange for gold.
Sekhema Asala: Sells various equipment including weapons, armor, helmets, gloves, boots, shields, quivers, and belts.
Zarka: Offers sceptres, energy shield shields, wands, staves, life and mana flasks, Wisdom Scrolls, rings, amulets, and charms. Additionally, Zarka can disenchant magic and rare items to yield Transmutation or Regal Shards.
Risu: Provides a gambling service where players can exchange gold for items of unknown rarity.
Conversations with The Hooded One and Sekhema Asala reveal more about her sacred mission. After speaking with them, players can proceed to the Khari Crossing via any exit.
The Khari Crossing is a vast, arid desert landscape. Players are advised to first head north to locate the Molten Shrine. Inside, clear the enemies and consume the Molten One’s Gift to gain +5% to Maximum Life.
Next, seek out the boss arena where Akthi, the Final Sting, and Anundr, the Sandworm must be defeated. Akthi uses physical and chaos attacks similar to the Devourer from Act 1, while Anundr resembles the Great White One from Act 4—more specifically, the scorpion found in Act 9 of Path of Exile 1.
After defeating both bosses, return to Risu in town to claim 2 Passive Skill Points for weapon sets. It is also recommended to collect waypoints in the two connected zones—Pools of Khatal and Galai Gates—to avoid backtracking later.
Waypoint: Yes
Bosses: None
Quests: Recruit the Maraketh
This zone is a desolate ruin with no primary quest objectives. Proceed through to reach the Sel Khari Sanctuary.
This sanctuary has been overrun by the Serpent Clan. Locate and defeat their leader, Elzarah, the Cobra Lord—a boss who uses physical, fire, and chaos damage.
After victory, report to Sekhema Asala and advance toward the Galai Gates.
While exploring, players may find Yoon’s Barya and Rangeen’s Barya. These can be placed into opposing altars to wish for two of the following three rewards:
Rare Ring
Rare Amulet
Rare Jewel
The Galai Gates act as the entrance to the fifth river. Fight through the area to find Vornas, the Fell Flame—a physical and lightning-based boss guarding the passage to Qimah. Defeat him to proceed.
Once a Maraketh settlement, Qimah is now corrupted. Locate the ceremony site and speak with Jado to enter the Qimah Reservoir.
Also present is Orbala’s Pillar, which offers a choice of one permanent buff (which can be changed later by returning):
Halani’s Boon: 12% increased Cooldown Recovery Rate
Galai’s Boon: 20% increased Presence Area of Effect
Akheli’s Boon: 15% increased Global Defences
Orbala’s Boon: 3% increased Movement Speed
Kochai’s Boon: +5 to all Attributes
Tabana’s Boon: 5% to Elemental Resistances
Alima’s Disgrace: 5% increased Experience Gain, but with negative effects mirroring the other boons
This zone is highly dense—ideal for farming experience and gear before entering the more challenging Qimah Reservoir.
This is the final zone of Interlude 2. Locate and defeat Azmadi, the Faridun Prince, to disrupt his ritual. Azmadi is a physical-based boss with complex combo attacks. Recommended strategies include using a high-damage “glass cannon” build or carefully dodging his attacks until an opening appears.
If the fight proves difficult, consider farming for better gear or levels, or consult a boss guide.
While exploring, players may find two Sacred Wells. Each can be filled with a Vial of Sacred Water—dropped by monsters in the area—to receive one Exalted Orb and one Orb of Alchemy.
After defeating Azmadi, interact with the Grand Barya, speak with Jado and Sekhema Asala, return to town, and talk to The Hooded One to travel to the final interlude.
In this interlude, players once again join forces with Doryani, the Royal Thaumaturge of the Vaal, to support his daring plan to save his civilization from the impending Cataclysm. Doryani theorizes that ancient descendants of the Vaal might still survive, hidden deep within sealed mountain chambers, and could hold the key to defeating the Beast.
Interlude 3: Doryani’s Contingency serves as a temporary side narrative available until the official launch of Act 5. This chapter introduces 7 new zones and 4 challenging boss encounters.
The Glade serves as the central hub in Interlude 3, featuring four core NPCs:
The Hooded One: Identifies items at no cost and refunds passive skill points in exchange for gold.
Delwyn: Sells weapons, body armour, helmets, gloves, boots, shields, quivers, and belts.
Doryani: Offers sceptres, ES shields, wands, staves, life and mana flasks, Wisdom Scrolls, rings, amulets, and charms. He can also disenchant magic and rare items into Transmutation or Regal Shards.
Hilda: Allows players to gamble gold for items of unknown rarity.
Speak with each NPC to uncover more about the ancient Vaal descendants and gather intelligence on the surrounding region. Then, exit toward the Ashen Forest to begin your journey.
Once an Azmeri hunting ground, the Ashen Forest is now overrun with fungal zombies, swarming wasps, sabre spiders, and other threats. Explore to find the entrance to Kriar Village.
As an optional objective, locate and interact with the Ancient Monument to receive a Level 14 Uncut Skill Gem.
This narrow, linear zone is inhabited by bramble Hulks, snakethroat shamblers, elephant tortoises, and more. Locate and defeat Lythara, the Wayward Spear—a boss capable of dealing physical, fire, cold, lightning, and chaos damage.
A useful strategy is to follow the Azmeri wisp found at the start of the zone, allowing it to empower a rare enemy for improved loot. Before engaging Lythara, consider upgrading your gear.
Lythara serves as a damage check—eliminate her quickly, as she gains power from Azmeri wisps as the battle continues. Facing two or more wisps can be extremely dangerous even for powerful builds. If underprepared, increase your damage output or consult a boss guide.
After victory, consume the Gemcrust Skull to gain +40 Maximum Spirit and a Level 14 Uncut Spirit Gem. Proceed to the Glacial Tarn.
Nestled at the foot of the Kriar Peaks, this icy expanse requires you to find the entrance to the Howling Caves. Clear the Abominable Yeti within, then return and continue upward.
Rakkar, the Frozen Talon, guards the path to the Kriar Peaks. This physical and cold-based boss must be defeated to advance.
This frost-filled cavern is home to brine maidens, frost wraiths, hungry wolves, and more. Find and defeat the Abominable Yeti—a physical and cold-themed boss similar to the Mighty Silverfist from Act 3.
Use well-timed dodges to avoid deadly attacks. After defeating the Yeti, retrieve the Icy Tusks and speak with Hilda in town to receive 2 Passive Skill Points for weapon sets.
A linear climbing path with no primary boss or quest objective. Continue ascending until you reach a platform leading down into the Etched Ravine.
While exploring, you may meet Elder Madox gazing into the distance. Speaking with him rewards a free unique item. In trade leagues, compare values online if unsure which to choose.
A narrow ravine carved into the mountain. Locate the entrance to the Cuachic Vault, guarded by Stormgore, the Guardian—a physical and lightning-based boss reminiscent of Blackjaw, the Remnant from Act 3.
Use invincibility frames from dodging and smart positioning to avoid his slams and lightning attacks. After defeating him, enter the Cuachic Vault.
Home to the ancient Vaal descendants, who are unaware of Doryani’s intentions. Attempt to deliver your message to Zolin and Zelina—but expect skepticism.
When words fail, engage the two in combat. These physical and cold-themed bosses are less demanding than previous encounters. After victory, summon Doryani to explain the situation.
Return to Act 4: Kingsmarch, speak with The Hooded One to receive 2 Passive Skill Points for weapon sets, and travel to Oriath.
Your journey continues in the endgame: explore the Atlas of Worlds, continue leveling, hunt for powerful gear, and take on endgame content.