Path of Exile 2 Permanent Bonuses Checklist for Acts 1–4 and Interludes

An exile exploring an ancient temple in an official Path of Exile 2 screenshot

The current Early Access campaign has four acts and three Interludes. A checklist written for the original three-act-plus-Cruel structure will send you to removed duplicates or obsolete reward locations. This audit follows the 0.5 campaign and patch 0.5.4f boundary in August 2026, including 24 available Weapon Set Passive Skill Points, 100 campaign Spirit, three elemental resistance rewards, and the later Interlude bonuses.

“Permanent” does not always mean “unchangeable.” Some interactions add a fixed stat, some present a one-time irreversible selection, and some install a persistent boon that can be changed by revisiting its altar. Those states are separated below so a cleanup run does not turn into an accidental build decision.

Read a reward in three places

  1. Act map: a completed skull or reward icon shows that the encounter registered.
  2. Quest inventory: a skull, essence, book, or quest item may still need to be consumed or handed in.
  3. Character interface: resistance, Life, Mana, Spirit, Charm slots, and available weapon-set points provide the final readback.

Do not infer completion from a dead boss alone. Una’s Lute needs a conversation, the Sacrificial Heart needs an altar and dagger, and several books must be used before their points become available.

Fast totals for a completed current campaign

Reward family Current campaign total Important boundary
Weapon Set Passive Skill Points 24 Blind Beast is not a point source now; Omniphobia is
Maximum Spirit +100 King in the Mists +30, Ignagduk +30, Lythara +40
Elemental Resistances +10% Fire, +10% Cold, +10% Lightning Three different acts and three different interactions
Life +20 maximum Life and +5% maximum Life Flat and percentage bonuses are separate
Mana +5% maximum Mana Hidden Silent Hall in Act 4
Charm capacity +1 Charm Slot Requires both Ancient Vows relics

These totals describe campaign rewards, not the character’s final stat totals. Gear, passives, class mechanics, and Ascendancy choices add their own values.

Act 1: five checks before the caravan

Where Action Permanent result Completion signal
Clearfell Defeat Beira and consume the Head of the Winter Wolf +10% Cold Resistance Consumable gone; resistance increased
Hunting Grounds Defeat Crowbell and use the reward 2 weapon-set points Point allowance increased
Freythorn Complete three altars, defeat the King, consume the Gembloom Skull +30 maximum Spirit Spirit total increased
Ogham Farmlands Bring Una’s Lute back to Una 2 weapon-set points Quest item removed after hand-in
Ogham Manor Defeat Candlemass and consume the Essence +20 maximum Life Essence gone; Life baseline increased

Renly’s Tools are also worth protecting because they unlock the Salvage Bench, but that is a utility unlock rather than a character stat bonus. The Act 1 route places all six jobs before Count Geonor.

Act 2: two books, one resistance, one configurable charm reward

  • Keth — Kabala, Constrictor Queen: two conditional passive points for each weapon configuration.
  • Valley of the Titans — Ancient Vows: place both clan relics for +1 Charm Slot, then select charge gain or effect duration. Revisiting this altar lets you swap the setting.
  • Deshar — Fallen Dekhara: complete the Tradition’s Toll return step; the reward adds two points to each weapon configuration.
  • Spires of Deshar — Sisters of Garukhan: the interaction permanently adds 10% Lightning Resistance.

If Ancient Vows remains active, check which relic is missing rather than searching the altar again. The Sun Clan item comes from the Bone Pits branch; the Kabala Clan item is tied to the Keth/Lost City/Buried Shrines route. A selected charm modifier is not irreversible, so adjust it when the build’s charm behavior changes.

Act 3: pause at the Venom choice

  • Mighty Silverfist in Jungle Ruins: 2 Weapon Set Passive Skill Points.
  • The Slithering Dead: deliver the venom sample to Servi. This irreversible menu offers 25% faster Mana regeneration, 25% more Stun Threshold, or 30% more Elemental Ailment Threshold.
  • Blackjaw in Jiquani’s Machinarium: consume the Flame Core for +10% Fire Resistance.
  • Azak Bog — Ignagduk: the used Gemrot Skull adds 30 to maximum Spirit.
  • Sacrificial Heart: pick it up in past Utzaal, carry it to Aggorat, place it at the altar, take the dagger, and stab it for 2 Weapon Set Passive Skill Points.

The Heart is the most common false positive in this act: possessing it proves discovery, not completion. The Venom reward is the opposite kind of risk—completion is easy, but the choice is permanent. Read the current client prompt before selecting.

An exile fighting in a lava-lit arena in an official Path of Exile 2 screenshot
Permanent rewards often sit behind optional bosses. The audit is complete only when the item or hand-in has changed the character.

Act 4: reject the old Blind Beast entry

Act 4 reward lists are especially sensitive to Early Access changes. Use this current assignment:

  • Tribal Medicine: kill the Great White One on Whakapanu, return the Shark Fin to Kaimana, and consume either Kaom’s Lesson or Rakiata’s Lesson. This is an irreversible defensive choice; read the live numerical tooltip.
  • Abandoned Prison: defeat the Prisoner and select a Goddess flask boon. The active boon can be changed by revisiting the interaction.
  • Isle of Kin: the Blind Beast gives a Blank Greater Rune in the current route. It does not supply the two weapon-set points shown by older lists.
  • Kedge Bay, Dark Mists: free Freya, defeat Omniphobia, and finish the return conversation for 2 Weapon Set Passive Skill Points.
  • Eye of Hinekora, Silent Hall: find the hidden room near a late checkpoint and pay respects for +5% maximum Mana.
  • Tests of Strength: each can yield a Blank Tattoo exchange. Consuming the selected attribute or resistance tattoo is irreversible; rely on the live offer because reference tables contain a label conflict.
  • Yama and the Trial of the Ancestors: after Yama, spend the Silver Coin to enter; Navali’s summit dialogue supplies two weapon-set points.

Kaom’s Lesson broadly increases Armour, Evasion, and Energy Shield. Rakiata’s Lesson instead mixes elemental mitigation from Armour, Deflection tied to Evasion, and Energy Shield recharge timing. Their exact numbers are balance-sensitive; choose the mechanical fit only after checking the current tooltip.

Interlude I: one ledger, two points

At Wolvenhold, defeat Oswin, the Dread Warden. Using his Ledger raises each set’s point allowance by 2. The Interlude continues through Holten Estate, but the permanent readback occurs when the Ledger is used.

Interlude II: Life, points, and a returnable boon

  • Khari Crossing northern secret: the item inside the Molten Shrine raises maximum Life by 5% when used.
  • Akthi and Anundr: kill the pair and report back; Risu’s hand-in adds two weapon-set points.
  • Orbala’s Pillar in Qimah: select a persistent boon. The menu covers elemental resistance, movement speed, all attributes, global defences, Presence radius, cooldown recovery, or increased experience with inverted drawbacks. Return to the pillar to change the active choice.

Alima’s experience option is not a simple free bonus: it applies the negative inversion of the other boons. Inspect the character effect after selecting it and change back if the defensive cost breaks the build.

Interlude III: 40 Spirit and four final points

  • Kriar Village — Lythara: the Gemcrust Skull increases maximum Spirit by 40 when used.
  • Glacial Tarn — Abominable Yeti: give its Icy Tusks to Hilda; two weapon-set points are added.
  • Post-vault Kingsmarch handoff: the last Hooded One dialogue adds two more set points before Oriath.

The Spirit reward plus the two point hand-ins are independent. A player can finish the Interlude story while still missing the Yeti detour, and killing the Yeti without speaking to Hilda leaves its points unresolved.

Choice-state ledger

Choice Can it be changed? Safe decision method
Ancient Vows charm modifier Yes, at the altar Compare refill rate with effect uptime
Venom Crypts modifier No Use the character’s actual sustain and death pattern
Tribal Medicine Lesson No Read current tooltip; match real defence layers
Goddess flask boon Yes, by returning Fix the Life/Mana flask behavior that is failing now
Ancestral tattoos No after consumption Verify the live attribute/resistance offer
Orbala’s Pillar boon Yes, at the pillar Inspect drawbacks, especially the experience option

When the count still does not match

For weapon-set points, work backward by act instead of clearing random bosses: Act 1 contributes four, Act 2 four, Act 3 four, Act 4 four, Interlude I two, Interlude II two, and Interlude III four. That totals 24 in the current campaign. Check hand-ins first, then unconsumed quest books, then optional boss icons.

For Spirit, look for 30 from the King in the Mists, 30 from Ignagduk, and 40 from Lythara. References to repeating Acts 1–3 on Cruel for a second set belong to the former campaign structure. Gear can add or replace Spirit while equipped, so remove temporary item contributions before comparing the campaign total.

The complete narrative order from Kingsmarch onward is in the Act 4 and Interludes walkthrough. For allocation problems after the rewards are present, use the attributes, Spirit, respec, and weapon-set points guide.

Version and evidence record

The developer’s product listing on Steam established the four-act Early Access scope and supplied the images. To place each reward, current route evidence was checked against the developer changelog for update 0.5.0. Patch 0.5.4f is the time boundary, not a promise that later patches preserve every value or location.