Atziri's Temple in Path of Exile 2: Rooms and Medallions
Why Atziri's Temple Matters and Where to Start
Atziri's Temple is a Path of Exile 2 endgame activity that grew out of the Fate of the Vaal system. It debuted as a league in patch 0.4.0 and became permanent core content in 0.5.0, Return of the Ancients. The idea is simple. You collect a resource on your maps, open the temple, and build your own room layout and grow it from run to run.
The key thing to understand early is that the temple is a long project, not a one-off run. Your room placement affects monster density, loot quality, and the path to the final boss, Atziri. In your first runs, build a small layout where you understand every connection instead of chasing a perfect one.
The temple is endgame content, so newcomers should finish the campaign first, and power leveling gets you to the right level faster. Next: how to open the temple, which rooms and medallions exist, and how to keep your progress through destabilization.
Opening the Temple: Vaal Beacons and Energized Crystals
The key to the temple is Energized Crystals. They come from Vaal Beacons found in zones and on maps. You activate beacons, stock up on crystals, and open the portal to the temple at Lira Vaal. According to player reports, one temple takes six crystals.

According to player reports, in 0.5.0 the temple appears on the Atlas near Lira Vaal. Temple Precursor Tablets reportedly guarantee Vaal Beacons on a map, which makes gathering crystals easier. The crystal storage limit also went up: according to player reports, from 30 to 60.
According to player reports, monster level in the temple depends on where you collected your crystals, so beacons from tougher maps make a run more dangerous and more rewarding. Stock up on crystals ahead of time so you can open the temple without downtime.
The Console and Rooms: How a Layout Is Built
The temple is managed through the Temple Console. It is a large grid where you place rooms, connect them, and upgrade them from run to run. Some rooms strengthen monsters and loot, some help their neighbors, and some push the path deeper into the temple.

Connections matter. A support room next to a reward room boosts the whole chain, and certain combinations turn basic rooms into stronger versions. In 0.5.0, upgrading rooms to Tier 4 reportedly goes through a dedicated Fate of the Vaal tree on the Atlas.
The main rooms and their roles are below. Descriptions follow player guides and may be refined in later patches.
Room | Effect |
|---|---|
Garrison | Adds normal monster packs and makes them stronger |
Commander | Strengthens rare monsters |
Spymaster | Boosts special temple rooms and raises the chance of Lock Medallions |
Armory | Strengthens humanoid monsters |
Smithy | Raises item rarity from chests |
Synthflesh Lab | Increases experience from monsters |
Flesh Surgeon | Strengthens monsters, grants limb modifiers at higher tiers |
Alchemy Lab | Raises rarity of monster drops |
Thaumaturge | Boosts corruption, treasure, and sacrifice rooms |
Golem Works | Boosts connected combat rooms |
Corruption Chamber | Gives rare monsters a chance at extra modifiers |
Treasure Vault | Raises chest rarity |
Sacrificial Chamber | Adds chests and Sacrifice Room cards |
Architect's Room | Unlocks Restricted Room placement after you defeat the Architect |
If you plan a layout for fast clearing, think about the character first. A custom build made for temple clearing pays off faster than constantly reworking the layout.
Restricted Rooms and the Road to Atziri
Restricted Rooms cannot go just anywhere. According to player reports, they unlock after you defeat the Architect and use his console, and they can only sit in allowed slots away from the main path. Once completed, a room is consumed and cannot be reused, so these are one-time, high-value bonuses.

According to player reports, these rooms give varied rewards. They include vaults with currency, Lineage Supports, runes, Precursor Tablets, and unique items, plus a chamber that extracts runes from gear. The way to Atziri's arena runs through a separate chain, and the fight needs an access chamber.
Atziri is the temple's final boss and the pinnacle boss of Fate of the Vaal. If the fight is not working out yet, you can order a boss kill.
Destabilization: Why Your Layout Is Not Permanent
After each completed run the temple destabilizes and loses some rooms. This stops players from building one perfect layout and running it forever. Restricted Rooms always destabilize once completed.
According to player reports, in 0.5.0 a room cannot be fully protected from removal, and protection works only partly. Rooms that would have vanished but are still connected can turn into simple Path rooms, so the layout does not collapse entirely.
The practical takeaway is to plan chains so that losing a room or two does not wreck your rewards, and to avoid sinking everything into one expensive combination. Spare rooms and medallions in reserve pay off the most.
Temple Medallions
Medallions change the rules of the temple. According to player reports, they drop from completing rooms and defeating the Architect, and their drop rate grows with the number of paths in the temple. Room-based medallions cannot be used inside an active temple.
Juatalotli: partly protects a room from removal during destabilization.
Hayoxi: rerolls Restricted Room options in the Architect console.
Quipolatl: upgrades a room by one tier, up to Tier 3.
Uromoti: creates a random room card to place.
Xopec: raises the Energized Crystal limit.
Azcapa: increases Medallion capacity.
Estazunti: gives an extra Restricted Room card after the Architect.
Puhuarte: rerolls basic room cards when you close a temple.
Zantipi: adds a random temple modifier that grows over time.
Do not spend medallions right away: save them for key rooms, especially protection for your most valuable chains.
Rewards and Practical Tips
The temple pays out currency, unique items, runes and Rune Caches, Precursor Tablets, Lineage Supports, crafting materials, medallions, and boss loot. The real value comes from combining several sources in one run instead of relying on one. Some of the items you need can be picked up through trade for Divine Orbs.
A few tips, no extra theory.
Start with a simple layout and add complexity once you understand how rooms connect.
Put reward rooms next to rooms that boost loot or monster density.
Mix combat and reward rooms instead of going all in on one type.
Save medallions for important rooms and plan layouts around expected losses.
Do not rush Atziri with a weak layout. A good setup pays more over a series of runs.
Check your character too. A build check and build improvement show where clear speed is being lost, and a league starter build suits anyone just entering the endgame.
Where the Temple Fits in the Endgame
The temple does not replace the rest of the endgame, it adds to it. You can alternate it with the Trial of the Sekhemas, the Trial of Chaos, Ascension Trials, and the Simulacrum. That makes it easier to gather experience, currency, and materials from different directions.
Who it suits: players who like planning and building up progress, and who are happy to return to one layout over several runs. If you prefer quick one-off runs, focus on maps and other activities and treat the temple as a steady source of rewards.
Temple rules can change with patches, so check the current patch notes before investing in a big layout.