DPB2Class · Interface and panels

LokiPoe.InGameState.AtlasUi

This class let you interact and retrieve info about the Atlas panel. This class is compatible with POE2.

Namespace: DreamPoeBot.Loki.Game

public static class LokiPoe.InGameState.AtlasUiView DPB1 version →

Examples

Imports used by these examples
using System;
using System.Linq;
using DreamPoeBot.Loki.Game;
using DreamPoeBot.Loki.Game.Objects;
using DreamPoeBot.Loki.Bot;
using DreamPoeBot.Loki.Bot.Pathfinding;
using DreamPoeBot.Loki.Common;

Read the remaining Rite choices

if (LokiPoe.InGameState.AtlasUi
    .TryGetRiteOfTheNamelessTree(out var choices))
{
    foreach (var choice in choices)
    {
        var position = choice.Coordinate;
        var modifiers = choice.Modifiers;
        var nextChoices = choice.Children;
    }
}

Each child belongs to its parent route. Keep this structure when comparing future choices.

Members and overloads

18 results

BookmarkNode

MethodLink ↗
public static LokiPoe.InGameState.AtlasUi.BookmarkResult LokiPoe.InGameState.AtlasUi.BookmarkNode(Vector2i coordinate, string name)

Bookmark the node at the specified coordinates.

coordinateVector2i
The coordinate of the node to bookmark
namestring
The name to asign at this bookmark

Returns: BookmarkResult.None on success or the relative error.

MoveToNode

MethodLink ↗
public static bool LokiPoe.InGameState.AtlasUi.MoveToNode(Vector2i coordinates, int timeout = 5000)

Move the selected Coordinates, to the center of the screen. Zigurath is always at Coordinate 1,0. To get to the Current node, use `CurrenctAtlasNodeCoordinates`

coordinatesVector2i
coordinates to move to the center of the screen.
timeoutint
Max timeout in case the move fail.

Returns: true if the function run to completition and the coordinates are centered.

MoveToNode

MethodLink ↗
public static bool LokiPoe.InGameState.AtlasUi.MoveToNode(AtlasPanel2.AtlasNode node, int timeout = 5000)

Move the selected Atlas node, to the center of the screen. PLEASE NOTE: you need to always use a object coming from one of the follwing property to call this function, as those property also refresh the nodes. - AtlasNodes - UsableAtlasNodes - CompletedAtlasNodes SpecialAtlasNode, like TheRealmgate, can not be focused, to open them, just move to a node near them, so they become in field of view, for example The Zigurath Refuge.

nodeAtlasNode
AtlasNode to move to the center of the screen.
timeoutint
Max timeout in case the move fail.

Returns: true if the function run to completition and the node is centered.

OpenNodeInventory

MethodLink ↗
public static LokiPoe.InGameState.AtlasUi.OpenNodeInventoryResult LokiPoe.InGameState.AtlasUi.OpenNodeInventory(AtlasPanel2.AtlasNode node)

Click on a specific node, to open the Map inventory for that node. Use the AtlasMapDeviceUi class to see if the Map inventory is open and use the inventoryControl.

nodeAtlasNode
The Atlas node you want to open.

Returns: OpenNodeInventoryResult.None or the relative error.

TakeWaypoint

MethodLink ↗
public static LokiPoe.InGameState.TakeWaypointResult LokiPoe.InGameState.AtlasUi.TakeWaypoint(LokiPoe.InGameState.WorldUi.EndGameRightWaypointType waypointType)

Click one of the endgame waypoints button. Please Note: to ensure the button is visible, you can check the relative quest state.

waypointTypeEndGameRightWaypointType
enum relative to the waypoint you want to take.

Returns: TakeWaypointResult.None on success, or the relative error.

TakeWaypoint

MethodLink ↗
public static LokiPoe.InGameState.TakeWaypointResult LokiPoe.InGameState.AtlasUi.TakeWaypoint(LokiPoe.InGameState.WorldUi.EndGameRightWaypointType waypointType, bool pressCTRL)

Click one of the endgame waypoints button. Please Note: to ensure the button is visible, you can check the relative quest state.

waypointTypeEndGameRightWaypointType
enum relative to the waypoint you want to take.
pressCTRLbool
Set to true, to press CTRL before to click.

Returns: TakeWaypointResult.None on success, or the relative error.

TryGetRiteOfTheNamelessTree

MethodLink ↗
public static bool LokiPoe.InGameState.AtlasUi.TryGetRiteOfTheNamelessTree(out IReadOnlyList<RiteOfTheNamelessNode> tree)

Reads the remaining Rite of the Nameless choice tree from the current selection. Each root is a next choice; Children contains its subsequent alternatives. Before the first selection this is the full predicted tree. No nodes are clicked.

treeIReadOnlyList<RiteOfTheNamelessNode>
A detached read-only tree, or an empty list on failure. A coordinate may occur on different branches with different modifiers.

Returns: True when the complete remaining tree was read consistently; false if the Rite panel/data is unavailable, changes during the read, or exceeds safe bounds.

Request a new snapshot after each selection, not every bot tick. Missing Rite DAT tables are loaded through the existing game file loader; the first request may take longer while those tables are published. Modifier.Stats contains the actual bonus and value ranges: internal modifier names may be misleading. Predictions do not guarantee the eventual item drops.

AtlasEndgameContentIcons

PropertyLink ↗
public static List<AtlasPanel2.AtlasSpecialNode> LokiPoe.InGameState.AtlasUi.AtlasEndgameContentIcons { get; }

Return a list of AtlasSpecialNode representing all those Atlas Icons that let you unlock some end game content node, like Crux of Notinghness, the Breach Stronghold etc etc.

AtlasIslandsNodes

PropertyLink ↗
public static List<AtlasPanel2.AtlasSpecialNode> LokiPoe.InGameState.AtlasUi.AtlasIslandsNodes { get; }

Return a list of AtlasSpecialNode representing Islands node, still unsure about the exact usage, the class let you click in case you want to test.

AtlasNodes

PropertyLink ↗
public static List<AtlasPanel2.AtlasNode> LokiPoe.InGameState.AtlasUi.AtlasNodes { get; }

Return the full list of loaded Atlas node. Pls Note: the game load atlas node based on the actual atlas map position, your nodes might not be loaded if you are moving your map to some unknown Coordinates. In that case, it is helpfull to move the atlas to the `CurrenctAtlasNodeCoordinates`, and then get the `AtlasNodes` again.

AtlasTowerNodes

PropertyLink ↗
public static List<AtlasPanel2.AtlasTowerNode> LokiPoe.InGameState.AtlasUi.AtlasTowerNodes { get; }

Return a list of AtlasSpecialNode representing Towers node, still unsure about the exact content it refer to, prob all the Walls Towers.

CompletedAtlasNodes

PropertyLink ↗
public static List<AtlasPanel2.AtlasNode> LokiPoe.InGameState.AtlasUi.CompletedAtlasNodes { get; }

Return a list of all completed Atlas node. Pls Note: the game load atlas node based on the actual atlas map position, your nodes might not be loaded if you are moving your map to some unknown Coordinates. In that case, it is helpfull to move the atlas to the `CurrenctAtlasNodeCoordinates`, and then get the `CompletedAtlasNodes` again.

CurrenctAtlasNodeCoordinates

PropertyLink ↗
public static Vector2i LokiPoe.InGameState.AtlasUi.CurrenctAtlasNodeCoordinates { get; }

Return the currently occupied Atlas node Coordinates. This value is newer null.

CurrentAtlasNode

PropertyLink ↗
public static AtlasPanel2.AtlasNode LokiPoe.InGameState.AtlasUi.CurrentAtlasNode { get; }

Return the currently occupied Atlas node. Please note, the node is offten null, if the Atlas map point far away from this node. Use CurrenctAtlasNodeCoordinates in this case, to navigate to this node.

IsMapLoaded

PropertyLink ↗
public static bool LokiPoe.InGameState.AtlasUi.IsMapLoaded { get; }

Return true is the AtlasMap is fully loaded.

IsOpened

PropertyLink ↗
public static bool LokiPoe.InGameState.AtlasUi.IsOpened { get; }

Return true if the Atlas panel is visible.

LostTowerEffectSources

PropertyLink ↗
public static List<AtlasEffectSource> LokiPoe.InGameState.AtlasUi.LostTowerEffectSources { get; }

Return a List of AtlasEffectSource, descibing all the Lost Towers that affect the atlas. Please note: AtlasNode class already have mods from influencing towers in the Stats property.

UsableAtlasNodes

PropertyLink ↗
public static List<AtlasPanel2.AtlasNode> LokiPoe.InGameState.AtlasUi.UsableAtlasNodes { get; }

Return a list of all usable Atlas node. Pls Note: the game load atlas node based on the actual atlas map position, your nodes might not be loaded if you are moving your map to some unknown Coordinates. In that case, it is helpfull to move the atlas to the `CurrenctAtlasNodeCoordinates`, and then get the `UsableAtlasNodes` again.

Related types

DPB2 0.4.5.88 · Reference reviewed 2026-10-02. Descriptions use source summaries where available, otherwise concise signature-based descriptions. Examples illustrate usage; they are not a live-game test.