An external, mostly read-only map/radar overlay for Path of Exile 2.
It attaches to the PoE2 client, reads game state directly out of process memory (no injection, no hooks), and draws a terrain + entity overlay on top of the game's map — plus an optional auto-flask quality-of-life feature.
⚠️ Use at your own risk. This reads another process's memory and can send keystrokes to the game. Automating input may violate Path of Exile's Terms of Service and could put your account at risk. This is a personal/educational tool — you are responsible for how you use it.
- Map overlay — when the in-game map is open, draws the walkable-terrain mask + entity dots, projected player-centered onto the game's map.
- Entity radar — alive enemies (red), NPCs, chests, area transitions, other players, and POIs (anything the game flags with a minimap icon) shown with a ring. Optional world-space HP bars over monsters. Per-category label toggles (keep the dot, hide the text) so the map stays legible in busy zones.
- Corner minimap — an optional small always-on-screen minimap (any corner), independent of the full map overlay, with its own dot/label/path visibility toggles and scale.
- Exploration fog — dims walkable ground you haven't walked over yet, so revealed vs. unexplored areas are visually distinct on the map.
- Shift+click entity inspector — Shift+click any dot on the map (or an entity in the corner minimap) to inspect it: resolves the click back to a world position via the same projection the renderer uses and reports the nearest entity's metadata/distance.
- Tile landmarks — static features pulled from terrain tile data (boss arenas, area transitions, …), shown the moment you enter an area, with community-curated friendly names.
- Atlas overlay — on the open Atlas, highlights and labels nodes by content/map type, draws off-screen arrows to tracked maps, and auto-routes: shortest-hop route lines from where you are to every tracked tile, with hop counts. Track boss tiers (Deadly, Twinned, …), special maps (Citadels, Towers, Unique maps), and any content type; biome-coloured borders on tracked labels.
- Loot values — prices dropped items from poe.ninja and draws the value on the drop / its loot tag, including revealing what unidentified uniques are. Filter by category and value floor.
- League reward values — see what a reward is worth before you commit: value chips on every Ritual tribute-shop tile, a Runeshape monolith's best reward and rune count shown on the map before you open it, and prices on the Runeforge (Runeshape Combinations) panel.
- Monster threat detection — flags dangerous rare/magic monster mods and auras.
- Navigation — pick any landmark, POI, or entity as a destination and the overlay draws a smoothed A* route to it: on the in-game map when it's open, or as waypoints on the world ground when it's closed. Multi-select (each route its own color). Auto-nav patterns (e.g. the expedition encounter) re-acquire their target automatically in each new zone.
- Customizable icons & display rules — per-rule icon shape/color/size/opacity, editable live in
the dashboard; drop your own
*.svginto theicons/folder next to the exe to add or override any icon. - Auto-flask (opt-in input) — presses the life/mana flask key below a Life, Energy Shield, or mana threshold (selectable). Hard-gated: only when PoE2 is the foreground window, with cooldowns and an F8 kill-switch.
- Reactive auto-triggers (opt-in input) — the same gating as auto-flask, generalized to any keybind: define rules that press a key when HP/mana drops below a threshold and/or N enemies are nearby (e.g. a defensive skill), each with its own cooldown. Off by default.
- Auto-logout (opt-in) — optionally closes the client when HP crashes below a threshold, for players who'd rather not risk a Hardcore death to a lag spike.
- Web dashboard (
http://localhost:7777, or F12 in-game) — a local control panel: a searchable list of every entity/landmark you can click to navigate to, plus settings tabs (radar display + icon styling, monster HP bars, minimap, atlas tracking, loot-value pricing/league, monster-mod rules, auto-flask/auto-trigger tuning). Served same-origin only; setting/navigation writes are loopback-gated. Read endpoints:GET /state,/entities,/landmarks,/api/icons. - MCP server (
mcp-server/) — a small Model Context Protocol server that exposes the running overlay's live/state//entities//landmarksdata to Claude Code (or any MCP client), for asking questions about the current game state from a chat session. Read-only; talks to the overlay's existing local HTTP API.
Grab the latest POE2Radar-vX.Y.Z-win-x64.zip from the
Releases page, unzip, and run POE2Radar.Overlay.exe
as Administrator (reading another process's memory requires it) with PoE2 already running.
The build is self-contained — no .NET install needed.
Notes:
- Windows SmartScreen may warn about an unsigned exe (expected for a community tool) — "More info → Run anyway".
- Antivirus may flag it because it reads game memory and (optionally) sends keystrokes; that's inherent to what the tool does.
Requires the .NET 10 SDK, Windows x64.
dotnet build POE2Radar.slnx
# launch with PoE2 already running and you in a zone:
src\POE2Radar.Overlay\bin\Debug\net10.0-windows\POE2Radar.Overlay.exe
Reading another process generally requires running the overlay as Administrator.
To exit: right-click the POE2Radar system-tray icon → Exit, or press F9 (or close the console window).
Hotkeys: F8 toggles auto-flask; F9 quits; F12 opens the web dashboard; F6 routes to the nearest landmark/POI and F7 clears routes; F10 (with the Atlas open) inspects the hovered tile and sets a route start/end; Shift+click on the map inspects the nearest entity. All other settings live in the dashboard (no calibration hotkeys, to avoid accidental presses).
Three projects:
src/POE2Radar.Core— memory plumbing (OpenProcess+ReadProcessMemory), the PoE2 offset table (Game/Poe2Offsets.cs), and the live read layer (Game/Poe2Live.cs).src/POE2Radar.Overlay— the radar.exe: attaches, AOB-resolves the game roots, runs the tick loop, renders the Direct2D overlay, serves the API, and (opt-in) drives auto-flask/auto-trigger input.src/POE2Radar.Research— dev-time offset discovery/validation tools (AOB scan, HP value-scan, entity/tile/UI probes, an area-change watcher). Never linked into the overlay binary.mcp-server/— standalone Node.js MCP server; a thin client over the overlay's HTTP API, not part of the .NET build.
PoE2 memory offsets drift with game patches. Validated offsets live in Game/Poe2Offsets.cs
(each marked ✓ when confirmed live). After a patch that breaks reads, use the POE2Radar.Research
probes to re-discover them. There is no live oracle for PoE2, so validation is value-scan / manual.
Memory-layout research and the AOB approach draw heavily on the open-source GameHelper2 project
(its GameOffsets were the starting reference for PoE2's struct shapes). GameHelper2 is not
redistributed here; only independently re-validated offset values are recorded in this repo.
This repository merges Sikaka/POE2Radar (atlas overlay, item/currency pricing, monster-mod detection, runeforge/monolith reward values) with NattKh/POE2Radar (corner minimap, exploration fog, per-category label toggles, entity inspector, reactive auto-triggers, MCP server) — both forks of the same original project.
MIT — see LICENSE.