League mechanics: Incursion. Incursion rooms are small zones that can be explored in temporal incursions. After 12 incursions, the rooms are combined into one large dungeon, the Temple of Atzoatl.
Count | Name | Category | Description |
---|---|---|---|
3 | Incursion Pack Size | Normal |
|
1 | Incursion Upgrade Chance | Normal |
Reminder Text: |
1 | Resource Reallocation | Notable |
Reminder Text: |
1 | Contested Development | Notable |
Reminder Text: |
Count | Name | Category | Description |
---|---|---|---|
6 | Incursion Mission Chance | Normal |
|
4 | Incursion Item Quantity | Normal |
|
1 | Vaal Oligarchs | Notable |
|
1 | Artefacts of the Vaal | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | Time Dilation | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | The Perpetual Search | Notable |
|
The temple will be spawned with a random selection of tier 0 and tier 1 incursion rooms. Within temporal incursions the rooms can be connected by opening doors with Stone of Passage dropped by monsters. Incursion rooms can be either changed or upgraded by killing one of the two Architects present in the incursion. The layout of the temporal incursion will depend on the current room.
Incursions per map – You can encounter at most one one incursion for a specific location in the temple per zone. For example if you upgrade an Antechamber to a Corruption Chamber, Alva will not spawn an incursion for the Corruption Chamber in the same zone. For players who want to maximize their chances to upgrade a certain room type, not speaking to Alva again after she spawns the desired room increase the odds of encountering that type of room again in later incursions. This is a trade-off as it will require more Alva encounters to complete a temple. It is not necessarily efficient from the perspective of average Alva encounters per temple with a specific tier 3 room.
Maximum tier – All incursion rooms have a maximum of tier 3.
Time saving options –
Vaal Architects (normally just called Architects) guide the construction of the Temple.
Each Architect has a set of three possible incursion rooms that the Architect prefers: a “tier 1”, “tier 2”, and “tier 3” room, with tier 3 being the most powerful. Only one incursion room preferred by a given Architect can be in the Temple layout at any given time.
During an incursion, each incursion room is occupied by two Architects. Killing either one allows the other to disappear, and to rebuild the room to their liking after the incursion is complete.
These are incursion rooms not preferred by any particular Architect.
During an incursion, untiered incursion rooms are occupied by two random Architects who do not currently have one of their preferred incursion rooms in the Temple layout.
During the present-day Temple run, untiered incursion rooms are not occupied by an Architect, and have no modifiers or effects on the rest of the Temple.
Antechamber, Apex of Atzoatl, Banquet Hall, Cellar, Chasm, Cloister, Entrance, Halls, Passageways, Pits, Tombs, Tunnels
These are incursion rooms preferred by a particular Architect.
The Temple layout will never contain more than one incursion room preferred by a given Architect.
During an incursion, tiered incursion rooms are occupied by two Architects: the architect who prefers that room, and a random Architect who does not have one of their preferred rooms in the Temple layout.
During the present-day Temple run, tiered incursion rooms are defended by the Architect who prefers them, and may have modifiers that affect the room or the entire Temple.
Complete each of the following Incursion encounters.