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==Mechanics==
==Mechanics==
The temple will be spawned with a random selection of tier 0 and tier 1 incursion rooms within 11 connectable spaces.<ref name="starting_rooms" /> Within [[temporal incursion]]s the rooms can be connected by opening doors with {{il|Stone of Passage}} dropped by monsters. Incursion rooms can be either changed or upgraded by killing one of the two [[Architect]]s present in the incursion. The layout of the temporal incursion will depend on the current room.
The temple will be spawned with a random selection of untiered and tier 1 incursion rooms within 11 connectable spaces. Within [[temporal incursion]]s the rooms can be connected by opening doors with {{il|Stone of Passage}} dropped by monsters. Incursion rooms can be either changed or upgraded by killing one of the two [[Architect]]s present in the incursion. The layout of the temporal incursion will depend on the current room.


Rooms are pre-selected upon generating the area, and cannot pick the same room twice. It is possible for the last room in one area and the first room in the next area to be the same. Resident Architects will always appear in their own rooms, and cannot appear in other rooms. Non-resident architects, or architects competing for an untiered room, are randomly selected from the remaining pool of architects when interacting with Alva to access the next room. Once a room is generated, it cannot be changed; entering a new area will retain the next room choice. Dying, logging out, or failing to kill an architect in time will not change the room, but will deplete one of the 12 incursions.
When you talk to Alva, a room is picked at random. Once a room is generated, it cannot be changed; entering a new area will retain the choice. If the room has a tier, it is guaranteed to have its Resident Architect in it. This architect is in the top-right half of the incursion and killing him upgrades the room. It will also contain a non-resident architect in the lower left half. Killing this architect changes the room. These and architects competing for an untiered room are randomly selected when interacting with Alva to access the next room.  


'''Incursions per map''' - You can encounter a specific room at maximum only once per area. For example if you changed 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 specific room type, ignoring all further incursions in the area and starting a new area will allow that room to be chosen again. This is a trade-off as it will require more Alva encounters or missions to complete a full temple this way, instead of completing all rooms in each area. While it may not be efficient from a resource perspective, it will improve the chances to reach a fully upgraded room of the desired type.<ref name="mission_efficiency" />
Dying, logging out, or failing to kill an architect in time will not change the room, but will deplete one of the 12 incursions. You can encounter a specific room at maximum only once per area. For example if you changed an Antechamber to a Corruption Chamber, Alva will not spawn an incursion for the Corruption Chamber in the same zone. Similarly, once a Corruption Chamber is upgraded to Catalyst of Corruption, no incursions into the Catalyst of Corruption is possible in the same zone.


'''Maximum tier''' - All incursion rooms have a maximum of tier 3.  
All incursion rooms have a maximum of tier 3. Once a room reaches tier 3, that room will no longer be selected for future incursions.  
*Once a room reaches tier 3, that room will no longer be selectable in future incursions. This will improve the chances to select a favourable room.


makes the chance of finding other specific rooms go up slightly, because there are fewer total rooms that have a chance to spawn on the next incursion.
The optimal strategy to generate a favorable room at tier 3 (typically Locus Of Corruption or Doryani's Institute):
 
# if no favorable rooms are present in the temple change rooms until there's one.
# If a favorable room is present, upgrade the other rooms to tier 3 so they can't be chosen again.
# If Alva gave you an incursion into a favorable room and it needs an upgrade, do not run more incursions in the area. Starting a new area will allow that room to be chosen again. This is a trade-off as it will require more Alva encounters or missions to complete a full temple this way, instead of completing all rooms in each area. While it may not be efficient from a resource perspective, it will improve the chances to reach a fully upgraded room of the desired type.


'''Time saving options''' -  
'''Time saving options''' -  

Revision as of 19:17, 26 January 2024

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.

Mechanics

The temple will be spawned with a random selection of untiered and tier 1 incursion rooms within 11 connectable spaces. Within temporal incursions the rooms can be connected by opening doors with Stone of PassageStone of PassageThis item can be placed into an Altar of Passage to create a connection between two adjacent rooms in the Temple of Atzoatl. This item will drop on the ground when leaving an Incursion. 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.

When you talk to Alva, a room is picked at random. Once a room is generated, it cannot be changed; entering a new area will retain the choice. If the room has a tier, it is guaranteed to have its Resident Architect in it. This architect is in the top-right half of the incursion and killing him upgrades the room. It will also contain a non-resident architect in the lower left half. Killing this architect changes the room. These and architects competing for an untiered room are randomly selected when interacting with Alva to access the next room.

Dying, logging out, or failing to kill an architect in time will not change the room, but will deplete one of the 12 incursions. You can encounter a specific room at maximum only once per area. For example if you changed an Antechamber to a Corruption Chamber, Alva will not spawn an incursion for the Corruption Chamber in the same zone. Similarly, once a Corruption Chamber is upgraded to Catalyst of Corruption, no incursions into the Catalyst of Corruption is possible in the same zone.

All incursion rooms have a maximum of tier 3. Once a room reaches tier 3, that room will no longer be selected for future incursions.

The optimal strategy to generate a favorable room at tier 3 (typically Locus Of Corruption or Doryani's Institute):

  1. if no favorable rooms are present in the temple change rooms until there's one.
  2. If a favorable room is present, upgrade the other rooms to tier 3 so they can't be chosen again.
  3. If Alva gave you an incursion into a favorable room and it needs an upgrade, do not run more incursions in the area. Starting a new area will allow that room to be chosen again. This is a trade-off as it will require more Alva encounters or missions to complete a full temple this way, instead of completing all rooms in each area. While it may not be efficient from a resource perspective, it will improve the chances to reach a fully upgraded room of the desired type.

Time saving options -

  • Control + left-clicking Alva will bring up the Temple of Atzoatl UI, allowing you to view your temple progress. This screen also shows a preview of the architects that appear in the current room, as well as a button to enter the incursion. This can be useful to plan your strategy and to skip navigating through her dialogue menu.
  • Another option is to enter the incursion immediately and use the "League Interface" or "Open Incursion Map" hotkeys selected in the Input Options menu. This can be used to re-check the room layout, open/closed doors, and the architects and their outcomes when killed. This method can be used to plan during the short grace period before the incursion timer starts on entering the room. This method may be preferable when running a map with a Delirium mirror, as delirium fog is paused inside of an incursion but not while interacting with Alva.

Architects

Vaal Architects (or just Architects) guide the construction of the Temple.

Each Architect has a set of three possible incursion rooms they can be a resident of: a "tier 1", "tier 2", and "tier 3" room, with tier 3 being the most powerful. An Architect can only be a resident of a single room, and a resident Architect will never appear in any other room.

Each incursion room is occupied by two Architects. Killing either one allows the other to flee, and later either change the room to their liking after the incursion is complete, or upgrade it through continued development.

Architects that are killed cannot be encountered again for the entirety of that temple.

Untiered incursion rooms

Untiered (or T0) incursion rooms are rooms with no resident Architect.

A T0 room will contain two random Architects who are not currently a resident in the current Temple layout.

  • If you kill either Architect in the room during an incursion, the room will be changed into the surviving Architect's T1 room.
  • If you die, fail the encounter, or otherwise do not kill either Architect, the room will remain unchanged. These rooms can be encountered again in future areas, with a randomized set of Architects.

During the present-day Temple run, untiered incursion rooms are not occupied by an Architect, and have no additional modifiers or effects on the rest of the Temple.

Antechamber, Apex of Atzoatl, Banquet Hall, Cellar, Chasm, Cloister, Entrance, Halls, Passageways, Pits, Tombs, Tunnels

Tiered incursion rooms

These are incursion rooms that contain a resident Architect.

The Temple layout will never contain more than one incursion room with the same Architect.

During an incursion, tiered incursion rooms are occupied by two Architects: the resident Architect, and a random non-resident Architect that is not the resident of another room.

  • If you kill the resident Architect, the surviving architect will become the Resident and change it into their T1 room.
  • If you kill the non-resident Architect, the room will be upgraded into the Resident's next tier room (up to T3).
  • If you do not kill either architect, the room will remain unchanged.

During the present-day Temple run, tiered incursion rooms are defended by the resident Architect, and may have modifiers that affect the room or the entire Temple.

Ahuana, Architect of Ceremonies

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Sacrificial Chamber Allows you to sacrifice a unique item.
Ahuana drops an additional Unique Item.
None
2 Hall of Offerings Allows you to sacrifice a unique item.
Ahuana drops an additional Unique Item.
None
3 Apex of Ascension Allows you to sacrifice a unique item.
Ahuana drops an additional Unique Item.
None

Atmohua, Architect of Iron

Tier Room Description Temple modifiers
1 Armourer's Workshop Monsters throughout the Temple have increased resistances.
Contains chests full of armour.
+20% Monster Physical Damage Reduction
+20% Monster Elemental Resistances
+15% Monster Chaos Resistance
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
2 Armoury Monsters throughout the Temple have increased resistances.
Contains chests full of armour.
+30% Monster Physical Damage Reduction
+30% Monster Elemental Resistances
+20% Monster Chaos Resistance
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
3 Chamber of Iron Monsters throughout the Temple have increased resistances.
Contains chests full of armour.
+40% Monster Physical Damage Reduction
+40% Monster Elemental Resistances
+25% Monster Chaos Resistance
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size

Azcapa, Architect of the Guild

Tier Room Description Temple modifiers
1 Jeweller's Workshop Increases the rarity of items dropped in the Temple.
Contains chests full of jewellery.
20% increased Rarity of Items found in this Area
2 Jewellery Forge Increases the rarity of items dropped in the Temple.
Contains chests full of jewellery.
40% increased Rarity of Items found in this Area
3 Glittering Halls Increases the rarity of items dropped in the Temple.
Contains chests full of jewellery.
60% increased Rarity of Items found in this Area

Cholotl, Architect of the War

Tier Room Description Temple modifiers
1 Guardhouse Increases monster pack size throughout the Temple. 10% increased Pack size
2 Barracks Increases monster pack size throughout the Temple. 20% increased Pack size
3 Hall of War Increases monster pack size throughout the Temple. 30% increased Pack size

Citaqualotl, Architect of the Swarm

Tier Room Description Temple modifiers
1 Hatchery Increases monster damage throughout the Temple.
Adds additional Minion monster packs throughout the Temple.
Augments the Omnitect with minions.
10% increased Monster Damage
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
2 Automaton Lab Increases monster damage throughout the Temple.
Adds additional Minion monster packs throughout the Temple.
Augments the Omnitect with minions.
15% increased Monster Damage
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
3 Hybridisation Chamber Increases monster damage throughout the Temple.
Adds additional Minion monster packs throughout the Temple.
Augments the Omnitect with minions.
Contains a valuable item.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
20% increased Monster Damage

Estazunti, Architect of the Vault

Tier Room Description Temple modifiers
1 Vault Contains chests full of currency items. None
2 Treasury Contains chests full of currency items. None
3 Wealth of the Vaal Contains chests full of currency items. None

Guatelitzi, Architect of Flesh

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Pools of Restoration Heals monsters in the Temple. 4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
Normal Monsters in this Area Regenerate 4% of Life per second
Magic Monsters in this Area Regenerate 3% of Life per second
Rare Monsters in this Area Regenerate 2% of Life per second
2 Sanctum of Vitality Heals monsters in the Temple. 8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
Normal Monsters in this Area Regenerate 6% of Life per second
Magic Monsters in this Area Regenerate 4.5% of Life per second
Rare Monsters in this Area Regenerate 3% of Life per second
3 Sanctum of Immortality Heals monsters in the Temple.
Contains a valuable item.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
Normal Monsters in this Area Regenerate 8% of Life per second
Magic Monsters in this Area Regenerate 6% of Life per second
Rare Monsters in this Area Regenerate 4% of Life per second

Hayoxi, Architect of Destruction

During the present-day Temple run:

  • Hayoxi's incursion rooms contain one or more Explosive Kegs. Each explosive keg will allow the player to open one passage that was not previously opened during incursions, or to open a Sealed Keg containing extra loot.
Tier Room Description Temple modifiers
1 Explosives Room Contains an Explosive Charge.
Contains one Sealed Coffer.
None
2 Demolition Lab Contains Explosive Charges.
Contains two Sealed Coffers.
None
3 Shrine of Unmaking Contains Explosive Charges.
Contains three Sealed Coffers.
None

Jiquani, Architect of Industry

Tier Room Description Temple modifiers
1 Workshop Increases the life of the Omnitect and Monsters throughout the Temple.
Increases item yield of the Temple.
20% increased Quantity of Items found in this Area
Unique Boss has 15% increased Life
20% more Monster Life
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
2 Engineering Department Increases the life of the Omnitect and Monsters throughout the Temple.
Increases item yield of the Temple.
40% increased Quantity of Items found in this Area
Unique Boss has 25% increased Life
40% more Monster Life
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
3 Factory Increases the life of the Omnitect and Monsters throughout the Temple.
Increases item yield of the Temple.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
60% increased Quantity of Items found in this Area
Unique Boss has 35% increased Life
60% more Monster Life

Juatalotli, Architect of the Hoard

Tier Room Description Temple modifiers
1 Storage Room Contains chests full of items. None
2 Warehouses Contains chests full of items. None
3 Museum of Artefacts Contains chests full of items. None

Matatl, Architect of Fortifications

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Trap Workshop Monsters throughout the Temple have increased area of effect.
Adds traps throughout the Temple.
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
Monsters have 45% increased Area of Effect
2 Temple Defense Workshop Monsters throughout the Temple have increased area of effect.
Adds traps throughout the Temple.
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
Monsters have 70% increased Area of Effect
3 Defense Research Lab Monsters throughout the Temple have increased area of effect.
Adds traps throughout the Temple.
Contains a valuable item.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
Monsters have 100% increased Area of Effect

Opiloti, Architect of Strife

Tier Room Description Temple modifiers
1 Hall of Mettle Contains a Timeless Monolith. None
2 Hall of Heroes Contains a valuable Timeless Monolith. None
3 Hall of Legends Contains a Timeless Monolith that will reveal two Generals. None

Paquate, Architect of Corruption

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Corruption Chamber Reduces player maximum resistances throughout the Temple. -6% maximum Player Resistances
2 Catalyst of Corruption Reduces player maximum resistances throughout the Temple. -8% maximum Player Resistances
3 Locus of Corruption Reduces player maximum resistances throughout the Temple.
Contains an Altar of Corruption.
None

Puhuarte, Architect of the Forge

During the present-day Temple run:

  • Puhuarte's incursion rooms contain an item with a Puhuarte modifier
  • Puhuarte's incursion rooms may contain Story of the VaalStory of the Vaal
    Gemstone Sword
    One Handed Sword
    Physical Damage: (109.2-120.9) to (232.4-257.3)
    Critical Strike Chance: 5.00%
    Attacks per Second: (1.43-1.49)
    Weapon Range: 1.1 metres
    Requires Level 56, 96 Str, 96 Dex+400 to Accuracy Rating(180-210)% increased Physical Damage
    (10-15)% increased Attack Speed
    50% of Physical Damage from Hits with this Weapon is Converted to a random Element
    Hits with this Weapon always Ignite, Freeze, and Shock
    Hits with this Weapon Freeze Enemies as though dealing (150-200)% more Damage
    Hits with this Weapon Shock Enemies as though dealing (150-200)% more Damage
    Ignites inflicted with this Weapon deal (50-75)% more Damage
    Through war we found peace.
    Through death we found advancement.
    Our ancestors did not know where their actions would take them.
    Are we any better?

    This item can be transformed on the Altar of Sacrifice along with Vial of Fate
    .
Tier Room Description Temple modifiers
1 Flame Workshop Monsters throughout the Temple have additional fire damage.
Adds additional Fire monster packs throughout the Temple.
Augments the Omnitect with fire.
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
Monsters deal 50% extra Physical Damage as Fire
2 Omnitect Forge Monsters throughout the Temple have additional fire damage.
Adds additional Fire monster packs throughout the Temple.
Augments the Omnitect with fire.
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
Monsters deal 70% extra Physical Damage as Fire
3 Crucible of Flame Monsters throughout the Temple have additional fire damage.
Adds additional Fire monster packs throughout the Temple.
Augments the Omnitect with fire.
Contains a valuable item.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
Monsters deal 90% extra Physical Damage as Fire

Quipolatl, Architect of the Nexus

Tier Room Description Temple modifiers
1 Shrine of Empowerment Increases the speed of monsters throughout the Temple.
Upgrades one random adjacent and connected room by one Tier.
10% increased Monster Cast Speed
10% increased Monster Attack Speed
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
2 Sanctum of Unity Increases the speed of monsters throughout the Temple.
Increases level of items dropped by one.
Upgrades two random adjacent and connected rooms by one Tier.
15% increased Monster Cast Speed
15% increased Monster Attack Speed
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
Monsters drop items 1 Level higher
3 Temple Nexus Increases the speed of monsters throughout the Temple.
Increases level of items dropped by one.
Upgrades all adjacent rooms by one Tier, regardless of connections.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
20% increased Monster Cast Speed
20% increased Monster Attack Speed
Monsters drop items 1 Level higher

Tacati, Architect of Toxins

During the present-day Temple run:

  • Tacati's incursion rooms cause the entire Temple to contain caustic plants. When walked over by a character, these plants will release a caustic cloud, but may also drop loot.
  • Tacati's incursion rooms contain items with a Tacati modifier.
  • Tacati's incursion rooms may contain Apep's SlumberApep's Slumber
    Vaal Spirit Shield
    Chance to Block: 24%
    Energy Shield: (136-164)
    Movement Speed: -3%
    Requires Level 62, 159 Int(5-10)% increased Spell DamageAdds (50-55) to (72-80) Chaos Damage
    +(80-100) to maximum Energy Shield
    +25% chance to be Poisoned
    +3% to all maximum Resistances while Poisoned
    Regenerate 80 Energy Shield per Second per Poison on you, up to 400 per second
    Poisons on you expire 50% slower
    The heart grows slow,
    the spirit grows strong.

    This item can be transformed on the Altar of Sacrifice along with Vial of Awakening
    .
Tier Room Description Temple modifiers
1 Poison Garden Spreads poisonous plants throughout the Temple. None
2 Cultivar Chamber Spreads poisonous and parasitic plants throughout the Temple. None
3 Toxic Grove Spreads poisonous and parasitic plants throughout the Temple.
Contains a valuable item.
None

Ticaba, Architect of the Arena

Tier Room Description Temple modifiers
1 Sparring Room Increases monster criticals throughout the Temple.
Contains chests full of weapons.
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
Monsters have 200% increased Critical Strike Chance
+35% to Monster Critical Strike Multiplier
2 Arena of Valour Increases monster criticals throughout the Temple.
Contains chests full of weapons.
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
Monsters have 300% increased Critical Strike Chance
+40% to Monster Critical Strike Multiplier
3 Hall of Champions Increases monster criticals throughout the Temple.
Contains chests full of weapons.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
Monsters have 400% increased Critical Strike Chance
+45% to Monster Critical Strike Multiplier

Topotante, Architect of Storms

During the present-day Temple run:

  • Topotante's incursion rooms cause Tempests to appear in the Temple.
  • Topotante's incursion rooms contain items with a Topotante modifier.
Tier Room Description Temple modifiers
1 Tempest Generator Adds certain Tempests to the Temple.
Buffs from Tempests have 50% increased duration.
None
2 Hurricane Engine Adds certain Tempests to the Temple.
Buffs from Tempests have 100% increased duration.
None
3 Storm of Corruption Adds Corrupting or Radiating Tempests to the Temple.
Buffs from Tempests have 200% increased duration.
Contains a valuable item.
None

Tzamoto, Architect of Torments

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Torment Cells Contains Tormented Spirits.
Contains additional roaming Tormented Spirits.
None
2 Torture Cages Contains Tormented Spirits.
Contains additional roaming Tormented Spirits.
Architects and the Omnitect are possessed by a Tormented Spirit.
None
3 Sadist's Den Contains Tormented Spirits.
Contains additional roaming Tormented Spirits.
Architects and the Omnitect are possessed by Tormented Spirits.
None

Uromoti, Architect of Expansion

During the present-day Temple run:

  • The maps found in Uromoti's incursion rooms have a chance to drop with the VaalVaal
    Prefix
    20% increased Quantity of Items found in this Area
    20% increased Rarity of Items found in this Area
    10% increased Pack size
    Found Items have 10% chance to drop Corrupted in Area
    Area is inhabited by the Vaal
    prefix.
  • If the Atlas of Worlds incursion room is present, all Architects will drop extra map-related currency.
Tier Room Description Temple modifiers
1 Surveyor's Study Contains chests full of maps. None
2 Office of Cartography Contains chests full of maps. None
3 Atlas of Worlds Contains chests full of maps.
Architects drop Map-related Currency.
None

Xipocado, Royal Architect

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Royal Meeting Room Increases the number of magic monsters throughout the Temple. 10% more Magic Monsters
2 Hall of Lords Increases the number of magic monsters throughout the Temple. 20% more Magic Monsters
3 Throne of Atziri Increases the number of magic monsters throughout the Temple.
Contains Queen Atziri.
30% more Magic Monsters

Xopec, Architect of Power

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Lightning Workshop Monsters throughout the Temple have additional lightning damage.
Adds additional Lightning monster packs throughout the Temple.
Augments the Omnitect with lightning.
4% increased Rarity of Items found in this Area
2% increased Quantity of Items found in this Area
1% increased Pack size
Monsters deal 50% extra Physical Damage as Lightning
2 Omnitect Reactor Plant Monsters throughout the Temple have additional lightning damage.
Adds additional Lightning monster packs throughout the Temple.
Augments the Omnitect with lightning.
8% increased Rarity of Items found in this Area
4% increased Quantity of Items found in this Area
2% increased Pack size
Monsters deal 70% extra Physical Damage as Lightning
3 Conduit of Lightning Monsters throughout the Temple have additional lightning damage.
Adds additional Lightning monster packs throughout the Temple.
Augments the Omnitect with lightning.
Contains a valuable item.
12% increased Rarity of Items found in this Area
6% increased Quantity of Items found in this Area
3% increased Pack size
Monsters deal 90% extra Physical Damage as Lightning

Zalatl, Architect of Thaumaturgy

During the present-day Temple run:

Tier Room Description Temple modifiers
1 Gemcutter's Workshop Contains chests full of gems. None
2 Department of Thaumaturgy Contains chests full of gems. None
3 Doryani's Institute Contains chests full of gems and a device that can corrupt gems in a special way. None

Zantipi, Architect of Concealment

Tier Room Description Temple modifiers
1 Strongbox Chamber Contains Strongboxes. None
2 Hall of Locks Contains Strongboxes. None
3 Court of Sealed Death Contains Strongboxes. None

Zilquapa, Architect of the Breach

Tier Room Description Temple modifiers
1 Splinter Research Lab Contains a Breach. None
2 Breach Containment Chamber Contains two Breaches and Breach Splinters.
Breaches open and close faster.
None
3 House of the Others Contains three Breaches and Breach Splinters.
Breaches open and close faster.
None


Version history

Version Changes
3.21.0
3.16.0
  • All crafts previously found in the Incursion Temple can now be found in Maps.
3.10.0
  • Many rooms now provide Temple-wide bonuses for the present-day Temple of Atzoatl based on their tier. The following rooms now grant +1% to monster pack size, 2% increased quantity of items found and 4% increased rarity of items found per room tier: Trap Workshop, Armourer's Workshop, Sparring Room, Shrine of Empowerment, Pools of Restoration, Hatchery, Flame Workshop, Lightning Workshop
  • Chests in the present-day Incursion Temple that previously contained either an Incursion Unique or a magic item with an Architect's mod now also drop 2 to 3 rare items with Architect's mods.
  • The Poison Garden's higher tiers now add more and larger poison pods, including some that contain monsters at tier 3.
  • Tempests from the Tempest Generator and its higher tiers now strike much more frequently and their effects last longer.
  • Based on the tier of the Surveyor's Study sequence of rooms, Architects throughout the present-day temple will now drop map-related currency items.
  • The Royal Meeting Room and its higher tiers now add more Magic monsters to the Temple. If you manage to find Atziri in there, her base life will now more closely match that of her Vaal Fragment equivalent.
  • Based on the tier of the Armourer's Workshop sequence of rooms, monsters throughout the present-day temple will benefit from increased elemental resistances and will take reduced physical damage, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
  • Based on the tier of the Sparring Room sequence of rooms, monsters throughout the present-day temple will benefit from increased critical strike chance and critical strike multipliers, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
  • The Guardhouse and its higher tiers now increase the pack size of monsters throughout the temple.
  • The Splinter Research Lab now contains a Breach. Higher tier versions of this room add additional Breaches and Clasped Hand chests.
  • The Jeweller's Workshop and its higher tiers now also grant increased item rarity across the present-day temple.
  • The Shrine of Empowerment now also grants monsters in the present-day temple increased attack and cast speed modifiers, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with). The Sanctum of Unity (tier 2) now gives +1 to the level of monsters throughout the present-day temple, and the Temple Nexus (tier 3) now gives +1 to the level of both monsters and items throughout the present-day temple.
  • Based on the tier of the Hatchery sequence of rooms, monsters throughout the present-day temple will benefit from increased damage modifiers, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
  • Based on the tier of the Hatchery sequence of rooms, monsters throughout the present-day temple will benefit from modifiers which grant extra fire damage to monsters, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
  • Based on the tier of the Hatchery sequence of rooms, monsters throughout the present-day temple will benefit from modifiers which grant extra lightning damage to monsters, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
  • Based on the tier of the Torment Cells series of rooms, monsters throughout the present-day temple will now start Possessed beginning at tier 2.
  • A wider range of Strongboxes can now be found in the Strongbox Chamber and its higher tiers.
  • Incursion Temple crafting benches can now be used by characters on the same account other than the one that opened it.
3.8.0
  • Added a new type of room based on Legion.
3.7.0
  • Number of Incursions required to enter the Temple of Atzoatl increased to 12 (from 11).
3.3.1
  • Two new types of rooms (themed around Tormented Spirits and Strongboxes) can now be found in the Temple of Atzoatl in the Incursion league.
3.3.0
  • Introduced to the game.

References

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