The free-to-play online action RPG Path of Exile received its latest content update, Incursion (Patch 3.3.0), on June 1 along with it came an all-new league (plus the namesake from the update): Temporal Incursions.

Incursions are short-duration visits towards the past the place you visit the ancient Vaal Temple of Atzoatl during its construction. Incursions feature multiple varieties of rooms that provide different threats and rewards, and must link to create a path towards the Apex from the temple by opening locked doors. Incursions are scaled for the level from the zone where you enter them. Each time you enter an Incursion, you’ll be put in a random room in the temple and also your goal is usually to modify the temple’s layout in modern day by upgrading or changing rooms in past times, and unlocking locked doors to guarantee you can make it to the Apex from the present-day Temple.

While this may sound confusing, it’s actually pretty straightforward knowing what you’re engaging in, which enables it to be a great deal of fun. Incursions include a relatively unforgiving time frame, starting at around 10 secs, which might be extended by killing mobs and also by damaging mini-bosses inside the room.

Run outside of time therefore you’ll be teleported out on the room, of course, if you didn’t get that which you needed to have completely finished (namely opening locked doors) many times yourself the need to enter a similar room again. When you’re starting out, your character will not be geared or built very well to clear a path to your Apex. As you grow in levels and earn stronger gear, you’ll be able to make it through more Incursions and you will be well on your own way to some precious loot fountain at the conclusion of your present-day Temple run.

The ultimate goal of Incursions should be to connect enough rooms to be sure a path on the Apex of Atzoatl, in places you’ll fight the Temple’s boss, Vaal Omnitect, within the present-day Temple. The Vaal Omnitect is often a challenging boss who are able to drop special uniques, powerful items, and vials that is used to upgrade Incursion unique items. In the process of securing this path, you’ll be also upgrading and changing rooms for a desire, offering different benefits and rewards when you finally run your completed Temple.

Here’s all that you should know to optimize your Incursion and Temple of Atzoatl runs in Path of Exile.
Getting started with Incursions

To start an Incursion, locate the NPC Alva Valai, who spawns in each and every zone from Mud Flats onward and consult with her. You’ll then be granted the ability to challenge a unique Incursion. The room she purports to you will never change until it is often cleared, and that means you’ll don't have any choice but to go in if you would like to proceed. You’ll need to complete 11 Incursions (rooms) before you’ve earned the ability to challenge the present-day Temple, and it’s imperative that you use these trips wisely.

After each Incursion you complete, you’ll be handed a fountain of loot which has all from the treasures you'll have earned had you the the perfect time to loot the over the Incursion. However, you will still must loot any Stone of Passage that drop over the Incursion and rehearse them to open the nearest desired door before running outside of time, since these items will probably be removed after you leave an Incursion.
Developing your game plan

When you’re beginning out, you might experience difficulties in clearing rooms without running outside of time. In your earlier runs, it’s not too crucial that you worry about completely optimizing your Incursions—take a long time (well, not as much time) to become acquainted with the different kinds of rooms and simply focus on wanting to open any locked doors that lead towards the top. Once you’ve gotten the hang of things, you'll be ready developing a clear route to ensure the most optimal path towards the Apex of Atzoatl.

Each time you start out new Incursions, you’re shown the whole map in the Temple being built, in addition to which rooms are under construction by powerful minibosses generally known as Architects. Since you’ll be subject with a strict time frame, it’s imperative that you plan out your journey in advance by determining which rooms you want to visit and the place you’ll ought to unlock doors (much more about that below).

You may wish to give attention to visiting the greatest tier rooms and also any treasure rooms you’ve been offered (on these below, too), bear in mind to also visit those rooms was required to secure that path towards the top. Also, you don’t must worry about the “Monsters Killed” bar at the bottom with the screen—it doesn’t mean anything besides the percent of mobs you’ve killed from the room, and you also aren’t required to pay off the entire room to perform the Incursion.
Upgrading and changing rooms

In each non-empty room you enter, you’ll face two Architects with the room’s regular hordes of enemies. Killing one Architect will upgrade the room to your higher tier, whereas killing the opposite will result within the room being changed with a different type entirely. Incursions begins with randomly assigned tiers, higher tiers offering much harder challenges and much better rewards. You can check the Incursion’s current tier by exploring the roman numerals from the left corner of each one Incursion, with three being the very best. It’s totally your decision which rooms you decide to upgrade or plunge to different room types, which decisions will affect those rooms you’ll encounter within your run from the completed Temple.

Before you enter an Incursion, you can observe which two Architects are within the room together with what killing them will do to your room, in order to plan before hand which one you intend to kill. You can see this by mousing on the respective room; the upgrade Architect comes with a upward-facing yellow triangle icon, while the area change Architect displays an icon featuring red and green crossed arrows. The changes that will likely be made are are clearly detailed in a very tooltip.

Killing one Architect will allow one other to build the bedroom into exactly what shall be within the present-day Temple. Every time you damage the Architect, you’ll earn much-needed additional time to that Incursion. In addition to changing or upgrading a place, killing an Architect can also provide the enemies with the temple having a dangerous map modifier that can affect other Incursions. It’s worth noting that the present-day Temple will not likely inherit these map mods, but may feature substantially difficult mods of their own.
Opening locked doors

One in the biggest challenges you’ll face in Incursions would be the RNG drop rate of Stone of Passage, the keys essential to unlock the locked doors and connect the various rooms. On the map, each Incursion with potentially connecting rooms can have red or green circles from the position with the door. Red doors are locked and must be unlocked using the Stone of Passage, that are dropped by enemies, or possibly a Flashpowder Keg, that is looted from the Explosives Room (I), Demolition Lab (II), or Shrine of Unmaking (III).

The Stones of Passage employ a completely random drop rate from any enemy you kill, however you generally will obtain one or more during your 11 Incursions. The Flashpowder Kegs will spawn only in explosive rooms, therefore you’ll acquire one Keg per room upgrade level (so three Kegs at tier III). Unfortunately, about to catch guaranteed to gain access to an explosive room, which means you will likely ought to rely on Stone of Passage to acquire where you must go.

If you wish to attain the Apex of Atzoatl and challenge Vaal Omnitect, you will need to begin using these items wisely to attach any paths. When a path between two rooms is opened, the path will likely be featured on the whole Incursion map, so you can view which rooms you’ll still have to connect. Depending on the luck, many times that the locked doors are actually the worst enemy you’ll face.
Your Temple of Atzoatl excursion

Once you might have completed 11 Incursion runs, Alva may have located the present-day Temple of Atzoatl and definately will open six portals, so that you’ll have multiple opportunities to your Temple if things aren’t going so well. You’ll be teleported towards the jungle right outside on the Temple and will enter in the temple from the Entrance room that has been shown in your Incursions map. There is no time limit within the Temple, so that you can take your time and energy to battle enemies and collect treasure.

The rooms you’ll face are based about the changes you’ve made on your Incursions, and may even have difficult monsters, challenging modifiers or luxurious treasures (or many of everything). It’s worth noting that enemies from the Temple can drop maps, to enable them to be generally worth killing. There’ll be no loot explosion on this occasion, so make sure to loot any valuable drops which you come across. Once you’ve completed the Temple, either by killing the last boss or running outside of portals, your Incursions will reset and you can begin working the right path through another 11 rooms. The Incursions offered every time are completely random, so it’s unlikely you’ll build a similar temple twice.
Types of Incursion rooms

Here’s a concise summary from the different rooms you’ll encounter on your Incursions combined with the benefits and modifiers that they can feature. Remember that any modifiers applied with a specific Incursion will affect other Incursions, so be sure not to make things too difficult on yourself. Higher tier rooms will introduce even stronger monster buffs or player debuffs, so be cautious which rooms you’re upgrading. There are 78 total Incursions rooms with 22 upgradeable types, and 12 “empty” rooms that can not be upgraded (such as Pits or Cellar) and so are not included inside the list below.
Item and treasure rooms

These rooms contain lootable chests or objects, offering armor, weapons, gems and even more. Each tier upgrade will help the quality of items in addition to possibly offer additional benefits.

Armour: Armorer’s Workshop (I), Armoury (II), Chamber of Iron (III). Contains chests filled with armour. Monsters through the Temple have risen life.

Weapon: Sparring Room (I), Arena of Valour (II), Hall of Champions (III). Contains chests brimming with weapons. Increases monster damage through the entire Temple.

Jewelry: Jeweller’s Workshop (I), Jewellry Forge (II), Glittering Halls (III). Contain chests brimming with jewellry.

Gems: Gemcutter’s Workshop (I), Department of Thaumaturgy (II), Doyani’s Institute (III). Contains chests filled with gems.

Maps: Surveyor’s Study (I), Office of Cartography (II), Atlas of Worlds (III). Contains chests filled with maps.

Breaches: Splinter Research Lab (I), Breach Containment Chamber (II), House in the Others (III). Tier I contains Breach Splinters, tier II boasts a single Breach, and tier III contains three Breaches.

Currency: Vault (I), Treasury (II), Wealth with the Vaal (III). Contains chests packed with currency items.

Miscellaneous: Storage Room (I), Warehouses (II), Museum of Artifacts (III). Contains chests full of products.

Unique Sacrifice: Sacrificial Chamber (I), Hall of Offerings (II), Apex of Ascension (III). Allows you to sacrifice an exclusive item to get a random unique. At tier III, an item will retain its slot type and Temple Uniques is usually upgraded.

Flashpowder Kegs: Explosives Room (I), Demolition Lab (II), Shrine of Unmaking (III)
Rooms which could affect Temple difficulty

These rooms will grant buffs to monsters or debuffs to players inside Temple. Each tier upgrade strengthens these modifiers.

Monster healing: Pools of Restoration (I), Sanctum of Vitality (II), Sanctum of Immortality (III). Heals the monsters inside Temple, causing these phones regenerate 8 percent Maximum Life per second.

Poison plants: Poison Garden (I), Cultivar Chamber (II), Toxic Grove (III). Spreads poisonous plants through the Temple.

Traps: Trap Workshop (I). Temple Defense Workshop (II), Defense Research Lab (III). Adds traps over the Temple.

Tempests: Tempest Generator (I), Hurricane Engine (II), Storm of Corruption (III). Adds certain Tempests on the Temple.

Maximum resists reduction: Corruption Chamber (I), Catalyst of Corruption (II), Locus of Corruption (III). Reduces player maximum resistances over the Temple.

Monster movement speed: Royal Meeting Room (I), Hall of Lords (II), Throne of Atziri (III). Increases the speed of monsters through the Temple (Cast and Attack Speed).

Monster pack size increase: Guardhouse (I), Barracks (II), Hall of War (III). Increases monster pack size through the Temple.
Omnitect upgrade rooms

These rooms will apply a buff on the final boss on the Temple, the Vaal Omnitect, should they be present inside your final Temple layout. The tier III versions of all rooms offer a valuable treasure, and can substantially improve the boss difficulty. Upgrading the Workshop raises item yield through the whole Temple.

Life: Workshop (I), Engineering Department (II), Factory (III)

Fire: Flame Workshop (I), Omnitect Forge (II), Crucible of Flame (III): Augments the Omnitect with fire.

Lightning: Lightning Workshop (I), Omnitect Reactor Plant (II), Conduit of Lightning (III).

Minions: Hatchery (I), Automaton Lab (II), Hybridization Chamber (III).

Have fun raiding the Temple!

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