Guide:The Temple of Atziri: Difference between revisions
(A summary of the league content teased in the reveal video. This guide attempts to identify some key points to min-max the upcomming league mechanic.) |
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# Halls, these tiles help you traverse the temple, they do not have any global effect or reward. | # Halls, these tiles help you traverse the temple, they do not have any global effect or reward. | ||
# Rooms, these tiles have global modifiers that affect the entire temple as well as specific rewards based on their type | # Rooms, these tiles have global modifiers that affect the entire temple as well as specific rewards based on their type. Combining the right types of rooms allows you to upgrade rooms. Most rooms have their most valuable effect at tier 3. | ||
=== | ===Level up conditions=== | ||
At this point we don't have a complete view on all level up conditions. | |||
Some known examples are: | |||
====Garrison==== | |||
* gains one level when it is adjacent to a Commander | |||
* gains one level when it is adjacent to an Armoury | |||
====Crimson Hall==== | |||
* gains one level when it is adjacent to a Thaumaturge Laboratory | |||
* gains one level when it is adjacent to an Altar of Sacrifice | |||
====Commander==== | |||
The level up requirements for a Commander are not entirely clear. | |||
However the screenshots do teach us one thing, rooms that belong to the same "group", | |||
for example Garrison and Commander, don't always have the same level up requirement. | |||
A Garrison levels up for having an adjacent Commander but a Commander does not level up for having an adjacent Garrison. | |||
===Rooms connecting to other rooms=== | ===Rooms connecting to other rooms=== | ||
| Line 28: | Line 43: | ||
The reveal video also shows that synergistic rooms will form connections between them. This mechanic can potentially be abused to reduce the amount of halls and increase the amount of global modifiers that apply to the temple. | The reveal video also shows that synergistic rooms will form connections between them. This mechanic can potentially be abused to reduce the amount of halls and increase the amount of global modifiers that apply to the temple. | ||
For example, let's assume the Commander and the | For example, let's assume the Commander and the Garrison are a pair of rooms and they level each other up (which they don't in reality). They also form a connection when placed adjacent to each other. If this is true, that would imply you can create a temple without a single hall. Instead you could alternate Commander and Garrison and make a 9x9 grid full of just those two rooms. This would result in a large number of temple-wide modifiers buffing monster loot as well as 81 rooms containing monsters. This is one of the extreme best case scenarios if it is possible to achieve. | ||
===Destabilization=== | ===Destabilization=== | ||
| Line 47: | Line 62: | ||
This layout uses almost every space effectively while keeping the path a single line with minimal backtracking. There are a couple of tiles that are not guaranteed to be accessible. For example take tile 9-9 in the bottom right corner. This room is only accessible if it connects to a synergistic room on 8-9 or 9-8. In fact every "outer corner" of the main path is potentially inaccessible. | This layout uses almost every space effectively while keeping the path a single line with minimal backtracking. There are a couple of tiles that are not guaranteed to be accessible. For example take tile 9-9 in the bottom right corner. This room is only accessible if it connects to a synergistic room on 8-9 or 9-8. In fact every "outer corner" of the main path is potentially inaccessible. | ||
==Source Material== | ==Source Material== | ||
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<gallery> | <gallery> | ||
Temple-of-atziri-1.png | Temple-of-atziri-1.png | ||
Temple-of-atziri-2 | Temple-of-atziri-2.png | ||
Temple-of-atziri-3.png | Temple-of-atziri-3.png | ||
Temple-of-atziri-4.png | Temple-of-atziri-4.png | ||
Latest revision as of 07:40, 10 December 2025
This is a guide on the subject of The Temple of Atziri.
Last updated on December 10, 2025.
Disclaimer
This guide will attempt to decipher the mechanics of the 0.4 Temple of Atziri. Note that this guide was written before release, all information is based on the reveal trailer and other information available at the time (10-12-2025).
Problem Statement
The goal is to establish the rules of constructing a temple. We'll solve this problem by figuring out what an optimal temple can look like. In this case, optimal is defined as getting as many rooms in the temple as possible. For example, that could result in many "Rare Monsters have 30% increased Effectiveness" from a tier 3 "Commander's Headquarters". Keep in mind that other strategies may be viable when the game releases, for example maximizing the amount of "Locust of Corruption" rooms, etc.
Fundamental Rules

Temples are constructed on a 9x9 grid. Players enter from the middle room on the bottom of the temple, Atziri is located in the opposite side of the entrance.
There are two categories of tiles:
- Halls, these tiles help you traverse the temple, they do not have any global effect or reward.
- Rooms, these tiles have global modifiers that affect the entire temple as well as specific rewards based on their type. Combining the right types of rooms allows you to upgrade rooms. Most rooms have their most valuable effect at tier 3.
Level up conditions
At this point we don't have a complete view on all level up conditions. Some known examples are:
Garrison
- gains one level when it is adjacent to a Commander
- gains one level when it is adjacent to an Armoury
Crimson Hall
- gains one level when it is adjacent to a Thaumaturge Laboratory
- gains one level when it is adjacent to an Altar of Sacrifice
Commander
The level up requirements for a Commander are not entirely clear. However the screenshots do teach us one thing, rooms that belong to the same "group", for example Garrison and Commander, don't always have the same level up requirement. A Garrison levels up for having an adjacent Commander but a Commander does not level up for having an adjacent Garrison.
Rooms connecting to other rooms
The reveal video also shows that synergistic rooms will form connections between them. This mechanic can potentially be abused to reduce the amount of halls and increase the amount of global modifiers that apply to the temple.
For example, let's assume the Commander and the Garrison are a pair of rooms and they level each other up (which they don't in reality). They also form a connection when placed adjacent to each other. If this is true, that would imply you can create a temple without a single hall. Instead you could alternate Commander and Garrison and make a 9x9 grid full of just those two rooms. This would result in a large number of temple-wide modifiers buffing monster loot as well as 81 rooms containing monsters. This is one of the extreme best case scenarios if it is possible to achieve.
Destabilization
Every time you run a temple, some rooms will be destabilized. You will be able to place 6 rooms each time, after that some number of rooms are removed randomly. By repeating this process you will gradually build the temple.
This destabilization mechanic makes the theoretical layout described above near impossible to achieve. If more rooms are removed than placed, your temple will slowly shrink.
Destabilization does serve as a way to clear your temple layout in case you want to reset and try a new layout.
Halls vs. Rooms
In order to maximize the number of active rooms, it is important to minimize the number of halls.
An ideal layout forms a single path of halls that the player can traverse without having to backtrack. If we ignore the rooms and potential connections between rooms, a very basic layout for halls may look something like this:

This layout uses almost every space effectively while keeping the path a single line with minimal backtracking. There are a couple of tiles that are not guaranteed to be accessible. For example take tile 9-9 in the bottom right corner. This room is only accessible if it connects to a synergistic room on 8-9 or 9-8. In fact every "outer corner" of the main path is potentially inaccessible.
Source Material
The concepts described in this guide are based on what was shown in the reveal video for 0.4. Below you will find a list of screenshots from that video. I tried to screenshot every single time a new room was being placed.