ELHEXAELHEXA Codex
← elhexa.io

Nerissa’s Invasion

Nerissa’s Invasion

Nerissa’s Invasion is the Expedition scenario currently running. A drowned court has risen out of the vortex off the coast; its commander Nerissa holds the deep water while her raiders push inland toward your fortress. You have one hour to reach her.

The Battlefield

Eleven strategic points, joined by thirteen roads. Your fortress sits at one end; the vortex — Nerissa’s lair — sits at the other, and cannot be captured. It is cleared only by killing what stands on it.

Two routes run from your fortress to the vortex, and they are almost exactly the same length — a shade under two minutes of marching if you never stop. Everything between them is worth holding: a field hospital, three supply villages, a fortified port and an artillery battery.

Three shipwrecks lie along the way. They start neutral and quiet, but a wreck in enemy hands becomes a factory that keeps producing raiders for as long as they hold it.

The Whole Map

Eleven points and thirteen roads, drawn from the live scenario data. Your fortress is at the bottom; Nerissa and her garrison hold the vortex at the top. Two routes run between them, and they are within a couple of seconds of the same length — there is no safe side.

The Nerissa’s Invasion map — eleven strategic points and their roads
The opening position: only the vortex (red) and your fortress (blue) are owned. Everything between is neutral and up for grabs.
#PointAt the startTime to take
1The VortexEnemy — Nerissa, 2 royal guards, 4 raidersCannot be captured
2ShipwreckNeutral30s
3ShipwreckNeutral30s
4Artillery batteryNeutral90s
5ShipwreckNeutral30s
6Fortified portNeutral90s
7Supply villageNeutral90s
8Supply villageNeutral90s
9Supply villageNeutral90s
10Field hospitalNeutral90s
11Your fortressYours180s for the enemy to break

The Points and What They Give

Eleven points, seven kinds. Colour tells you who holds one: blue is yours, red the enemy’s, and pale stone is neutral.

Fortress ×1
Your home and deploy point. Lose it and the Expedition is lost — teams fighting here get a defensive bonus.
Field hospital ×1
Triple refuelling, the destination for knocked-out teams, and the only place hero wounds are treated.
Supply village ×3
Loads a supply payload five times faster — where carriers fill up before heading for the lair.
Artillery battery ×1
While you hold it, every battle you fight anywhere opens with a bombardment that stuns and burns the enemy formation.
Fortified port ×1
A broad combat bonus for teams fighting on it.
Shipwreck ×3
Quiet while neutral or yours. In enemy hands it produces a fresh pack every 45 seconds, for the whole hour.
The vortex ×1
Nerissa’s lair. Permanently enemy-held and impossible to capture — it is cleared by killing what stands on it.

The Lair Garrison

Enemies here are not defeated in a single battle. Each one must be beaten a set number of times before it is destroyed — that count is its health bar, and it is shared by everyone in the Expedition. Every captain’s win chips the same pool down.

EnemyOn the mapWins to destroyRole
Nerissa150The commander. The Expedition is won the moment she falls.
Royal guard220 eachShields Nerissa — she cannot be touched while a guard stands.
Crab raider220 eachMarches out of the lair to take your points.
Shark raider220 eachMarches out of the lair to take your points.
Wreck packsProduced1–2 eachSpawned by enemy-held shipwrecks; some hunt your teams directly.

The Shipwrecks Never Stop

A wreck the enemy holds produces a fresh pack every 45 seconds, and its spawns march away to fight elsewhere — so the wreck never fills up and never stops. Left alone for the hour, three wrecks will bury you in bodies. Taking a wreck silences it instantly; losing it starts it again. Holding the wrecks is the difference between a controlled advance and a war of attrition.

Fight your way in
At the vortex you can attack the raiders and the guards freely, but Nerissa is shielded while either royal guard lives. That is 40 guard wins before her 50 even become available — and she cannot be pinned, so every team standing at the lair is bleeding fuel the whole time. Bring supply.

The Shape of a Run

One hour + 2-minute prep
Creation opens a 2-minute prep window — deploy and queue orders, nobody moves yet — then the battle hour runs.
Up to 10 captains
With up to six teams each — sixty teams on one map at full strength.
500 Energy
To create or to join. Returning to one you are already in is free.
Four difficulties
Recommended Lv.10, Lv.100, Lv.200 and Lv.400. Same map, same roster — the enemies simply hit harder and reward more.

Winning and Losing

  • Victory is Nerissa’s destruction — nothing else ends the Expedition early. You do not need to hold the map, and you do not need to clear the wrecks; they are means, not objectives.
  • Defeat comes two ways: the hour expires, or the invasion takes your fortress. The fortress is the one point you cannot trade away — a three-raider push takes it in about a minute if nobody answers, so leaving home completely undefended is how a strong offensive still loses.

What Actually Wins

  • Take the shipwrecks early. Every minute one stays red is another pack marching at you.
  • Hold the artillery battery. It opens every battle you fight anywhere on the map with a bombardment.
  • Keep a field hospital. Knocked-out teams come back three times faster there, and it is the only place hero wounds are treated.
  • Send carriers to the lair. A team fighting at the vortex bleeds continuously and cannot refuel there.
  • Split the work. Ten captains all sitting at the vortex means nobody is holding the roads behind them.

What You Bring Home

Everything an Expedition pays comes as chests, opened afterwards from your bag. There are five kinds, each in six grades — the grade rises with the difficulty you played and with what you achieved, and the contents scale with it.

Chest (Gold)
Chest (Gold)
Gold, in quantity.
Chest (Isekai Power)
Chest (Isekai Power)
Isekai Power.
Sheaf (Ticket)
Sheaf (Ticket)
Summon tickets — ordinary draws at every grade, with Premium, Golden SSR and Prismatic UR tickets appearing in the higher ones.
Crate (Ingredient)
Crate (Ingredient)
Cooking materials: meats, fish, produce, gemstones — and Nerissa’s Violet Sea Salt, which only comes from here.
Shell (Nerissa)
Shell (Nerissa)
The Nerissa crafting family: equipment parts, weapon blueprints for all nine weapon types, and essences in three grades. The materials for her equipment set, and the reason to fight her at all.

How Chests Are Earned

  • Simply taking part — every captain who contributed gets a base pile.
  • Beating a particular enemy, with Nerissa herself paying the richest.
  • The expedition’s collective kill count, shared by everyone.
  • Expedition achievements — holding a point kind all the way to the end, or never letting your fortress be dented.
  • Your own contribution: your score, your share of it, and your final rank.

On top of the chests, every hero on a team still standing at the end earns experience — multiplied by the difficulty, and by far the largest single payout for beating Nerissa. Give up and you forfeit all of it.

Rewards

Your reward is a set of chests, scaled by the difficulty you played and by how much you actually contributed — fighting, taking ground and delivering supply all count. Every hero on a team still standing at the end also earns experience, and that experience is multiplied by difficulty. Winning matters: the Expedition Campaign → only counts expeditions you win.