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		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15022</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15022"/>
				<updated>2022-05-27T04:03:22Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Dark Awakening */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
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[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
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[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
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On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.  This special weapon can drop from a victory chest&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Always has 5 shots per second, Jester Arrows shot pattern, and 5 projectiles.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;Fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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===Bastille Master===&lt;br /&gt;
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[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
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What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
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This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Revenge of the Yeti===&lt;br /&gt;
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[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
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The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Dark Awakening===&lt;br /&gt;
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[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This weapon drops as campaign tier.  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
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A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
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What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Jester's Revenge===&lt;br /&gt;
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[[File:placeholder.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Wild West]] (The Wild West), 6 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - To be added... &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 6, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Prime Incursions==&lt;br /&gt;
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[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
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&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
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[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
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&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
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'''1. Victory Chest loot'''&lt;br /&gt;
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Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
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&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
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&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
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'''2. Hyper Shards -''' &lt;br /&gt;
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Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
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* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15021</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15021"/>
				<updated>2022-05-27T02:59:57Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Chaos VII Incursions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
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Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
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On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
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==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
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===Chrome Enemies===&lt;br /&gt;
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[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
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[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
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[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
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'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
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===Spectral Assault===&lt;br /&gt;
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[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
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The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
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[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.  This special weapon can drop from a victory chest&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Always has 5 shots per second, Jester Arrows shot pattern, and 5 projectiles.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;Fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jester's Revenge===&lt;br /&gt;
&lt;br /&gt;
[[File:placeholder.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Wild West]] (The Wild West), 6 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - To be added... &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 6, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15020</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15020"/>
				<updated>2022-05-27T01:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Malthius Incursion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
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[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.  This special weapon can drop from a victory chest&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Always has 5 shots per second, Jester Arrows shot pattern, and 5 projectiles.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;Fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15019</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15019"/>
				<updated>2022-05-27T01:22:21Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Malthius Incursion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.  This special weapon can drop from a victory chest&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;Fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; Always has 5 shots per second, Jester Arrows shot pattern, and 5 projectiles.  This special weapon can drop from a victory chest&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15018</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15018"/>
				<updated>2022-05-27T01:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Malthius Incursion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;Fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; Always 5 shots per second, Jester Arrows shot pattern, and 5 projectiles.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15017</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15017"/>
				<updated>2022-05-27T00:27:13Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
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&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
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Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
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On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
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==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
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===Chrome Enemies===&lt;br /&gt;
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[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
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[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
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The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
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===Griblok's Horde===&lt;br /&gt;
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[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
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[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
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Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
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==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
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===Wyvern Enthusiast===&lt;br /&gt;
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[[File:Wyvern_Enthusiast_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
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[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
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On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
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===Forrest Poachers===&lt;br /&gt;
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[[File:Forest_Poachers_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
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[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
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Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
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==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
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===Dawn of the Blood Moon===&lt;br /&gt;
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[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
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All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
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&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
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[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
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* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
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* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
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* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
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* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
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If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
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[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
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* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
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* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
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* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
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&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
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''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
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[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
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[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15016</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15016"/>
				<updated>2022-05-27T00:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Power Surge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
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'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
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===Spectral Assault===&lt;br /&gt;
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[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
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The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
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[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
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[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
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[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
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To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15015</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15015"/>
				<updated>2022-05-27T00:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Altar of the Athame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. &lt;br /&gt;
 This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15014</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15014"/>
				<updated>2022-05-26T23:52:22Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Power Surge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type. &lt;br /&gt;
 This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15013</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15013"/>
				<updated>2022-05-26T23:29:36Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Spectral Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
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[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
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[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
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[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Return of Maldonis===&lt;br /&gt;
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[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15012</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15012"/>
				<updated>2022-05-26T23:29:24Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Spectral Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
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===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
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The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
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[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
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To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
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===Power Surge===&lt;br /&gt;
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[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
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[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
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Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
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[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
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[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
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===Return of Maldonis===&lt;br /&gt;
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[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
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A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
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All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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===Bastille Master===&lt;br /&gt;
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[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15011</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=15011"/>
				<updated>2022-05-26T22:24:49Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave starting with wave 2, a poacher will appear on a random lane. They do not get separate mutators from the lane they spawn in. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
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The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
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[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
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[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
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[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
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[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
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Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
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[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
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[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Return of Maldonis===&lt;br /&gt;
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[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
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A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
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All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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===Bastille Master===&lt;br /&gt;
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[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
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What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14974</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14974"/>
				<updated>2022-05-05T14:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos VI]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
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[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Return of Maldonis===&lt;br /&gt;
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[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
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A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
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All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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===Bastille Master===&lt;br /&gt;
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[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
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What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
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This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Revenge of the Yeti===&lt;br /&gt;
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[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
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The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Dark Awakening===&lt;br /&gt;
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[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
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A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Mastery&amp;diff=14973</id>
		<title>Mastery</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Mastery&amp;diff=14973"/>
				<updated>2022-05-05T09:20:56Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mastery is 1 of the 6 game modes in Dungeon Defenders 2.  It functions similarly to Expeditions however each map has specific sets of challenges to complete.  Gear Score is also capped based on the Chaos level of the map you choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Challenges ==&lt;br /&gt;
'''Victory''': Survive all waves&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Perfectionist''': Earned all stars in the same attempt&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Not Even a Scratch:''' No cores fall below 90% health&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Under Pressure:''' Finish each combat phase in under 180 seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''State of Decay:''' No defenses are repaired&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Base Builder:''' Build only tower type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Master Strategist:''' No defenses are sold or destroyed&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Protect Your Jewels:''' No Main core(s) fall below 90% health&amp;lt;br /&amp;gt;&lt;br /&gt;
'''EMP Active:''' Build no aura type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Broken Links:''' Build no node type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Careful Planning:''' No defenses are destroyed&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Immortal:''' No hero deaths&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Equal Opportunity:''' Don't build more than one of a specific defense&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Budget Cuts:''' No defenses are upgraded&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Think Fast:''' Complete each build phase in under 30 seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''All Lanes Open:''' Build no blockade type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diversity:''' Complete all phases with 10 or more different defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''You're Grounded:''' Build no tower type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Entrapment:''' Build no traps&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:99%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Reward Tier !! Accension Levels !! Pet Affection Booster !! Random Shard Pack !! Gold !! Hyper Shard !! Gold !! 1000 Medals !! Accension Levels !! Golden Pet Egg !! Flair&lt;br /&gt;
|-&lt;br /&gt;
|1 || 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 105&lt;br /&gt;
|-&lt;br /&gt;
|2||115||125||135||145||155||165||175||185||195||210&lt;br /&gt;
|-&lt;br /&gt;
|3||220||230||240||250||260||270||280||290||300||315&lt;br /&gt;
|-&lt;br /&gt;
|4||325||335||345||355||365||375||385||395||405||420&lt;br /&gt;
|-&lt;br /&gt;
|5||430||440||450||460||470||480||490||500||510||525&lt;br /&gt;
|-&lt;br /&gt;
|6||535||545||555||565||575||585||595||605||615||630&lt;br /&gt;
|-&lt;br /&gt;
|7||640||650||660||670||680||690||700||710||720||735&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Stars Required''' || 50 || 155 || 260 || 365 || 470 || 575 || 680&lt;br /&gt;
|-&lt;br /&gt;
| '''Hyper Shard''' || Mass Destruction ||Vicious Strikes ||Radiant Critical Power ||Explosive Shielding Guard ||Thunderstruck ||Destructive Pylon	 || Automation  &lt;br /&gt;
|-&lt;br /&gt;
| '''Stars Required''' || 105 || 210 || 315 || 420 || 525 || 630 || 735&lt;br /&gt;
|-&lt;br /&gt;
| '''Flair''' || || || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Mastery&amp;diff=14972</id>
		<title>Mastery</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Mastery&amp;diff=14972"/>
				<updated>2022-05-05T09:20:41Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Mastery is 1 of the 6 game modes in Dungeon Defenders 2.  It functions similarly to Expeditions however each map has specific sets of challenges to complete.  Gear Score is also capped based on the Chaos level of the map you choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Challenges ==&lt;br /&gt;
'''Victory''': Survive all waves&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Perfectionist''': Earned all stars in the same attempt&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Not Even a Scratch:''' No cores fall below 90% health&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Under Pressure:''' Finish each combat phase in under 180 seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''State of Decay:''' No defenses are repaired&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Base Builder:''' Build only tower type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Master Strategist:''' No defenses are sold or destroyed&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Protect Your Jewels:''' No Main core(s) fall below 90% health&amp;lt;br /&amp;gt;&lt;br /&gt;
'''EMP Active:''' Build no aura type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Broken Links:''' Build no node type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Careful Planning:''' No defenses are destroyed&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Immortal:''' No hero deaths&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Equal Opportunity:''' Don't build more than one of a specific defense&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Budget Cuts:''' No defenses are upgraded&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Think Fast:''' Complete each build phase in under 30 seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''All Lanes Open:''' Build no blockade type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diversity:''' Complete all phases with 10 or more different defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''You're Grounded:''' Build no tower type defenses&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Entrapment:''' Build no traps&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:99%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Reward Tier !! Accension Levels !! Pet Affection Booster !! Random Shard Pack !! Gold !! Hyper Shard !! Gold !! 1000 Medals !! Accension Levels !! Golden Pet Egg !! Flair&lt;br /&gt;
|-&lt;br /&gt;
|1 || 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 105&lt;br /&gt;
|-&lt;br /&gt;
|2||115||125||135||145||155||165||175||185||195||210&lt;br /&gt;
|-&lt;br /&gt;
|3||220||230||240||250||260||270||280||290||300||315&lt;br /&gt;
|-&lt;br /&gt;
|4||325||335||345||355||365||375||385||395||405||420&lt;br /&gt;
|-&lt;br /&gt;
|5||430||440||450||460||470||480||490||500||510||525&lt;br /&gt;
|-&lt;br /&gt;
|6||535||545||555||565||575||585||595||605||615||630&lt;br /&gt;
|-&lt;br /&gt;
|7||640||650||660||670||680||690||700||710||720||735&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Stars Required''' || 50 || 155 || 260 || 365 || 470 || 575 || 680&lt;br /&gt;
|-&lt;br /&gt;
| '''Hyper Shard''' || Mass Destruction ||Vicious Strikes ||Radiant Critical Power ||Explosive Shielding Guard ||Thunderstruck ||Destructive Pylon	 || Automation  &lt;br /&gt;
|-&lt;br /&gt;
| '''Stars Required''' || 105 || 210 || 315 || 420 || 525 || 630 || 735&lt;br /&gt;
|-&lt;br /&gt;
| '''Flair''' || || || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14971</id>
		<title>Rings</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14971"/>
				<updated>2022-05-05T09:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rings ==&lt;br /&gt;
Rings are Chaos IX [https://wiki.dungeondefenders2.com/wiki/Victory_Chests victory chest] drops which Heroes can equip in their ring slot.  They always contain 1 special ring exclusive mod and provide Heroes with a Primary and Secondary stat which can be a combination of Hero Health, Hero Damage, or Ability Power.&lt;br /&gt;
&lt;br /&gt;
Having a &amp;quot;Rapid Fire Ring&amp;quot; will give the player mainly [http://dungeondefenders2.wikia.com/wiki/Ability_Power ability power] then some more points in to [http://dungeondefenders2.wikia.com/wiki/Defense_Speed defense speed].&lt;br /&gt;
&lt;br /&gt;
[[Category:Relics]]&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14970</id>
		<title>Rings</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14970"/>
				<updated>2022-05-05T09:06:56Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rings ==&lt;br /&gt;
Rings are Chaos IX [https://wiki.dungeondefenders2.com/wiki/Victory_Chests victory chests] drops which Heroes can equip in their ring slot.  They always contain 1 special ring exclusive mod and provide Heroes with a Primary and Secondary stat which can be a combination of Hero Health, Hero Damage, or Ability Power.&lt;br /&gt;
&lt;br /&gt;
Having a &amp;quot;Rapid Fire Ring&amp;quot; will give the player mainly [http://dungeondefenders2.wikia.com/wiki/Ability_Power ability power] then some more points in to [http://dungeondefenders2.wikia.com/wiki/Defense_Speed defense speed].&lt;br /&gt;
&lt;br /&gt;
[[Category:Relics]]&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14969</id>
		<title>Rings</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14969"/>
				<updated>2022-05-05T09:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rings ==&lt;br /&gt;
Rings are Chaos IX drops which Heroes can equip in their ring slot.  They always contain 1 special ring exclusive mod and provide Heroes with a Primary and Secondary stat which can be a combination of Hero Health, Hero Damage, or Ability Power.&lt;br /&gt;
&lt;br /&gt;
Having a &amp;quot;Rapid Fire Ring&amp;quot; will give the player mainly [http://dungeondefenders2.wikia.com/wiki/Ability_Power ability power] then some more points in to [http://dungeondefenders2.wikia.com/wiki/Defense_Speed defense speed]. Rings can be awarded through [https://wiki.dungeondefenders2.com/wiki/Victory_Chests victory chests].&lt;br /&gt;
&lt;br /&gt;
[[Category:Relics]]&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14968</id>
		<title>Rings</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Rings&amp;diff=14968"/>
				<updated>2022-05-05T09:05:27Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rings ==&lt;br /&gt;
Rings are Chaos IX drops which Heroes can equip in their ring slot.  They always contain 1 special ring exclusive mod and provide Heroes with a Primary and Secondary stat which can be a combination of Hero Health, Hero Damage, or Ability Power.&lt;br /&gt;
&lt;br /&gt;
Having a &amp;quot;Rapid Fire Ring&amp;quot; will give the player mainly [http://dungeondefenders2.wikia.com/wiki/Ability_Power ability power] then some more points in to [http://dungeondefenders2.wikia.com/wiki/Defense_Speed defense speed]. Rings can be awarded through [https://wiki.dungeondefenders2.com/wiki/Victory_Chests victory chests].{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relics]]&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Ancient_Power&amp;diff=14967</id>
		<title>Ancient Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Ancient_Power&amp;diff=14967"/>
				<updated>2022-05-05T08:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ancient Powers are obtained through the game's prestige system.  In exchange for losing almost all progress in the game, you gain a passive bonus that applies to all players in your game session.  It is intended for end-game players who've exhausted all other methods of improving their characters (eg. obtained maximum gear, all the shards they need for their heroes, etc.).&lt;br /&gt;
&lt;br /&gt;
Obtaining Ancient Power for the very first time requires the following conditions to be met:&lt;br /&gt;
&lt;br /&gt;
* Beat [[Onslaught]] floor 30&lt;br /&gt;
* Reach [[Ascension]] level 250&lt;br /&gt;
&lt;br /&gt;
Each time you reset, the floor level requirement increases, but the ascension level requirement does not.  If you do not have a minimum ascension level of at least 250, you may need have to spend extra time farming experience before you can do another reset.  The more minimum ascension you can get before your first reset, the easier it will be to solo your way back up to your next target floor.&lt;br /&gt;
&lt;br /&gt;
See the [[Ancient Power Calculations]] chart for more information about minimum starting floors, the minimum floor required to do your next reset, and how minimum ascension is calculated.&lt;br /&gt;
&lt;br /&gt;
Once you are ready to do a reset, speak to [[Mananode]] in town.&lt;br /&gt;
&lt;br /&gt;
= Resets =&lt;br /&gt;
&lt;br /&gt;
The following things will happen each time you do a reset:&lt;br /&gt;
&lt;br /&gt;
* You will receive 1 point to spend in any of the 14 Ancient Powers.&lt;br /&gt;
* You will receive a random Prestigious weapon.  Its unique mod will have a minimum quality of 5/10.&lt;br /&gt;
* Your gold and EXP bonus will be increased by 5% each reset.&lt;br /&gt;
* Your ascension talent caps that affect health and damage will be increased as indicated in the Powers menu. They can reach 999 cap.&lt;br /&gt;
* All items in your shop return to your bags or the scavenger if they are full.&lt;br /&gt;
* The minimum onslaught floor you can start on will increase each time you reset.&lt;br /&gt;
* The minimum floor you have to clear so you can reset again may also increase.&lt;br /&gt;
* Your ascension level will reset to level as indicated in the Powers menu.&lt;br /&gt;
* All of your armor, weapons, and relics both equipped and in your bags and vaults will be devolved back to campaign level.&lt;br /&gt;
* All of your ungilded shards and hyper shards both equipped and in your bags and vaults will be reset back to level 1.&lt;br /&gt;
* Since your gear score will be reduced to campaign level, all ([[Expeditions]], [[Incursions]], and [[Mastery]]) will become locked until you meet the conditions to unlock them again.&lt;br /&gt;
* Your ascension level will be reset down to the minimum ascension level, as indicated in the Powers menu.&lt;br /&gt;
* Prestigious weapons that are granted every 10th onslaught floor that you already received can be earned again&lt;br /&gt;
* [[Mananode Gifts]] you already received in onslaught can be earned again&lt;br /&gt;
* Defender packs from previously cleared onslaught floors can be earned again&lt;br /&gt;
&lt;br /&gt;
The following things '''are not''' affected during a reset:&lt;br /&gt;
&lt;br /&gt;
* Armor, Weapons, Relics, and ring M.O.D.S. levels.  However they will devolve back to Campaign level.&lt;br /&gt;
* The reroll % on all armor, weapons, relics, and rings.&lt;br /&gt;
* [[Rings]] upgrade levels and Evolve level.&lt;br /&gt;
* [[Mastery]] stars earned.&lt;br /&gt;
* [[Wayfarer]] weapons already unlocked.&lt;br /&gt;
* All [[Pets]] Power, Affection, Evolve stage, current stats, and abilities.&lt;br /&gt;
* Crafting materials, pet food.&lt;br /&gt;
* Currency count (gold, defender medals, gems)&lt;br /&gt;
* Cosmetics&lt;br /&gt;
* Earned but unopened Defender Packs&lt;br /&gt;
&lt;br /&gt;
= Stacking &amp;amp; Caps =&lt;br /&gt;
&lt;br /&gt;
The maximum amount of points you can put into each ability is 5.  However, since Ancient Powers are a global buff, it can be stacked up to a maximum of 10 when additional players join who have the same powers.&lt;br /&gt;
&lt;br /&gt;
If Player 1 has 5 points and Player 2 has 5 points in Ancient Ability Power, it will combine to 10.  However, if Player 3 joins and also has 1 point, it will be ignored because the cap has already been reached.&lt;br /&gt;
&lt;br /&gt;
= Powers =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Power&lt;br /&gt;
!Description&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Ability Power&lt;br /&gt;
|Ability Power increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Heroic Power&lt;br /&gt;
|Hero Damage increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Health&lt;br /&gt;
|Hero Health increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Resistance&lt;br /&gt;
|All resistances increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Life Steal&lt;br /&gt;
|Primary/Secondary attacks heal for x%&lt;br /&gt;
|1%&lt;br /&gt;
|2%&lt;br /&gt;
|3%&lt;br /&gt;
|4%&lt;br /&gt;
|5%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Fortification&lt;br /&gt;
|Defense Health increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Destruction&lt;br /&gt;
|Defense Power increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Strikes&lt;br /&gt;
|Defense Range increased by x%&lt;br /&gt;
|1%&lt;br /&gt;
|2%&lt;br /&gt;
|3%&lt;br /&gt;
|4%&lt;br /&gt;
|5%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Builder&lt;br /&gt;
|Tower Build Time decreased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Respawn&lt;br /&gt;
|Hero Respawn Time is reduced by x%&lt;br /&gt;
|12%&lt;br /&gt;
|18%&lt;br /&gt;
|24%&lt;br /&gt;
|27%&lt;br /&gt;
|30%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Defense Critical Damage&lt;br /&gt;
|Defense Critical Damage increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Defense Critical Chance&lt;br /&gt;
|Defense Critical Chance increased by x%&lt;br /&gt;
|1%&lt;br /&gt;
|2%&lt;br /&gt;
|3%&lt;br /&gt;
|4%&lt;br /&gt;
|5%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Hero Critical Chance&lt;br /&gt;
|Hero Critical Chance increased by x%&lt;br /&gt;
|1%&lt;br /&gt;
|2%&lt;br /&gt;
|3%&lt;br /&gt;
|4%&lt;br /&gt;
|5%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|Ancient Hero Critical Damage&lt;br /&gt;
|Hero Critical Damage increased by x%&lt;br /&gt;
|4%&lt;br /&gt;
|6%&lt;br /&gt;
|8%&lt;br /&gt;
|9%&lt;br /&gt;
|10%&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Cannonball_Tower&amp;diff=14966</id>
		<title>Cannonball Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Cannonball_Tower&amp;diff=14966"/>
				<updated>2022-05-05T07:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{#ifeq:{{PAGENAME}}|Cannonball Tower|Hero_Defense|{{#ifeq:{{PAGENAME}}|Calculator/Defenses|:Test_Calc_Math|{{#ifeq:{{PAGENAME}}|Squire|:Hero/List|:Test_Table/Data}}}}}}&lt;br /&gt;
|Hero=Squire&lt;br /&gt;
|Page={{{1}}}&lt;br /&gt;
|Type=Tower&lt;br /&gt;
|Name=Cannonball Tower&lt;br /&gt;
|Description=Fires a massive cannonball that deals Crushing Physical Damage to one enemy.&lt;br /&gt;
|Overview=A Sustain Tower that attacks single targets in medium range. Can attack flying enemies&lt;br /&gt;
|Icon=Squire_cannonball.png&lt;br /&gt;
|Attack=Attack Damage&lt;br /&gt;
|A1=11.5&lt;br /&gt;
|A2=17.25&lt;br /&gt;
|A3=23&lt;br /&gt;
|A4=28.75&lt;br /&gt;
|A5=34.5&lt;br /&gt;
|Health=Max Health&lt;br /&gt;
|H1=30&lt;br /&gt;
|H2=34.5&lt;br /&gt;
|H3=39&lt;br /&gt;
|H4=43.5&lt;br /&gt;
|H5=48&lt;br /&gt;
|Range=Attack Range&lt;br /&gt;
|R1=2500&lt;br /&gt;
|R2=2500&lt;br /&gt;
|R3=2500&lt;br /&gt;
|R4=2500&lt;br /&gt;
|R5=2500&lt;br /&gt;
|ISpeed=2.50&amp;lt;noinclude&amp;gt;s&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Element=[[Crushing Physical]]&lt;br /&gt;
|Status=None&lt;br /&gt;
|FCombo=[[Shatter]]&lt;br /&gt;
|Level=1&lt;br /&gt;
|Mana=30&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14965</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14965"/>
				<updated>2022-05-05T01:56:37Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Forrest Poachers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos 6]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14964</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14964"/>
				<updated>2022-05-04T06:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; all lanes have the 'Chrome' mutator &amp;quot;cannot be stopped&amp;quot;; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; four Poacher minibosses spawn on separate waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5;  no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town). &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 5 waves; purple, red, and green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and all enemies are defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
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[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons).&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
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[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
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To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Power Surge===&lt;br /&gt;
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[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
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[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
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Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos 6]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
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[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14963</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14963"/>
				<updated>2022-05-04T03:19:26Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
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Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
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On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
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==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All enemies will have the 'Chrome' mutator, &amp;quot;cannot be stopped&amp;quot;. This map has the same enemy schedules for all lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. No other mutators are applied. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
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[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
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The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave one of the three lanes will be designated as the Griblok Horde lane. This map has the same enemy schedules for all ground lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
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[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
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===Wyvern Enthusiast===&lt;br /&gt;
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[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Air lanes have greatly increased numbers and enemy types, and a 3rd air lane has been added. Several Ogre minibosses will also spawn on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
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[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
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On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Four Poachers inhabit this map and spawn as minibosses on separate waves. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
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&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a [https://terraria.org/ Terraria] crossover map, with a big red moon added to the sky. In the final wave you will face the boss Eye of Cthulhu. This map has the same enemy schedules for all regular ground lanes as found in a Chaos 3 expedition of this map, but air lanes contain only Demon Eyes. Additional spawn points have also been added to this stage that are not marked on the map that generate [[Skeletons]]. No mutators are found on any lanes for this incursion. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a gathering mission where you collect gold nuggets and bring it to the Kobold King found in the center of the map. Each wave has a gold amount that must be collected to end the stage, and enemies will infinitely spawn until then. Each wave has a time limit that the required gold amount must be collected and returned to the King by, or you will fail the incursion. This map has the same enemy schedules for all lanes as found in a Chaos 3 expedition of this map, with the addition of Golden Crystal Beasts. All normal minibosses can spawn, but will not drop any gold. This incursion assigns one mutator to each lane and miniboss from the common pool of mutators.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all required nuggets are brought to the Kobold King before the timer expires. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Spectral Knights have been added to this stage. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of the Spectral Knights. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated - which does not include the Spectral Knights.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons), 3 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a Boss fight against the Demon Lord. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of Lava Guardians. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 3, the main crystal core still has health, and the Demon Lord's health is brought down to zero.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons), 4 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
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[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
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To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
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===Power Surge===&lt;br /&gt;
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[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
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[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
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Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos 6]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
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[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
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[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
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===Return of Maldonis===&lt;br /&gt;
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[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map.  It can however be dropped from the THIS incursion map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is only unlocked for purchase by completing THIS incursion map.  It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14962</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14962"/>
				<updated>2022-05-04T02:26:47Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Revenge of the Yeti */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All enemies will have the 'Chrome' mutator, &amp;quot;cannot be stopped&amp;quot;. This map has the same enemy schedules for all lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. No other mutators are applied. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave one of the three lanes will be designated as the Griblok Horde lane. This map has the same enemy schedules for all ground lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Air lanes have greatly increased numbers and enemy types, and a 3rd air lane has been added. Several Ogre minibosses will also spawn on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Four Poachers inhabit this map and spawn as minibosses on separate waves. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a [https://terraria.org/ Terraria] crossover map, with a big red moon added to the sky. In the final wave you will face the boss Eye of Cthulhu. This map has the same enemy schedules for all regular ground lanes as found in a Chaos 3 expedition of this map, but air lanes contain only Demon Eyes. Additional spawn points have also been added to this stage that are not marked on the map that generate [[Skeletons]]. No mutators are found on any lanes for this incursion. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a gathering mission where you collect gold nuggets and bring it to the Kobold King found in the center of the map. Each wave has a gold amount that must be collected to end the stage, and enemies will infinitely spawn until then. Each wave has a time limit that the required gold amount must be collected and returned to the King by, or you will fail the incursion. This map has the same enemy schedules for all lanes as found in a Chaos 3 expedition of this map, with the addition of Golden Crystal Beasts. All normal minibosses can spawn, but will not drop any gold. This incursion assigns one mutator to each lane and miniboss from the common pool of mutators.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all required nuggets are brought to the Kobold King before the timer expires. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
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[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
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[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
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===Spectral Assault===&lt;br /&gt;
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[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Spectral Knights have been added to this stage. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of the Spectral Knights. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated - which does not include the Spectral Knights.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
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[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons), 3 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a Boss fight against the Demon Lord. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of Lava Guardians. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 3, the main crystal core still has health, and the Demon Lord's health is brought down to zero.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
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[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons), 4 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
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[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
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When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
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[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
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This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos 6]] Incursions==&lt;br /&gt;
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===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
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[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
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Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
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What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
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[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
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All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
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[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Return of Maldonis===&lt;br /&gt;
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[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
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A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
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All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
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===Bastille Master===&lt;br /&gt;
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[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). This special weapon is unlocked from completing this incursion map but can not drop from a victory chest on THIS map.  It can however be dropped from the [[Incursions#Bastille_Master|Bastille Master]] incursion map, but is not unlocked from completing that map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14961</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14961"/>
				<updated>2022-05-04T02:25:25Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Dark Awakening */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All enemies will have the 'Chrome' mutator, &amp;quot;cannot be stopped&amp;quot;. This map has the same enemy schedules for all lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. No other mutators are applied. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave one of the three lanes will be designated as the Griblok Horde lane. This map has the same enemy schedules for all ground lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Air lanes have greatly increased numbers and enemy types, and a 3rd air lane has been added. Several Ogre minibosses will also spawn on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Four Poachers inhabit this map and spawn as minibosses on separate waves. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a [https://terraria.org/ Terraria] crossover map, with a big red moon added to the sky. In the final wave you will face the boss Eye of Cthulhu. This map has the same enemy schedules for all regular ground lanes as found in a Chaos 3 expedition of this map, but air lanes contain only Demon Eyes. Additional spawn points have also been added to this stage that are not marked on the map that generate [[Skeletons]]. No mutators are found on any lanes for this incursion. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a gathering mission where you collect gold nuggets and bring it to the Kobold King found in the center of the map. Each wave has a gold amount that must be collected to end the stage, and enemies will infinitely spawn until then. Each wave has a time limit that the required gold amount must be collected and returned to the King by, or you will fail the incursion. This map has the same enemy schedules for all lanes as found in a Chaos 3 expedition of this map, with the addition of Golden Crystal Beasts. All normal minibosses can spawn, but will not drop any gold. This incursion assigns one mutator to each lane and miniboss from the common pool of mutators.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all required nuggets are brought to the Kobold King before the timer expires. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
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'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
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===Spectral Assault===&lt;br /&gt;
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[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons), 5 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Spectral Knights have been added to this stage. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of the Spectral Knights. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated - which does not include the Spectral Knights.  &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
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[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
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Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
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To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
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The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
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[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons), 3 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a Boss fight against the Demon Lord. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of Lava Guardians. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 3, the main crystal core still has health, and the Demon Lord's health is brought down to zero.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
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[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
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This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
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[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
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In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
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[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
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Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
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[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
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The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
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===Altar of the Athame===&lt;br /&gt;
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[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons), 4 waves.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
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* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
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[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
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In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
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[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
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On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
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As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
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[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
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There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
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[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
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[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
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To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
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[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
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Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Chaos#Chaos_VI|Chaos 6]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon is unlocked from completing this incursion map but can not drop from a victory chest on THIS map.  It can however be dropped from the [[Incursions#Bastille_Master|Bastille Master]] incursion map, but is not unlocked from completing that map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14958</id>
		<title>Incursions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Incursions&amp;diff=14958"/>
				<updated>2022-04-30T12:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incursions are maps that can be played after a [[Chaos]] Trials map has been completed. Upon completing a Chaos tier for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in Incursion mode. [[Enemies#Minibosses|Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet]] consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the Chaos level it is earned on. Each one will have the first [[Mods|MOD]] slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced]] or rerolled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some incursion maps, the enemies in a lane and the miniboss will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_I|Chaos I]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chrome Enemies===&lt;br /&gt;
&lt;br /&gt;
[[File:CE_Banner.jpg|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forgotten Ruins]] (Ancient Ruins), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All enemies will have the 'Chrome' mutator, &amp;quot;cannot be stopped&amp;quot;. This map has the same enemy schedules for all lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. No other mutators are applied. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Terra_Blade_Icon.png|35px]] '''Terra Blade''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Terra Wisp''', &amp;quot;fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second.&amp;quot; Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. &lt;br /&gt;
&lt;br /&gt;
[[File:Chrome_Mutator.png|The Chromed enemies and the &amp;quot;Chrome&amp;quot; Mutator in an enemy schedule below.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Griblok's Horde===&lt;br /&gt;
&lt;br /&gt;
[[File:Griblok%27s_Horde_Icon.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Gates of Dragonfall]] (Dragonfall Town), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave one of the three lanes will be designated as the Griblok Horde lane. This map has the same enemy schedules for all ground lanes as found in a Chaos 1 expedition of this map. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and &amp;quot;diamondshot&amp;quot; which is in the shape of a tight square pattern turned 45 degrees.  This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Lunar Caller''', &amp;quot;secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals.&amp;quot; Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. &lt;br /&gt;
&lt;br /&gt;
[[File:Borderless_GH.png|A Horde lane consist of a hefty amount of mini-Gribloks &amp;amp; Quiblys and Tier 2 Kobolds.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named '''Griblok the Razor''' on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_II|Chaos II]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wyvern Enthusiast===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiast_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Crossroads]] (The Liferoot), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Air lanes have greatly increased numbers and enemy types, and a 3rd air lane has been added. Several Ogre minibosses will also spawn on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Pole Launcher''', &amp;quot;Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds&amp;quot;. Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill the enemy on contact.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]&lt;br /&gt;
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. &lt;br /&gt;
&lt;br /&gt;
[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forrest Poachers===&lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers_Banner.png|700px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Liferoot Forest]] (The Liferoot), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Four Poachers inhabit this map and spawn as minibosses on separate waves. This map has the same enemy schedules for all ground lanes as found in a Chaos 2 expedition of this map. This incursion assigns one mutator to each lane from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and &amp;quot;Chlorophyte Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Chlorophyte Chip''', &amp;quot;fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface.&amp;quot; Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack does not pierce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]&lt;br /&gt;
&lt;br /&gt;
The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch the Stalker''' spawns on Wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status. '''Steiner the Hunter''' spawns on Wave 4 as an [[Orcs|Orc]]. '''Sturgis the Falconer''' spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_III|Chaos III]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawn of the Blood Moon===&lt;br /&gt;
&lt;br /&gt;
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Forest Biome]] (The Liferoot), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a [https://terraria.org/ Terraria] crossover map, with a big red moon added to the sky. In the final wave you will face the boss Eye of Cthulhu. This map has the same enemy schedules for all regular ground lanes as found in a Chaos 3 expedition of this map, but air lanes contain only Demon Eyes. Additional spawn points have also been added to this stage that are not marked on the map that generate [[Skeletons]]. No mutators are found on any lanes for this incursion. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, and fires &amp;quot;Celebration!!!&amp;quot; shots. This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Celebration!!!''', &amp;quot;fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt to hit it again, and eventually explode. Since the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes. &lt;br /&gt;
&lt;br /&gt;
All air enemies are [https://terraria.gamepedia.com/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In order to survive to wave 5, the next two points are something that the players have to be aware of -&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]&lt;br /&gt;
'''Secret Skeleton Spawn Points -''' There are 7 in total, and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found beside to show the secret spawn points. &lt;br /&gt;
&lt;br /&gt;
* 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. &lt;br /&gt;
&lt;br /&gt;
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. &lt;br /&gt;
&lt;br /&gt;
* One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. &lt;br /&gt;
&lt;br /&gt;
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane. &lt;br /&gt;
&lt;br /&gt;
If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn-camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]&lt;br /&gt;
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]&lt;br /&gt;
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.&lt;br /&gt;
&lt;br /&gt;
* On Waves 2-4, the only normal minibosses that spawn are '''[[Slekeleon|Slekeleons]]''', Keep track of all the Slekeleons, as they will resurrect on the beginning of the next wave where they died, and by Wave 5 they can stack up which can be deadly. &lt;br /&gt;
&lt;br /&gt;
* There is also a [[Orcs|Orc]] miniboss named '''Treet''' (i.e. Halloween theme, as in Trick or &amp;quot;Treet&amp;quot;) that may spawn randomly and has a unique zombie skin flair. &lt;br /&gt;
&lt;br /&gt;
* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. They spawn with only a purple question mark as their icon on the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on each wave, from Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. Each class only drops one weapon for their class, so only the Skeleton Squire drops the sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and has no effect, even though it shows a MOD level, and slot two will have a random normal MOD. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are &amp;quot;spooky&amp;quot; flair. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skeleton Heroes Miniboss Weapon Drops:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress &amp;amp; Skeleton Monk.)'' &lt;br /&gt;
&lt;br /&gt;
[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] &amp;amp; [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].&lt;br /&gt;
&lt;br /&gt;
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wave 5 : The Eye of Cthulhu -&amp;lt;/u&amp;gt;''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. &lt;br /&gt;
This boss has two phases - &lt;br /&gt;
&lt;br /&gt;
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris. &lt;br /&gt;
&lt;br /&gt;
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kobold Bling King===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bling_King_Banner.png|590px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Little-Horn Valley]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a gathering mission where you collect gold nuggets and bring it to the Kobold King found in the center of the map. Each wave has a gold amount that must be collected to end the stage, and enemies will infinitely spawn until then. Each wave has a time limit that the required gold amount must be collected and returned to the King by, or you will fail the incursion. This map has the same enemy schedules for all lanes as found in a Chaos 3 expedition of this map, with the addition of Golden Crystal Beasts. All normal minibosses can spawn, but will not drop any gold. This incursion assigns one mutator to each lane and miniboss from the common pool of mutators.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all required nuggets are brought to the Kobold King before the timer expires. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as &amp;quot;Bling-O-Midas&amp;quot; ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Bling Blast''', &amp;quot;charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long.&amp;quot; Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will ignite any oiled enemies. This attack also pierces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Explodinators.png|An Explodinator.|100px|thumb]]&lt;br /&gt;
Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on ground lanes. &lt;br /&gt;
&lt;br /&gt;
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]] &lt;br /&gt;
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]&lt;br /&gt;
'''Gold Nuggets and The Kobold Bling King.'''&lt;br /&gt;
&lt;br /&gt;
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. You can only hold 1 gold nugget at a time, and must return it to the Kobold King within 20 seconds, or you will lose that nugget. If you switch heroes or die while you have a nugget, you will lose it. &lt;br /&gt;
&lt;br /&gt;
[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King's location.|thumb]]&lt;br /&gt;
Gold can be found in 12 or so hidden locations on the map (see the map beside), of which about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up to 7 hidden nuggets can randomly spawn as the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Be careful not to place or aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the spawn point and you can reach it. &lt;br /&gt;
&lt;br /&gt;
'''Wave Requirements to clear each wave:''' Wave 1) ''&amp;lt;u&amp;gt;7 nuggets in 245 seconds&amp;lt;/u&amp;gt;;'' Waves 2-4) ''&amp;lt;u&amp;gt;9 nuggets in 270 seconds&amp;lt;/u&amp;gt;;'' Wave 5) ''&amp;lt;u&amp;gt;10 nuggets in 300 seconds&amp;lt;/u&amp;gt;''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_IV|Chaos IV]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Assault===&lt;br /&gt;
&lt;br /&gt;
[[File:Spectral_Assault_Banner_Ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Unholy Catacombs]] (Lost Dungeons), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Spectral Knights have been added to this stage. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of the Spectral Knights. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated - which does not include the Spectral Knights.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:ScreenShot00777.png|35px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss Lord]])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Volcanic Command''', &amp;quot;Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds.&amp;quot; Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire the meteors by quickly pressing the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. &lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Location.png|A Cleansing Sword and their locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once each wave begins, at some point during the wave a Spectral Knight will spawn from any of the ground lanes. Spectral Knights are large, floating [[Squire]]-like transparent ghosts that cannot be damaged by any weapons or stopped by any defense or barricade. They slowly move on the enemy path they spawn from directly towards the crystal, and do not stop until they get there. Once there, they attack the crystal doing 500 points of damage a second, which is a relatively small amount. They do not harm any defenses or heroes. Each Knight is either colored Red, Green or Purple, and when they spawn the game message will tell you what color they are in text, and the message text itself will also be in that same color as well. The Knights are not shown on the mini-map, but are represented on the actual map by a skull and crossbones icon of the same color that they are. Keep this in mind as you cannot tell by looking at the minimap how close they are to the crystal. &lt;br /&gt;
&lt;br /&gt;
To cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. Under the center of the map, there is a lower level in the shape of a horseshoe that exits out at each of the 3 major spawn sections. On either side of each exit inside the lower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. Once all 4 are the same color, approach any of the 4 altars to receive a color debuff, as shown on the screen as an attack symbol in the color of the altar, and it will last 45 seconds. You should get it automatically when you set the 4th altar, but you can reset the 45 sec timer at any time by just approaching any of the 4 altars, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse the Knight, simply place your hero inside of that circle, or jump into the Knight, while you have a debuff that matches the same color. If successful, the Knight will vanish and a message will say &amp;quot;The Spectral Knight has been cleansed&amp;quot;. You will lose the debuff once a Knight is cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, and then approach that Knight. You can only carry one color debuff at a time, so if another Knight of a different color is also on the map, you must set all 4 altars to that color, get the debuff, and go inside its aura to cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it. &lt;br /&gt;
&lt;br /&gt;
The amount of Knights that spawn, when they spawn, and what color they spawn as are all random, but spawn rates do increase in frequency as you advance to each next wave. At the end of each wave, all 4 altars reset back to no color. You can interact with altars on the building phase, so it can be helpful to set one color before the wave starts. Each wave ends when the total amount of scheduled enemies are destroyed, and there is no requirement to cleanse any knights. All Knights on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing a knight, so plan a strategy to finish each wave accordingly. The Knights do not damage the crystal very much, but several Knights can multiply the effect, so keep an eye on them. A Knight may spawn after the map is over, but it is of no consequence if it does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
===The Demon's Lair===&lt;br /&gt;
&lt;br /&gt;
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Molten Citadel]] (Lost Dungeons), 3 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a Boss fight against the Demon Lord. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of Lava Guardians. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 3, the main crystal core still has health, and the Demon Lord's health is brought down to zero.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Fist of Bones''', &amp;quot;Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces.&amp;quot; Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord.png|The Demon Lord|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a stage fight against the boss - Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away, on each wave. At the start of a wave, you cannot attack the Demon Lord, but he will attack you. He will ignite you, causing fire damage over time, and this attack hits all heroes and is unavoidable. The Demon Lord will also repeatedly throw lava balls at or near each hero, and do splash damage when they hit. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave. &lt;br /&gt;
&lt;br /&gt;
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]&lt;br /&gt;
&lt;br /&gt;
In order to damage the Demon Lord, you must first stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way. &lt;br /&gt;
&lt;br /&gt;
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have the debuff, return to the area where your hero spawned when the map started and where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will see a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. When the catapult is loaded with the lava ball and the debuff is removed, all other existing lava balls on the map or held by other heroes are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will also launch you with it. &lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]&lt;br /&gt;
&lt;br /&gt;
The lava ball will then stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for. However, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged the Hero as well as by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health by a total of one third of his total health. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On Wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On Wave 3, you must then get his health to zero to end the wave and win the stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chaos#Chaos_V|Chaos V]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar of the Athame===&lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Crumbled Bulwark (Lost Dungeons), 4 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Shadowflame Knife''', &amp;quot;Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times.&amp;quot; Chaos 5 values [25-61%, 3-? times], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce to the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]&lt;br /&gt;
&lt;br /&gt;
In the West center of the map there is a raised rectangular area with a coffin in the middle of it surrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You must summon a Dark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeated, the the Altar Assassins can then be damaged. You must defeat all of the Altar Assassins on the map to end that wave, and enemies will spawn infinitely until then.  &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]&lt;br /&gt;
&lt;br /&gt;
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn. &lt;br /&gt;
&lt;br /&gt;
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you. &lt;br /&gt;
&lt;br /&gt;
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table &amp;amp; IV. South Assassin's Bell.|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds. &lt;br /&gt;
&lt;br /&gt;
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]&lt;br /&gt;
&lt;br /&gt;
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. &lt;br /&gt;
&lt;br /&gt;
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue (&amp;quot;Dark Realm Ritual is Ready&amp;quot;), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. &lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]] &lt;br /&gt;
&lt;br /&gt;
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Power Surge===&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Storm Rider''', &amp;quot;Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.&amp;quot; Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies.  It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. &lt;br /&gt;
&lt;br /&gt;
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]&lt;br /&gt;
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary. &lt;br /&gt;
&lt;br /&gt;
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well. &lt;br /&gt;
&lt;br /&gt;
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VI|Chaos 6]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malthius Incursion===&lt;br /&gt;
&lt;br /&gt;
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 1&amp;lt;/u&amp;gt;''' - [[File:Megashark_Icon.png|35px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires &amp;quot;Meteor Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Meteor Bullets''', &amp;quot;Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward 2&amp;lt;/u&amp;gt;''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires &amp;quot;Jester Arrows&amp;quot; which is in the shape of a vertical straight line.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Jester Arrows''', &amp;quot;fires a column of Jester Arrows that pierce up to 5 targets.&amp;quot; The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. &lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the &amp;quot;Gazebo Tower&amp;quot; spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.&lt;br /&gt;
&lt;br /&gt;
[[File:Malthius_Incursion_stages_vertical.png|750px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Return of Maldonis===&lt;br /&gt;
&lt;br /&gt;
[[File:Return_of_Maldonis.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Master of Cats''', &amp;quot;Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage.&amp;quot; Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat &amp;quot;meow&amp;quot; sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that. &lt;br /&gt;
&lt;br /&gt;
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.&lt;br /&gt;
&lt;br /&gt;
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in &amp;quot;Trikk&amp;quot; or &amp;quot;Treet&amp;quot;) that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bastille Master===&lt;br /&gt;
&lt;br /&gt;
[[File:True_Bastille_Master_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - [[Buried Bastille]] (Lost Dungeons), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.  In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Ghastly Halberd''', &amp;quot;Secondary Attack summons Ghastly Halberds that attack for XXX% Ability Power as damage, twice per second, for 15 seconds. You can summon up to X&amp;quot;&amp;quot; Chaos 7 values [263-485%, 5-9 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. &lt;br /&gt;
&lt;br /&gt;
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Revenge of the Yeti===&lt;br /&gt;
&lt;br /&gt;
[[File:Revenge_of_the_Yeti_Banner.png|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Drakenfrost Resort (Drakenfrost), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''Demon Scythe''' ([[Weapons#Books|tome]] for [[Abyss Lord]]). This special weapon is unlocked from completing this incursion map but can not drop from a victory chest on THIS map.  It can however be dropped from the [[Incursions#Bastille_Master|Bastille Master]] incursion map, but is not unlocked from completing that map.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Demonic Scythes''', &amp;quot;Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets.&amp;quot; Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks. &lt;br /&gt;
&lt;br /&gt;
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Dark Awakening===&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Awakening_Banner.png|600px|thumb]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;''' - Plunderer's Paradise (The High Seas), 5 waves. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Playing Condition&amp;lt;/u&amp;gt;''' - The miniboss Capt. Dreadbones constantly respawns during waves. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Victory Condition&amp;lt;/u&amp;gt;''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Special Weapon Reward&amp;lt;/u&amp;gt;''' - '''The Last Word''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Special Weapon MOD&amp;lt;/u&amp;gt; - '''Captain's Fury''', &amp;quot;Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX.&amp;quot; Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Playing Tips ('''WARNING - SPOILERS''')&amp;lt;/u&amp;gt;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. &lt;br /&gt;
&lt;br /&gt;
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total). &lt;br /&gt;
&lt;br /&gt;
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red &amp;quot;X&amp;quot; will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red &amp;quot;X&amp;quot; may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prime Incursions==&lt;br /&gt;
&lt;br /&gt;
[[File:Prime_Incursions_Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''What are they?'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Rewards'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1. Victory Chest loot'''&lt;br /&gt;
&lt;br /&gt;
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have a chance to drop two more items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; ''Prime Weapons'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
These weapons with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated &amp;quot;fan-favorites&amp;quot; shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;''Chaos VIII Ampoules'' &amp;lt;/u&amp;gt; -&lt;br /&gt;
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.&lt;br /&gt;
&lt;br /&gt;
'''2. Hyper Shards -''' &lt;br /&gt;
&lt;br /&gt;
Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.&lt;br /&gt;
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.&lt;br /&gt;
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.&lt;br /&gt;
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.&lt;br /&gt;
&lt;br /&gt;
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.&lt;br /&gt;
* '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.&lt;br /&gt;
* '''[Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis. &lt;br /&gt;
* '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.&lt;br /&gt;
* '''[Early Access 14.4]''' : Added The Demon's Lair Incursion.&lt;br /&gt;
* '''[Early Access 14.2]''' : Added Power Surge Incursion.&lt;br /&gt;
* '''[Early Access 13.5]''' : Added Bastille Master Incursion.&lt;br /&gt;
* '''[Early Access 13.3]''' : Added The Kobold Bling King Incursion.&lt;br /&gt;
* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Countess&amp;diff=14957</id>
		<title>Countess</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Countess&amp;diff=14957"/>
				<updated>2022-04-28T22:43:53Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: Created page with &amp;quot;(holding page)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(holding page)&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Huntress&amp;diff=14956</id>
		<title>Huntress</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Huntress&amp;diff=14956"/>
				<updated>2022-04-27T05:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Concussive_Shots}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Oil_Flask}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Piercing_Shot}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Explosive_Trap}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Geyser_Trap}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Poison_Dart_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Blaze_Balloon}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Apprentice&amp;diff=14955</id>
		<title>Apprentice</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Apprentice&amp;diff=14955"/>
				<updated>2022-04-27T05:42:02Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
== Information ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Arcane_Volley}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Tornado}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Mana_Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Flamethrower_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Arcane_Barrier}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Frostbite_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Earthshatter_Tower}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Squire&amp;diff=14954</id>
		<title>Squire</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Squire&amp;diff=14954"/>
				<updated>2022-04-27T05:41:48Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
== Information ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Sword_Beam}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Provoke}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Seismic_Slam}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Cannonball_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Spike_Blockade}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Ballista}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Training Dummy}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=14953</id>
		<title>Shards</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=14953"/>
				<updated>2022-04-27T03:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shards are gem-like artifacts that slot into your Relics, Armor, and Weapons. Shards replaced [[Skill Spheres]] system and item [[Passives]] (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in [[Relics]], while blue shards will buff your hero and can be placed in [[Weapon]] and [[Armor]]. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.&lt;br /&gt;
&lt;br /&gt;
==Shards Packs==&lt;br /&gt;
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Trials on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). &lt;br /&gt;
Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until one of your crystals break or you leave the game.&lt;br /&gt;
&lt;br /&gt;
Any shard can be purchased from [[Non Playable Characters|Gran Ma'ster]] for 1000 Defender Medals or 250 Gems. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).&lt;br /&gt;
&lt;br /&gt;
==Shard Dust==&lt;br /&gt;
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with [[Tavern#War_Recruiter|War Recruiter]] to obtain one new shard pack.&lt;br /&gt;
&lt;br /&gt;
==Standard Shards List==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CAMPAIGN --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign_Standard_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;defensive_critical_damage&amp;quot;&lt;br /&gt;
| {{Defense Shard|Defensive Critical Damage}}&lt;br /&gt;
| Increases the Defense Crit Damage of the affected tower by '''4-20%'''.&lt;br /&gt;
| 16&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fortification&amp;quot;&lt;br /&gt;
| {{Defense Shard|Fortification}}&lt;br /&gt;
| Increases Defense Health of the affected tower by '''2-34%'''.&lt;br /&gt;
| 16&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;ghastly_curse&amp;quot;&lt;br /&gt;
| {{Defense Shard|Ghastly Curse}}&lt;br /&gt;
| Nether Archer arrows now make enemies move at '''50-42%''' speed for '''0-4''' seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;cataclysmic&amp;quot;&lt;br /&gt;
| {{Hero Shard|Cataclysmic}}&lt;br /&gt;
| You have a '''5-??%''' chance when landing on the ground to deal '''20-??%''' of your Ability Power as fire damage to nearby enemies.&lt;br /&gt;
| 20&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;concussive_chi&amp;quot;&lt;br /&gt;
| {{Hero Shard|Concussive Chi}}&lt;br /&gt;
| Secondary attacks have a '''1-25%''' chance to stun targets for '''1-4.6''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;concussive_shock&amp;quot;&lt;br /&gt;
| {{Hero Shard|Concussive Shock}}&lt;br /&gt;
| Increases the stun duration of Concussive Shot by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;construction&amp;quot;&lt;br /&gt;
| {{Hero Shard|Construction}}&lt;br /&gt;
| Increases repair and upgrade speed during Combat Phase by '''25-75%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;corruptions_fortification&amp;quot;&lt;br /&gt;
| {{Hero Shard|Corruption’s Fortification}}&lt;br /&gt;
| Armor buff of Dryad’s Blessing is increased by '''4-40%''' in purification form.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;drenching_strikes&amp;quot;&lt;br /&gt;
| {{Hero Shard|Drenching Strikes}}&lt;br /&gt;
| Your primary attacks have a '''2-30%''' chance on hit to drench enemies for '''3-7''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_tornado&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enduring Tornado}}&lt;br /&gt;
| Increases the knockup duration of Tornado by '''1-6''' seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enhanced_decoy&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enhanced Decoy}}&lt;br /&gt;
| Death From Above's decoy deals an extra '''20-420%''' damage to enemies.&lt;br /&gt;
| 20&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fountain_of_speed&amp;quot;&lt;br /&gt;
| {{Hero Shard|Fountain Of Speed}}&lt;br /&gt;
| Abyss Fountain increases allied movement speed by '''50-650''' for '''5''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;knife_club&amp;quot;&lt;br /&gt;
| {{Hero Shard|Knife Club}}&lt;br /&gt;
| Increases the damage of Fan of Knives by '''3-39%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;retribution&amp;quot;&lt;br /&gt;
| {{Hero Shard|Retribution}}&lt;br /&gt;
| When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as damage to your attacker.&lt;br /&gt;
| 20&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;speed_boost&amp;quot;&lt;br /&gt;
| {{Hero Shard|Speed Boost}}&lt;br /&gt;
| Increases your movement speed by '''100-500'''.&lt;br /&gt;
| 8&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;support_magic_specialist&amp;quot;&lt;br /&gt;
| {{Hero Shard|Support Magic Specialist}}&lt;br /&gt;
| Decreases the cost of Broom Vault and Book Drop by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;swift_provocation&amp;quot;&lt;br /&gt;
| {{Hero Shard|Swift Provocation}}&lt;br /&gt;
| Provoke movement speed buff increased by '''10-154'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;wither_bubble&amp;quot;&lt;br /&gt;
| {{Hero Shard|Wither Bubble}}&lt;br /&gt;
| Arcane Bubble withers enemies inside it increasing the damage they take by '''X-15%'''.&lt;br /&gt;
| 9&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;worm_scarf&amp;quot;&lt;br /&gt;
| {{Hero Shard|Worm Scarf}}&lt;br /&gt;
| Reduces the damage you take from enemies by '''3-15%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;zephyrs_warpath&amp;quot;&lt;br /&gt;
| {{Hero Shard|Zephyr's Warpath}}&lt;br /&gt;
| Increase movement speed in Whirlwind by '''5%-105%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Campaign&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 1 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos I ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_1_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;crumbling_stone&amp;quot;&lt;br /&gt;
| {{Defense Shard|Crumbling Stone}}&lt;br /&gt;
| Enemies petrified by Maw of the Earth Drake receive '''2-20%''' more damage and explode on death for '''10-250%''' Defense Power magical damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;destruction&amp;quot;&lt;br /&gt;
| {{Defense Shard|Destruction}}&lt;br /&gt;
| Increases Defense Power of the affected tower by '''2-34%'''.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;dragons_haste&amp;quot;&lt;br /&gt;
| {{Defense Shard|Dragon’s Haste}}&lt;br /&gt;
| Dragons Nest dragons’ movement speed is increased by '''700-??'''.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;electric_fingers&amp;quot;&lt;br /&gt;
| {{Defense Shard|Electric Fingers}}&lt;br /&gt;
| Skeletal Orcs have '''3-30%''' chance on hit to deal an additional '''40-400%''' of their Defense Health as storm damage. Bounces '''3''' times.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowered_flame&amp;quot;&lt;br /&gt;
| {{Defense Shard|Empowered Flame}}&lt;br /&gt;
| Flamethrower tower has a '''1-15%''' chance to hit the target again for '''55-275%''' damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;laser_boost&amp;quot;&lt;br /&gt;
| {{Defense Shard|Laser Boost}}&lt;br /&gt;
| Picking up Mega Death Laser increases EV2's movements speed by '''50-350''' and Hero Damage by '''4-40%''' for '''15''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;rippling_explosions&amp;quot;&lt;br /&gt;
| {{Defense Shard|Rippling Explosions}}&lt;br /&gt;
| Enemies that die inside the boost aura have a '''5-25%''' chance to detonate, dealing '''20-80%''' of the Boost aura's Tower Damage stat as damage in a small area around the enemy.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;stun_fire&amp;quot;&lt;br /&gt;
| {{Defense Shard|Stun Fire}}&lt;br /&gt;
| Cannonball Tower has a '''11-25%''' chance on hit to stun target for '''1.6-3''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;annoyance&amp;quot;&lt;br /&gt;
| {{Hero Shard|Annoyance}}&lt;br /&gt;
| Taunts nearby enemies for '''1-4''' seconds every '''8''' seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;binding_roots&amp;quot;&lt;br /&gt;
| {{Hero Shard|Binding Roots}}&lt;br /&gt;
| Your slam ability has an '''22-50%''' chance to stun enemies for 0.5 seconds then root in place for 4.5 seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;bots_of_oil&amp;quot;&lt;br /&gt;
| {{Hero Shard|Bots Of Oil}}&lt;br /&gt;
| Exploding Grav Bots now oil enemies for '''1-8''' second(s). If ignited by fire, deals  '''20-220%''' Ability Power as fire damage per second for '''1-5''' second(s).&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;broomnado_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Broomnado Power}}&lt;br /&gt;
| Increases Broom Nado damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;bulwark&amp;quot;&lt;br /&gt;
| {{Hero Shard|Bulwark}}&lt;br /&gt;
| Increases armor by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;concussive_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Concussive Power}}&lt;br /&gt;
| Increases the damage of Concussive Shots by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;crane_stance&amp;quot;&lt;br /&gt;
| {{Hero Shard|Crane Stance}}&lt;br /&gt;
| Each secondary attack increases the damage of the next primary attack by '''10-90%.''' Stacks up to '''6''' times.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;critical_strike&amp;quot;&lt;br /&gt;
| {{Hero Shard|Critical Strike}}&lt;br /&gt;
| Increases your Hero Crit Chance by '''3-10%'''.&lt;br /&gt;
| 7&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;full_shell_ahead&amp;quot;&lt;br /&gt;
| {{Hero Shard|Full Shell Ahead}}&lt;br /&gt;
| Increases movement speed while in Turtle Stance by '''25-525'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fury_speed&amp;quot;&lt;br /&gt;
| {{Hero Shard|Fury Speed}}&lt;br /&gt;
| Increases projectile speed of Fury by '''0-??%'''.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;explosive_blades&amp;quot;&lt;br /&gt;
| {{Hero Shard|Explosive Blades}}&lt;br /&gt;
| Daggers thrown by Dagger Throw no longer pierce. Daggers now stick to the target and explode after 3 seconds for '''1,500-5,000%''' of Ability Power.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;haunting&amp;quot;&lt;br /&gt;
| {{Hero Shard|Haunting}}&lt;br /&gt;
| Primary attacks generate '''1''' ghost stack. At '''10''' stacks you unleash ghosts for '''3''' seconds, each dealing '''10-250%''' of your Ability Power as damage. The effect has a cooldown of '''5''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lashing_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Lashing Power}}&lt;br /&gt;
| Increases Lash Out damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;molten_striker&amp;quot;&lt;br /&gt;
| {{Hero Shard|Molten Striker}}&lt;br /&gt;
| Molten Core deals more impact damage the farther it travels, up to +20-200% more damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_volley&amp;quot;&lt;br /&gt;
| {{Hero Shard|Power Volley}}&lt;br /&gt;
| Increases the damage of Arcane Volley by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shroom_doom&amp;quot;&lt;br /&gt;
| {{Hero Shard|Shroom Doom}}&lt;br /&gt;
| Damage of Powder Toss while in Corrupt Form increased by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;thundering_call&amp;quot;&lt;br /&gt;
| {{Hero Shard|Thundering Call}}&lt;br /&gt;
| Increases Call to Madness range by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;withering_fountain&amp;quot;&lt;br /&gt;
| {{Hero Shard|Withering Fountain}}&lt;br /&gt;
| Abyss Fountain withers enemies inside it reducing the damage they deal by '''2-20%'''.&lt;br /&gt;
| 9&lt;br /&gt;
| Chaos 1&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 2 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos II ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_2_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;atomic_capacity&amp;quot;&lt;br /&gt;
| {{Defense Shard|Atomic Capacity}}&lt;br /&gt;
| This shard gives your Atomic Launcher an additional missile when the shard is upgraded to '''4/8''' and then another at '''8/8'''.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;berserk_master&amp;quot;&lt;br /&gt;
| {{Defense Shard|Berserk Master}}&lt;br /&gt;
| Increases the duration of Direct Command on your Skeletal Orcs by '''1-5''' seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;blazing_phoenix&amp;quot;&lt;br /&gt;
| {{Defense Shard|Blazing Phoenix}}&lt;br /&gt;
| Shortly after a Blaze Balloon triggers, a Phoenix emerges dealing '''1000-5000%''' Defense Power as magical fire damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;combined_power&amp;quot;&lt;br /&gt;
| {{Defense Shard|Combined Power}}&lt;br /&gt;
| Serpent's Coil deals '''25-385%''' Defense Power as magical damage each second when an enemy is also affected by Sand Viper.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;defensive_critical_strike&amp;quot;&lt;br /&gt;
| {{Defense Shard|Defensive Critical Strike}}&lt;br /&gt;
| Increases the Defense Crit Chance of the affected tower by an additional '''2-15%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;encroaching_flames&amp;quot;&lt;br /&gt;
| {{Defense Shard|Encroaching Flames}}&lt;br /&gt;
| Flame aura has a '''5-30%''' chance to deal '''4-60%''' more damage.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frosty_duet&amp;quot;&lt;br /&gt;
| {{Defense Shard|Frosty Duet}}&lt;br /&gt;
| The Frostbite tower can hit an additional target, but its Range is reduced by '''60-35%.'''&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;icefall&amp;quot;&lt;br /&gt;
| {{Defense Shard|Icefall}}&lt;br /&gt;
| Hailstorm Tower attacks have a '''2-5%''' chance on hit to freeze enemies for 2 seconds.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;magma_maelstrom&amp;quot;&lt;br /&gt;
| {{Defense Shard|Magma Maelstrom}}&lt;br /&gt;
| Rate at which Fissures of Embermount generate Molten Power reduced by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;overcharge&amp;quot;&lt;br /&gt;
| {{Defense Shard|Overcharge}}&lt;br /&gt;
| Increases the Elvish Artillery Cannon's projectile damage radius by '''16-64%''', and reduces damage falloff by '''18-42%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;panic_fire&amp;quot;&lt;br /&gt;
| {{Defense Shard|Panic Fire}}&lt;br /&gt;
| When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Attack Rate by '''50%''' for '''1-4''' seconds. Does not work with Auras and Traps.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_bolts&amp;quot;&lt;br /&gt;
| {{Defense Shard|Power Bolts}}&lt;br /&gt;
| Ballista has a '''4-40%''' chance on hit to deal '''15-60%''' extra magical damage.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;press_your_luck&amp;quot;&lt;br /&gt;
| {{Defense Shard|Press Your Luck}}&lt;br /&gt;
| When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Critical Hit Chance by '''30%''' for '''1-4''' seconds. Does not work with Auras and Traps.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;world_tree_mcbufferson&amp;quot;&lt;br /&gt;
| {{Defense Shard|World Tree Mcbufferson}}&lt;br /&gt;
| Every '''20''' seconds, the world tree places a leafy shield on a blockade within its influence that absorbs '''10-210%''' of the Dryad's Defense Health stat and lasts '''10''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;batter_up&amp;quot;&lt;br /&gt;
| {{Hero Shard|Batter Up}}&lt;br /&gt;
| Increases the damage of Molten Core by '''4-40%''' each time it is redirected. Happens '''3''' times.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;corruptions_harmony&amp;quot;&lt;br /&gt;
| {{Hero Shard|Corruption’s Harmony}}&lt;br /&gt;
| Reduces Corruption form’s Celestial Power drain by '''-1''' to '''-3'''.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;critical_restoration&amp;quot;&lt;br /&gt;
| {{Hero Shard|Critical Restoration}}&lt;br /&gt;
| Primary Attack critical hits restore '''1-5''' Broom Power.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;dewey_deathimal_system&amp;quot;&lt;br /&gt;
| {{Hero Shard|Dewey Deathimal System}}&lt;br /&gt;
| Book drop duration is increased '''1-3''' second and the extra damage they take is increased '''5-15%''' while under it's effect.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;dragon_stance&amp;quot;&lt;br /&gt;
| {{Hero Shard|Dragon Stance}}&lt;br /&gt;
| Each melee primary attack increases the damage of the next ranged secondary attack by '''10-90%.''' Stacks up to '''6''' times.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;dummies_and_bots&amp;quot;&lt;br /&gt;
| {{Hero Shard|Dummies And Bots}}&lt;br /&gt;
| The Death From Above ability now spawns '''4''' grav Bots that each deal '''20-220%''' of your Ability as damage in a '''100-500''' radius. These do not count towards the cap on the number of Bots she can hold.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowered_mark&amp;quot;&lt;br /&gt;
| {{Hero Shard|Empowered Mark}}&lt;br /&gt;
| Increases the max number of the marked targets this hero may have by '''2-30'''.&lt;br /&gt;
| 28&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowered_throw&amp;quot;&lt;br /&gt;
| {{Hero Shard|Empowered Throw}}&lt;br /&gt;
| Increases the damage of Dagger Throw by '''3-39%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frenzy&amp;quot;&lt;br /&gt;
| {{Hero Shard|Frenzy}}&lt;br /&gt;
| Primary attacks have a '''21-26%''' to increase attack speed by '''5-30%''' for 5 seconds. Can only proc every 7 seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fury_restoration&amp;quot;&lt;br /&gt;
| {{Hero Shard|Fury Restoration}}&lt;br /&gt;
| Restore '''1-??''' mana every time Fury scores a critical hit.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;harbingers_slam&amp;quot;&lt;br /&gt;
| {{Hero Shard|Harbinger’s Slam}}&lt;br /&gt;
| During Provoke, Seismic Slam damage increased by '''130-410%''' of your Ability Power stat.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;heroic_charge&amp;quot;&lt;br /&gt;
| {{Hero Shard|Heroic Charge}}&lt;br /&gt;
| Increases the damage of Valiant Charge by '''3-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;inspiration&amp;quot;&lt;br /&gt;
| {{Hero Shard|Inspiration}}&lt;br /&gt;
| Reduces the cooldown of your abilities by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;piercing&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lava_warrior&amp;quot;&lt;br /&gt;
| {{Hero Shard|Lava Warrior}}&lt;br /&gt;
| Primary Attacks restore '''6-10''' Lava Power.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;piercing&amp;quot;&lt;br /&gt;
| {{Hero Shard|Piercing}}&lt;br /&gt;
| Concussive Shots also fires a piercing shard dealing '''50-350%''' of Ability Power as damage, then explodes dealing '''25-225%''' of Ability Power as unresisted damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_of_the_knight&amp;quot;&lt;br /&gt;
| {{Hero Shard|Power Of The Knight}}&lt;br /&gt;
| Increases the damage of Knight of the Abyss by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;quake&amp;quot;&lt;br /&gt;
| {{Hero Shard|Quake}}&lt;br /&gt;
| You have a '''10-30%''' chance when landing to deal '''50-250%''' of your Ability Power as earth damage to nearby enemies.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;sanctuary&amp;quot;&lt;br /&gt;
| {{Hero Shard|Sanctuary}}&lt;br /&gt;
| Heroes inside the Arcane Bubble shield heal '''5-15'''% of their health per second during the duration of the bubble.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;serpents_appeasement&amp;quot;&lt;br /&gt;
| {{Hero Shard|Serpent’s Appeasement}}&lt;br /&gt;
| Increases Appeasement gained by '''60-300%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;turtle_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Turtle Power}}&lt;br /&gt;
| Increase Damage Protection while in Turtle Stance by '''1%-21%'''.&lt;br /&gt;
|?&lt;br /&gt;
| Chaos 2&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 3 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos III ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_3_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;boosted_grasp&amp;quot;&lt;br /&gt;
| {{Defense Shard|Boosted Grasp}}&lt;br /&gt;
| Enemies move at '''90-60%''' speed when they are within the Boost Aura.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;deadly_strikes&amp;quot;&lt;br /&gt;
| {{Defense Shard|Deadly Strikes}}&lt;br /&gt;
| Increases the Defense Range of the affected tower by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;drenched&amp;quot;&lt;br /&gt;
| {{Defense Shard|Drenched}}&lt;br /&gt;
| After your Geyser Trap drenches an enemy, the next source of damages deals an additional '''3-35%''' damage.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowered_bolts&amp;quot;&lt;br /&gt;
| {{Defense Shard|Empowered Bolts}}&lt;br /&gt;
| Ballista has a '''5-30%''' chance on hit to deal full damage to all targets pierced for the next '''10-40''' seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowered_frostbite&amp;quot;&lt;br /&gt;
| {{Defense Shard|Empowered Frostbite}}&lt;br /&gt;
| Frostbite has a '''5-45%''' chance to freeze the target for '''1-7''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowering_blasphemy&amp;quot;&lt;br /&gt;
| {{Defense Shard|Empowering Blasphemy}}&lt;br /&gt;
| Obelisk Hero Stat boost increased to '''10-50%''' and polymorph duration increased by '''1-6''' seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;icy_spiders&amp;quot;&lt;br /&gt;
| {{Defense Shard|Icy Spiders}}&lt;br /&gt;
| Nether Spiders have a '''6-16(20)%''' chance to spawn a pool of ice on the ground that makes all nearby enemies move at '''90-60(48)%''' speed for 5 seconds. The ice pools last 10 seconds.&lt;br /&gt;
| 10 (14)&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;numerous_reflection&amp;quot;&lt;br /&gt;
| {{Defense Shard|Numerous Reflection}}&lt;br /&gt;
| Increases the nodes of EV2’s Reflect Beam can sustain by '''1-6'''.&lt;br /&gt;
| 5&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;oil_spill&amp;quot;&lt;br /&gt;
| {{Defense Shard|Oil Spill}}&lt;br /&gt;
| Gives oil geyser a '''5-30%''' chance to stun all enemies hit for '''2s'''.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;powder_shot&amp;quot;&lt;br /&gt;
| {{Defense Shard|Powder Shot}}&lt;br /&gt;
| Increases the Defense Power of the Flak Cannon by '''2-34%''' and Attunes it to fire damage.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;rain_of_oil&amp;quot;&lt;br /&gt;
| {{Defense Shard|Rain Of Oil}}&lt;br /&gt;
| Skeletal Archer's Direct Command now oils enemies, slowing them by '''50%''' for '''2-12''' seconds. If an oiled enemy is hit by fire damage, the oil ignites, dealing '''20-600%''' of its Defense Power in fire damage over '''1-11''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shielding_guard&amp;quot;&lt;br /&gt;
| {{Defense Shard|Shielding Guard}}&lt;br /&gt;
| When the affected tower takes damage, it has a '''5-25%''' chance to gain a shield for '''50-250%''' of it's Defense Health for '''5''' seconds. Does not work with Auras or Traps.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;abyss_knights_bargain&amp;quot;&lt;br /&gt;
| {{Hero Shard|Abyss Knight’s Bargain}}&lt;br /&gt;
| Reduces the mana cost of Knight of the Abyss by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;abyss_stone_attunement&amp;quot;&lt;br /&gt;
| {{Hero Shard|Abyss Stone Attunement}}&lt;br /&gt;
| Reduces the mana cost of Abyss Stone by '''1-15%'''.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;aerial_mastery&amp;quot;&lt;br /&gt;
| {{Hero Shard|Aerial Mastery}}&lt;br /&gt;
| Increases Death From Above’s Duration by '''1-6''' seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;betsys_curse&amp;quot;&lt;br /&gt;
| {{Hero Shard|Betsy’s Curse}}&lt;br /&gt;
| Primary attacks leave a curse zone that reduces the damage enemies deal by '''5-25%.''' You can place up to '''3''' zones and each zones lasts '''20-100''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;betsys_empowered_lightning&amp;quot;&lt;br /&gt;
| {{Hero Shard|Betsy’s Zapper}}&lt;br /&gt;
| Every '''8''' seconds, secondary attacks spawn a lightning ball dealing '''125-325%''' Ability Power as storm damage '''2.5''' times per second  for '''1''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Monk}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;bewitching_hour&amp;quot;&lt;br /&gt;
| {{Hero Shard|Bewitching Hour}}&lt;br /&gt;
| Each Snipe hit adds '''4-40%''' to the damage of the next Primary Attack hit. Stacks up to '''5''' times.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;big_boy&amp;quot;&lt;br /&gt;
| {{Hero Shard|Big Boy}}&lt;br /&gt;
| The first Grav Bot placed will always be a Big Boy. Big Boy mines do an additional '''100-1100%'''  of hero Damage as damage to enemies in double the area.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;bounty&amp;quot;&lt;br /&gt;
| {{Hero Shard|Bounty}}&lt;br /&gt;
| Restores '''1-6''' mana upon defeating an enemy.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;cataclysm&amp;quot;&lt;br /&gt;
| {{Hero Shard|Cataclysm}}&lt;br /&gt;
| Increases Eruption damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;channel&amp;quot;&lt;br /&gt;
| {{Hero Shard|Channel}}&lt;br /&gt;
| Restores '''1-15''' of your ability resources every '''5''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;corruptions_bargain&amp;quot;&lt;br /&gt;
| {{Hero Shard|Corruption’s Bargain}}&lt;br /&gt;
| When this shard is fully upgraded, Dryad's Blessing costs no celestial power in purification form and costs '''1''' celestial power power per second instead of '''2''' in corruption form.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;corruptions_blessing&amp;quot;&lt;br /&gt;
| {{Hero Shard|Corruption’s Blessing}}&lt;br /&gt;
| Damage of Dryad's Blessing is increase by '''4-40%''' in corrupt form.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;echoing_shout&amp;quot;&lt;br /&gt;
| {{Hero Shard|Echoing Shout}}&lt;br /&gt;
| Increases the duration of Staggering Shout debuffs by 0.5s-4.5s.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fight_me_not&amp;quot;&lt;br /&gt;
| {{Hero Shard|Fight Me Not}}&lt;br /&gt;
| Defenses will deal '''5-25%''' more damage to enemies targeting the Squire.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;jackpot&amp;quot;&lt;br /&gt;
| {{Hero Shard|Jackpot}}&lt;br /&gt;
| You have a '''2-10%''' chance when picking up gold to quadruple the amount.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lava_floor&amp;quot;&lt;br /&gt;
| {{Hero Shard|Lava Floor}}&lt;br /&gt;
| Eruption spawns a lava field dealing '''150-1150%''' Ability Power as Fire magic damage each second for '''5s'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lingering_poison&amp;quot;&lt;br /&gt;
| {{Hero Shard|Lingering Poison}}&lt;br /&gt;
| Daggers thrown by Dagger Throw now poison the target for '''100-800%''' of Ability Power for '''1.2-5.2''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;oil_slick&amp;quot;&lt;br /&gt;
| {{Hero Shard|Oil Slick}}&lt;br /&gt;
| Increases the duration of oil flask by '''1-9%'''.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;overwhelm&amp;quot;&lt;br /&gt;
| {{Hero Shard|Overwhelm}}&lt;br /&gt;
| Your primary attacks have a '''7-15%''' chance to stun enemies for '''1-3''' seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;overwhelming_buster&amp;quot;&lt;br /&gt;
| {{Hero Shard|Overwhelming Buster}}&lt;br /&gt;
| Adds '''0.5-4.5s''' to Blunder Broom Buster duration.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;thunderwave&amp;quot;&lt;br /&gt;
| {{Hero Shard|Thunderwave}}&lt;br /&gt;
| Arc Lightning deals '''X-1250%''' Ability Power as damage to all enemies around you.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;tormented_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Tormented Power}}&lt;br /&gt;
| Increases Dark Torment damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 3&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 4 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos IV ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_4_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;critical_allocation&amp;quot;&lt;br /&gt;
| {{Defense Shard|Critical Allocation}}&lt;br /&gt;
| Increases the defense Crit damage of the Elvish Artillery Cannon by '''30-46%''' and Crit Chance by '''5-21%''' but lowers the towers range by 25%.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;defense_rate&amp;quot;&lt;br /&gt;
| {{Defense Shard|Defense Rate}}&lt;br /&gt;
| Increases the Attack Rate of the affected tower by '''9-33%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;earth_toss&amp;quot;&lt;br /&gt;
| {{Defense Shard|Earth Toss}}&lt;br /&gt;
| Earthshatter tower has a '''28-100%''' chance on hit to knock targets into the air.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowering_flames&amp;quot;&lt;br /&gt;
| {{Defense Shard|Empowering Flames}}&lt;br /&gt;
| Flame Aura increases the damage of heroes standing inside it by '''5-25%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;explosive_surprise&amp;quot;&lt;br /&gt;
| {{Defense Shard|Explosive Surprise}}&lt;br /&gt;
| Geyser Trap has a '''10-50%''' chance to fire an exploding shard dealing '''200-1200%''' Defense Power as damage in an area.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lasting_conflagration&amp;quot;&lt;br /&gt;
| {{Defense Shard|Lasting Conflagration}}&lt;br /&gt;
| Increases Elder Dragon burn duration by '''1-??''' seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lateral_blast&amp;quot;&lt;br /&gt;
| {{Defense Shard|Lateral Blast}}&lt;br /&gt;
| Volcano attacks spawn three random meteors that drop nearby, each dealing '''750-2250%''' Defense Power as magical Fire damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;plated_armor&amp;quot;&lt;br /&gt;
| {{Defense Shard|Plated Armor}}&lt;br /&gt;
| Imbues the Royal Guard's armor, making enemy projectiles deal '''76-40(28)%''' of their original damage.&lt;br /&gt;
| 12 (16)&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_transfer&amp;quot;&lt;br /&gt;
| {{Defense Shard|Power Transfer}}&lt;br /&gt;
| Increases the Defense Crit Chance of the affected tower by '''4-30%''' and reduces the Defense Power by -10%.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;puncturing_bolts&amp;quot;&lt;br /&gt;
| {{Defense Shard|Puncturing Bolts}}&lt;br /&gt;
| Ballista can now pierce an additional '''1-4''' targets.&lt;br /&gt;
| 6&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;sandstorm_warrior&amp;quot;&lt;br /&gt;
| {{Defense Shard|Sandstorm Warrior}}&lt;br /&gt;
| The Snaking Sands sandstorm increases Hero Damage and Ability Power by '''101-125%''' for '''1-25''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;abyssal_mandate&amp;quot;&lt;br /&gt;
| {{Hero Shard|Abyssal Mandate}}&lt;br /&gt;
| Reduces the mana cost of Direct Command by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;arc_shielding&amp;quot;&lt;br /&gt;
| {{Hero Shard|Arc Shielding}}&lt;br /&gt;
| Arc Lightning places a shield on you lasting 20 seconds and absorbing '''180-780%''' Ability Power of damage. Enemies that hit the shield are damaged for a total of '''200-1000%''' of your Ability Power over 3 seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;beacon_of_the_storm&amp;quot;&lt;br /&gt;
| {{Hero Shard|Beacon Of The Storm}}&lt;br /&gt;
| Once per second your primary attack spawns a lightning ball that deals '''10-50%''' of your Hero Damage as storm damage. Bounces up to '''3''' times.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;betsys_empowered_beam&amp;quot;&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Beam}}&lt;br /&gt;
| Primary attacks fire a piercing sonic projectile that deals '''105-150%''' Hero Damage as magical damage.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;call_of_the_kobold&amp;quot;&lt;br /&gt;
| {{Hero Shard|Call Of The Kobold}}&lt;br /&gt;
| Defeating an enemy grants a charge. Secondary attacks consume charges and shoots a firework at your target for '''20%-320%''' of your ability power.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;caustic_oil&amp;quot;&lt;br /&gt;
| {{Hero Shard|Caustic Oil}}&lt;br /&gt;
| Increases the damage of Oil Flask by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;celestial_attunement&amp;quot;&lt;br /&gt;
| {{Hero Shard|Celestial Attunement}}&lt;br /&gt;
| The dryad can hold '''1-4''' more stacks of starfall.&lt;br /&gt;
| 6&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;charge_blast_v2&amp;quot;&lt;br /&gt;
| {{Hero Shard|Charge Blast V2}}&lt;br /&gt;
| Reduces the cost of EV2’s secondary attacks by '''5-95%'''.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;darkest_syphon&amp;quot;&lt;br /&gt;
| {{Hero Shard|Darkest Syphon}}&lt;br /&gt;
| Increases the angle of Dark Syphon by '''3-30'''.&lt;br /&gt;
| 9&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;draining_strikes&amp;quot;&lt;br /&gt;
| {{Hero Shard|Draining Strikes}}&lt;br /&gt;
| Increase the healing from Siphon Stance by '''5%-25%'''.&lt;br /&gt;
|?&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;electric_retribution&amp;quot;&lt;br /&gt;
| {{Hero Shard|Electric Retribution}}&lt;br /&gt;
| When you take damage, you have a '''2-25%''' chance of dealing '''125-450%''' of your Armour as storm damage to your attacker.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_drop&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enduring Drop}}&lt;br /&gt;
| Increases Book Drop duration by '''0.5-7.5s'''.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_lash&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enduring Lash}}&lt;br /&gt;
| Increases Lash Out poison duration by '''0.5-4.5''' s.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fan_of_knights&amp;quot;&lt;br /&gt;
| {{Hero Shard|Fan Of Knights}}&lt;br /&gt;
| Skeletal Knight also fires two additional Knights that deal '''20-500%''' of your Ability Power in damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;follow_through&amp;quot;&lt;br /&gt;
| {{Hero Shard|Follow Through}}&lt;br /&gt;
| Increases the damage of Sweeping Strikes by '''3-39%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;freeze_buster&amp;quot;&lt;br /&gt;
| {{Hero Shard|Freeze Buster}}&lt;br /&gt;
| Blunder Broom Buster has a '''1-5%''' chance to also freeze enemies for '''1-4s''', allowing them to be shattered by Crushing damage.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frozen_core&amp;quot;&lt;br /&gt;
| {{Hero Shard|Frozen Core}}&lt;br /&gt;
| Increases Ice Needle damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;hemolytic_poison&amp;quot;&lt;br /&gt;
| {{Hero Shard|Hemolytic Poison}}&lt;br /&gt;
| Lashout cooldown increased to '''200-160%''' of what it was but allows it to stack '''0-2''' times and increases its duration by '''3-7''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;holy_empowerment&amp;quot;&lt;br /&gt;
| {{Hero Shard|Holy Empowerment}}&lt;br /&gt;
| Increases damage by '''5-??%''' while Holy Fire is active.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;inspiring_strikes&amp;quot;&lt;br /&gt;
| {{Hero Shard|Inspiring Strikes}}&lt;br /&gt;
| Primary attacks reduce the cooldown of your abilities by '''-0.1-0.3''' seconds.&lt;br /&gt;
| 4&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;insulated_decoy&amp;quot;&lt;br /&gt;
| {{Hero Shard|Insulated Decoy}}&lt;br /&gt;
| Decreases heat generated from Death from Above by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lets_rock&amp;quot;&lt;br /&gt;
| {{Hero Shard|Let’s Rock}}&lt;br /&gt;
| Activating Harden/Inflame gives the Lavamancer a shield lasting for '''6-30''' seconds that absorbs '''20-140%''' Hero Health incoming damage.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;manabombs_aid&amp;quot;&lt;br /&gt;
| {{Hero Shard|Manabomb’s Aid}}&lt;br /&gt;
| Manabomb places a shield on you that lasts '''20''' seconds that absorbs '''150-750%''' of your Ability Power Stat. Enemies that hit the shield are burned for a total of '''150-550%''' of your Ability Power over '''3''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;marking_bubble&amp;quot;&lt;br /&gt;
| {{Hero Shard|Marking Bubble}}&lt;br /&gt;
| Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count '''1-6'''.&lt;br /&gt;
| 5&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mine_blast_radius&amp;quot;&lt;br /&gt;
| {{Hero Shard|Mine Blast Radius}}&lt;br /&gt;
| Anti Gravity Bots damage radius increased by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;piercing_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Piercing Power}}&lt;br /&gt;
| Increases the damage of Piercing Shot by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shroom_bloom&amp;quot;&lt;br /&gt;
| {{Hero Shard|Shroom Bloom}}&lt;br /&gt;
| The mushrooms created by Powder Toss last '''1-6''' seconds longer.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shroom_gloom&amp;quot;&lt;br /&gt;
| {{Hero Shard|Shroom Gloom}}&lt;br /&gt;
| Slow intensity of Powder Toss in Purification Form increased by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;smashing_fists&amp;quot;&lt;br /&gt;
| {{Hero Shard|Smashing Fists}}&lt;br /&gt;
| Pole Smash or Chi Stomp spawns a Fist dealing '''20-220%''' Ability Power as damage. After a short delay, another Fist emerges dealing '''20-420%''' Ability Power as damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 4&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 5 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos V ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_5_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;boosted_blockade&amp;quot;&lt;br /&gt;
| {{Defense Shard|Boosted Blockade}}&lt;br /&gt;
| Boost Aura increases blockade health by '''2-20%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;cthulus_influence&amp;quot;&lt;br /&gt;
| {{Defense Shard|Cthulu’s Influence}}&lt;br /&gt;
| While under the effects of corruption, Angry Nimbus has a '''3-27%''' chance to charm enemies for '''1-7''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;earthen_guard&amp;quot;&lt;br /&gt;
| {{Defense Shard|Earthen Guard}}&lt;br /&gt;
| Imbues the Royal Guard's shield with earth magic that has a '''8-??%''' chance on dealing damage to unleash a fissure, dealing '''200-??%''' of your Tower Health as Earth Damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;explosive_arrows&amp;quot;&lt;br /&gt;
| {{Defense Shard|Explosive Arrows}}&lt;br /&gt;
| Skeletal Archers have a '''15-30%''' chance on hit to fire an explosive arrow dealing an additional '''150-450%''' of their Defense Power in damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;explosive_guard&amp;quot;&lt;br /&gt;
| {{Defense Shard|Explosive Guard}}&lt;br /&gt;
| When the affected tower takes damage, it has '''3-35%''' chance to trigger an explosion and deal '''140-500%''' of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;explosive_poison&amp;quot;&lt;br /&gt;
| {{Defense Shard|Explosive Poison}}&lt;br /&gt;
| If an enemy poisoned by the Poison Dart Tower is killed , it detonates dealing '''10%-150%''' of the tower’s damage stat as damage in a small area around the enemy.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fire_for_effect&amp;quot;&lt;br /&gt;
| {{Defense Shard|Fire For Effect}}&lt;br /&gt;
| Your explosive Trap has a '''15-45%''' chance to detonate twice without consuming an additional charge.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;flare_up&amp;quot;&lt;br /&gt;
| {{Defense Shard|Flare-Up}}&lt;br /&gt;
| Elder Dragon has a '''5-??%''' chance to deal '''12-??%''' more damage.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frosty_beams&amp;quot;&lt;br /&gt;
| {{Defense Shard|Frosty Beams}}&lt;br /&gt;
| 25% chance for Proton Node to freeze all enemies it touches for '''1-2''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frosty_bind&amp;quot;&lt;br /&gt;
| {{Defense Shard|Frosty Bind}}&lt;br /&gt;
| Frostbite slow strength increased by '''1-10%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;heavy_cannonball&amp;quot;&lt;br /&gt;
| {{Defense Shard|Heavy Cannonball}}&lt;br /&gt;
| Cannonball tower has a '''5-20%''' chance to spawn a heavy cannonball that pierces up to '''1-10''' target(s) stunning them for '''1-2''' second and dealing '''120-1250%''' of the Cannonball tower's damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;split_vipers&amp;quot;&lt;br /&gt;
| {{Defense Shard|Split Vipers}}&lt;br /&gt;
| Sand Viper may target up to '''1-2''' additional enemies, but has '''40-20%''' less Defense Power and does not ramp-up damage.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;vampiric_empowerment&amp;quot;&lt;br /&gt;
| {{Defense Shard|Vampiric Empowerment}}&lt;br /&gt;
| Increases the Defense Power of the affected tower by '''4-60%''' of its Defense Health.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;volcanic_shock&amp;quot;&lt;br /&gt;
| {{Defense Shard|Volcanic Shock}}&lt;br /&gt;
| Volcano has a '''2-20%''' chance to stun all enemies hit for '''1-2.8s'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;anti_air&amp;quot;&lt;br /&gt;
| {{Hero Shard|Anti Air}}&lt;br /&gt;
| Deals '''4-40%''' additional damage to flying enemies.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;betsy_cluster_nades&amp;quot;&lt;br /&gt;
| {{Hero Shard|Betsy Cluster Nades}}&lt;br /&gt;
| When attacking flying enemies, you have a '''10-50%''' chance on hit to drop a bomb beneath them that deals '''110-310%''' of your Ability Power stat an Damage in a small area.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;burning_strikes&amp;quot;&lt;br /&gt;
| {{Hero Shard|Burning Strikes}}&lt;br /&gt;
| 2-20% chance on hit to burn target for '''20-180%''' of your Hero Damage stat as magical fire damage each second for '''1-5''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;chi_burst&amp;quot;&lt;br /&gt;
| {{Hero Shard|Chi Burst}}&lt;br /&gt;
| Increases Talisman of Empowerment's Critical Damage boost by '''2-20%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Initiate}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;corruptions_embrace&amp;quot;&lt;br /&gt;
| {{Hero Shard|Corruption’s Embrace}}&lt;br /&gt;
| Starfall damage is increased by '''4-40%''' in corrupt form.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;debilitating_madness&amp;quot;&lt;br /&gt;
| {{Hero Shard|Debilitating Madness}}&lt;br /&gt;
| Call to Madness increase the target's damage taken by '''3-45%'''.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;drenching_broomnado&amp;quot;&lt;br /&gt;
| {{Hero Shard|Drenching Broomnado}}&lt;br /&gt;
| Broom Nado damage increased by '''4-40%''' and its hits have '''1-25%''' chance to drench enemies and slow them by '''30%''' for '''1-5''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;empowered_beam&amp;quot;&lt;br /&gt;
| {{Hero Shard|Empowered Beam}}&lt;br /&gt;
| After the Sword Beam collides with '''5''' targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing '''125-425%''' of your Ability Power stat as damage to each target hit. After colliding with '''5''' targets it returns to the Squire dealing '''125-425%''' of your Ability Power stat as damage in an area around Squire.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_provocation&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enduring Provocation}}&lt;br /&gt;
| Provoke lasts an additional '''0.5-7.5''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;flaming_knight&amp;quot;&lt;br /&gt;
| {{Hero Shard|Flaming Knight}}&lt;br /&gt;
| Knight of the Abyss is now imbued with fire, causing enemies hit to burn for '''50-500%''' of your Ability Power in fire damage over '''5''' seconds.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;heroic_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Heroic Power}}&lt;br /&gt;
| Increases Heroic Wave’s hero damage boost by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Monk}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;inferno&amp;quot;&lt;br /&gt;
| {{Hero Shard|Inferno}}&lt;br /&gt;
| Increases the damage of Flame Surge by '''4-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;madness_embrace&amp;quot;&lt;br /&gt;
| {{Hero Shard|Madness’ Embrace}}&lt;br /&gt;
| Increases Call to Madness duration by '''0.5-7.5s'''.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;maelstrom&amp;quot;&lt;br /&gt;
| {{Hero Shard|Maelstrom}}&lt;br /&gt;
| While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.'''&lt;br /&gt;
|?&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mana_leech&amp;quot;&lt;br /&gt;
| {{Hero Shard|Mana Leech}}&lt;br /&gt;
| Dark Syphon drains '''4-40%''' additional mana.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;manabomb_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Manabomb Power}}&lt;br /&gt;
| Increases the damage of Manabomb by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;meteor_rain&amp;quot;&lt;br /&gt;
| {{Hero Shard|Meteor Rain}}&lt;br /&gt;
| Manabomb opens a portal overhead that spawns meteor that deal '''30-550%''' of your Ability Power stat as damage to enemies they affect.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mine_blast_damage&amp;quot;&lt;br /&gt;
| {{Hero Shard|Mine Blast Damage}}&lt;br /&gt;
| Anti-Gravity Bot damage increased by '''3-39%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mine_heat_compensator&amp;quot;&lt;br /&gt;
| {{Hero Shard|Mine Heat Compensator}}&lt;br /&gt;
| The cost of EV2’s Anti Gravity Bots is reduced by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;molten_charge_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Molten Charge Power}}&lt;br /&gt;
| Increases Molten Charge damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;molten_stun&amp;quot;&lt;br /&gt;
| {{Hero Shard|Molten Stun}}&lt;br /&gt;
| Increases Molten Charge stun duration by '''0.5-4.5s'''.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;one_with_chi&amp;quot;&lt;br /&gt;
| {{Hero Shard|One With Chi}}&lt;br /&gt;
| Increases the damage of Chi Blast by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Monk}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;poison_leaves&amp;quot;&lt;br /&gt;
| {{Hero Shard|Poison Leaves}}&lt;br /&gt;
| Dryad’s poison attacks deal '''2-20%''' more damage.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;read_or_die&amp;quot;&lt;br /&gt;
| {{Hero Shard|Read Or Die}}&lt;br /&gt;
| Scatter Sweep and Broom Vault have an '''1-21%''' chance to transmogrify enemies into books for '''3s'''. Transmogrified enemies take increased damage.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;scatter_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Scatter Power}}&lt;br /&gt;
| Increases Scatter Sweep damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;talon_strike&amp;quot;&lt;br /&gt;
| {{Hero Shard|Talon Strike}}&lt;br /&gt;
| Hawk Strike now stuns for '''2s-4.5'''.&lt;br /&gt;
|?&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;thunderbolts_and_lightning&amp;quot;&lt;br /&gt;
| {{Hero Shard|Thunderbolts and Lightning}}&lt;br /&gt;
| Increases the damage of Arc Lightning by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 5&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 6 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos VI ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_6_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;boosted_beam&amp;quot;&lt;br /&gt;
| {{Defense Shard|Boosted Beam}}&lt;br /&gt;
| Increases the power of the Buff Beam by '''22-39%'''.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;boosted_power&amp;quot;&lt;br /&gt;
| {{Defense Shard|Boosted Power}}&lt;br /&gt;
| Increases the power of the Boost Aura by '''2-20%'''.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;colossal_fissure&amp;quot;&lt;br /&gt;
| {{Defense Shard|Colossal Fissure}}&lt;br /&gt;
| Your Colossus' Direct Command now rips the earth unleashing a fissure that lingers and deals '''50-2050%''' of your Ability Power in damage over '''6''' seconds, but increases the mana cost of Direct Command by '''30-70%.''' Usable once every '''60''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;dragon_flare&amp;quot;&lt;br /&gt;
| {{Defense Shard|Dragon Flare}}&lt;br /&gt;
| Increases the projectile damage radius of Dragons Nest dragons by '''16-??%''', and reduces damage falloff by '''18-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enhanced_poison&amp;quot;&lt;br /&gt;
| {{Defense Shard|Enhanced Poison}}&lt;br /&gt;
| Increases the rate of the Poison Dart Tower's poison by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;flaming_death&amp;quot;&lt;br /&gt;
| {{Defense Shard|Flaming Death}}&lt;br /&gt;
| EV2’s mega death laser sets enemies it hits on fire dealing '''50-2''',050% of EV2’s Ability Power stat as damage over '''10''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frosty_power&amp;quot;&lt;br /&gt;
| {{Defense Shard|Frosty Power}}&lt;br /&gt;
| Frostbite tower passes '''10-50%''' of its Defense Power stat to defenses within its frost aura.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Apprentice}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;health_pylon&amp;quot;&lt;br /&gt;
| {{Defense Shard|Health Pylon}}&lt;br /&gt;
| Increases the Defense Health of nearby defenses to '''102-130%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mark_targets&amp;quot;&lt;br /&gt;
| {{Defense Shard|Mark Targets}}&lt;br /&gt;
| This defense has a '''5-45%''' chance to place an Apprentice Mark on its target.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;megarock&amp;quot;&lt;br /&gt;
| {{Defense Shard|Megarock}}&lt;br /&gt;
| Volcano launches a huge rock dealing '''1000-4000%''' Defense Power damage once every '''3''' volleys.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;serpent_gods_protection&amp;quot;&lt;br /&gt;
| {{Defense Shard|Serpent God’s Protection}}&lt;br /&gt;
| Towers and Blockades near the Obelisk take '''-1%''' to '''-10%''' damage.&lt;br /&gt;
| 9&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;sharpened_spikes&amp;quot;&lt;br /&gt;
| {{Defense Shard|Sharpened Spikes}}&lt;br /&gt;
| Blockade has a '''2-30%''' chance to stun enemies hit for '''1-3''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;backstab&amp;quot;&lt;br /&gt;
| {{Hero Shard|Backstab}}&lt;br /&gt;
| Primary attacks that hit enemies from behind now deal '''100-225%''' of their total damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;boiling_blood&amp;quot;&lt;br /&gt;
| {{Hero Shard|Boiling Blood}}&lt;br /&gt;
| Causes the Barbarian to take '''20%-2%''' of his Max Health as damage, every 5s during combat phase gaining Fury.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;brain_of_confusion&amp;quot;&lt;br /&gt;
| {{Hero Shard|Brain Of Confusion}}&lt;br /&gt;
| When you take damage you have a '''3-15%''' chance to confuse nearby enemies for '''3''' seconds. This effect has a '''15''' second cooldown.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;explosive_finale&amp;quot;&lt;br /&gt;
| {{Hero Shard|Explosive Finale}}&lt;br /&gt;
| Upon completion, the Arcane Bubble explodes dealing '''X-2000%''' Ability Power damage to all enemies in and around the bubble.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;flaming_retribution&amp;quot;&lt;br /&gt;
| {{Hero Shard|Flaming Retribution}}&lt;br /&gt;
| When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as fire damage to your attacker.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;heat_dispenser_module&amp;quot;&lt;br /&gt;
| {{Hero Shard|Heat Dispenser Module}}&lt;br /&gt;
| EV2 upgrades her gun with a new heat dispenser module that drains '''4-40%''' more heat with each primary attack.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;howling_feast&amp;quot;&lt;br /&gt;
| {{Hero Shard|Howling Feast}}&lt;br /&gt;
| Your Primary attacks generate '''1''' Feast stack, while at '''10''' stacks, increase your Hero Damage by '''2-30%.''' One stack wears off every '''3''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Dryad}}{{Valid for Squire}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;inspired_shout&amp;quot;&lt;br /&gt;
| {{Hero Shard|Inspired Shout}}&lt;br /&gt;
| Call to Arms buff increases armor and further increases damage by '''3-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;melting_point&amp;quot;&lt;br /&gt;
| {{Hero Shard|Melting Point}}&lt;br /&gt;
| When the Countess deals fire damage to an enemy, there is a 20% chance to ignite their armor, causing them to take '''x%''' extra damage for '''y''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;molten_core_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Molten Core Power}}&lt;br /&gt;
| Increases Molten Core damage by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;momentum&amp;quot;&lt;br /&gt;
| {{Hero Shard|Momentum}}&lt;br /&gt;
| Enemies hit by abilities reduce Sweeping Strikes ability cooldown by '''0.2-0.8''' seconds every hit.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;nightmare_fuel&amp;quot;&lt;br /&gt;
| {{Hero Shard|Nightmare Fuel}}&lt;br /&gt;
| Enemies affected by Lash Out poison take '''20-320%''' Hero Damage as magical damage when hit by Dark Torment.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;pole_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Pole Power}}&lt;br /&gt;
| Increases the damage of Pole Smash or Chi Stomp by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_of_storms&amp;quot;&lt;br /&gt;
| {{Hero Shard|Power Of Storms}}&lt;br /&gt;
| You have a '''4-10%''' chance on hit to restore '''20''' mana per second for '''1-3''' seconds. '''10''' seconds cooldown.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;scatter_striker&amp;quot;&lt;br /&gt;
| {{Hero Shard|Scatter Striker}}&lt;br /&gt;
| Increases the range of Scatter Sweep by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shadow_prince&amp;quot;&lt;br /&gt;
| {{Hero Shard|Shadow Prince}}&lt;br /&gt;
| Taking damage has an '''7-??%''' chance to make you take '''3-??%''' less damage and stun attackers for '''1.2-??''' seconds over the duration.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shattering_stones&amp;quot;&lt;br /&gt;
| {{Hero Shard|Shattering Stones}}&lt;br /&gt;
| After an Abyss Stone expires, it detonates dealing '''40-400%''' of your Ability Power as crushing damage to nearby enemies.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shellshock&amp;quot;&lt;br /&gt;
| {{Hero Shard|Shellshock}}&lt;br /&gt;
| While Turtle Stance is active the Barbarian's attacks wither enemies hit for '''3-13''' seconds reducing their damage to '''75%-35%'''.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;snipe_critical_strike&amp;quot;&lt;br /&gt;
| {{Hero Shard|Snipe Critical Strike}}&lt;br /&gt;
| Increases the Crit Chance of Snipe by '''2-30%'''.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;unholy_fire&amp;quot;&lt;br /&gt;
| {{Hero Shard|Unholy Fire}}&lt;br /&gt;
| Blocking unleashes flames that deal '''150-750%''' of your ability power stat as damage to enemies in a cone in front of the hero at a rate of twice per second.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 6&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 7 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos VII ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_7_Shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;ghost_arrows&amp;quot;&lt;br /&gt;
| {{Defense Shard|Ghost Arrows}}&lt;br /&gt;
| The arrows of the Nether Archer can now bounce '''1-4''' additional times.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;glacier&amp;quot;&lt;br /&gt;
| {{Defense Shard|Glacier}}&lt;br /&gt;
| Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing '''750-2750%''' Defense Power as damage in a small area.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Adept}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;manufacturers_overcharge&amp;quot;&lt;br /&gt;
| {{Defense Shard|Manufacturer’s Overcharge}}&lt;br /&gt;
| Weapon Manufacturer charges '''4-40%''' faster.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;node_increase&amp;quot;&lt;br /&gt;
| {{Defense Shard|Node Increase}}&lt;br /&gt;
| EV2 can create '''1-4''' extra node(s) in any single Weapon Manufacturer chain.&lt;br /&gt;
| 6&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;obelisk_shield&amp;quot;&lt;br /&gt;
| {{Defense Shard|Obelisk Shield}}&lt;br /&gt;
| Obelisk Shield absorption increased to '''10-70%'''.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;oily_entrapment&amp;quot;&lt;br /&gt;
| {{Defense Shard|Oily Entrapment}}&lt;br /&gt;
| Increases Oil Geyser slow rate by '''3-15%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_pylon&amp;quot;&lt;br /&gt;
| {{Defense Shard|Power Pylon}}&lt;br /&gt;
| Increases the Defense Power of nearby defenses to '''102-120%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;splody_harpoon&amp;quot;&lt;br /&gt;
| {{Defense Shard|Splody Harpoon}}&lt;br /&gt;
| Ballista projectiles have a '''10-30%''' chance to detonate on each target hit dealing '''150-350%''' of the Ballista's defense power stat as extra damage in small area.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;viscous_oil&amp;quot;&lt;br /&gt;
| {{Defense Shard|Viscous Oil}}&lt;br /&gt;
| The oil effect from Oil Catapult now slows enemies by an additional '''2-??%''', and also slows their attack speed by '''8-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;charged_shot&amp;quot;&lt;br /&gt;
| {{Hero Shard|Charged Shot}}&lt;br /&gt;
| Your primary attacks have a '''5-15%''' chance to fire a fully charged secondary attack.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Huntress}}{{Valid for Apprentice}}{{Valid for SeriesEV2}}{{Valid for Adept}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;chi_supercharge&amp;quot;&lt;br /&gt;
| {{Hero Shard|Chi Supercharge}}&lt;br /&gt;
| Increases Talisman of Empowerment's Defense Power boost by '''2-20%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Initiate}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;constrictor&amp;quot;&lt;br /&gt;
| {{Hero Shard|Constrictor}}&lt;br /&gt;
| Defeating an enemy adds a constrictor stack. At '''10''' stacks, unleashes a bed of constrictor snakes that stun nearby targets for '''1-5s'''. While stunned, enemies take '''50-450%''' Ability Power as magical damage each second for '''3''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_slam&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enduring Slam}}&lt;br /&gt;
| Seismic Slam stun duration increased by '''0.5-5''' seconds.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;fiery_brimstone&amp;quot;&lt;br /&gt;
| {{Hero Shard|Fiery Brimstone}}&lt;br /&gt;
| Adds '''4-12%''' Hero Damage to Your Attacks as Magical Fire Damage.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;flame_cloak&amp;quot;&lt;br /&gt;
| {{Hero Shard|Flame Cloak}}&lt;br /&gt;
| After using Valiant Charge, wreath yourself in flames for 6s. While aflame, you take '''5-??%''' less damage and burn attackers for '''400-??%''' of your Armor.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;heroic_boost&amp;quot;&lt;br /&gt;
| {{Hero Shard|Heroic Boost}}&lt;br /&gt;
| Increases Heroic Wave's healing done by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Monk}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;life_leech&amp;quot;&lt;br /&gt;
| {{Hero Shard|Life Leech}}&lt;br /&gt;
| Your primary attacks heal you for '''0.2-1%''' of your max health.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mage_gambit&amp;quot;&lt;br /&gt;
| {{Hero Shard|Mage Gambit}}&lt;br /&gt;
| Increases your ability power by '''10-50%''', but increase damage taken from enemies by '''60-20%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mana_capacitor&amp;quot;&lt;br /&gt;
| {{Hero Shard|Mana Capacitor}}&lt;br /&gt;
| Increases your maximum ability resource by '''10-100'''.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for SeriesEV2}}{{Valid for AbyssLord}}{{Valid for Lavamancer}}{{Valid for Dryad}}{{Valid for Gunwitch}}{{Valid for Adept}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;poisoned_blades&amp;quot;&lt;br /&gt;
| {{Hero Shard|Poisoned Blades}}&lt;br /&gt;
| Combat Preparation now applies poison to your blades for 5s, causing you to deal '''50-110%''' more damage as poison damage on melee attacks.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_gambit&amp;quot;&lt;br /&gt;
| {{Hero Shard|Power Gambit}}&lt;br /&gt;
| Increases your Hero Damage by '''10-50%''', but increase damage taken from enemies by '''60-20%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;proton_canon_insulator&amp;quot;&lt;br /&gt;
| {{Hero Shard|Proton Canon Insulator}}&lt;br /&gt;
| Reduces the heat generation rate of Proton Charge by '''2-20%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;proton_supercharge&amp;quot;&lt;br /&gt;
| {{Hero Shard|Proton Supercharge}}&lt;br /&gt;
| EV2's Proton Charge deals an extra '''10-210%''' of your ability power stat as damage while its max range is increased by '''5-25%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;ramster_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Ramster Power}}&lt;br /&gt;
| Increases the damage of Ramster Direct Command by '''5-35%'''.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;ravenhost&amp;quot;&lt;br /&gt;
| {{Hero Shard|Ravenhost}}&lt;br /&gt;
| Your primary attacks generate Raven stacks. Once you reach '''10''' stacks, the stacks are depleted to fire a magical Raven dealing '''10-210%''' of your Ability Power as damage. Bounces '''5''' times.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;restoring_snipe&amp;quot;&lt;br /&gt;
| {{Hero Shard|Restoring Snipe}}&lt;br /&gt;
| Snipe critical hits restore '''4-40''' Broom Power.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;ride_the_lightning&amp;quot;&lt;br /&gt;
| {{Hero Shard|Ride the Lightning}}&lt;br /&gt;
| Increase the damage bonus of Lightning Stance by '''1%-21%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;serpents_kiss&amp;quot;&lt;br /&gt;
| {{Hero Shard|Serpent’s Kiss}}&lt;br /&gt;
| Secondary Attacks inflict poison on enemies, dealing '''10-210%''' of Hero Health as damage per second for '''1-5''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;snipe_critical_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Snipe Critical Power}}&lt;br /&gt;
| Increases the total critical damage of Snipe by '''104-140%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;tectonic_breaker&amp;quot;&lt;br /&gt;
| {{Hero Shard|Tectonic Breaker}}&lt;br /&gt;
| While Hardened, deal '''10-370%''' Armor Stat as crushing Earth damage every '''3'''rd primary attack. While Inflamed deal '''10-370%''' Hero Damage as Fire damage every '''3'''rd primary attack.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;twice_as_bright&amp;quot;&lt;br /&gt;
| {{Hero Shard|Twice As Bright}}&lt;br /&gt;
| Eruption now increases Defense Power to '''10-70%''', but the duration is reduced by '''-5''' seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;wreckless&amp;quot;&lt;br /&gt;
| {{Hero Shard|Wreckless}}&lt;br /&gt;
| The Barbarian deals up to '''0.5%-20.5%''' bonus damage based upon current Wrath.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 7&lt;br /&gt;
| {{Valid for Barbarian}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 8 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos VIII ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos_8_shard_Pack_Icon.png| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;double_tap&amp;quot;&lt;br /&gt;
| {{Defense Shard|Double Tap}}&lt;br /&gt;
| Your Skeletal Archers have a '''22-54%''' chance to fire twice in succession.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_bubble&amp;quot;&lt;br /&gt;
| {{Defense Shard|Enduring Bubble}}&lt;br /&gt;
| Increases Viper's Fang bubble duration by '''1-2''' seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;oily_harpoon&amp;quot;&lt;br /&gt;
| {{Defense Shard|Oily Harpoon}}&lt;br /&gt;
| Ballista oils targets on hit for ''2.16-6.12'' seconds. Fire damage Ignites the enemy for '''20-200%''' of Defense Power for 3 seconds.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;shattering_torpedo&amp;quot;&lt;br /&gt;
| {{Defense Shard|Shattering Torpedo}}&lt;br /&gt;
| Reflect Beam's torpedoes are imbued with Earth Magic, dealing an extra '''2-42%''' Crushing Earth Damage on explosions.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;snakes_on_a_plane&amp;quot;&lt;br /&gt;
| {{Defense Shard|Snakes on a plane}}&lt;br /&gt;
| Obelisk spawns a snake every 3 seconds that flies into an enemy dealing '''250-1,250%''' Defense Power as magical Earth damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;torpedo_striker&amp;quot;&lt;br /&gt;
| {{Defense Shard|Torpedo Striker}}&lt;br /&gt;
| Increases the radius of the Reflect Beam's Torpedo Detonation by '''3-39%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;vengeance&amp;quot;&lt;br /&gt;
| {{Defense Shard|Vengeance}}&lt;br /&gt;
| 4-40% of the damage taken by the Spike Blockade is returned in its next attack.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;water_elemental&amp;quot;&lt;br /&gt;
| {{Defense Shard|Water Elemental}}&lt;br /&gt;
| The affected tower has has '''5-25%''' chance on hit to drench enemies for 3 seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;block_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Block Power}}&lt;br /&gt;
| Increases the blocking power of the shield by '''5-25%'''&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;celestial_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Celestial Power}}&lt;br /&gt;
| Falling stars give an additional '''6-?''' celestial power.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;deaths_grasp&amp;quot;&lt;br /&gt;
| {{Hero Shard|Death’s Grasp}}&lt;br /&gt;
| When you defeat an enemy, you generate a charge, up to a max of 5. When you block with your shield, all charges are then consumed each unleashing a fireball that deal '''10-210%''' of your ability power as magical fire damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enduring_price&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enduring Price}}&lt;br /&gt;
| Two at Twice the Price lasts '''1-7''' seconds longer.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;escape_artist&amp;quot;&lt;br /&gt;
| {{Defense Shard|Escape Artist}}&lt;br /&gt;
| Reduces the time of disabling effects you sustain by '''0-37.5%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;freezing_vault&amp;quot;&lt;br /&gt;
| {{Hero Shard|Freezing Vault}}&lt;br /&gt;
| Your broom vault now freezes the target for '''1-4''' seconds and deals an extra '''4-16%''' damage.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;harbingers_powered_block&amp;quot;&lt;br /&gt;
| {{Hero Shard|Harbinger’s Powered Block}}&lt;br /&gt;
| Blocking reduces the cooldown of Seismic Slam by '''-0.2''' to '''-0.7''' seconds. Happens a max of '''3''' times a second.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Shield&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;holy_restoration&amp;quot;&lt;br /&gt;
| {{Hero Shard|Holy Restoration}}&lt;br /&gt;
| Increases the healing of Holy Fire by '''3-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lightning_touch&amp;quot;&lt;br /&gt;
| {{Hero Shard|Lightning Touch}}&lt;br /&gt;
| Your primary attacks deal an additional '''4-40%''' of your Hero Damage as storm damage.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;lingering_core&amp;quot;&lt;br /&gt;
| {{Hero Shard|Lingering Core}}&lt;br /&gt;
| Increases Molten Core lifespan by '''1-8''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_of_embermount&amp;quot;&lt;br /&gt;
| {{Hero Shard|Power of Embermount}}&lt;br /&gt;
| Increases the amount of Molten Power gained by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;power_overwhelming&amp;quot;&lt;br /&gt;
| {{Hero Shard|Power Overwhelming}}&lt;br /&gt;
| Increases your Ability Power by '''10-30%''', but increase your ability resource cost by '''100-70%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;price_of_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Price Of Power}}&lt;br /&gt;
| Increases damage of Two at Twice the Price by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;proton_cannon_boost&amp;quot;&lt;br /&gt;
| {{Hero Shard|Proton Cannon Boost}}&lt;br /&gt;
| Width of Proton Charge increased by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;proton_flame_charge&amp;quot;&lt;br /&gt;
| {{Hero Shard|Proton Flame Charge}}&lt;br /&gt;
| EV2's Proton Cannon is upgraded with a flaming core dealing an extra '''4-25%''' fire damage to enemies it hits.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;pumpkinator&amp;quot;&lt;br /&gt;
| {{Hero Shard|Pumpkinator}}&lt;br /&gt;
| Your primary attacks pumpkin your enemies. When a pumpkined enemy dies they explode doing '''10-210%''' ability power as damage. When a pumpkined enemy is hit with a melee attack, increase the Hero Critical Chance of the attacker by '''3-33''' for 5 seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;radiant_power&amp;quot;&lt;br /&gt;
| {{Hero Shard|Radiant Power}}&lt;br /&gt;
| Increases the Defense Power of nearby defenses by '''5-10%'''.&lt;br /&gt;
| 5&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;regeneration&amp;quot;&lt;br /&gt;
| {{Hero Shard|Regeneration}}&lt;br /&gt;
| Restores '''0.25-1.25%''' of your Max Health every 5 seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;serpent_gods_fury&amp;quot;&lt;br /&gt;
| {{Hero Shard|Serpent God's Fury}}&lt;br /&gt;
| When you crit with a primary attack, reduce the cooldown of all your abilities by '''-0.1-0.3''' seconds. The effect has a cooldown of 1 second.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;snake_bomb&amp;quot;&lt;br /&gt;
| {{Hero Shard|Snake Bomb}}&lt;br /&gt;
| When a Dark Torment serpent expires, it explodes dealing '''20-1,020%''' Ability Power as magical damage to nearby enemies.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;spiders_kiss&amp;quot;&lt;br /&gt;
| {{Hero Shard|Spider’s Kiss}}&lt;br /&gt;
| Snipe hits inflict poison, dealing '''50-450%''' Ability Power as magical Poison damage per second for 5 seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;submerging_blast&amp;quot;&lt;br /&gt;
| {{Hero Shard|Submerging Blast}}&lt;br /&gt;
| Increases Submerge's Emerge damage by '''3-39%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;submerging_speed&amp;quot;&lt;br /&gt;
| {{Hero Shard|Submerging Speed}}&lt;br /&gt;
| Increases movement speed while Submerged by '''+4-40%''' and adds a knockup on Emerge.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Lavamancer}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;sundering_blow&amp;quot;&lt;br /&gt;
| {{Hero Shard|Sundering Blow}}&lt;br /&gt;
| Your primary attacks reduce enemy's resistances by '''5-20%''', increasing damage dealt to them.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;superconductor&amp;quot;&lt;br /&gt;
| {{Hero Shard|Superconductor}}&lt;br /&gt;
| Reduces the costs of all abilities by '''1-19%'''.&lt;br /&gt;
| 18&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Monk}}{{Valid for Huntress}}{{Valid for AbyssLord}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Lavamancer}}{{Valid for Initiate}}{{Valid for Adept}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;taser_suit&amp;quot;&lt;br /&gt;
| {{Hero Shard|Taser Suit}}&lt;br /&gt;
| When you take damage you have a '''1-16%''' chance to electrocute enemies in a small area around you, stunning them for 3 seconds.&lt;br /&gt;
| 15&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;tempered_anger&amp;quot;&lt;br /&gt;
| {{Hero Shard|Tempered Anger}}&lt;br /&gt;
| Mystic loses appeasement '''3-39%''' slower and take '''0-100%''' less appeasement damage when at 0 appeasement.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;wave_of_the_storm&amp;quot;&lt;br /&gt;
| {{Hero Shard|Wave Of The Storm}}&lt;br /&gt;
| You have a '''4-40%''' chance when landing on the ground to deal '''10-210%''' of your Ability Power as storm damage to nearby enemies.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;zero_entropy&amp;quot;&lt;br /&gt;
| {{Hero Shard|Zero Entropy}}&lt;br /&gt;
| Ice Needle only affects a single target, but damage is increased by '''3-39%''' and duration is increased by '''1-6''' seconds.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 8&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------- CHAOS 9 --------------------&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos IX ===&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos IX Shard Pack With Border.png|Chaos IX Shard Pack| 70px| center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;augmented_explosions&amp;quot;&lt;br /&gt;
| {{Defense Shard|Augmented Explosions}}&lt;br /&gt;
| Explosion radius of Nether Spiders and Slimes are '''15-65%''' bigger.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Dryad}}{{Valid for Mercenary}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;auto_repair_system&amp;quot;&lt;br /&gt;
| {{Defense Shard|Auto-Repair System}}&lt;br /&gt;
| Restores '''0.5-??%''' of the affected tower’s Max Health every 5s. Only active during Combat Phase.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;bubble_beam&amp;quot;&lt;br /&gt;
| {{Defense Shard|Bubble Beam}}&lt;br /&gt;
| Sand Vipers have an '''11-??%''' chance on hit to bubble the target for '''2-??''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Mystic}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;crippling_blow&amp;quot;&lt;br /&gt;
| {{Defense Shard|Crippling Blow}}&lt;br /&gt;
| Sky Guard Tower has a '''14%''' chance on hit to stun the target for '''0-??''' seconds.&lt;br /&gt;
| 14&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;electric_arcing&amp;quot;&lt;br /&gt;
| {{Defense Shard|Electric Arcing}}&lt;br /&gt;
| Increases the number of targets for the Lightning Strike Aura by 4, but does '''90-??%''' less damage.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Monk}}{{Valid for Initiate}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Freezing Rain&amp;quot;&lt;br /&gt;
| {{Defense Shard|Freezing Rain}}&lt;br /&gt;
| Geyser Traps has '''10-?%''' chance to freeze all targets.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;frenzied_swarm&amp;quot;&lt;br /&gt;
| {{Defense Shard|Frenzied Swarm}}&lt;br /&gt;
| Moss Hornet movement speed is increased by '''500-??'''.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;giant_harpy_feathers&amp;quot;&lt;br /&gt;
| {{Defense Shard|Giant Harpy Feathers}}&lt;br /&gt;
| Harpy feathers pierce through 1 extra target, even when not corrupt. Projectile damage reduction per pierce reduced by '''10-??%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Dryad}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;oily_overflow&amp;quot;&lt;br /&gt;
| {{Defense Shard|Oily Overflow}}&lt;br /&gt;
| Oil Catapult projectiles leave additional Oil on the ground for '''3-??''' seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;titanic_slam&amp;quot;&lt;br /&gt;
| {{Defense Shard|Titanic Slam}}&lt;br /&gt;
| The Colossus' attack has an '''8-??%''' chance to be a massive overhead slam, creating a shockwave that deals '''200-??%''' of your Tower Health as earth damage and sends enemies airborne.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for AbyssLord}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;amped_charge&amp;quot;&lt;br /&gt;
| {{Hero Shard|Amped Charge}}&lt;br /&gt;
| Increases the damage of Proton Charge by '''3-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;atomic_madness&amp;quot;&lt;br /&gt;
| {{Hero Shard|Atomic Madness}}&lt;br /&gt;
| Atomic Launcher fires 2 extra shots in a small spread for '''150-??%''' of your Hero Damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;beam_intensification&amp;quot;&lt;br /&gt;
| {{Hero Shard|Beam Intensification}}&lt;br /&gt;
| Increases the damage of Sword Beam by '''3-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;blood_rage&amp;quot;&lt;br /&gt;
| {{Hero Shard|Blood Rage}}&lt;br /&gt;
| Increases the damage bonus of Provoke by '''4-??%''', and damage resistance by '''3-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;bunny_hop&amp;quot;&lt;br /&gt;
| {{Hero Shard|Bunny Hop}}&lt;br /&gt;
| Gives the ability to double jump! And increases your movement speed by '''0-200'''.&lt;br /&gt;
| 4&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Huntress}}{{Valid for Squire}}{{Valid for AbyssLord}}{{Valid for Adept}}{{Valid for Lavamancer}}{{Valid for SeriesEV2}}{{Valid for Barbarian}}{{Valid for Mystic}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;chi_curse&amp;quot;&lt;br /&gt;
| {{Hero Shard|Chi Curse}}&lt;br /&gt;
| Increases Crippling Chi Wave cripple effectiveness by '''5-??%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Initiate}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;critical_empowerment&amp;quot;&lt;br /&gt;
| {{Hero Shard|Critical Empowerment}}&lt;br /&gt;
| Increases your Hero Crit Damage by '''5-16%'''.&lt;br /&gt;
| 11&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;hasten&amp;quot;&lt;br /&gt;
| {{Hero Shard|Hasten}}&lt;br /&gt;
| Increases attack speed by '''10-??%'''.&lt;br /&gt;
| 16&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Huntress}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Adept}}&lt;br /&gt;
| Helmet&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;heavy_armor&amp;quot;&lt;br /&gt;
| {{Hero Shard|Heavy Armor}}&lt;br /&gt;
| Increases armor by '''4-??%''', but reduces speed by '''700-??'''.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;radiant_empowerment&amp;quot;&lt;br /&gt;
| {{Hero Shard|Radiant Empowerment}}&lt;br /&gt;
| Increases the damage of nearby heroes by '''5-??%'''.&lt;br /&gt;
| 5&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;rainbow_flask&amp;quot;&lt;br /&gt;
| {{Hero Shard|Rainbow Flask}}&lt;br /&gt;
| Increases the damage of Oil Flask by '''3-??%''' and has a chance to drench, ignite, or poison enemies on hit.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Huntress}}&lt;br /&gt;
| Gloves&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;run_and_gun&amp;quot;&lt;br /&gt;
| {{Hero Shard|Run and Gun}}&lt;br /&gt;
| Your primary attacks have a '''10-??%''' chance on hit to increase your movement speed by 600 for 3s.&lt;br /&gt;
| 10&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;sharp_thinking&amp;quot;&lt;br /&gt;
| {{Hero Shard|Sharp Thinking}}&lt;br /&gt;
| Increases the damage bonus of Combat Preparation by '''4-40%'''.&lt;br /&gt;
| 12&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Mercenary}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;tamers_gambit&amp;quot;&lt;br /&gt;
| {{Hero Shard|Tamer's Gambit}}&lt;br /&gt;
| Pets deal '''20-??%''' more damage, but Hero Damage and Ability Power are reduced by '''68-??%'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;tank_gambit&amp;quot;&lt;br /&gt;
| {{Hero Shard|Tank Gambit}}&lt;br /&gt;
| Take '''6-??%''' less damage, but deal '''45-??%''' less damage.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Chest&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;venomous_strikes&amp;quot;&lt;br /&gt;
| {{Hero Shard|Venomous Strikes}}&lt;br /&gt;
|'''2-20%''' chance on hit to poison a target for '''20-180%''' of your Hero Damage stat as magical poison damage each second for '''1-5s'''.&lt;br /&gt;
| 20&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;vroom_polymorph&amp;quot;&lt;br /&gt;
| {{Hero Shard|Vroom Polymorph}}&lt;br /&gt;
| Vroom Broom polymorphs enemies around you when activated for '''2-??''' seconds. Can only activate once every 10 seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Gunwitch}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;wild_fire&amp;quot;&lt;br /&gt;
| {{Hero Shard|Wild Fire}}&lt;br /&gt;
| Increases the duration of Flame Surge’s fire trail by '''1-??''' seconds.&lt;br /&gt;
| 8&lt;br /&gt;
| Chaos 9&lt;br /&gt;
| {{Valid for Countess}}&lt;br /&gt;
| Boots&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;enhanced_launcher&amp;quot;&lt;br /&gt;
| {{Hero Shard|Enhanced Launcher}}&lt;br /&gt;
| Anti Gravity Bot Launcher can store an additional '''1-15''' Anti Gravity Bots.&lt;br /&gt;
| 14&lt;br /&gt;
|'''Removed'''&lt;br /&gt;
| {{Valid for SeriesEV2}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;skeletal_bind&amp;quot;&lt;br /&gt;
| {{Hero Shard|Skeletal Bind}}&lt;br /&gt;
| When you defeat an enemy, you generate a charge. Your next fully-charged secondary attack summons a skeletal hand that traps each target hit for '''1-6''' seconds, draining one charge for each enemy hit. You can have a max of '''5''' charges.&lt;br /&gt;
| 10&lt;br /&gt;
|'''Removed'''&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;harbingers_exile&amp;quot;&lt;br /&gt;
| {{Defense Shard|Harbinger’s Exile}}&lt;br /&gt;
| Training Dummy has a '''1-9%''' chance to teleport targets back to spawner.&lt;br /&gt;
| 20&lt;br /&gt;
|'''Removed'''&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;withering_blast&amp;quot;&lt;br /&gt;
| {{Defense Shard|Withering Blast}}&lt;br /&gt;
| Enemies damaged by Arcane Barrier take '''5-20%''' increased damage for '''1.5-3''' seconds.&lt;br /&gt;
| 15&lt;br /&gt;
|'''Revenge of the Yeti Incursion'''&lt;br /&gt;
| {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;onsen_bath&amp;quot;&lt;br /&gt;
| {{Defense Shard|Onsen Bath}}&lt;br /&gt;
| 20% chance for Cannonball Tower to fire a steamy blast dealing '''20-500%''' Defense Power and drenching enemies for 3 seconds.&lt;br /&gt;
| 12&lt;br /&gt;
|'''Revenge of the Yeti Incursion - Xbox Exclusive Item'''&lt;br /&gt;
| {{Valid for Squire}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hyper Shards==&lt;br /&gt;
&lt;br /&gt;
[[File:The_Hyper_Shard_Icon.png|right|120px]]&lt;br /&gt;
With the introduction of mastery mode, several new hyper shards have been introduced to the game.  Shards unlock as you earn stars in mastery mode.&lt;br /&gt;
Each hyper shard can only be obtained once in Mastery mode.&lt;br /&gt;
&lt;br /&gt;
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard.  Completing all six regions awards the last hyper shard.  This allows you to obtain a second set of all the shards.&lt;br /&gt;
Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:40%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Stars Needed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Prime Region&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Slot&lt;br /&gt;
|- id=&amp;quot;mass_destruction&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_2.png|50px]]                                                                                             &lt;br /&gt;
'''Mass Destruction'''}} &lt;br /&gt;
| Increases the Defense Power of the affected tower by 2-70% .&lt;br /&gt;
| 34&lt;br /&gt;
| 50 Stars&lt;br /&gt;
| Completing all prime maps&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
|- id=&amp;quot;vicious_strikes&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_5.png|50px]]                                                                                          &lt;br /&gt;
'''Vicious Strikes'''}} &lt;br /&gt;
| Increases the Defense Range of the affected tower by x-2275 units.&lt;br /&gt;
| 12&lt;br /&gt;
| 155 Stars&lt;br /&gt;
| Prime 6&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
|- id=&amp;quot;radiant_critical_power&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_3.png|50px]]                                                                                          &lt;br /&gt;
'''Radiant Critical Power'''}} &lt;br /&gt;
| Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%.&lt;br /&gt;
| 5&lt;br /&gt;
| 260 Stars&lt;br /&gt;
| Prime 4&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Boots&lt;br /&gt;
|- id=&amp;quot;explosive_shielding_guard&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_1.png|50px]]                                                                                        &lt;br /&gt;
'''Explosive Shielding Guard'''}} &lt;br /&gt;
| When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard.&lt;br /&gt;
| 20&lt;br /&gt;
| 365 Stars&lt;br /&gt;
| Prime 2&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
|- id=&amp;quot;thunderstruck&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_4.png|50px]]                                                                               &lt;br /&gt;
'''Thunderstruck'''}} &lt;br /&gt;
| Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm damage. Storm damage has a 3 second cooldown.&lt;br /&gt;
| 12&lt;br /&gt;
| 470 Stars&lt;br /&gt;
| Prime 3&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Weapon&lt;br /&gt;
|- id=&amp;quot;destructive_pylon&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_2.png|50px]]                                                                                      &lt;br /&gt;
'''Destructive Pylon'''}} &lt;br /&gt;
| Increases the Defense Power of nearby defenses to 120% and increases the Defense Power of the affected tower by 34%. Does not stack with Destruction or Power Pylon.&lt;br /&gt;
| 18&lt;br /&gt;
| 575 Stars&lt;br /&gt;
| Prime 1&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
|- id=&amp;quot;automation&amp;quot;&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_1.png|50px]]                                                                                  &lt;br /&gt;
'''Automation'''}} &lt;br /&gt;
| Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds.&lt;br /&gt;
| 20&lt;br /&gt;
| 680 Stars&lt;br /&gt;
| Prime 5&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Hyper Shard|[[File:Hyper_Shard_Icon_6.png|50px]]                                                                                  &lt;br /&gt;
'''Juggernaut'''}} &lt;br /&gt;
| Increases your defense health and reduce damage, on 16/16 +70% Defense Health and +20% damage reduction&lt;br /&gt;
| 16&lt;br /&gt;
| 785 Stars&lt;br /&gt;
| Prime 7&lt;br /&gt;
| {{Valid for ALL}}&lt;br /&gt;
| Relic&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Huntress&amp;diff=14952</id>
		<title>Huntress</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Huntress&amp;diff=14952"/>
				<updated>2022-04-27T02:35:14Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Concussive_Shots}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Oil_Flask}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Piercing_Shot}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Explosive_Trap}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Geyser_Trap}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Poison_Dart_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Blaze_Balloon}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Passives=&lt;br /&gt;
{{Datafield|Passives/Huntress|swap}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Apprentice&amp;diff=14951</id>
		<title>Apprentice</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Apprentice&amp;diff=14951"/>
				<updated>2022-04-27T02:35:04Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
== Information ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Arcane_Volley}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Tornado}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Mana_Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Flamethrower_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Arcane_Barrier}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Frostbite_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Earthshatter_Tower}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Passives=&lt;br /&gt;
{{Datafield|Passives/Apprentice|swap}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Squire&amp;diff=14950</id>
		<title>Squire</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Squire&amp;diff=14950"/>
				<updated>2022-04-27T02:34:49Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
== Information ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Sword_Beam}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Provoke}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Seismic_Slam}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Cannonball_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Spike_Blockade}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Ballista}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Training Dummy}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Passives=&lt;br /&gt;
{{Datafield|Passives/Squire|swap}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Barbarian&amp;diff=14945</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Barbarian&amp;diff=14945"/>
				<updated>2022-04-26T06:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Fury=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{:Furious Slash}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Tornado Stance}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Turtle Stance}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Siphon Stance}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Wrath=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{:Lightning Stance}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Staggering Shout}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Whirlwind}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Hawk Strike}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Mystic&amp;diff=14944</id>
		<title>Mystic</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Mystic&amp;diff=14944"/>
				<updated>2022-04-26T06:36:02Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{:Lash Out}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Call To Madness}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Dark Torment}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Serpents Coil}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{:Snaking Sands}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Sand Viper}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Viper's Fangs}}&lt;br /&gt;
|-&lt;br /&gt;
|{{:Obelisk}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Initiate&amp;diff=14943</id>
		<title>Initiate</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Initiate&amp;diff=14943"/>
				<updated>2022-04-26T06:34:53Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Chi_Stomp}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Crippling_Chi_Wave}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Talisman_of_Empowerment}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Water_Aura}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Boost_Aura}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Sky_Guard_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Lightning_Strikes_Aura}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Adept&amp;diff=14942</id>
		<title>Adept</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Adept&amp;diff=14942"/>
				<updated>2022-04-26T06:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ {{PAGENAME}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
Abilities=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Arc_Lightning}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Tornado}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Arcane_Bubble}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Heal_Self}}&lt;br /&gt;
|}&lt;br /&gt;
|-|Defenses=&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{:Flamethrower_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Arcane_Barrier}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Hailstorm_Tower}}&lt;br /&gt;
|-&lt;br /&gt;
{{:Earthshatter_Tower}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=File:Chibi_barb_copy.png&amp;diff=14941</id>
		<title>File:Chibi barb copy.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=File:Chibi_barb_copy.png&amp;diff=14941"/>
				<updated>2022-04-26T06:21:24Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: A white guy uploaded a new version of File:Chibi barb copy.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Heroes&amp;diff=14940</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Heroes&amp;diff=14940"/>
				<updated>2022-04-26T06:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dungeon Defenders 2, the characters with which you play are called heroes. Each hero has skills which are divided into [[Ability|Abilities]] (the &amp;quot;Action&amp;quot; part) and [[Defense|Defenses]] (the &amp;quot;Tower Defense&amp;quot; part).  There are currently 15 heroes in total to include 2 heroes who only have [[Ability|Abilities]], and 13 who have both [[Ability|Abilities]] and [[Defense|Defenses]].&lt;br /&gt;
&lt;br /&gt;
[[File:Squire_card.png|200px|link=Squire]]&lt;br /&gt;
[[File:Apprentice_card.png|200px|link=Apprentice]]&lt;br /&gt;
[[File:Huntress_card.png|200px|link=Huntress]]&lt;br /&gt;
[[File:Monk_card.png|200px|link=Monk]]&lt;br /&gt;
[[File:AbyssLord_card.png|200px|link=Abyss Lord]]&lt;br /&gt;
[[File:SeriesEV2_card.png|200px|link=Series EV2]]&lt;br /&gt;
[[File:GunWitch_card.png|200px|link=Gun Witch]]&lt;br /&gt;
[[File:Lavamancer_card.png|200px|link=Lavamancer]]&lt;br /&gt;
[[File:Mystic_card.png|200px|link=Mystic]]&lt;br /&gt;
[[File:Dryad_card.png|200px|link=Dryad]]&lt;br /&gt;
[[File:Initiate_card.png|200px|link=Initiate]]&lt;br /&gt;
[[File:Adept_card.png|200px|link=Adept]]&lt;br /&gt;
[[File:Barbarian_card.png|200px|link=Barbarian]]&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Heroes&amp;diff=14939</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Heroes&amp;diff=14939"/>
				<updated>2022-04-26T06:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Dungeon Defenders series, the characters with which you play are called heroes. Each hero has skills, divided into [[Ability|Abilities]] (the &amp;quot;Action&amp;quot; part) and [[Defense|Defenses]] (the &amp;quot;Tower Defense&amp;quot; part). There are currently 2 heroes who only have [[Ability|Abilities]], the rest have both [[Ability|Abilities]] and [[Defense|Defenses]].&lt;br /&gt;
&lt;br /&gt;
[[File:Squire_card.png|200px|link=Squire]]&lt;br /&gt;
[[File:Apprentice_card.png|200px|link=Apprentice]]&lt;br /&gt;
[[File:Huntress_card.png|200px|link=Huntress]]&lt;br /&gt;
[[File:Monk_card.png|200px|link=Monk]]&lt;br /&gt;
[[File:AbyssLord_card.png|200px|link=Abyss Lord]]&lt;br /&gt;
[[File:SeriesEV2_card.png|200px|link=Series EV2]]&lt;br /&gt;
[[File:GunWitch_card.png|200px|link=Gun Witch]]&lt;br /&gt;
[[File:Lavamancer_card.png|200px|link=Lavamancer]]&lt;br /&gt;
[[File:Mystic_card.png|200px|link=Mystic]]&lt;br /&gt;
[[File:Dryad_card.png|200px|link=Dryad]]&lt;br /&gt;
[[File:Initiate_card.png|200px|link=Initiate]]&lt;br /&gt;
[[File:Adept_card.png|200px|link=Adept]]&lt;br /&gt;
[[File:Barbarian_card.png|200px|link=Barbarian]]&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=File:Barbarian_card.png&amp;diff=14938</id>
		<title>File:Barbarian card.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=File:Barbarian_card.png&amp;diff=14938"/>
				<updated>2022-04-26T06:08:09Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: A white guy uploaded a new version of File:Barbarian card.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barbarian Card Image&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=World_Tree&amp;diff=14937</id>
		<title>World Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=World_Tree&amp;diff=14937"/>
				<updated>2022-04-26T05:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{#ifeq:{{PAGENAME}}|World Tree|Hero_Defense|{{#ifeq:{{PAGENAME}}|Calculator/Defenses|:Test_Calc_Math|{{#ifeq: {{PAGENAME}}|Dryad|:Hero/List|:Test_Table/Data}}}}}}&lt;br /&gt;
|Name=World Tree&lt;br /&gt;
|Hero=Dryad&lt;br /&gt;
|Type=Blockade&lt;br /&gt;
|Overview=The World Tree is required to place the Dryad's defenses.  If a World Tree reaches 0 health instead of being destroyed and disappearing, it will instead disappear and spawn a seed in its place.  Heros can use this seed to rebuild the World Tree instead of placing a new World Tree.  Hero's that stay within the World Trees range receive a bonus Hero Crit Chance, Hero Crit Damage, and health over time buff.  The World Tree's range increases with each upgrade.&lt;br /&gt;
|Icon=Dryad_WorldTree.png&lt;br /&gt;
|Description=The World Tree provides the power that the Dryad needs to summon her defenses. It restores 5% of a hero's max HP over time while giving +20% Hero Crit Damage and +10% Hero Crit Chance.&lt;br /&gt;
|Range=Tree Range&lt;br /&gt;
|R1=+0.00&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R2=+0.04&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R3=+0.08&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R4=+0.12&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R5=+0.16&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Health=Max Health&lt;br /&gt;
|H1=150&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H2=195&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H3=240&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H4=-285&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H5=-330&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Level=1&lt;br /&gt;
|Mana=20&lt;br /&gt;
|Element=[[Healing]]&lt;br /&gt;
|Status=None&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=World_Tree&amp;diff=14936</id>
		<title>World Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=World_Tree&amp;diff=14936"/>
				<updated>2022-04-26T05:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{#ifeq:{{PAGENAME}}|World Tree|Hero_Defense|{{#ifeq:{{PAGENAME}}|Calculator/Defenses|:Test_Calc_Math|{{#ifeq: {{PAGENAME}}|Dryad|:Hero/List|:Test_Table/Data}}}}}}&lt;br /&gt;
|Name=World Tree&lt;br /&gt;
|Hero=Dryad&lt;br /&gt;
|Type=Blockade&lt;br /&gt;
|Overview=The World Tree is required to place the Dryad's defenses.  If a World Tree reaches 0 health instead of being destroyed and disappearing, it will instead disappear and spawn a seed in its place.  Heros can use this seed to rebuild the World Tree instead of placing a new World Tree.  Hero's that stay within the World Trees range receive a bonus Hero Crit Chance, Hero Crit Damage, and health over time buff.  The World Tree's range increases with each upgrade.&lt;br /&gt;
|Icon=Dryad_WorldTree.png&lt;br /&gt;
|Description=The World Tree provides the power that the Dryad needs to summon her defenses. It restores 5% of a hero's max HP over time while giving +20% Hero Crit Damage and +10% Hero Crit Chance.&lt;br /&gt;
|Range=Tree Range&lt;br /&gt;
|R1=+0&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R2=+0.04&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R3=+0.08&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R4=+0.12&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R5=+0.16&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Health=Max Health&lt;br /&gt;
|H1=150&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H2=195&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H3=240&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H4=-285&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H5=-330&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Level=1&lt;br /&gt;
|Mana=20&lt;br /&gt;
|Element=[[Healing]]&lt;br /&gt;
|Status=None&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=World_Tree&amp;diff=14935</id>
		<title>World Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=World_Tree&amp;diff=14935"/>
				<updated>2022-04-26T05:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{#ifeq:{{PAGENAME}}|World Tree|Hero_Defense|{{#ifeq:{{PAGENAME}}|Calculator/Defenses|:Test_Calc_Math|{{#ifeq: {{PAGENAME}}|Dryad|:Hero/List|:Test_Table/Data}}}}}}&lt;br /&gt;
|Name=World Tree&lt;br /&gt;
|Hero=Dryad&lt;br /&gt;
|Type=Blockade&lt;br /&gt;
|Overview=The World Tree is required to place the Dryad's defenses.  If a World Tree reaches 0 health it will deactivate and leave behind a seed for a player to use to instantly start building the tree at the spot it was initially placed. The World Tree buffs players by granting bonus Hero Crit Chance and Hero Crit Damage and health over time while the hero is within its range.  The World Tree's range increases with each upgrade.&lt;br /&gt;
|Icon=Dryad_WorldTree.png&lt;br /&gt;
|Description=The World Tree provides the power that the Dryad needs to summon her defenses. It restores 5% of a hero's max HP over time while giving +20% Hero Crit Damage and +10% Hero Crit Chance.&lt;br /&gt;
|Range=Tree Range&lt;br /&gt;
|R1=0&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R2=0.04&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R3=0.08&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R4=0.12&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|R5=0.16&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Health=Max Health&lt;br /&gt;
|H1=150&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H2=195&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H3=240&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H4=-285&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|H5=-330&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Level=1&lt;br /&gt;
|Mana=20&lt;br /&gt;
|Element=[[Healing]]&lt;br /&gt;
|Status=None&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Moss_Hornet%27s_Nest&amp;diff=14934</id>
		<title>Moss Hornet's Nest</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Moss_Hornet%27s_Nest&amp;diff=14934"/>
				<updated>2022-04-26T04:59:45Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{#ifeq:{{PAGENAME}}|Moss Hornet's Nest|Hero_Defense|{{#ifeq:{{PAGENAME}}|Calculator/Defenses|:Test_Calc_Math|{{#ifeq:{{PAGENAME}}|Dryad|:Hero/List|:Test_Table/Data}}}}}}&lt;br /&gt;
|Hero=Dryad&lt;br /&gt;
|Type=Trap&lt;br /&gt;
|Name=Moss Hornet's Nest&lt;br /&gt;
|Overview=Hornet's Nest spawn one hornet upon creation and a spawn a second hornet several seconds later.  While in corrupted form a third hornet will spawn and all hornets will move faster.  At any given time only 6 hornets can attack the same enemy.  Hornets can attack land and air enemies.&lt;br /&gt;
|Description=Build a moss hornet's nest that spawns two hornets to attack different enemies. When corrupt, the nest spawns an additional hornet and the hornets' movement speed is increased.&lt;br /&gt;
|Icon=Dryad_HornetsNest.png&lt;br /&gt;
|Attack=Attack Damage&lt;br /&gt;
|A1=0.7&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|A2=1.155&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|A3=1.61&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|A4=2.065&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|A5=2.52&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Crit=Crit Damage&lt;br /&gt;
|C1=3.5&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|C2=3.5&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|C3=3.5&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|C4=3.5&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|C5=3.5&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|Level=1&lt;br /&gt;
|Mana=30&lt;br /&gt;
|Element=None&lt;br /&gt;
|Status=None&lt;br /&gt;
|ISpeed=1.2&amp;lt;noinclude&amp;gt;s&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Missions&amp;diff=14933</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Missions&amp;diff=14933"/>
				<updated>2022-04-25T05:14:31Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dungeon Defenders II, players get '''one''' fresh daily mission a day at 1am eastern time, and can '''store up to 3 missions'''. Players have the ability to re-roll one of these missions per day if they want to change the mission.&lt;br /&gt;
&lt;br /&gt;
'''The Calling All Heroes update did a massive change to all rewards and available daily missions in order to support the new replacement for [[Wyvern Tokens]], the [[Defender Medals]].'''&lt;br /&gt;
&lt;br /&gt;
Additional missions called Bonus Missions are granted once per week. These cannot be rerolled.&lt;br /&gt;
&lt;br /&gt;
==List of Missions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;Maps={| class=wikitable&lt;br /&gt;
! Name !! Defender Medals !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 2 Wins || 225 || Win 2 Maps &lt;br /&gt;
|-&lt;br /&gt;
| 3 Wins || 300 || Win 3 Maps &lt;br /&gt;
|-&lt;br /&gt;
| 2 Town Wins || 300 || Win 2 Town Maps - Gates of Dragonfall, Dragonfall Bazaar, Littlehorn Valley, Greystone Plaza &lt;br /&gt;
|-&lt;br /&gt;
| 2 Sewer Wins || 300 || Win 2 Sewers Maps - Siphon Site D, Dragonfall Sewers &lt;br /&gt;
|-&lt;br /&gt;
| 2 Ruins Wins || 300 || Win 2 Ruins Maps - Forgotten Ruins, Nimbus Reach &lt;br /&gt;
|-&lt;br /&gt;
| 2 Forest Wins || 300 || Win 2 Forest Maps - Forest Crossroads, Liferoot Forest, Forest Biome &lt;br /&gt;
|-&lt;br /&gt;
| 2 Castle Wins || 300 || Win 2 Castle Maps - Ramparts, Throne Room, Ramparts Siege, Assault on Throne Room &lt;br /&gt;
|-&lt;br /&gt;
| 3 Town Wins || 450 || Win 3 Town Maps - Gates of Dragonfall, Dragonfall Bazaar, Littlehorn Valley, Greystone Plaza &lt;br /&gt;
|-&lt;br /&gt;
| 3 Sewer Wins || 450 || Win 3 Sewers Maps - Siphon Site D, Dragonfall Sewers &lt;br /&gt;
|-&lt;br /&gt;
| 3 Ruins Wins || 450 || Win 3 Ruins Maps - Forgotten Ruins, Nimbus Reach &lt;br /&gt;
|-&lt;br /&gt;
| 3 Forest Wins || 450 || Win 3 Forest Maps - Forest Crossroads, Liferoot Forest, Forest Biome &lt;br /&gt;
|-&lt;br /&gt;
| 3 Castle Wins || 450 || Win 3 Castle Maps - Ramparts, Throne Room, Ramparts Siege, Assault on Throne Room&lt;br /&gt;
|}&lt;br /&gt;
|-|Bonus Missions={| class=wikitable&lt;br /&gt;
! Name !! Defender Medals !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Critical Reasoning || 600 || Land 500 random critical hits &lt;br /&gt;
|-&lt;br /&gt;
| Delay of Game || 600 || Stun or Knockup 200 enemies &lt;br /&gt;
|-&lt;br /&gt;
| Shiny and Chrome || 600 || Win the Chrome Enemies Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Eywa Has Heard You || 600 || Win the Forest Poachers Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Chaos Sanctuary || 600 || Win the Demon Slayer Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Those Without Faces || 600 || Win the Altar of the Athame Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Master the Upside Down || 600 || Perfect Win Altar of the Athame Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Quab Duty || 600 || Win without losing a sub-objective (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Agression Funnel || 600 || Defeat 100 enemies with abilities&lt;br /&gt;
|-&lt;br /&gt;
| Bling's Demise || 600 || Win the Little-Horn Valley Incursion&lt;br /&gt;
|-&lt;br /&gt;
| Let Them Eat Cake || 600 || Win the Bastille Incursion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Missions&amp;diff=14932</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Missions&amp;diff=14932"/>
				<updated>2022-04-25T05:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dungeon Defenders II, players get '''one''' fresh daily mission a day, and can '''store up to 3 missions'''. New daily missions are awarded at 1am eastern time unless you currently have 3 daily missions.  Players have the ability to re-roll one of them each day. The Calling All Heroes update did a massive change to all rewards and available daily missions in order to support the new replacement for [[Wyvern Tokens]], the [[Defender Medals]].&lt;br /&gt;
&lt;br /&gt;
Additional missions called Bonus Missions are granted once per week. These cannot be rerolled.&lt;br /&gt;
&lt;br /&gt;
==List of Missions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;Maps={| class=wikitable&lt;br /&gt;
! Name !! Defender Medals !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 2 Wins || 225 || Win 2 Maps &lt;br /&gt;
|-&lt;br /&gt;
| 3 Wins || 300 || Win 3 Maps &lt;br /&gt;
|-&lt;br /&gt;
| 2 Town Wins || 300 || Win 2 Town Maps - Gates of Dragonfall, Dragonfall Bazaar, Littlehorn Valley, Greystone Plaza &lt;br /&gt;
|-&lt;br /&gt;
| 2 Sewer Wins || 300 || Win 2 Sewers Maps - Siphon Site D, Dragonfall Sewers &lt;br /&gt;
|-&lt;br /&gt;
| 2 Ruins Wins || 300 || Win 2 Ruins Maps - Forgotten Ruins, Nimbus Reach &lt;br /&gt;
|-&lt;br /&gt;
| 2 Forest Wins || 300 || Win 2 Forest Maps - Forest Crossroads, Liferoot Forest, Forest Biome &lt;br /&gt;
|-&lt;br /&gt;
| 2 Castle Wins || 300 || Win 2 Castle Maps - Ramparts, Throne Room, Ramparts Siege, Assault on Throne Room &lt;br /&gt;
|-&lt;br /&gt;
| 3 Town Wins || 450 || Win 3 Town Maps - Gates of Dragonfall, Dragonfall Bazaar, Littlehorn Valley, Greystone Plaza &lt;br /&gt;
|-&lt;br /&gt;
| 3 Sewer Wins || 450 || Win 3 Sewers Maps - Siphon Site D, Dragonfall Sewers &lt;br /&gt;
|-&lt;br /&gt;
| 3 Ruins Wins || 450 || Win 3 Ruins Maps - Forgotten Ruins, Nimbus Reach &lt;br /&gt;
|-&lt;br /&gt;
| 3 Forest Wins || 450 || Win 3 Forest Maps - Forest Crossroads, Liferoot Forest, Forest Biome &lt;br /&gt;
|-&lt;br /&gt;
| 3 Castle Wins || 450 || Win 3 Castle Maps - Ramparts, Throne Room, Ramparts Siege, Assault on Throne Room&lt;br /&gt;
|}&lt;br /&gt;
|-|Bonus Missions={| class=wikitable&lt;br /&gt;
! Name !! Defender Medals !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Critical Reasoning || 600 || Land 500 random critical hits &lt;br /&gt;
|-&lt;br /&gt;
| Delay of Game || 600 || Stun or Knockup 200 enemies &lt;br /&gt;
|-&lt;br /&gt;
| Shiny and Chrome || 600 || Win the Chrome Enemies Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Eywa Has Heard You || 600 || Win the Forest Poachers Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Chaos Sanctuary || 600 || Win the Demon Slayer Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Those Without Faces || 600 || Win the Altar of the Athame Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Master the Upside Down || 600 || Perfect Win Altar of the Athame Incursion &lt;br /&gt;
|-&lt;br /&gt;
| Quab Duty || 600 || Win without losing a sub-objective (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Agression Funnel || 600 || Defeat 100 enemies with abilities&lt;br /&gt;
|-&lt;br /&gt;
| Bling's Demise || 600 || Win the Little-Horn Valley Incursion&lt;br /&gt;
|-&lt;br /&gt;
| Let Them Eat Cake || 600 || Win the Bastille Incursion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Water_Aura&amp;diff=14931</id>
		<title>Water Aura</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Water_Aura&amp;diff=14931"/>
				<updated>2022-04-24T10:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;A white guy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{#ifeq:{{PAGENAME}}|Water Aura|Hero_Defense|{{#ifeq:{{PAGENAME}}|Calculator/Defenses|:Test_Calc_Math|{{#switch:{{PAGENAME}}|Initiate=:Hero/List|:Test_Table/Data}}}}}}&lt;br /&gt;
|Hero=Initiate&lt;br /&gt;
|Page={{{1}}}&lt;br /&gt;
|Type=Aura&lt;br /&gt;
|Name=Water Aura&lt;br /&gt;
|Description=Summons forth waves of water to drown enemies within. &lt;br /&gt;
|Overview=An Aura with a high attack rate, hits multiple targets with water damage, great for clearing packs of mobs at once. When attacked by water damage enemies that are [[Drenched_(Status)]] also get [[Electrocute]]. It is able to attack flying enemies.&lt;br /&gt;
&lt;br /&gt;
The Water Aura has a range scaling of 1/6, flat range bonuses granted from Range Gambit in Ascension or the Vicious Strikes shard will only provide 1 additional unit of range for every 6 units of bonus (e.g. a fully upgraded Vicious Strikes will not grant 2,275 additional range, but only 379 additional range)&lt;br /&gt;
&lt;br /&gt;
|Icon=Initiate_water_aura.png&lt;br /&gt;
|Attack=Attack Damage&lt;br /&gt;
|A1=2x&lt;br /&gt;
|A2=3x&lt;br /&gt;
|A3=4x&lt;br /&gt;
|A4=5x&lt;br /&gt;
|A5=6x&lt;br /&gt;
|Health=Max Energy&lt;br /&gt;
|H1=13.6x&lt;br /&gt;
|H2=14.96x&lt;br /&gt;
|H3=16.32x&lt;br /&gt;
|H4=17.68x &lt;br /&gt;
|H5=19.04x&lt;br /&gt;
|Range=Attack Range&lt;br /&gt;
|R1=750&lt;br /&gt;
|R2=750&lt;br /&gt;
|R3=750&lt;br /&gt;
|R4=750&lt;br /&gt;
|R5=750&lt;br /&gt;
|ISpeed=1.25s&lt;br /&gt;
|Element=[[Magical]] [[Water]]&lt;br /&gt;
|Status=None&lt;br /&gt;
|FCombo=[[Electrocute]]&lt;br /&gt;
|Level=1&lt;br /&gt;
|Mana=30&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A white guy</name></author>	</entry>

	</feed>