Difference between revisions of "Incursions"

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Upon completing the incursion you permanently unlock a special weapon, which can be purchased from the Wayfarer for 500 defender medals. 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 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 moved or replaced.  
 
Upon completing the incursion you permanently unlock a special weapon, which can be purchased from the Wayfarer for 500 defender medals. 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 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 moved or replaced.  
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Note about mutators. On incursion maps, each lane will randomly be assigned one mutator 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.
  
  
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Playing Condition - this map has three lanes (no air lanes), two of which will spawn normal C1 enemy schedules. However, each wave one of the three lanes will be designated as the Griblock Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. Lane bosses can also spawn each wave on any lane at random. The Horde lane will consist of large numbers of three enemy types - Kobolds (skate version), Bomb Goblins (bright purple skin flair), and mini versions of Griblock (basically high health version of Vanguards with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Griblocks next, and followed by Bomb Goblins. Enemy types in a group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are seperated by small packs of 3 or so Bomb Goblins. 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 Bomb Goblins. Griblock may also spawn as a large lane boss 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 boss spawns.  
 
Playing Condition - this map has three lanes (no air lanes), two of which will spawn normal C1 enemy schedules. However, each wave one of the three lanes will be designated as the Griblock Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. Lane bosses can also spawn each wave on any lane at random. The Horde lane will consist of large numbers of three enemy types - Kobolds (skate version), Bomb Goblins (bright purple skin flair), and mini versions of Griblock (basically high health version of Vanguards with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Griblocks next, and followed by Bomb Goblins. Enemy types in a group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are seperated by small packs of 3 or so Bomb Goblins. 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 Bomb Goblins. Griblock may also spawn as a large lane boss 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 boss spawns.  
 
Note about mutators. On this map, each lane will randomly be assigned one mutator 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.
 
  
 
Special Weapon - Lunar Portal (wand for Apprentice/Adept). Wand has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees.  
 
Special Weapon - Lunar Portal (wand for Apprentice/Adept). Wand has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees.  
  
 
Special Weapon MOD - Lunar Caller, "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seonds. Up to X portals." C1 values [56-155%, 9.65-17.5s, 1-6 portals], C7 values [116-215%, 18.65-33.5s, 4-9 portals]. Note - the portal is a stationary star with wide range that you place, it then fires a continuous beam from it, attacking a singular enemy (until it dies), and each portal can only attack one separate enemy at a time.
 
Special Weapon MOD - Lunar Caller, "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seonds. Up to X portals." C1 values [56-155%, 9.65-17.5s, 1-6 portals], C7 values [116-215%, 18.65-33.5s, 4-9 portals]. Note - the portal is a stationary star with wide range that you place, it then fires a continuous beam from it, attacking a singular enemy (until it dies), and each portal can only attack one separate enemy at a time.

Revision as of 06:08, 31 December 2018

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. All enemies found on the applicable Chaos level can spawn in lanes, and all DD2 lane bosses can spawn in any lane on any wave.

Upon completing the incursion you permanently unlock a special weapon, which can be purchased from the Wayfarer for 500 defender medals. 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 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 moved or replaced.

Note about mutators. On incursion maps, each lane will randomly be assigned one mutator 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.


Chaos One Maps

Chrome Enemies

Map - Forgotten Ruins (Ancient Ruins)

Playing Condition - all map enemies have Chrome mutator, "cannot be stopped", which means that no slowdown effects will work (includes stun, freeze, and slow). All spawned enemies will also have a chrome skin flair applied, but lose it on their death animation. Summoned enemies will not have chrome skin, but the mutator is applied. Note that slowdown animations are still applied (e.g. frozen enemies are encased in ice) but have no effect.

Special Weapon - Tera Blade (light sword for Squire/Dryad/Barbarian). Note that although two different versions of this sword drop with only the Squire or Dryad listed as usable, all three sword using heroes can use either one. Up to two special weapons can drop in one victory chest.

Special Weapon MOD - Tera Wisp, "fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second." C1 values [17.7-38%, 2-5 enemies], C7 values [59.7-80%, 8-11 enemies]. Note - wisp is a short projectile that fires out at chest level horizontally.


Griblock's Horde

Map - Gates of Dragonfall (Dragonfall Town)

Playing Condition - this map has three lanes (no air lanes), two of which will spawn normal C1 enemy schedules. However, each wave one of the three lanes will be designated as the Griblock Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. Lane bosses can also spawn each wave on any lane at random. The Horde lane will consist of large numbers of three enemy types - Kobolds (skate version), Bomb Goblins (bright purple skin flair), and mini versions of Griblock (basically high health version of Vanguards with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Griblocks next, and followed by Bomb Goblins. Enemy types in a group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are seperated by small packs of 3 or so Bomb Goblins. 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 Bomb Goblins. Griblock may also spawn as a large lane boss 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 boss spawns.

Special Weapon - Lunar Portal (wand for Apprentice/Adept). Wand has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees.

Special Weapon MOD - Lunar Caller, "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seonds. Up to X portals." C1 values [56-155%, 9.65-17.5s, 1-6 portals], C7 values [116-215%, 18.65-33.5s, 4-9 portals]. Note - the portal is a stationary star with wide range that you place, it then fires a continuous beam from it, attacking a singular enemy (until it dies), and each portal can only attack one separate enemy at a time.