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Incursions

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<u>Playing Condition</u> - this incursion is very similar to a Chaos 2 expedition of Liferoot Forrest, where the four ground lanes are the same but the air lanes have increased numbers and only a single enemy type. On wave 4, there are no air lanes. This incursion assigns one mutator to each lane from the common pool of mutators. 4 Poachers inhabit this map and spawn as bosses, once per a wave, starting on wave 2. They can spawn on any lane at random. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will have a red blinking schedule. 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. Thorc can spawn on the same lane as well on any wave.  Poachers: Sammie the Trapper spawns on wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status, Sach 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]], and Sturgis the Falconer spawns on wave 5 as a [[Lady_Orcs|Lady Orc]].
Lane Bosses/Special Weapon Drops - on waves 2-4, the only normal lane bosses that spawn are [[Slekeleon|Skeletons]], and then on wave 5 one [[Geode_Prime_-_Leader_of_the_Shield_Geodes|Geode Prime]] will also randomly spawn. Keep track of all the Skeletons, as they will regenerate on the beginning of the next wave where they died, and by wave 5 they can stack up. There is also a [[Orcs|Orc]] lane boss named Treet that may spawn randomly and has a unique zombie skin flair. In addition to these bosses there is also 4 special hero skeleton bosses, one for each of the 4 starting heroes (Monk/Huntress/Apprentice/Squire) at normal size, and each will have a unique purple skeleton flair. They spawn with only a purple question mark as their icon and are named "Skeleton X", where X is the name of the class (e.g. Skeleton Monk). 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 bosses are special because they each have a low probability of dropping a unique weapon, only found on this map. 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. All shot styles are "spooky" flair.  Special Weapons: Wailing Glaive polearm, Bow O'Lantern bow, Raven's Claw staff, and Iron Reaper sword.
<u>Playing Condition</u> - this map is a gather and collect mission where you collect gold nuggets from around the stage and bring it to the Kobold King found in the center of the map. The map is dark, so the gold nuggets can be hard to see, but they do sparkle some. Once a nugget is given to the king at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget. Each wave has a gold amount that must be collected to end the stage, and enemies will infinitely spawn. Each wave has a time limit that the gold must be collected and returned by or you will fail the incursion. Gold can be found in 11 or so hidden locations on the map, see the below map (pic coming soon), of which about 2-4 are generated at the beginning of the wave and a couple more nuggets will generate as the stage progresses. On wave 5, up to 7 hidden nuggets can spawn as the stage progresses. Gold is also dropped by special lane bosses that constantly spawn called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these bosses will drop one gold nugget. 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. Once the required amount of nuggets has been given to the Kobold King, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. Complete all 5 waves to win the incursion. All of the ground and air lanes will spawn normal Chaos 3 expedition enemies. This incursion assigns one mutator to each lane from the common pool of mutators. All normal Lane Bosses can spawn, and will have a separate mutator, but will not drop any gold. 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.  Wave Requirements: wave 1) 7 nuggets, 245 seconds; wave 2-4) 9 nuggets, 270 seconds; wave 5) 10 nuggets, 300 seconds.
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