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Incursions

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Chaos VI Incursions
===Malthius Incursion===
 
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]
<span style="color:#FFFFFF"> '''''The terrible Dark Mage Malthius is attacking the Ramparts! His powerful healing spells and summoned skeletons will prove quite the challenge to overcome.''''' </span>
* '''<u>Map</u>''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.
* '''<u>Playing Condition</u>''' - 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.
* '''<u>Victory Condition</u>''' - 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.
* '''<u>Special Weapon Reward 1Rewards</u>''' - [[File:Megashark_Icon.png|35px25px]] '''Megashark''' ([[Weapons#Rifles|gun]Megashark] for [[Gun Witch]]). Has 1 spread, 8 speed, and fires "Meteor Bullets". This special weapon can drop from a victory chest * <u>Special Weapon MOD</u> - '''Meteor Bullets''', "Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage." 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. '''<u>Special Weapon Reward 2</u>''' - and [[File:Tusnami_Icon.png|35px25px]] '''Tsunamic Jester''' ([[Weapons#Bows|bowTsunami (Jester)]] for [[Huntress]]). Always has 5 shots per second, Jester Arrows shot pattern, and 5 projectiles. This special weapon can drop from a victory chest. * <u>Special Weapon MOD</u> - '''Jester Arrows''(Chance to drop from Victory Chest)'', "Fires a column of Jester Arrows that pierce up to 5 targets."
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<u>'''''Playing Tips ('for Malthius Incursion''WARNING - SPOILERS''')</u>:
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===Return of Maldonis===
 
[[File:Return_of_Maldonis.png|600px|thumb]]
<span style="color:#FFFFFF"> '''''The Heroes make their way back to the Temple to find Maldonis the Dark has returned. Cleanse the Dark Marks and vanquish Maldonis!''''' </span>
* '''<u>Map</u>''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves.
* '''<u>Playing Condition</u>''' - 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.
* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - '''Meowmere''' (light [[Weapons#SwordsFile:Meowmere_Icon.png|sword35px]] for '''[[SquireMeowmere]]/[[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. * <u>Special Weapon MOD</u> - '''Master of Cats''(Chance to drop from Victory Chest)', "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." 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 "meow" 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.
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<u>'''''Playing Tips ('for Return of Maldonis''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> 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.
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==[[Chaos#Chaos_VII|Chaos VII]] Incursions==
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