Incursions
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. Minibosses will drop less gear upon defeat, but and will drop more than normal amounts of pet consumables and eggs. On all incursion maps, the 'Replay from Wave' function is disabled.
Upon completing the incursion you permanently unlock a special weapon, which can be purchased from the 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 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, replaced or rerolled.
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.
Contents
Chaos I Incursions
Chrome Enemies
Map - Forgotten Ruins (Ancient Ruins), 5 waves.
Playing Condition - All enemies will have the 'Chrome' mutator, "cannot be stopped". 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.
Victory Condition - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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.
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Special Weapon Reward - Terra Blade (Light sword for The Squire/Dryad/Barbarian). Defeating this Incursion for the first time also unlocks this weapon to be purchasable from the Wayfarer.
- Although two different versions of this sword can 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 - Terra Wisp, "fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second." 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 Geode or Vanguard shields.
Griblok's Horde
Map - The Gates of Dragonfall (Dragonfall Town), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, the main crystal core still has health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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.
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Special Weapon Reward - Lunar Portal (staff for Apprentice/Adept). Staff has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees. Defeating this Incursion for the first time also unlocks this weapon to be purchasable from the Wayfarer.
- Special Weapon MOD - Lunar Caller, "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals." 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.
Chaos II Incursions
Wyvern Enthusiast
Map - Forest Crossroads (The Liferoot), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, the main crystal core still has health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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, 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.
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Special Weapon Reward - North Pole (light polearm for the Monk/Initiate). It has 1 spread and 2 speed. This weapon does not drop in the victory chest and can only be gotten from the Wayfarer.
- Special Weapon MOD - Pole Launcher, "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". 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.
Forrest Poachers
Map - Liferoot Forest (The Liferoot), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, the main crystal core still has health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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.
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Special Weapon Reward - 35px Tsunamic Chlorophyte (bow for Huntress). Has 5 spread, 2 speed, and "Chlorophyte Arrows" which is in the shape of a vertical straight line.
- Special Weapon MOD - Chlorophyte Chip, "fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface." 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.
Chaos III Incursions
Dawn of the Blood Moon
Map - Forest Biome (The Liferoot), 5 waves.
Playing Condition - This is a 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.
Victory Condition - On Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated.
Playing Tips (WARNING - SPOILERS): 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. All air enemies are 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.
In order to survive to wave 5, the next two points are something that the players have to be aware of -
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.
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.
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.
Skeleton Heroes Miniboss Weapon Drops: (In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress & Skeleton Monk.) Raven's Claw staff, Iron Reaper sword, Bow O'Lantern bow & Wailing Glaive polearm.
Wave 5 : The Eye of Cthulhu - 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 Eye of Cthulhu which is a giant eyeball that's also a unique enemy from Terraria alongside Demon Eyes. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. This boss has two phases -
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Special Weapon Reward - Celebration!!! (canister for Series EV2). It has 2 spread, 2 speed, and fires "Celebration!!!" shots. This weapon does not drop in the victory chest and can only be gotten from the Wayfarer.
- Special Weapon MOD - Celebration!!!, "fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area." 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.
Kobold Bling King
Map - Little-Horn Valley (Dragonfall Town), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, all main crystal cores still have health, and all required nuggets are brought to the Kobold King before the timer expires.
Playing Tips (WARNING - SPOILERS): 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. 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.
Gold Nuggets and The Kobold Bling King. 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.
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 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.
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Special Weapon Reward - Bling King Bow, which shows up in inventory as "Bling-O-Midas" (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.
- Special Weapon MOD - Bling Blast, "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." 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.
Chaos IV Incursions
Spectral Assault
Map - Unholy Catacombs (Lost Dungeons), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, the main crystal core still has health, and all enemies are defeated - which does not include the Spectral Knights.
Playing Tips (WARNING - SPOILERS): Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the 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.
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.
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Special Weapon Reward - 35px Molten Tome (tome for the Abyss Lord)
- Special Weapon MOD - Volcanic Command, "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." 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.
The Demon's Lair
Map - Molten Citadel (Lost Dungeons), 3 waves.
Playing Condition - 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.
Victory Condition - On Wave 3, the main crystal core still has health, and the Demon Lord's health is brought down to zero.
Playing Tips (WARNING - SPOILERS): Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the 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.
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.
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.
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.
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Special Weapon Reward - Bone Glove (fist for the Lavamancer). This weapon does not drop in the victory chest and can only be gotten from the Wayfarer.
- Special Weapon MOD - Fist of Bones, "Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces." 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 Geode or Vanguard shields.
Chaos V Incursions
Altar of the Athame
Map - Crumbled Bulwark (Lost Dungeons), 4 waves.
Playing Condition - 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.
Victory Condition - On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.
Playing Tips (WARNING - SPOILERS): 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.
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.
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.
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.
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 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.
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 ("Dark Realm Ritual is Ready"), 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.
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Special Weapon - Shadowflame (dagger for the Mystic). Has 1 spread, 2 speed, and can be Medium or Light type.
- Special Weapon MOD - Shadowflame Knife, "Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times." 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.
Power Surge
Map - Dragonfall Bazaar (Dragonfall Town), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, the main crystal core still has health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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.
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.
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Special Weapon Reward - Glaive of the Storms (polearm for the Monk/Initiate). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.
- Special Weapon MOD - Storm Rider, "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." 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.
Chaos 6 Incursions
Malthius Incursion
Map - The Ramparts (Dragonfall Castle), 5 waves.
Playing Condition - 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 skeleton spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes.
Victory Condition - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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. 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. All normal minibosses may spawn, but typically just one spawns on Wave 3 from the "Gazebo Tower" spawn in the NW corner. Sniper Warbleed (large version of a Hex Thrower) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a 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 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. |
This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.
Special Weapon 1 - Megashark (gun for the Gun Witch). Has 1 spread, 8 speed, and fires "Meteor Bullets".
- Special Weapon MOD - 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 Geode or Vanguard shields.
Special Weapon 2 - 35px Tsunamic Jester (bow for Huntress). Has 5 spread, 2 speed, and fires "Jester Arrows" which is in the shape of a vertical straight line.
- Special Weapon MOD - Jester Arrows, "fires a column of Jester Arrows that pierce up to 5 targets." 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 Geode or Vanguard shields.
Return of Maldonis
Map - Temple Of The Necrotic (Rotting Ravine), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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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Special Weapon - Meowmere (light sword for Squire/Dryad/Barbarian). Although two different versions of this sword can 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 - Master of Cats, "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 Geode or Vanguard shields.
Chaos VII Incursions
Bastille Master
Map - Buried Bastille (Lost Dungeons), 5 waves.
Playing Condition - 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.
Victory Condition - 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.
Playing Tips (WARNING - SPOILERS): 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.
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In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from Revenge of the Yeti) can also possibly drop.
Special Weapon - Haunted Halberd (staff for Apprentice/Adept). Has 4.5 speed, 1 spread, and Spooky I flair shots.
Special Weapon MOD - Ghastly Halberd, "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"" 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.
Revenge of the Yeti
Map - Drakenfrost Resort (Drakenfrost), 5 waves.
Playing Condition - 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.
Victory Condition - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
Playing Tips (WARNING - SPOILERS): 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.
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Special Weapon - Demon Scythe (tome for the Abyss Lord). This weapon does not drop in the victory chest on this stage, but you can buy one from the Wayfarer once this stage has been completed. This weapon does have the possibility to drop in the victory chest of the Bastille Master incursion, but that stage will not unlock it at the Wayfarer.
Special Weapon MOD - Demonic Scythes, "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." 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 Geode or Vanguard shields.
Dark Awakening
Map - Plunderer's Paradise (The High Seas), 5 waves.
Playing Condition - 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.
Victory Condition - 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.
Playing Tips (WARNING - SPOILERS): 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.
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Special Weapon - The Last Word (medium axe for the Barbarian).
Special Weapon MOD - Captain's Fury, "Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX." Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.
Prime Incursions
What are they?
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.
Rewards
1. Victory Chest loot
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:
Prime Weapons - These weapon with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated "fan-favorites" shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.
Chaos VIII Ampoules - 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.
2. Hyper Shards -
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.
History
- ??? : Prime Incursions added.
- 4.0 : Dark Awakening Incursion added.
- 3.0 : Some Incursion have been added to Adventures.
- 1.1 : Revenge of the Yeti Incursion added.
- 1.0 : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.
- [Early Access 19.0] : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.
- [Early Access 17.0] : Added Dawn of the Blood Moon Incursion and the Wayfarer.
- [Early Access 16.3] : The 2015 Spooky Event have returned as a permanent incursion - Return of Maldonis.
- [Early Access 15.4] : Added Altar of the Athame Incursion.
- [Early Access 14.4] : Added The Demon's Lair Incursion.
- [Early Access 14.2] : Added Power Surge Incursion.
- [Early Access 13.5] : Added Bastille Master Incursion.
- [Early Access 13.3] : Added The Kobold Bling King Incursion.
- [Early Access 12.0] : Added Spectral Assault Incursion.