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Incursions

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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 minibosses can spawn in any lane on any wave. Lane bosses Minibosses will drop less gear upon defeat, but and will drop more than normal amounts of pet supplies.
Upon completing the incursion you permanently unlock a special weapon, which can be purchased from the [[Tavern#Wayfarer |Wayfarer]] for 500 [[Defender_Medals|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 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.
On some incursion maps, each lane 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.
<u>Playing Condition</u> - this map will be them same enemy schedules for all lanes as found in a Chaos 1 version of this map. All map enemies will only have the 'Chrome' mutator, "cannot be stopped", which means that no slowdown effects will work (includes stun, freeze, and slow). All normal minibosses may spawn. All spawned enemies and minibosses 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. Slowdown animations are still applied (e.g. frozen enemies are encased in ice) but have no effect.
<u>Playing Condition</u> - this map has three ground lanes, two of which will spawn normal Chaos 1 enemy schedules. There are no air lanes. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. Each wave one of the three lanes will be designated as the Griblok 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_(Regular)|Kobolds]] (skate version), mini versions of [[Quibly|Quibly]] (high health version of [[Goblins_(Bomb)|Bomb Goblins]] with bright purple skin flair), and mini versions of [[Griblok|Griblok]] (high health version of [[Goblins_(Regular)|Goblins]] with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in a 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 or so 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 lane boss miniboss 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 miniboss spawns.
==[[Chaos#Chaos_II|Chaos 2]] Maps==
On both Chaos 2 maps, the only additional lane boss miniboss that spawns is Thorc, the large [[Cybork|Cyborc]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.
<u>Playing Condition</u> - this incursion is very similar to a Chaos 2 expedition of Forrest Crossroads, where the four ground lanes are the same but the air lanes have greatly increased numbers and a 3rd air lane is added on the north end of the map. This incursion assigns one mutator to each lane from the common pool of mutators. Air lanes will have up to three different types of enemies ([[Wyverns|Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning_Bugs|Lightning Bugs]]) and number from 30-50 each lane as waves progress. On wave 4, one air lane will drop to only 12, and on wave 5 all three drop to only 12. On wave 5, three different [[Ogre|Ogres]] with various armor will spawn as bossesminibosses, each with a separate mutator. If you look at the schedules, you can see where and in what order they spawn, as the first type Ogre spawns first, and second type second, and third spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the west spawn point.
<u>Reward Special Weapon</u> - '''North Pole''' (light [[Weapons#Polearms|polearm]] for the [[Monk|Monk]]/[[Initiate|Initiate]]). It has 1 spread and 2 speed.
<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 bossesminibosses, 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.
PoachersPoacher Minibosses: 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]].
<u>Reward Special Weapon</u> - '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress|Huntress]]). Has 5 spread, 2 speed, and "Chlorophyte Arrows" which is in the shape of a vertical straight line.
<u>Reward Special Weapon MOD</u> - '''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.
<u>Playing Condition</u> - this is a [https://terraria.org/ Terraria] crossover map, with a big red moon added in the night sky, making the color of the level mostly dark pink/purple, and torches can be found all around. All ground lanes are the same as Chaos 3 expedition. In addition, there are spawn points that are added that are not marked on the map that generate 3 types of [[Skeletons|Skeleton]] enemies. There are 7 in total, and there is no way to know how many enemies it produces or if any bosses minibosses will spawn from one. There are no air lanes on wave 1. On wave 2 one of the two air lanes will randomly activate, and from wave 3 and on both will be active. All air enemies are Demon Eyes (mini eyeballs) that track 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. Wave 5 is a boss Boss round and enemies will infinitely spawn until the boss Boss is defeated, which will then end the stage immediately. The boss Boss is Eye of Cthulhu (giant eyeball) that tracks and attacks the hero while spawning Demon Eyes as well. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. No mutators are found on any lanes for this incursion.
Lane BossesMinibosses/Special Weapon Drops - on waves 2-4, the only normal lane bosses minibosses 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 miniboss named Treet that may spawn randomly and has a unique zombie skin flair. In addition to these bosses minibosses there is also 4 special hero skeleton bossesminibosses, 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 minibosses 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. MOD slot 1 can be tinkered, and the level currently shown on it plays no part in that process. All shot styles are "spooky" flair.
Special WeaponsSkeleton Miniboss Weapon Drops: '''Wailing Glaive''' [[Weapons#Polearms|polearm]], '''Bow O'Lantern''' [[Weapons#Bows|bow]], '''Raven's Claw''' [[Weapons#Staves|staff]], and '''Iron Reaper''' [[Weapons#Swords|sword]].
<u>Reward Special Weapon</u> - '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series_EV2|EV2]]). It has 2 spread, 2 speed, and fires "Celebration!!!" shots.
<u>Reward Special Weapon MOD</u> - '''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 a 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.
<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 12 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 minibosses that constantly spawn spawns called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these bosses minibosses 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 minibosses 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; Waves 2-4) 9 nuggets, 270 seconds; Wave 5) 10 nuggets, 300 seconds.
<u>Reward Special Weapon</u> - '''Bling King Bow''', which shows up in inventory as "Bling-O-Midas" ([[Weapons#Bows|bow]] for [[Huntress|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.
<u>Reward Special Weapon MOD</u> - '''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.
<u>Playing Condition</u> - this stage is very similar to a Chaos 4 expedition of the same map, however a new enemy and stage mechanic involving Spectral Knights have been added. All air and ground lanes are the same as normal play. This incursion assigns two mutators to each lane from the common pool of mutators. All normal lane bosses minibosses can spawn, and with separate mutators. 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 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 relatively a small amount. They do not harm any defenses or heroes. Each Knight is colored Red, Green or Purple and when they spawn the game message will tell you what color they are, and the message text will also be in that 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 map how close they are to the crystal.
To fight the Knights, you must use an environmental mechanism found on only this stage. 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 horseshoe, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which cause it to change color from red, to green, and then purple - always in that sequence. To vanquish a knight, you must set all four altars the same color as the knight you want to vanquish. 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. Each knight floats in the air, but has an aura underneath it as a large colored circle. To vanquish 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 "The Spectral Knight has been cleansed". You will lose the debuff once a Knight is vanquished, so if you have another Knight of the same color you also want to vanquish, you will need to approach one of the 4 altars again, 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 vanquish it. The debuffs do not stack.
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 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 bossesminibosses, or stuck units can make the match continue on, so ensure to clean-up all units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and debuffing 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.
<u>Reward Special Weapon</u> - '''Molten Tome''' ([[Weapons#Books|book]] for the [[Abyss_Lord|Abyss Lord]]).
<u>Reward Special Weapon MOD</u> - '''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 fissure fires out in a straight vertical line along the ground. The fissure will Ignite enemies, even if no Oiled status is present.
<u>Playing Condition</u> - this stage is very similar to a Chaos 4 expedition of the same map, however a new bossBoss, enemy, and stage mechanic have been added. All air and ground lanes are the same as normal play. This incursion assigns two mutators to each lane from the common pool of mutators. All normal lane bosses minibosses can spawn, and with separate mutators. Gnash the Flame Lance (large [[Berserker_Orc|Berserker]] bossminiboss) will often spawn at the beginning of any wave. This is a boss Boss stage fight against the Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away. There are 3 waves, and the stage is won when the Demon Lord is defeated. At the start of the round, 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. Having a way to heal your hero is highly recommended on this stage. The Demon Lord will also repeatedly throw lava balls at or near each hero, that have a slight homing quality to them, and do splash damage when they land. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. This is a very bad stage to AFK on. 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.
In order to damage the Demon Lord, you must 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, 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, also 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 notice 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 into the catapult for use. When the debuff is removed, all existing lava balls on the map 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 then also launch you with it. The lava ball will 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 aiming 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 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 to by one third. 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 win the wave and the stage.
<u>Reward Special Weapon</u> - '''Bone Glove''' (fist for the [[Lavamancer|Lavamancer]]).
<u>Reward Special Weapon MOD</u> - '''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]. Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these 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. Some surfaces are dead zones though, and will stop the bones from reflecting.
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