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<u>Playing Condition</u> - this map will be the same enemy schedules for all lanes as found in a Chaos 1 expedition of this map. All map enemies will only have the 'Chrome' mutator, "cannot be stopped", which means that no slowdown crowd control effects will work. This includes stun, freeze, and slow. No other mutators are applied. 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. All spawned enemies and minibosses will also have a chrome skin flair applied. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied. Slowdown If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy other than a cosmeticmovement.
<u>Victory Condition</u> - on On Wave 5, all main crystal cores still have health, and all enemies are defeated.
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> 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. Do not bother with any crowd control abilities as they will not work here. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. </div>
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<u>Playing Condition</u> - this This map has three ground lanes, two of which will spawn normal Chaos 1 enemy schedules. There are no air lanes on any waves. 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. Minibosses 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]], and mini versions of [[Griblok]]. There are no air lanes on any waves. All normal minibosses may spawn on any lane. This incursion assigns one mutator to each lane from the common pool of mutators.
<u>Victory Condition</u> - on On Wave 5, the main crystal core still has health, and all enemies are defeated.
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> 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. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 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 miniboss named Griblok the Razor 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 miniboss spawns.</div>
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<u>Playing Condition</u> - this 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]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses, each with a separate mutator: Timothy, - Wyvern Fan, Jimothy, - Wyvern Enthusiast, and Gregory, - Wyvern Aficionado. This incursion assigns one mutator to each lane and miniboss from the common pool of mutators.
<u>Victory Condition</u> - on On Wave 5, the main crystal core still has health, and all enemies are defeated.
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> The key to this map is having towers to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. 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. On Wave 5, you can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre (Timothy, Wyvern Fan) spawns first, and second type (Jimothy, Wyvern Enthusiast) second, and the third (Gregory, Wyvern Aficionado) spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the West spawn point. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork]]. He can spawn on multiple waves, and more than one lane at a time. His , but his spawn rate is low.</div>
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<u>Playing Condition</u> - this 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 random enemy type. This incursion assigns one mutator to each lane from the common pool of mutators. 4 Poachers inhabit this map and spawn as minibosses. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. The Poacher minibosses are Sammie the Trapper, Sach the Stalker, Steiner the Hunter, and Sturgis the Falconer. This incursion assigns one mutator to each lane from the common pool of mutators.
<u>Victory Condition</u> - on On Wave 5, the main crystal core still has health, and all enemies are defeated.
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> The key to this map is having towers to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-45. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and 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 blink red blinking , and you can see them on the schedule. 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]]. Sturgis the Falconer spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork]]. He can spawn on multiple waves, and more than one lane at a time. His , but his spawn rate is low. On Wave 4only, there are no air lanes. </div>
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<u>Playing Condition</u> - this 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. No mutators are found on any lanes for this incursion. All ground lanes are the same as in Chaos 3 expedition, but air lanes have only contain a singular new enemy - Demon Eyes. There are also new spawn points added to this stage that are not marked on the map that generate [[Skeletons]]. In the final wave you will face the boss Eye of Cthulhu (giant eyeball). No mutators are found on any lanes for this incursion.
<u>Victory Condition</u> - on On Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated.
Minibosses/Special Weapon Drops - on On Waves 2-4, the only normal minibosses that spawn are [[Slekeleon|Slekeleons]], and then on Wave 5 one [[Geode_Prime_-_Leader_of_the_Shield_Geodes|Geode Prime]] will also randomly spawn. Keep track of all the Slekeleons, 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]] miniboss named Treet (i.e. Halloween theme, as in Trick or "Treet") that may spawn randomly and has a unique zombie skin flair. In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes (Skeleton Monk, Skeleton Huntress, Skeleton Apprentice, Skeleton Squire) at normal size, and each will have a unique purple skeleton flair. They spawn with only a purple question mark as their icon on the screen. 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 minibosses are special because they each have a low probability of dropping a unique weapon. 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.
<u>Playing Condition</u> - this This map is a gather and collect gathering mission where you collect gold nuggets one at a time from around the stage and bring it to the Kobold King found in the center of the map. 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 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 spawnuntil 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. 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 minibosses can spawn, and will have a separate mutator, but will not drop any gold. This incursion assigns one mutator to each lane from the common pool of mutators.
<u>Victory Condition</u> - on On Wave 5, all main crystal cores still have health, and all required nuggets are brought to the Kobold King before the timer expires.