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Incursions

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Incursions are maps that can be played after a [[Chaos |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|enemies ]] found on the applicable Chaos level may spawn in lanes. [[Enemies#Minibosses |Minibosses]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet supplies]] consumables and eggs. On all incursion maps, the 'Replay from Wave ' function is disabled.
Upon completing the incursion you permanently unlock a [[Weapons#Unique_Weapon|special weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender_Medals|defender medals]]. Special Most special weapons may 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 [[Mods|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 [[Upgrade#Tinkering|moved]], [[Upgrade#Tinkering|replaced ]] or rerolled.
<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 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|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 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 or so -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.
<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 in each lane as waves progress. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. On Wave 5, three different [[Ogre|Ogres]] with 3 unique armor flairs will spawn as minibosses, 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 (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|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 Liferoot Forrest, where the four ground lanes are the same but the air lanes have increased numbers and only a single random 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 minibosses, 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. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork|Cyborc]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.
Poacher 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]].
Minibosses/Special Weapon Drops - 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 and are named "Skeleton X", where X is the name of on the class (e.g. Skeleton Monk)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.
Skeleton 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>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. 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 amount must be collected and returned to the King by or you will fail the incursion. 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 below map (pic coming soon), 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 [[Witherbeasts|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 Kingin a wave, 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 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>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 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 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 arein 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 map minimap how close they are to the crystal.
To get rid of 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 horseshoelower level, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which will cause it to change color from red, to green, and then purple - always in that sequence, and only one color change per an interaction. To cleanse a knight, you must set all four altars to the same color as the knight you want to cleanse. 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, as long as they are all still the same color. Each knight floats in the air, but has an aura underneath it shown as a large colored circle. To cleanse 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 cleansed, so if you have another Knight of the same color you also want to also cleanse, you will need to approach one of the 4 altars again to get the debuff, 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 cleanse it. You will lose your current debuff if you switch heroes or die after acquiring it.
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 scheduled 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 minibosses, or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and cleansing 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.
==[[Chaos#Chaos_VII|Chaos 7]] Incursions==
 
 
===Bastille Master===
 
<u>Map</u> - [[Buried_Bastille|Buried Bastille]] (Lost Dungeons), 5 waves.
 
 
<u>Playing Condition</u> - this stage has the same number of ground and air lanes, and a new miniboss.
 
 
<u>Victory Condition</u> - all enemies on Wave 5 are defeated.
 
 
<u>Special Weapon</u> - '''Haunted Halbred''' ([[Weapons#Staves|staff]] for [[Apprentice|Apprentice]]/[[Adept|Adept]]).
 
 
<u>Special Weapon MOD</u> - '''Ghostly Halbred''', "description" Chaos 7 values [#-#].
 
 
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