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Incursions

3,010 bytes added, 21:50, 17 January 2019
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<u>Victory Condition</u> - all enemies on Wave 5 , all main crystal cores still have health, and all enemies are defeated.
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and Eye of Cthulhu on Wave 5 is defeated.
<u>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and all 10 nuggets on Wave 5 are brought to the Kobold King before the timer expires.
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated, - which does not include the Spectral Knights.
<u>Victory Condition</u> - on Wave 3, the main crystal core still has health, and the Demon Lord's health is brought down to zero on Wave 3.
<u>Victory Condition</u> - on Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated on Wave 4.
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Victory Condition</u> - all enemies on Wave 5 , all main crystal cores still have health, and all enemies are defeated.
<u>Victory Condition</u> - all enemies on Wave 5 , all main crystal cores still have health, and all enemies are defeated.
<u>Playing Condition</u> - this stage has the same number of ground and air lanes, and a new miniboss. This stage uses no The schedules on this map will produce enemies similar to a Chaos 7 expedition of the same map. No mutatorsare applied to any lanes. You are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not count towards subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come form the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals.
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.
In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, but a Demon Scythe (from Revenge of the Yeti) can also possibly drop.   <u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, all enemies are defeatedbefore the timer reaches zero, and all heroes do not lose all lives.
<u>Victory Condition</u> - all enemies on Wave 5 , all main crystal cores still have health, and all enemies are defeated.
<u>Special Weapon</u> - '''Demon Scythe''' ([[Weapons#Books|tome]] for the [[Abyss Lord]]). This weapon does not drop in the victory chest and on this stage, but you can only be gotten 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.
<u>Special Weapon MOD</u> - '''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 [[Shield_Geode|Geode]] or [[Vanguard]] shields.
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