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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]] 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 medalsDefender 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 [[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.
===Chrome Enemies===
<u>Map</u> - [[Forgotten Ruins|Forgotten Ruins]] (Ancient Ruins), 5 waves.
<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> - '''Terra Blade''' (light [[Weapons#Swords|sword]] for [[Squire|Squire]]/[[Dryad|Dryad]]/[[Barbarian|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.
<u>Special Weapon MOD</u> - '''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 [[Shield_Geode|Geode]] or [[Vanguard|Vanguard]] shields.
===Griblok's Horde===
<u>Map</u> - [[The_Gates_of_Dragonfall|The Gates of Dragonfall]] (Dragonfall Town), 5 waves.
<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 3-6 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>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Special Weapon</u> - '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice|Apprentice]]/[[Adept|Adept]]). Staff has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees.
===Wyvern Enthusiast===
<u>Map</u> - [[Forest_Crossroads|Forrest Forest Crossroads]] (The Liferoot), 5 waves.
<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 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>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Special Weapon</u> - '''North Pole''' (light [[Weapons#Polearms|polearm]] for the [[Monk|Monk]]/[[Initiate|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.
===Forrest Poachers===
<u>Map</u> - [[Liferoot_Forest|Liferoot ForrestForest]] (The Liferoot), 5 waves.
<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]].
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>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>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 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.
===Dawn of the Blood Moon===
<u>Map</u> - [[Forest_Biome|Forrest Forest Biome]] (The Liferoot), 5 waves.
<u>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and Eye of Cthulhu on Wave 5 is defeated.
<u>Special Weapon</u> - '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series_EV2|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.
===Kobold Bling King===
<u>Map</u> - [[Little-Horn_Valley|Little-Horn Valley]] (Dragonfall Town), 5 waves.
<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>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. It is only cosmetic.
<u>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. This attack also pierces.
===Spectral Assault===
<u>Map</u> - [[Unholy_Catacombs|Unholy Catacombs]] (Lost Dungeons), 5 waves.
<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 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.
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 lower 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.
<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>Special Weapon</u> - '''Molten Tome''' ([[Weapons#Books|tome]] for the [[Abyss_Lord|Abyss Lord]])
===The Demon's Lair===
<u>Map</u> - [[Molten_Citadel|Molten Citadel]] (Lost Dungeons), 3 waves.
<u>Playing Condition</u> - this stage is very similar to a Chaos 4 expedition of the same map, however a new Boss, 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 minibosses can spawn, and with separate mutators. Gnash the Flame Lance (large [[Berserker_Orc|BerserkerOrc]] miniboss) will often spawn at the beginning of any wave. This is a Boss stage fight against the 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.
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. The lava ball will then 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 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 the Hero as well as 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 by a total of one third of his total health. 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 end the wave and win the stage.
<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>Special Weapon</u> - '''Bone Glove''' (fist for the [[Lavamancer|Lavamancer]]). This weapon does not drop in the victory chest and can only be gotten from the Wayfarer.
<u>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]. 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 [[Shield_Geode|Geode]] or [[Vanguard|Vanguard]] shields.
<u>Playing Condition</u> - this stage is similar to a Chaos 5 expedition of the same map, however a new miniboss, enemies, and stage mechanic have been added. This incursion uses no mutators. All ground lanes are the same as normal play, but with higher Dark Assassin spawn rates, along with periodic Dark Prophet spawns. All normal air lane enemies have been eliminated and have been replaced by Altar Assassins, who are initially invulnerable. Normal minibosses will also spawn in lanes with the [[Goblin_Siege_Roller|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.
<u>Victory Condition</u> - on Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated on Wave 4.
<u>Special Weapon</u> - '''Shadowflame''' (dagger for the [[Mystic|Mystic]]). Has 1 spread, 2 speed, and can be Medium or Light type.
===Power Surge===
<u>Map</u> - [[Dragonfall_Bazaar|Dragonfall Bazaar]] (Dragonfall Town), 5 waves.
<u>Victory Condition</u> - all enemies on Wave 5 , the main crystal core still has health, and all enemies are defeated.
<u>Special Weapon</u> - '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for the [[Monk|Monk]]/[[Initiate|Initiate]]). Has 1-5 spread, 2-4 speed, and can be Heavy or Medium type.
===Malthius Incursion===
<u>Map</u> - [[The_Ramparts|The Ramparts]] (Dragonfall Castle), 5 waves.
<u>Victory Condition</u> - all enemies on Wave 5 , all main crystal cores still have health, and all enemies are defeated.
<u>Special Weapon 1</u> - '''Megashark''' ([[Weapons#Rifles|gun]] for the [[Gun_Witch|Gun Witch]]). Has 1 spread, 8 speed, and fires "Meteor Bullets".
<u>Special Weapon MOD</u> - '''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 [[Shield_Geode|Geode]] or [[Vanguard|Vanguard]] shields.
<u>Special Weapon 2</u> - '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress|Huntress]]). Has 5 spread, 2 speed, and fires "Jester Arrows" which is in the shape of a vertical straight line.
<u>Special Weapon MOD</u> - '''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 [[Shield_Geode|Geode]] or [[Vanguard|Vanguard]] shields.
===Return of Maldonis===
<u>Map</u> - [[Temple_Of_The_Necrotic|Temple of the Of The Necrotic]] (Rotting Ravine), 5 waves.
<u>Playing Condition</u> - the schedules on this map will produce enemies similar to a Chaos 6 expedition of the same map. All air and ground lanes are the same. No mutators are applied to any lanes. All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon|Slekeleons]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in "Trikk" or "Treet") that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not effect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that.
<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> - '''Meowmere''' (light [[Weapons#Swords|sword]] for [[Squire|Squire]]/[[Dryad|Dryad]]/[[Barbarian|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.
<u>Special Weapon MOD</u> - '''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 [[Shield_Geode|Geode]] or [[Vanguard|Vanguard]] shields.
===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. (more info The schedules on this map will produce enemies similar to a Chaos 7 expedition of the same map. No mutators are 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 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 comeform 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.
<u>Victory Condition</u> - all enemies on Wave 5 are defeatedIn 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>Special WeaponVictory Condition</u> - '''Haunted Halbred''' ([[Weapons#Staves|staff]] for [[Apprentice|Apprentice]]/[[Adept|Adept]])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.
<u>Special Weapon</u> - '''Haunted Halbred''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots.   <u>Special Weapon MOD</u> - '''Ghostly Halbred''', "descriptionSecondary Attack summons Ghostly Halbreds 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 halbreds]. Using the secondary attack button allows you to chose a small area on the ground where the Ghostly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghostly Halbreds can be stacked upon one another and overlap.
<u>Playing Condition</u> - 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. No mutators are applied to any lanes. 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. They 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.
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord|Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[Skeletons|skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect_Beam|Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.
<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|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|Vanguard]] shields.
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