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Incursions

512 bytes added, 09:18, 16 September 2019
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Chaos I Incursions
<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. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP.
[[File:Chrome_Mutator.png|The Chromed enemies and the "Chrome" Mutator in an enemy schedule below.|thumb]]
 The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. 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 movement. All spawned enemies will also have a chrome skin flair appliedsilver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.
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[[File:A_Horde_Lane_G%27s_Horde.png|A Horde lane consist of a hefty amount of mini-Gribloks & Quiblys and Tier 2 Kobolds.|thumb]] Each wave one of the three ground lanes will be designated as the Griblok 's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. 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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[[File:Wyvern_Enthusiasts.png|500px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]] On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. 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]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.</div>
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'''<u>Special Weapon Reward</u>''' - [[File:North_Pole_Icon.png|35px]] '''North Pole''' (light [[Weapons#Polearms|polearm]] for the [[Monk]]/[[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. Defeating this Incursion for the first time unlocks this weapon to be purchasable from the Wayfarer.
'''<u>Victory Condition</u> ''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.
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[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]] 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. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, 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 '''Statch 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]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes. </div>
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'''<u>Special Weapon Reward</u>''' - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and "Chlorophyte Arrows" which is in the shape of a vertical straight line. Defeating this Incursion for the first time also unlocks this weapon to be purchasable from the Wayfarer. 
* <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.
===Bastille Master===
[[File:Bastille_Master_BannerTrue_Bastille_Master_Banner.png|700px600px|thumb]] '''<u>Map</u>''' - [[Buried Bastille]](Lost Dungeons), 5 waves.
<u>Map</u> - [[Buried Bastille]] (Lost Dungeons), 5 waves.
'''<u>Playing Condition</u>''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.
<u>Playing Condition</u> - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.
'''<u>Victory Condition</u>''' - 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>Victory Condition</u> - 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.
 
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
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. </div>
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