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Incursions

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Power Surge
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> [[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map(Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). 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.
[[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 Middle West spawn point(Spooky Woods lane). 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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* In addition to these minibosses there is also 4 special hero skeleton minibosses, one for each of the 4 starting heroes '''(Skeleton Apprentice, Skeleton Squire, Skeleton Huntress & Skeleton Monk)''' at normal size, and each will have a unique purple skeleton tint. 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>Skeleton Heroes Miniboss Weapon Drops:</u>'''
''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress & Skeleton Monk.)''
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]
'''<u>Wave 5 : The Eye of Cthulhu -</u>''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepedia.com/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepedia.com/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts.
This boss has two phases -
[[File:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|thumb]]
[[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]
'''Gold Nuggets and The Kobold Bling King.'''
===The Demon's Lair===
[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|thumb]]
'''<u>Map</u> - ''' [[Molten Citadel]] (Lost Dungeons), 3 waves.
'''<u>Playing Condition</u> - ''' This is a Boss fight against the Demon Lord. This map has the same enemy schedules for all lanes as found in a Chaos 4 expedition of this map, with the addition of Lava Guardians. All normal minibosses can spawn. This incursion assigns two mutators to each lane and miniboss from the common pool of mutators.
'''<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. 
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
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.</div>
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'''<u>Special Weapon Reward</u> -''' [[File:Bone_Glove_Icon.png|35px]] '''Bone Glove''' (fist for the [[Lavamancer]]). This weapon does not drop in the victory chest and can only be gotten from the Wayfarer.
<u>Special Weapon</u> - '''Bone Glove''' (fist for the [[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]] shields.
==[[Chaos#Chaos_V|Chaos V]] Incursions==
===Altar of the Athame===
[[File:Altar_of_the_Athame_banner.png|600px|thumb]]
'''<u>Map</u> - ''' Crumbled Bulwark (Lost Dungeons), 4 waves.
'''<u>Playing Condition</u> - ''' This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.
'''<u>Victory Condition</u> - ''' On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated. 
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.</div>
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[[File:Power_Surge_Banner.png|600px|thumb]]
'''<u>Map</u>-''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves.
'''<u>Playing Condition</u>-''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.
'''<u>Victory Condition</u>-''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary.
==Prime Incursions==
<big>What are they?</big> They are the highest and newest tier of incursions, selectable from the Incursions tab on the War Table. There are six different groups of incursions to play through that are releasing over time. You are able to play them as they are unleashed, the only thing that can hold you back is your own skill!  <big>What are the rewards?</big> Prime Incursions have three different rewards associated with them.  '''1. Chaos VIII Ampoules''' Each Prime Incursion has the chance to drop a Chaos VIII Ampoule. As you continuously progress, the Incursions get more and more difficult. As such, we wanted to increase the drop rate of Chaos VIII Ampoules to match that increase in difficulty. These Incursions can get pretty tough, which led us to making the hardest of these challenges have the highest drop chance for Chaos VIII Ampoules.  '''2. Chaos VIII Weapons''' We’ve added a whole new slew of weapons with new weapon models that are only available through Prime Incursions. There’s over 25 new weapons to collect, sure to scratch that collector’s itch! That’s not all there is to these weapons. Each weapon is upgraded to Chaos VIII, at the full 5/5 upgrade quality! That means they are perfectly upgraded, letting you focus on using Chaos VIII Amps to upgrade your relics and armor instead. Alongside these upgrades, we’ve curated these weapons to be what you really want. They have some of the most alluring shot and swing types many of you enjoy. ALONGSIDE THAT, included are curated mods specific to these weapons that really ensure these drops feel good and pack a punch!  '''3. Hyper Shards''' Hyper Shards are something every player wants to boost up their arsenal. Previously, they were only acquired through Mastery completion, requiring a specific amount of Mastery Stars. Now, in Prime Incursions, you earn a Hyper Shard for every group you complete[[File:Prime_Incursions_Icon. There are six groups total, so if you complete all six of the groupings, you earn the seventh Hyper Shard as a capstone reward! This means you can now have up to TWO of each Hyper Shard in your ranks, pushing back the Old Ones forces more hyper-er than before.  <big>Prime Incursion Release Dates</big> Today (August 28th 2019) we released the first two groups of Prime Incursions, Prime I and Prime II. Each of these groups contains 3 incursions, for a total of 6 to conquer. Every week, on Wednesday @ 9AM ET, we are releasing a new incursion. This is going until early November, giving you content to come back each week to enjoy. Here’s the schedule Prime I & II: August 28th<br />Prime III Malthius: September 4th<br />Prime III Power Surge: September 11th<br />Prime IV Dark Awakening: September 18th<br />Prime IV Return to Maldonis: September 25th<br />Prime IV Bastille Master: October 2nd<br />Prime V Altar of the Athame: October 9th<br />Prime V Revenge of the Yetis: October 16th<br />Prime V Spectral Assault: October 23rd<br />Prime VI Dawn of the Blood Moon: October 30th<br />Prime VI BETSY: November 5th png|thumb]]
<big>'''What are they?'''</big>
===[[Prime I Incursions===]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this tier consist of a harder version of all the current Incursions from previous Chaos difficulty tiers and a boss fight at the end. The Prime Incursions are divided into six groups with each group getting harder than the last.
<big>'''Rewards'''</big>
'''1. Victory Chest loot'''
<u>Maps</u><br />GriblokAside from the Victory Chest having a chance to drop the incursion's Horde - [[The Gates of Dragonfall]] (Dragonfall Town)respective special weapon, 5 waves.<br />Chrome Enemies - [[Forgotten Ruins]] (Ancient Ruins), 5 waves.<br />Kobold Bling King - [[Little-Horn Valley]] (Dragonfall Town), 5 waves. the chest also have a chance to drop two more items:
<u> ''Prime Weapons'' </u> -
These weapon with unique new models drops with Chaos VIII stats fully upgraded. Furthermore, they are also rolled with curated "fan-favorites" shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.
<u>''Chaos VIII Ampoules'' </u> -
Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.
'''2. Hyper Shards -'''
===Each Prime Incursion group cleared for the first time would reward a Hyper Shard. And after clearing all six groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from Mastery, meaning you'll be able to have two sets of them when you complete both Mastery and Prime II Incursions===.
== History ==
* [[File:DD2_Splash_Logo.png|35px]] '''???''' : Prime Incursions added.
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''' : Dark Awakening Incursion added.
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''' : Some Incursion have been added to Adventures.
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''' : Revenge of the Yeti Incursion added.
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''' : Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.
<u>Maps</u><br />* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.Wyvern Enthusiast - * '''[Early Access 17.0]''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.* '''[Forest CrossroadsEarly Access 16.3]] (''' : The Liferoot), 5 waves2015 Spooky Event have returned as a permanent incursion - Return of Maldonis.<br />Forrest Poachers - * '''[[Liferoot ForestEarly Access 15.4]] (The Liferoot), 5 waves''' : Added Altar of the Athame Incursion. <br />* '''[Early Access 14.4]''' : Added The Demon's Lair - Incursion.* '''[Early Access 14.2]''' : Added Power Surge Incursion.* '''[Early Access 13.5]''' : Added Bastille Master Incursion.* '''[Molten CitadelEarly Access 13.3]''' : Added The Kobold Bling King Incursion.* '''[Early Access 12.0] (Lost Dungeons), 3 waves''' : Added Spectral Assault Incursion.
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