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Incursions

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Incursions are The Incursion game mode contains special versions of standard maps that can be played after a with additional unique challenges and [[ChaosMutators]] Trials map has been completed. Upon completing 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 [[enemiesExpeditions]] found on for the applicable Chaos level may spawn in lanesfirst time will unlock a set of Incursion maps each time. [[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 Incursion maps, the 'Replay from Wave' function is disabled.
Upon completing the Incursion you permanently unlock an [[Weapons#Unique_Weapon|Incursion weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most Incursion weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Incursion weapons are Legendary rarity weapons that come with a unique locked [[Mods|Mod]] that can only be rerolled and cannot be replaced or transferred to other weapons.
Upon completing On some Incursion maps, the incursion you permanently unlock enemies in a lane and the miniboss will randomly be assigned [[Weapons#Unique_Weapon|special weaponMutators]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most special weapons have a chance to drop in the victory chest on the Incursion map that unlocked itfollowing pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', each time it is played. Each special weapon is a legendary drop+35% crowd control resilience; 4) '''Healthy''', 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+15% health; 5) '''Grounded''', 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]]knocked up; 6) '''Mighty''', [[Upgrade#Tinkering|replaced]] or rerolled+15% attack damage.
==[[Expeditions#Chaos_I|Chaos I]] Incursions==
On some incursion maps, each lane will randomly be assigned mutators from the following pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', +35% crowd control resilience; 4) '''Healthy''', +15% health; 5) '''Grounded''', cannot be knocked up; 6) '''Mighty''', +15% attack damage.
===Chrome Enemies===
[[File:New_Chrome_Enemies_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''A pack of Chrome-sprayed enemies have mistaken the ruins for Valhalla! Be the witness to their end!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Shiny and Chrome.'' <span style=[[Chaos"color:#Chaos_I|Chaos 1]] Incursions==e1a07d">'''Challenge Collection'''</span> - ''Bore Witness.''
* '''<u>Map</u>''' - [[Forgotten Ruins]] (Ancient Ruins).
===* '''<u>Playing Condition</u>''' - 5 waves; all lanes have the 'Chrome Enemies===' mutator "cannot be stopped"; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.
* '''<u>MapVictory Condition</u> ''' - [[Forgotten Ruins]] (Ancient Ruins), 5 wavesNo cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:Terra_Blade_Icon.png|25px]] '''Terra Blade''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class="mw-collapsible mw-collapsed"><u>'''''Playing ConditionTips for Chrome Enemies'''''</u> <div class="mw- this map will be the same enemy schedules for all lanes as found in a collapsible-content"> Chaos 1 expedition of this map. All map One enemies will only have the 'Chrome' mutatorhefty defenses against projectile attacks, "cannot be stopped"so unless you have Piercing MODs on your Relics, which means that no slowdown effects will work. This includes stuntry using AOE based attacks such as auras, freezetraps, and slownodes. All normal minibosses may spawn. All spawned enemies and minibosses will also have a chrome skin flair applied. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the mutator is applied. Slowdown animations will still be applied (e.g. frozen enemies Barricades on each lane are encased in ice) but it will have no effect on the enemy other than a cosmetichighly 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]]
<u>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and all enemies are defeatedThe Chrome mutator means that no crowd control effects will work.   <div class="mw-collapsible mw-collapsed"><u>Playing Tips ('''WARNING - SPOILERS''')</u>:<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 aurasThis includes stun, trapsfreeze, and nodesslow. Do not bother with There is no need to use any crowd control abilities on this stage, as they will not work here. Barricades 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 each lane are highly recommended while your AOE defenses whittle down their HPthe enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied. </div>
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===Griblok's Horde===
[[File:Griblok%27s_Horde_Icon.png|600px|right]]
<uspan style="color:#e1a07d">Special Weapon'''Daily Mission'''</uspan> - ''Griblok'Terra Blades Demise.''<span style="color:#e1a07d">' (light [[Weapons#Swords|sword]] for [[Squire]]''Challenge Collection'''</[[Dryad]]/[[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 chestspan> - ''Goblin B Gone. ''
* '''<u>Map</u>''' - [[The Gates of Dragonfall]] (Dragonfall Town).
* '''<u>Special Weapon MODPlaying Condition</u> - '''Terra Wisp''', "fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and fires once per a second." minibosses are similar to 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]] shieldsExpedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:Lunar_Portal_Staff_Icon.png|25px]] '''Lunar Portal Staff''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"
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<u>'''''Playing Tips for Griblok's Horde'''''</u>
<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. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild on only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can.
===Griblok's [[File:Borderless_GH.png|A Horde===lane consist of a hefty amount of mini-Gribloks & Quiblys and Tier 2 Kobolds.|thumb]]
<u>Map</u> 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 - [[The Gates of DragonfallKobolds_(Regular)|Kobolds]] (Dragonfall TownTier 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 wavescan have zero miniboss spawns.</div></div>|}
==[[Expeditions#Chaos_II|Chaos II]] Incursions==
<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]], and mini versions of [[Griblok]].
===Wyvern Enthusiast===
[[File:Wyvern_Enthusiast_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Some Wyvern Enthusiasts are up to no good! Time to put a stop to their fanatic fandom!''''' </span>
<uspan style="color:#e1a07d">Victory Condition'''Daily Mission'''</uspan> - on Wave 5, the main crystal core still has health, and all enemies are defeated''Overly Enthusiastic. '' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Wyvern Detractor.''
* '''<u>Map</u>''' - [[Forest Crossroads]] (The Liferoot).
* '''<div class="mw-collapsible mw-collapsed"u>Playing Condition</u>Playing Tips ('''WARNING - SPOILERS''')</u>:<div class="mw-collapsible-content"> Chaos One enemies 5 waves; air lanes have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, greatly increased numbers and nodes. These work especially well enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the Horde final wave; each lane as enemies are packed so closely together. Keep in mind that has one mutator from the Horde lane moves, so don't overbuild only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. The Horde comes in groups common pool of tight packs with Kobolds in front, mini-Gribloks next, mutators ground 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 air lane will last longer than the other two lanes with larger numbers enemies and spread out groups. On wave 5, the Horde lane will change minibosses are similar 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 waveChaos 2 Expedition. Wave 5 can have zero miniboss spawns.</div></div>
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special WeaponReward</u> ''' - [[File:North_Pole_Icon.png|25px]] '''North Pole''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, and "diamondshot" which is in Chance from Victory Chest or unlocked to be purchased from the shape of a tight square pattern turned 45 degreesWayfarer. )''
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<u>'''''Playing Tips for Wyvern Enthusiast'''''</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.
<u>Special Weapon MOD</u> [[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Lunar CallerTimothy, Wyvern Fan''', "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals." Chaos 1 values [56-155%'''Jimothy, Wyvern Enthusiast''' and '''Gregory, 9.65-17Wyvern Aficionado'''.5s, 1-6 portals|thumb], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. The portal is a stationary star with wide range that you place with the secondary fire button. It then fires a single continuous beam out from it, attacking a singular enemy until that enemy dies. Each portal can only attack one separate enemy at a time, and they do not stack attacks.
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.
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===Forest Poachers===
[[File:Forest_Poachers_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The forest wildlife has been threatened by poachers! Jump in to the forest and save all the fluffy critters!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Eywa Has Heard You.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Game Warden.''
==* '''<u>Map</u>''' - [[Chaos#Chaos_II|Chaos 2Liferoot Forest]] Incursions==(The Liferoot).
* '''<u>Playing Condition</u>''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.
===Wyvern Enthusiast===* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
'''<u>MapSpecial Weapon Reward</u> ''' - [[Forest CrossroadsFile:Tsunami_Icon.png|25px]] '''Tsunamic (The LiferootChlorophyte), 5 waves''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer. )''
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<u>'''''Playing Tips for Forest Poachers'''''</u>
<div class="mw-collapsible-content"> The key to this map is to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-5. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The air lanes have slightly increased numbers and only a single random enemy type as compared to the Expedition version of this map.
<u>Playing Condition</u> [[File:Forest_Poachers.png|500px|From left to right - this incursion is very similar to a Chaos 2 expedition of Forrest Crossroads'''Sammie the Trapper''', where '''Statch the four ground lanes are Stalker''', '''Steiner the same but the air lanes have greatly increased numbers, Hunter''' and a 3rd air lane is added on the north end of the map. This incursion assigns one mutator to each lane from '''Sturgis the common pool of mutators. Air lanes will have up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)Falconer'''|Flying Kobolds]], and [[Lightning Bugsthumb]]). On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses, each with a separate mutator: Timothy, Wyvern Fan, Jimothy, Wyvern Enthusiast, and Gregory, Wyvern Aficionado.
Each wave starting with wave 2, a poacher will appear on a random lane. 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. 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. '''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.
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<u>Victory Condition</u> - on Wave 5, the main crystal core still has health, and all enemies are defeated. ==[[Expeditions#Chaos_III|Chaos III]] Incursions==
===Dawn of the Blood Moon===
[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Blood Moon calls forth an all-seeing menace that threatens all worlds. Stop the corrupted terror at all costs.''''' </span>
<div classspan style="mw-collapsible mw-collapsedcolor:#e1a07d"><u>Playing Tips ('''WARNING - SPOILERSDaily Mission''')</uspan>:- ''Blood Moon.'' <div classspan style="mw-collapsible-contentcolor:#e1a07d"> The key to this map is having towers to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. 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. On Wave 5, 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]], the large [[Cybork]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.'''Challenge Collection'''</div></divspan>- ''Lunar Eclipse.''
* '''<u>Map</u>''' - [[Forest Biome]] (The Liferoot).
* '''<u>Special WeaponPlaying Condition</u> - '''North Pole''' (light - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Weapons#Polearms|polearmSkeletons]] for ; Skeleton Hero minibosses spawn from marked lanes throughout the [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This weapon does not drop in the victory chest waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu spawns on wave 5; no lane mutators are applied; ground lane enemies and can only be gotten from the Wayfarerminibosses are similar to Chaos 3 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and Eye of Cthulhu is defeated on the last wave.
* '''<u>Special Weapon MODReward</u> - '''Pole Launcher''', "Secondary Attacks fire additional North Poles that deal XXX-XXX% Hero Damage as Frost Damage, pierce 2 enemies and slows them by 40% for X-XX seconds". Chaos 2 values [?-?, ?-?], Chaos 7 values [303-390%, 8File:Celebration_Canister_Icon.1-11spng|25px]]. This attack fires in an upwards arc path and has a short range. You must aim high '''Celebration!!!''' ''(Chance from Victory Chest or jump to increase its range unlocked to hit enemies further away. Attacks hit with Frost, so they have a chance to chill be purchased from the enemy on contactWayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class=Forrest Poachers=="mw-collapsible mw-collapsed"><u>'''''Playing Tips for Dawn of the Blood Moon'''''</u><div class="mw-collapsible-content"> [[File:Demon_Eyes.png|A Demon Eye and a bunch of Demon Eyes.|230px|thumb]]Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes on normal lanes.
<u>Map<All air enemies are [https:/u> - [[Liferoot Forest]/terraria.wiki.gg/Demon_Eye Demon Eyes] (The LiferootA unique type of enemies from the world of Teraria.)which are mini eyeballs that tracks and attack only the hero. They do not attack any type of tower or the crystal. Waves 1, 3, and 5 waveshave infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then.
<u>In order to survive to wave 5, the next two points are something that the players have to be aware of -</u>
<u>Playing Condition</u> [[File:DotBM-Secret-Skelly- this incursion is very similar to a Chaos 2 expedition Spawn-Areas.jpg|The Location of Liferoot Forrest, where the four ground lanes Skeleton Spawn Points.|thumb]]'''Secret Skeleton Spawn Points -''' There are the same but the air lanes have increased numbers 7 in total, and only a single random enemy type. On Wave 4, there are is no air lanes. This incursion assigns one mutator way to each lane know how many enemies it produces or if any minibosses will spawn from the common pool of mutatorsone. 4 Poachers inhabit this A 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]], be found beside to show the large [[Cybork]]. He can spawn on multiple waves, and more than one lane at a time. His secret spawn rate is lowpoints.
Poacher Minibosses: Sammie * 3 spawn points are on the Trapper spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled statusNorth end of map, Sach in the Stalker spawns front of each of the cottage doorways 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 path that goes off to the Falconer spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]East.
* One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal.
<u>Victory Condition</u> - * One is found inside the cave on Wave 5the second floor between the previous point and the triple spawn lane, next to the main crystal core still has health, some treasure chests and all enemies are defeateda skeleton.
* The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane.
<u>Special Weapon</u> - If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you'''Tsunamic Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 re building in a spreadout way or even spawn-camping, 2 speedwhile there are chokepoints which are very useful, and "Chlorophyte Arrows" which is in the shape always make sure to allocate some defense to take care of those spawn points that doesn't lead to a vertical straight linechokepoint since they can occasionally be deadly if left unchecked.
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.
<u>Special Weapon MOD</u> * On Waves 2- 4, the only normal minibosses that spawn are '''Chlorophyte Chip[[Slekeleon|Slekeleons]]''', "fires a column Keep track of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off all the Slekeleons, as they will resurrect on the beginning of one surface." Chaos 2 values [14.4-26%]the next wave where they died, Chaos 7 values [34.4-46%]. All and by Wave 5 arrows they can stack up which 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 piercebe deadly.
* 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 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>
==[[Chaos#Chaos_III|Chaos 3]] Incursions==''(In the Order of - Skeleton Apprentice, Skeleton Squire, Skeleton Huntress & Skeleton Monk.)''
===Dawn of the Blood Moon===[[File:Raven%27s_Claw_Icon.png|35px]] '''Raven's Claw''' [[Weapons#Staves|staff]], [[File:Iron_Reaper_Icon.png|35px]] '''Iron Reaper''' [[Weapons#Swords|sword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''Bow O'Lantern''' [[Weapons#Bows|bow]] & [[File:Wailing_Glaive_Icon.png|35px]] '''Wailing Glaive''' [[Weapons#Polearms|polearm]].
[[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>MapWave 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.wiki.gg/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [Forest Biomehttps://terraria.wiki.gg/Demon_Eye Demon Eyes]] (The Liferoot). It spawns randomly from either air spawn point, 5 wavesand it can be seen on the schedule before the wave starts.This boss has two phases -
* In its ''first phase'', it slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris.
<u>Playing Condition</u> - this is a [https://terraria.org/ Terraria] crossover map, with a big red moon added in * When it's damaged to the night sky, making the color point of the level mostly dark pink/purplehalf health, and torches can be found all around. No mutators are found on any lanes for this incursion. All ground lanes are the same as in Chaos 3 expedition. In addition, there are new spawn points that are added that are not marked on the map that generate 3 types of [[Skeletons|Skeleton]] enemies. There are 7 in totalit changes to its ''second phase'', and there is no way morphing to know how many enemies it produces or if any minibosses will spawn from one. There are no air lanes on Wave 1. On Wave 2 one of the two air lanes will randomly activatea more grotesque form, and from Wave 3 and on both will be activehaving a giant maw instead an iris. All air enemies are Demon Eyes (mini eyeballs) that track and attack only the hero. They do not attack any type of tower or the crystal. Waves 1During this phase, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless you ready-up before then. Wave 5 its speed is a Boss round increased and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is Eye of Cthulhu (giant eyeball) that tracks and attacks the hero while spawning Demon Eyes as well. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave startsstart to physically charge at players. </div></div>|}
===Kobold Bling King===
[[File:True_Bling_King_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Kobold King has setup a giant catapult facing Little Horn Inn. Give him the gold he demands to keep him from blowing the inn sky high.''''' </span>
Skeleton Spawn Points (7 total) <span style="color:#e1a07d">'''Daily Mission'''</span> - a map can be found below (pic coming soon)''Bling's Demise. 3 spawn points are on the North end of map, in the front of each of the cottage doorways on the path that goes off to the East. One spawn point is just inside the lower Southwest cave entrance (single enemy path), next to the crystal. One is found inside the cave on the second floor between the previous point and the triple spawn lane, next to the some treasure chests and a skeleton. The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Got Dat Swagga. ''
* '''<u>Map</u>''' - [[Little-Horn Valley]] (Dragonfall Town).
Minibosses* '''<u>Playing Condition</Special Weapon Drops u>''' - 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 waves; enemies infinitely spawn. Keep track of all the Slekeleons, as they will regenerate on the beginning of the next until 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 complete; gather gold crystals that drop from golden crystal beasts or "Treet") that may spawn randomly around the map and has a unique zombie skin flair. In addition return them 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 on Kobold King found in the screen. They mostly only spawn from the North spawn point and the 3 skeleton points by center of the cottages, although they sometimes spawn from the South as well. Multiples ones often spawn on map; each wave, from Waves 2-4. These 4 skeleton minibosses are special because they has a time limit; each have a low probability of dropping a unique weapon. Each class only drops lane has one weapon for their class, so only mutator from 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 common pool of mutators; ground and has no effect, even though it shows a MOD level, air lane enemies 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 minibosses are "spooky" flairsimilar to Chaos 3 Expedition.
Skeleton Miniboss Weapon Drops: * '''Wailing Glaive<u>Victory Condition</u>''' [[Weapons#Polearms|polearm]], '''Bow O'Lantern''' [[Weapons#Bows|bow]], '''Raven's Claw''' [[Weapons#Staves|staff]], - No cores are destroyed and '''Iron Reaper''' [[Weapons#Swords|sword]]all gold crystal requirements at met before the timer runs out.
* '''<u>Special Weapon Reward</u>''' - [[File:Bling-O-Midas_Icon.png|25px]] '''Bling-O-Midas''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class="mw-collapsible mw-collapsed"><u>Victory Condition'''''Playing Tips for Kobold Bling King'''''</u> <div class="mw-collapsible- content">[[File:Explodinators.png|An Explodinator.|100px|thumb]]Chaos Three enemies have hefty defenses against projectile attacks with reflective shields, so unless you have Piercing MODs on Wave 5your Relics, all main crystal cores still have healthtry using AOE based attacks such as auras, traps, and Eye of Cthulhu is defeatednodes on ground lanes.
There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a more powerful version of kobolds which also have the ability to fire rockets everywhere in a medium radius around them. The rockets are very deadly as they could result in a one hit death to a hero. However despite their power, Explodinators are quite tiny, roughly a tad bit smaller than a regular goblin though their presence can be known through rockets firing everywhere from them which are also very visible through sparks flaring from rockets flying and exploding.
<u>Special Weapon</u> - '''Celebration!!!''' ([[Weapons#CanistersFile:The_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, where you will give the gold crystals/nuggets.|canisterthumb]] for [[Series EV2]])File:Golden_Whiterbeast. It has 2 spread, 2 speed, png|A Golden Crystal Beast and fires "Celebration!!!" shotsa gold crystal/nugget that it drops. This weapon does not drop in the victory chest |thumb]]'''Gold Nuggets and can only be gotten from the WayfarerThe Kobold Bling King. '''
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. 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.
<u>Special Weapon MOD</u> - '''Celebration!!!''', "fires two homing projectiles [[File:Bling_Crystal_Locations.png|The 12 known hidden locations that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small areagold nuggets can spawn from." The values are fixed, center of the map shows the Bling King's location.|thumb]]Gold can be found in 12 or so it does not matter what level hidden locations on the weapon is or what level map (see the MOD is. The explosion flair is fireworksmap beside), of which about 2-4 are generated at the beginning of the wave at random and hits for a very limited AOE attackcouple more nuggets will generate as the stage progresses. The projectiles are two homing rockets that fire in separate horizontal arcsOn Wave 5, making an oval pattern, with up to 7 hidden nuggets can randomly spawn as the size 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 arc is based on how far away ground in the target you are aiming at when you firesame wave. If it misses, Once the rocket will spin around required amount of nuggets has been given to the target and attempt to hit it againKobold King in a wave, and eventually explodethat wave will end. Since the projectiles arcAll dropped, there is a void spot directly in front of EV2 that it cannot hit at very close rangeheld, so this weapon is best used and hidden gold nuggets will vanish at any distancethe end of each wave. The projectile will apply any crowd control Be careful not to place or elemental values aim defenses too close to a spawn point so that when the Golden Crystal Beasts drops the nugget, it falls outside of the hero upon contact with the enemyspawn point and you can reach it.
===Kobold Bling King==='''Wave Requirements to clear each wave:''' Wave 1) ''<u>7 nuggets in 245 seconds</u>;'' Waves 2-4) ''<u>9 nuggets in 270 seconds</u>;'' Wave 5) ''<u>10 nuggets in 300 seconds</u>''.</div></div>|}
<u>Map</u> - ==[[Little-Horn ValleyExpeditions#Chaos_IV|Chaos IV]] (Dragonfall Town), 5 waves. Incursions==
===Spectral Assault===[[File:Spectral_Assault_Banner_Ver_2.png|600px|right]]<u>Playing Condition</uspan style="color:#FFFFFF"> - 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 Unholy Catacombs is also dropped being haunted by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of Spectral Knights! Cleanse 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 King in a wave, that wave will end. All dropped, held, and hidden gold nuggets will vanish at the end of each wave. All of the ground and air lanes will spawn normal Chaos 3 expedition enemies. This incursion assigns one mutator to each lane spirits 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 catacombs 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 itkeep these crystal safe. ''''' </span>
Wave Requirements<span style="color: Wave 1) 7 nuggets, 245 seconds; Waves 2#e1a07d">'''Daily Mission'''</span> -4) 9 nuggets, 270 seconds; Wave 5) 10 nuggets, 300 seconds''Grave Defense. '' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Crypt Keeper.''
* '''<u>Map</u>''' - [[Unholy Catacombs]] (Lost Dungeons).
* '''<u>Victory Playing Condition</u> ''' - on Wave 5waves; purple, all main crystal cores still have healthred, and all 10 nuggets green Spectral Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are brought similar to the Kobold King before the timer expiresChaos 4 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special WeaponReward</u> - '''Bling King Bow''', which shows up in inventory as "Bling-O-Midas" ([[Weapons#BowsFile:Molten Tome Icon.png|bow25px]] for '''[[HuntressScorched Tome of Molten Brimstone]]''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.). 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. ''
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<u>'''''Playing Tips for Spectral Assault'''''</u>
<div class="mw-collapsible-content">Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal.
<u>Special Weapon MOD</u> - '''Bling Blast''', "charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X[[File:Cleansing_Swords_and_Location.XX seconds. The stream is XX degrees wide png|A Cleansing Sword and XXXX units long." Chaos 3 values [45.5-60%, 6their locations.61-8.22s, 40-50 degrees, 1465-1900 units|thumb], 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.
[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons.png|Cleansing Swords with the needed flame colors to cleanse its matching Spectral Knights. Icons on the left indicates a specific cleansing buff in use while the icons on the right indicates a Spectral Knight.|thumb]]
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 cleanse the Knights from the stage, you must use an environmental mechanism found on only this incursion. 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.
==[[Chaos#Chaos_IVThe 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.</div></div>|Chaos 4]] Incursions==}
===Spectral AssaultThe Demon's Lair===[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|right]]<span style="color:#FFFFFF"> '''''The Demon Lord threatens to erupt the Embermount Volcano! Stop him by loading the catapult with burning stones that drop from his army of Lava Guardians.''''' </span>
<uspan style="color:#e1a07d">Map'''Daily Mission'''</uspan> - [[Unholy Catacombs]] (Lost Dungeons), 5 waves''Chaos Sanctuary.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Exorcist.''
* '''<u>Map</u>''' - [[Molten Citadel]] (Lost Dungeons).
* '''<u>Playing Condition</u> ''' - this stage 3 waves; enemies infinitely spawn until wave is very similar to a Chaos 4 expedition of complete; during all waves 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 Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator 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, air lane enemies 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 minibosses are similar to the crystalChaos 4 Expedition.
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 * '''<u>Victory Condition</u>''' - 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 No cores 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, destroyed 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 Demon Lord boss 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 defeated 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 itlast wave.
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* '''<u>Special Weapon Reward</u>''' - [[File:Bone_Glove_Icon. Slow spawning enemies, slow moving minibosses, png|25px]] '''[[Bone Glove]]''' ''(Chance from Victory Chest or stuck units can make the wave continue on, so ensure to clean-up all enemy units quickly to bring the wave unlocked 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 purchased from the map is over, but it is of no consequence if it doesWayfarer. )''
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<u>'''''Playing Tips for The Demon's Lair'''''</u>
<div class="mw-collapsible-content">Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.
<u>Victory Condition</u> - on Wave 5, the main crystal core still has health, and all enemies are defeated - which does not include the Spectral Knights[[File:Demon_Lord. png|The Demon Lord|thumb]]
This is a stage fight against the boss - 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. Gnash the Flame Lance (large [[Berserker Orc]] miniboss) will often spawn at the beginning of any wave.
<u>Special Weapon</u> - '''Molten Tome''' ([[Weapons#BooksFile:Lava_Guardians_and_Lava_Ball.png|tome]] for the [[Abyss LordA Lava Guardian and a lava ball that it drops.|thumb]])
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.
<u>Special Weapon MOD</u> - '''Volcanic Command''', "Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds." Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]File:Catapult_Location_with_a_loaded_catapult. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause ignite. You can rapid fire png|The route to the meteors by quickly pressing the secondary attack buttoncatapult from spawn point. The projectile will apply any crowd control or elemental values of the hero upon contact It then has to be loaded with the enemy. The fissure fires out in a straight vertical line along the ground. lava ball to stun The fissure will ignite enemies, even if no oiled status is presentDemon Lord. |thumb]]
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.
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]
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.
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===The Demon's Lair=[[Expeditions#Chaos_V|Chaos V]] Incursions==
<u>Map</u> - [[Molten Citadel]] (Lost Dungeons), 3 waves.
===Altar of the Athame===
[[File:Altar_of_the_Athame_banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The restless souls of traitorous assassins are bound to the fortress by a dark ritual. Stop the ritual and purge the evil spirits.''''' </span>
<uspan style="color:#e1a07d">Playing Condition'''Daily Mission'''</uspan> - 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''Those Without Faces. 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]] 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'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Martyrdom Denied. ''
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* '''<u>Map</u>''' -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 stageCrumbled Bulwark (Lost Dungeons).
* '''<u>Playing Condition</u>''' - 4 waves; 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 On Wave 34, the all main crystal core cores still has have health, and the Demon Lord's health is brought down to zeroall Altar Assassins are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:Shadowflame_Knife_Icon.png|25px]] '''[[Shadowflame Knife]]''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <udiv class="mw-collapsible mw-collapsed">Special Weapon</u> - '''Bone Glove''Playing Tips for Altar of the Athame''''' (fist for </u><div class="mw-collapsible-content"> Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks. Normal minibosses will spawn in lanes with the [[LavamancerGoblin Siege Roller]]and Skarnash the Terrible (large version of a Dark Assassin). This weapon does not drop in the victory chest and can only be gotten from being the Wayfarermost common ones.
[[File:ScreenShot03578.png|The Dark Realm Altar|thumb]]
<u>Special Weapon MOD</u> - '''Fist In the West center of Bones''', "Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off the map there is a raised rectangular area with a coffin in the middle of surfaces." Chaos it surrounded by 4 values [?-?%, ?-? times], Chaos 7 values [42pillars.45-55.5%, 10-13 times]This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. 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 Altar will shoot out, one be motionless and does not do anything at first. You must summon a time, in a linear horizontal pathDark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. The bones will pierce quite After a lot of enemies Dark Realm Statue miniboss has been summoned and reflect off of most surfacesdefeated, the the Altar Assassins can then be damaged. The projectile will apply any crowd control or elemental values You must defeat all of the hero upon contact with Altar Assassins on the enemy. This attack piercesmap to end that wave, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shieldsand enemies will spawn infinitely until then.
[[File:Altar_Assassins_differences.png|Left - Invulnerable Altar Assassins. ''(Before beating the ritual)'', Right - Vulnerable Altar Assassins. ''(After beating the ritual)''|thumb]]
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.
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you.
==[[Chaos#Chaos_VFile:Altar_of_the_Athame_Mechanic_Locations.png|Chaos 5The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table & IV. South Assassin's Bell.|thumb]] Incursions==
===There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar of Assassins on the Athame===stage for a few seconds. You can ring each bell once every 20 seconds.
<u>Map</u> [[File:HbryKcX.jpg|First part of the ritual - Crumbled Bulwark Collect the Ritual Items (left) dropped by defeating Dark Prophets (Lost Dungeonsright), 4 waves.|thumb]]
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]
<u>Playing Condition</u> - this stage is similar to a Chaos 5 expedition To stop and ultimately kill an Altar Assassin, you must first defeat one of the same map, however Dark Realm Statue miniboss at the Altar through a new miniboss, enemies, and stage mechanic have been addedritual to remove their invulnerability. This incursion uses no mutators. All ground lanes are As play commences on the same as normal playfirst wave, but with higher Dark Assassin spawn rates, along with periodic Dark Prophet the ground 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 intermittently produce Dark Prophets (an enlarged version of a [[Goblin Siege RollerWarboars|Warboar]] and Skarnash the Terrible (large version of , with light grey skin flair) on random lanes, but usually a Dark Assassin) being different one each time cycling through the most common ones4 ground lanes. In the West center of A white exclamation mark will be shown above the map there is a raised rectangular area with each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a coffin in regular enemy on the middle of it surrounded by 4 pillarsminimap. This is Once defeated, the Altar and Dark Prophets will drop a purple book on the pillars are each hiding ground called a Dark Realm Statue minibossRitual Item. The Altar will be motionless and does Be careful not do anything at first. You must summon to place or aim defenses too close to a spawn point so that when the Dark Realm Statue miniboss by collecting 4 Prophets drops the Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Realm Statue miniboss has been summoned and defeatedItem, it falls outside of the the Altar Assassins spawn point and you can then be damagedreach it. You must defeat all of When you collect the Altar Assassins Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on the map to end that waveyour screen, and enemies your hero will spawn infinitely until thenglow purple.
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn[[File:ScreenShot03618. On Wave 4png|When ready, 8 Altar Assassins will spawnyou may activate the ritual. |thumb]]
As play commences on the first waveOnce you have a Ritual Item debuff, give it to the ground spawns will all commence with their schedules and altar by touching the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin coffin anywhere with a unique flair that are invulnerable to any attacksyour hero. Altar Assassins will hunt down and attack the heroThe Ritual Item debuff has no timer, but if you switch heroes or die, and it will follow them the entire wavebe lost. They do not latch onto the hero, like Dark Assassins doYou can only hold one Ritual Item debuff at a time. After they spawn, they follow their air lane You must collect and bring 4 Ritual Items to the crystal, and then seek out the hero the rest of altar to activate the wavesummoning Ritual. If you come near one that just spawnedThere is no time limit for getting all 4 Ritual Items, it and they will begin following you right away. They do not attack the crystal, so remain there is no need to try and stop themuntil all four are collected. They do not intentionally attack any defenses, however they The altar will sometimes possibly attack display a barricade on their pathmessage after each Ritual Item is given successfully, so all you need to do is come near one and it will then chase you can also see them placed on each corner of the rest of that wavecoffin as you progress. When attacking you, Altar Assassins The game will announce when the Ritual can damage you along with what you are next be used tosummon the Dark Realm Statue ("Dark Realm Ritual is Ready"), so which will be mindful about standing immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the crystal map or next to a defense. They are covered in the possession of a dark skin flair while they are invulnerablehero will disappear, and they can be seen on the minimap although more may spawn after this event as an air enemyDark Prophets continue to spawn. While you cannot damage thenTo activate the Ritual, you can still attack them and all crowd control effects will workmust interact with the coffin. Slow, Stun, and Freeze can be applied and will have an effect. Defenses When you do not target these enemiesthis, but Altar Assassins you will be affected by any attack they are call forward a single Dark Realm Statue miniboss that is located in place of one of the path of. This means that Tower based defenses are hard to hit them 4 pillars, withthe Northeast, but Aura and AOE based ones are much easier to use against them. They move slowNorthwest, Southwest, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially Southeast pillars always activating in large numbers that all follow you constantly throughout order, with only one being summoned on each of the wave4 waves. Be careful The Dark Realm Statue does not to stand in a corner or next to a ledge when they find and move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, as they can push you over the side or you can get trapped entire altar area is covered in a cornerpurple glow. To lead them awayIf the Dark Realm Statue is not defeated during the ritual, just go stand anywhere else it will vanish and wait for them any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to follow summon it once again. If yousummon it again, the Dark Realm Statue will have the same remaining health as when it disappeared.
There are also stage mechanics that have been added to this incursion to assist you[[File:Dark_Realm_Statues_Boss_Phases. On the East end png|The Phases of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to youRealm Statue: Left - Dormant, and you can still not jump through Altar AssassinsMiddle - Ritual Activated, but you will take no damage from any enemy attacksRight - Destroyed. If you switch heroes or fall down a hole on the map, you will lose Defeat the debuff. Also found in statue when the hallway on the North and South ends are a single bell in both locations. Interact with the bell or attack it ritual is active to ring it. Ringing render the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 secondsvulnerable. |thumb]]
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue ("Dark Realm Ritual is Ready"), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. 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></div>|}
===Power Surge===
[[File:Power_Surge_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Powered Up Towers build instantly, but they only last for a limited time!''''' </span>
<uspan style="color:#e1a07d">Victory Condition'''Daily Mission'''</uspan> - on Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated''Voltage Regulator.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Surge Protector.''
* '''<u>Map</u>''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves.
* '''<u>Special WeaponPlaying Condition</u> - '''Shadowflame''' (dagger for the [[Mystic]]). Has 1 spread- All defenses are built with zero build time, 2 with increased attack and speedstats, and can be Medium or Light typebut 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.
* '''<u>Special Weapon MODReward</u> - '''Shadowflame Knife- [[File:Glaive_of_the_Storm_Icon.png|25px]] ''', "Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage. Daggers bounce up to X times." Chaos 5 values [25-61%, 3-? times[Glaive of the Storm], Chaos 7 values [31-67%, 3-8 times]. Primary attacks are unaffected. The dagger is a slow projectile that shoots one at a time, straight forward. It is slow, and with a quick Hero Speed you can outrun it. When it hits an enemy, it will then bounce ''' ''(Chance from Victory Chest or unlocked to be purchased from the next random enemy that is within close proximity. The daggers do not reflect off of surfaces or pierce. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemyWayfarer. )''
{| class="wikitable" style="width:100%;"
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<div class="mw-collapsible mw-collapsed">
<u>'''''Playing Tips for Power Surge'''''</u>
<div class="mw-collapsible-content"> Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks.
[[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.
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well.
===Power Surge===This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.</div></div>|}
<u>Map</u> - ==[[Dragonfall BazaarExpeditions#Chaos_VI|Chaos VI]] (Dragonfall Town), 5 waves. Incursions==
===Malthius Incursion===[[File:Malthuis_Incursion_Stage_Banner.png|600px|right]]<u>Playing Condition</uspan style="color:#FFFFFF"> - the schedules on this map will produce enemies similar to a Chaos 5 expedition of the same map. No mutators are applied to any lanes. All normal minibosses may spawn from any lane. On this map all defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. '''''The timer starts from when the defense is placed, no matter what phase it terrible Dark Mage Malthius is, so it is recommend to ready-up attacking the stage as quickly as you can on each build phase. Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. Abyss Lord defenses still have a 4 second lag from placement until activation. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, Ramparts! His powerful healing spells and summoned skeletons will prove quite the node only travels along the bottom of the beam. 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 challenge toovercome. ''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Wizard from the Moon.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Malthius Busted.''
* '''<u>Victory ConditionMap</u> ''' - on Wave [[The Ramparts]] (Dragonfall Castle), 5, the main crystal core still has health, and all enemies are defeatedwaves.
* '''<u>Playing Condition</u>''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes.
* '''<u>Special WeaponVictory Condition</u> - '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for the [[Monk]]/[[Initiate]]). Has 1-On Wave 5 spread, 2-4 speedall main crystal cores still have health, and can be Heavy or Medium typeall enemies are defeated. This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.
* '''<u>Special Weapon Rewards</u>''' - [[File:Megashark_Icon.png|25px]] '''[[Megashark]]''' and [[File:Tsunami_Icon.png|25px]] '''[[Tsunami (Jester)]]''' ''(Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <udiv class="mw-collapsible mw-collapsed">Special Weapon MOD</u> - '''Storm Rider''Playing Tips for Malthius Incursion'''', "Ride a cloud that changes your attacks to lightning dealing XXX% Ability Power as Storm Damage for XX seconds. Enemies under get drenched and are hit for XXX% of Ability Power as Storm Damage every 2 seconds.'</u><div class=" Chaos 5 values [132mw-190%, 15collapsible-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability to stun enemies. It has no Secondary attack, but instead gives the hero the ability of flight. On the ground, the Primary attack is unaffected by the MOD. When the cloud is activated, the hero will raise up a small amount vertically, even after a double jump, which allows the hero to reach some hard to get to locations on maps. Your Primary attack while on the cloud changes to a stream of lightning that fires to where you aim it, and you can hold down the fire button for a continuous stream attack. The projectile will apply any crowd control values of the hero upon contact with the enemy. Your Secondary attack button while on the cloud ends your flight right away.content">
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary.
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses.
==[[Chaos#Chaos_VIFile:Malthius_the_Learned.png|Chaos 6Malthius the Learned|thumb]] Incursions==
===All normal minibosses may spawn, but typically just one spawns on Wave 3 from the "Gazebo Tower" spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius Incursion===(large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.
[[File:Malthius_Incursion_stages_vertical.png|750px]]<u/div>Map</udiv> - [[The Ramparts]] (Dragonfall Castle), 5 waves.|}
===Return of Maldonis===
[[File:Return_of_Maldonis.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Heroes make their way back to the Temple to find Maldonis the Dark has returned. Cleanse the Dark Marks and vanquish Maldonis!''''' </span>
<uspan style="color:#e1a07d">Playing Condition'''Daily Mission'''</uspan> - the schedules on this map will produce enemies similar to a Chaos 5 expedition ''Return of the same mapWizard. The ground lanes are the same, except that one additional lane has been added as a [[Skeletons|skeleton]] spawn point in the north of the map under Malthius. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5. No mutators are applied to any lanes. All normal minibosses may spawn, but typically just one spawns on Wave 3 from the '' <span style="Gazebo Towercolor:#e1a07d" spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1>'''Challenge Collection'''</span> -4, and you can actually jump on top of him. On Wave 5, he will drop down and become a miniboss about mid-way through the battle. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that''Etheria Strikes Back. ''
What makes this incursion unique are the enemy healing pads placed on the map. There are red auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. See the picture below for the locations * '''<u>Map</u>''' - [[Temple Of The Necrotic]] (pic coming soonRotting Ravine). On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses. This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possiblewaves.
* '''<u>Playing Condition</u>''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.
* '''<u>Victory Condition</u> ''' - on On Wave 5, all main crystal cores still have health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:Meowmere_Icon.png|25px]] '''[[Meowmere]]''' ''(Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-|<udiv class="mw-collapsible mw-collapsed">Special Weapon 1</u> - '''Megashark''Playing Tips for Return of Maldonis'''' ([[Weapons#Rifles|gun]] for '</u><div class="mw-collapsible-content"> Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the [[Gun Witch]])best way is to use EV2's Reflect beam. Has 1 spreadSet one up in front of the defense you want to protect, 8 speedwith about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, and fires "Meteor Bullets"so be prepared to remove those as necessary.
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 or cores. 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 affect 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>Special Weapon MOD</u> - '''Meteor Bullets''', "Rapidly fires Meteor Bullets A stage mechanic has been added to this incursion so that pierce one additional enemy target or reflect off you can remove Death Marks. In the Southeast part of one surface for 50% damagethe map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura." The values are fixeddebuff will last 45 seconds, so but no icon will show it does not matter what level on the weapon is or what level screen apart from the MOD iscosmetic. The projectile To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will apply any crowd control then instantly disappear. You cannot do this from the air or elemental values of on an elevated surface. You will not lose the hero upon contact with debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the enemy45 second time frame. This attack piercesIf you swap heroes while you have the debuff or die, but you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shieldsit will make playing the stage easier.
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] 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.
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<u>Special Weapon 2</u> - '''Tsunamic Jester''' (==[[WeaponsExpeditions#BowsChaos_VII|bowChaos VII]] for [[Huntress]]). Has 5 spread, 2 speed, and fires "Jester Arrows" which is in the shape of a vertical straight line. Incursions==
===Bastille Master===[[File:True_Bastille_Master_Banner.png|600px|right]]<uspan style="color:#FFFFFF">Special Weapon MOD</u> - '''Jester Arrows''', "fires a column The Bastille Master has taken hold 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 isBuried Bastille. The projectile will apply any crowd control or elemental values of Complete her challenge to protect the hero upon contact with the enemyremaining Crystal Core. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.'''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Let Them Eat Cake.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Cake Eater.''
* '''<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.
===Return of Maldonis===* '''<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>MapMain Special Weapon Reward</u> ''' - [[Temple Of The NecroticFile:Ghastly_Halberd_Icon.png|25px]]'''[[Haunted Halberd] ]''' ''(Rotting RavineChance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.), 5 waves. ''
* '''<u>Second Special Weapon Reward</u>''' - [[File:ScreenShot01065.png|25px]] '''[[Demon Scythe]]''' ''(This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map. It can however be dropped from the THIS incursion map.)''
{| class="wikitable" style="width:100%;"|-|<div class="mw-collapsible mw-collapsed"><u>'''''Playing ConditionTips for Bastille Master'''''</u> <div class="mw- the schedules on this map will produce collapsible-content"> Chaos seven enemies similar add [[Kobolts]] to a Chaos 6 expedition of the same map. All air and ground lanes are the sameschedules. No mutators These are applied to any lanes. All normal minibosses may flying units that spawn from any lane, ground lanes and they spawn at a high rate on each wavefollow those paths. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3They target towers, then regenerates at the beginning of each subsequent waveand will fly quickly forward once attacked, and has explode on impact disabling everything in the explosion area for almost a unique purple flairhalf minute. There It is also a [[Orcs|Orc]] miniboss named Treet (irecommended not to build any towers near spawn points.e. both are You can build a Halloween theme, as in "Trikk" or "Treet") that spawns on Wave 4 to Weapon Manufacturer near the right of Maldonisspawn point, 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 mapKobolt will dive to attack it, in front of the Temple entrancesbut will not disable it. He does not attack Auras work very well to damage them 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 wavethey are nor targeted or disabled. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) You can also commonly spawns on any wave, from any lane, put up high health towers or barricades between the spawn point and more than one lane at a time is possibleyour towers to protect them. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper WarbleedsMystic Obelisks work very well for this task.
What makes this incursion unique is that you are the Death Marks given a pool of 4 lives that Maldonis summons throughout each wave, placed randomly all heroes on the mapshare. Maldonis will do an animation, and then somewhere on A Life Counter is shown in the map, a small green area on center of the ground will light upscreen at all times so that you know how many lives you have left. If any hero dies during combat phase, and that small area number will then be a Death Mark reduced by one, for the rest of that waveeach death. Death Marks cause hero damage over time when you stand upon them, similar to how poison Deaths on build phase or fire might damage you. They after the map is complete do not damage defensessubtract from this total. The damage will cease as soon as you step outside of If the mark area. The mark only does damage if you are standing last hero on the ground, map dies during combat and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues life counter is set to summon marks as long as play continues on each wavezero, and you will fail the frequency of the summons increases on each waveincursion. On You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may see 6 or more marksspawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and by 3 will spawn on Wave 5 you can see 18 or more. Marks can overlapThe minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and do only minor damagethen 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 from the Central Southeast and Central Southwest spawn points. When marks are summonedyou begin Wave 1 you will have infinite building time. However, they are not visible once you begin combat phase on the minimapWave 1, but a white skull and crossbones icon will show timer begins with 1300 seconds (a little over 21 min) on the screen for each one, as long it exists. All current marks on This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the map vanish at stage is over. This stage only has 1 crystal to defend in the end center of each wave. On Wave 5the map, Maldonis summons a huge amount of Marks all at onceclose to where you spawn, right before he descends as a miniboss, and no more Marks will spawn after opposed to the expedition version thathas 4 crystals.
A stage mechanic has been added to this This incursion so that you can remove Death Marks. In the Southeast part of the mapalso introduces a new miniboss, the Subcore Bastille Master. This is called the Holy Artifact. Touching a unique miniboss to the Subcore with your hero will gain you a sparkling golden glow debuff around your herogame, known and can spawn as the Holy Auraa miniboss in other game modes. The debuff will last 45 seconds, but no icon will show it Bastille Master appears as a NPC on the screen apart from North end of the cosmetic. To vanquish a Death Marklong bridge on Waves 1-4, have your hero walk anywhere and then on the ground inside a Death Mark while you have the Holy Aura, Wave 5 she disappears and it will then instantly disappear. You cannot do this spawns from the air or on an elevated surface. You will not lose the debuff when you vanquish a markNorth spawn point, so you can eliminate as many Death Marks as you can touch in usually along with another normal miniboss near the 45 second same time frame. 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 you swap heroes one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you have the debuff or dieattack any enemy with this shield active, you will lose ita life. To get the debuff againThe shield is not affected by traps, touch auras or nodes though. The shield can still be activated while the Holy Artifact for another 45 second debuff. There Bastille Master is no requirement to remove any marks apart from the fact that it will make playing the stage easierstunned. </div></div>|}
===Revenge of the Yeti===
[[File:Revenge_of_the_Yeti_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Etheria's local onsen is under siege by a group of yetis! Save the baths from their frosty rampage!''''' </span>
<uspan style="color:#e1a07d">Victory Condition'''Daily Mission'''</uspan> - on Wave 5, all main crystal cores still have health, and all enemies are defeated''Spa Day. '' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Summer Is Coming.''
* '''<u>Map</u>''' - Drakenfrost Resort (Drakenfrost), 5 waves.
* '''<u>Special WeaponPlaying Condition</u> - '''Meowmere''' (light [[Weapons#Swords|sword]] - This map has all new frost enemy ground schedules for [[Squire]]/[[Dryad]]/[[Barbarian]])all lanes on this map. 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 oneOnly Yeti minibosses will spawn. Up No mutators are applied to two special weapons can drop in one victory chestany lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:ScreenShot01065.png|25px]] '''[[Demon Scythe]]''' ''(This special weapon is only unlocked for purchase by completing THIS incursion map. It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.)''
{| class="wikitable" style="width:100%;"|-|<udiv class="mw-collapsible mw-collapsed">Special Weapon MOD</u> - '''Master ''Playing Tips for Revenge of Catsthe Yetis'''''</u><div class="mw-collapsible-content"> 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, "Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaceshave no new enemy types. Five new enemy units have been added and one new miniboss. Projectiles fire once per second All new enemy additions are frost based and can cause heroes and explode dealing XX% Ability Power as Magical Damagedefenses to be chilled if their attacks connect (or are within the Frost Orc's aura)." Chaos 6 values [96-125%Chilled status causes attack speed to drop, 96-125%]and can stack all the way to zero speed, Chaos 7 values [106-135%at which point your Hero will become Frozen, 106-135%]and can be killed by the next attack. The projectile is a small cat head with a long trailing rainbow Frost units are all immune to slow and cat "meow" sound that fires out at chest level horizontally freeze effects, as well as bubble and bounces forward in an upper arc motion on melee swingspetrify attacks. The projectile Frost enemies will apply any crowd control or elemental values of not target auras and traps, but anything inside the hero upon contact with the enemyfrost aura will be hit. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shieldsFrost enemies will take double damage from any flame element attacks.
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]] 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]]. 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]] 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.
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===Dark Awakening===
[[File:Dark_Awakening_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Stop Dreadbones and his crew from completing the ritual to awaken the Old One locked away on the island.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Isle of Dread.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''A Dreadly Encounter.''
==[[Chaos#Chaos_VII|Chaos 7]] Incursions==* '''<u>Map</u>''' - Plunderer's Paradise (The High Seas), 5 waves.
* '''<u>Playing Condition</u>''' - The miniboss Capt. Dreadbones periodically respawns during waves randomly in designated spots . 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.
===Bastille Master===* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.
* '''<u>MapSpecial Weapon Reward</u> ''' - [[Buried BastilleFile:The_Last_Word_Icon.png|25px]]'''[[The Last Word] ]''' ''(Lost DungeonsChance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.), 5 waves. ''
{| class="wikitable" style="width:100%;"
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<div class="mw-collapsible mw-collapsed">
<u>'''''Playing Tips for Dark Awakening'''''</u>
<div class="mw-collapsible-content"> Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task.
<u>Playing Condition</u> - this stage has the same number of ground and air lanes, and a A new minibosshas been added - Capt. The schedules on this map will produce enemies similar to a Chaos 7 expedition of the same mapDreadbones. No mutators are applied to any lanesHe charges forward quickly once he spawns. You are given a pool of 4 lives that all heroes All normal minibosses can spawn 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 incursionwhich can include Capt. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400Dreadbones as well. All normal minibosses may spawn. 1 One miniboss will spawn from the Southeast corner on Wave Waves 2, 2 on Waves and 3 and 4, and 3 then in addition another will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and central Southwest spawn pointspoint (2 total), and then on Wave 5 those two locations spawn again as well as the North spawn point a third will also spawn an additional normal miniboss along with from the Bastille Master. No minibosses will come from top drawbridge in 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 as well (a little over 21 min3 total) 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 What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a new normal minibosson the map from one of about 12 designated locations, see the Bastille Masterbelow map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a unique miniboss to (as shown on the gameenemy list for that lane), and can spawn then that version of Capt. Dreadbones must be defeated as a miniboss in other game modeswell to end the wave. The Bastille Master appears rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a NPC barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the North end deck of the long bridge on Waves 1-4ship, right next to the main mast and then on Wave 5 she disappears and then spawns from right next to the North spawn pointmain Crystals, usually along with another normal miniboss near so be ready to defend that possibility or he will quickly end the same timemap. During each wave, right before Capt. What makes this miniboss unique is her ability to summon shield around her and Dreadbones spawns, a red "X" will show up on the ground (but not on the map or any surrounding enemies screen icon) denoting that reflects all damage back he is about to its source and instantly kill itappear. If one That red "X" may still be on the ground at the end of your defenses attacks her while this shield is upa wave, it but that does not mean that Capt. Dreadbones will be lostrespawn from that point in the next wave. Same for your heroNo icon on the screen or minimap appears before he spawns, if you attack any enemy with this shield active, you and when he does spawn his miniboss and screen icon will lose be visible as a lifenormal miniboss would appear. The shield is not affected by trapsOccasionally, auras or nodes thoughCapt. The shield Dreadbones can still be activated while double spawn at once from the Bastille Master is stunnedsame location. </div></div>|}
In the victory chest for this stage you can find this stage===Jester's weapon, the Haunted Halbred, and also a Demon Scythe (from Revenge===[[Incursions#Revenge_of_the_YetiFile:Jesters_Revenge_Banner.png|Revenge of the Yeti600px|right]]) can also possibly drop.
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Jester's Fun House.''
* '''<u>Victory ConditionMap</u> ''' - on Wave 5[[Wild Westival]] (The Wild West), the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives6 waves.
* '''<u>Playing Condition</u>''' - Each wave spawns Jester Boxes that unleashes unique carnival mobs while Air lane schedules consist of only Carnival Kobold Fliers. There is also a 6th Boss wave where players will face MR. SKWISH'N SMASH.
* '''<u>Special WeaponVictory Condition</u> - '''Haunted Halberd''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Has 4.5 speed, 1 spread, and Spooky I flair shots- Clear all 6 wave with Crystal Core intact.
* There is no special weapon reward. ''(Unique loot drop is near-identical to the map's expedition counterpart)''
{| class="wikitable" style="width:100%;"|-|<div class="mw-collapsible mw-collapsed"><u>Special Weapon MOD'''''Playing Tips for Jester's Revenge'''''</u> <div class="mw- collapsible-content"> '''Ghastly HalberdChaos VII''', "Secondary Attack summons Ghastly Halberds 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 halberds]. Using the secondary attack button allows you to choose a small area on the ground where the Ghastly Halbred will be placed. All enemies inside that circle will be hit with damage at the same time. Ghastly Halberds can be stacked upon one another and overlap.
Since this incursion is in Chaos 7 difficulty which features [[Kobolts]], you'll need to spawn-camp with some aura-type defenses to deal with them. However, it is best to not use all Defense Units for spawn camping as you'll also need to allocate some defenses around the crystal core to defend it from enemies unleashed from Jester Boxes which are spawned from areas that spawn-camped defenses won't be able to reach.
It is also possible to use full-on turtle strategies around the crystal core but a good amount of crowd control effects will be required to mitigate the risk of Kobolts being agrroed to the core.
===Revenge of the Yeti==='''Jester Boxes'''
<u>Map</u> The first main gimmick of this incursion. There are 7 different spots that Jester Boxes can appear during the start of the combat phase. The first and second wave will always start with 3 boxes while the third wave have 4 boxes, 5 for fourth wave and 6 for fifth wave - Drakenfrost Resort (Drakenfrost)if any of the boxes are destroyed, 5 wavesthey will be replaced in the next combat phase. Jester Boxes are quite tanky but can be destroyed when enough damage is dealt to them. They will also be invulnerable during build phase but any damage sustained during the last combat phase will carry over to the next combat phase.
Being additional enemy spawn points, the enemies these boxes randomly spawns are between a roster of carnival variants of certain enemies and other common enemies too. Some are near-harmless and will be easy to deal with while others may require a certain degree of wariness. They are quite tanky but can be destroyed when enough damage is dealt to them.
<u>Playing Condition</u> - this stage has Here's the same number list of ground enemy Squads Jester Boxes can spawn;* '''Carnival Goblins''' and air lanes, however the ground enemy schedules '''Carnival Bomb Goblins''' - These carnival goblins are all completely newbigger variants of their regular counterparts. Air lanes are still the sameHowever aside from size, there isn't any other notable differences.* '''Pie Throwers''' - Javelin Throwers wielding pies instead of javelins. The pies applies Ogre's Snot Ball slow effect when a hero is struck by it.* '''Elemental Mages''' (with regular [[Goblins_(Regular)|Goblins]] and have no new enemy types[[Bomb_Goblin|Bomb Goblins]] or [[Orcs]]) - Dark Mages imbued with an element. No mutators There are applied to any lanes. Five new enemy units have been added four variant of them (''Fire Mage, Poison Mage, Frost Mage'' and one new miniboss''Electric Mage''). All new enemy additions The most notable aspect of them are frost based the mages sometimes applying crowd control effect on themselves and can cause heroes and defenses to be chilled if their attacks connect enemy allies. * '''Tiny (or are within the Frost Orctier 1) Kobolds'''s aura)- These tiny kobolds spawns in squads and when all Jester Boxes spawns these, their numbers can be frightening. Chilled status causes attack speed to dropAnd since they are in tier 1 form, and these kobolds can stack all the way to zero speedbe quite fast too. They are all immune * '''Tiny (tier 3) Ogres''' - While these ogres may be small, it still might be a good idea to slow watch out and freeze effects, as well as bubble and petrify try not to trigger their stomp attacks. Frost enemies will not target auras and traps, but anything inside when engaging them near the frost aura will be hitcore.
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]] 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]]. 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]] 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.
'''Air lanes: Carnival Kobold Fliers'''
<u>Victory Condition</u> - on Wave 5, A side gimmick of this incursion feature all main crystal cores still have health, air lanes to only consist of Carnival Kobold Flier. This Kobold Fliers variant are quite the scarier version of their regular counterpart pretty much because they are extremely easier to be aggroed from further distance and all enemies these fliers are defeatedmuch faster in diving to their target too. Anti-air defenses will need to be placed in proper location and as well be strong enough to take these kobold fliers down before they get agrroed by the core or other defenses and start diving.
<u>Special Weapon</u> - '''Demon ScytheWave 6''' ([[Weapons#Books|tome]] for the [[Abyss Lord]]). This weapon does not drop in the victory chest on this stage, but you can 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 [[Incursions#Bastille_Master|Bastille Master]] incursion, but that stage will not unlock it at the [[Wayfarer]].
The second main gimmick of this incursion features a boss wave. Once all 5 waves has been cleared, the major miniboss called ''MR. SKWISH'N SMASH'' will be introduced, a giant clown ogre with a high health pool (about 269 Million HP for C7) that is spawned outside of the main stage which in quite a short distance from the core. All active Jester Boxes will despawn in this boss fight.
<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 main strategy is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire to delay the scythes by quickly pressing miniboss from getting to the secondary attack button. The charged version is bigger in size. The projectile will apply any core as much as possible with crowd control effects or blockades while your defenses or elemental values of hero does the dps. This wave also spawns witherbeasts that drops large orange crystals that grant damage buffs to the hero upon contact (which could assist with taking down the enemygiant ogre) and Carnival Kobold Fliers (which altogether makes about 13 enemies). Once Mr. This attack piercesSKWISH'N SMASH and all spawned enemies are defeated, but that does not include Chaos enemy's defenses such as [[Shield_Geodeyou have won this incursion.</div></div>|Geode]] or [[Vanguard]] shields.}
==Prime Incursions==
[[File:Prime_Incursions_Icon.png|thumb]]
<big>'''What are they?'''</big>
===Dark Awakening=== <u>Map</u> - Plunderer[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. This tier consists of harder versions of all the current Incursions from previous Chaos difficulty tiers, along with a few maps from [[Adventures]], like [[The_Wyvern_Den|Wyvern's Den]], and [[Harbinger's Paradise (Warship]]. Some of these incursions have a boss fight at the end. The High Seas), 5 wavesPrime Incursions are divided into seven groups with each group getting harder than the last.
<big>'''Rewards'''</big>
<u>Playing Condition</u> - this stage is very similar to a Chaos 7 expedition of the same map, however a new miniboss has been added - Capt. Dreadbones. All air and ground lanes are the same as normal play. This incursion assigns no mutators. All normal minibosses can spawn, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total)'''1. Victory Chest loot'''
What makes this map unique is how Capt. Dreadbones spawns. At Aside from the beginning of Wave 1, Capt. Dreadbones will spawn randomly as Victory Chest having a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue chance to respawn as long as drop the wave continues. To end a waveincursion's respective special weapon, defeat all enemies on the map, which does not include Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones chest also spawns from a scheduled lane as has a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well chance to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility. During each wave, right before Capt. Dreadbones spawns, a red "X" will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red "X" may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location. drop one more item:
<u> ''Prime Weapons'' </u> -
These weapons with unique new models drops with Chaos VIII or Chaos IX stats fully upgraded, depending on which difficulty you do. 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>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and all enemies are defeated '''2. Hyper Shards - which does not include the respawning version(s) of Capt. Dreadbones. '''
Each Prime Incursion group cleared for the first time would reward a [[Shards#Hyper_Shards|Hyper Shard]]. And after clearing all seven groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from [[Mastery#Rewards|Mastery]], meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.
<u>Special Weapon</u> - '''The Last Word''' (medium axe for the [[Barbarian]]). == History ==
* [[File:DD2_Splash_Logo.png|35px]] '''August 28th, 2019''': First 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>Special Weapon MOD</u> - * '''[Early Access 19.0]'''Captain: Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's Furyloot table.* ''', "Increases Barbarian[Early Access 17.0]'''s Hero Damage by XXXX : Added Dawn of the Blood Moon Incursion and increases Hero Damage in and AOE around the Barbarian by XXXXWayfarer." Chaos 7 values * '''[6479Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion -9089, 6480-9090Return of Maldonis. * '''[Early Access 15.4]''' : Added Altar of the Athame Incursion.* '''[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.* '''[Early Access 13.3]''' : Added The AOE has very limited range directly around the BarbarianKobold Bling King Incursion.* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.
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