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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 in [[Expeditions]] 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 will unlock a set of Incursion modemaps 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.
 On some incursion maps, the enemies in a lane and the miniboss 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.     ==[[ChaosExpeditions#Chaos_I|Chaos I]] Incursions==
===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>
[[File<span style="color:CE_Banner#e1a07d">'''Daily Mission'''</span> - ''Shiny and Chrome.jpg|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Bore Witness.''
* '''<u>Map</u>''' - [[Forgotten Ruins]] (Ancient Ruins).
* '''<u>Playing Condition</u>''' - 5 waves; all lanes have the 'Chrome' mutator "cannot be stopped"; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:Terra_Blade_Icon.png|35px25px]] '''Terra Blade''''' (Light [[Weapons#Swords|sword]] for [[Squire]]/[[Dryad]]/[[Barbarian]]). All Terra Blades are usable by all sword wielding heroes regardless of Chance from Victory Chest or unlocked to be purchased from the descriptionWayfarer. This special weapon can drop twice from a victory chest. *<u>Special Weapon MOD</u> - '')'Terra Wisp''', "fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second." Chaos 1 values [17.7-38%, 2-5 enemies], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally on melee swings. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
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<u>'''''Playing Tips ('for Chrome Enemies''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 auras, traps, and nodes. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP.
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===Griblok's Horde===
[[File:Griblok%27s_Horde_Icon.png|600px|right]]
[[File<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Griblok%27s_Horde_Icon's Demise.png|600px|thumb]] '''<uspan style="color:#e1a07d">Map'''Challenge Collection'''</uspan>- ''Goblin B Gone.'' - [[The Gates of Dragonfall]] (Dragonfall Town).
* '''<u>Playing ConditionMap</u>''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool [[The Gates of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 ExpeditionDragonfall]] (Dragonfall Town).
* '''<u>Victory Playing Condition</u>''' - No cores are destroyed 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 all air lane enemies and minibosses are defeated on the last wavesimilar to Chaos 1 Expedition.
* '''<u>Special Weapon RewardVictory Condition</u>''' - [[File:Lunar_Portal_Staff_Icon.png|35px]] '''Lunar Portal''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]). Staff has 4 spread, 3 speed, No cores are destroyed and "diamondshot" which is in all enemies are defeated on the shape of a tight square pattern turned 45 degrees. This special weapon can drop from a victory chestlast wave.
* '''<u>Special Weapon MODReward</u> ''' - [[File:Lunar_Portal_Staff_Icon.png|25px]] '''Lunar CallerPortal Staff''', "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up ''(Chance from Victory Chest or unlocked to X portals." Chaos 1 values [56-155%, 9.65-17.5s, 1-6 portals], 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 be purchased from 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 attacksWayfarer.)''
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<u>'''''Playing Tips (for Griblok's Horde''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 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.
|}
   ==[[ChaosExpeditions#Chaos_II|Chaos II]] Incursions==
===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>
[[File<span style="color:Wyvern_Enthusiast_Banner#e1a07d">'''Daily Mission'''</span> - ''Overly Enthusiastic.png|700px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Wyvern Detractor.''
* '''<u>Map</u>''' - [[Forest Crossroads]] (The Liferoot).
* '''<u>Playing Condition</u>''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:North_Pole_Icon.png|35px25px]] '''North Pole''''' (light [[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). It has 1 spread and 2 speed. This special weapon can not drop Chance from a victory chest. * <u>Special Weapon MOD</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%, 8.1-11s]. This attack fires in an upwards arc path and has a short range. You must aim high Victory Chest or jump unlocked to increase its range to hit enemies further away. Attacks hit with Frost, so they have a chance to chill be purchased from the enemy on contactWayfarer.)''
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<u>'''''Playing Tips ('for Wyvern Enthusiast''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content">
[[File:Wyvern_Enthusiast_extra_air_lane.png|The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]]
The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead.
[[File:Wyvern_Enthusiasts.png|500px600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]
On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. You can see where and in what order the ogres will spawn on the lane schedules, as the first type Ogre ('''Timothy, Wyvern Fan''') spawns first, and second type ('''Jimothy, Wyvern Enthusiast''') second, and the third ('''Gregory, Wyvern Aficionado''') spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.
|}
===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==Forrest Poachers==="color:#e1a07d">'''Challenge Collection'''</span> - ''Game Warden.''
* '''<u>Map</u>''' - [[File:Forest_Poachers_Banner.png|700px|thumbLiferoot Forest]](The Liferoot).
* '''<u>MapPlaying Condition</u>''' - [[Liferoot Forest]] (The Liferoot)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.
* '''<u>Playing Victory Condition</u>''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground No cores are destroyed and air lane all enemies and minibosses are similar to Chaos 2 Expeditiondefeated on the last wave.
'''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave. '''<u>Special Weapon Reward</u>''' - [[File:Tusnami_IconTsunami_Icon.png|35px25px]] '''Tsunamic (Chlorophyte''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and "Chlorophyte Arrows" which is in the shape of a vertical straight line. * <u>Special Weapon MOD</u> - '''Chlorophyte Chip''', "fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface." Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies and does not pierce. The projectile will apply any crowd control (Chance from Victory Chest or elemental values of the hero upon contact with unlocked to be purchased from the enemy. This attack does not pierceWayfarer.)''
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<u>'''''Playing Tips ('for Forest Poachers''WARNING - SPOILERS''')</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.
|}
==[[ChaosExpeditions#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>
[[File<span style="color:Dawn_of_the_Blood_Moon_Banner_II.png|600px|thumb]] #e1a07d">'''Daily Mission'''<u/span>Map- ''Blood Moon.'' </uspan style="color:#e1a07d">''' Challenge Collection'''</span> - [[Forest Biome]] (The Liferoot)''Lunar Eclipse.''
* '''<u>Playing ConditionMap</u>''' - 5 waves; normal air lanes are removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[SkeletonsForest Biome]]; Skeleton Hero minibosses spawn from marked lanes throughout the 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 minibosses are similar to Chaos 3 Expedition(The Liferoot).
* '''<u>Victory Playing Condition</u>''' - No cores 5 waves; normal air lanes are destroyed removed and replaced with air lanes containing only Demon Eye enemies; 4 additional unmarked lanes added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the waves; special miniboss Treet spawns during wave 4; special boss Eye of Cthulhu is defeated spawns on the last wave5; no lane mutators are applied; ground lane enemies and minibosses are similar to Chaos 3 Expedition.
* '''<u>Special Weapon RewardVictory Condition</u>''' - [[File:Celebration_Canister_Icon.png|35px]] '''Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series EV2]]). It has 2 spread, 2 speed, No cores are destroyed and fires "Celebration!!!" shots. This special weapon can drop from a victory chestEye of Cthulhu is defeated on the last wave.
* '''<u>Special Weapon MODReward</u> ''' - [[File:Celebration_Canister_Icon.png|25px]] '''Celebration!!!''', "fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over a small area." The values are fixed, so it does not matter what level the weapon is ''(Chance from Victory Chest or what level the MOD is. The explosion flair is fireworks, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in separate horizontal arcs, making an oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around the target and attempt unlocked to hit it again, and eventually explode. Since be purchased from the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distance. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemyWayfarer. )''
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<u>'''''Playing Tips ('for Dawn of the Blood Moon''WARNING - SPOILERS''')</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.
All air enemies are [https://terraria.gamepediawiki.comgg/Demon_Eye Demon Eyes] (A 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 have 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>
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]
'''<u>Wave 5 : The Eye of Cthulhu -</u>''' The final wave is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end the stage immediately. The Boss is The [https://terraria.gamepediawiki.comgg/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.gamepediawiki.comgg/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts.
This boss has two phases -
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===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>
[[File<span style="color:True_Bling_King_Banner.png|590px|thumb]] #e1a07d">'''Daily Mission'''<u/span>Map- ''Bling's Demise.'' </uspan style="color:#e1a07d">''' Challenge Collection'''</span> - [[Little-Horn Valley]] (Dragonfall Town)''Got Dat Swagga. ''
* '''<u>Playing ConditionMap</u>''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition[[Little-Horn Valley]] (Dragonfall Town).
* '''<u>Victory Playing Condition</u>''' - No cores are destroyed and all 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal requirements at met before beasts or spawn randomly around the map and return them to the Kobold King found in the center of the timer runs outmap; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.
* '''<u>Special Weapon RewardVictory Condition</u>''' - [[File:Bling-O-Midas_Icon.png|35px]] '''Bling King Bow''', which shows up in inventory as "Bling-O-Midas" ([[Weapons#Bows|bow]] for [[Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks No cores are lava ball flair that burst on impact, but have no AOE effect destroyed and do not Ignite. It is only cosmetic. This special weapon can drop from a victory chestall gold crystal requirements at met before the timer runs out.
* '''<u>Special Weapon MODReward</u> - '''- [[File:Bling Blast''', "charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long." Chaos 3 values [45.5-60%, 6.61O-8Midas_Icon.22s, 40-50 degrees, 1465-1900 unitspng|25px]], Chaos 7 values [65.5'''Bling-80%, 8.83O-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it Midas''' ''(Chance from Victory Chest or unlocked to continue firing the stream for be purchased from 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 piercesWayfarer.)''
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<u>'''''Playing Tips ('for Kobold Bling King''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content">
[[File:Explodinators.png|An Explodinator.|100px|thumb]]
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   ==[[ChaosExpeditions#Chaos_IV|Chaos IV]] Incursions==
===Spectral Assault===
[[File:Spectral_Assault_Banner_Ver_2.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Unholy Catacombs is being haunted by Spectral Knights! Cleanse these spirits from the catacombs to keep these crystal safe.''''' </span>
[[File<span style="color:Spectral_Assault_Banner_Ver_2#e1a07d">'''Daily Mission'''</span> - ''Grave Defense.png|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Crypt Keeper.''
* '''<u>Map</u>''' - [[Unholy Catacombs]] (Lost Dungeons).
* '''<u>Playing Condition</u>''' - 5 waves; purple, red, and 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 similar to Chaos 4 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:ScreenShot00777Molten Tome Icon.png|35px25px]] '''Molten Tome''' ([[Weapons#Books|tome]] for [[Abyss LordScorched Tome of Molten Brimstone]]). This special weapon can drop from a victory chest. * <u>Special Weapon MOD</u> - '''Volcanic Command''', "Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge (Chance from Victory Chest or unlocked 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%]. 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 the meteors by quickly pressing be purchased from the secondary attack button. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. The fissure fires out in a straight vertical line along the ground. The fissure will ignite enemies, even if no oiled status is presentWayfarer.)''
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<u>'''''Playing Tips ('for Spectral Assault''WARNING - SPOILERS''')</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.
===The 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>
[[File<span style="color:The_Demon%27s_Lair_Banner_ver_2#e1a07d">'''Daily Mission'''</span> - ''Chaos Sanctuary.png|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Exorcist.''
* '''<u>Map</u>''' - [[Molten Citadel]] (Lost Dungeons).
* '''<u>Playing Condition</u>''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and the Demon Lord boss is defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:Bone_Glove_Icon.png|35px25px]] '''[[Bone Glove''' (fist for [[Lavamancer]]). This special weapon can not drop from a victory chest. * <u>Special Weapon MOD</u> - '''Fist of Bones''', "Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times and reflect off of surfaces." Chaos 4 values [?-?%, ?-? times], Chaos 7 values [42.45-55.5%, 10-13 times]. The Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these spinning cross-shaped bones will shoot out, one at a time, in a linear horizontal path. The bones will pierce quite a lot of enemies and reflect off of most surfaces. The projectile will apply any crowd control (Chance from Victory Chest or elemental values of the hero upon contact with unlocked to be purchased from the enemyWayfarer. This attack pierces, but that does not include Chaos enemy)''s defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
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<u>'''''Playing Tips (for The Demon's Lair''WARNING - SPOILERS''')</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.
|}
   ==[[ChaosExpeditions#Chaos_V|Chaos V]] Incursions==
===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>
[[File<span style="color:Altar_of_the_Athame_banner.png|600px|thumb]] #e1a07d">'''Daily Mission'''<u/span>Map- ''Those Without Faces.'' </uspan style="color:#e1a07d">''' Challenge Collection'''</span> - Crumbled Bulwark (Lost Dungeons)''Martyrdom Denied.''
* '''<u>Playing ConditionMap</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 mutatorsCrumbled Bulwark (Lost Dungeons).
* '''<u>Victory Playing Condition</u>''' - On Wave 4waves; 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 main crystal cores still have healthground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and all the addition of Dark Prophets. Air lanes spawn only Altar Assassins are defeated. All normal minibosses may spawn. This incursion uses no mutators.
* '''<u>Special Weapon RewardVictory Condition</u>''' - [[File:Shadowflame_Knife_Icon.png|35px]] '''Shadowflame''' (dagger for [[Mystic]]). Has 1 spreadOn Wave 4, 2 speedall main crystal cores still have health, and can be Medium or Light type. This special weapon can drop from a victory chestall Altar Assassins are defeated.
* '''<u>Special Weapon MODReward</u> - '''Shadowflame Knife- [[File:Shadowflame_Knife_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], 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. )''
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<u>'''''Playing Tips ('for Altar of the Athame''WARNING - SPOILERS''')</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 [[Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones.
===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>
[[File<span style="color:Power_Surge_Banner.png|600px|thumb]] #e1a07d">'''Daily Mission'''<u/span>Map- ''Voltage Regulator.'' </uspan style="color:#e1a07d">''' Challenge Collection'''</span> - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves''Surge Protector. ''
* '''<u>Playing ConditionMap</u>''' - All defenses are built with zero build time[[Dragonfall Bazaar]] (Dragonfall Town), with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any laneswaves.
* '''<u>Victory Playing Condition</u>''' - On Wave 5All defenses are built with zero build time, with increased attack and speed stats, but disappear from the main crystal core still map after 35 seconds. This map has health, and the same enemy schedules for all enemies lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are defeatedapplied to any lanes.
* '''<u>Special Weapon RewardVictory Condition</u>''' - [[File:Glaive_of_the_Storm_Icon.png|35px]] '''Glaive of the Storms''' ([[Weapons#Polearms|polearm]] for [[Monk]]/[[Initiate]]). Has 1-On Wave 5 spread, 2-4 speedthe main crystal core still has health, and can be Heavy or Medium type. This special weapon can drop from a victory chestall enemies are defeated.
* '''<u>Special Weapon MODReward</u> - '''Storm Rider- [[File:Glaive_of_the_Storm_Icon.png|25px]] ''', "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% [[Glaive of Ability Power as the Storm Damage every 2 seconds." Chaos 5 values [132-190%, 15-15s, 264-?%], Chaos 7 values [172-230%, 15-15s, 344-460%]. This MOD deals both drench and Storm Attack, so it has the ability ''' ''(Chance from Victory Chest or unlocked to stun enemies. It has no Secondary attack, but instead gives the hero be purchased from 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 awayWayfarer.)''
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<u>'''''Playing Tips ('for Power Surge''WARNING - SPOILERS''')</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.
|}
==[[ChaosExpeditions#Chaos_VI|Chaos VI]] Incursions==
===Malthius Incursion===
[[File:Malthuis_Incursion_Stage_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The terrible Dark Mage Malthius is attacking the Ramparts! His powerful healing spells and summoned skeletons will prove quite the challenge to overcome.''''' </span>
[[File<span style="color:Malthuis_Incursion_Stage_Banner#e1a07d">'''Daily Mission'''</span> - ''Wizard from the Moon.png|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Malthius Busted.''
* '''<u>Map</u>''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.
* '''<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>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all 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 Reward 1Rewards</u>''' - [[File:Megashark_Icon.png|35px25px]] '''Megashark''' ([[Weapons#Rifles|gun]] for [[Gun WitchMegashark]]). Has 1 spread, 8 speed, and fires "Meteor Bullets". * <u>Special Weapon MOD</u> - '''Meteor Bullets''', "Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage." The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields. '''<u>Special Weapon Reward 2</u>''' - and [[File:Tusnami_IconTsunami_Icon.png|35px25px]] '''Tsunamic Jester''' ([[Weapons#Bows|bowTsunami (Jester)]] for [[Huntress]]). Has 5 spread, 2 speed, and fires "Jester Arrows" which is in the shape of a vertical straight line. * <u>Special Weapon MOD</u> - '''Jester Arrows''', "fires a column of Jester Arrows that pierce up (Chance to 5 targets." The values are fixed, so it does not matter what level the weapon is drop from Victory Chest or what level unlocked to be purchased from the MOD isWayfarer. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy)''s defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
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<u>'''''Playing Tips ('for Malthius Incursion''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content">
</div>
|}
 
===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>
[[File<span style="color:Return_of_Maldonis#e1a07d">'''Daily Mission'''</span> - ''Return of the Wizard.png|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Etheria Strikes Back.''
* '''<u>Map</u>''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves.
* '''<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 Wave 5, all main crystal cores still have health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - '''Meowmere''' (light [[Weapons#SwordsFile:Meowmere_Icon.png|sword25px]] for '''[[Squire]]/[[Dryad]]/[[BarbarianMeowmere]]). All Meowmere are usable by all sword wielding heroes regardless of the description. This special weapon can drop twice from a victory chest. * <u>Special Weapon MOD</u> - '''Master of Cats''', "Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage." Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat "meow" sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control (Chance to drop from Victory Chest or elemental values of unlocked to be purchased from the hero upon contact with the enemyWayfarer. This attack pierces, but that does not include Chaos enemy)''s defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
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<u>'''''Playing Tips ('for Return of Maldonis''WARNING - SPOILERS''')</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 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.
|}
   ==[[ChaosExpeditions#Chaos_VII|Chaos VII]] Incursions==
===Bastille Master===
[[File:True_Bastille_Master_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Bastille Master has taken hold of the Buried Bastille. Complete her challenge to protect the remaining Crystal Core.''''' </span>
[[File<span style="color:True_Bastille_Master_Banner#e1a07d">'''Daily Mission'''</span> - ''Let Them Eat Cake.png|600px|thumb]]'' <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.
* '''<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. In the victory chest for this stage you can find this stage's weapon, the Haunted Halbred, and also a Demon Scythe (from [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]]) can also possibly drop.
* '''<u>Main Special Weapon Reward 1</u>''' - [[File:Ghastly_Halberd_Icon.png|25px]] '''[[Haunted Halberd]]''''' ([[Weapons#Staves|staff]] for [[Apprentice]]/[[Adept]]Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.). Has 4.5 speed, 1 spread, and Spooky I flair shots. ''
* <u>Special Weapon MOD</u> - '''Ghastly Halberd''', "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. '''<u>Second Special Weapon Reward 2</u>''' - [[File:ScreenShot01065.png|25px]] '''[[Demon Scythe]]''''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). 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. * <u>Special Weapon MOD</u> - ')''Demonic Scythes''', "Secondary Attacks summon Demon Scythes that deal XXX.X% Ability Power as Magical Damage and pierce up to 5 targets. Charged Attacks deal XXX% Ability Power as Magical Damage and pierce up to 10 targets." Chaos 7 values [143.31-192.9%, 425.2-518%]. Primary Attacks are unaffected. The scythe is a cross-shaped spinning projectile that shoots one at a time, straight forward at chest level. You can rapid fire the scythes by quickly pressing the secondary attack button. The charged version is bigger in size. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
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<u>'''''Playing Tips ('for Bastille Master''WARNING - SPOILERS''')</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.
</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>
[[File<span style="color:Revenge_of_the_Yeti_Banner#e1a07d">'''Daily Mission'''</span> - ''Spa Day.png|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Summer Is Coming.''
* '''<u>Map</u>''' - Drakenfrost Resort (Drakenfrost), 5 waves.
* '''<u>Playing Condition</u>''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any 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]]''''' ([[Weapons#Books|Tome]] for [[Abyss Lord]]). 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.)''
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<u>'''''Playing Tips ('for Revenge of the Yetis''WARNING - SPOILERS''')</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, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks.
===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>
[[File<span style="color:Dark_Awakening_Banner#e1a07d">'''Daily Mission'''</span> - ''Isle of Dread.png|600px|thumb]]'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''A Dreadly Encounter.''
* '''<u>Map</u>''' - Plunderer's Paradise (The High Seas), 5 waves.
* '''<u>Playing Condition</u>''' - The miniboss Capt. Dreadbones constantly periodically respawns during wavesrandomly 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.
* '''<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>Special Weapon Reward</u>''' - [[File:The_Last_Word_Icon.png|25px]] '''[[The Last Word]]''''' (medium axe for [[Squire]]/[[Countess]]/[[Barbarian]]). Although all axe wielding classes can use this axe, the mod is only valid for the [[Barbarian]]. This special weapon can Chance to drop from a victory chestVictory Chest or unlocked to be purchased from the Wayfarer* <u>Special Weapon MOD</u> - '''Captain's Fury'')', "Increases Barbarian's Hero Damage by XXXX and increases Hero Damage in and AOE around the Barbarian by XXXX." Chaos 7 values [6479-9089, 6480-9090]. The AOE has very limited range directly around the Barbarian.
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<u>'''''Playing Tips ('for Dark Awakening''WARNING - SPOILERS''')</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.
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as 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 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 miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well 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. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. 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 or he will quickly end the map. 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.
</div>
</div>
|}
 
===Jester's Revenge===
[[File:Jesters_Revenge_Banner.png|600px|right]]
 
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Jester's Fun House.''
 
* '''<u>Map</u>''' - [[Wild Westival]] (The Wild West), 6 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>Victory Condition</u>''' - 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)''
 
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<u>'''''Playing Tips for Jester's Revenge'''''</u>
<div class="mw-collapsible-content">
'''Chaos VII'''
 
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.
 
 
'''Jester Boxes'''
 
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 - if any of the boxes are destroyed, they 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.
 
Here's the list of enemy Squads Jester Boxes can spawn;
* '''Carnival Goblins''' and '''Carnival Bomb Goblins''' - These carnival goblins are bigger variants of their regular counterparts. However 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 [[Bomb_Goblin|Bomb Goblins]] or [[Orcs]]) - Dark Mages imbued with an element. There are four variant of them (''Fire Mage, Poison Mage, Frost Mage'' and ''Electric Mage''). The most notable aspect of them are the mages sometimes applying crowd control effect on themselves and their enemy allies.
* '''Tiny (tier 1) Kobolds''' - These tiny kobolds spawns in squads and when all Jester Boxes spawns these, their numbers can be frightening. And since they are in tier 1 form, these kobolds can be quite fast too.
* '''Tiny (tier 3) Ogres''' - While these ogres may be small, it still might be a good idea to watch out and try not to trigger their stomp attacks when engaging them near the core.
 
 
'''Air lanes: Carnival Kobold Fliers'''
 
A side gimmick of this incursion feature all 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 these fliers are much 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.
 
 
'''Wave 6'''
 
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.
 
The main strategy is to delay the miniboss from getting to the core as much as possible with crowd control effects or blockades while your defenses or hero does the dps. This wave also spawns witherbeasts that drops large orange crystals that grant damage buffs to the hero (which could assist with taking down the giant ogre) and Carnival Kobold Fliers (which altogether makes about 13 enemies). Once Mr. SKWISH'N SMASH and all spawned enemies are defeated, you have won this incursion.
</div>
</div>
<big>'''What are they?'''</big>
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. Instead of having new incursions, this This tier consist consists of a harder version 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 Warship]]. Some of these incursions have a boss fight at the end. The Prime Incursions are divided into six seven groups with each group getting harder than the last.
<big>'''Rewards'''</big>
'''1. Victory Chest loot'''
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also have has a chance to drop two one more itemsitem:
<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>''Chaos VIII Ampoules'' </u> -Like Chaos VIII Onslaught, each Prime Incursion also have a chance of dropping a Chaos VIII ampoules from its victory chest. The higher difficulty the incursions are, the higher the drop rates for the ampoules are.
'''2. Hyper Shards -'''
Each Prime Incursion group cleared for the first time would reward a [[Shards#Hyper_Shards|Hyper Shard]]. And after clearing all six 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.
== 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.
* '''[Early Access 19.0]''' : Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Also removed special weapons from Incursions's loot table.
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