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Incursions

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Upon completing the incursion you permanently unlock a special weapon, which can be purchased from the Wayfarer for 500 defender medals. Special weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Each special weapon is a legendary drop, for the chaos level it is earned on. Each one will have the first MOD slot locked with a special MOD that only comes on that weapon, and cannot be moved off of it or replaced. The special MOD can be rerolled though. They will also come with a second MOD that is normal and can be moved or replaced.
On incursion maps, each lane will randomly be assigned one mutator 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.
Map - [[The_Gates_of_Dragonfall|Gates of Dragonfall]] (Dragonfall Town)
Playing Condition - this map has three ground lanes, two of which will spawn normal Chaos 1 enemy schedules. There are no air lanes. This incursion uses assigns one mutator to each lane from the common pool of mutators. Each wave one of the three lanes will be designated as the Griblock Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. Lane bosses 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), [[Goblins_(Bomb)|Bomb Goblins]] (bright purple skin flair), and mini versions of [[Griblok|Griblock]] (high health version of Goblins with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Griblocks next, and followed by Bomb Goblins. Enemy types in a 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 or so Bomb Goblins. 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 Bomb Goblins. Griblock may also spawn as a large lane boss on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero boss spawns.
Special Weapon - Lunar Portal (staff for [[Apprentice|Apprentice]]/[[Adept|Adept]]). Staff has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees.
Map - [[Forest_Crossroads|Forrest Crossroads]] (The Liferoot)
Playing Condition - this incursion is very similar to a Chaos 2 expedition of Forrest Crossroads, where the four ground lanes are the same but the air lanes have greatly increased numbers and a 3rd air lane is added on the north end of the map. This incursion uses assigns one mutator to each lane from the common pool of mutators. Air lanes will have up to three different types of enemies ([[Wyverns|Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning_Bugs|Lightning Bugs]]) and number from 30-50 each lane as waves progress. On wave 4, one air lane will drop to only 12, and on wave 5 all three drop to only 12. On wave 5, three different [[Ogre|Ogres]] with various armor will spawn as bosses, each with a separate mutator. If you look at the schedules, you can see where and in what order they spawn, as the first type Ogre spawns first, and second type second, and third spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the west spawn point.
Reward Weapon - North Pole (light polearm for the [[Monk|Monk]]/[[Initiate|Initiate]]). It has 1 spread and 2 speed.
Map - [[Liferoot_Forest|Liferoot Forrest]] (The Liferoot)
Playing Condition - this incursion is very similar to a Chaos 2 expedition of Liferoot Forrest, where the four ground lanes are the same but the air lanes have increased numbers and only a single enemy type. On wave 4, there are no air lanes. This incursion uses assigns one mutator to each lane from the common pool of mutators. 4 Poachers inhabit this map and spawn as bosses, 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. Thorc can spawn on the same lane as well on any wave. Poachers: Sammie the Trapper spawns on wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status, Sach the Stalker spawns on wave 3 as a [[Javelin_Throwers|Javelin Thrower]] whose attacks inflict Poisoned status, Steiner the Hunter spawns on wave 4 as an [[Orcs|Orc]], and Sturgis the Falconer spawns on wave 5 as a [[Lady_Orcs|Lady Orc]].
Reward Weapon - Tsunamic Chlorophyte (bow for [[Huntress|Huntress]]). Has 5 spread, 2 speed, and "Chlorophyte Arrows" which is in the shape of a vertical straight line.
Map - [[Little-Horn_Valley|Little-Horn Valley]] (Dragonfall Town).
Playing Condition - 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 some. 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 must be collected and returned by or you will fail the incursion. Gold can be found in 11 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 and a couple more nuggets will generate as the stage progresses. On wave 5, up to 7 hidden nuggets can spawn as the stage progresses. Gold is also dropped by special lane bosses that constantly spawn called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these bosses will drop one gold nugget. 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. Once the required amount of nuggets has been given to the Kobold King, that wave will end. All dropped and hidden gold nuggets will vanish at the end of each wave. Complete all 5 waves to win the incursion. All of the ground and air lanes will spawn normal Chaos 3 expedition enemies. This incursion uses assigns one mutator to each lane from the common pool of mutators. All normal Lane Bosses can spawn, and will have a separate mutator, but will not drop any gold. Be careful not 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 it. Wave Requirements: wave 1) 7 nuggets, 245 seconds; wave 2-4) 9 nuggets, 270 seconds; wave 5) 10 nuggets, 300 seconds.
Reward Weapon - Bling King Bow, which shows up in inventory as "Bling-O-Midas" (bow for [[Huntress|Huntress]]). Has 1 spread, 2.5 speed, and Single II type. Primary attacks are lava ball flair that burst on impact, but have no AOE effect.
Reward Weapon MOD - Bling Blast, "charged shots fire a stream burning enemies for XX% Hero Damage twice per second for X.XX seconds. The stream is XX degrees wide and XXXX units long." Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 units], Chaos 7 values [65.5-80%, 8.83-10.44s, 53-63 degrees, 2065-2500 units]. Hold the charge button down until this fires, and keep the button pressed for it to continue firing the stream for the full time length. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will Ignite any Oiled enemies.
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