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Incursions

325 bytes added, 20:32, 23 January 2019
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<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. Do not bother with any crowd control abilities as they will not work here. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP. </div>
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<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 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 of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named Griblok the Razor on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.</div>
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<div class="mw-collapsible-content"> 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.</div>
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<div class="mw-collapsible-content"> The key to this map is having towers to counter Cyborks in each lane and being ready for the minibosses that spawn on Waves 2-4. Cyborks will target auras, nodes, and traps but do not target towers. The more range your towers have, the better. The 4 Poachers spawn once per a wave, starting on Wave 2. They do not get separate mutators from the lane they spawn in, and can spawn on any lane at random. 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. 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]]. Sturgis the Falconer spawns on Wave 5 as a [[Lady_Orcs|Lady Orc]]. 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. On Wave 4, there are no air lanes. </div>
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<u>Playing Condition</u> - this is a [https://terraria.org/ Terraria] crossover map, with a big red moon added in the night sky, making the color of the level mostly dark pink/purple, 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, but air lanes have only a new enemy - Demon Eyes. In addition, there There are also new spawn points that are added to this stage that are not marked on the map that generate 3 types of [[Skeletons|Skeleton]] enemies. There are 7 in total, and there is no way 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 In the two air lanes will randomly activate, and from Wave 3 and on both will be active. 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 1, 3, and 5 have infinite building timers, however Waves 2 and 4 start automatically after 30 seconds unless final wave you ready-up before then. Wave 5 is a Boss round and enemies will infinitely spawn until the Boss is defeated, which will then end face the stage immediately. The Boss is boss 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 starts.  
<u>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated.
 <div class="mw-collapsible mw-collapsed"><u>Playing Tips ('''WARNING - SPOILERS''')</u>:<div class="mw-collapsible-content"> 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 Demon Eyes (mini eyeballs) that track 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. 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 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 starts.   Skeleton Spawn Points (- There are 7 in total) - a , and there is no way to know how many enemies it produces or if any minibosses will spawn from one. A map can be found below (pic coming soon). 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.
Minibosses/Special Weapon Drops - 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 spawn. Keep track of all the Slekeleons, as they will regenerate on the beginning of the next 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 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 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 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.
 Skeleton Miniboss Weapon Drops: '''Wailing Glaive''' [[Weapons#Polearms|polearm]], '''Bow O'Lantern''' [[Weapons#Bows|bow]], '''Raven's Claw''' [[Weapons#Staves|staff]], and '''Iron Reaper''' [[Weapons#Swords|sword]].</div></div>
<u>Victory Condition</u> - on Wave 5, all main crystal cores still have health, and Eye of Cthulhu is defeated.
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