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Incursions

268 bytes added, 21:49, 24 January 2019
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<u>Playing Condition</u> - This incursion is very similar to a Chaos 2 expedition of Forrest Crossroadsthe same map, 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. Air lanes will have up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses: Timothy - Wyvern Fan, Jimothy - Wyvern Enthusiast, and Gregory - Wyvern Aficionado. This incursion assigns one mutator to each lane and miniboss from the common pool of mutators.
<u>Playing Condition</u> - This incursion is very similar to a Chaos 2 expedition of Liferoot Forrestthe same map, where the four ground lanes are the same but the air lanes have increased numbers and only a single random enemy type. 4 Poachers inhabit this map and spawn as minibosses. When they first spawn, their icon will appear as a purple question mark, until they pass the spawn point. The Poacher minibosses are Sammie the Trapper, Sach the Stalker, Steiner the Hunter, and Sturgis the Falconer. This incursion assigns one mutator to each lane from the common pool of mutators.
<u>Playing Condition</u> - this stage is very similar to a Chaos 4 expedition of the same map, however a new enemy and stage mechanic involving Spectral Knights have been added. The new enemy is the Spectral Knight, and the stage mechanic that has been added to only this incursion helps you to cleanse them from the map. 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. Once This incursion assigns two mutators to each wave begins, at some point during the wave a Spectral Knight will spawn lane and miniboss 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 common pool 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 crystalmutators.
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 - 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.
<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.   <div class="mw-collapsible mw-collapsed"><u>Playing Tips ('''WARNING - SPOILERS''')</u>:<div class="mw-collapsible-content">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 get rid of the Knights, 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.  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. 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>
<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.
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