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This incursion uses 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 (skate version), Bomb Goblins (bright purple skin flair), and mini versions of Griblock (basically 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 seperated 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 (wand staff for Apprentice/Adept). Wand has 4 spread, 3 speed, and "diamondshot" which is in the shape of a tight square pattern turned 45 degrees.
Special Weapon MOD - Lunar Caller, "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seonds. Up to X portals." C1 values [56-155%, 9.65-17.5s, 1-6 portals], C7 values [116-215%, 18.65-33.5s, 4-9 portals]. Note - the portal is a stationary star with wide range that you place, it then fires a continuous beam from it, attacking a singular enemy (until it dies), and each portal can only attack one separate enemy at a time.
Playing Condition - this incursion is very similar to a C2 expedition of Forrest Crossroads, where the four ground lanes are the same but the air lanes have greatly increased numbers and a 3rd airlane is added on the north of the map. This incursion uses the common pool of mutators. Air lanes will have up to three different types of enemies 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 ogres 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 staff polearm for the Monk/Initiate). It has 1 spread and 2 speed.
Special Weapon MOD - 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". C2 vlaues [?-?, ?-?], C7 values [303-390%, 8.1-11s]. Note that this attack fires in an arc path and has a short range. You must aim high or jump to increase its range to hit enemies further away.
Map - Forrest Biome (The Liferoot)
Playing Condition - on the this is a Terraria crossover map , with a big red moon has been added in the night sky, making the color of the level mostly dark pink/purple, and torches can be found all around. All ground lanes are the same as C3 expedition. In addition, there are spawn points that are added that are not marked on the map that generate 3 types of skeleton enemies. There are 7 in total, and there is no way to know how many enemies it produces or if any bosses will spawn from one. There are no air lanes on wave 1. On wave 2 one of 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 you ready-up before then. Wave 5 is a boss round and enemies will infinitely spawn until the boss is defeated. The boss is a Eye of the Cthulu (giant Eyeball eyeball) that tracks and attacks the hero while spawning mini eyeballs as well. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts. No mutators are found on any lanes for this incursion.
Skeleton Spawn Points (7 total)- a map can be found below (coming soon). 3 spawn points are on north end of map, in the front of each of the cottage doorways on the path that goes off east. One spawn point is just inside the lower southwest cave entrence (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 open treasure chest and skeleton. The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the lane.
Lane Bosses - on waves 2-4, the only normal lane bosses that spawn are giant Skeletons, and then on wave 5 a Prime Geode will also randomly spawn. Keep track of all the Skeletons, 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 Orc lane boss named Treet that may spawn radomly and has a unique zombie skin flair. In addition to these bosses there is also 4 special hero skeleton bosses, one for each of the 4 starting heroes (Monk/Huntress/Apprentice/Squire) at normal size, and each will have a unique purple skeleton flair. They spawn with only a purple question mark as their icon and are named "Skeleton X", where X is the name of the class (e.g. Skeleton Monk). 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. Mutiples ones often spawn on each wave from waves 2-4. These 4 skeleton bosses are special because they each have a very low probability of dropping a unique weapon, only found on this map. 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, even though it shows a MOD level, and slot two will have a radom normal MOD. All shot styles are "spooky" flair.
Special Weapon Drops (4 total) - Wailing Glaive polearm, Bow O'Lantern bow, Raven's Claw staff, and Iron Reaper sword.
Reward Weapon - Celebration!!! (cansiter for EV2). It has 2 spread and 2 speed, and fires "Celebration!!!" shots.
Reward Weapon MOD - 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 or what level the MOD is. The explosion is fireworks, which is a festive flair, and hits for a very limited AOE attack. The projectiles are two homing rockets that fire in sepeate horizontal arcs, making a oval shape, with the size Of the arc is based on how far away the target you are aiming at when you fire. If it misses, it will spin around the target and attempt to hit it again, and eventually explode. Since they arc, there is a void spot directly in front of EV2 that it cannot hit, so it is best used at a distance.