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Lane Bosses/Special Weapon Drops - on waves 2-4, the only normal lane bosses that spawn are [[Slekeleon|Skeletons]], and then on wave 5 one [[Geode_Prime_-_Leader_of_the_Shield_Geodes|Geode Prime]] 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 [[Orcs|Orc]] lane boss named Treet that may spawn randomly 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. Multiples ones often spawn on each wave, from waves 2-4. These 4 skeleton bosses are special because they each have a 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 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.
Special Weapons: Wailing Glaive polearm, Bow O'Lantern bow, Raven's Claw staff, and Iron Reaper sword.
<u>Playing Condition</u> - 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 12 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, held, 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 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; Waves 2-4) 9 nuggets, 270 seconds; Wave 5) 10 nuggets, 300 seconds.
<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. 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 lane bosses can spawn, and with separate mutators. 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 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 relatively a small amount. They do not harm any defenses or heroes. Each Knight is colored Red, Green or Purple and when they spawn the game message will tell you what color they are, and the message text will also be in that 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 map how close they are to the crystal.
To fight 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 horseshoe, you will find an altar with a sword, with 4 total altars. You can interact with the altar, which cause it to change color from red, to green, and then purple - always in that sequence. To vanquish a knight, you must set all four altars the same color as the knight you want to vanquish. 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. Each knight floats in the air, but has an aura underneath it as a large colored circle. To vanquish 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 vanquished, so if you have another Knight of the same color you also want to vanquish, you will need to approach one of the 4 altars again, 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 vanquish it. The debuffs do not stack.
<u>Playing Condition</u> - this stage is very similar to a Chaos 4 expedition of the same map, however a new boss, enemy, and stage mechanic have been added. 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 lane bosses can spawn, and with separate mutators. Gnash the Flame Lance (large [[Berserker_Orc|Berserker]] boss) will often spawn at the beginning of any wave. This is a boss stage fight against the Demon Lord. Each wave will spawn infinite enemies until a third of his health has been taken away. There are 3 waves, and the stage is won when the Demon Lord is defeated. At the start of the round, you cannot attack the Demon Lord, but he will attack you. He will Ignite you causing fire damage over time, and this attack hits all heroes and is unavoidable. Having a way to heal your hero is highly recommended on this stage. The Demon Lord will also repeatedly throw lava balls at or near each hero, that have a slight homing quality to them, and do splash damage when they land. This attack will hurt your towers and the crystal, so be mindful of where you are standing, and be prepared to dodge. This is a very bad stage to AFK on. In order to damage the Demon Lord, you must stun him. Once each wave begins, at some point during the wave a Lava Guardian will spawn from any of the ground lanes at random. A white exclamation mark will be shown above the area he will spawn from, but will vanish once he actually spawns, and no icon showing their location will exist after that. These units will spawn repeatedly over time, but are spaced out in frequency. Upon defeating a Lava Guardian, it will drop a lava ball on the ground. This is a debuff that you can acquire by having your hero touch it. Once you do, you will see a lava ball debuff icon on your screen, and the hero will have a red glow to them. There is no timer on this debuff, and you can only carry one lava ball debuff at a time. More than one lava ball can be on the ground at one time. If you swap heroes once you have the debuff, you will lose it and need to get another lava ball. Once you have the debuff, return to the area where your hero spawned when the map started, also where you spawn when your hero dies. In that room, there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map. On that rampart you will notice a catapult. If you approach the catapult while you have the lava ball debuff, the debuff will be removed from you and a lava ball will then become loaded into the catapult for use. When the debuff is removed, all existing lava balls on the map are also removed at that time. Before you use the loaded catapult, jump onto it. You cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will just overlap. You can then activate the catapult, which will then also launch you with it. The lava ball will stun the Demon Lord. When you activate the catapult, a lightning debuff symbol will appear on the screen for 20 seconds, representing the total time the Demon Lord is stunned for, however, he must first fall down in range to be hit, and you cannot do any damage to him until his health bar shows up on the top of the screen. The actual time you have to damage him once he is in range is about 13 seconds. This is why you want to stand on the catapult, as it will launch you at the Demon Lord, and put you quickly within range. When you get launched, you can move your hero in mid-air. Try aiming to land to the left of the Demon lord, near the Western double spawn point, so that you do not land on any lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged by any defenses you build that are within range. Once the debuff timer is up, the Demon Lord will rise up again, and you will need to get another lava ball and stun him again. This process will continue until you lower his health to by one third. Once you lower his health by that much, that wave will end. When the wave ends, all lava balls and debuffs will be removed. On wave 2, repeat the exact same process until you lower his health by another third, to end that wave. On wave 3, you must then get his health to zero to win the wave and the stage. <u>Reward Weapon</u> - Bone Glove (fist for the [[Lavamancer|Lavamancer]]). <u>Reward 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]. Lavamancer's primary melee attack pattern still plays out, along with the fire attack, but while doing his combo, these 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. Some surfaces are dead zones though, and will stop the bones from reflecting.