Incursions are The Incursion game mode contains special versions of standard maps that can be played after a Chaos Trials map has been completedwith additional unique challenges and [[Mutators]]. Upon completing Completing a Chaos tier in [[Expeditions]] for the first time (Chaos 1-7), one or two incursions are unlocked for that Chaos tier. Each map has unique playing conditions that are found only on that map, and in will unlock a set of Incursion mode. All enemies found on the applicable Chaos level can spawn in lanes, and all DD2 minibosses can spawn in any lane on any wavemaps each time. [[Enemies#Minibosses|Minibosses ]] will drop less gear upon defeat, but and will drop more than normal amounts of [[Pets|pet supplies]] consumables and eggs. On all incursion Incursion maps, the 'Replay from Wave ' function is disabled.
Upon completing the Incursion you permanently unlock an [[Weapons#Unique_Weapon|Incursion weapon]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender Medals]]. Most Incursion weapons have a chance to drop in the victory chest on the Incursion map that unlocked it, each time it is played. Incursion weapons are Legendary rarity weapons that come with a unique locked [[Mods|Mod]] that can only be rerolled and cannot be replaced or transferred to other weapons.
Upon completing On some Incursion maps, the incursion you permanently unlock enemies in a lane and the miniboss will randomly be assigned [[Weapons#Unique_Weapon|special weaponMutators]], which can be purchased from the [[Tavern#Wayfarer|Wayfarer]] for 500 [[Defender_Medals|defender medals]]. Special weapons have a chance to drop in the victory chest on the Incursion map that unlocked itfollowing pool of six possible choices: 1) '''Speedy''', +15% movement speed; 2) '''Trollblood''', +3% HP regen every 5 sec; 3) '''Tenacious''', each time it is played. Each special weapon is a legendary drop+35% crowd control resilience; 4) '''Healthy''', 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+15% health; 5) '''Grounded''', 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 replacedknocked up; 6) '''Mighty''', +15% attack damage.
==[[Expeditions#Chaos_I|Chaos I]] Incursions==
On some incursion maps, each lane will randomly be assigned 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.
===Chrome Enemies===
[[File:New_Chrome_Enemies_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''A pack of Chrome-sprayed enemies have mistaken the ruins for Valhalla! Be the witness to their end!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Shiny and Chrome.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Bore Witness.''
==* '''<u>Map</u>''' - [[Chaos#Chaos_I|Chaos 1Forgotten Ruins]] Incursions==(Ancient Ruins).
* '''<u>Playing Condition</u>''' - 5 waves; all lanes have the 'Chrome' mutator "cannot be stopped"; no other lane mutators are applied; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.
===Chrome Enemies===* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>MapSpecial Weapon Reward</u> ''' - [[Forgotten RuinsFile:Terra_Blade_Icon.png|Forgotten Ruins25px]] '''Terra Blade''' ''(Ancient RuinsChance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
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<u>'''''Playing Tips for Chrome Enemies'''''</u>
<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. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP.
<u>Playing Condition</u> - this map will be them same enemy schedules for all lanes as found in a Chaos 1 version of this map[[File:Chrome_Mutator. All map png|The Chromed enemies will only have and the '"Chrome' mutator, "cannot be stopped", which means that no slowdown effects will work (includes stun, freeze, and slow). All normal minibosses may spawn. All spawned enemies and minibosses will also have a chrome skin flair applied, but lose it on their death animation. Summoned enemies will not have chrome skin, but the mutator is applied. Slowdown animations are still applied (e.g. frozen enemies are encased Mutator in ice) but have no effectan enemy schedule below. |thumb]]
The Chrome mutator means that no crowd control effects will work. This includes stun, freeze, and slow. There is no need to use any crowd control abilities on this stage, as they will not work here. If crowd control attacks are used, the animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy movement. All spawned enemies will also have a silver-ish chromed look. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the Chrome mutator is still applied.
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<u>Special Weapon</u> - ===Griblok'''Terra Blade''' (light s Horde===[[Weapons#SwordsFile:Griblok%27s_Horde_Icon.png|sword]] for [[Squire600px|Squireright]]/[[Dryad|Dryad]]/[[Barbarian|Barbarian]]). Although two different versions of this sword drop with only the Squire or Dryad listed as usable, all three sword using heroes can use either one. Up to two special weapons can drop in one victory chest.
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Griblok's Demise.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Goblin B Gone.''
* '''<u>Special Weapon MODMap</u> - '''Terra Wisp''', "fire a wisp that deals XX-XX% Hero Damage. It pierces up to X-X enemies and fires once per a second." Chaos 1 values [17.7-38%, 2-5 enemies[The Gates of Dragonfall], Chaos 7 values [59.7-80%, 8-11 enemies]. The wisp is a short projectile that fires out at chest level horizontally(Dragonfall Town).
* '''<u>Playing Condition</u>''' - 5 waves; one lane will be designated as the Griblok Horde lane each wave; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 1 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:Lunar_Portal_Staff_Icon.png|25px]] '''Lunar Portal Staff''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class="mw-collapsible mw-collapsed"><u>'''''Playing Tips for Griblok's Horde'''''</u><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 on 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.
<u>Map</u> - [[The_Gates_of_DragonfallFile:Borderless_GH.png|Gates A Horde lane consist of a hefty amount of Dragonfallmini-Gribloks & Quiblys and Tier 2 Kobolds.|thumb]] (Dragonfall Town)
Each wave one of the three ground lanes will be designated as the Griblok's Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (Tier 2 - skate version), mini versions of [[Quibly]], and mini versions of [[Griblok]]. This map has no air lanes on any waves. 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.
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<u>Playing Condition</u> - this map has three ground lanes, two of which will spawn normal Chaos 1 enemy schedules. There are no air lanes. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. Each wave one of the three lanes will be designated as the Griblok 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)Expeditions#Chaos_II|Kobolds]] (skate version), mini versions of [[Quibly|Quibly]] (high health version of [[Goblins_(Bomb)|Bomb Goblins]] with bright purple skin flair), and mini versions of [[Griblok|Griblok]] (high health version of [[Goblins_(Regular)|GoblinsChaos II]] with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. 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 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 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. Incursions==
===Wyvern Enthusiast===[[File:Wyvern_Enthusiast_Banner.png|600px|right]]<uspan style="color:#FFFFFF">Special Weapon</u> - '''Lunar Portal''Some Wyvern Enthusiasts are up to no good! Time to put a stop to their fanatic fandom!''''' ([[Weapons#Staves|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. span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Overly Enthusiastic.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Wyvern Detractor.''
* '''<u>Special Weapon MODMap</u> - '''Lunar Caller''', "secondary attacks summon Lunar Portals that deal XX% Ability Power as magical damage per second for XX seconds. Up to X portals." Chaos 1 values - [[56-155%, 9.65-17.5s, 1-6 portalsForest Crossroads], Chaos 7 values [116-215%, 18.65-33.5s, 4-9 portals]. (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 timeLiferoot).
* '''<u>Playing Condition</u>''' - 5 waves; air lanes have greatly increased numbers and enemy types; a 3rd air lane is added; several Ogre minibosses spawn on the final wave; each lane has one mutator from the common pool of mutators ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.
* '''<u>Victory Condition</u>''' - No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:North_Pole_Icon.png|25px]] '''North Pole''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class="mw-collapsible mw-collapsed"><u>'''''Playing Tips for Wyvern Enthusiast'''''</u><div class="mw-collapsible-content"> [[Chaos#Chaos_IIFile:Wyvern_Enthusiast_extra_air_lane.png|Chaos 2The highlighted air enemy spawn icon signifies the 3rd air lane.|thumb]] Incursions==The key to this map is to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come from 3 directions. A 3rd air lane is added on the north end of the map (Birch Path - above Ruin Cave lane). Each air lane has up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]). 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.
[[File:Wyvern_Enthusiasts.png|600px|From left to right - '''Timothy, Wyvern Fan''' , '''Jimothy, Wyvern Enthusiast''' and '''Gregory, Wyvern Aficionado'''.|thumb]]
===On Wave 5, three [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses. 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 Middle West spawn point (Spooky Woods lane). The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low.</div></div>|}
<u>Map</u> - ===Forest Poachers===[[Forest_CrossroadsFile:Forest_Poachers_Banner.png|Forrest Crossroads600px|right]] (<span style="color:#FFFFFF"> '''''The Liferoot)forest wildlife has been threatened by poachers! Jump in to the forest and save all the fluffy critters!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Eywa Has Heard You.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Game Warden.''
* '''<u>Playing ConditionMap</u> ''' - 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 assigns one mutator to each lane from the common pool of mutators. Air lanes will have up to three different types of enemies ([[Wyverns|WyvernsLiferoot Forest]], [[Kobolds_(FlyingThe Liferoot)|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 minibosses, 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. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork|Cyborc]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.
* '''<u>Playing Condition</u>''' - 5 waves; four Poacher minibosses appear throughout the waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 2 Expedition.
* '''<u>Special WeaponVictory Condition</u> - '''North Pole''' (light [[Weapons#Polearms|polearm]] for - No cores are destroyed and all enemies are defeated on the [[Monk|Monk]]/[[Initiate|Initiate]]). It has 1 spread and 2 speedlast wave.
'''<u>Special Weapon Reward</u>''' - [[File:Tsunami_Icon.png|25px]] '''Tsunamic (Chlorophyte)''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <udiv class="mw-collapsible mw-collapsed">Special Weapon MOD</u> - '''Pole Launcher''Playing Tips for Forest Poachers''''', </u><div class="Secondary Attacks fire additional North Poles that deal XXXmw-collapsible-XXX% Hero Damage as Frost Damage, pierce 2 enemies content"> The key to this map is to counter Cyborks in each lane and slows them by 40% being ready for Xthe minibosses that spawn on Waves 2-XX seconds"5. Chaos 2 values [?-?, ?-?]Cyborks will target auras, Chaos 7 values [303-390%nodes, 8.1-11s]. This attack fires in an upwards arc path and has a short rangetraps but do not target towers. You must aim high or jump to increase its The more range to hit enemies further awayyour towers have, the better. Attacks hit with Frost, so they The air lanes have slightly increased numbers and only a chance single random enemy type as compared to Chill the enemy on contactExpedition version of this map.
[[File:Forest_Poachers.png|500px|From left to right - '''Sammie the Trapper''', '''Statch the Stalker''', '''Steiner the Hunter''' and '''Sturgis the Falconer'''|thumb]]
Each wave starting with wave 2, a poacher will appear on a random lane. 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. All 4 are enlarged versions of normal enemies with large health amounts and unique skin flairs. The lane they spawn on will blink red, and you can see them on the schedule. '''Sammie the Trapper''' spawns on Wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status. '''Statch 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]]. He can spawn on multiple waves, and more than one lane at a time, but his spawn rate is low. On Wave 4 only, there are no air lanes.
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==[[Expeditions#Chaos_III|Chaos III]] Incursions==
===Forrest PoachersDawn of the Blood Moon===[[File:Dawn_of_the_Blood_Moon_Banner_II.png|600px|right]]<span style="color:#FFFFFF"> '''''The Blood Moon calls forth an all-seeing menace that threatens all worlds. Stop the corrupted terror at all costs.''''' </span>
<uspan style="color:#e1a07d">Map'''Daily Mission'''</uspan> - [[Liferoot_Forest|Liferoot Forrest]] (The Liferoot)''Blood Moon.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Lunar Eclipse.''
* '''<u>Map</u>''' - [[Forest Biome]] (The Liferoot).
* '''<u>Playing Condition</u> ''' - this incursion is very similar to a Chaos 2 expedition of Liferoot Forrest, where the four ground 5 waves; normal air lanes are the same but the removed and replaced with air lanes have increased numbers and containing only a single enemy type. On wave Demon Eye enemies; 4, there are no air additional unmarked lanes. This incursion assigns one mutator to each lane added containing [[Skeletons]]; Skeleton Hero minibosses spawn from marked lanes throughout the common pool waves; special miniboss Treet spawns during wave 4; special boss Eye of mutators. 4 Poachers inhabit this map and spawn as minibosses, once per a wave, starting Cthulhu spawns on wave 2. They can spawn on any 5; no lane at random. All 4 mutators are enlarged versions of normal applied; ground lane enemies with large health amounts and unique skin flairsminibosses are similar to Chaos 3 Expedition. 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. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork|Cyborc]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.
Poacher Minibosses: Sammie the Trapper spawns on wave 2 as a [[Goblins_(Bomb)|Bomb Goblin]] whose attacks inflict Oiled status, Sach the Stalker spawns * '''<u>Victory Condition</u>''' - No cores are destroyed and Eye of Cthulhu is defeated 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 last wave 5 as a [[Lady_Orcs|Lady Orc]].
* '''<u>Special Weapon Reward</u>''' - [[File:Celebration_Canister_Icon.png|25px]] '''Celebration!!!''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <udiv class="mw-collapsible mw-collapsed">Special Weapon</u> - '''Tsunamic Chlorophyte''Playing Tips for Dawn of the Blood Moon' (''''</u><div class="mw-collapsible-content"> [[Weapons#BowsFile:Demon_Eyes.png|bow]] for [[HuntressA Demon Eye and a bunch of Demon Eyes.|230px|Huntressthumb]]). Has 5 spreadChaos 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, 2 speedtraps, and "Chlorophyte Arrows" which is in the shape of a vertical straight linenodes on normal lanes.
All air enemies are [https://terraria.wiki.gg/Demon_Eye Demon Eyes] (A unique type of enemies from the world of Teraria.) which are mini eyeballs that tracks 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.
<u>Special Weapon MODIn order to survive to wave 5, the next two points are something that the players have to be aware of -</u> - '''Chlorophyte Chip''', "fires a column of Chlorophyte Arrows that deal XX% bonus magical earth damage and may reflect off of one surface." Chaos 2 values [14.4-26%], Chaos 7 values [34.4-46%]. All 5 arrows can uniquely reflect off of surfaces, and that does not include enemies.
[[File:DotBM-Secret-Skelly-Spawn-Areas.jpg|The Location of the Skeleton Spawn Points.|thumb]]
'''Secret Skeleton Spawn Points -''' 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. A map can be found beside to show the secret spawn points.
* 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.
==[[Chaos#Chaos_III|Chaos 3]] Incursions==* 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.
===Dawn * The final two are midway down the triple spawn lane, next to a group of sunflowers on either side of the Blood Moon===lane.
<u>Map</u> If you decide to build in a turtle strategy, then these spawn points might not be a problem. If you're building in a spread out way or even spawn- [[Forest_Biome|Forrest Biome]] (The Liferoot)camping, while there are chokepoints which are very useful, always make sure to allocate some defense to take care of those spawn points that doesn't lead to a chokepoint since they can occasionally be deadly if left unchecked.
[[File:Slekeleon_%26_Treet.png|Slekeleon and Treet.|thumb]]
[[File:Spooky_Skeleton_Minibosses.png|The skeleton hero minibosses. Left to right - Skeleton Apprentice, Squire, Huntress and Monk.|thumb]]
'''Minibosses/Special Weapon Drops -''' Aside from the Geode Prime Miniboss spawning on wave 5 due to this being on Chaos 3 difficulty, there are 6 other types of minibosses that spawns. They can only spawn either at the north or southeast lanes (And also only the north skeleton spawn points too.) No other types will spawn.
<u>Playing Condition</u> * On Waves 2- this is a [https://terraria.org/ Terraria] crossover map4, 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. All ground lanes are the same as Chaos 3 expedition. In addition, there are only normal minibosses that spawn points that are added that are not marked on the map that generate 3 types of '''[[SkeletonsSlekeleon|SkeletonSlekeleons]] 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 Keep track of all the two air lanes Slekeleons, as they will randomly activate, and from wave 3 and resurrect 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 beginning of tower or the crystal. Waves 1, 3next wave where they died, and by Wave 5 have infinite building timers, however waves 2 and 4 start automatically after 30 seconds unless you ready-they can stack up before then. Wave 5 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. No mutators are found on any lanes for this incursiondeadly.
* 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 Apprentice, Skeleton Squire, Skeleton Huntress & Skeleton Spawn Points (7 totalMonk) - ''' at normal size, and each will have a map can be found below (pic coming soon)unique purple skeleton tint. 3 They spawn points are with only a purple question mark as their icon on the north end of map, in screen. They mostly only spawn from the front of each of North spawn point and the cottage doorways on 3 skeleton points by the path that goes off to cottages, although they sometimes spawn from the eastSouth as well. One Multiples ones often spawn point is just inside the lower southwest cave entrance (single enemy path)on each wave, next to the crystalfrom Waves 2-4. These 4 skeleton minibosses are special because they each have a low probability of dropping a unique weapon. One is found inside Each class only drops one weapon for their class, so only the cave on Skeleton Squire drops the second floor between the previous point sword weapon. There are 4 special weapons, each with a unique skin, but no special MODs. MOD slot one will be empty and the triple spawn lanehas no effect, even though it shows a MOD level, next to the some treasure chests and slot two will have a skeletonrandom normal MOD. The final two are midway down MOD slot 1 can be tinkered, and the triple spawn lane, next to a group of sunflowers level currently shown on either side of the laneit plays no part in that process. All shot styles are "spooky" flair.
<u>Skeleton Heroes Miniboss Weapon Drops:</u>
Minibosses/Special Weapon Drops - on waves 2-4, the only normal minibosses 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]] 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 the Order of the 4 starting heroes (Monk/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 and are named "Skeleton X", where X is the name of the class (e.g. Huntress & 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 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[[File: Raven%27s_Claw_Icon.png|35px]] '''Raven'Wailing Glaives Claw''' [[Weapons#PolearmsStaves|polearmstaff]], [[File:Iron_Reaper_Icon.png|35px]] '''Bow O'LanternIron Reaper''' [[Weapons#BowsSwords|bowsword]], [[File:Bow_O%27Lantern_Icon.png|35px]] '''RavenBow O's ClawLantern''' [[Weapons#StavesBows|bow]] & [[File:Wailing_Glaive_Icon.png|staff35px]], and '''Iron ReaperWailing Glaive''' [[Weapons#SwordsPolearms|swordpolearm]].
[[File:Eye_of_Cthulhu_forms.png|Left - The Eye of Cthulhu's form in it's first phase. Right - The Eye of Cthulhu's form in it's second phase.|thumb]]
'''<u>Wave 5 : The Eye of Cthulhu -</u>''' 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 The [https://terraria.wiki.gg/Eye_of_Cthulhu Eye of Cthulhu] which is a giant eyeball that's also a unique enemy from Terraria alongside [https://terraria.wiki.gg/Demon_Eye Demon Eyes]. It spawns randomly from either air spawn point, and it can be seen on the schedule before the wave starts.
This boss has two phases -
<u>Special Weapon</u> - * In its ''first phase'Celebration!!!''' ([[Weapons#Canisters|canister]] for [[Series_EV2|EV2]]). It has 2 spread, 2 speed, and fires "Celebration!!!" shotsit slowly follows the player keeping a very short distance away while spawning demon eyes from the middle of its iris.
* When it's damaged to the point of half health, it changes to its ''second phase'', morphing to a more grotesque form, having a giant maw instead an iris. During this phase, its speed is increased and will start to physically charge at players.
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===Kobold Bling King===[[File:True_Bling_King_Banner.png|600px|right]]<uspan style="color:#FFFFFF">Special Weapon MOD</u> - '''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 flair is fireworks, and hits for Kobold King has setup a very limited AOE attackgiant catapult facing Little Horn Inn. The projectiles are two homing rockets that fire in separate horizontal arcs, making a oval pattern, with the size of the arc is based on how far away the target you are aiming at when you fire. If it misses, the rocket will spin around Give him the target and attempt gold he demands to hit it again, and eventually explode. Since keep him from blowing the projectiles arc, there is a void spot directly in front of EV2 that it cannot hit at very close range, so this weapon is best used at any distanceinn sky high.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Bling's Demise.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Got Dat Swagga.''
* '''<u>Map</u>''' - [[Little-Horn Valley]] (Dragonfall Town).
* '''<u>Playing Condition</u>''' - 5 waves; enemies infinitely spawn until wave is complete; gather gold crystals that drop from golden crystal beasts or spawn randomly around the map and return them to the Kobold King found in the center of the map; each wave has a time limit; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 3 Expedition.
===Kobold Bling King===* '''<u>Victory Condition</u>''' - No cores are destroyed and all gold crystal requirements at met before the timer runs out.
* '''<u>MapSpecial Weapon Reward</u> ''' - [[LittleFile:Bling-Horn_ValleyO-Midas_Icon.png|Little-Horn Valley25px]] '''Bling-O-Midas''' ''(Dragonfall TownChance from Victory Chest or unlocked to be purchased from the Wayfarer.). ''
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<u>'''''Playing Tips for Kobold Bling King'''''</u>
<div class="mw-collapsible-content">
[[File:Explodinators.png|An Explodinator.|100px|thumb]]
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 ground lanes.
<u>Playing Condition</u> - this map There is also a unique enemy called an '''Explodinator''' which spawns in certain lanes during certain waves. They are a gather and collect mission where you collect gold nuggets from around more powerful version of kobolds which also have the stage and bring it ability to the Kobold King found fire rockets everywhere in the center of the mapa medium radius around them. The map is dark, so the gold nuggets can be hard to see, but rockets are very deadly as they do sparkle some. Once could result in a nugget is given one hit death to the king at a lit up circle near his feethero. However despite their power, Explodinators are quite tiny, roughly 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 tad bit smaller than a time limit that the gold must be collected and returned by or you will fail the incursion. Gold regular goblin though their presence can be found in 12 or so hidden locations on the map, see the below map (pic coming soon), of known through rockets firing everywhere from them 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 minibosses that constantly spawns called Golden Crystal Beasts (a large gold flair [[Witherbeasts|Witherbeast]]). Each of these minibosses 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. If you switch heroes or die while you have a nugget, you will lose it. 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 very visible through sparks flaring from the common pool of mutators. All normal minibosses can spawn, rockets flying 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 itexploding.
Wave Requirements[[File: Wave 1) 7 nuggetsThe_Bling_King_Platform_2nd_ver.png|The Kobold Bling King's platform, 245 seconds; Waves 2-4) 9 where you will give the gold crystals/nuggets, 270 seconds; Wave 5) 10 nuggets, 300 seconds. |thumb]] [[File:Golden_Whiterbeast.png|A Golden Crystal Beast and a gold crystal/nugget that it drops.|thumb]]'''Gold Nuggets and The Kobold Bling King.'''
Gold is hidden around the stage and it is also dropped from a new miniboss called the '''Golden Crystal Beast'''. Once a nugget is given to '''The Kobold Bling King''' at a lit up circle near his feet, a small brown gold bag will appear to represent that completed nugget (image above). The map is dark, so the gold nuggets can be hard to see, but they do sparkle. 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. If you switch heroes or die while you have a nugget, you will lose it.
<u>Special Weapon</u> - '''[[File:Bling_Crystal_Locations.png|The 12 known hidden locations that gold nuggets can spawn from. The center of the map shows the Bling King Bow'''s location.|thumb]]Gold can be found in 12 or so hidden locations on the map (see the map beside), of which shows about 2-4 are generated at the beginning of the wave at random and a couple more nuggets will generate as the stage progresses. On Wave 5, up in inventory to 7 hidden nuggets can randomly spawn as "Bling-O-Midas" the stage progresses. Gold is also dropped by special minibosses that constantly spawn from lanes called Golden Crystal Beasts (a large gold flair [[Weapons#BowsWitherbeasts|bow]] for [[Huntress|HuntressWitherbeast]]). Has 1 spreadEach of these minibosses will drop one gold nugget. The dropped nuggets can stack on the ground in the same wave. Once the required amount of nuggets has been given to the Kobold King in a wave, 2that wave will end.5 speedAll dropped, held, and Single II typehidden gold nuggets will vanish at the end of each wave. Primary attacks are lava ball flair Be careful not to place or aim defenses too close to a spawn point so that burst on impactwhen the Golden Crystal Beasts drops the nugget, but have no AOE effect it falls outside of the spawn point and do not Igniteyou can reach it.
'''Wave Requirements to clear each wave:''' Wave 1) ''<u>7 nuggets in 245 seconds</u>;'' Waves 2-4) ''<u>9 nuggets in 270 seconds</u>;'' Wave 5) ''<u>10 nuggets in 300 seconds</u>''.
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<u>Special Weapon MOD</u> - '''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." ==[[Expeditions#Chaos_IV|Chaos 3 values [45.5-60%, 6.61-8.22s, 40-50 degrees, 1465-1900 unitsIV], 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. Let the button go and hold it again to fire another time. It fires out in a wide, continuous, horizontal fan pattern. This hits with Fire damage, so it will Ignite any Oiled enemies.Incursions==
===Spectral Assault===
[[File:Spectral_Assault_Banner_Ver_2.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Unholy Catacombs is being haunted by Spectral Knights! Cleanse these spirits from the catacombs to keep these crystal safe.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Grave Defense.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Crypt Keeper.''
==* '''<u>Map</u>''' - [[Chaos#Chaos_IV|Chaos 4Unholy Catacombs]] Incursions==(Lost Dungeons).
===* '''<u>Playing Condition</u>''' - 5 waves; purple, red, and green Spectral Assault===Knights spawn during waves; each lane has two mutators from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.
* '''<u>MapVictory Condition</u> ''' - [[Unholy_Catacombs|Unholy Catacombs]] (Lost Dungeons)No cores are destroyed and all enemies are defeated on the last wave.
* '''<u>Special Weapon Reward</u>''' - [[File:Molten Tome Icon.png|25px]] '''[[Scorched Tome of Molten Brimstone]]''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class="mw-collapsible mw-collapsed"><u>'''''Playing ConditionTips for Spectral Assault'''''</u> <div class="mw- this stage is very similar to a collapsible-content">Chaos 4 expedition of the same mapFour enemies have hefty defenses against attacks that cause slow, 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 so be sure to adjust your layout to each lane from account for the common pool of mutators. All normal minibosses can spawn, and with separate mutators. Once each wave begins, at some point during the wave a Spectral Knight [[Berserker_Orc|Berserker Orcs]] that will spawn rush out from any of the ground lanes. Spectral Knights are largeThey can be stunned, 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 crystalfrozen, and do not stop until they get there. Once there, they attack launched into the crystal doing 500 points of damage a secondair though, which is relatively a small amount. They do not harm any defenses or heroesso those are good tactics to stall them. 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 Well placed barricades 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 help to keep them from the crystal.
To fight the Knights, you must use an environmental mechanism found on only this stage[[File:Cleansing_Swords_and_Location. 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, png|A Cleansing Sword and you will lose your current debuff if you switch heroes or die after acquiring ittheir locations. |thumb]]
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[[File:Cleansing_Swords_and_Spectral_Knights_%26_Icons. You can interact png|Cleansing Swords 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 enemies are destroyed, and there is no requirement needed flame colors to cleanse any knightsits matching Spectral Knights. All Knights Icons on the map will vanish when the wave ends. Slow spawning enemies, slow moving minibosses, or stuck units can make left indicates a specific cleansing buff in use while the match continue icons on, so ensure to clean-up all units quickly to bring the wave to an end. It can be faster to clean up units, rather than adjusting 4 altars and debuffing a knight, so plan right indicates 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 Spectral Knight may spawn after the map is over, but it is of no consequence if it does. |thumb]]
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.
<u>Special Weapon</u> To cleanse the Knights from the stage, 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 - '''Molten Tome''' ([[Weapons#Books|tome]] for 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 [[Abyss_Lord|Abyss Lord]])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.
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===The Demon's Lair===[[File:The_Demon%27s_Lair_Banner_ver_2.png|600px|right]]<u>Special Weapon MOD</uspan style="color:#FFFFFF"> - '''Volcanic Command''', "Secondary Attack summons meteors that deal XXX% Ability Power as fire damage. Charge The Demon Lord threatens to summon a lava fissure dealing XXX% Ability Power as fire damage in a path and burning for XX% Ability Power per second for 5 seconds." Chaos 4 values [965-1400%, 323-410%, 91-120%], Chaos 7 values [1415-1850%, 413-500%, 121-150%]. This does not have any effect on Primary attacks. Meteors fire out at chest level, one at a time, as a small projectile, and they do not cause Ignite. You can rapid fire erupt the meteors Embermount Volcano! Stop him by quickly pressing loading the secondary attack button. The fissure fires out in a straight vertical line along the ground. The fissure will Ignite enemies, even if no Oiled status is presentcatapult with burning stones that drop from his army of Lava Guardians. ''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Chaos Sanctuary.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Exorcist.''
* '''<u>Map</u>''' - [[Molten Citadel]] (Lost Dungeons).
* '''<u>Playing Condition</u>''' - 3 waves; enemies infinitely spawn until wave is complete; during all waves the Demon Lord boss spawns; Lava Guardians randomly spawn during all waves; each lane has one mutator from the common pool of mutators; ground and air lane enemies and minibosses are similar to Chaos 4 Expedition.
===The * '''<u>Victory Condition</u>''' - No cores are destroyed and the Demon's Lair===Lord boss is defeated on the last wave.
* '''<u>MapSpecial Weapon Reward</u> ''' - [[Molten_CitadelFile:Bone_Glove_Icon.png|Molten Citadel25px]]'''[[Bone Glove] ]''' ''(Lost DungeonsChance from Victory Chest or unlocked to be purchased from the Wayfarer.).''
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<u>'''''Playing Tips for The Demon's Lair'''''</u>
<div class="mw-collapsible-content">Chaos Four enemies have hefty defenses against attacks that cause slow, so be sure to adjust your layout to account for the [[Berserker_Orc|Berserker Orcs]] that will rush out from the ground lanes. They can be stunned, frozen, and launched into the air though, so those are good tactics to stall them. Well placed barricades will also help to keep them from the crystal. Remember that you do not need to defeat any enemies on this map apart from the Demon Lord, so plan accordingly.
<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 minibosses can spawn, and with separate mutators. Gnash the Flame Lance (large [[Berserker_OrcFile:Demon_Lord.png|Berserker]] miniboss) 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. The lava balls he throws at you can also snap you out of a jump animation, and can cause you to fall to your death if you are over a lava pool when you are hit by one. |thumb]]
In order to damage This is a stage fight against the boss - Demon Lord, you must stun him. Once each wave begins, at some point during the Each wave a Lava Guardian will spawn from any infinite enemies until a third of his health has been taken away, on each wave. At the ground lanes at random. A white exclamation mark will be shown above start of a wave, you cannot attack the area he will spawn fromDemon Lord, but will vanish once he actually spawns, and no icon showing their location will exist after thatattack you. These units He will spawn repeatedly ignite you, causing fire damage over time, but are spaced out in frequencyand this attack hits all heroes and is unavoidable. Upon defeating a Lava Guardian, it The Demon Lord will drop a also repeatedly throw lava ball on the ground. This is a Hero debuff that you can acquire by having your balls at or near each hero touch it. Once you touch a lava ball, it will vanish and you do splash damage when they hit. This attack will see a lava ball debuff icon on hurt your screen, towers and the hero will have a red glow to them. There is no timer on this debuffcrystal, and you can only carry one lava ball debuff at a time. More than one lava ball can so be on the ground at one time. If mindful of where you swap heroes once you have the debuff or dieare standing, you will lose it and need be prepared to get another lava balldodge. The lava balls the Demon Lord he throws do not end up as debuffs on the ground in any way. Once at you have the debuff, return to the area where your hero spawned when the map started, can also where snap 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 out 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 isanimation, and the graphics will just overlap. You can then activate the catapult, which will then also launch cause 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 to 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 death if you do not land on any are over a lava patches and die. The Demon Lord will always fall over in the same location, and he can be damaged by any defenses pool when 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 hit by one third. Once you lower his health by that much, that wave will end. When Gnash the wave ends, all lava balls and debuffs Flame Lance (large [[Berserker Orc]] miniboss) will be removed. On wave 2, repeat often spawn at the exact same process until you lower his health by another third, to end that beginning of any wave. On wave 3, you must then get his health to zero to win the wave and the stage.
[[File:Lava_Guardians_and_Lava_Ball.png|A Lava Guardian and a lava ball that it drops.|thumb]]
<u>Special Weapon</u> - '''Bone Glove''' (fist for In order to damage the [[Lavamancer|Lavamancer]])Demon Lord, you must first 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 Hero debuff that you can acquire by having your hero touch it. Once you touch a lava ball, it will vanish and 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 or die, you will lose it and need to get another lava ball. The lava balls the Demon Lord throws do not end up as debuffs on the ground in any way.
[[File:Catapult_Location_with_a_loaded_catapult.png|The route to the catapult from spawn point. It then has to be loaded with a lava ball to stun The Demon Lord.|thumb]]
<u>Special Weapon MOD</u> - '''Fist of Bones'''Once you have the debuff, "Attacks fire piercing bones that deal XX.X% Hero Damage as Magical Damage. Bones can hit for XX times return to the area where your hero spawned when the map started and reflect off of surfaceswhere you spawn when your hero dies." Chaos 4 values [?-?%In that room, ?-? times], Chaos 7 values [42there is a hallway on the side that leads up some stairs to a long rampart that oversees most of the map.45-55On that rampart you will see a catapult.5%If you approach the catapult while you have the lava ball debuff, 10-13 times]the debuff will be removed from you and a lava ball will then become loaded onto the catapult for use. Lavamancer's primary melee attack pattern still plays out, along When the catapult is loaded with the fire attacklava ball and the debuff is removed, but while doing his combo, these cross shaped bones will shoot out, one all other existing lava balls on the map or held by other heroes are also removed at a that time. Before you use the loaded catapult, in a linear horizontal pathjump onto it. The bones will pierce quite a lot of enemies and reflect off of most surfaces. Some surfaces are dead zones thoughYou cannot stand on the actual lava ball, but you can stand on the catapult where the ball is, and the graphics will stop just overlap. You can then activate the bones from reflecting. This attack piercescatapult, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard|Vanguard]] shieldswhich will also launch you with it.
[[File:Demon_Lord_Stunned_cropped.png|The Demon Lord stunned and is now able to be attacked.|thumb]]
The lava ball will then 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 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 the Hero as well as 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 by a total of one third of his total health. 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 end the wave and win the stage.
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==[[Expeditions#Chaos_V|Chaos V]] Incursions==
==[[Chaos#Chaos_V|Chaos 5]] Incursions==
===Altar of the Athame===
[[File:Altar_of_the_Athame_banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The restless souls of traitorous assassins are bound to the fortress by a dark ritual. Stop the ritual and purge the evil spirits.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Those Without Faces.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Martyrdom Denied.''
* '''<u>Map</u>''' - Crumbled Bulwark (Lost Dungeons).
* '''<u>Playing Condition</u>''' - 4 waves; This is a miniboss battle against Dark Realm Statues and Altar Assassins. Collect Ritual Items to perform the ritual that will summon the Dark Realm Statues, and then kill of all Altar Assassins. This map has the same enemy schedules for all ground lanes as found in a Chaos 5 expedition of this map but with higher Dark Assassin spawn rates, and the addition of Dark Prophets. Air lanes spawn only Altar Assassins. All normal minibosses may spawn. This incursion uses no mutators.
* '''<u>MapVictory Condition</u> ''' - Crumbled Bulwark (Lost Dungeons)On Wave 4, all main crystal cores still have health, and all Altar Assassins are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:Shadowflame_Knife_Icon.png|25px]] '''[[Shadowflame Knife]]''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"|-| <div class="mw-collapsible mw-collapsed"><u>'''''Playing ConditionTips for Altar of the Athame'''''</u> <div class="mw- this stage is very similar to a collapsible-content"> Chaos 5 expedition Five enemies see the return of the same map, however a new miniboss, enemies, Cyborks once again and stage mechanic have been added. This incursion uses no mutators. All ground lanes are then the same as normal play, but with higher addition of Dark Assassin spawn rates, along with periodic Dark Prophet spawns. All normal air lane enemies have been eliminated and have been replaced by Altar Assassins. In Be sure the center West defenses you select can combat both of the map there is a raised rectangular area with a coffin surrounded these units. Dark Assassins can be instantly removed by 4 pillars - this is the Altar Huntress Geyser Traps and pillars Mystic Viper Fangs. They are each also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a Dark Realm Statue minibosshigh hero HP value is also advantageous to surviving their attacks. The Altar Normal minibosses will be motionless and does not do anything at first. Minibosses will also spawn in lanes with the [[Goblin_Siege_Roller|Goblin Siege Roller]] and Skarnash the Terrible (large version of a Dark Assassin) being the most common ones.
As play commences on the first wave, the ground spawns will all commence with their schedules[[File:ScreenShot03578. png|The air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin that is invulnerable to any attacks. They do not latch onto the hero, and instead follow their air lane to the crystal, and then slowly hunt the hero down. If you come near one, it will aggro the hero, and begin following you and not go to the crystal. They do not attack the crystal, so their is no need to try and stop them on their path. They do not intentionally attack any defenses, however they will sometimes aggro and possibly attack a barricade on their path, so all you need to do is come near one and it will then aggro you the rest of that wave. When attacking you, they can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They only attack when near you though, and sometimes you can put an object or defense between you and them and they will get stay behind it, until you move. They are covered in a dark skin flair while they are invulnerable, and can be seen on the minimap as a air enemy icon. While you cannot damage then, you can still attack then, and all elemental and crowd control effects can be applied. While you can Ignite and Poison them, it will do not damage. However, Slow, Stun, and Freeze will be applied and will have an effect. Defenses do not target these enemies, but they will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura based ones are much easier to do so with. Altar Assassins want to hunt down and attack the hero, and will follow you the entire wave. They move slow, and their attacks also push your hero slightly and will move them. You cannot pass by or jump through them and since they are a low hovering flying unit, that can make getting around them a tad tricky at times. Be careful not to stand in a corner or next to a ledge when they attack you, as they can push you over the side or you can get trapped by them. To lead them away, just go stand anywhere else and wait for them to follow you. The stage has 4 waves, and each wave is over when all Altar Assassins have been defeated. To stop and ultimately kill a Altar Assassins, you must first Defeat one of the Dark Realm Statue miniboss at the Altar. |thumb]]
There are also stage mechanics that have been added to this incursion to assist you. On In the west end West center of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is a table raised rectangular area with a blue flask on coffin in the middle of itsurrounded by 4 pillars. This is the Altar and the pillars are each hiding a Dark Realm Statue miniboss. The Altar will be motionless and does not do anything at first. You can interact with this flask to receive must summon a blue potion debuff and gain invulnerability for 20 secondsDark Realm Statue miniboss by collecting 4 Ritual Items (purple books) dropped by defeating Dark Prophets. After a Dark Assassins can still attach to you, Realm Statue miniboss has been summoned and you can still not jump through Altar Assassinsdefeated, but you will take no damage from any enemy attacks. If you switch heroes, you will lose the debuff. Also found in the hallway on the north and south ends are a single bell in both locationsAltar Assassins can then be damaged. Ringing You must defeat all of the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each separate bell once every 20 seconds eachmap to end that wave, and enemies will spawn infinitely until then.
As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[WarboarsFile:Altar_Assassins_differences.png|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular ground enemy dot on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the book, it falls outside of the spawn point and you can reach it. When you collect the book by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple. Once you have a book debuff, go to the altar by simply touching the coffin anywhere with your hero. The book debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one book debuff at a time. You must collect and bring 4 books to the altar to activate the next step Left - the RitualInvulnerable Altar Assassins. There is no time limit for getting all 4 books, and they will remain there until all 4 are collected. The altar will display a message after each book is given successfully, and you can also see them placed on each corner as you progress. The system will announce when ''(Before beating the Ritual can be used to summon the Dark Realm Statue can take place, which will be immediately after the 4th book is placed. Once the 4th book is placed, all other books currently on the ground or in the possession of a hero will disappear, although more may spawn after this event as more Dark Prophets spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the NE, NW, SW, SE pillars always activating in that order on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated)'', the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly. You will then need to collect 4 more books to summon it once again. Once you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared. When the Dark Realm Statue has been defeated, all of the Right - Vulnerable Altar Assassins on the stage will lose their dark skin flair and can then be damaged and killed. Each wave is over once all Altar Assassins have been defeated. Defeated pillars will be broken in half afterwards. Once wave 1 is over, on Wave two you will face ''(After beating the next Dark Realm Statue miniboss from the next pillar, and so on until all 4 have been defeated on all 4 waves. ritual)''|thumb]]
On Wave 1, 3 Altar Assassins will spawn. On Wave 2, 4 Altar Assassins will spawn. On Wave 3, 6 Altar Assassins will spawn. On Wave 4, 8 Altar Assassins will spawn.
As play commences on the first wave, the ground spawns will all commence with their schedules and the air lanes will produce a set number of Altar Assassins each wave. Altar Assassins are a version of the Dark Assassin with a unique flair that are invulnerable to any attacks. Altar Assassins will hunt down and attack the hero, and will follow them the entire wave. They do not latch onto the hero, like Dark Assassins do. After they spawn, they follow their air lane to the crystal, and then seek out the hero the rest of the wave. If you come near one that just spawned, it will begin following you right away. They do not attack the crystal, so there is no need to try and stop them. They do not intentionally attack any defenses, however they will sometimes possibly attack a barricade on their path, so all you need to do is come near one and it will then chase you the rest of that wave. When attacking you, Altar Assassins can damage you along with what you are next to, so be mindful about standing on the crystal or next to a defense. They are covered in a dark skin flair while they are invulnerable, and they can be seen on the minimap as an air enemy. While you cannot damage then, you can still attack them and all crowd control effects will work. Slow, Stun, and Freeze can be applied and will have an effect. Defenses do not target these enemies, but Altar Assassins will be affected by any attack they are in the path of. This means that Tower based defenses are hard to hit them with, but Aura and AOE based ones are much easier to use against them. They move slow, and their attacks also push your hero slightly, moving them. You cannot pass under or jump through them. That can make getting around them a tad tricky at times, especially in large numbers that all follow you constantly throughout the wave. Be careful not to stand in a corner or next to a ledge when they find and attack you, as they can push you over the side or you can get trapped in a corner. To lead them away, just go stand anywhere else and wait for them to follow you.
[[File:Altar_of_the_Athame_Mechanic_Locations.png|The Locations of the stage mechanics - (Clockwise) I. Dark Realm Altar, II. North Assassin's Bell, III. Assassin's Potion Table & IV. South Assassin's Bell.|thumb]]
There are also stage mechanics that have been added to this incursion to assist you. On the East end of the map in the long horseshoe shaped hallway that the heroes first spawn in, there is the '''Assassin's Potion''' which is a table with a blue flask on it. You can interact with this flask to receive a blue potion debuff and gain invulnerability for 20 seconds. Dark Assassins can still attach to you, and you can still not jump through Altar Assassins, but you will take no damage from any enemy attacks. If you switch heroes or fall down a hole on the map, you will lose the debuff. Also found in the hallway on the North and South ends are a single bell (Known as '''Assassin's Bell''') in both locations. Interact with the bell or attack it to ring it. Ringing the bell will stun all Altar Assassins on the stage for a few seconds. You can ring each bell once every 20 seconds.
[[File:HbryKcX.jpg|First part of the ritual - Collect the Ritual Items (left) dropped by defeating Dark Prophets (right).|thumb]]
[[File:ScreenShot03608.png|Next, place the Ritual Item at the Dark Realm Altar. Defeat Dark Prophets, collect the item, place again and repeat until the altar has 4 Ritual Items.|thumb]]
To stop and ultimately kill an Altar Assassin, you must first defeat one of the Dark Realm Statue miniboss at the Altar through a ritual to remove their invulnerability. As play commences on the first wave, the ground spawns will also intermittently produce Dark Prophets (an enlarged version of a [[Warboars|Warboar]], with light grey skin flair) on random lanes, but usually a different one each time cycling through the 4 ground lanes. A white exclamation mark will be shown above the area each will spawn from, but will vanish once it actually spawns, and no icon showing their location will exist after that apart from a regular enemy on the minimap. Once defeated, the Dark Prophets will drop a purple book on the ground called a Ritual Item. Be careful not to place or aim defenses too close to a spawn point so that when the Dark Prophets drops the Ritual Item, it falls outside of the spawn point and you can reach it. When you collect the Ritual Item by touching it, it will disappear and then show as a light grey debuff icon on your screen, and your hero will glow purple.
[[File:ScreenShot03618.png|When ready, you may activate the ritual.|thumb]]
Once you have a Ritual Item debuff, give it to the altar by touching the coffin anywhere with your hero. The Ritual Item debuff has no timer, but if you switch heroes or die, it will be lost. You can only hold one Ritual Item debuff at a time. You must collect and bring 4 Ritual Items to the altar to activate the summoning Ritual. There is no time limit for getting all 4 Ritual Items, and they will remain there until all four are collected. The altar will display a message after each Ritual Item is given successfully, and you can also see them placed on each corner of the coffin as you progress. The game will announce when the Ritual can be used to summon the Dark Realm Statue ("Dark Realm Ritual is Ready"), which will be immediately after the 4th Ritual Item is placed. Once the 4th Ritual Item is placed, all other Ritual Items currently on the map or in the possession of a hero will disappear, although more may spawn after this event as Dark Prophets continue to spawn. To activate the Ritual, you must interact with the coffin. When you do this, you will call forward a single Dark Realm Statue miniboss that is located in place of one of the 4 pillars, with the Northeast, Northwest, Southwest, and Southeast pillars always activating in that order, with only one being summoned on each of the 4 waves. The Dark Realm Statue does not move from its location, but will attack you. The ritual only lasts 10 seconds. When the ritual is activated, the entire altar area is covered in a purple glow. If the Dark Realm Statue is not defeated during the ritual, it will vanish and any heroes inside the altar area will be killed instantly, no matter your defense or health level. You will then need to collect 4 more Ritual Items to summon it once again. If you summon it again, the Dark Realm Statue will have the same remaining health as when it disappeared.
[[File:Dark_Realm_Statues_Boss_Phases.png|The Phases of the Dark Realm Statue: Left - Dormant, Middle - Ritual Activated, Right - Destroyed. Defeat the statue when the ritual is active to render the Altar Assassins vulnerable.|thumb]]
When the Dark Realm Statue has been defeated, all of the Altar Assassins on the stage will lose their dark skin flair and they can then finally be damaged and killed. Each wave is over once all Altar Assassins on the map have been defeated. Defeated Dark Realm Statue pillars will be shown as broken in half afterwards. Once Wave 1 is over, repeat the whole process over again on each remaining wave.
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===Power Surge===
[[File:Power_Surge_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Powered Up Towers build instantly, but they only last for a limited time!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Voltage Regulator.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Surge Protector.''
* '''<u>Map</u>''' - [[Dragonfall Bazaar]] (Dragonfall Town), 5 waves.
* '''<u>Playing Condition</u>''' - All defenses are built with zero build time, with increased attack and speed stats, but disappear from the map after 35 seconds. This map has the same enemy schedules for all lanes as found in a Chaos 5 expedition of this map. All normal minibosses may spawn from any lane. No mutators are applied to any lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, the main crystal core still has health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:Glaive_of_the_Storm_Icon.png|25px]] '''[[Glaive of the Storm]]''' ''(Chance from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"
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<div class="mw-collapsible mw-collapsed">
<u>'''''Playing Tips for Power Surge'''''</u>
<div class="mw-collapsible-content"> Chaos Five enemies see the return of Cyborks once again and then the addition of Dark Assassins. Be sure the defenses you select can combat both of these units. Dark Assassins can be instantly removed by Huntress Geyser Traps and Mystic Viper Fangs. They are also susceptible to stun attacks, so after they latch on, just stand in front of or near any defense that stuns to remove them. Having a high hero HP value is also advantageous to surviving their attacks.
[[File:Power_Surge_boom.png|Defenses disappears 35 seconds after placement.|500px|thumb]]
The timer defenses disappears by starts from when the defense is placed, no matter what phase it is, so it is recommend to ready-up the stage as quickly as you can on each build phase. If you sell a defense before it disappears, you get the mana back. If the defense disappears due to the timer, you will not get any mana from it. You can still upgrade defenses if you choose to, but the mana may be better saved to build more towers with instead. The increased power and speed make it so that upgrading is not really necessary.
Dryad Trees do not ever disappear, so that all Dryad defenses can be used. This is the only defense that does not disappear. You can spam this blockade and build many of them in every lane as a way to block enemies. Abyss Lord defenses still have a 4 second lag from placement until activation, so these defenses may not be a good choice for this incursion. EV2 Reflect Beams fire constantly at a fixed rate, no matter what size the beam is, and the node only travels along the bottom of the beam. So if you use EV2, you don't have to worry about what size you make your nodes. Don't forget to defend the air lanes as well.
This incursion is one of the hardest ones to play solo. If you are not in a coordinated team, you may consider waiting to play this incursion until you have chaos 7 gear. Playing in a team of 4 has the best chance at success as 3 players can DPS support each of the three lanes, and one hero can be the designated builder. The supporting heroes should give all mana to the builder each round. Be mindful not to let the Subcore go down if you can, so that you are not facing 4 ground lanes then.
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==[[Expeditions#Chaos_VI|Chaos VI]] Incursions==
===Malthius Incursion===
[[File:Malthuis_Incursion_Stage_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The terrible Dark Mage Malthius is attacking the Ramparts! His powerful healing spells and summoned skeletons will prove quite the challenge to overcome.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Wizard from the Moon.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Malthius Busted.''
* '''<u>Map</u>''' - [[The Ramparts]] (Dragonfall Castle), 5 waves.
* '''<u>Playing Condition</u>''' - Each wave, marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated. This map has 2 different Special Weapons it unlocks and getting them both in the victory chest at the same time is possible.
* '''<u>Special Weapon Rewards</u>''' - [[File:Megashark_Icon.png|25px]] '''[[Megashark]]''' and [[File:Tsunami_Icon.png|25px]] '''[[Tsunami (Jester)]]''' ''(Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"
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<div class="mw-collapsible mw-collapsed">
<u>'''''Playing Tips for Malthius Incursion'''''</u>
<div class="mw-collapsible-content">
[[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]]
Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary.
What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. '''(See the pictures to the right and below for the locations.)''' On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses.
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the "Gazebo Tower" spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any lane. A miniboss named Malthius (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down and become a miniboss about mid-way through the battle. Once he is killed, all Healing Marks dissapears. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.
[[File:Malthius_Incursion_stages_vertical.png|750px]]
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===Return of Maldonis===
[[File:Return_of_Maldonis.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Heroes make their way back to the Temple to find Maldonis the Dark has returned. Cleanse the Dark Marks and vanquish Maldonis!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Return of the Wizard.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Etheria Strikes Back.''
* '''<u>Map</u>''' - [[Temple Of The Necrotic]] (Rotting Ravine), 5 waves.
* '''<u>Playing Condition</u>''' - Each wave Death Marks are placed on the map by Maldonis. You will face the miniboss Maldonis on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 6 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:Meowmere_Icon.png|25px]] '''[[Meowmere]]''' ''(Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.)''
{| class="wikitable" style="width:100%;"
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<div class="mw-collapsible mw-collapsed">
<u>'''''Playing Tips for Return of Maldonis'''''</u>
<div class="mw-collapsible-content"> Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary.
What makes this incursion unique are the Death Marks that Maldonis summons throughout each wave, placed randomly on the map. Maldonis will do an animation, and then somewhere on the map, a small green area on the ground will light up, and that small area will then be a Death Mark for the rest of that wave. Death Marks cause hero damage over time when you stand upon them, similar to how poison or fire might damage you. They do not damage defenses or cores. The damage will cease as soon as you step outside of the mark area. The mark only does damage if you are standing on the ground, and does not affect those who are standing on elevated objects within the mark or those in the air above one. Maldonis continues to summon marks as long as play continues on each wave, and the frequency of the summons increases on each wave. On Wave 1 you may see 6 or more marks, and by Wave 5 you can see 18 or more. Marks can overlap, and do only minor damage. When marks are summoned, they are not visible on the minimap, but a white skull and crossbones icon will show on the screen for each one, as long it exists. All current marks on the map vanish at the end of each wave. On Wave 5, Maldonis summons a huge amount of Marks all at once, right before he descends as a miniboss, and no more Marks will spawn after that.
A stage mechanic has been added to this incursion so that you can remove Death Marks. In the Southeast part of the map, the Subcore is called the Holy Artifact. Touching the Subcore with your hero will gain you a sparkling golden glow debuff around your hero, known as the Holy Aura. The debuff will last 45 seconds, but no icon will show it on the screen apart from the cosmetic. To vanquish a Death Mark, have your hero walk anywhere on the ground inside a Death Mark while you have the Holy Aura, and it will then instantly disappear. You cannot do this from the air or on an elevated surface. You will not lose the debuff when you vanquish a mark, so you can eliminate as many Death Marks as you can touch in the 45 second time frame. If you swap heroes while you have the debuff or die, you will lose it. To get the debuff again, touch the Holy Artifact for another 45 second debuff. There is no requirement to remove any marks apart from the fact that it will make playing the stage easier.
All normal minibosses may spawn from any lane, and they spawn at a high rate on each wave. There is a [[Slekeleon]] miniboss named Trikk that spawns on the left side of Maldonis on Wave 3, then regenerates at the beginning of each subsequent wave, and has a unique purple flair. There is also a [[Orcs|Orc]] miniboss named Treet (i.e. both are a Halloween theme, as in "Trikk" or "Treet") that spawns on Wave 4 to the right of Maldonis, and has a unique zombie skin flair. A new miniboss named Maldonis the Dark (large version of a [[Dark_Mages|Dark Mage]]) is present as an NPC in the North center of the map, in front of the Temple entrances. He does not attack as a miniboss on Waves 1-4, and on Wave 5 he will drop down and become a miniboss you must defeat mid-way through the wave. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on any wave, from any lane, and more than one lane at a time is possible. On Wave 5, you will often face 3 random miniboss spawns, Trikk regenerating, Maldonis the Dark, and possibly one or more Sniper Warbleeds.
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==[[Expeditions#Chaos_VII|Chaos VII]] Incursions==
===Bastille Master===
[[File:True_Bastille_Master_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''The Bastille Master has taken hold of the Buried Bastille. Complete her challenge to protect the remaining Crystal Core.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Let Them Eat Cake.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Cake Eater.''
* '''<u>Map</u>''' - [[Buried Bastille]] (Lost Dungeons), 5 waves.
* '''<u>Playing Condition</u>''' - All players/heroes on this map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the miniboss the Bastille Master on the final wave. This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives.
* '''<u>Main Special Weapon Reward</u>''' - [[File:Ghastly_Halberd_Icon.png|25px]] '''[[Haunted Halberd]]''' ''(Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.)''
* '''<u>Second Special Weapon Reward</u>''' - [[File:ScreenShot01065.png|25px]] '''[[Demon Scythe]]''' ''(This special weapon is not unlocked for purchase from completing THIS incursion map, it is instead unlocked from the [[Incursions#Revenge_of_the_Yeti|Revenge of the Yeti]] incursion map. It can however be dropped from the THIS incursion map.)''
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<u>'''''Playing Tips for Bastille Master'''''</u>
<div class="mw-collapsible-content"> Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task.
What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals.
This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned.
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===Revenge of the Yeti===
[[File:Revenge_of_the_Yeti_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Etheria's local onsen is under siege by a group of yetis! Save the baths from their frosty rampage!''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Spa Day.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''Summer Is Coming.''
* '''<u>Map</u>''' - Drakenfrost Resort (Drakenfrost), 5 waves.
* '''<u>Playing Condition</u>''' - This map has all new frost enemy ground schedules for all lanes on this map. Only Yeti minibosses will spawn. No mutators are applied to any lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated.
* '''<u>Special Weapon Reward</u>''' - [[File:ScreenShot01065.png|25px]] '''[[Demon Scythe]]''' ''(This special weapon is only unlocked for purchase by completing THIS incursion map. It does not drop on THIS map. See [[Incursions#Bastille_Master|Bastille Master]] for more info.)''
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<u>'''''Playing Tips for Revenge of the Yetis'''''</u>
<div class="mw-collapsible-content"> This stage has the same number of ground and air lanes, however the ground enemy schedules are all completely new. Air lanes are still the same, and have no new enemy types. Five new enemy units have been added and one new miniboss. All new enemy additions are frost based and can cause heroes and defenses to be chilled if their attacks connect (or are within the Frost Orc's aura). Chilled status causes attack speed to drop, and can stack all the way to zero speed, at which point your Hero will become Frozen, and can be killed by the next attack. Frost units are all immune to slow and freeze effects, as well as bubble and petrify attacks. Frost enemies will not target auras and traps, but anything inside the frost aura will be hit. Frost enemies will take double damage from any flame element attacks.
The new enemies include the following. The Frost Goblin, which is a frost skin version of a [[Goblins_(Regular)|Goblin]] who uses melee attacks up close. The Frost Goblin Bomber, which is a frost skin version of a [[Goblins_(Bomb)|Goblin Bomber]], who uses bombs from range. The Frost Orc, which is a frost skin version of a [[Orcs|Orc]] who emits a cold aura around them (similar to the [[Drakenlord]] ice shield) that slows any hero or defense it comes in contact with and the auras can stack. The Frost Mage, which is a frost skin version of a [[Dark_Mages|Dark Mage]], who attacks towers from a distance, heals enemies, and summons regular [[skeletons]]. The Frost Drakin, a frost skin version of a [[Drakins|Drakin]], who fires frost balls from range. The Frost Goblin Bombs, Frost Mage attacks, and the Drakin Ice Balls can all be reflected by the [[Reflect Beam]] without becoming slowed. The new miniboss is the Yeti. He is the only miniboss that will spawn on this incursion on all waves. He throws snowballs that hit with a splash and chill anything in the area, and he will target all defenses. 1 will spawn on Wave 2. 2 will spawn on Wave 4. 3 will spawn on Wave 5. He will randomly spawn only from 3 lanes - the lane under the bridge, and the 2 lanes in the Southwest.
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===Dark Awakening===
[[File:Dark_Awakening_Banner.png|600px|right]]
<span style="color:#FFFFFF"> '''''Stop Dreadbones and his crew from completing the ritual to awaken the Old One locked away on the island.''''' </span>
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Isle of Dread.'' <span style="color:#e1a07d">'''Challenge Collection'''</span> - ''A Dreadly Encounter.''
* '''<u>Map</u>''' - Plunderer's Paradise (The High Seas), 5 waves.
* '''<u>Playing Condition</u>''' - The miniboss Capt. Dreadbones periodically respawns during waves randomly in designated spots . This map has the same enemy schedules for all lanes as found in a Chaos 7 expedition of this map. All normal minibosses may spawn. No mutators are applied to any lanes.
* '''<u>Victory Condition</u>''' - On Wave 5, all main crystal cores still have health, and all enemies are defeated - which does not include the respawning version(s) of Capt. Dreadbones.
* '''<u>Special Weapon Reward</u>''' - [[File:The_Last_Word_Icon.png|25px]] '''[[The Last Word]]''' ''(Chance to drop from Victory Chest or unlocked to be purchased from the Wayfarer.)''
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<u>'''''Playing Tips for Dark Awakening'''''</u>
<div class="mw-collapsible-content"> Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task.
A new miniboss has been added - Capt. Dreadbones. He charges forward quickly once he spawns. All normal minibosses can spawn on this map, which can include Capt. Dreadbones as well. One miniboss will spawn from the Southeast corner on Waves 2 and 3, and then in addition another will spawn on Wave 4 from the central Southwest point (2 total), and on Wave 5 a third will spawn from the top drawbridge in the Southwest as well (3 total).
What makes this map unique is how Capt. Dreadbones spawns. At the beginning of Wave 1, Capt. Dreadbones will spawn randomly as a normal miniboss on the map from one of about 12 designated locations, see the below map (pic coming soon). This does not include any of the lane schedules and cannot be seen on the enemy list there. Once defeated, he will respawn after some time passes. He will continue to respawn as long as the wave continues. To end a wave, defeat all enemies on the map, which does not include the respawning version(s) of Capt. Dreadbones. When the last enemy is defeated, Capt. Dreadbones will vanish. Be aware that if Capt. Dreadbones also spawns from a scheduled lane as a miniboss (as shown on the enemy list for that lane), then that version of Capt. Dreadbones must be defeated as well to end the wave. The rate that Capt. Dreadbones respawns after being defeated will increase as the wave count increases. It is not necessary to defeat the respawning Capt. Dreadbones on any wave. You can even put up a barricade/tower in front of him, and just keep healing the defense, instead of fighting him. One respawn point is on the deck of the ship, right next to the main mast and right next to the main Crystals, so be ready to defend that possibility or he will quickly end the map. During each wave, right before Capt. Dreadbones spawns, a red "X" will show up on the ground (but not on the map or any screen icon) denoting that he is about to appear. That red "X" may still be on the ground at the end of a wave, but that does not mean that Capt. Dreadbones will respawn from that point in the next wave. No icon on the screen or minimap appears before he spawns, and when he does spawn his miniboss and screen icon will be visible as a normal miniboss would appear. Occasionally, Capt. Dreadbones can double spawn at once from the same location.
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===Jester's Revenge===
[[File:Jesters_Revenge_Banner.png|600px|right]]
<span style="color:#e1a07d">'''Daily Mission'''</span> - ''Jester's Fun House.''
* '''<u>Map</u>''' - [[Wild Westival]] (The Wild West), 6 waves.
* '''<u>Playing Condition</u>''' - Each wave spawns Jester Boxes that unleashes unique carnival mobs while Air lane schedules consist of only Carnival Kobold Fliers. There is also a 6th Boss wave where players will face MR. SKWISH'N SMASH.
* '''<u>Victory Condition</u>''' - Clear all 6 wave with Crystal Core intact.
* There is no special weapon reward. ''(Unique loot drop is near-identical to the map's expedition counterpart)''
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<u>'''''Playing Tips for Jester's Revenge'''''</u>
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'''Chaos VII'''
Since this incursion is in Chaos 7 difficulty which features [[Kobolts]], you'll need to spawn-camp with some aura-type defenses to deal with them. However, it is best to not use all Defense Units for spawn camping as you'll also need to allocate some defenses around the crystal core to defend it from enemies unleashed from Jester Boxes which are spawned from areas that spawn-camped defenses won't be able to reach.
It is also possible to use full-on turtle strategies around the crystal core but a good amount of crowd control effects will be required to mitigate the risk of Kobolts being agrroed to the core.
'''Jester Boxes'''
The first main gimmick of this incursion. There are 7 different spots that Jester Boxes can appear during the start of the combat phase. The first and second wave will always start with 3 boxes while the third wave have 4 boxes, 5 for fourth wave and 6 for fifth wave - if any of the boxes are destroyed, they will be replaced in the next combat phase. Jester Boxes are quite tanky but can be destroyed when enough damage is dealt to them. They will also be invulnerable during build phase but any damage sustained during the last combat phase will carry over to the next combat phase.
Being additional enemy spawn points, the enemies these boxes randomly spawns are between a roster of carnival variants of certain enemies and other common enemies too. Some are near-harmless and will be easy to deal with while others may require a certain degree of wariness. They are quite tanky but can be destroyed when enough damage is dealt to them.
Here's the list of enemy Squads Jester Boxes can spawn;
* '''Carnival Goblins''' and '''Carnival Bomb Goblins''' - These carnival goblins are bigger variants of their regular counterparts. However aside from size, there isn't any other notable differences.
* '''Pie Throwers''' - Javelin Throwers wielding pies instead of javelins. The pies applies Ogre's Snot Ball slow effect when a hero is struck by it.
* '''Elemental Mages''' (with regular [[Goblins_(Regular)|Goblins]] and [[Bomb_Goblin|Bomb Goblins]] or [[Orcs]]) - Dark Mages imbued with an element. There are four variant of them (''Fire Mage, Poison Mage, Frost Mage'' and ''Electric Mage''). The most notable aspect of them are the mages sometimes applying crowd control effect on themselves and their enemy allies.
* '''Tiny (tier 1) Kobolds''' - These tiny kobolds spawns in squads and when all Jester Boxes spawns these, their numbers can be frightening. And since they are in tier 1 form, these kobolds can be quite fast too.
* '''Tiny (tier 3) Ogres''' - While these ogres may be small, it still might be a good idea to watch out and try not to trigger their stomp attacks when engaging them near the core.
'''Air lanes: Carnival Kobold Fliers'''
A side gimmick of this incursion feature all air lanes to only consist of Carnival Kobold Flier. This Kobold Fliers variant are quite the scarier version of their regular counterpart pretty much because they are extremely easier to be aggroed from further distance and these fliers are much faster in diving to their target too. Anti-air defenses will need to be placed in proper location and as well be strong enough to take these kobold fliers down before they get agrroed by the core or other defenses and start diving.
'''Wave 6'''
The second main gimmick of this incursion features a boss wave. Once all 5 waves has been cleared, the major miniboss called ''MR. SKWISH'N SMASH'' will be introduced, a giant clown ogre with a high health pool (about 269 Million HP for C7) that is spawned outside of the main stage which in quite a short distance from the core. All active Jester Boxes will despawn in this boss fight.
The main strategy is to delay the miniboss from getting to the core as much as possible with crowd control effects or blockades while your defenses or hero does the dps. This wave also spawns witherbeasts that drops large orange crystals that grant damage buffs to the hero (which could assist with taking down the giant ogre) and Carnival Kobold Fliers (which altogether makes about 13 enemies). Once Mr. SKWISH'N SMASH and all spawned enemies are defeated, you have won this incursion.
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==Prime Incursions==
[[File:Prime_Incursions_Icon.png|thumb]]
<big>'''What are they?'''</big>
[[Prime Incursions]] are the next tier of Incursions after Chaos VII Incursions. This tier consists of harder versions of all the current Incursions from previous Chaos difficulty tiers, along with a few maps from [[Adventures]], like [[The_Wyvern_Den|Wyvern's Den]], and [[Harbinger's Warship]]. Some of these incursions have a boss fight at the end. The Prime Incursions are divided into seven groups with each group getting harder than the last.
<big>'''Rewards'''</big>
'''1. Victory Chest loot'''
Aside from the Victory Chest having a chance to drop the incursion's respective special weapon, the chest also has a chance to drop one more item:
<u> ''Prime Weapons'' </u> -
These weapons with unique new models drops with Chaos VIII or Chaos IX stats fully upgraded, depending on which difficulty you do. Furthermore, they are also rolled with curated "fan-favorites" shot/swing types and M.O.D.S. Each Prime group would have a pool of 4 different prime weapons.
'''2. Hyper Shards -'''
Each Prime Incursion group cleared for the first time would reward a [[Shards#Hyper_Shards|Hyper Shard]]. And after clearing all seven groups, you'll earn the seventh Hyper Shard as a capstone reward. These hyper shards are identical to the ones earned from [[Mastery#Rewards|Mastery]], meaning you'll be able to have two sets of them when you complete both Mastery and Prime Incursions.
<u>Special Weapon</u> - '''Shadowflame''' (dagger for the [[Mystic|Mystic]]). Has 1 spread and 2 speed, and can be Medium or Light type. == History ==
* [[File:DD2_Splash_Logo.png|35px]] '''August 28th, 2019''': First Prime Incursions added.
* [[File:Isle_of_Dread_Logo_Splash.png|35px]] '''4.0''': Dark Awakening Incursion added.
* [[File:Protean_Shift_Logo_Splash.png|35px]] '''3.0''': Some Incursion have been added to Adventures.
* [[File:DD2_Splash_Logo.png|35px]] '''1.1''': Revenge of the Yeti Incursion added.
* [[File:DD2_Splash_Logo.png|35px]] '''1.0''': Incursions and its special weapons added to Chaos difficulties, separated into tiers with a slightly different loot roster.
<u>Special Weapon MOD</u> - * '''Shadowflame Knife[Early Access 19.0]''', "Secondary Attucks fire a Shadowflame Knife dealing XX% Hero Damage as Magical Damage: Removed Nightmare difficulty and leaving Incursions only on Hard difficulty. Daggers bounce up to X timesAlso removed special weapons from Incursions's loot table." Chaos 5 values * '''[25-61%, 3-? timesEarly Access 17.0], Chaos 7 values ''' : Added Dawn of the Blood Moon Incursion and the Wayfarer.* '''[31-67%, Early Access 16.3]''' : The 2015 Spooky Event have returned as a permanent incursion -8 timesReturn of Maldonis. * '''[Early Access 15.4]''' : Added Altar of the Athame Incursion. Primary attacks are unaffected* '''[Early Access 14. 4]''' : Added The dagger is a slow projectile that shoots one at a time straight forwardDemon's Lair Incursion.* '''[Early Access 14.2]''' : Added Power Surge Incursion.* '''[Early Access 13. It is slow, and with a quick Hero Speed, you can outrun it5]''' : Added Bastille Master Incursion. When it hits an enemy, it will then hit the next random enemy automatically that is within close proximity* '''[Early Access 13. 3]''' : Added The daggers do not reflect off of surfaces or pierceKobold Bling King Incursion.* '''[Early Access 12.0]''' : Added Spectral Assault Incursion.