The Mission of the Day is given to the player by Ragnar in The Nexus.
Ragnar currently has 3 different mini missions available for the Silverlings: Temple Run, Echoes of the Past and Tower Defence.
Mini Mission Merits
Ragnar gives you different rewards depending on how well you did in the Mini Mission.
Platinum
25,000 Seasonpass XP
2,000 Soul Points to all Classes
+10% Loot Boost on Seasonal Characters until the next Cycle.
(Complete Tower Defence with <49 Health lost or Temple Run/ Echoes of the Past within <4 minutes)
Gold
20,000 Seasonpass XP
2,000 Soul Points to all Classes
+10% Loot Boost on Seasonal Characters until the next Cycle.
(Complete Tower Defence with <99 Health lost or Temple Run/ Echoes of the Past within <5 minutes)
Silver
15,000 Seasonpass XP
1,500 Soul Points to all Classes
+5% Loot Boost on Seasonal Characters until the next Cycle.
(Complete Tower Defence with <149 Health lost or Temple Run/ Echoes of the Past within <6 minutes)
Bronze
10,000 Seasonpass XP
1,000 Soul Points to all Classes
+3% Loot Boost on Seasonal Characters until the next Cycle.
(Participation Reward)
Temple Run
Objective
Collect Treasure from Treasure Piles and return it to the Treasure Chest at spawn.
Treasure Piles are found at the end of each path.
Various obstacles will be blocking your path like Spikes and Arrows.
being hit will send you back to Spawn and drop any undeposited Treasure.
Obstacles
(Dispenser) |
(Wall Shits) |
(Incoming Walls) |
(Arrows) |
(Spikes) |
(Flame 1) |
(Flame 2) |
(Flame 3) |
Echoes of the Past
Objective
Dodge and defeat Echoes of the Past.
Elyrion has 5 Phases, each one lasting 20% of their healthbar.
Each Phase will have a unique attack pattern.
Over time Elyrion will slowly decay.
Standing on the Glyph speeds up the decay.
The closer you are to its center the faster Elyrion decays.
Getting hit will disable additional decay for 2s.
Phases
(Phase 1) | Projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out projectiles in a similar fashion to the centre. The glyph rotates slightly closer to the centre, in the opposite direction.
(Phase 2) | Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side.
(Phase 3) | Projectiles spawn from outside of the circle and travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary.
(Phase 4) | A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower projectiles are spawned from corners of the wall. The glyph remains fixed at the centre of the arena.
(Phase 5) | Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits the centre of the circle, near the edge.
(Phase 1) | Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.
(Phase 2) | A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.
(Phase 3) | Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge.
(Phase 4) | Rows consisting of multiple lines of 4 projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena.
(Phase 5) | A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. Essentially a more difficult version of this encounter’s Phase 3.
(Phase 1) | Projectiles spawn from outside the circle and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits 8 fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.
(Phase 2) | Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena.
(Phase 3) | Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle.
(Phase 4) | Same as Phase 2, but with a zone circle.
(Phase 5) | Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the centre of the arena, near the edge of the circle, in the opposite direction of the pink projectiles.
Kurvaros' Tower Defence
Objective
Protect the objective from an oncoming horde.
The objective has 100 Health and 3 Lives, when all lives are lost you lose.
To succeed in Tower Defence make sure to pick your Towers and Upgrades wisely.
(Crystal only)
10 Waves of mobs will spawn from a randomised side, making their way to the Crystal.
The side(s) at which they invade is indicated.
(Other two)
10 Waves of mobs will spawn from a portal, they walk on a path towards the objective.
(all)
Each Wave is harder than the last.
Once every Wave is defeated you win.
Various Towers will be up for sale, mobs can only be damaged by Towers.
They can be upgraded after placing them next to the path by clicking on them.
Coins will be used to make purchases. Coins are obtained from killing enemies
and completing waves.
Towers have various stats and abilities, like having long range or AoE.
Every round the cost and stats of a tower are randomised.
To view a Towers' stats and abilities, Left-Click on it. This will open up its dialog.
Levels
yo: gurt
Invading Mobs
| Wave |
Mobs |
Amount
|
| 1 |
Eddie |
5
|
| 2 |
Eddie |
10
|
| 3 |
Eddie, Kobold |
9, 3
|
| 4 |
Eddie, Kobold |
8, 8
|
| 5 |
Kobold, Astaroth |
12, 4
|
| 6 |
Kobold, Astaroth, Nebula |
12, 4, 4
|
| 7 |
Kobold, Astaroth, Nebula |
12, 6, 6
|
| 8 |
Kobold, Astaroth, Nebula, Seraphim |
15, 6, 6, 3
|
| 9 |
Kobold, Astaroth, Nebula, Seraphim |
12, 8, 8, 12
|
| 10 |
Astaroth, Nebula, Seraphim |
12, 12, 13
|
yo: gurt
Invading Mobs
| Wave |
Mobs |
Amount
|
| 1 |
Eddie |
5
|
| 2 |
Eddie |
10
|
| 3 |
Eddie, Kobold |
9, 3
|
| 4 |
Eddie, Kobold |
8, 8
|
| 5 |
Kobold, Astaroth |
12, 4
|
| 6 |
Kobold, Astaroth, Nebula |
12, 4, 4
|
| 7 |
Kobold, Astaroth, Nebula |
12, 6, 6
|
| 8 |
Kobold, Astaroth, Nebula, Seraphim |
15, 6, 6, 3
|
| 9 |
Kobold, Astaroth, Nebula, Seraphim |
12, 8, 8, 12
|
| 10 |
Astaroth, Nebula, Seraphim |
10, 15, 20
|
yo: gurt
Invading Mobs
| Wave |
Mobs |
Amount
|
| 1 |
Eddie |
5
|
| 2 |
Eddie |
10
|
| 3 |
Eddie, Kobold |
9, 3
|
| 4 |
Eddie, Kobold |
8, 8
|
| 5 |
Kobold, Astaroth |
12, 4
|
| 6 |
Kobold, Astaroth, Nebula |
12, 4, 4
|
| 7 |
Kobold, Astaroth, Nebula |
12, 6, 6
|
| 8 |
Kobold, Astaroth, Nebula, Seraphim |
15, 6, 6, 3
|
| 9 |
Kobold, Astaroth, Nebula, Seraphim |
12, 8, 8, 12
|
| 10 |
Astaroth, Nebula, Seraphim |
10, 15, 20
|
Stats
I love Orzeszek
Tower Stats
| Tower&Tier |
Damage |
Cooldown |
Range |
Special 1 |
Special 2
|
| Laser Cannon T1 |
30 |
0.75 |
9 |
x |
x
|
| Laser Cannon T2 |
40 |
0.6 |
9.5 |
x |
x
|
| Laser Cannon T3 |
65 |
0.45 |
10 |
x |
x
|
| Incinerator T1 |
10+1*6/1.2s |
0.45 |
10 |
x |
x
|
| Incinerator T2 |
12+2*6/1.2 |
0.4 |
10.5 |
8(2 Range) |
x
|
| Incinerator T3 |
18+3*8/1.6(burn aoe 2) |
0.3 |
11 |
12(3 range) |
Wizard burn stacks
|
| Bombardier T1 |
25(2.5rang) |
0.6 |
6 |
x |
x
|
| Bombardier T2 |
35(2.5rang) |
0.5 |
6 |
8x4(1 rang) |
x
|
| Bombardier T3 |
45(3rang) |
0.3 |
6 |
10x4(1rang) |
5*6/1.5s(1rang)
|
| Railgun T1 |
50 |
2.2 |
20 |
x |
x
|
| Railgun T2 |
75 |
2.1 |
20 |
1.5s slow |
x
|
| Railgun T3 |
100 |
2 |
20 |
1.5s slow |
10(5 range 3 max enemies,0.75s slow)
|
| Minigunner T1 |
2*5 |
0.3 |
10 |
x |
x
|
| Minigunner T2 |
2.5*5 |
0.25 |
10 |
2(10 shots per repeat 10 repeats) 5 cd |
x
|
| Minigunner T3 |
3*4 |
0.2 |
10 |
2(10 shots per repeat 10 repeats) 5 cd |
5 turrets each shooting 4 times 8 shots each shot 1.5dmg 10s cd
|
| Alchemist T1 |
10*5/1.25s |
0.6 |
10 |
x |
x
|
| Alchemist T2 |
15*6/1.5s |
0.5 |
10 |
slow 1.5(effectively just poison) |
x
|
| Alchemist T3 |
20*7/1.5s |
0.4 |
10 |
slow 1.5(effectively just poison) |
12*6/1.5s(also slows for 1.5s) 4 cd 4 shots each 2 targets max
|
KYSSSS CHUNGUS DEV
Mob Stats
| Mob |
Tower Defence |
Velocity |
Health
|
| I'm fixing this later lol. Gonna make it ItemInfoBoxes WOW!
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