Rogue Legends: Difference between revisions

Stages: Added new stage images
 
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{{redirect|Rogue|the music track|List of music in BTD6#Rogue}}
{{redirect|Rogue|the music track|List of music in BTD6#Rogue}}
{{lede image|BTD6 LegendRogueShop.png|Icon for the ''Rogue Legends'' DLC in the [[Shop (BTD6)|Shop]]|size=250px}}
{{lede image|BTD6 LegendRogueShop.png|Icon for the ''Rogue Legends'' DLC in the [[Shop (BTD6)|Shop]]|size=250px}}
'''''Rogue Legends''''' (or '''Rogue Legend''')<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> is a paid DLC expansion for ''[[Bloons TD 6]]'', introduced in {{BTD6 version|47.0}} and the first of a series of DLC campaigns called [[Legend]]s.<ref name="46.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> It is a "[[Bloons TD (series)|BTD]] rogue-lite adventure"<ref name="44.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1eh2iuo/update_bloons_td_6_v440_update_notes/|title=Update: Bloons TD 6 v44.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> and a "game within the game"<ref name="46.0"/> where the player navigates a [[monkey]] on a grid with different types of tiles,<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1i305vq/btd6_rogue_legends_dlc_maps_and_movement_first/|title=BTD6 Rogue Legends DLC maps and movement first look!|publisher=Reddit|retrieved=16 jan 2025}}</ref> encountering [[Bloon]]s and collecting [[tower]]s and enhancements to add to their Party.<ref name="first look">{{cite|url=https://www.reddit.com/r/btd6/comments/1i7r9hv/btd6_rogue_legends_dlc_gameplay_first_look/|title=BTD6 Rogue Legends DLC gameplay first look!|publisher=Reddit|retrieved=23 jan 2025}}</ref> When the player encounters a Bloon, the game transitions to a short ''Bloons TD'' game, much like the tiles in ''[[Bloons Monkey City]]'', during which the player uses their party's towers, [[Hero]], and items called [[Artifact]]s to clear all the [[round]]s. The campaign is split into four stages, each ending with a special Final Boss tile.
'''''Rogue Legends''''' (or '''Rogue Legend''')<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> is a paid DLC expansion for ''[[Bloons TD 6]]'', introduced in {{BTD6 version|47.0}} and the first of a series of DLC campaigns called [[Legend]]s.<ref name="46.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> It is a "[[Bloons TD (series)|BTD]] rogue-lite adventure"<ref name="44.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1eh2iuo/update_bloons_td_6_v440_update_notes/|title=Update: Bloons TD 6 v44.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> and a "game within the game"<ref name="46.0"/> where the player navigates a [[monkey]] on a grid with different types of tiles,<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1i305vq/btd6_rogue_legends_dlc_maps_and_movement_first/|title=BTD6 Rogue Legends DLC maps and movement first look!|publisher=Reddit|retrieved=16 jan 2025}}</ref> encountering [[Bloon]]s and collecting [[tower]]s and enhancements to add to their Party.<ref name="first look">{{cite|url=https://www.reddit.com/r/btd6/comments/1i7r9hv/btd6_rogue_legends_dlc_gameplay_first_look/|title=BTD6 Rogue Legends DLC gameplay first look!|publisher=Reddit|retrieved=23 jan 2025}}</ref> When the player encounters a Bloon, the game transitions to a short ''Bloons TD'' game, much like the tiles in ''[[Bloons Monkey City]]'', during which the player uses their party's towers, [[Hero]], and items called [[Artifact]]s to clear all the [[round]]s. The campaign is split into four stages, each ending with a special [[Final Boss]] tile.


Purchasing the DLC unlocks an exclusive [[Avatar]] and [[Profile Banner]], and an additional Avatar and Profile Banner can be unlocked by completing a campaign.
Purchasing the DLC unlocks an exclusive [[Avatar]] and [[Profile Banner]], and an additional Avatar and Profile Banner can be unlocked by completing a campaign.
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==Gameplay==
==Gameplay==
{{research|Determine how Hero starting XP is calculated}}
{{research|Determine how Hero starting XP is calculated}}
The player begins a ''Rogue Legends'' campaign by creating their Starter Party, which is done by selecting a [[Hero]] or [[Hero Skin]] and up to three [[Artifact]]s which are objects that provide a passive buff to certain towers. Campaigns are divided into four stages. On each stage, the player progresses through the map by navigating tiles on a hexagonal grid. Players can move by clicking on the tiles indicated by a blue Wisp, but they cannot move back afterwards (indicated by the path becoming darkened). On some stage layouts, there are there multiple starting tiles or branching paths that the player can choose from, but all possible roads will eventually converge on the Final Boss tile.
The player begins a ''Rogue Legends'' campaign by creating their Starter Party, which is done by selecting a [[Hero]] or [[Hero Skin]] and up to three [[Artifact]]s which are objects that provide a passive buff to certain towers. Campaigns are divided into four stages. On each stage, the player progresses through the map by navigating tiles on a hexagonal grid. Players can move by clicking on the tiles indicated by a blue Wisp, but they cannot move back afterwards (indicated by the path becoming darkened). On some stage layouts, there are there multiple starting tiles or branching paths that the player can choose from, but all possible roads will eventually converge on the [[Final Boss]] tile.


Some tiles will have some [[Bloon|Bloons]] floating over it that lead the player to a '''Bloon Encounter''', which is a game of BTD6 with a custom set of rules, rounds and mechanics, and with [[Monkey Knowledge (BTD6)|Monkey Knowledge]], [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] disabled. Completing encounters earns items called [[Token (BTD6)|Token]]s (represented by an icon of [[Geraldo (BTD6)|Geraldo]]'s head) that can be used to trade for more Artifacts at Merchant tiles and Rogue XP (represented by marshmallows), that can be spent in the Rogue XP Shop to unlock permanent upgrades for future campaigns. The player has five {{icon|BTD6 RogueHeartIcon.png}} hearts that are separate from in-game [[life|lives]] and a heart is lost each time they lose an encounter. If the player runs out of hearts, the campaign ends with no option of continuing.  
Some tiles have some [[Bloon|Bloons]] floating over them that lead the player to a [[Bloon Encounter]], in which the player plays on a random [[map]] with custom rounds and mechanics, and with [[Monkey Knowledge (BTD6)|Monkey Knowledge]], [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] disabled. Completing encounters earns items called [[Token (BTD6)|Token]]s (represented by an icon of [[Geraldo (BTD6)|Geraldo]]'s head) that the player can trade for more Artifacts at Merchant tiles. The player has five {{icon|BTD6 RogueHeartIcon.png}} hearts (separate from in-game [[life|lives]]) and a heart is lost each time they lose a Bloon Encounter or Final Boss, or restart a Mini Game or Mini Boss. If the player runs out of hearts, the campaign ends with no option of continuing.


In ''Rogue Legends'', the player cannot place towers or [[Power]]s freely and can only use [[Insta Monkey]]s, which cost [[cash]] to place. They are cheaper to place than their combined base and upgrade costs, but more expensive to upgrade than normal.<ref name="coming-soon" /> Insta Monkeys in the player's Party are reusable, but have a 4-round cooldown between uses. The player can add more Insta Monkeys to their Party by opening Loot Chests, visiting Camp Fires, and having certain Artifacts.
Players can encounter special tiles with different mechanics, such as Mini Games or Mini Bosses that can award additional Artifacts if the player can beat certain scores in modes like Races or Boss Rush, Merchants that can exchange their Artifacts for Tokens or other Artifacts, Loot Chests with additional Artifacts or Insta Monkeys, or Camp Fires{{sic}} that allow players to add more Insta Monkeys, permanently upgrade existing Insta Monkeys or Artifacts, or regain hearts. At the end of each stage, there is a unique Final Boss tile, which is a Bloon Encounter featuring a [[Boss Bloon]]. Defeating the Final Boss is required to progress to the next stage. After completing 4 stages, the player wins the campaign.


During Bloon Encounters, the player can earn temporary items called Boosts, which can buffs to stats like [[Damage]], [[Range]], [[Pierce]] or others, Powers (which are purchased with [[cash]] instead of [[Monkey Money]]), or a one-time use Insta Monkey. These buffs will be active for the rest of the encounter and Powers or towers obtained from Boosts will be lost upon finishing the encounter, regardless of if they were used or not.
The player cannot place their own towers or [[Power]]s from the main game, but they can use [[Insta Monkey]]s and Powers provided to them during a run. Insta Monkeys and Powers cost [[cash]] to place; Insta Monkeys are cheaper to place than their combined base and upgrade costs, but more expensive to upgrade than normal. Insta Monkeys in the player's Party are reusable, but have a 4-round cooldown between uses. The player can add more Insta Monkeys to their Party by opening Loot Chests, visiting Camp Fires, and having certain Artifacts. Additionally, during battles, the player can earn temporary items called Boosts, which can buff stats like [[damage]], [[range]], or [[pierce]], grant Powers, or a one-time use Insta Monkey. These buffs will be active for the rest of the encounter and Powers or towers obtained from Boosts will be lost upon finishing the encounter, regardless of if they were used or not.


Players can encounter special tiles with different mechanics, such as Mini Games or Mini Bosses that can award additional Artifacts if the player can beat certain scores in modes like Races or Boss Rush, Merchants that can exchange their Artifacts for Tokens or other Artifacts, Loot Chests with additional Artifacts or Insta Monkeys, or Camp Fires{{sic}} that allow players to add more Insta Monkeys, permanently upgrade existing Insta Monkeys or Artifacts, or regain hearts. At the end of each stage, there is a unique Final Boss tile, which is a Bloon Encounter featuring a [[Boss Bloon]]. Defeating the Final Boss is required to progress to the next stage. After completing 4 stages, the player will complete the campaign and earn the obtained Rogue XP (they are also awarded if the player loses all their hearts).  
Players earn [[experience]] using the same system as in the main game, except multiplied by <math>3+(0.3\times\text{Stage number})</math>, capped at 4.5× XP starting on stage 5. [[Hero]]es earn 3 times that amount and start with a large amount of XP depending on the starting round number. Performing certain actions during a campaign, such as completing battles, opening Loot Chests, and trading at a Merchant, earns [[Rogue XP]] (represented by marshamallows). Once the player wins or loses the campaign, they can spend the Rogue XP they earned at the Rogue XP Shop to unlock bonuses that persist between campaigns.


Players earn [[experience]] using the same system as in the main game, except multiplied by <math>3+(0.3\times\text{Stage number})</math>, capped at 4.5× XP starting on stage 5. [[Hero]]es earn 3 times that amount and start with a large amount of XP depending on the starting round number.
===Difficulty===
{{Research|Find the formula for how CHIMPS scales the health modifier after stage 5}}
Each ''Rogue Legends'' campaign has a "difficulty" value (separate from the [[Easy]]/[[Medium]]/[[Hard]] difficulty system of the main game) that affects the [[challenge rule]]s of Bloon Encounter, Mini Game, Mini Boss, and Final Boss tiles. The difficulty value starts at 0 and increases by 1 each time the player completes a Bloon Encounter. This value determines the start round, end round, Bloon Speed, Bloon Health, MOAB Health, and starting [[cash]] of a tile using the following formulas. These formulas apply as-is for Bloon Encounters, while Mini Game, Mini Boss, and Final Boss tiles apply additional modifiers (for example, Mini Boss tiles increase the starting cash by $2,500).
 
*<math>\text {Bloon Speed} = (100 + 3 \times (\text {Difficulty} - \text{Map modifier}))%</math>
*<math>\text {Health} = (100 + 6 \times (\text {Difficulty} - \text{Map modifier}))%</math>
*<math>\text{Start round}=1+\text{Difficulty}+5(\text{Stage}-1)</math>
*<math>\text{End round}=(2\times\text{Difficulty})+(5\times\text{Stage})</math>
*<math>\text{Starting cash}=\begin{cases}2500+(\text{Start round}\times(600-(\text{Stage}\times100))&\text{for Stage}<5 \\ 2500+(\text{Start round}\times100)&\text{for Stage}\geq5\end{cases}</math>
 
For the speed and health modifiers, the difficulty is treated as a lower value depending on the [[map difficulty]] of a tile's [[map]]:
*[[Beginner]]: not lowered
*[[Intermediate]]: lowered by 4
*[[Advanced]]: lowered by 8
*[[Expert]]: lowered by 12
 
For example, the 10th Bloon Encounter of a stage has a difficulty value of 9. If it is on stage 3 and an Advanced map, it will have the following challenge rules:
*<math>\text {Bloon Speed} = (100 + 3 \times (9 - 8))%=103%</math>
*<math>\text {Health} = (100 + 6 \times (9 - 8))%=106%</math>
*<math>\text{Start round}=1+9+5\times(3 - 1) = 20</math>
*<math>\text{End round}=(2\times9) + (5\times3) = 33</math>
*<math>\text{Starting cash}=2500+(20\times(600-(3\times100))=8500</math>
 
These modifiers stack with [[Freeplay#Bloons TD 6|Freeplay]] health and speed scaling. In CHIMPS mode, after stage 5, the health modifiers start scaling faster and in increasing increments, but the Bloon Speed modifier keeps scaling as normal.


===Parties===
===Parties===
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===Artifacts===
===Artifacts===
{{Main|Artifact}}
{{Main|Artifact}}
Artifacts are items that can be equipped during a campaign. All of them have beneficial effects, though some have negative effects as trade-offs, and some of them can add more Insta Monkeys to the player's party. The player starts their campaign with one artifact called a "Hero Artifact" that depends on the Hero or Hero Skin. There are over 90 unique artifacts without counting their upgraded versions<ref name="first look"/> , and most of them appear to come in at least three rarities: Common, Rare, and Legendary with each tier having more powerful effects, but are harder to find. Players can discard Artifacts from their inventory at any time while they are in the map (for no effect) and have up to 50 Artifacts at the same time during a campaign, if they have more, the game will prompt the dialog to discard Artifacts until they are at the limit.
Artifacts are items that the player can equip during a campaign. All of them have beneficial effects, though some have negative effects as trade-offs, and some of them add more Insta Monkeys to the player's party. The player starts their campaign with one artifact called a "Hero Artifact" that depends on the Hero or Hero Skin. Most Artifacts come in three tiers of rarity (Common, Rare, and Legendary), with higher tiers having more powerful effects. Players can discard Artifacts from their inventory at any time while they are in the map (for no effect) and have up to 50 Artifacts at the same time during a campaign; if they have more, the game will force them to discard Artifacts until they are at the limit.


Players can also add additional artifacts to their starting party, called "Permanent Artifacts". Each one has a value called "Artifact Power" that determines its cost to equip in the starter party and its trade value at a Merchant tile. Common Artifacts have 3, Rare Artifacts have 6, and Legendary Artifacts have 9 Artifact Power, except the [[Boss Bloon]] artifacts, which have 18 Power. Players start the DLC with a handful of Permanent Artifacts and to obtain more, they can "extract" one of the Artifacts they currently posses in a campaign after completing a stage<ref name="47.0-preview" />. The extracted Artifact will be lost from the player's inventory until the player finds it again. When starting a Campaign, players can choose up to 3 Permanent Artifacts whose combined Artifact Power is 9 or less (this limit can be increased by purchasing upgrades from the XP Shop).
Before starting a campaign, the player can add additional Artifacts to their starting party, called "Permanent Artifacts". Each Artifact has a value called "Artifact Power" that determines its cost to equip in the starter party and trade value at a Merchant tile. Players start the DLC with a handful of Permanent Artifacts and to obtain more, they can extract one of the Artifacts they currently posses in a campaign after beating a Final Boss, removing it from the player's inventory in that campaign in the process.
{{generic cargo ul
{{generic cargo ul
|table=btd6_artifacts
|table=btd6_artifacts
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===Boosts===
===Boosts===
{{main|Boost}}
{{main|Boost}}
Boosts are temporary items that are obtained every 3 rounds on Bloon Encounters, or 5 rounds on Mini Games, at the start of a Mini-Boss and every 5 'pops' afterwards, and after triggering a Skull during a Final Boss fight. Boosts can be Boost Artifacts, [[Insta Monkey]]s, or [[Power]]s (including the [[Cave Monkey]], [[Tech Bot (BTD6)|Tech Bot]], [[Pontoon (BTD6)|Pontoon]], [[Portable Lake (BTD6)|Portable Lake]], [[Thrive]], [[Super Monkey Storm (BTD6)|Super Monkey Storm]], [[Monkey Boost (BTD6)|Monkey Boost]], [[Time Stop]], [[Glue Trap]], [[Camo Trap]], [[Battle Cat!|Battle Cat]] and [[Super Monkey Beacon]]).
Boosts are temporary items that the player obtains periodically on Bloon Encounter, Mini Game, Mini Boss, and Final Boss tiles. They can be Boost Artifacts, [[Insta Monkey]]s, or [[Power]]s (including the [[Cave Monkey]], [[Tech Bot (BTD6)|Tech Bot]], [[Pontoon (BTD6)|Pontoon]], [[Portable Lake (BTD6)|Portable Lake]], [[Thrive]], [[Super Monkey Storm (BTD6)|Super Monkey Storm]], [[Monkey Boost (BTD6)|Monkey Boost]], [[Time Stop]], [[Glue Trap]], [[Camo Trap]], [[Battle Cat!|Battle Cat]] and [[Super Monkey Beacon]]). Insta Monkeys and Powers obtained from Boosts can only be used once. Boosts only last for the rest of the tile game and disappear after the player wins or loses.
 
When selecting a boost, the player can choose one of three items (except during Races or Endurance Races where they are awarded automatically), or spend cash to reroll them. The first reroll is free, and every successive roll costs an additional $300 ($300, $600, $900 and so on). Insta Monkeys and Powers obtained from Boosts can only be used once.<ref name="first look" />


Players can also enable the "Queue Boosts" option in the artifact menu while in-game, when active, the game will not prompt the player to select a Boost and instead will display an icon below the Artifact menu and after clicking it the game will award the Boost as normal. Clicking the button will only award one Boost at the time and will remain on the screen if there are multiple pending Boosts.
When the player earns a Boost, they can choose from one of three options, or spend cash to reroll them (except during Races or Endurance Races, where the game chooses a random Boost for the player automatically). The first reroll is free, and every successive roll costs cash, increasing each time. Players can also enable the "Queue Boosts" option in the Artifact menu while in-game, which prevents the player from choosing Boosts they earn until they select it from the Artifact menu. It only awards one Boost at the time and will remain on the screen if there are multiple pending Boosts.
{{generic cargo ul
{{generic cargo ul
|table=btd6_artifacts
|table=btd6_artifacts
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===Stages===
===Stages===
{{Outdated|Not updated for {{BTD6 version|54.0}} changes}}Each stage is composed of a grid of hexagonal tiles. There are 14 different stage layouts; each layout has a name internally, but they are not displayed in the game itself.
Each stage is composed of a grid of hexagonal tiles. There are 23 different stage layouts; each layout has a name internally, but they are not displayed in the game itself.
<gallery mode="nolines" widths="192px" heights="108px">
<gallery mode="nolines" widths="192" heights="108">
BTD6 RL Quarry.png|Quarry
File:BTD6 RL Quarry.png|Quarry
BTD6 RL Basalts.png|Basalts
File:BTD6 RL Basalts.png|Basalts
BTD6 RL Bloonhenge.png|Bloonhenge
File:BTD6 RL Bloonhenge.png|Bloonhenge
BTD6 RL Cliffside.png|Cliffside
File:BTD6 RL Cliffside.png|Cliffside
BTD6 RL Dam.png|Dam
File:BTD6 RL Dam.png|Dam
BTD6 RL High Point.png|High Point
File:BTD6 RL High Point.png|High Point
BTD6 RL Big Forest.png|Big Forest
File:BTD6 RL Big Forest.png|Big Forest
BTD6 RL Mountain Top.png|Mountain Top
File:BTD6 RL Mountain Top.png|Mountain Top
BTD6 RL Volcanic Island.png|Volcanic Island
File:BTD6 RL Volcanic Island.png|Volcanic Island
BTD6 RL River Crossing.png|River Crossing
File:BTD6 RL River Crossing.png|River Crossing
BTD6 RL Cliffs of Dover.png|Cliffs of Dover
File:BTD6 RL Cliffs of Dover.png|Cliffs of Dover
BTD6 RL Jungle.png|Jungle
File:BTD6 RL Jungle.png|Jungle
BTD6 RL Mountain Pass Upper.png|Mountain Pass Upper
File:BTD6 RL Mountain Pass Upper.png|Mountain Pass Upper
BTD6 RL Waterfall.png|Waterfall
File:BTD6 RL Waterfall.png|Waterfall
File:BTD6 RL Mountain Valley.png|Mountain Valley
File:BTD6 RL Casm Falls.png|Casm Falls
File:BTD6 RL Mountain Ridge.png|Mountain Ridge
File:BTD6 RL Big Desert.png|Big Desert
File:BTD6 RL Snow Field.png|Snow Field
File:BTD6 RL Desert Canyon.png|Desert Canyon
File:BTD6 RL Desert Waterfall.png|Desert Waterfall
File:BTD6 RL Pyramids.png|Pyramids
File:BTD6 RL Lava Fields.png|Lava Fields
</gallery>
</gallery>


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!Quarry
!Quarry
|1
|1
|21
|18
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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!Bloonhenge
!Bloonhenge
|1
|1
|22
|20
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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!Cliffside
!Cliffside
|2
|2
|18
|15
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|6 (4 shuffled)
|3 (2 shuffled)
|3 (2 shuffled)
|3 (2 shuffled)
|5 (3 shuffled)
|5 (3 shuffled)
|-
|-
!Dam
!Dam
|1
|2
|26
|27
|3 (2 shuffled)
|3 (2 shuffled)
|2 (1 shuffled)
|2 (1 shuffled)
|6 (5 shuffled)
|6 (5 shuffled)
|3 (1 shuffled)
|3 (1 shuffled)
|4 (3 shuffled)
|5 (3 shuffled)
|-
|-
!High Point
!High Point
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!Mountain Top
!Mountain Top
|1
|1
|17
|16
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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!Cliffs of Dover
!Cliffs of Dover
|1
|1
|18
|17
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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|3 (2 shuffled)
|3 (2 shuffled)
|4 (2 shuffled)
|4 (2 shuffled)
|-
!Mountain Valley
|1
|13
|2
|2
|5
|3
|4
|-
!Casm Falls
|2
|12
|1
|2 (2 shuffled)
|5 (5 shuffled)
|2 (1 shuffled)
|5 (3 shuffled)
|-
!Mountain Ridge
|1
|14
|2 (2 shuffled)
|2 (2 shuffled)
|6 (5 shuffled)
|1
|4 (3 shuffled)
|-
!Big Desert
|1
|18
|2 (2 shuffled)
|2 (2 shuffled)
|7 (6 shuffled)
|4 (1 shuffled)
|5 (4 shuffled)
|-
!Snow Field
|1
|12
|2 (2 shuffled)
|2 (2 shuffled)
|5 (5 shuffled)
|1
|5 (3 shuffled)
|-
!Desert Canyon
|1
|13
|2 (1 shuffled)
|2 (2 shuffled)
|5 (4 shuffled)
|2 (1 shuffled)
|4 (2 shuffled)
|-
!Desert Waterfall
|1
|10
|2 (2 shuffled)
|2 (1 shuffled)
|4 (4 shuffled)
|2 (1 shuffled)
|4 (3 shuffled)
|-
!Pyramids
|1
|14
|2 (2 shuffled)
|2 (2 shuffled)
|4 (4 shuffled)
|1
|5 (3 shuffled)
|-
!Lava Fields
|2
|14
|2 (1 shuffled)
|2 (2 shuffled)
|4 (4 shuffled)
|2 (1 shuffled)
|5 (3 shuffled)
|}
Bloon Encounter, Mini Game, Mini Boss, and Final Boss tiles use stage number to determine which [[map difficulty]] of map to use. The chances of these tiles using harder maps increases as the campaign progresses, maxing out at stage 4.
{| class="wikitable"
!Stage
!Beginner
!Intermediate
!Advanced
!Expert
|-
|1
|70%
|30%
|0%
|0%
|-
|2
|50%
|30%
|20%
|0%
|-
|3
|30%
|35%
|25%
|10%
|-
|4+
|15%
|35%
|30%
|20%
|}
|}


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|[[Super Monkey Beacon]]
|[[Super Monkey Beacon]]
|$1,500
|$1,500
|-
|[[Hype Boost Monkey]]
|$1,800
|-
|[[Tech Bot Prime]]
|$900
|-
|[[Sword of Protection]]
|$1,800
|}
|}


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|}
|}
{{Clear}}
{{Clear}}
==Tiles==
==Tiles==
===Spawn Points===
===Spawn Points===
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{{clear|right}}
{{clear|right}}
===Bloon Encounters===
===Bloon Encounters===
{{main|Bloon Encounter (Rogue Legends)}}
[[File:BTD6 RogueInfoIconBloonEncounter.png|50px|right]]
[[File:BTD6 RogueInfoIconBloonEncounter.png|50px|right]]
'''Bloon Encounters''' take the player to a game of ''BTD6''. They appear on the path and the player is required to engage with them to progress. Each Bloon Encounter tile has a 20% chance to be in [[Reverse (BTD6)|Reverse]] mode, indicated by the Bloon above the tile spinning counter-clockwise instead of clockwise. (This only reverses the direction of the track, not the order that Bloon waves appear in during each round, unlike in the main game.) The player can choose a Boost once every 3 [[round]]s.
'''Bloon Encounters''' appear on the path and the player is required to engage with them to progress. The player can either fight the encounter, which takes the player to a [[map]] where they must reach the end round to win, or they can skip it by paying one heart (if they have at least two hearts remaining). Completing an encounter rewards Tokens and Rogue XP.
 
Completing an encounter rewards the player with 1–3 Tokens and a low amount of Rogue XP. Alternatively, an encounter can be skipped by paying one {{icon|BTD6 RogueHeartIcon.png}} heart. The player is not allowed to skip if they have only one heart left.
 
==== Map ====
The map difficulty depends on the current stage and the chances of encounters happening on harder maps increases as the Campaign progresses, maxing out at Stage 4. The table below shows the particular chances for each difficulty
{| class="wikitable"
!Stage
!Beginner
!Intermediate
!Advanced
!Expert
|-
|1
|70%
|30%
|0%
|0%
|-
|2
|45%
|30%
|20%
|5%
|-
|3
|25%
|35%
|25%
|15%
|-
|4+
|15%
|35%
|30%
|20%
|}
 
====Rounds====
Encounters start at round 1 out of 5 and after each encounter cleared, all future encounters in the same stage will start 1 round later and will last for 2 more rounds at the end (ex. 2/7, 3/9, 4/11, and so on), on stage 2 and higher, the first encounter will start 5 rounds later than in the previous stage, (6/10, 11/15 and 16/20 for the first encounter of stages 2, 3, and 4 respectively), further encounters on those stages also increase in the same way as stage 1. In particular, the start and end round for a particular combination of stage and encounter is the following:
 
<math display="block">\text {Start Round} = 5 \times (\text {Stage} - 1) + \text {Encounter}</math><math display="block">\text {End Round} = 5 \times  \text {Stage}  + 2 \times ( \text {Encounter} - 1)</math>
 
For example, the 9th encounter in stage 3 will start at round 5 × (3 - 1) + 9 = 19 and end at round 5 × 3 + 2  × (9 -1) = 31.


====Challenge rules====
Bloon Encounters come in multiple variants, indicated by the "Bloon topper" that floats over the tile. These apply modifiers during the game, such as making Bloons immune to movement-inhibiting effects, and some of them change the roundset used.
{{Research|Find the formula for how CHIMPS scales the Bloon health modifier after stage 5}}
{| class="wikitable right"
|+Difficulty value
!Difficulty
!Value
|-
|[[Beginner]]
|0
|-
|[[Intermediate]]
|4
|-
|[[Advanced]]
|8
|-
|[[Expert]]
|12
|}
The game will have different values depending both on the map difficulty and the current encounter. Bloon speed increases by increments of 3% while MOAB and Ceramic health will be increased by +6% each encounter, and one additional stack of these increments will also be applied on each encounter. In general the challenge modifiers in Bloon Encounters are determined by the following formula which uses the current encounter number and a difficulty value which depends on the [[Map difficulty (BTD6)|map difficulty]]:
 
<math display="block">\text {Bloon Speed} = 100 + 3 \times ( \text {Encounter} - \text {Difficulty} - 1 )</math><math display="block">\text {Ceramic / MOAB Health} = 100 + 6 \times ( \text {Encounter} - \text {Difficulty} - 1 )</math>
 
For example if the second Bloon Encounter of that stage is played in [[Mesa]] (Advanced difficulty) then using the previous formula will yield a result of 79% Bloon speed modifier and 58% Ceramic and MOAB health. In addition to this, standard [[Freeplay#Bloons TD 6|Freeplay]] health scaling is also applied. In CHIMPS mode, after stage 5, the health of the Bloons will start scaling faster and in increasing increments, much like freeplay scaling. However, the Bloons speed modifier will keep scaling as normal.
 
The starting cash of an encounter can be determined with the following formula, in CHIMPS mode, players will start with 85% of this value:
 
<math display="block">\text{Starting cash}=\begin{cases}2500+(\text{Starting round}\times(600-(\text{Stage}\times100))&\text{for Stage}<5 \\ 2500+(\text{Starting round}\times100)&\text{for Stage}\geq5\end{cases}</math>
 
If the player has Starting Cash upgrades from the Rogue XP Shop, then the previous value is increased in the following way:
 
<math display="block">\text {Starting cash with upgrades} = \text {Starting Cash} \times \left ( 1 + \text {Upgrade Level} \times 0.025 \right )</math>
 
====Variants====
There are different types of Bloon Encounters, indicated by the types of Bloons that float over the tile. Some types have unique round sets, and some don't appear until later in the campaign.
{| class="wikitable"
|+Bloon Encounter types in Rogue Legends
!Bloons
!Effect
!Minimum Stage
!Unique round set
|-
|Red Bloon
|No changes.
|1
|{{N}}
|-
|3 Red Bloons
|Spawns higher amounts of Bloons.
|1
|{{Y}}
|-
|Regrow Red Bloon
|All Bloons gain the [[Regrow Bloon (BTD6)|Regrow]] property (if able), and the Regrow rate is increased to 150%.
|1
|{{N}}
|-
|Fortified Red Bloon
|All Bloons gain the [[Fortified Bloon (BTD6)|Fortified]] property (if able). All Bloons move 30% slower.
|1
|{{N}}
|-
|Pink Bloon
|Bloons move 50% faster if they are within the first half of the track, then their speed is reduced to 80% of normal. Increased the amount of faster Bloons and decreases the amount of slower Bloons.
|1
|{{Y}}
|-
|Red, Blue and Green Bloon
|Bloons spawn with less spacing between them.
|1
|{{Y}}
|-
|White Bloon
|When [[White Bloon (BTD6)|White Bloons]] are popped, they create an area of 60 units in its position that reduces the attack speed nearby Monkeys by 33% (1.5× attack cooldown multiplier) for 6s.
|1
|{{N}}
|-
|MOAB
|MOAB-Class Bloons start with Double HP.
|2
|{{N}}
|-
|Camo Red Bloon
|All Bloons gain the [[Camo Bloon (BTD6)|Camo]] property (if able). It will not be visible on the map until the player steps on their tile.
|2
|{{N}}
|-
|Zebra Bloon
|All Bloons are immune to Freeze, Stun and Slow effects, like [[BAD (BTD6)|BADs]]. Removes Freeplay speed scaling.
|2
|{{N}}
|-
|Fortified Lead Bloon
|Increases the amount of [[Lead Bloon (BTD6)|Lead]] and [[DDT (BTD6)|DDTs]].
|2
|{{Y}}
|-
|White, Black and Purple Bloon
|Bloons with immunities (White, Black, Purple, Zebra, Lead, MOAB-Class) appear more often.
|2
|{{Y}}
|-
|BFB
|Increases the initial and final rounds of the tile by 5. Starting Cash is calculated accordingly to this new start round.
|2
|{{N}}
|-
|Purple Bloon
|Increased the amount of faster Bloons and decreases the amount of slower Bloons, with [[Purple Bloon (BTD6)|Purple Bloons]] being prioritized. MOAB and Ceramic Health is reduced 50% and Speed is increased 50%.
|2
|{{Y}}
|-
|Glitched Red Bloon
|Bloons have a 50% chance jump forward 30 units in the track after being hit.
|3
|{{N}}
|-
|ZOMG
|Increases the initial and final rounds of the tile by 10. Starting Cash is calculated accordingly to this new start round.
|3
|{{N}}
|}
{{clear|right}}


===Mini Games===
===Mini Game===
{{main|Mini Game}}
[[File:BTD6 RogueInfoIconMiniGame.png|50px|right]]
[[File:BTD6 RogueInfoIconMiniGame.png|50px|right]]
'''Mini Games''' are optional challenges that can reward the player with the choice of an Artifact when completed. Each Mini Game has three tiers of score goals, and the goal the player reaches determines if the Artifact options are Common, Rare, or Legendary. If the player does not reach any of the goals, no Artifact is earned. Players do not lose a heart if they lose or fail to achieve a goal score, but they can pay 1 heart to retry if they haven't earned an Artifact yet. Boosts are awarded every 5 rounds instead of 3 and it will be automatically selected in Races or Endurance Races. Games can also be played in the Reverse version of the track at random.
'''Mini Game''' tiles are optional challenges that can reward the player with the choice of an Artifact when completed. Each Mini Game has three tiers of score goals, and the goal the player reaches determines if the Artifact options are Common, Rare, or Legendary, as well as the amount of Rogue XP earned. If the player does not reach any of the goals, no Artifact is earned. Players do not lose a heart if they lose or fail to achieve a goal score, but they can pay 1 heart to retry if they haven't earned an Artifact yet.
 
Start and End round, alongside challenge rules are calculated in the same way as if the '''''next''''' Bloon Encounter would be played, this means the formulas shown above can be used to calculate them, just considering to use the number of the next encounter.
{{Research|Verify that the information on this table is correct.}}
{| class="wikitable"
! rowspan="2" |Mini Game
! rowspan="2" |Description
! colspan="3" |Goals
! rowspan="2" |Start Round
! rowspan="2" |End Round
! rowspan="2" |Starting Cash
! rowspan="2" |Challenge rules
|-
!Common
!Rare
!Legendary
|-
|Least Cash
|Uses [[Least Cash]] rules. Cash spent on rerolls for Boost will not count towards the score.
|''To be determined''
|''To be determined''
|''To be determined''
| rowspan="3" |Same as next Bloon Encounter
|Start Round + 10
| rowspan="3" |Same as next Bloon Encounter + $1,500
| rowspan="3" |Same as next Bloon Encounter
|-
|Race
|Uses [[Race Event]] rules. Boosts are rewarded automatically instead of allowing the player to choose one.
|3× the Legendary Goal
|2× the Legendary Goal
|(End Round - Start Round)×10 seconds
|2 + 8 per stage + 3 per Bloon Encounter played in the current stage
|-
|Endurance Race
|Plays like the [[5 Minutes of Frozen Over]] Quest where the objective is to pop as many Bloons in Race mode as possible in 5 minutes.
Timer is reduced 10 seconds per stage after Stage 1 up to a minimum time of 3 minutes.
|25% of the Legendary Goal
|50% of the Legendary Goal
|Stage 1: 100,000
Stage 2: 350,000
 
Stage 3+: 500,000 × Stage - 750,000
|Does not apply
|}
In CHIMPS mode the goals for all 3 types of Mini Games are 10% higher, this means having 10% less time or cash in Races and Least Cash and 10% more pops in Endurance Races.The amount of Rogue XP obtained also changes with the reward obtained:
 
*Common: 9 + 1 per stage.
*Rare: 18 + 2 per stage.
*Legendary: 22.5+ 2.5 per stage, rounded down
{{clear|right}}
{{clear|right}}


===Mini Boss===
===Mini Boss===
{{main|Mini Boss}}
[[File:BTD6 RogueInfoIconMiniBoss.png|50px|right]]
[[File:BTD6 RogueInfoIconMiniBoss.png|50px|right]]
'''Mini Boss''' tiles are similar to Mini Games, but use [[Boss Rush]] mode. These use the [[Phayze One]] round set rather than the Rogue Bloons round set, and [[Power]]s can be used normally. The player earns a Boost at the start of the game and every 5 times they pop the Boss Bloon. The Boss Bloon of the tile floats around it in a circle. [[Lych]] and [[Vortex (BTD6)|Vortex]] currently cannot appear on these tiles, as neither have a Boss Rush variant yet and cannot happen on certain maps (see the Final Boss section for the list of maps).
'''Mini Boss''' tiles are similar to Mini Game tiles, being optional challenges that reward an Artifact and Rogue XP depending on which goal the player achieves. However, Mini Boss tiles use [[Boss Rush]] mode with any boss except [[Vortex (BTD6)|Vortex]]. These use the [[Phayze One]] round set rather than the Rogue Bloons round set, and [[Power]]s can be used normally.
 
The Boss starts with 200 HP, and scales its health by +15% every tier. If the Boss has armor, the armor starts at 65 HP and scales by +15% every pop. The Boss gives 500 cash on pop and scales by +2% every tier.
 
Like Mini Games, each Mini Boss tile has three score goals that determine the type of Artifact the player earns. The number of boss pops required to reach each goal is based on the stage number. In CHMPS mode, the goal will be 90% of the values presented below.
{{Research|Determine if the score scaling is correct after the changes in version 49.0.}}
{| class="wikitable"
|-
!Description
!Common
!Rare
!Legendary
!Starting Cash
!Challenge rules
|-
|Goal
|7 + 3 per stage
|22 + 3 per stage
|32 + 3 per stage
| rowspan="2" |Same as next Bloon Encounter + $2,500
| rowspan="2" |Same as next Bloon Encounter
|-
|Rogue XP
|9 + 1 per stage
|18 + 2 per stage
|22.5+ 2.5 per stage, rounded down
|}
 
The following maps cannot appear on Boss Rush tiles.
{{collapsible list|
*[[Glacial Trail]]
*[[Covered Garden]]
*[[Midnight Mansion]]
*[[Erosion]]
*[[Dark Dungeons]]
*[[Protect The Yacht]]
*[[Blons]]
*[[Flooded Valley]]
*[[Bloody Puddles]]
*[[Geared]]
*[[Ouch|<nowiki>#Ouch</nowiki>]]
*[[Quad]]
*[[Tricky Tracks]]
*[[Mushroom Gorotto]]
|caption=Banned maps}}
{{clear|right}}


===Loot Chests===
===Loot Chests===
Line 706: Line 604:
===Log Bridges===
===Log Bridges===
[[File:BTD6 RogueInfoIconWaterBridge.png|50px|right]]
[[File:BTD6 RogueInfoIconWaterBridge.png|50px|right]]
'''Log Bridges''' allow the player to cross water tiles. They are functionally identical to path tiles other than requiring the player to select them to proceed.
'''Log Bridges''' allow the player to cross water tiles. They are functionally identical to path tiles.
{{clear|right}}
{{clear|right}}


Line 746: Line 644:


===Final Boss===
===Final Boss===
{{main|Final Boss}}
[[File:BTD6 RogueInfoIconFinalBoss.png|50px|right]]
[[File:BTD6 RogueInfoIconFinalBoss.png|50px|right]]
'''Final Boss''' tiles are a battle against a [[Boss Bloon]] in a manner similar to [[Boss Challenge]]s. The Boss spawns immediately upon starting the game and must be defeated within 40 rounds, starting at round 10. The tile will use the Rogue round set, grant a higher amount of starting cash, and the challenge rules will be the same as if this was the next Bloon Encounter of the stage. The Boss Bloon will be in its Normal version for stage 1 and in its Elite version for stages 2 and higher. The Boss tier will be the same as the stage number and remain at tier 5 on stages 6 and beyond. The number of skulls remains the same as in Boss Challenge. The Health of each Boss is as follows:
'''Final Boss''' tiles are always the final tile of stage, and beating them is required to progress to the next stage. They take the player to a battle against a [[Boss Bloon]] in a manner similar to [[Boss Challenge]]s. The boss spawns immediately upon starting the first round and must be defeated within 40 rounds, starting at round 10. The boss appears in its Normal version for stage 1 and in its Elite version for stages 2 and higher, and its tier is the same as the stage number (remaining tier 5 on stages 5 and up). Defeating the boss rewards the player with Rogue XP and a Boss Artifact, but losing costs the player one heart.
{{Research|Verifiy that health values for Phayze and Blastapopoulos are correct based on {{BTD6 version|51.0}} changes. Also values for Lych and Diamondback in general.}}
{| class="wikitable"
!Boss
!Stage 1 health
!Stage 2 health
!Stage 3 health
!Stage 4 health
!Stage 5+ health
!Speed modifier
|-
|[[File:BTD6 BloonariusEventIcon.png|50x50px|Bloonarius]] [[Bloonarius (BTD6)|Bloonarius]]
|20,000
|80,000
|180,000
|300,000
|<math>120,000 \times \text {Stage} - 180,000</math>
|×40%
|-
|[[File:BTD6 LychEventIcon.png|50x50px|Lych]] [[Lych|Lych]]
|12,500
|50,000
|112,500
|187,500
|<math>75,000 \times \text {Stage} - 112,500</math>
|×50%
|-
|[[File:BTD6 VortexEventIcon.png|50x50px|Vortex]] [[Vortex (BTD6)|Vortex]]
|15,000
|60,000
|135,000
|225,000
|<math>90,000 \times \text {Stage} - 135,000</math>
|×60%
|-
|[[File:BTD6 DreadbloonEventIcon.png|50x50px|Dreadbloon]] [[Dreadbloon (BTD6)|Dreadbloon]]
|10,000
|40,000
|90,000
|150,000
|<math>60,000 \times \text {Stage} - 90,000</math>
|×36%
|-
|[[File:BTD6 PhayzeEventIcon.png|50x50px|Phayze]] [[Phayze]]
|13,500
|54,500
|121,500
|202,500
|<math>81,000 \times \text {Stage} - 121,500</math>
|×40%
|-
|[[File:BTD6 BlastapopoulosEventIcon.png|50x50px|Blastapopoulos]] [[Blastapopoulos (BTD6)|Blastapopoulos]]
|17,000
|68,000
|153,000
|255,000
|<math>102,000 \times \text {Stage} - 153,000</math>
|×34%
|-
|[[File:BTD6 DiamondbackEventIcon.png|50x50px|Diamondback]] [[Diamondback|Diamondback]]
|15,000
|60,000
|135,000
|225,000
|<math>90,000 \times \text {Stage} - 135,000</math>
|×60%
|}
Unlike in Bloon Encounters, the player will be awarded a Boost only when they reach a skull on the boss's health bar; no Boosts are earned by clearing rounds. When the Boss is defeated, the game will end immediately even if the spawns of the current round are still active. For rewards, the player will have a choice between a Legendary Artifact unique to the Boss (replaced by another random Legendary Artifact if the player already has it) or Tier 5 Insta Monkeys, and the ability to extract one Artifact to use as a starting Artifact in future campaigns. Defeating the Final Boss progresses the player to the next Stage.
 
The Final Bosses of stages 2 and higher will be on their Elite version and the battle will start and end 5 Rounds later each tier (15/55, 20/60 and 25/65, respectively), and the Boss health will be increased each time. Passive and Skull effects will be the same as in Boss Challenge with the Stage number determining the boss tier, but [[Bloonarius (BTD6)|Bloonarius]] will use its Normal difficulty bleed and skull spawns while displaying its Elite model.
 
Starting cash on Final Boss tiles uses this formula:
 
<math display="block">\text{Starting cash}=15000+(\text{Starting round}\times\text{max}(650-\text{Stage}\times50, 100))</math>
 
In CHIMPS mode, the player starts with 85% less cash, and on stages 5 or higher, the Bosses will be at their Tier 5 Elite versions and the health and rounds will keep scaling in the same way as in previous stages. In stage 6 and beyond, the Boss Bloons will keep appearing in the same order as they did on stages 1–5.
 
The [[map]] can be any map except the ones listed below.
{{collapsible list|
*{{BTD6|Workshop}}
*[[Glacial Trail]]
*[[Covered Garden]]
*[[Midnight Mansion]]
*[[Erosion]]
*[[Dark Dungeons]]
*[[Infernal]]
*[[Sanctuary]]
*[[Protect The Yacht]]
*[[Blons]]
*[[Polyphemus]]
*[[Ravine]]
*[[One Two Tree]]
*[[Flooded Valley]]
*[[Encrypted]]
*[[Rake]]
*[[Last Resort]]
*[[Enchanted Glade]]
*[[X Factor]]
*[[Mesa]]
*[[Pat's Pond]]
*[[Bloody Puddles]]
*[[Geared]]
*[[Ouch|<nowiki>#Ouch</nowiki>]]
*[[Quad]]
*[[Tricky Tracks]]
*[[Mushroom Grotto]]
|caption=Banned maps}}


==Modes==
==Modes==
===Practice===
===Practice===
[[File:BTD6 RoguePracticeButton.png|100px|thumb|Practice mode icon]]
[[File:BTD6 RoguePracticeButton.png|100px|thumb|Practice mode icon]]
'''Practice''' allows the player to simulate a Bloon Encounter on any [[map]] of the player's choosing, including [[Protect The Yacht]] and [[Blons]]. The player chooses their Starter Party and plays rounds 1–65. There are no health or speed modifiers and the player earns [[Boost]]s every two rounds instead of three. After completing round 65, the player can continue in [[Freeplay]].
'''Practice''' allows the player to simulate a Bloon Encounter on any [[map]] of the player's choosing, including secret maps such as [[Protect The Yacht]] and [[Blons]]. The player chooses their Starter Party and plays rounds 1–65. There are no health or speed modifiers and the player earns [[Boost]]s every two rounds instead of three. After completing round 65, the player can continue in [[Freeplay]].


===CHIMPS===
===CHIMPS===
Line 1,143: Line 936:
* [[Ability Stacking]] Rare has a 20% ability cooldown penalty instead of the 10% stated on the description.
* [[Ability Stacking]] Rare has a 20% ability cooldown penalty instead of the 10% stated on the description.
*The [[Dazing Frostburn]], [[Esoteric Elementalist]] and [[Flaming Hot Punch-A-Rang]] Artifacts apply their damage over time effect every 1.5s instead of every second as the description says.
*The [[Dazing Frostburn]], [[Esoteric Elementalist]] and [[Flaming Hot Punch-A-Rang]] Artifacts apply their damage over time effect every 1.5s instead of every second as the description says.
*Esoteric Elementalist Rare has a 50 % chance of triggering the damage over time effect instead of 30% as the description states.
*Esoteric Elementalist Rare has a 50% chance of triggering the damage over time effect instead of 30% as the description states.
*The [[Home Brew Alchemy]] Artifact has 30× Crit damage instead of 50× as the description says.
*The [[Home Brew Alchemy]] Artifact has 30× Crit damage instead of 50× as the description says.
*The [[Heroic Edge]] Artifact always has a +25% pierce for the Common an Rare variants instead of +10% and +15% as the description states.
*The [[Heroic Edge]] Artifact always has a +25% pierce for the Common an Rare variants instead of +10% and +15% as the description states.