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{{Quote|Brave the dark-tainted wastes of [[Pluto]] and plunder secrets from the fortified [[Pyramid]].|Activity Description}}
{{Quote|Brave the dark-tainted wastes of [[Pluto]] and plunder secrets from the fortified [[Pyramid]].|Activity Description}}


'''Expedition''' is a new, free rogue-like mode introduced following the release of [[The Final Shape]]. Following a mysterious signal to a hostile, fortified pyramid buried in the world's surface, players must fight through wave after wave of procedurally and increasingly difficult opposition to discover the intent behind the dark ship's call.
'''Expedition''' is a new, free rogue-lite mode introduced following the release of [[The Final Shape]]. Following a mysterious signal to a hostile, fortified pyramid buried in the world's surface, players must fight through wave after wave of procedurally and increasingly difficult opposition to discover the intent behind the dark ship's call.


==Description==
==Description==
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After interacting with the Overview Table in the center of the [[H.E.L.M.]] or by heading to the tab in the director, players are given a map overlooking the terrain of Pluto, showing rough terrain and the goal of the activity, the Pyramid itself. If an Expedition is refreshed or failed, players will also see different paths on the trail to the Pyramid, with one - the starting expedition of the activity - at the other end. Simply put, the objective of this mode is to reach the pyramid and defeat the raider inside or, perhaps, a mysterious observer.
After interacting with the Overview Table in the center of the [[H.E.L.M.]] or by heading to the tab in the director, players are given a map overlooking the terrain of Pluto, showing rough terrain and the goal of the activity, the Pyramid itself. If an Expedition is refreshed or failed, players will also see different paths on the trail to the Pyramid, with one - the starting expedition of the activity - at the other end. Simply put, the objective of this mode is to reach the pyramid and defeat the raider inside or, perhaps, a mysterious observer.


Each mission on the path to the Pyramid is radically different from one another, each weaving pathway and seemingly connected trail completely different from another. One expedition might find players first traversing a dust-choked wasteland and then finding a BrayTech facility while another start might find them in the ruins of a colony ship then the bowels of a Vex-constructed temple. Also completely different is the enemy composition, modifiers, objectives within and Hexes that boost enemy performance in combat. Each Expedition is unique, as is the Guardians' loadouts as they progress further and further into the activity.
Each mission on the path to the Pyramid is radically different from one another, each weaving pathway and seemingly connected trail completely different from another. One expedition might find players first traversing a dust-choked wasteland and then finding a BrayTech facility while another start might find them in the ruins of a colony ship then the bowels of a Vex-constructed temple. Also completely different is the enemy composition, modifiers, objectives within and Hexes that boost enemy performance in combat. Each Expedition is unique, so players might have to change loadouts to better suit the new path.


==Gameplay==
==Gameplay==


As a rogue-like mode, each Expedition is different and each path offers something new. Despite that, some mechanics don't change. For a start, each Expedition allows players to restart a checkpoint after wiping thrice or never depending on difficulty. Revive tokens are present and provide players few seconds to pick each other up before their fate is shared. Additionally, each expedition is Legendary, so enemies will always be a few power levels above the player and more players increases the difficulty drastically. Another common feature is extracting desired loot; each path offers meager rewards, ranging from enhancement cores or shards even to common loot with additional benefits to their name. All can be pulled with a successful Expedition plus a lot more, but a failure will cause the players to lose all they have collected on that expedition. So, players can approach a Ziggurat at the end of a path to safely extract it without losing it (however, only one item can be extracted and extraction comes at the cost of receiving Boons so choose wisely). Finally, some mechanics are shared between factions such as Incursions, Alliances or Hunting Parties, but those will be covered soon. Despite that, most of an Expedition will be completely random, so players are not to get comfortable with certain enemy placement or tactics.
As a rogue-lite mode, each Expedition is different and each path offers something new. Despite that, some mechanics don't change. For a start, each Expedition allows players to restart a checkpoint after wiping thrice or never depending on difficulty. Revive tokens are present and provide players few seconds to pick each other up before their fate is shared. Additionally, each expedition is Legendary, so enemies will always be a few power levels above the player and more players increases the difficulty drastically. Another common feature is extracting desired loot; each path offers meager rewards, ranging from enhancement cores or shards even to common loot with additional benefits to their name. All can be pulled with a successful Expedition plus a lot more, but a failure will cause the players to lose all they have collected on that expedition. So, players can approach a Ziggurat at the end of a path to safely extract it without losing it (however, only one item can be extracted and extraction comes at the cost of receiving Boons so choose wisely). Finally, some mechanics are shared between factions such as Incursions, Alliances or Hunting Parties, but those will be covered soon. Despite that, most of an Expedition will be completely random, so players are not to get comfortable with certain enemy placement or tactics.
 
However, Guardians do not start with their conventional loadouts when entering the activity. Upon entering, they are locked out of all weapons and abilities, and must gather what they can from within the activity. Weapons, armor and abilities dropped from chests and wellsprings of paracausal energy can only be used for the activity, while engrams that drop from enemies are a part of the world drop pool, and are thus locked out from the players' inventory until they are free of the activity.


Each path has four objectives, each still completely different or, perhaps shares a similar goal with a twist. Objectives can be completed without a timer, but some may have wipe mechanics, so players must be prepared for anything. After three of these objectives, the final one will always involve killing a boss of some sort with different means of bringing them down. Usually, there is no change at the first path, save for harder difficulties, but bosses may come with an immune mechanic that requires effort to dispose of. Few will have a wipe mechanic and the few that do usually involves indirect neutralization, such as disabling a splinter mine or destroying a Hive crystal and most, if not all wipe mechanic attacks WILL have a one-time redemption factor that can remedy any possible mistake.
Each path has four objectives, each still completely different or, perhaps shares a similar goal with a twist. Objectives can be completed without a timer, but some may have wipe mechanics, so players must be prepared for anything. After three of these objectives, the final one will always involve killing a boss of some sort with different means of bringing them down. Usually, there is no change at the first path, save for harder difficulties, but bosses may come with an immune mechanic that requires effort to dispose of. Few will have a wipe mechanic and the few that do usually involves indirect neutralization, such as disabling a splinter mine or destroying a Hive crystal and most, if not all wipe mechanic attacks WILL have a one-time redemption factor that can remedy any possible mistake.
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===Keywords===
===Keywords===


A new feature all together, on the health bar seen at the bottom of the screen, players will notice a space beneath the name of the boss. Whenever this boss receives a modification, a keyword will be visible to all players. Keywords are common buffs to a boss that players can see and possibly adapt to or avoid when necessary instead of risking it when facing them. Bosses can either have one or three keywords, with Path bosses always having three keywords to them. Some keywords are as follows:
A new feature all together, on the health bar seen at the bottom of the screen, players will notice a space beneath the name of the boss. Whenever this boss receives a modification, a keyword will be visible to all players. Keywords are common buffs to a boss that players can see and possible adapt to or avoid when necessary instead of risking it when facing them. Bosses can either have one or three keywords, with Path bosses always having three keywords to them. Some keywords are as follows:


*'''Burning Step''': A recurrent ability in Destiny 2, Burning Step allows the boss to create an AoE burning explosion anytime they use their slam attack. A key warning for all players to keep away and an ability that can be the bane of the bold and foolish.
*'''Burning Step''': A recurrent ability in Destiny 2, Burning Step allows the boss to create an AoE burning explosion anytime they use their slam attack. A key warning for all players to keep away and an ability that can be the bane of the bold and foolish.
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*'''Webbreaker''': Attacks made by bosses will apply Unravel and Sever to Guardians. Continued strikes by the boss will proc Unravel.
*'''Webbreaker''': Attacks made by bosses will apply Unravel and Sever to Guardians. Continued strikes by the boss will proc Unravel.
*'''Cryomancer''': Bosses can throw Duskfield and Coldsnap Grenades. Indicated by a Dark Blue glow.


*'''Webweaver''': Bosses can hurl a Shackle Grenade at Guardians. Indicated by a Green glow.
*'''Webweaver''': Bosses can hurl a Shackle Grenade at Guardians. Indicated by a Green glow.
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===Boons===
===Boons===


*'''Pyromaniac''' <br> ''"The strange energies of the Pyramid bolster your command over Solar energy."'' <br> ''20% boost to Solar Damage. Can stack.''
*'''Pyromaniac''' <br> ''"The strange energies of the Pyramid bolster your command over Solar energy."'' <br> ''10% boost to Solar Damage. Can stack.''


*'''Electrician''' <br> ''"The strange energies of the Pyramid bolster your command over Arc energy."'' <br> ''20% boost to Arc Damage. Can stack.''
*'''Electrician''' <br> ''"The strange energies of the Pyramid bolster your command over Arc energy."'' <br> ''10% boost to Arc Damage. Can stack.''


*'''Shadowseer''' <br> ''"The strange energies of the Pyramid bolster your command over Void energy."'' <br> ''20% boost to Void Damage. Can stack.''
*'''Shadowseer''' <br> ''"The strange energies of the Pyramid bolster your command over Void energy."'' <br> ''10% boost to Void Damage. Can stack.''


*'''Cryomancer''' <br> ''"The strange energies of the Pyramid bolster your command over Stasis energy."'' <br> ''20% boost to Stasis Damage. Can stack.''
*'''Cryomancer''' <br> ''"The strange energies of the Pyramid bolster your command over Stasis energy."'' <br> ''10% boost to Stasis Damage. Can stack.''


*'''Fateweaver''' <br> ''"The strange energies of the Pyramid bolster your command over Strand energy."'' <br> ''20% boost to Strand Damage. Can stack.''
*'''Fateweaver''' <br> ''"The strange energies of the Pyramid bolster your command over Strand energy."'' <br> ''10% boost to Strand Damage. Can stack.''


*'''Mercy''' <br> ''"Agony is purged faster as the resonant energies seek to swiftly end those that suffer."'' <br> ''Damage over time is increased.''
*'''Mercy''' <br> ''"Agony is purged faster as the resonant energies seek to swiftly end those that suffer."'' <br> ''Damage over time is increased.''
*'''Pugilist''' <br> ''"Energy gathers around the knives' edge and balled fists, bringing to bear jagged purpose."'' <br> ''20% boost to Melee damage. Can stack.''
*'''Powdersmith''' <br> ''"Esoteric energies swirl around your grenades, granting them increased destructive properties."'' <br> ''20% boost to Grenade damage. Can stack.''
*'''Striker''' <br> ''"Resonant energies reinvigorate tired muscles and hone damaged blades."'' <br> ''Melee abilities recharge 20% faster. Can stack.''
*'''Grenadier''' <br> ''"Paracausal energy seemingly bolsters the rate in which your grenades recharge."'' <br> ''Grenade abilities recharge 20% faster. Can stack.''
*'''Tactician''' <br> ''"The power of the Plutonian Pyramid reinvigorates your unique abilities, allowing wards, auras and boosts to come to you much more quickly."'' <br> ''Class abilities recharge 20% faster. Can stack.''
*'''Exemplar''' <br> ''"Light and Dark energies coalesce around you, granting their paracausal ordnance and power far faster."'' <br> ''Super abilities recharge 20% faster. Can stack.''
*'''Reforging''' <br> ''"A fount of power has emerged here, seeking something to empower. Tendrils of esoteric energy reach out for your weapon."'' <br> ''The equipped weapon will be granted an additional, random 3rd perk.''
*'''Disengagement''' <br> ''"In dire moments, a haze of energy shall conceal you from sight, allowing a stealthy escape from hateful eyes."'' <br> ''When critically injured, the Guardian will disappear in a puff of smoke."''
*'''Polychromatic''' <br> ''"The energies of Light and Darkness swirl together with little resistance against each other. These energies seek a master to wield them together."'' <br> ''The Guardian gains a Prismatic bar that generates energy slowly, but surely through engagement. Prismatic wielders' energy charges 10% faster.''


*'''''[TBC]'''''
*'''''[TBC]'''''
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*'''Hunting Parties''' <br> ''"A massive contingent of high threat hostiles are searching for you. They are among the best the enemy has to offer and are equipped with some of the best of their arsenal. They do not know your position, but are closing in as we speak. ENGAGEMENT IS NOT ADVISED."'' <br> For any faction, players have a chance to encounter a Hunting Party. Hunting Parties are extremely dangerous groups consisting only of [[Elite]] and [[Major]] enemies that follow a certain path on the field. Players are advised to avoid these groups as much as possible UNLESS they have received a considerable stack of boons from Ziggurats and/or are extremely confident in their builds. Players can detect Hunting Parties by distant chants that get closer as the Hunting Party does too and players can use terrain and Concealment places to avoid them or catch them completely unaware in an ambush. Be warned that Hunting Parties are noticeably more aggressive than their standard counterparts.  
*'''Hunting Parties''' <br> ''"A massive contingent of high threat hostiles are searching for you. They are among the best the enemy has to offer and are equipped with some of the best of their arsenal. They do not know your position, but are closing in as we speak. ENGAGEMENT IS NOT ADVISED."'' <br> For any faction, players have a chance to encounter a Hunting Party. Hunting Parties are extremely dangerous groups consisting only of [[Elite]] and [[Major]] enemies that follow a certain path on the field. Players are advised to avoid these groups as much as possible UNLESS they have received a considerable stack of boons from Ziggurats and/or are extremely confident in their builds. Players can detect Hunting Parties by distant chants that get closer as the Hunting Party does too and players can use terrain and Concealment places to avoid them or catch them completely unaware in an ambush. Be warned that Hunting Parties are noticeably more aggressive than their standard counterparts.  


*'''Elite Ambush''' <br> ''"Hostile commandoes have located you and are closing in. Watch yourself and engage if necessary. Elimination might yield some insight on the area."'' <br> Sometimes, a Guardian(s) might face an Elite Ambush, an entourage which features some of the toughest enemies each faction has to offer, from [[Stasis]] [[Fallen]], [[Hive]] [[Guardian]]s, [[Wyvern]] squads, [[Red Legion]] elites, unique [[Taken]] models, Baron-like [[Scorn]] and [[The Dread]]. Noticeably more aggressive than normal and just as devastating, especially on Legendary difficulty, Elite Ambushes can yield more rewards upon the elimination of these units or can be avoided and, with time, can disappear.
*'''Elite Ambush''' <br> ''"Hostile commandoes have located you and are closing in. Watch yourself and engage if necessary. Elimination might yield some insight on the area."'' <br> Sometimes, a Guardian(s) might face an Elite Ambush, an entourage which features some of the toughest enemies each faction has to offer, from [[Stasis]] [[Fallen]], [[Hive]] [[Guardian]]s, [[Wyvern]] squads, [[Red Legion]] elites, unique [[Taken]] models and Baron-like [[Scorn]]. Noticeably more aggressive than normal and just as devastating, especially on Legendary difficulty, Elite Ambushes can yield more rewards upon the elimination of these units or can be avoided and, with time, can disappear.


==Factions==
==Factions==
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====Nemeses====
====Nemeses====
*'''[[Forum:Kranhiks, the Soulslayer|Kranhiks, the Soulslayer]]''' - Prime Nemesis
*Deranged Survivalist (Captain)
*Tarnished Deviant (Heavy Shank)
*'''[TBC]'''


====Hexes====
====Hexes====
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===Vex===
===Vex===
The Vex patrol the wastes of Pluto, infecting it with their malignant influence and warping it into their grand design. Worse are for those of the Sol Divisive, who seek to understand the dark wisdom of the crashed Pyramid, now that the Witness is effectively silenced.
 
====Faction Specific Objectives====
====Faction Specific Objectives====
*'''Confluence Neutralization''' <br> ''"Outbound Baryonic streams have been detected ahead, meaning only one thing: the Vex are building something. Whatever it is, it cannot be formed. Destroy them."'' <br> Through either interaction, defending, eliminating sacrifices or killing its architects, players must prevent the Vex from either forming a spire, killing confluence or simply interfering with data collection. A simple enough objective for players familiar with the game, but higher difficulties might find players facing punishment of a wipe for failure.
*'''Destroy Oracles''' <br> ''"The Vex have dispatched Oracles around your position. Whether or not the nearby sector has sufficient Vex transformation matters not. Eliminate those Oracles, quickly!"'' <br> Here, players must dispatch Oracles scattered throughout the area. Depending on the current difficulty of the run or the progress of the Expedition, the Oracles could either just float around forever (or blink about from position to position), or they could activate to either aid nearby Vex, disrupt players and make them easy targets or, outright, wipe them. Though a simple enough premise, some Oracles may be shielded by a nearby unit or require a buff to destroy.
*'''Bleeding Network''' <br> ''"Scouts have confirmed that there's a breach in the Vex Network nearby. This is an opportunity we cannot pass up. Breach it and sabotage the Vex from within."'' <br> Here, a pocket of the Vex domain will be exposed, allowing players to traverse into the network and sabotage the Vex from within, either overloading their systems with excess data from their own units, destroying the master unit(s) within or wrestling data chunks from the deepest recesses of the domain out into the real world.
*'''Captive Liberation''' <br> ''"The Vex are moving prisoners nearby. Utilize this opportunity to deny the Vex possible test subjects and eliminate some of their elite higher ups."'' <br> Within this encounter, the Guardian(s) must liberate captives from Vex detainment cubes either through destroying their support nodes, the unit maintaining the cells or overriding the plates linked to them. Sometimes, there may be a time-limit before the prisoners are moved, removing possible unconventional or actual allies, or a Vex response is deployed. Sometimes, the prisoners will be standard enemies that will also attack you or the Vex, while others are Coalition allies and will aid you in your liberation.
*'''Gate Shutdown''' <br> ''"The Vex have established Transfer Gates here and are moving their forces en masse to your position. They must be destroyed, else, Pluto will be overrun."'' <br> In these open areas, a series of Transfer Gates will be seen abroad, continually spawning Vex reinforcements unless otherwise destroyed. The gates in question can either be destroyed through gunfire, overcharging with data or destroying the Vex unit assigned to it. Sometimes, players might encounter a massive gate, where a [[Gate Lord]] unit might spawn, creating a miniature boss encounter.
*'''Active Simulation''' <br> ''"Reconnaissance has shown that you are coming upon a testing ground for the Vex. Any damage done to it could thoroughly disrupt the Vex on this world."'' <br> In addition to other red data-marked hostiles, the Vex will be seen running a sort of simulation with bits and pieces of simulated terrain from other worlds, no doubt testing new tactics or weaponry. Through either the destruction of [[Daemon]]s or the Vex overseer, the overriding of the simulation itself or even overloading it by participating, the Guardian(s) can cause the simulation to collapse and falter; though the action may be met without impunity from a Vex response.
*'''Idol Destruction''' <br> ''"The Sol Divisive has moved powerful frames to this Darkness-choked location. We believe these Vex are trying to commune with the voice of the Pyramid. Destroy them."'' <br> Within the vast arena, Sol Divisive Vex will be seen defending one or more statues of Minotaurs scattered throughout the arena. These statues, or the Minotaurs they will become, must be destroyed, either through overloading plates, drawing overwhelming Light into them, throwing charges into them or drawing the minds out themselves so that they may be destroyed, either through fire, the Darkness or destroying a main Dark source of their movement. Though the Vex will behave relatively the same normally, sometimes, damage done to the Idols will enrage the Vex in the arena and make them more aggressive.
*'''Linked Relays''' <br> ''"There are Sol Divisive Relays within the area ahead. Their purpose is unknown, but their destruction, if not neutralization, must be paramount if we are to progress further into the wastes."'' <br> Scattered within the next arena, player will find [[Vex Relay]]s and, sometimes, tether cubes nearby, depending on the objective of the encounter. Much like the mechanics of [[Garden of Salvation]], upon interacting with the Relay, the Guardian(s) will be tethered and allow them to complete links to other relays or tether cubes. Sometimes, a player can only do so after eliminating a major Vex unit, or can do it all in one run. Additionally, players may have to deal with additional Relays, as well as more frustrating hostiles such as [[Supplicant]]s, [[Fanatic]]s or even [[Harpy Seeker]]s.
*'''Vex Tempest''' <br> ''"A strange knot of temporal energy looms over this location. Upon further inspection, the Vex seem to be the culprit of this strange activity. Whatever the reason, they must be removed from the area... if not, it must be dispersed."'' <br> Usually taking place in an open area on Pluto's surface, the Guardian(s) will notice an artificial, Vex-charged storm above them coursing with Electricity. The Guardian(s) here must either brave the storm or disperse it entirely by paving a way through or eliminating it's creators. While progressing through the encounter, the fireteam may have to endure bolts of crackling energy from the sky, barriers of deletion swirling from the center outward or being pushed by sheer winds of energy. Additionally, Guardians may find Vex units being empowered by bolts of energy striking from the sky, granting them enhanced resilience, damage and aggression as well.


====Special Enemies====
====Special Enemies====
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*'''Hex of the Conflux''' <br> ''"With the aid of their kindred from the Vault of Glass, time ebbs and flows around these Vex constructs. Aid might be found from other timestreams. Be careful."'' <br> Sometimes, a killed Vex unit will just get right back up as either a Precursor or Descendant. Precursors have more health and Descendants deal more damage. Players will notice this change when a killed Vex unit begins to vanish in an angular haze.
*'''Hex of the Conflux''' <br> ''"With the aid of their kindred from the Vault of Glass, time ebbs and flows around these Vex constructs. Aid might be found from other timestreams. Be careful."'' <br> Sometimes, a killed Vex unit will just get right back up as either a Precursor or Descendant. Precursors have more health and Descendants deal more damage. Players will notice this change when a killed Vex unit begins to vanish in an angular haze.
*'''Hex of the Simulator''' <br> ''"Data salvaged from the slain overseer of the Infinite Forest has prepared these Vex for you and your allies. Shake up your tactics to throw them out of balance."'' <br> The more you use a weapon or ability, the less damage it does until it starts dealing no damage. Using other means of engagement will allow the debuffing Hex to slowly lose power over the last used attacks and powers until they are restored to full effectiveness. Be warned that using other abilities will also slowly apply the Hex to them.
*'''Hex of the Simulator''' <br> ''"Data salvaged from the slain overseer of the Infinite Forest has prepared these Vex for you and your allies. Shake up your tactics to throw them out of balance."'' <br> The more you use a weapon or ability, the less damage it does until it starts dealing no damage. Using other means of engagement will allow the debuffing Hex to slowly lose power over the last used attacks and powers until they are restored to full effectiveness. Be warned that using other abilities will also slowly apply the Hex to them.
*'''Hex of the Idol''' <br> ''"Darker hearts command the ability to wither away the very foundations they built at the clasp of their metal hands. Beware the disintegration fields in the area."'' <br> Random areas will be hit with a Dematerialization field, which will instant kill a player if they are within proximity of it. It takes a while to activate, so players should have enough time to get clear before it procs.
*'''Hex of the Praetorian''' <br> ''"Darker hearts command the ability to wither away the very foundations they built at the clasp of their metal hands. Beware the disintegration fields in the area."'' <br> Random areas will be hit with a Dematerialization field, which will instant kill a player if they are within proximity of it. It takes a while to activate, so players should have enough time to get clear before it procs.


===Cabal===
===Cabal===
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*'''Journey of a Thousand Miles''' - Complete an Expedition
*'''Journey of a Thousand Miles''' - Complete an Expedition
*'''Become Hunted''' - Defeat Hunting Parties (20 Max)
*'''Become Hunted''' - Defeat Hunting Parties (20 Max)
*'''True Worthiness''' - Complete Trials from the Pyramid (50 Max)
*'''Truly Worthiness''' - Complete Trials from the Pyramid (50 Max)
*'''Armed with Justice''' - Collect all armor pieces
*'''Armed with Justice''' - Collect all armor pieces
*'''Inherited to the Superior''' - Complete a weapon pattern from this activity
*'''Inherited to the Superior''' - Complete a weapon pattern from this activity

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