Editing Forum:Unnamed Raid
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===The Coliseum=== | ===The Coliseum=== | ||
Upon completion of the previous encounter, the doors behind you will shut. Players will receive a new objective: Complete the trials. This objective stays until the final encounter. Players will enter a massive stadium, with surrounding stands filled with combatants; hive, nightmare, and taken they are. When the doors close, the encounter begins, but nothing initially happens. Two messages will appear. The first one, | Upon completion of the previous encounter, the doors behind you will shut. Players will receive a new objective: Complete the trials. This objective stays until the final encounter. Players will enter a massive stadium, with surrounding stands filled with combatants; hive, nightmare, and taken they are. When the doors close, the encounter begins, but nothing initially happens. Two messages will appear. The first one, “The crowd is placing bets,” does nothing until the end of a wave. Then, the message “The crowd demands some flair” will appear. To please the crowd, all players must activate any of their emotes. If someone does not activate an emote after 15 seconds, the message “The crowd grows disappointed” will appear, and everyone who did not taunt will be struck dead by combatants with snipers in the crowd. | ||
From this point in the raid forward, players are in a blackout zone, so players are not able to respawn 30 seconds after death, and must be revived to respawn. If the team is wiped, everyone is returned to orbit. Light-based abilities only charge upon defeating enemies, but do more damage than normal. Stasis abilities recharge automatically, but do less damage than normal. | From this point in the raid forward, players are in a blackout zone, so players are not able to respawn 30 seconds after death, and must be revived to respawn. If the team is wiped, everyone is returned to orbit. Light-based abilities only charge upon defeating enemies, but do more damage than normal. Stasis abilities recharge automatically, but do less damage than normal. | ||
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After the crowd has been pleased, doors on the sides of the coliseum will open and enemies will enter the arena. Ads will also leap out from the stands, causing quite a bit of commotion. There are three waves to this encounter. To complete a wave, 100 enemies must be defeated to draw out a major. To kill the major, one must stand in the Empowering Plate in the center, wait to become empowered, and then shoot the major. Once the major is dead, clear out the remaining ads to complete the wave. | After the crowd has been pleased, doors on the sides of the coliseum will open and enemies will enter the arena. Ads will also leap out from the stands, causing quite a bit of commotion. There are three waves to this encounter. To complete a wave, 100 enemies must be defeated to draw out a major. To kill the major, one must stand in the Empowering Plate in the center, wait to become empowered, and then shoot the major. Once the major is dead, clear out the remaining ads to complete the wave. | ||
The first wave uses red-health enemies, the second wave uses both red and yellow health enemies, and the third only uses elites. The ads are spread out fairly evenly, and will not attack you if they | The first wave uses red-health enemies, the second wave uses both red and yellow health enemies, and the third only uses elites. The ads are spread out fairly evenly, and will not attack you if they don’t see you— they will attack the thing that is closest to them instead, regardless of species. Enemies will continue to spawn after the major has been drawn out, but will cease to spawn when the major dies. | ||
Randomly during the encounter, the crowd will demand flair, and players must use their emotes or they die. At the end of each wave the person with the most kills will get rewarded with a random weapon of any rarity and from any year (exotics here are very rare). The crowd will then place more bets, except at the end of the last wave. At the end of each wave, the crowd will demand more flair and players must taunt or die. Once the players have taunted their last, the encounter is complete. | Randomly during the encounter, the crowd will demand flair, and players must use their emotes or they die. At the end of each wave the person with the most kills will get rewarded with a random weapon of any rarity and from any year (exotics here are very rare). The crowd will then place more bets, except at the end of the last wave. At the end of each wave, the crowd will demand more flair and players must taunt or die. Once the players have taunted their last, the encounter is complete. | ||
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When they appear, they will have impenetrable over-shields, and will walk around the stands shooting at you as a few more ads enter the arena. To bring down their shields, one must destroy a random major that climbs out from the stands. Killing it will result in it dropping one of three orbs, an Eschaton orb, a Primeval orb, or an Imminent orb. Once picked up, take it to the center of the arena and stand on the Empowering Plate. After a few seconds, you will receive the Empowered buff, and you can throw it at the corresponding mind in the stands. Its shield will instantly drop, and after being shot 15 times, it will teleport down to the center. After 30 seconds of being in the center, it will turn blackish reddish and become immune to all damage, and then summon two major nightmares. Killing the majors will have the mind teleport back up to the stands with its shied back up. All three bosses can be in the center at once. | When they appear, they will have impenetrable over-shields, and will walk around the stands shooting at you as a few more ads enter the arena. To bring down their shields, one must destroy a random major that climbs out from the stands. Killing it will result in it dropping one of three orbs, an Eschaton orb, a Primeval orb, or an Imminent orb. Once picked up, take it to the center of the arena and stand on the Empowering Plate. After a few seconds, you will receive the Empowered buff, and you can throw it at the corresponding mind in the stands. Its shield will instantly drop, and after being shot 15 times, it will teleport down to the center. After 30 seconds of being in the center, it will turn blackish reddish and become immune to all damage, and then summon two major nightmares. Killing the majors will have the mind teleport back up to the stands with its shied back up. All three bosses can be in the center at once. | ||
Once a boss reaches half health, it will introduce its wipe mechanic. If not already in the stands, it will teleport back up. For 60 seconds, it will raise its arm, stand still, and charge up its attack. To make it stop, simply repeat the process to get it down from the stands. If not, it will bring down its arm and six massive bolts will fall from the sky onto each player, killing them. Players must be very careful about how evenly they spread the damage to each boss. If all three are charging their wipe simultaneously, | Once a boss reaches half health, it will introduce its wipe mechanic. If not already in the stands, it will teleport back up. For 60 seconds, it will raise its arm, stand still, and charge up its attack. To make it stop, simply repeat the process to get it down from the stands. If not, it will bring down its arm and six massive bolts will fall from the sky onto each player, killing them. Players must be very careful about how evenly they spread the damage to each boss. If all three are charging their wipe simultaneously, you’re in trouble. | ||
When a boss is defeated, instead of dying, it will kneel in the center and not attack. One of two messages will then appear. If the message | When a boss is defeated, instead of dying, it will kneel in the center and not attack. One of two messages will then appear. If the message “The crowd demands a spare” appears, players must leave the boss alone and after a few seconds, it will teleport back up to the stands with its shield up. If the message “The crowd demands an execution” appears, the fire team must nominate an executioner to approach the boss and use their finisher to end it. If these instructions are not followed, the bosses will not die and the player who disappointed the crowd will be killed. The messages that appear are random. A boss may be spared 0, 1, 2, or 3 times. | ||
If a boss is spared, bring its shield down again and it will instantly teleport to the center and kneel. Repeat this process until all three minds are dead. Once they are dead, the message | If a boss is spared, bring its shield down again and it will instantly teleport to the center and kneel. Repeat this process until all three minds are dead. Once they are dead, the message “The crowd goes wild” will appear and all players will receive a random legendary item. Upon receiving the item, the encounter is complete. | ||
On heroic mode, champions will appear during this encounter. Only champions drop orbs. Barrier for Imminent, Overload for Primeval, Unstoppable for Eschaton. | On heroic mode, champions will appear during this encounter. Only champions drop orbs. Barrier for Imminent, Overload for Primeval, Unstoppable for Eschaton. | ||
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Upon completion of the previous encounter, the door on the far side of the coliseum will open. Once all players are through, the fire team will enter an area known as the Infernal Abyss. It is a jumping puzzle that includes moving and time weaving platforms sprawled out in all directions, as well as taken mines littering the correct path, so be careful. There are also many snipers on some platforms and along the walls. The distance between platforms becomes greater and the platform size will decrease as you progress further through this encounter. | Upon completion of the previous encounter, the door on the far side of the coliseum will open. Once all players are through, the fire team will enter an area known as the Infernal Abyss. It is a jumping puzzle that includes moving and time weaving platforms sprawled out in all directions, as well as taken mines littering the correct path, so be careful. There are also many snipers on some platforms and along the walls. The distance between platforms becomes greater and the platform size will decrease as you progress further through this encounter. | ||
Dying in this area displays the message | Dying in this area displays the message “The void below absorbs the kill” and causes what once was complete darkness below to catch fire. The player who died can be revived with no trouble, but if there is a total of six deaths, the fire will grow in size with each death and eventually consume the fireteam, causing a wipe. | ||
Players will know they have reached the end because there will be a single platform at the end that extends out from the wall. In the wall is an open door, and next to it are two lit braziers. The fire below (if there is one) will also die down and disappear upon reaching this point. When all of this has been done, the encounter is complete. | Players will know they have reached the end because there will be a single platform at the end that extends out from the wall. In the wall is an open door, and next to it are two lit braziers. The fire below (if there is one) will also die down and disappear upon reaching this point. When all of this has been done, the encounter is complete. | ||
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There is no major complex mechanic to kill Primius for these encounters, which may feel like a nerf, but do not be swayed. The sheer number ads that will spawn is enough to overpower a team of 5 in a minute, and Primius has incredibly high resistance and does a ton of damage. The taken cyclopses that are summoned also have the special ability to shoot five different elemental grenades (kinetic, solar, arc, void, stasis) to go along with their standard attack, which is commonly a one shot. In addition to this, dying will cause a pool of taken energy to start filling below, similar the the Infernal Abyss. When 10 deaths occur, the pool will reach the lower part of the arena. When 20 occur, it will reach the upper level, causing a wipe. When added up, this boss fight has three wipe mechanics. | There is no major complex mechanic to kill Primius for these encounters, which may feel like a nerf, but do not be swayed. The sheer number ads that will spawn is enough to overpower a team of 5 in a minute, and Primius has incredibly high resistance and does a ton of damage. The taken cyclopses that are summoned also have the special ability to shoot five different elemental grenades (kinetic, solar, arc, void, stasis) to go along with their standard attack, which is commonly a one shot. In addition to this, dying will cause a pool of taken energy to start filling below, similar the the Infernal Abyss. When 10 deaths occur, the pool will reach the lower part of the arena. When 20 occur, it will reach the upper level, causing a wipe. When added up, this boss fight has three wipe mechanics. | ||
For the first phase of this encounter, Primius teleports you to a multitude of different simulations and summons many different enemies. For each simulation, players have two minutes to eliminate all of the enemies. If that time passes, the team will be inflicted with the | For the first phase of this encounter, Primius teleports you to a multitude of different simulations and summons many different enemies. For each simulation, players have two minutes to eliminate all of the enemies. If that time passes, the team will be inflicted with the “Simulation Meltdown” debuff and will be wiped five seconds later, even if the last enemy is defeated within those five seconds. There are a total of 6 simulations, and in between each one, you can do a little bit of damage to Primius, but not enough to make any difference. Dying while inside a simulation does not effect the pool outside of it. | ||
Simulation 1 is located in [[The Summoning Pits]] and summons [[Hive]]. Simulation 2 is located in [[Cerberus Vae III]] and summons [[Cabal]]. Simulation 3 is located at [[Winter's Run]] and summons [[Fallen]]. Simulation 4 is located in [[The Nexus]] and summons [[Vex]]. Simulation 5 is located in [[The Hollowed Lair]] and summons [[Scorn]]. Simulation 6 is located in [[Cyclone 141G]] and summons [[Splicer]] Fallen. | Simulation 1 is located in [[The Summoning Pits]] and summons [[Hive]]. Simulation 2 is located in [[Cerberus Vae III]] and summons [[Cabal]]. Simulation 3 is located at [[Winter's Run]] and summons [[Fallen]]. Simulation 4 is located in [[The Nexus]] and summons [[Vex]]. Simulation 5 is located in [[The Hollowed Lair]] and summons [[Scorn]]. Simulation 6 is located in [[Cyclone 141G]] and summons [[Splicer]] Fallen. | ||
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===Primius, The Rotten Mind Phase 2=== | ===Primius, The Rotten Mind Phase 2=== | ||
Upon Completion of the previous encounter, Primius will summon 2 taken cyclops majors. These cyclopses have shields and power | Upon Completion of the previous encounter, Primius will summon 2 taken cyclops majors. These cyclopses have shields and power Primius’s shield while all three of them are shooting at you. Primius also summons many enemies down where you are, and you should take them out before doing anything else. Once all enemies are defeated, attack the cyclopses. To take down the cyclops shields, stand on two nearby synch plates and shoot at them. Once Primius’s shield is down, you can do a bit of damage to him. After 30 seconds, he brings his shield back up and spawn more ads. He also has the strange ability to attack with darkness bolts and poison clouds, much like a hive wizard. Keep in mind, He is on the other side of the chasm so long ranged weapons are crucial. Precision hits may be hard to land, as his crit point is small and he is always moving slightly. He will continue to summon enemies and bring his shield back up until a forth of his health is depleted. | ||
Now Primius will begin to summon unusual taken enemies, Such as taken Splicers, Scorn, and eventually, even guardians. The Cyclopses will still be there powering his shield, while he attacks you with Aeon Maul and hobgoblin grenades this time. Many taken scorn will begin to spawn, possessing unique abilities that are very annoying and deadly if not dealt with. The same goes for Taken Splicers. | Now Primius will begin to summon unusual taken enemies, Such as taken Splicers, Scorn, and eventually, even guardians. The Cyclopses will still be there powering his shield, while he attacks you with Aeon Maul and hobgoblin grenades this time. Many taken scorn will begin to spawn, possessing unique abilities that are very annoying and deadly if not dealt with. The same goes for Taken Splicers. | ||
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When he spawns taken guardians, he will only summon three of them, but they will appear as powerful champions, a Barrier Taken Hunter, an Overload Taken Warlock, and an Unstoppable Taken Titan. They behave the same as sweats in the crucible, welding seasonal meta weapons. It is crucial to eliminate these enemies as quickly as possible, as they can eventually use their stasis supers with grim accuracy, which one shot if they hit. | When he spawns taken guardians, he will only summon three of them, but they will appear as powerful champions, a Barrier Taken Hunter, an Overload Taken Warlock, and an Unstoppable Taken Titan. They behave the same as sweats in the crucible, welding seasonal meta weapons. It is crucial to eliminate these enemies as quickly as possible, as they can eventually use their stasis supers with grim accuracy, which one shot if they hit. | ||
Once half of | Once half of Primius’s health is depleted, the message “Primius lures you across the chasm” appears. Vex time weaving platforms will appear, and you are now able to cross. Standard taken enemies will now spawn on both sides, and Cyclopses will generate his shield. It is recommended to split into two teams of three, one crosses the chasm, the other stays back. This is so the team that stayed can easily eliminate the cyclopes and any other major threat the other team may be facing. The team on Primius’s side is there primarily for damage. | ||
In addition to summoning standard taken enemies, Primius will switch to using only one shot attacks. The most commonly used one is summoning Walls of Deletion, which spawn at the back of the area and move slowly toward the front. You cannot shoot through these walls, making it hard to target things for the team that stayed. For his second attack he picks the person that has done the most damage to him in the past 15 seconds and grants them the debuff | In addition to summoning standard taken enemies, Primius will switch to using only one shot attacks. The most commonly used one is summoning Walls of Deletion, which spawn at the back of the area and move slowly toward the front. You cannot shoot through these walls, making it hard to target things for the team that stayed. For his second attack he picks the person that has done the most damage to him in the past 15 seconds and grants them the debuff “Marked for Annihilation” for 15 seconds. Once these 15 seconds are up, they die. This attack cannot be avoided. For his third attack, he will give everyone the “Reality Collapse” debuff and the message “Primius attempts to erase the fireteam” will appear. To avoid this, players must destroy the Totem of Annihilation that appears before 15 seconds pass. | ||
Once one forth of his health is left, Primius will attack you with every attack he possesses (minus the simulations). Unusual taken enemies will be spawned rather than standard ones (no guardians.) | Once one forth of his health is left, Primius will attack you with every attack he possesses (minus the simulations). Unusual taken enemies will be spawned rather than standard ones (no guardians.) | ||
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Upon completion of the previous encounter, players will enter a very dark area called Malevolence. This encounter is basically ad clearing on steroids. Hive will spawn as red-health enemies and make up the majority of ads, but some taken and nightmares will appear as elites and majors. | Upon completion of the previous encounter, players will enter a very dark area called Malevolence. This encounter is basically ad clearing on steroids. Hive will spawn as red-health enemies and make up the majority of ads, but some taken and nightmares will appear as elites and majors. | ||
Players will be affected by the Weight of Darkness debuff upon entering the room. It stacks up to ten times. To start the encounter, one player must pick up a glowing orb called an Unstable Light Charge in the center. Once the orb has been picked up, ads will flood the room. Holding the orb and standing near the person carrying the orb removes the Weight of Darkness, but beware, the orb | Players will be affected by the Weight of Darkness debuff upon entering the room. It stacks up to ten times. To start the encounter, one player must pick up a glowing orb called an Unstable Light Charge in the center. Once the orb has been picked up, ads will flood the room. Holding the orb and standing near the person carrying the orb removes the Weight of Darkness, but beware, the orb doesn’t last forever. Orbs have a countdown of 30 seconds and when they reach zero, they explode. Players can throw them early to create a powerful area-of-effect detonation. Once the orb has been destroyed, every major will drop another. Only three orbs will be present at a time. | ||
To complete the encounter, players should split into three teams of two and locate three synch plates. One player carries the orb while the other defends them. Enemies will continue to come at you until all three plates have been captured. Once all plates are captured, ads will stop spawning and players must defeat every last one of them before the room is illuminated, revealing the door to the next encounter. Beware, enemies can arrive and recapture a synch plate, so it is advised to stay near one at all times. Synch plates will also emit a light that takes away the Weight of Darkness debuff when captured. | To complete the encounter, players should split into three teams of two and locate three synch plates. One player carries the orb while the other defends them. Enemies will continue to come at you until all three plates have been captured. Once all plates are captured, ads will stop spawning and players must defeat every last one of them before the room is illuminated, revealing the door to the next encounter. Beware, enemies can arrive and recapture a synch plate, so it is advised to stay near one at all times. Synch plates will also emit a light that takes away the Weight of Darkness debuff when captured. | ||
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Upon completion of the previous encounter, players will enter the door that leads to the next area, still called Malevolence. When all players are in the room, players must draw out Galrath by scanning a massive ethereal blackish red energy spike in the center, much like a nightmare. When it is scanned, players must stand next to it for sixty seconds while defending against hordes of thrall and cursed thrall. Letting an enemy inside the circle stops the timer, and if the enemies inside outnumbers the players, the timer is slowly set back. Once the this has been complete, instead of transforming to reveal an enemy, the orb will explode, dealing damage to those who are too close. | Upon completion of the previous encounter, players will enter the door that leads to the next area, still called Malevolence. When all players are in the room, players must draw out Galrath by scanning a massive ethereal blackish red energy spike in the center, much like a nightmare. When it is scanned, players must stand next to it for sixty seconds while defending against hordes of thrall and cursed thrall. Letting an enemy inside the circle stops the timer, and if the enemies inside outnumbers the players, the timer is slowly set back. Once the this has been complete, instead of transforming to reveal an enemy, the orb will explode, dealing damage to those who are too close. | ||
Galrath will come into the room using the door that was left open from the last encounter. Once he enters, the message | Galrath will come into the room using the door that was left open from the last encounter. Once he enters, the message “Galrath's presence darkens the room” will appear and the room will darken. Lamps are scattered that pop on and off to provide light. The damage phase can begin as soon as Galrath enters the room. Players must use extreme caution fighting him, because every attack he possesses is a one shot. Hive enemies will continue to spawn throughout this encounter. | ||
There are two mechanics to this boss fight. Every ten seconds, Galrath will cloak himself in nightmare energy for one second, becoming immune to all attacks when he does so. Whenever a fourth of his health is depleted, he will summon a nightmare orb in the center and cloak himself with nightmare energy. He will then begin to sprint towards the nearest player and attack them with his blade. He will continue to do this until the orb in the middle has been destroyed by standing next to it. If this orb is not destroyed in 100 seconds, it will blow up the entire room, wiping the team. | There are two mechanics to this boss fight. Every ten seconds, Galrath will cloak himself in nightmare energy for one second, becoming immune to all attacks when he does so. Whenever a fourth of his health is depleted, he will summon a nightmare orb in the center and cloak himself with nightmare energy. He will then begin to sprint towards the nearest player and attack them with his blade. He will continue to do this until the orb in the middle has been destroyed by standing next to it. If this orb is not destroyed in 100 seconds, it will blow up the entire room, wiping the team. | ||
Galrath’s attacks consist of a melee attack with his blade, and occasionally shooting a massive blast at players. He can also shoot the blast at a random ad, which will transform it into a nightmare. | |||
When Galrath has been defeated, the ceiling will start to crumble and players have 30 seconds to exit the room or they die. If the whole team dies when this happens, the encounter must be restarted. | When Galrath has been defeated, the ceiling will start to crumble and players have 30 seconds to exit the room or they die. If the whole team dies when this happens, the encounter must be restarted. | ||
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When you enter the massive chamber that the stairs led to, A cutscene will be shown. A large figure sitting on an even larger throne at the far end of the room will stand up. That is Tzak. Darkness energy radiates heavily from his body. He will summon a glowing orb and then throw it into a smallish red circle hanging above the players. He will then pump his fist, and the cutscene will end shortly thereafter. | When you enter the massive chamber that the stairs led to, A cutscene will be shown. A large figure sitting on an even larger throne at the far end of the room will stand up. That is Tzak. Darkness energy radiates heavily from his body. He will summon a glowing orb and then throw it into a smallish red circle hanging above the players. He will then pump his fist, and the cutscene will end shortly thereafter. | ||
Tzak will stay in the back of the room here. If a player tries to approach him, he will kill them with his melee. He will also have a shield up. He will wander around in the back, firing strange blasts of pure darkness that do some decent damage. Lots of hive enemies will swarm the room as well. In order to draw out Tzak, six things must be done. A major Empowerer must be killed, stolen light must be deposited, three sacrifices must be prevented, one of three synch plates must be captured, a | Tzak will stay in the back of the room here. If a player tries to approach him, he will kill them with his melee. He will also have a shield up. He will wander around in the back, firing strange blasts of pure darkness that do some decent damage. Lots of hive enemies will swarm the room as well. In order to draw out Tzak, six things must be done. A major Empowerer must be killed, stolen light must be deposited, three sacrifices must be prevented, one of three synch plates must be captured, a Swordbearer’s relic must be destroyed, and all remaining ads must be cleared. | ||
It should be known that the Empowerer is a very tough wizard, as it can survive two shots from Sleeper Simulant, and does not flinch. It can also shoot other enemies to make them cursed, meaning players will likely encounter cursed thralls, acolytes, knights, ogres, and wizards. After the Empowerer is dead, an altar will appear (much like on the moon), five sky eater wizards will appear, a synch plate will activate, and a Swordbearer will appear. Sky eater wizards drop stolen light, and the swordbearer drops the relic. When a stolen light is deposited, it summons five orbs of power. If three sacrifices take place, the team will be wiped. To destroy the relic, use it until it is gone. | It should be known that the Empowerer is a very tough wizard, as it can survive two shots from Sleeper Simulant, and does not flinch. It can also shoot other enemies to make them cursed, meaning players will likely encounter cursed thralls, acolytes, knights, ogres, and wizards. After the Empowerer is dead, an altar will appear (much like on the moon), five sky eater wizards will appear, a synch plate will activate, and a Swordbearer will appear. Sky eater wizards drop stolen light, and the swordbearer drops the relic. When a stolen light is deposited, it summons five orbs of power. If three sacrifices take place, the team will be wiped. To destroy the relic, use it until it is gone. | ||
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==Grandmaster== | ==Grandmaster== | ||
There is a grandmaster difficulty. In this difficulty, heroic modifiers will be in place, incoming damage is increased, shields cannot be broken without the proper matchups, enemies will not flinch (Tzak is an exception during his tether), enemies will have higher health, and there will be no red health enemies (exploders are an exception). There will also be additional exclusive challenges. If the raid is completed on this difficulty | There is a grandmaster difficulty. In this difficulty, heroic modifiers will be in place, incoming damage is increased, shields cannot be broken without the proper matchups, enemies will not flinch (Tzak is an exception during his tether), enemies will have higher health, and there will be no red health enemies (exploders are an exception). There will also be additional exclusive challenges. If the raid is completed on this difficulty, players will be rewarded the full set of raid armor, two raid weapons, two ascendant shards, five enhancement prisms, ten enhancement cores, Wavering Neutrality with its catalyst, and an additional random exotic armor piece a previous year. | ||
=Additional Lore= | =Additional Lore= | ||
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During the SIVA crisis, Primius was able to get his hands on a few small garrisons of splicer fallen, though he did not initially take them because he wanted to study them a bit first. Sometime afterward, he managed to open a time portal and abduct an army of splicers and held them in custody. He did this a few times until he was satisfied with how many se had, and took them all. He also learned how to create his own splicer fallen through simulations, but did not know what to do with them. | During the SIVA crisis, Primius was able to get his hands on a few small garrisons of splicer fallen, though he did not initially take them because he wanted to study them a bit first. Sometime afterward, he managed to open a time portal and abduct an army of splicers and held them in custody. He did this a few times until he was satisfied with how many se had, and took them all. He also learned how to create his own splicer fallen through simulations, but did not know what to do with them. | ||
Sometime after the | Sometime after the reef’s prison break, Primius learned of the existence of scorn, and took large numbers of them as well. He mostly experimented with his taken during this time, and also learned how to take the summoned entities in his simulations. By learning how to do this, he managed to create and take thousands of hive, cabal, vex, fallen, scorn, and splicers. | ||
During the events on Europa, A small fire team of guardians somehow entered | During the events on Europa, A small fire team of guardians somehow entered Primius’s ascendant plane. He took all three of them to defend his realm. Since they were now under the influence of darkness, their former light-based abilities transformed into darkness-based abilities. | ||
Sometime after he was taken, Primius learned how to use some hive magic and how to utilize Totems of Annihilation. It is unknown how or when he learned these things. | Sometime after he was taken, Primius learned how to use some hive magic and how to utilize Totems of Annihilation. It is unknown how or when he learned these things. | ||
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===Tzak=== | ===Tzak=== | ||
Tzak is of a race that is unknown to all but himself and his peers. Even the hive do not know exactly what he is, though they speculate his race is made up of devoted servants of the Darkness, or entities that were created by the Darkness itself, which would elevate them as gods above the Worms. According to Tzak himself, there are 13 other entities like him, though he does not use their names. He refers to them as | Tzak is of a race that is unknown to all but himself and his peers. Even the hive do not know exactly what he is, though they speculate his race is made up of devoted servants of the Darkness, or entities that were created by the Darkness itself, which would elevate them as gods above the Worms. According to Tzak himself, there are 13 other entities like him, though he does not use their names. He refers to them as “the Isolated,” “the Fearful,” “the Anguished,” “the Despaired,” “the Brutal,” “the Failed,” “the Greedy,” “the Insane,” “the Jealous,” “the Obscure,” “the Raged,” “the Servant,” and “the Vain.” All of these titles are those of essences dropped by nightmares. This is most likely not a coincidence. Tzak and his peers also seem to live on the Pyramids. Tzak did list a few names in his writings, but never associated them with their titles. (Morzum and Durzic were the names mentioned) | ||
Tzak seems to have an obsession with sports and is very proud of his skills. This either influenced his name, or his name influenced his personality. According to himself, the others of his kind have personalities similar to their names, so the later is probably the more likely case. For some reason, Tzak also tends to be very sarcastic and tries to be funny. | Tzak seems to have an obsession with sports and is very proud of his skills. This either influenced his name, or his name influenced his personality. According to himself, the others of his kind have personalities similar to their names, so the later is probably the more likely case. For some reason, Tzak also tends to be very sarcastic and tries to be funny. | ||
According to Tzak, there are 20 | According to Tzak, there are 20 “Main Pyramids.” These are the largest of the pyramids. Fourteen of them are occupied by those of his race, and the other six are occupied by other unknown enemies. One was blown up by “something too bright for us to see.” One is said to be a Cabal mercenary, another is a large Taken figure, and the rest are powerful ascendant Hive. The pyramids that entered the Sol System during Shadowkeep were supposedly smaller pyramids, though the Luna pyramid is said to be medium sized. | ||
With the destruction of | With the destruction of Tzak’s pyramid, there are only 18 “Main Pyramids” left. | ||
===Galrath=== | ===Galrath=== | ||
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Galrath is a hive darkblade. There is little record of his existence even in hive archives. The majority of records that concern him are his own writings, though the the Vex somehow have minimal knowledge of him. This may be because he apparently fought in the ancient war against the Vex. According to his own writing, he was present on the moon during the Great Disaster, and the reason that there is no record of him being there is because all enemies who saw him were also slain by him. This is the case for a few other events that involved the hive. | Galrath is a hive darkblade. There is little record of his existence even in hive archives. The majority of records that concern him are his own writings, though the the Vex somehow have minimal knowledge of him. This may be because he apparently fought in the ancient war against the Vex. According to his own writing, he was present on the moon during the Great Disaster, and the reason that there is no record of him being there is because all enemies who saw him were also slain by him. This is the case for a few other events that involved the hive. | ||
Galrath gained the title | Galrath gained the title “The Malevolent” shortly after Oryx was assassinated. He salvaged the Tablet of Ruin that was placed inside Golgoroth and somehow incorporated it into his helmet. It allowed him to gain strange abilities using the Darkness, but he did not gain the ability to take like he intended. He himself basically became a “Living Nightmare,” and discovered he had the power to turn those around him into nightmares as well. | ||
Sometime during the events of Curse of Osiris, Galrath sought out to meet the most physical form of the Darkness there was, and entered the Pyramid on Luna. It told him of the coming of the fleet, and that he was invited to be a champion on one of the main pyramids. On | Sometime during the events of Curse of Osiris, Galrath sought out to meet the most physical form of the Darkness there was, and entered the Pyramid on Luna. It told him of the coming of the fleet, and that he was invited to be a champion on one of the main pyramids. On Tzak’s pyramid, Galrath formed a cult that revolved around himself. |