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'''Root of Nightmares''' is a [[Raid]] in Destiny 2, released in the ''[[Lightfall]]'' expansion on March 10, 2023.
'''Root of Nightmares''' is a [[Raid]] in Destiny 2, released in the ''[[Lightfall]]'' expansion on March 10, 2023.


In the aftermath of [[The Traveler|the Traveler]]'s attack on [[The Witness|the Witness]], [[Guardian]]s must confront the imminent return of an [[Nezarec, Final God of Pain|ancient enemy]]  within its [[Essence|Pyramid]] ship; reviving from the power of a newly terraformed [[Tree of Silver Wings#Trivia|root]] with the powers of both [[Light]] and [[Darkness]] as his psychic presence torments the citizens of [[Neomuna]] in their dreams.
In the aftermath of [[The Traveler|the Traveler]]'s attack on [[The Witness|the Witness]], [[Guardian]]s must confront the imminent return of an [[Nezarec, Final God of Pain|ancient enemy]]  within its [[Essence|Pyramid]] ship; reviving from the roots of a newly terraformed [[Tree of Silver Wings (Essence)|Tree of Silver Wings]] with the powers of both [[Light]] and [[Darkness]] as his psychic presence torments the citizens of [[Neomuna]] in their dreams.


==Objectives==
==Objectives==
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With an alignment performed, Zo'aurc will return to their initial position, and hop down to the lower level of the arena to begin the damage phase. Depending upon the aura emitted by Zo'aurc, Guardians must touch a plate matching the aura to be able to damage Zo'aurc. The plate glowing light gives them '''Field of Light''' while the plate glowing dark gives them '''Flux of Darkness'''. There is no necessity to stand on the plate to deal damage, just to have touched it, so Guardians can move around and damage at will from any position. Once a short time has passed, Zo`aurc will power up a twister of flame and send it towards the fireteam, changing their shield alignment, meaning Guardians must go to a plate with the opposite one they have started DPS with, and begin damaging him again. Once all three plates have been exhausted, Zo'aurc will become immune to damage and the fight repeats.
With an alignment performed, Zo'aurc will return to their initial position, and hop down to the lower level of the arena to begin the damage phase. Depending upon the aura emitted by Zo'aurc, Guardians must touch a plate matching the aura to be able to damage Zo'aurc. The plate glowing light gives them '''Field of Light''' while the plate glowing dark gives them '''Flux of Darkness'''. There is no necessity to stand on the plate to deal damage, just to have touched it, so Guardians can move around and damage at will from any position. Once a short time has passed, Zo`aurc will power up a twister of flame and send it towards the fireteam, changing their shield alignment, meaning Guardians must go to a plate with the opposite one they have started DPS with, and begin damaging him again. Once all three plates have been exhausted, Zo'aurc will become immune to damage and the fight repeats.


Once Zo’aurc reaches final stand, or if Zo'aurc becomes enraged, he will initiate a nonstop damage phase, Guardians will have to match shield alignment in the same way using the central three plates and will have a certain amount of time to defeat the boss before the planets collide and kill the entire team. After completing this encounter, players must complete a '''Field of Light''' and a '''Flux of Darkness''' chain to open another root to allow them to traverse to the final encounter, but where the seeds end at is inverted from where they ended during the traversal to the third encounter.
Once Zo’aurc reaches final stand, or if Zo'aurc becomes enraged, he will initiate a nonstop damage phase, Guardians will have to match shield alignment in the same way using the central three plates and will have a certain amount of time to defeat the boss before the planets collide and kill the entire team. After completing this encounter, players must complete a '''Field of Light''' and a '''Flux of Darkness''' to open another root to allow them to traverse to the final encounter, but where the sends end at is inverted from where they ended during the traversal to the third encounter.


===Nezarec===
===Nezarec===
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To open up Nezarec to damage, the team must link two sequences of Light and Dark seeds on the left and right sides of the arena respectively. Starting close to where the team enters this area are the first two usable seeds, highlighted by an aura surrounding them. Shooting this while inside the area of effect will grant the same buff as in previous parts of the raid. Similarly, a faint trail of Light or Dark will emanate from the shot seed, pointing to another which has just spawned and must be shot to create the link. Once linked, another aura will appear around a completed seed, and a Guardian must shoot this, obtain the buff, then travel to the next indicated seed to shoot it, and so on and so forth.
To open up Nezarec to damage, the team must link two sequences of Light and Dark seeds on the left and right sides of the arena respectively. Starting close to where the team enters this area are the first two usable seeds, highlighted by an aura surrounding them. Shooting this while inside the area of effect will grant the same buff as in previous parts of the raid. Similarly, a faint trail of Light or Dark will emanate from the shot seed, pointing to another which has just spawned and must be shot to create the link. Once linked, another aura will appear around a completed seed, and a Guardian must shoot this, obtain the buff, then travel to the next indicated seed to shoot it, and so on and so forth.


While this is being performed, many enemies will spawn in the arena. Colossi, War Beasts, and Legionaries will appear in waves to tarry the team. Also, Nezarec himself will not sit idle, performing attacks similar to Tormentors. He will periodically throw Abyssal Cleaves at targets close to them, or spawn a floating pool of Void energy that will cast many of the same Abyssal Cleaves as it travels around the arena. Once enough time has passed, Nezarec will inflict one random player a debuff called '''Nezarec's Hatred''', which spawns a Psionic Blast beneath Guardians, which will blast them upwards after a set period of time, dealing damage. This will continue until Nezarec's chest weak point is broken. Once broken, Nezarec will jump down from his perch and begin chasing the Guardian who broke his chest, performing further Tormentor-like attacks, such as the Void suppression dive kick they are known for. The hunted Guardian will eventually lose the attention of Nezarec, then pick a new target and start to chase them, but it can be regained by once more breaking his chest.
While this is being performed, many enemies will spawn in the arena. Colossi, War Beasts, and Legionaries will appear in waves to tarry the team. Also, Nezarec themselves will not sit idle, performing attacks similar to Tormentors. They will periodically throw Abyssal Cleaves at targets close to them, or spawn a floating pool of Void energy that will cast many of the same Abyssal Cleaves as it travels around the arena. Once enough time has passed, Nezarec will inflict one random player a debuff called '''Nezarec's Hatred''', which spawns a Psionic Blast beneath Guardians, which will blast them upwards after a set period of time, dealing damage. This will continue until Nezarec's chest weak point is broken. Once broken, Nezarec will jump down from their perch and begin chasing the Guardian who broke their chest, performing further Tormentor-like attacks, such as the Void suppression dive kick they are known for. The hunted Guardian will eventually lose the attention of Nezarec, then pick a new target and start to chase them, but it can be regained by once more breaking their chest.


The timer for the fight that determines failure or success revolves around a type of Overwhelming Energy Nezarec will begin casting, wherein he begin to exhibit a strong white glow on his back. Once enough time has passed, Nezarec will unleash a pulse of Overwhelming Darkness or Overwhelming Light, wiping the entire team if they are not sufficiently protected with a refuge buff. Similar to the platforming section before Macrocosm, Guardians must create a refuge of Light or Darkness, matching the type of Overwhelming Energy Nezarec will cast. To determine this wipe type, the shoulder weak points of Nezarec must be broken. Once both are broken, Nezarec will display a Light or Darkness colored tattoo across his body for a brief amount of time, matching the type of refuge they will need to create. Shoot an inactive seed while holding the opposite paracausal affinity, similar to the pre-Macrocosm relay platforming, to create a field that will grant a 14-second buff that protects against being killed by Nezarec's wipe mechanic. This can be done by first shooting an active Light seed to obtain the '''Field of Light''', then an inactive Darkness seed to create the '''Darkness's Refuge''' buff; or by first shooting an active Darkness seed to obtain the '''Flux of Darkness''', then an inactive Light seed to create the '''Light's Refuge''' buff. Be careful not to shoot an active seed that currently holds an aura field around it, as doing so will not create a refuge. Instead, it will provide the '''Field of Light''' or '''Flux of Darkness''' buff instead. The refuge buff can be refreshed repeatedly by getting close to the seed once the refuge has been created, and the refuge will stay until Nezarec casts the wipe mechanic.
The timer for the fight that determines failure or success revolves around a spell Nezarec will begin casting, wherein they begin to exhibit a strong white glow. Once enough time has passed, Nezarec will unleash a pulse of Overwhelming Energy or Overwhelming Light, wiping the entire team if they are not sufficiently protected. Similar to the platforming section before Macrocosm, Guardians must create a refuge of Light or Darkness, matching the spell Nezarec will cast. To determine this spell type, the shoulder weak points of Nezarec must be broken. Once both are broken, Nezarec will display a Light or Darkness colored tattoo across his body for a brief amount of time, matching the spell they will prepare. Shoot the matching seed while holding the opposite paracausal affinity, similar to the pre-Macrocosm relay platforming, to create a field that will grant a 14-second buff that protects against being killed by Nezarec's spell. This can be done by first shooting an active Light seed to obtain the '''Field of Light''', then an inactive Darkness seed to create the '''Darkness's Refuge''' buff; or by first shooting an active Darkness seed to obtain the '''Flux of Darkness''', then an inactive Light seed to create the '''Light's Refuge''' buff. Be careful not to shoot an active seed that currently holds an aura field around it, as doing so will not create a refuge. Instead, it will provide the '''Field of Light''' or '''Flux of Darkness''' buff instead. The protection buff can be refreshed repeatedly by getting close to the seed once the refuge has been created, and the refuge will stay until Nezarec casts the spell.


Once a side has fully linked their seeds, large pulses of energy will go off from them in sequence, indicating success. Once both sides have been completed, Nezarec will shortly become vulnerable, indicated by a blast of light striking him. During this vulnerable phase, Nezarec will display some new attacks, such as the ability to perform a teleport into a slam, a slam that spawns large spinning Void projectiles across the ground, mixed in with his regular Void slashes. As they are not inactive during the damage phase, it is advised to locate the team on the final seed spot on either the Light or Darkness sides, as Nezarec will be unable to teleport behind the group, ensuring that sight won't be lost during the short damage phase.
Once a side has fully linked their seeds, large pulses of energy will go off from them in sequence, indicating success. Once both sides have been completed, Nezarec will shortly become vulnerable, indicated by a blast of light striking them. During this vulnerable phase, Nezarec will display some new attacks, such as the ability to perform a teleport into a slam, a slam that spawns large spinning Void projectiles across the ground, mixed in with their regular Void slashes. As they are not inactive during the damage phase, it is advised to locate the team on the final seed spot on either the Light or Darkness sides, as Nezarec will be unable to teleport behind the group, ensuring that sight won't be lost during the short damage phase.


As Nezarec becomes immune, he will prepare a slam attack which will suppress any Guardian caught in the vicinity. This is the fireteams cue to return to their initial starting positions, from whence the fight repeats itself.
As Nezarec becomes immune, they will prepare a slam attack which will suppress any Guardian caught in the vicinity. This is the fireteams cue to return to their initial starting positions, from whence the fight repeats itself.


If Nezarec's health is depleted enough to reach Final Stand, Nezarec will roar, displaying more Resonant energy coursing through his body, turning black. Now it remains a race to deplete Nezarec's health before he begins to prepare another Overwhelming Energy blast that will wipe the fireteam.
If Nezarec's health is depleted enough to reach Final Stand, Nezarec will roar, displaying more Resonant energy coursing through their body, turning black. Now it remains a race to deplete Nezarec's health before they prepare another Overwhelming Energy blast that will annihilate the fireteam.


===Secret Deepsight Puzzle===
===Secret Deepsight Puzzle===
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===Miscellaneous Equipment===
===Miscellaneous===
*'''Raid Armor Mods''':
*'''Raid Armor Mods''':
**Chill Out - Defeating a combatant with a [[Stasis]] weapon spawns a Stasis crystal. Must have a Stasis subclass equipped.
**Chill Out - Defeating a combatant with a [[Stasis]] weapon spawns a Stasis crystal. Must have a Stasis subclass equipped.
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*'''[[Gift of Cruelty]]''' – Exotic [[Jumpship]]
*'''[[Gift of Cruelty]]''' – Exotic [[Jumpship]]
*'''[[Emblem]]s''':  
*'''[[Emblem]]s''':  
**'''[[lightgg:908153540|Terrors Uprooted]]''' - Complete any version of the "Root of Nightmares" raid.
**'''[[lightgg:908153540|Terrors Uprooted]]'''
**'''[[lightgg:908153541|A Good Night’s Sleep]]''' - Complete "Root of Nightmares" within the first 48 hours of release.
**'''[[lightgg:908153541|A Good Night’s Sleep]]'''
*'''[[Shader]]s''':
*'''[[Shader]]s''':
**'''[[lightgg:56137739|Opaline Shatter]]''' - Complete all encounters in "Root of Nightmares" without any member of your fireteam dying.
**'''[[lightgg:56137739|Opaline Shatter]]'''
**'''[[lightgg:56137738|Oxidized Lead]]''' - Loot all hidden chests in the "Root of Nightmares" raid.
**'''[[lightgg:56137738|Oxidized Lead]]'''
*'''[[Lore:Inspiral|Inspiral]]''' [[Lore|lore book]]
*'''[[Lore:Inspiral|Inspiral]]''' [[Lore|lore book]]


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