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|image=
|image=
|name= House of Light
|name= House of Light
|Nobility= [[Mithrax, the Forsaken]] {{C|[[Kell]]}} <br> [[Forum:Graliks, Light Archon|Graliks, Light Archon]]
|nobility= [[Mithrax, the Forsaken]] {{C|[[Kell]]}} <br> [[Forum:Graliks, Light Archon|Graliks, Light Archon]]
|Servitors= [[Forum:Fulkris Prime|Fulkris Prime]]
|servitors= [[Forum:Fulkris Prime|Fulkris Prime]]
|Lair= [[The Last City]]
|lair= [[The Last City]]
|Encountered=
|encountered=
}}
}}



Latest revision as of 16:00, May 25, 2024

Forums: Index Fan Fiction House of Light Destiny-FrontierGhostShell.png
House of Light
Overview

Nobility:

Mithrax, the Forsaken (Kell)
Graliks, Light Archon

Servitors:

Fulkris Prime

Lair:

The Last City

 

The House of Light is an unofficial Fallen House founded by Mithrax, the Forsaken which swears allegieance to the Guardians.

Unique Forces[edit]

  • Light Shank: Armed with a burst-fire Shank Turret. Automatically regenerates health when out of combat. Provides itself, nearby allies, and Guardians with bonus recovery. Equipped with an Arc shield.
  • Light Exploder Shank: Armed with a self-detonation device. Charges towards their targets at low health. Emits an electric trail that increases its own, nearby allies', and Guardians' mobility and shocks their enemies. Equipped with a Solar shield.
  • Light Tracer Shank: Armed with a burst-fire Wire Rifle capable of precision damage. Dashes away when faced at close range. Provides itself, nearby allies, and Guardians with bonus stability, recoil direction, accuracy, aim assistance, and range. Equipped with a Void shield.
  • Light Heavy Shank: Armed with a faster-firing Heavy Shank Turret. Emits a fiery melee burst at close range that knocks enemies back and burns them. Provides itself, nearby allies, and Guardians with bonus melee damage. Equipped with a random elemental shield.
  • Light Dreg: Armed with a burst-fire Shock Pistol. Throws a Shock Grenade that blinds enemies and uses a Shock Dagger that inflicts a shocking effect. Provides themselves, nearby allies, and Guardians with bonus sprint speed. Equipped with an Arc shield.
  • Light Wretch: Armed with an Arc Spear that has longer range. Performs long range leaps to close the gap and jumps over their targets. Deals bonus damage from behind. Provides themselves, nearby allies, and Guardians with bonus melee attack speed. Equipped with a Solar shield.
  • Light Vandal: Armed with either a fully automatic Shock Rifle, burst-fire Wire Rifle, or semi-auto Shrapnel Launcher. Continuously dodges gunfire and scurries across the floor. Provides themselves, nearby allies, and Guardians with bonus fire rate. Equipped with a Void shield.
  • Light Marauder: Armed with either a pair of Shock Blades, a burst-fire Wire Rifle, or a semi-auto Shrapnel Launcher. Continuously dodges gunfire, scurries across the floor, and climbs on surfaces. Provides themselves, nearby allies, and Guardians with invisibility. Equipped with an Arc shield.
  • Light Captain: Armed with either a semi-auto Shrapnel Launcher, a pair of Shock Blades, a fully-automatic Shock Rifle, or a Molten Welder. Continuously dodges gunfire, scurries across the floor, teleports long distances, and heals itself when it damages an enemy. Provides themselves, nearby allies, and Guardians with increased weapon damage. Equipped with a Solar shield.
  • Light Servitor: Armed with a Void directed energy rocket launcher. Teleports long distances, automatically heals itself when out of combat, greatly increases its health regen when it damages an enemy, has no precision weak spot, and can project a barrier around itself that blocks and deflects incoming damage. Provides itself, nearby allies, and Guardians with significant overall damage resistance. Equipped with a Void shield.
  • Light Pike: Armed with twin nose-mounted turrets that rapidly fire homing Arc projectiles. Releases bouncing Solar mines when strafing. When boosting, it leaves behind a Void energy trail that suppresses enemy abilities. Equipped with an Arc shield.
  • Light Heavy Pike: Armed with twin nose-mounted Scorch Cannons that possess increased blast radius, fire rate, and velocity. Releases Void micro-missile swarms when strafing. When boosting, it leaves behind an Arc energy trail that blinds enemies for an extended period. Equipped with a Solar shield.
  • Light Skiff: Armed with enhanced Skiff Turrets that possess increased fire rate, velocity, and blast radius. Periodically drops bouncing Web Mines to blind and slow enemies. Equipped with a Void shield. Deploys squadrons of House of Light Fallen along with Pikes, Heavy Pikes, and Walkers.
  • Light Walker: Armed with a Void Laser Cannon that leaves behind an energy field which slows enemies and makes allies and Guardians move faster. Uses a Solar Missile Pod to inflict burning and sundering effects on all enemies within its blast radius. Attacks with an Arc Nose Repeater at close range that inflicts heavy shocking effects on enemies. Possesses joint armor to nullify critical hits. When sufficiently damaged, it will project an impenetrable dome around itself and deploy bouncing Web Mines as well as all variants of Light Shank to repair it; when the Walker recovers it releases an EMP blast that jams enemy weapons and suppresses their abilities. Equipped with all three elemental shields at once. Provides itself, nearby allies, and Guardians with greatly increased mobility, recovery, and overall damage resistance.