Equilibrium

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Equilibrium
EquilibriumTemple.webp

Game:

Renegades

Player(s):

1-3

Recommended Power Level:

100

Location:

Venus

Enemy faction(s):

Barant Imperium

Hostile race(s):

Cabal
Taken

Objective(s):

Stop imperial Dredgens from pillaging relics from a Praxic temple on Venus.

 
Between fire and shadow, the path to balance.

Equilibrium is a Dungeon, released on December 13th, 2025 during Renegades. To maintain the security of the Praxic Order and its members, Guardians must face the forces of the Barant Imperium, encounter deadly defenses, and prevent two Dredgen acolytes from stealing artifacts from a Praxic temple on Venus.

Objectives[edit]

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Walkthrough[edit]

Defeat the Barant Imperium Forces[edit]

When you enter the combat encounter's main arena, take note of the positions of three Array Satellites in the arena, with two positioned in front of an entrance blocked off by red hardlight, and the last one near the Praxic Temple's entrance. In addition, the Rally Flag location will also be at the Praxic Temple's entrance as well, and not where you enter the encounter from. Once you've got the satellites in your mind, approach the Harvester to start the encounter.

Your goal will be to destroy all the Behemoths the encounter throws at you, as well as six total Nameless Apprentices. Clear out the first wave of enemies to have the first trio of Apprentices appear on the map through Cabal Drop Pods, the landing zones of which you'll have to remember throughout the encounter. You will have to guide the Nameless Apprentices close to the Array Satellites while you wait for them to use an attack called "Hate of the Nameless", where they'll charge up a powerful and large AOE blast around them for a few seconds. During this charge-up period, interact with the Array Satellite to expose its internals; you need to time this right for the Apprentice's AOE blast to hit it, as the exposing does not last long.

If you did this correctly, you'll see that the blockade that the Array Satellite is closest to will disappear, revealing part of an outer circuit and some Pikes. You have to then get on these Pikes and run the outer course circuit like it's SRL, even down to riding over pools of Taken energy like they're checkpoints. Each time you do this, it will do two things: First, it'll clear a debuff called Creeping Shadows, which is a variant of the Pervading Darkness debuff from content like Vow of the Disciple where if you stay out too long, you die. And secondly, you fill up part of a bar called "Gathering Shadow", which becomes a timed "Shadow Apprentice" buff when it becomes full after passing through 7 pools. There are a total of 9 pools, split across the course in groups of 3 each between each entrance/exit point.

This "Shadow Rank" buff serves as the underlying mechanic of the dungeon, and makes its first showing here; when you gain Shadow Apprentice, your grenade ability will be overridden with the ability to fire a Taken pulse in front of you, but you can switch back-and-forth with it and your grenade ability the same way you switch between it and your Renegades abilities during Lawless Frontier activities. Drive back to an open exit and off the Pike, and try to get a Nameless Apprentice to use its AOE attack once again. This time, however, you'll have to actually hit it with your Shadow Apprentice's grenade ability to disrupt them and break their shield, making them killable.

Each time you kill a Nameless Apprentice from the first wave of them, you'll have to contend with a trio Behemoth Fortises and a new Nameless Apprentice, and the Apprentice you just killed will also spawn a pool of Taken energy. Moving right over a pool while you have the buff will refresh the Shadow Apprentice buff's duration, with the buff itself lasting 45 seconds. If you have enough damage to dish out, you could sustain the buff after just one ride in the outer circuit, but you can always get on a Pike and ride again if you need to. Repeat the process of disrupting the Apprentices' charge-ups, defeat them and the Behemoth Fortises afterward, and you'll soon face three Behemoth Gloriosus at the end; take them down and any straggling Fortises afterward to complete the encounter.

If you have the Encounter Challenges feat enabled for this activity, the challenge for this encounter will be to kill the Nameless Apprentices using only the blaster fire from the Pikes.

Defeat Harrow, Dredgen-Apprentice[edit]

After boarding the Harvester to enter the Malphas Contemptus and completing the next traversal section that follows, you'll find yourself in a room where you can plant a Rally Flag, which has a window that allows you to see the next boss: Harrow, Dredgen-Apprentice, who is standing there with folded arms. Turn around from the window to spot and destroy a fuse to open the drop-down door to get into the arena proper, and approach Harrow to start the fight.

Survive for a little bit as Harrow tries to rush you down with his Praxic Blades, until you see one of the doors in the room open to let a few Imperium forces in. Those doors only stay open if someone's on the hallway side of them, so get out as soon as you see an enemy enter from it, and stand by it for a little if you have allies. Once everyone's accounted for, take a moment to run around the U-shaped hallway and note the three outrr rooms that connect to it.

From there, you'll have to progress your Shadow Rank again in order to activate the ship's emergency subsystems, and to do this, you have to kill periodically-spawning Lackeys to make them spawn pools of Taken energy. There are two types of Lackeys to remember: Psion Lackeys, which spawn periodically on either end of the U-shaped hallway, alternating spawns each time, and Centurion Lackeys, of which there's one of them in each outer room. You get Shadow Novice at only 2 stacks of Gathering Shadows this time, and you can get up to 4 here, turning your Rank into Shadow Apprentice.

Once you've obtained Shadow Apprentice, you'll then have to run into one of the three outer rooms and use your Shadow grenade ability on three different switches in the room in quick succession. Doing this process for all three rooms will activate the emergency subsystems in the main room. All the while, you'll notice a pop-up at the top of your screen that says "Harrow's Decree"; this is because Harrow is in the outer room you're in, and he will attempt a more powerful version of the AOE attack that the Nameless Apprentices have used before, called Spite of the Named. Just like before, if you're at Shadow Novice (or now Apprentice), you have to hit Harrow during his charge with your Shadow grenade ability to prevent him from going off, or you can just get out of his range.

Once you've hit all nine switches and returned to the main room, Harrow will use his Decree again, so either disrupt him or get away from the blast. Afterwards, you'll now have to break his shields by making him do detrimental things to himself, either by slashing into charged Arc coils or entering pitfalls. The latter can be done by shooting fuses right above them and guiding Harrow into them, while the former can be done by turning on two or three switches at a given corner of the arena, then having Harrow slash at them. Do this enough times (along with brief potential opportunities inbetween successful baits to further lower his shield by using the Shadow grenade ability on him) to start DPS.

During the damage phase, Harrow will remain as his aggressive self, and you do not have a lot of wiggle room to deal with him with. Use Shotguns, Fusion Rifles, and Swords to be as effective as possible against him, and be prepared to take a few hits. You could even extend this phase a little further by performing another successful bait on him, in return for a bit of lost in-the-moment damage. Push him down enough to his Final Stand, where he'll blow a door open to escape you; rush after him, preferrably destroying the Scorpious turrets in the process, then try to take hum down once his shields do. In the event that you can't, there's a fuse and hatch for you to bait him into, as well as more Centurion Lackeys and switches that you can enable with your Shadow grenade ability to lower his shield again to finish the job.

If you have the Encounter Challenges feat enabled for this activity, the challenge for this encounter will be to disrupt Harrow every single time he begins to charge up Spite of the Named.

Transcript[edit]

Destiny-GhostConstruct.png
"And my vanquisher will read that book, seeking the weapon, and they will come to understand me, where I have been and where I was going."
The following is a verbatim transcription of an official document for archival reasons. As the original content is transcribed word-for-word, any possible discrepancies and/or errors are included.

Dungeon[edit]

(Mission begins)

Temple Grounds, Venus
  • Aunor Mahal: Bael is recruiting Dredgens , not a Lightbearer among them. One is after the relics in Venus' Praxic Temple, including a dossier of active Praxic agents. That information in the Imperium's hands puts the entire Praxic Order at risk. And with them, every Guardian of the City. Take down the Imperial Dredgens. Save the Order. Show me the fire that burns within you.
The Guardians clear the Temple Grounds of Imperium Behemoths and board the Harvester. They ride it up the Imperium Carrier.
Imperium Carrier
  • Aunor Mahal: Ride's gonna get bumpy--the Imperium pilot's activating their NLS drive. You have clearance for any necessary action in retrieving that dossier. Do what you have to.
The Guardians fight their way through the carrier, arriving at the rear where they defeat Harrow, Dredgen-Apprentice.
  • Aunor Mahal: You survived. Your opponent didn't. The core of any victory.
The Imperium Carrier slows out of NLS, arriving at the Malphas Contemptus. The Guardians leap out, board it, and fight their way towards the center.
Malphas Contemptus
  • Aunor Mahal: Arc and Taken energy are at a boil somewhere up ahead. Worst case scenario: the Dredgen's using Arc to power a fledgling throne world. With a true throne, he'd be nearly unkillable. A threat to every Guardian active. Stop him here, while you still can.
The Guardians defeat Dredgen Sere's final defenses, and move in towards his throne.
  • Aunor Mahal: The heart of the Praxic Fire is the Guardian. Without the Guardian, fire does not ask or act. Be the fire, or be smoke on the wind.
The Guardians engage with Dredgen Sere. (Unlike many raid final bosses, his lines are not voice-acted.)
  • Dredgen Sere: Let us begin

Before activating his lightning hands attack

  • Dredgen Sere: Face your death!

Before pulling the Guardians into the taken area

  • Dredgen Sere: What will you choose?

Before pulling the Guardians back into the main arena

  • Dredgen Sere: Have you had enough?

Before becoming damageable

  • Dredgen Sere: Present your choice

After damage

  • Dredgen Sere: Choose again.
The Guardians defeat Dredgen Sere.
  • Aunor Mahal: The Order is saved… for now. There's never an end to our work. New Dredgens will rise, along with threats we can't yet imagine. But with you on our side, I think we'll do just fine.

(Mission ends)

Trophies[edit]

Scattered aboard the Imperium Warship and Malphas Contemptus are trophies that when collected give dialogue from Premier Lume and/or Dredgen Bael.


Destiny-GhostConstruct.png
"And my vanquisher will read that book, seeking the weapon, and they will come to understand me, where I have been and where I was going."
The following is a verbatim transcription of an official document for archival reasons. As the original content is transcribed word-for-word, any possible discrepancies and/or errors are included.
First Trophy
  • Premier Lume: Have you talked to your students? They're a ruin on staffing.
  • Bael: Don’t bother me with staffing! I'm researching legends and mysteries hidden from the City's archives.
  • Premier Lume: Another fool's errand. We have legends enough. We need soldiers.
  • Bael: Maybe. Or maybe there's something to old stories. The Sage of Dione. The King of Chicago. Tallinn's Grove. There's more potential in these texts than in another revision of your staffing plan.
Second Trophy
  • Premier Lume: Lume to Bracus Isk'oth—or whatever you're calling yourself these days. "Dredgen" or not, you owe your allegiance to the Imperium and your duty to your comrades in arms. Remember: You are a son of Torobatl! Rein in your casualty numbers. Or you'll see there is something more to fear than your Dredgen Master's unearthly powers.
  • Third Trophy
  • Bael: Fear not, Sere. Your investigations into the Taken will be rewarded with new strength. Be a Dredgen. Don't step back from the abyss. You can't allow your latest apprentice to outpace you, after all. Remember what the Books say: "Ignorance is not passive. It is a living, aggressive failure that angers the hearts of all who seek to evolve."
  • Bosses[edit]

    Unique enemies[edit]

    Rewards[edit]

    Weapons[edit]

    Armor[edit]

    Other rewards[edit]

    • Arid Rambler (Exotic Sparrow) - Complete all encounters in "Equilibrium" as a fireteam without dying and without leaving the activity.
    • Static Data Shell (Exotic Ghost Shell)
    • Emblems:
      • Dredgen's Descent - Complete the "Equilibrium" dungeon on Contest difficulty.
      • Imperium's Adversary - Complete the "Equilibrium" dungeon.
      • Stand Alone - Complete all encounters in "Equilibrium" solo without dying and without leaving the activity.
    • Shaders:
      • Imperium Parade - Complete all encounters in "Equilibrium" solo and without leaving the activity.
      • Praxic Drape - Find all collectibles within "Equilibrium."

    Trivia[edit]

    • Equilibrium is the first Dungeon to feature a Human Boss.
    • Equilibrium is the first Dungeon since Pit of Heresy to be released alongside an expansion.

    Appearance[edit]