Forum:Dangerous Areas (Fractures)

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Forums: Index Fan Fiction Dangerous Areas (Fractures) Destiny-FrontierGhostShell.png

Dangerous Areas are regions so occupied by the enemy that the area is stuck as a Darkness Zone. Basically, how this works is similar to The Nether. Where you have limited revives, encounters to progress and a gauge to track how aggressive the enemy is and how close they are to attempting to repel you from the area.

Characteristics[edit]

This activity type uses revive tokens, so revives are limited. Throughout the activity, you can find destructible pots, and chests. Players can also find secrets throughout the activity. After completing an objective within the area, players receive 2 chests with Public Event level loot. After completing 3 main objectives within the area, a boss fight begins, and the boss is dependent on the specific area where the objectives were completed. However, you are not locked into a fight and can wander between areas in a Dangerous Area marked Region without joining allies or any barriers. The idea is you can do as many encounters as you want. Rewards are based on encounters completed and Bosses slain. So, the better the performance the better the score.

All Dangerous Areas have an enemy strength %, this dictates how much resistance the enemy can muster and how long a Dangerous Area will remain that way, if it hits below 50% a Dangerous Area loses its limited revives.

Active Modifiers[edit]

All Dangerous Areas have these modifiers which change based on Enemy strength in the Dangerous Area. Note: A Dangerous Area with enemy strength below 40% ceases to be a Dangerous Areas as almost all modifiers are disabled. With lower enemy strength causing the area to be easier and easier.

  • Legend/Expert Modifiers
    • Extra Shields- More enemies have shields.
  • Combatant Tier 2 - Difficult Combatants- Even more advanced and challenging combatants will appear.
    • Twice as many enemies, and a small number of majors
  • Contest- The activity is at a fixed difficulty. Test your might.
    • Every enemy will be stronger than you, deal higher damage, have increased health, and destroy creature will not auto kill most enemies. Activate Combatant Tier II, and Galvanized II unless told otherwise. If Banes present; Scourge II.
  • High Pressure- The Fireteam has limited revives. Pressure events will occur periodically. Complete them or die.
  • Shielded Foes: Arc, Solar, Void- You will face Combatants with Arc, Solar, and Void Shields.
  • Scourge 2- Combatants with Banes are encountered more frequently.
    • Atleast 10 Bane combatants on the field
  • Galvanized 2- Combatants are harder to stun.
    • Enemies have maximized health and advantage against being stunned. They also gain Health Boost II.
  • Limited Revives- Limited fireteam revives. Gain additional revives by defeating Champions.
    • Limit Restoration Charges for the party or per guardian. Also if using this modifier add a house rule to allow players to heal without expending Restoration Charges.
  • Full Extinguish- If all your fireteam members fall with 0 Revive Tokens, everyone is returned to orbit.
    • Disables Checkpoints, if party wipes with 0 Revive Tokens, you are ejected from the mission and have to start over.
  • Secrets- Within the [Location] there are numerous secrets to be found.
    • The Architect has placed a few hidden caches of loot in the location. How many there are and what they contain is their discretion.
  • Random Curated Banes- The following Banes may appear in this mission:
    • Bane: Caltrops- Affected combatants drop damaging Elemental pools during combat and after being defeated.
    • Bane: Cascade- Affected combatants periodically release Stasis crystals that target Guardians and Slow them on impact.
    • Bane: Threaded- Dealing non-critical damage to affected combatants will spawn hostile Threadlings.
    • Bane: Pummel- Combatants with the Pummel bane are immune to all ranged damage and damage from status effects until they are hit with a melee attack. When hit with any melee attack, their immune shield pops and staggers any nearby enemies for a short time.
    • Bane: Shroud- Affected combatants provide nearby allies with stealth. Affected combatants do not have stealth.
    • Bane: Hypernova- Once a unit with the Hypernova bane reaches to 2/3 health, it begins an arming sequence. If the unit is not defeated before the sequence completes, it explodes in a massive fiery shockwave.

Overview[edit]

A Dangerous Area is region with a high enemy force presence that standard operations are higher risk than normal. This is shown via how much enemy resistance there is. Some Dangerous Areas also have Public Events in them.

Known Dangerous Areas[edit]

Activity Name Location/Planet Public Events available in area? Public Event List Enemy Force Factions Enemy Strength (%)
Lunar Dive Aloria I Yes Eliminate the Target
Witches Ritual
Hive Hidden Swarm
Spawn of Crota
100% - Entrenched
Gloom Descent Shrouded World ??? ??? Vex
Taken
Scorn
The Dread
??? 100% - Entrenched
Veil Facility ???, Alfehein ??? ??? Cabal
Taken
Vex
The Dread
??? 0% - Unoccupied
The Nether The Dreadnaught ??? ??? ??? ??? ?% - Unknown

Resistance Levels[edit]

Strength Description % range Special Effects
Unoccupied Enemy occupation is so dwindled that only patrols are in the area, no serious fortifications 0% All previous, No Banes
Feeble significantly depleted resources, personnel, or both. 1%-20% All previous, No Banes
Dwindling currently losing personnel or supplies vital to maintain their position in the region 21%-40% All previous, Galvanized II disabled, Combatant Tier decreased
Mediocre not struggling in any way, but not excelling either. 41%-60% All previous, Limited Revives removed at 50%, High Pressure disabled, Combatants are reduced in difficulty
Bolstered have had time/resources to significantly fortify themselves and their position in the Region. 61%-80% Shield EMP - All Enemies lose shields granted by extra shields, Contest Disabled
Entrenched it would take significant effort, coordination, and/or firepower to be able to dislodge the occupants from this region. 81%-100% None-Enemy Strength Critical

Lunar Dive[edit]

Lunar Dive

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (minimum)

Enemy faction(s):

Hidden Swarm
Spawn of Crota

Hostile race(s):

Hive

Objective(s):

Journey around the Moon and discover secrets

 

Lunar Dive is a roguelike activity introduced in Wrath of the Hive it is one of the Dangerous Areas. It follows a Fireteam of Guardians as they scour across the moon, all while defeating any and all enemies they cross paths with. Much like the Deep Dive and The Coil activities, Lunar Dive follows a rogue-like formula, with each instance of the activity being different than the last.

Gameplay[edit]

Anchor of Light[edit]

In this area, players are tasked with preventing a Seeder Ship Launch Ceromony. This culminates in slaying a powerful Wizard Boss in the Temple of Crota area. Some objectives in this area include disrupting Spell Circles, destroying crystals, and Killing Shielded Caster Wizards.

Circle of Bones[edit]

In this area, players are tasked with destroying Hive clusters, culminating in the fight against a Hive Abomination in the Summoning Pits area. Some objectives in this area include carrying a Solar crystal to a specific location, capturing Hive plates, destroying Hive eggs, and capturing a ritual circle.

Hall of Wisdom[edit]

In this area, players are tasked with preventing the reactivation of the Shrine of Oryx, culminating in the fight against Flame Knight in the Shrine of Oryx area. Some objectives in this area include taking the Hive relics to the statues, destroying Hive eggs, and capturing a zone.

The World's Grave[edit]

In this area, players are tasked with stopping a Ritual in the Chamber of Night, culminating in the fight against an Aspect of Crota. Some objectives in this area include destroying a large crystal guarded by Wizards, capturing a zone, and capturing Hive plates.

Objectives[edit]

  • Lunar Dive
Embark on an exploration of the Moon.
Traverse the Moon for its secrets.

One of the following:

  • Disrupt Seeder Ship Launch Ceromony
    • Seeder Ship Launch Ceromony disrupted
      • X of 3
Defeat combatants to weaken the Ceromony.
  • Stop the Shrine from reawakening
    • Shrine disabled
      • X of 3
Defeat combatants and destroy the core bioenergetics to disable the Shrine of Oryx and prevent it from reawakening.
  • Destroy Clusters
    • Clusters destroyed
      • X of 3
Defeat combatants and destroy clusters to clear this region.
  • Disrupt Ritual Forces
    • Ritual forces disrupted
      • X of 3

One of the following:

  • Defeat the Wizard
  • Defeat the Knight
  • Defeat the Abomination
  • Defeat the Aspect of Crota

Then

  • Collect Rewards
  • Proceed

Unique Enemies[edit]

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  • ???

Bosses[edit]

Mini Bosses[edit]

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  • ???

Final Bosses[edit]

Rewards[edit]

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Notes[edit]

  • Eliminate the Target appears in all areas of the region
  • Warsat Down appears in Surface areas like Anchor of Light and Hellmouth
  • Witches Ritual exclusively appears in the Hellmouth and some underground areas like Circle of Bones, Temple of Crota, and The Summoning Pits

Gloom Descent[edit]

Veil Facility[edit]

The Nether[edit]

List of appearances[edit]