Forum:Swordsong

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Ravenous Rite (Story)
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Swordsong

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (minimum)

Location:

Ascendant Plane

Objective(s):

Investigate the Ascendant Plane and Rescue Prisoners.

 

Swordsong is the sixteenth story mission of the Wrath of the Hive campaign.

Objectives[edit]

  • Evil's Gleam
    • Head toward the green light and investigate the mysterious space.
  • Evil's Gleam
    • Defeat the Hive up ahead.
  • Evil's Gleam
    • Interact with the rune and rescue Phyksin, Archon Priest.
  • Path of Trial
    • Interact with the new rune and traverse the black mist.
  • Path of Trial
    • Proceed along the path.
  • Path of Trial
    • Defeat the Hive to pass the first trial.
    • Eliminate the manipulated Offering to stop the ritual.
  • Path of Trial
    • Proceed along the path.
  • Path of Trial
    • Defeat the Hive to pass the second trial.
    • Eliminate the manipulated Offering to stop the ritual.
  • Path of Trial
    • Proceed forward and enter the Hive Tower.
  • Final Ritual
    • Head to the Wizard's tower.
  • Final Ritual
    • Venture deeper into the Wizard's tower.
  • Final Ritual
    • Interact with the rune and rescue Phyksin, Archon Priest.
  • Final Ritual
    • Defeat the Wizard
    • Eliminate the manipulated Offering to stop the ritual.
  • Final Ritual
    • Interact with the new rune and lower the cage.
  • Reaper's Descent
    • Eliminate the Wizard and thwart her ritual.
  • Funeral's Epilogue
    • Deliver the Wizard's final judgement.
  • Funeral's Epilogue
    • Execute Ir Eruna, Swordsinger

Modifiers[edit]

  • Heroic Modifiers
    • Combatant Tier 2 - Difficult Combatants- Even more advanced and challenging combatants will appear.
      • Twice as many enemies, and a small number of majors.
    • Galvanized I- Combatants are slightly harder to stun.
      • Enemies have maximized health and advantage against being stunned. They also gain Health Boost I.
    • Scourge 1- Combatants with Banes are encountered frequently.
      • Atleast 6 Bane combatants on the field
  • Champions: Barrier/Unstoppable- You will face Barrier, and/or Unstoppable Champions. Your fireteam must equip Anti-Barrier, or Anti-Unstoppable mods to your gear to defeat them.
    • Barrier and Unstoppable Champions are present in this mission.
  • Shielded Foes: Arc, Solar- You will face Combatants with Arc, and Solar Shields. Activity modifiers may add more shield types.
  • Fire Pit- When defeated, Acolytes spawn fire pools that cause damage over time.
    • Acolytes spawn a 5-foot pool of fire on death. This pool deals 8 (2d8) solar damage, and lasts for 3 rounds. While active any creature hostile to the caster begins burning taking the damage at the start of each of their turns. The burning can be ended upon leaving the pool.
  • Fresh Troops- Some enemy squads have been fortified with additional reinforcements.
    • Raise Combatant Tier to 2.
  • Bane: Caltrops- Affected combatants drop damaging Elemental pools during combat and after being defeated.
  • Bane: Gravity- Affected enemy combatants fire Void projectiles that detonate into damaging Void fields.
  • Bane: Zealous- When defeated, affected combatants emit a wave, causing nearby combatants to become faster and more aggressive.
  • Igniter- Precision hits against scorched combatants causes ignitions.
    • Critical hits against combatants with any amount of scorch stacks causes them to immediately ignite.
  • Slayer- The player with the most final blows during an activity deals moderately increased damage.
    • In a fireteam, the Guardian with the most final blows gains double damage.
  • Class Healing- Casting your class ability restores some of your health.
    • Using a Light or Dark ability heals 4d4+4 HP

Enemies[edit]

Hive - Spawn of Crota
Champions

Bosses[edit]

Allies[edit]

  • Gywnn