Forum:Asylum of Screams

From Destinypedia, the Destiny wiki

Forums: Index Fan Fiction Asylum of Screams Destiny-FrontierGhostShell.png

Prev:

Solitary Abyss

Next:

TBA

Asylum of Screams

Game:

Destiny 2

Player(s):

1-6

Recommended Power Level:

700+

Location:

Darumel's Realm

Objective(s):

Roam the Asylum of Screams in search for treasure

 
Seek priceless treasures in the most perilous of places.

Asylum of Screams is an end-game activity where Guardians go to a remote area of Darumel's Ascendant Realm in search of powerful loot. There are many encounters to fight in and many puzzles to solve here, with loot continually getting better and better with enemies getting harder and harder. The landscape changes every newly loaded game, forcing players to adapt to an entirely different map. Enemies of all sorts of factions can be seen roaming the place.

Overview

Description

The Asylum of Screams is a Dungeon of sorts, where players are put in an open-world area where they are free to explore the area in search of secrets or encounters which lurk around each and every corner of the map. Enemies of all sorts of factions lurk the realm from The Kell's Scourge Syndicate of the Fallen to the Taken.

The place is a continual Darkness Zone, where if the team is wiped, 3 total times, they are transported back to orbit with their finds. For boss encounters, however, the Fireteam is brought to orbit if they are unable to defeat the boss within 9 attempts. There also will be a 2 hour timer to pick up the pace of players

After an encounter or puzzle is successfully beaten, the denizens of the realm get continually harder, challenging players who stay in the realm to collect more rewards. The rewards continually get better after each encounter, increasing the chance for unique rewards and even Exotics if lucky enough. Boss encounters usually double the universal chance for better rewards.

Sometimes, there will be a mission, called Darumel's Wrath, with preset encounters and set dialogue in which the players can stumble into. These encounters can be set like a Raid Lair with hectic combat scenarios and unique Bosses at the end. Although, what makes this particular activity interesting, and somewhat infuriating to those unbeknownst to this rule, is that the loot claimed from these missions cannot be claimed until the end of the mission. Once completed, the loot can be definitively claimed and the players teleported back to the beginning (to shorten travel time and ensure more playability in the realm.

Difficulty

There are 6 difficulties to choose from:

  • Normal:

Template:Article Quote

  • Hard:

Template:Article Quote

  • Heroic:

Template:Article Quote

  • Midnight:

Template:Article Quote

  • Eclipse:

Template:Article Quote

  • Catalyst:

Template:Article Quote

Encounters

  • Boss Encounter
  • Puzzle Encounter
  • Ambush Encounter
  • Stronghold Encounter
  • Time Trial Encounter
    • Marathon Encounter
    • Sparrow Encounter
  • Stealth Encounter
  • Siege Encounter
  • Defense Encounter

History

Centuries ago, a major segment of Darumel's Ascendant Plane splintered off from his prison, and was forever forgotten. Over the years, enemies of many factions were ripped from their realms and forced to walk the infinite realm of screams. Forgotten for years, the treasures of this Asylum remained untouched.

Once again appearing, the many enemies who roam this land engaged with Darumel's Hive, causing widespread casualties. With it's appearance, the enemies also began to worm their way back to the physical realm, sowing havoc at wherever they once again appear. Seeking retribution, Darumel called upon the wrath of Guardians to dispose of his rivals in turn for the bounties and treasures of the Asylum.

Bosses

Boss encounters come in many varieties; from basic Ultra encounters to Raid sophisticated bosses.

Unique Bosses

Named Bosses

Fallen

Hive

Vex

Cabal

Taken

Misc

Unnamed Bosses

Fallen

  • Castaway Dreg
  • Castaway Vandal
  • Castaway Marauder
  • Castaway Captain
  • Kitbashed Shank
  • Kitbashed Servitor
  • Kitbashed Walker
Scorn
  • Eidolon Raider
  • Eidolon Chieftain
    • Eidolon Scorch Chieftain
    • Eidolon Volt Chieftain
    • Eidolon Abyssal Chieftain
  • Eidolon Abomination
  • Kitbashed Scorn Walker
Dusk Splicers
Destiny-GhostConstruct.png This article is a stub. You can help Destinypedia by expanding it.

Hive

  • Warlord Acolyte
  • Warlord Wizard
  • Warlord Knight
  • Siege Ogre
  • Siege Shrieker

Vex

  • Disconnected Harpy
  • Disconnected Goblin
  • Disconnected Hobgoblin
  • Disconnected Minotaur
  • Abducted Hydra
  • Crafted Cyclops

Cabal

  • Rogue Psion
  • Remnant Legionary
  • Remnant Phalanx
  • Remnant Incendior
  • Remnant Gladiator
  • Remnant Centurion
  • Remnant Colossus
  • Remnant Salvaged Goliath
  • Remnant Salvaged Thresher

Taken

  • Forgotten Pathfinder (Taken Vandal)
  • Forgotten Baron/Baroness (Taken Captain)
  • Forgotten Idol (Chimera)
  • Forgotten Aspirant (Taken Acolyte)
  • Forgotten Summoner (Taken Wizard)
  • Forgotten Priest (Taken Knight)
  • Forgotten Dreadnought (Taken Ogre)
  • Forgotten Receptor (Taken Goblin)
  • Forgotten Processor (Taken Hobgoblin)
  • Forgotten Node (Taken Minotaur)
  • Forgotten Nexus (Taken Hydra)
  • Forgotten Lineman (Taken Phalanx)
  • Forgotten Pointman (Taken Centurion)
  • Mediator Titan
  • Mediator Hunter
  • Mediator Warlock
  • taken cyberdemon
  • Taken Spider Mastermind

Anointed Enemies

Fallen

  • Anointed Captain: Larger Captain class enemy pulsating with the power of the Abstract. Armed with a Molten Welder which drops flames while traveling through the air and violently detonates upon impact, leaving behind a large pool of burning darkness. Can paint their targets with a debuff which makes them extremely susceptible to damage (lasts only a few seconds, but long enough to be killed by a massive assortment of adds. Melee attack takes time, but is fatal if it connects with a Guardian.
  • Anointed Shank: Larger Heavy Shank class enemy pulsating with the power of the Abstract. Rotary Cannons slowly speeds up from 75 to 240 RPM. The projectiles travel faster and deal more damage. It is capable of activating a barrier shield to protect allies while increasing their damage through it; the Shank is incapable of firing it's Cannons when doing this. Can melee enemies with an Arc discharge similar to S.A.B.E.R.-2.
  • Anointed Servitor: Larger Servitor class enemy pulsating with the power of the Abstract. Eye Blasts are slower but quickly speed up while tracking targets (fires these Eye Blasts at the basic speed of a Prime Servitor). Instead of a Shield Ability, it releases a Spore Cloud which heals allies underneath it while making enemies stuck in the Spore Cloud more susceptible to damage. Has the ability to melee like an Ultra class Servitor.

Hive

  • Anointed Ogre: Larger Ogre class enemy pulsating with the power of the Abstract. Eye Blasts deal Solar damage and applies the Burning Effect to enemies. When close to death, it regains all of it's health and loses the ability to fire it's Eye Blasts, instead, it becomes melee focused and quickly approaches it's opponents. In this Rage Trance, it can lunge from great distances to slam the ground, can send a shockwave forward towards enemies and can launch tracking Solar Wisps which targets an enemy and launches towards them like a missile. Ground Slams leave behind a burning area of denial and are as quick as Unstoppable Ogres.
  • Anointed Knight: Larger Knight class enemy pulsating with the power of the Abstract. Armed with varying powerful weapons: Shredders fire rapidly like a machine gun and slows opponents, Boomers launch projectiles which leaves behind an area of denial which blinds and shocks targets, Splinters launches projectiles similar to Gahlran's Incendiary Rune, and Cleavers deploy the Arc trail which tracks targets. Can cast a spell which gives grants all allies in his vicinity their respective Absorption shield. Melee takes time, but is fatal if it connects.
  • Anointed Wizard: Larger Wizard class enemy pulsating with the power of the Abstract. Capable Darkness Blasts track and can solidify these rounds into balls similar to Axion Darts. Poison Clouds now ensnare targets within and must be destroyed like a Vex Detainment Bubble. When killed, she releases a smoking ball which tracks the closest and strongest ally in the vicinity. When the Ball connects, the ally becomes a deadlier and stronger opponent, turning into a Possessed enemy, becoming an Ultra class enemy if they weren't already and is capable of the Wizard's Poison Cloud ability. This enemy now possesses an aura which increases ally firing speed, overall agility, and resilience to damage. These Wizards can defend themselves with a Ground Slam when prompted to.

Vex

  • Anointed Minotaur
  • Anointed Hydra
  • Anointed Harpy

Cabal

  • Anointed Colossus
  • Anointed Centurion
  • Anointed Psion

Scorn

  • Anointed Screeb:
  • Anointed Abomination:
  • Anointed Chieftain:

Rewards

Weapons

Artifacts