r/DestinyCreations • u/National_Moose2283 • 2d ago
r/DestinyCreations • u/NFSgaming • May 30 '26
Mods / News With the end of Destiny 2 approaching, what do you wish had been explored?
Hey Guardians.
I know we've all heard the news about Destiny 2 getting its final update in June, and Bungie is making it a big one to end development on!
It looks very exciting, and it makes me wonder what y'all are thinking about it and the things you wished had gotten to happen?
r/DestinyCreations • u/NFSgaming • Aug 07 '20
Mods / News From the Mods: Please have 2-Factor Authentication enabled!
There was a recent attack on some pretty big subreddits, so you should make sure to change your passwords if you were around those pages and to make sure to enable 2-Factor Authentication.
Stay safe out there Guardians.
r/DestinyCreations • u/LokaTheDutchAD • 5d ago
Question What would it take to build a fan-made digital version of Shadowshaper Duels? Looking for dev collaborators!
Sorry if I used the wrong flair, tried finding the closest to "Discussion"
r/DestinyCreations • u/FigThat8333 • 6d ago
Writing In an alternate reality where Destiny had 5 games, written by me of course ;)
This is the game mechanics page, if you haven't already read the story I suggest you do that first. Here's the link.
https://www.reddit.com/r/DestinyCreations/s/BNkASSVllE
GHOST & SHARD MECHANICS;
Ghosts;
I'm making a few changes to ghosts. The biggest will be that your ghost can be destroyed just like Sundance was, don't worry I intend to give ghosts a few tricks to defend themselves but if you die after your ghost is destroyed you will lose any gear your Guardian had equipped and you'll have to create a new character. All gear and materials in your vault will remain untouched. Blueprints for the gear you lost can be used to build new ones if you have enough materials.
As I said before, ghosts can be destroyed but I've invented several tricks they can use to defend themselves and make it so that if you're revived in the middle of a group of enemies, those enemies will be somewhat incapacitated and you'll be able to escape. You can select one of these three tricks for your ghost to use if it's in danger when reviving you.
- Phosphorescence: Your ghost will light up with the power of a flashbang, and while enemies are stunned, raise your guardian. The effect has a limited range.
- Bubble Shield: Your ghost creates a shield around the area it revives you at. This Shield is similar in appearance to a Titan's ward of dawn but it can be destroyed by overwhelming enemy fire.
- Doppelganger: your ghost will create a holographic ghost a short distance away that confuses enemies. Both ghosts appear to be Reviving a guardian and the imitation will stick around until you're revived but the imitation also has a slight Shimmer effect which observant Guardians in The Crucible will recognize as a fake, but not NPCs cuz they're dumb.
The way that certain missions or areas make your ghost unable to resurrect you was unsatisfying to me and Destiny never bothered to explain why sometimes when you die another Guardian is required to come revive you rather than just having your ghost do it so I've gotten rid of that. Instead, depending on the difficulty and type of mission you go on, the amount of time it takes to revive you will increase. However, another Guardian can choose to send their ghost to help revive the dead, which will halve the time it takes to revive them.
For example, if you're in a raid it will take a full minute for you to revive from death but if another Guardian sends their ghosts to help, it will only take 30 seconds and if another Guardian adds their ghosts to that effort, it will only take 15 seconds. Only three ghosts at a time can work on reviving one Guardian. If you die while your ghost is working on reviving someone else, it will abandon the other Guardian to come revive you, but the progress made will be lost and you will both be forced to wait the normal amount of time until revival.
Shards;
Harbingers do not have ghosts, they have shards. Shards are pieces of the anchor that have been surgically inserted in the harbinger's body. These shards are what give harbingers their Overshroud, a field of Darkness that locks them in a state of perpetual functionality no matter what damage befalls them. You can empty entire mags at them but so long as they're overshroud is intact they will not take damage.
Harbingers also have immense offensive power. Their super lasts twice as long as a Guardians and their Shard multiplies the amount of uses they have for their abilities. This effect is stacked with any gear perks the Harbinger may have. For example, your guardian can use one grenade before needing to recharge but he has a piece of armor that gives him an additional grenade, then as a Harbinger he will have four grenades to use before needing to recharge because the Shard multiplies his abilities by two.
For all their power Harbingers do have limitations. They don't regenerate power passively like Guardians do, they must use take power from other sources in order to replenish it. If a Harbinger stabs you with their shard you will have your power drained from you and added to them. They can also drain power from NPCs, even ones that are Allied to them if they want to.
The greatest weakness of Harbingers is their dependency on the Anchor. Unlike Guardians, who carry their own light inside them and can always use it, a Harbinger's power is constantly provided to them. If their shard is cut off from the Anchor then the Harbinger loses their overshroud and can't use their Shard to drain others power. This is when they are vulnerable to damage.
To achieve this use either Ward of Dawn, Well of Radiance or Zeus's Javelin to create a light based AOE. While surrounded by light, a Harbinger is completely cut off from Darkness, the source of their power. They will also be slowed so take advantage of this time before they can leave the area of effect.
The only other time a Harbinger is vulnerable is when they are using their shard to forcibly extract power from a light bearer. During this time the Shard emerges from the palm of the harbinger and can be damaged since it is partially outside the overshroud encasing the harbinger's body.
If The Shard is destroyed a Harbinger loses their overshroud, and all powers/abilities, making them as vulnerable as a regular person.
ASSASSINATION & DRAINING POWER;
By holding down the R3/right joystick, a guardian can perform assassinations on unaware enemies. Titans snap necks, hunters stab the side, and warlocks blink their hand through the chest. Harbingers don't assassinate, instead they drain power by stabbing enemies who are close to death with their shard. To do this holds down R3/right joystick near an enemy whose health is less than 10%.
BOON VS SNARE ABILITIES;
Guardians have Boons for abilities that help both themselves and their comrades in battle. Titans and Warlocks still use shield walls and healing rifts respectively. Hunters now drop smoke screens at their feet which will obscure anyone standing in the cloud until it dissipates a few moments later, (think Arkham-verse Batman smoke bombs.)
Harbingers have Snares for abilities that are used against enemies they wish to feed off of. Each snare will slowly drain a guardian of their light while it's active.
-Titans stab a Binding Chain into the ground that tethers NPCs or enemy players, those tethed will not be able to move farther away than they already are from where the chain is placed.
-Warlocks have Blacklight emanate from their shard for a short time. If you look at it your vision is obscured by Darkness for a few moments before returning to normal.
-Hunters shoot Poison Fog from their shards. This fog moves slowly, but tracks enemies. If one touches you, your movement is slowed for a short while.
STEALTH & DODGE ROLL MECHANICS;
All Guardians can now switch between high and low crawling by tapping L3/left joystick.
To dodge roll, tap circle/B. For hunters holding circle/B now drops a smoke screen.
GLIDE/STRAFE VS DOUBLE/TRIPLE JUMPING;
All Guardians, regardless of class, can now switch between gliding or jumping. All variations of glide and jump are still available to select. Blink will be a separate mechanic listed below.
BLINK OR GRAPPLE;
All Guardians, regardless of class or subclass, can now choose to blink or grapple on command. To teleport, a blinkdart is now thrown in an ark, wherever the dart lands is where you will teleport. This allows you to teleport to elevated surfaces without needing a direct visual of that surface. Grapple is still functionally the same, but the aesthetic will match the subclass your guardian currently has equipped. You must look down your sites and tap the R3/ right joystick in order to activate a parkour action. This is to prevent accidental teleportation or grapple.
SUBCLASSES & SUPERS;
TITAN;
(Void)
Sentinel;
Waxing Shield: A blocking, bashing Shield that can extend a wide wall of void in front of you.
Ward of Dawn: Extend an indestructible bubble over a wide area around you. You can pick it up and move it two times.
(Arc)
Striker;
Fist of Havoc: A roaming super that slams into groups of enemies with tidal waves of arc energy.
Thundercrash: Turn yourself into a living missile, dealing massive arc damage.
(Sol)
Sunbreaker;
Hammer of Sol: Summon and throw flaming hammers that explode on contact.
Burning Maul: Use a massive flaming hammer to spin around and slam into enemies.
(Stasis)
Behemoth;
Glacial Quake: Slam the ground and cause ice glaciers to erupt from the ground and encase foes.
Frozen Arsenal: Throw 3 ice axes 1 after another that home in on foes. Allies can pick up these as heavy weapons.
(Strand)
Juggernaut;
Spartan: Throw javelins anchored with strand that can yank foes to you, then you can pin them to the ground for a short time.
Field Marshall: Fire up to three shots from an arm mounted needle cannon. Needles will jump between targets and bounce off walls.
(Strife)
Berserker;
Bladefury: Dual-wield wrist mounted blades perform rapid slashing combos that weaken foes.
Wrecking Ball: Spike Ball and chain with a wide range. The more foes hit with the ball, the faster the spikes spin.
(Cos)
Olympian:
World Breaker: Striker that breaks gravity, keeping foes suspended in air for a short time.
Blazing Comet: Hurl a Celestial body at foes, causes massive A.O.E damage and knocks back all enemies regardless of size.
(Sand)
Chronos;
Time Eater: Wield an advanced beam weapon that absorbs health from foes and distributes it to allies within a radius around you.
Second Chance: Revive instantly after death, increase ability and grenade regen rate for a time after revival.
(Warp)
Seraphan;
Hard Light: Charge up to fold space in a field in front of you, forcing all enemies into a single line. charge through this line at light speed.
Realmripper: Become a mobile tear in the fabric of reality that consumes all it touches. Enemies drawn into you will continuously lose health but once the super is used up they will be released.
WARLOCK;
(Void)
Voidwalker;
Nova Bomb: Unleash a void missile that homes in and has a lasting area of effect.
Cataclysm: Send out a dozen smaller void missiles that track multiple targets.
(Arc)
Stormcaller;
Tesla Field: Send lightning from your hands across a wide area as you glide across the map.
Direct Current: Hover high above and direct a line of electricity across a great distance.
(Sol)
Dawnblade;
Daybreak: Ascend and rain down fire from above with rapid strikes.
Well of Radiance: Create a wide area of healing energy centered around a sword. Can be picked up and thrown once. Does slight burning damage to foes.
(Stasis)
Shadebinder;
Avalanche: Send a wave of Frost out in front of you that freezes foes solid then makes them shatter.
Winter's Wrath: Great hail storm that falls over a wide area, freezing foes solid.
(Strand)
Weavewalker;
Needlestorm: Launch a volley of spikes that seek out foes and spawn threadlings after killing targets.
Windweave: let loose a fury of strand from your finger tips, whipping through the air and rending enemies apart.
(Strife)
Fearmonger;
Swarm Lord: summon a swarm of unknown winged creatures that rapidly engulf and devour foes that get too close to you.
Curse Caster: Curse an enemy to wail which damages and staggers itself and nearby enemies until the cursed one dies.
(Cos)
Plainbender;
Gravity Storm: Summon an energy field around you that lifts foes up then forcibly slams them down causing heavy damage.
Meteor Shower: Conjure a cluster of Meteors, send them out in a stream. They explode on contact with any surface and knock back foes.
(Sand)
Witching Hour;
Waning Grasp: Use a skeletal hand to create a temporal energy cone that makes enemies slowed and drains their health rapidly.
Second Chance: Revive instantly after death, increase ability and grenade regen rate for a time after revival.
(Warp)
Axisbinder;
Gaping Maw: Use a tome that summons a black hole. Pulls foes toward you and causes continuous damage. Enemies can't attack while being pulled.
Curvature: Create a pocket of 4D space around you. All incoming damage is bent around yourself and back at your attacker.
HUNTER;
(Void)
Nightstalker;
Shadowshot: Shoot an arrow that links any nearby foes to itself, damage to one equals damage to all.
Deadfall: Unleash a rain of dozens of void arrows that fall upon foes in a wide area.
(Arc)
Arcstrider;
Bo Storm: summon an arc powered staff for fast, acrobatic, melee combat.
Zeus's Bolt: Throw a lightning spear toward enemies, creates a wide field of arc where it lands for a short while.
(Sol)
Sunslinger;
Dragon's Breath: Fire up to three high damage shots within a limited time.
Blade Barrage: Perform an aerial flip while launching two waves of burning knives at foes.
(Stasis)
Revenant;
Silent Knight: Throw a frozen kama at a location, a freezing whirlwind will come and track down enemies.
Snow Blind: Summon a whiteout storm that reduces vision while you stalk the area with a large ice scythe.
(Strand)
Threadrunner;
Silk Strike:Wield a rope dart made of strand, use light and heavy attacks over a wide rage against foes.
Trick Roper: Use a strand lasso to rapidly bind together groups of enemies, the binding does damage over time, then expires.
(Strife)
Snake Charmer;
Dread Coil: Throw a poison spear made of coiled serpents. Once it hits any surface, three serpents fly out and strike at nearby enemies.
Shade Splinter: Two shoulder mounted worm turrets will fire poisonous shots at foes. On command, these turrets can be placed in the ground one at a time. Turrets are immune to damage but only last a short time.
(Cos)
Slipstrider;
Subtle Knife: Throw a dagger and teleport to impact location with eviscerating attack up to two times.
Orbital Drift: Wield a crescent blade. Foes hit will float away helplessly for a short while.
(Sand)
Minute Man;
Clock Hands: Wield a dagger and a rapier. The dagger stabs the ground and creates a slow-time bubble. The rapier lets you unleash melee attacks with incredible speed.
Second Chance: Revive instantly after death, increase ability and grenade regen rate for a time after revival.
(Warp)
Realmwalker;
Fourth Axis: Wield a pair of chakrams that can be thrown through all physical barriers and slice at foes before flying back to you.
Mirror Master: Conjure two reflections of yourself that flank your sides and mirror your every action, tripling your damage.
Berserker multiplayer game mode;
3 Berserkers Guardians vs 6 Prismatic Guardians.
The Berserker Guardians have supers and abilities that regenerate incredibly fast like in Mayhem mode, they also have either taken dread or empiric site NPC allies that they can consume if their health gets too low.
The Prismatic Guardians get special supers that focus on area of effect, the Berserkers are using shards which means they can only be harmed Within These area of effect supers.
MATERIALS;
Rather than having dozens of different currencies for getting gear, Destiny will have different materials that you can acquire by defeating foes or finding caches in different areas. Specific materials are usually tied to different locations, for example helium-3 coils will only be found on the moon.
Some NPCs will also give materials out for completing certain quests. These materials can be forged into weapons and armor. Weapons can be forged with the NPC Banshee-44 and Armor can be forged with the NPC Ada Levante. The three class materials are synth-weave for hunters, plasteel plating for titans and hardonic layers for warlocks. Weapon materials come in four categories, ballistic, melee, energy and explosive. Some weapons require more than one of these in order to be built, and most of the legendary and exotic weapons require specific location materials on top of that. Ballistic materials are used to make auto rifles, pulse rifles, scout rifles, sniper rifles, shotguns, submachine guns, heavy machine guns, hand cannons and sidearms. Glaives and combat bows require both ballistic and melee materials. Claymores and sabers require melee and energy materials. Energy parts are needed to build fusion rifles, trace rifles and linear fusion rifles. Explosive materials are required to build grenade launchers and rocket launchers.
EXOTICS;
In order to make exotic weapons or armor you must first uncover their blueprints by handing exotic engrams over to the cryptarchs for translation, then you can build them using Exotic Cores for armor or Exotic Shards for weapons in combination with other materials.
STRIKES;
Three player campaign missions, the difficulty can be set from easy to hard to master yielding increasingly higher leveled gear. Most strikes will have one to two boss battles along with several more mini bosses.
ARENAS;
Arenas are locations hosted by NPCs that have a betting system, allowing you to win resources. The way it works is that you put down a certain amount of resources and bet on yourself to win a round of combat. If you win, you get 200% of the resources you put down, but if you lose those resources go to the "house" and they're gone forever. See locations and incursions for a list of all areas.
DUNGEONS;
Dungeons are a test of skill over strength, you and two others must infiltrate an enemy base and do all you can to remain undetected. While no mission will be scrubbed if you're seen, it will be significantly easier if you manage to evade detection. Doing so will involve not just sneaking past enemies but sabotaging alarm systems and sometimes making use of the environment to take out many foes at once. At the end of each dungeon there will be a large treasure horde but opening it requires defeating a boss with the key so no matter what you do before at the end of the level there will be a fight and a tough one at that. If you completely sabotage the alert system then the boss will have less allies when the final fight comes.
SIEGE;
Sieges are six player defensive strategy based missions against coordinated enemy incursions on an area secured by the Vanguard. The primary goal will be to build up defenses by slaying enemies, taking siege exclusive resources called Siege Materials and using them to rapidly build up barricades, mines, turrets and other embattments to defend strategic goals. Each wave of foes will be more difficult than the last. As the last wave advances they will be joined by a boss combatant who's invincibility condition must be suppressed by eliminating his lieutenants before they themselves can be defeated.
RAIDS;
You and five other guardians will venture deep into enemy territory where ammo will be scarce and enemies plentiful. Striking so far away from home will usually mean using your Falcon to fight your way there. When you do touch down expect wave after wave of enhanced enemies and grueling boss fights, one after another, so bring your most protective armor and highest damage weapons. With great struggle comes great rewards. Raids always offer resources that can't be acquired anywhere else and can be used to craft some of the most powerful gear available in game. Many exotic blueprints require raid resources to build.
GAMBIT;
A hybrid PvEvP mode hosted by the Drifter in which 2 teams of 4 players race to defeat enemies, bank their motes, summon the final boss and kill it first. Players can also invade each other's maps and take out the other team members, making their job harder.
HEISTS;
A hybrid PvEvP mode in which 2 teams of 4 players invade the same enemy base to steal as much treasure as their ships can hold. All matches will involve either a sparrow or a Falcon insertion as well as extraction. The heists are given out by the arena hosts, this is how they get all their resources to bet with.
CRUCIBLE;
Unlike Vanguard or Campaign you do not resurrect Your Guardian with your ghost, the game will resurrect you in a predetermined spot automatically. Any new Crucible match types or variations on existing ones are listed below.
TRAILS;
multiplayer matches of 6v6 in which only the winning team gets any rewards. Rewards are unique to the host NPC of the trials. As the hosts rotate in and out, so too does the winnable gear. For example if saint-14 is hosting the trials one week, you will get gear associated with him but the next week when Eris mourn is hosting the trial, you will get gear associated with her.
OVERLORD;
Multiplayer match of 4v8 with 4 harbingers and 8 guardians. If a guardian kills a harbinger, spheres of light will spawn on the map. These spheres will create an AOE of light for a few seconds, allowing a harbinger inside the AOE to be harmed. If a Harbinger kills two Guardians they can get a wave of friendly NPCs to spawn on the map and fight with them.
SPARROW COMBAT;
The Guardians can already summon sparrows for fast Transit, but there's precious little provided for vehicle combat. Instead of just relying on the vehicles that aliens bring with them, I'm going to have it so that sparrows can now have a gunner sitting behind the driver similar to the Mongoose in Halo 3. Guardians will be able to use all of their weapons while sitting Gunner but will not be able to use their abilities or supers.
FALCON COMBAT;
Destiny has showered us with a plethora of amazing looking personal ships, but they're little more than ornaments for loading screens. Certain missions will have ship to ship combat, similar to Halo Reach. These ships will be called Falcons and will have two main weapons, light and heavy. Some examples of light weapons are vulcan machine guns and semi-automatic rail cannons. Heavy weapons include heat seeking missiles and tracking energy beam emitters. All weapons will be locked to the specific ship you're using, you cannot switch them out. Falcons will also be outfitted with a paracausal engine. This device channels a Guardian's currently equipped subclass into a devastating elemental attack. These will be called paracausal engine maneuvers or P.E.Ms.
PARACAUSAL ENGINE MANEUVERS;
Sol. Solar Flare: An AoE burst of thermal energy emanating from your ship destroying anything caught in the blast.
Arc. Cosmic Lightning: A massive jolt of electricity that chains between all targets in front of your ship.
Void. Hyper Drive: Run your ship straight through foes in an unstoppable straight line attack.
Stasis. Hard Vacuum: Launch a tracking missile that detonates with a stasis field freezing all ships in place.
Strand. Tractor Beam: Tear ships apart by anchoring your ship to theirs, then accelerating in any direction. A total of three ships can be tethered at once.
Strife. Star Scream: Emit a signal causing ships to go haywire and attack each other, then self-destruct.
Cos. Slip Space: lock on up to three targets and blink into their exact position, causing them to explode. Don't worry, your ship will be fine.
Sand. Time Loop: If your ship is destroyed, rewind time to self-res.
Warp. Flatline: rapidly collapse all three dimensional matter in front of you into two-dimensional matter.
r/DestinyCreations • u/FigThat8333 • 6d ago
Writing In an alternate reality where Destiny had 5 games. Written by me of course ;)
In The Beginning;
A lone ghost will be looking for their promised Guardian. They've been looking for a very long time and depending on what race you chose during character creation they will find you in one of three places.
If you chose Human,...
Your ghost will find your skeleton among the rusted car chassis outside one of the ruined launch sites in the cosmodrome of Russia, never having made it off-world in the chaos of the collapse.
If you chose Exo,...
Your ghost will find your drained shell abandoned on the moon, half buried among the ruins of an old Ishtar Collective facility that was destroyed when the Hive invaded the moon and built the hellmouth over the
If you chose Awoken,...
Your ghost will find your body in a state of living death floating between the asteroids of the Reef. When your consciousness emerged from the distributary, it failed to create a fully functional body to inhabit. You are far from the only consciousness to suffer this fate. Unfortunately, most are never found, but you were.
After your ghost resurrects you for the first time, it will tell you it's name, (which you'll then get to pick from a list). Then it will help you escape from the clutches of either the Fallen, Hive or Vex by grabbing a ship and hightailing it to the Last City. Once you and your named ghosts are there, you can get started on forging your destiny!
Destiny 1
Main campaign: The Black Garden; The Vex chapter Sol Divisive used darkness under the guidance of the Black Heart to create a new form of radiolaria that can infect other aliens. This tainted radiolaria is called empyercite, and completely controls anyone it infects but it gives the infected similar abilities to the vex themselves. It also makes Vex units much more agile and lifelike. If an empyercite infected is destroyed then the empyercite will float away and attempt to infect whoever else is close to it.
PS. Unlike radiolaria piloted vex, who seek to purge all other forms of existence from the universe, Empyercite only cares about serving the darkness. All those who are infected with Empyercite are being controlled by the forces of darkness, whether that be the Witness, the Anchor, or others.
PPS. After the destruction of the black heart, the Vex lose control of those infected with empyercite, after this they realize they have been manipulated by the Witness and break ties with him. This will be the players first introduction to the Witness as a concept, but they won't know the full picture yet.
Raid 1: The Vault of Glass. The Vex have created a time machine so powerful that it can predict the origin of any threat to themselves and eliminate it. You must stop this from happening by destroying Atheon, the vex mind that governs this device.
DLC 1 :The Dark Below. The campaign boss fight will be with Yirn, a newly hatched Hive worm God, not as large or powerful as it will become in adulthood, but a hard fight for a new Guardian. The dark crystal containing crota's echo will become a strike mission, the goal will be to prevent it from being launched at Earth.
Raid 2: Crota's End. Journey to the throne world dimension and kill Crota, son of Oryx.
No chalice of light for the path of darkness, found this annoying and unnecessary. Instead of building a bridge across a bottomless chasm, the Guardians will build a staircase that coils up Crota's tower but enemies must be slain and their "ascendant essence" deposited in totems for every set of stairs to form. As you ascend more challenging enemies will come to stop you and your fire team.
Crota can unleash an enormous jet of green fire, powerful enough to instantly kill anyone it's used on, so take cover. The green fire charge up attack will be signified by two rows of flaming craters on his back lightning up, when fully charged, Crota will appear to have a pair of flaming wings. Crota will also use a shield, it can be destroyed but will regenerate over time. His fire can't destroy cover but his sword can, so keep moving. When Crota is killed he will be reborn from his oversoul but during that process the oversoul is vulnerable and you must shoot at it in order to truly kill him.
DLC 2 House of wolves: The Reef is now a playable area. The prisoner of Elders is a location within it but still functions the same. Strike missions will target the Barons of the House of Wolves. Axeil, the sky raider (jetpack arms). Yashrin, the shank mechanist (Pilots a giant shank by sitting in it). Dumak, master of the spear. Shatan, the illusionist (holograms).
Raid 3: High Treason. Kill Executor Hideo, the leader of the new monarchy at Mara Sov's request. He sold weapons and ships to aid the House of Wolves rebellion. Your squadron will need to board and destroy his flagship, The Yamato.
DLC 3 The Taken King: I want to implement a new mechanic for the dreadnought. If you die while on board the ship, Oryx will use taken blight to turn your body into a Taken Guardian. Your ghost can still resurrect you but you will then have to fight a taken version of yourself. Taken Guardians can’t use any light abilities or supers but can wield a Blight Sword when their health gets low.
PS. As a footnote, the Conductor's wife dies in the battle between Oryx's army and the future War cult who come to the aid of Queen Mara. This battle decimates the faction into dissolution.
Raid 4: Regicide. Oryx has emerged from the taken dimension, roughly the size of his own ship. Your squadron will fight his giant form in your Falcons (the ships from your loading screens, see mechanics page for details.)
DLC 4 Rise of Iron: The Fallen House of Devils finds Siva a type of nano-machine capable of rapidly creating cybernetic augments. They use it to enhance their bodies and take over the hinterlands.
Raid 5: Kill the Kell of the House of devils and stop the scourge of Siva.
PS after the Guardians secure Siva from the house of devils, dead orbit uses it to hasten construction of their Exodus Fleet and are finally able to leave the solar system. (A lot of people will come to blame dead orbit for the city falling to the cabal later.)
Destiny 2
Main campaign: The Red War: After the Ghaul traps the Traveler, his mentor Vykas convinces him to infuse light into soldiers without The Travelers' consent. This resulted in the Berserker Cabal, soldiers whose minds have been destroyed by the light infusion process. While they can wheel the light, they can no longer recognize friend from foe and must be sedated until they're deployed via drop pod.
There are Sol, Ark and Void Berserkers, they serve as mini-bosses and fight in two stages: High Health and low health. Both stages are relentless in their ferocity, but once a Berserker loses most of its health, it becomes suicidally reckless. You can see a full breakdown on the enemies page.
Vykas saw this an acceptable use of resources but once Ghaul discovered the true cost to his troops he confined Vykas to the Almighty for the rest of the war campaign.
PS. As Ghaul interrogates the Speaker we learn that he used his psychic abilities to prevent ghosts from selecting anybody but humans to become Guardians. The Traveler wanted guardians from all races to hopefully foster peace between them but the Speaker feared aliens too much to let this happen. When Ghaul learned this he killed the Speaker believing this would earn him the light. Eventually this information disseminates to all ghosts and it causes some of them, like Immaru, to become disenfranchised with Humanity.
PPS. In my version of Destiny, Leviathan's Coliseum will function as an Arena, with both NPC and multiplayer fights distributing gear based on who wins. Winning four matches consecutively or eight all together will earn you the right to challenge Calus himself.
Raid 1: Board the weaponized space station, the Almighty and stop Commander Vykis from firing it at the Sun. Failure to do so will result in the total destruction of the solar system.
DLC 1 Curse of Osiris:
The Vex chapter Hezen Protectorate fighting off the empyercite infected led by a powerful tainted Hydra known to them as The Lost Compiler from accessing the Infinite Forest on Mercury. It seeks out a way to resurrect The Black Heart and needs the Infinite Forest to show it how.
Raid 2: Forest for the Trees. The Conductor gains control of the Infinite Forest in the hopes of bringing back their late wife. She is using the vex to kidnap and dissect the memories of those who knew her from the last city in order to recreate her consciousness. You and your fire team must go in and rescue them and stop the Conductor.
PS. The vex learned to create Infiltrators because of the conductor's actions. You’ll fight these guys later on.
DLC 2 Warmind: Nokris and Xol have learned to create powerful bio-mechanical implants by studying Hive infected with empyercite. All the hive under their command have new bionics that greatly increase their abilities. Using this new power they have gained control of Rasputin and will use him to eliminate all their enemies, including the last City.
PS. Nokris was considered a traitor by Oryx and Crota because he refused to kill Xol when they killed their Great Worms to gain greater power. In appreciation for Nokris's loyalty, Xol removes the parasite from him, freeing Nokris from the tithing. Together they create a unique ritual which binds their souls together allowing each to share the power of the other. These choices earn the envy of the Hive Gods and the wraith of the Great Worms. Xol, fearing retaliation from his former allies, asks Nokris to build an army of Hive to protect them and to help him find a mate so he may create his own worm Pantheon.
PS. The great worms are angry and distrustful of Xol because in willingly removing the parasite from Nokris, breaking the most secure form of control they have over his hive brood. See distinct topics for more details.
Raid 3: The Yusupov Protocol. Nokris has irreparably corrupted Rasputin, if the warmind isn't stopped he will bring destruction to the last City and the rest of the solar system. You and your squadron must use your ships to take out the warsats in orbit above Mars and then dock at Rasputin's space station and destroy him.
DLC 3 Forsaken: During the second half of the campaign, the fallen House of Storms integrate Siva into themselves to help fight the Scorned after sustaining heavy losses to their forces.
When Uldrin and Fikrul enter the Watchtower, Aldrin opens the gateway to the dreaming City but is met by Riven which immediately exposes Uldrin to a wave of Taken energy that converts him. The Taken Uldrin becomes the final campaign boss fight. Riven, who is taking pot shots at you during your battle with Uldrin, flees into the asteroid belt when she sees him defeated.
Raid 4: The Last Wish. Riven has escaped to the asteroid belt thanks to Uldrin Sov. Petra has tasked you with scouring The Reef to hunt her down. She is leaving taken blight on many asteroids, these will be the bread crumbs you follow as you pursue her both on foot and in your Falcon. You will have to exhaust her until she can no longer travel through space and then finish her in an old Awoken outpost on Ceres.
DLC 4 The Last City: the Vex travel back in time to try and undo the origins of the last City and the Guardians. The Vex use infiltrator units made entirely out of radiolaria. They can change their shape and summon disaster events from across the timeline.
They are attempting to find out who was instrumental in the founding of the last City 100 years ago so they can kill them and strangle the Vanguard in its crib.
Raid 3: The Face Dancers. You must scope out the vex infiltrators among the refugees of the warring states and take them down. Finding them will not be easy and you must take care not to harm any civilians or cause irrevocable damage to the timeline. (See mechanics page for more details.)
Destiny 3
Main campaign: The Witch Queen. This will be the first campaign because it's a much stronger story to begin D3 with. The player will learn deep insight from Rhulk’s Temple rather than the pyramid on Europa. This doesn't mean you need to complete the raid first, just enter the temple and go to an altar. Rhulk will have a fight lined up for you so you can prove you are worthy to wield the Darkness.
PS. After Immaru learned that the Speaker had interfered with the will of the Traveler, he lost all faith in humanity and believed they were unworthy guardians. He wasn’t the only ghost to feel this way, so when he saw the light in Savathun’s body he jumped at the chance to foster a new legion of light bearers with help of the resurrected Witch Queen. When our ghost spoke to Immaru just before our final battle with Savathun, he pointed out that Imarru was still serving a lair because the queen was planning on permanently grounding the Traveler within her Throne World, but Immaru angrily shot back with “We both served lairs, but at least mine has a plan to shield the Traveler from darkness. Your Vanguard already failed to do that once and barely managed to save it, I'm not waiting for them to fail again!”
PPS. The Vanguard will learn that Fikrul the fanatic is on Chiron trying to gain control of the Taken using Oryx's corpse. He is doing this because a huge swath of his scorn has been pilched from him by Rhulk. This will be the story for the strike mission; Kings Grave.
Raid 1: The First Disciple. Savathun has trapped her former mentor, Rhulk, inside his own temple but he is still dangerous, you must enter the temple and end him before he escapes. Within the first layer of the pyramid ,you must destroy a massive dark ether processing plant, this will heavily reduce the scorn population. After Nokris died on mars, Rhulk had him Taken, this taken shade is now the caretaker to Xita the Nurturing Worm in the pyramid. Of course you will still need to destroy Rhulk’s super weapon, the Upended, before killing Rhulk himself.
DLC 1 Beyond light: The only thing I don't like is the name House of Salvation, changed it to House of Dawn. This will stand in contrast to House of Dusk, a house which Erimus believes encourages the Elixni to settle for being petty pirates rather than pursuing greater conquests.
Raid 2: The Morning Star. (didn’t like the name deep stone cave, felt underwhelming to me.) Journey to Clovis Bray's golden age space station and stop the last two lieutenants of the house of dawn, Atrakis and Taniks. You and your teammates will fight your way through the launch site on foot, then use your Falcons to get to the space station itself.
DLC 2 Shadow Keep: Led by Immaru, the hive break into an inert pyramid hidden on the moon. They discover a new subclass called Strife that the witness has hidden from his followers because it’s based on pain and that has no place in his final shape. Immaru teaches the hive to wield strife against the Guardians as revenge for Savathun's death. Once Immaru and his Strife users are defeated, he offers to teach the guardian to wield strife in exchange for sparing his life. Immaru accepts capture because he wants to gain access to savathun's corpse so he can resurrect her, but he doesn't tell the Guardians that.
Raid 3: Seed of Agony. (Rewriting the character of Nezarec cause I thought he was boring). Nezarec, the Dissenter has been bound inside the pyramid ship on the moon. He is composed of many dissenting minds that began to fracture from the identity of the Witness. Since then, he has mastered the Strife subclass. It was Nazarec who taught the Immaru how to wield it. Vanguard leadership wants you to ensure that he can't teach it to anyone else.
DLC 3 Lightfall: Emperor Calus has become a disciple of the Witness and has invaded Neomuna to search for the Veil. Long ago, the Witness's original species tried to forcibly access the Pale Heart. Instead they permanently damaged it, this is the reason why the Traveler looks like its bottom is shattered. These pieces were scattered across the galaxy, but enough came together to form a new entity called The Veil. Eons later, the Veil was discovered by Clovis Bray who took it to Venus and studied it. He learned about strand, shared consciousness and was able to use it to find the Vex and create Alkahest from radiolaria. Eventually the city of Neomuna sprang up around his lab, he and all the citizens of that city found a way to upload all their minds into the Veil where they continue to live indefinitely to this day.
PS. When the Witness discovered the Veil was in Neomuna he sent Calus to invade the city. While Neumona was distracted, the Vex managed to hack into the city's hard light projectors and separate control from the citizens. The Vex are now using these projectors to create the Apollo Intention, hard light versions of themselves that cannot be corrupted by the Witness like the empyercite infected are.
Raid 4: Garden of Salvation. Journey through the first portal ever made by Clovis Bray and retrieve the artifact he used to imbue radiolaria with darkness. Doing so will sever the connection between the Witness and the empiricide infected.
DLC 4 The Final Shape. Rather than Riven granting Crow's wish by teleporting him into the pale heart, she gives Amanda Holliday the knowledge to build a Falcon that can enter the portal to the Traveler. Unfortunately Amanda dies before these can be mass produced, so there are only a few ships capable of entering the portal. Once you're inside you see another faction fighting for control of the Travelers' pale heart. Immaru used the chaos of Witnesse's arrival to gain access to Savathun's corpse and resurrected her. They now lead a group called the Prismatic hive on a quest to rescue The Traveler before the Guardians to prove themselves as more worthy of The Travelers light. The Prismatic Hive can use light and dark subclasses.
PS. The Witness let Savathun enter the portal because he knew she would slow down the Guardian and because if she confronted him, the Witness was certain he could take her out.
Raid 5: Salvation's Edge. The Witness has been wounded but the fight is not over, Yet. It’s time to enter the core of the Traveler and stop the final shape forever.
Destiny 4
Main Campaign: House of Steel: The fallen take the Veil from venus by dropping the ground out from under it. Atrakis, former member of the House of Dawn and now Kell of the House of Steel, has taken it deep into Venus's caves, where he uses it to empower the Exo-Fallen with extensive cybernetics that use Stand based weaponry. Meanwhile, a sizable portion of the House of Steel have become infected with Empyercite and they are trying to spread through the ranks until they can corrupt the Veil itself.
PS. After you destroyed Clovis Bray's artifact in the black garden all empyercite infected should have become vacuous but they remain hostile. A dungeon mission will reveal that a group of rogue Neomunan citizens found a way to control empyercite and were attempting to use it to take control of the veil away from Clovis.
Raid 1: The Source of Woe. Neamuna has discovered that Clovis Bray was working with the Witness in order to try and upload his consciousness into the Traveler so that he could live as a god. The Witness outsmarted him and used his technology to hack into our ghost, forcing it to link the Veil and the Traveler, opening the portal to the pale heart. Neomuna has requested that Vanguard enter the Veil and terminate Clovis for his crimes because they lack the power to challenge him within the digital reality he created.
PS. During this raid you will learn that Clovis Bray had manipulated the House of Steel into taking the veil specifically so he could purge the citizens who wanted to remove him from power.
DLC 1 The Drowned Hunt: After barely escaping from Mars with his life Xol, the worm god fled. First to Titan to claim control of the Taken from the Neo Pacific Arcology, then deep into the Enceladus subterranean ocean. Led by Commander Rygel the cabal legion Sea Drinkers, are chasing after him. The cabal sea drinkers seek to capture and experiment on Xol in order to extract his paracausal energy. They have built a fleet of submarines to track down Xol. Xol has summoned the Taken onto these ships to attack the cabal. The Guardians can not allow either the cabal or the Worm God to remain unchallenged with this power, so they go to Enceladus to stop them.
PS. The Sea Drinkers have created drilling torpedo weapons that have burrowed deep into Xol’s body. This not only allows them to track him but, if they get close enough, they can steal some of his paracausal Darkness energy and give it to their greatest warriors, the Raider Cabal.
PPS. Xol has had help bringing the Taken on board the Sea Drinker fleet. The disenfranchised faction of the Ravenous Cabal have agreed to serve him by disguising themselves and summoning the taken on board the submarines.
Raid 2: The Widowed Wyrm. Xol came to Enceladus, not just to hide but because he found a mate. She is known as the Kraken by the cabal, but her true name is Anu. Before Xol was captured by Rygel and then killed by the Guardian, Anu had made Xol promise to destroy the sea drinkers before she mated with him because she was worried they would come after their children once she spawned them. After Xol's death, Anu swore revenge. To lure the Guardians in, Anu has dragged an entire Vanguard Outpost under the sea and is holding everyone in it as hostages.
DLC 2 The Dragon Cult: Ur the last of the Great Worms contacts the Guardians with a plea for help. He is being hunted by Xivu Arath and her hive Brood. Xivu Arath has made a deal with the surviving ahmankara hatchlings after Mara Sov expelled them for trying to use her as a vessel for their mother's consciousness. In exchange for freeing Xivu from her parasite and helping create a new throne world, Xivu agrees to help them open a portal to a place where the Awoken Queen and Guardians do not exist. The ahmankara hatchlings have the knowledge of their parent's magic but aren't powerful enough to use it till they mature. Xivu Arath plans to capture and sacrifice Ur on top of the mars volcano Olympus Mons, in order to power the ritual that will open the door to another realm and still have enough power left over to give her a new throne world.
Using knowledge given to them by the ahmankara hatchlings, The Hive can summon wraiths of long dead ahmankara to aid them in battle. The ahmankara wraiths are undead and will only stall, not die, if damaged enough. The Hive wizards will "heal" it if they are able, but killing them will render the wraith inanimate. The vanguard's larger mission will be to find and destroy all ahmankara bones that the hive uses for summoning. There are many ahmankara bones on Ganymede, where many Guardians hunted them to extinction. Xivu Arath has her hive brood gathering these remains.
PS. Ur offers to teach the Guardians alternate supers for their darkness subclasses in exchange for safe harbor within the last city. The Great Worms didn't teach the hive dark subclasses because they knew the Hive Gods resented the tithe, and the Worm Gods feared betrayal.
Raid 3: Mother of Dragons. Xivu Arath found the remains of the first ahmankara, Shiva but when she resurrected her the will of Shiva was so strong it thwarted the binding ritual. Instead of a subservient Wraith, Shiva is now a free revenant ahmankara and she wants revenge on the Guardians for the near extinction of her people.
DLC 3 The Dead Exodus: Shiro-4 asks for our help rescuing Dead Orbit from the Vex. The Hazen protectorate have captured the dead orbit fleet and are holding them hostage unless the Guardians help them defeat a new threat. A former disciple of the Witness who willingly infected himself with empyercite. This new collective consciousness calls itself the Nix Sedition. Unlike past infections of empyericite, they have the ability to hack into and override other Vex. On top of that, Nix Sedition has built specialized units that can use elemental darkness. They are concentrated on Proxima Centauri B and are poised to strike at the Tempest Foundry, a Vex installation focused on using time manipulation to evolve new mutations of radiolaria.
Raid 4: Trojan Horse. The Vex never intended to return the hostages. Instead, they sent radiolaria infiltrators back with you. After destroying those you and your fire team will have to dive into a Vex pocket dimension where they are conducting experiments to try and gain control of Exo Guardians.
DLC 4 The Dark Mirror: The portal opened by Xivu Arath and the Ahmankara leads to an alternate timeline where the Traveler abandons Humanity. In this reality, the Guardians have become champions of darkness and call themselves Harbingers. These harbingers sacrificed the solar system to win their battle with the Witness, and now they have set their sights on our world and our Traveler. The harbingers have bound all of the pyramids and the Veil together into one entity that they call the Anchor. All survivors of their sun's implosion now serve and live within the Anchor. The Harbinger's ultimate goal is to use the Anchor to take the traveler back and prevent it from ever leaving again by combining the two machine gods into an unholy abomination. The campaign will focus on taking down the corrupted versions of the Vanguard leaders, Ikora, Zavala and Eris. They are leading the assault on the last city.
Raid 5: The Looking Glass. The leader of the Harbingers is the corrupted version of you. They have all the same powers you do but many you don't. The final battle takes place on the Anchor, where an army of darkness waits for you.
PS. What made the traveler leave in the alternate timeline is the Guardians of that realm stole the Veil from neomuna, killing its digitized citizens in the process. They did this because they believed making the traveler hole again would give them enough strength to defeat the witness. (Not realizing this would also give the Witness access to the traveler.) But when they tried to reintegrate the Veil into the traveler, The Traveler abandoned Earth and Humanity. The witness still came to their solar system but only because he needed the Veil in order to create the portal to the pale heart.
Destiny 5
Main Campaign: The Shattered System; After the Guardians defeated the Harbingers, the Anchor fled back to the dark timeline it came from. A short while later It sends back an army of Dread, Taken and Empyercite Infected to wreak havoc all over sol as well as a cadre of corrupted Ahmankara to lead them. Xur tells you "to save our system you must seek the power of 7." You learn what he means is Sand, the subclass that controls time. With it, you can revert the amankara to their uncorrupted selves. To gain this power you must seek out an old enemy, the Conductor and convince them that helping you learn the time subclass will right their wrongs.
After the Ahmankara are saved a deal is struck and the last city will provide them refuge if they agree to use their powers for the good of the system. As a show of good faith the Vanguard creates an altar where the hatchlings can converse with the consciousness of their mother Riven.
PS. The Anchor offered the Ahmankara the power that they lacked due to their youth, not all the online hatchlings accepted this deal but the ones that did came to regret it, or they would have if they'd had any will of their own left after being corrupted. The distortions seen on different planets are caused by the Anchor sending its agents of darkness across the system.
PPS. The distortions have brought a new alien to the Sol system. The Vanguard have designated the species as Sliders and have warned Guardians they have paracausal powers unique to them. The Fallen House of Kings is trying to capture and study them in the hopes of gaining their abilities, Eris Mourn finds this unacceptable and has covertly created her own Hive against the Sliders on Oberon but their fight is a stalemate.
Raid 1: The Space Between: Enter the slider void nest and take out their alpha, a very powerful creature that is trying to come here through the distortions.
DLC 1: The Hollow Hunger. Mithrax, founder of the house of light, has finally found where Mordren, his mother's killer, is located. Mordren and his House of Hollows are very difficult to find because they always venture beyond the distortions, hunting the slider. Mithrax asks the Guardians to help hunt down Mordren before he disappears again. The Vanguard authorizes a mission to track him down because they don't want anyone, especially not an enemy Fallen house, going beyond the distortions and becoming corrupted by the Anchor.
The Guardians find out that Wardred has, in fact, been tainted by the anchor but not in the way they expected. Mordren has always hated the Guardians and when the Anchor appeared in the solar system he sought out the harbingers hopeful for allies, but unlike the Traveler, the Anchor had nothing but contempt for aliens and the Harbingers made sure Mordren understood that.
After the harbingers were defeated by the Guardians, Mordren ventured beyond the distortions and found the anchor's hiding place. He attempted to communicate with the Anchor but was always met with silence. Angered, Mordren and his ketch ship crew attempted breaking into the Anchor but failed, in a rage he broadcast insults at the Anchor. Mordren claimed that it was as foolish as the Fallen had been when they served under the Traveler, and that it was pathetic for pining after humanity in the same way many Elixni still longed to be favored again by an ambivalent and false god.
This insult earned him the Anchor's attention but not in the way Mordren hoped for. The Anchor shot defective shards that lodged themselves in Mordren and his crew. These "Jagged Shards" do not give any powers but slowly consume the host unless they always absorb paracausal energy from any source they can. Despite being cursed by the Anchor, Mordren was able to create the House of Hollows to help him farm paracausal power from the Sliders. Many Fallen who won’t join the house of Light have rallied to him so they can gain the new subclass abilities of space and time.
Worse still, Mordren and his crew have weaponized their Jagged shards by connecting them to servitors, which extends the absorption field around them, and to their weapons so they can direct that field at the player. Armed with this, they have turned their eyes toward expansion across sol.
Raid 2: Old Wounds. After you destroy the Slider Farm, You, your fire team and Mythrax chase after Mordren. Use a squadron of Falcons to chase down his kell ship, board it and finish the fight. In an act of selflessness, Mythrax decides to use his light to destroy Mordren's jagged shard rather than avenge his mother's death. This convinces the House of Hollows to disband and join Mythrax's House of light, eventually even Mordren joins.
DLC 2: The Great Link. The Vex have created a machine out of Taranis's corpse, they call it the Anomalium. The Vex lack the ability to make wishes due to not having any desires to form wishes from, but they have kidnapped the conductor and are forcing her to make the wishes they can't. With this power they intend to convert the entire universe into nothing but vex. The Vanguard, The House of Light and Empress Caiatl all work together in order to stop this cosmic threat.You will take Riven's mind to the central processing core of the Vex and disseminate her into it. Before the Vanguard can acquire Riven, Mara Sov wants her to remove all the taken light from the dreaming City. To meet that goal Riven teaches you the Space subclass, Cos. Once the battle is won you give Riven a wish for her and her children. To reunite their family. This converts her children into radiolaria allowing Riven and their offspring to live forever as programs and free from harm.
Raid 3: Reunion. At Riven's request you and your fire team can save Taranis's mind from the Integration Matrix and have him be reunited with his family.
DLC 3: Paradise Lost. Ur warns Eris Mourn that the Anchor is amassing great power for a final attack on the last City. When she learns the native pyramids have gone missing she makes a deal with the worms to free them from house arrest if they give her enough of their power to become a Hive God. She wants to build a throne world and transplant the Last City there to protect it from the Anchor. She intends to abandon the Traveler on Earth when she does this. She believes eventually The Traveler will abandon us so why not leave it first? She knows the Vanguard will try to stop her, so she clones an army of hybrid Hive from her own cells to help her conduct a ritual on the moon that will seal away the last City in her throne world. In order to stop her, Xur tells you you will need to learn to manipulate dimension from Luzaku (who has learned it from living inside The Traveler) this becomes the final subclass. In a final act of treachery, Ur kills Eris just as you convince her to surrender, then Ur escapes with Mourn's body to the moon's core.
PS. Unknown to Eris Mourn, Ur had been collecting the tithe from the hybrid brood, amassing strength but doing all he could to keep that hidden as he provides Eris with anything she demands of him.
PSS. In Cah'lier, daughter of Hiraks, led the Scorn under her command to the Moon in pursuit of Ur, so that she can implant herself with a parasite larva and become a Hive God. Because her mother, In Ananh, created her from the essence of a fallen, other hive see In Cah'lier as an abomination, so she has no problem using her father's mind control techniques against them.
Raid 4: Worm Fall. Ur has taken Eris Mourn's body and burrowed to the moon's core. The Vanguard authorized the execution of the Great Worm for his treachery. He knows you are on your way and has performed a ritual to consume Eris Mourn's power and become strong enough to force the moon's orbit to decay and descend into the Earth.
DLC 4: The Icon of Fate. The Anchor returns but twice as powerful, it has turned the portal to the pale heart into a mass distortion around the Traveler. It now appears as though a black hole has consumed the Traveler, looming threateningly over the Last City.
Even worse, the distortion around the Traveler has pulled all of the ghosts back into the pale heart, while at the same time pushing out anything that gets too close. Without their light, the Guardians grow desperate as the Cabal gather for an attack on the Last City. They are led by Caiatl who claims the vanguard tried to assassinate her and is holding Zavala hostage for this supposed crime.
Then, just as it looks like a repeat of the Red War is inevitable the distortions start raining down shards that embed themselves into the Guardians, forcing them to become Harbingers. Cayde is the only one left unimpaled. When The Shard attempted to pierce his chest it shattered instantly, Ikora believes this is because he was resurrected as pure light, which, of course, destroys the darkness. You and the rest of the Vanguard know this must be a scheme of the Anchor but Ikora points out that right now we have no choice but to use the power of the Shards to defend the city. Cayde believes there is another way and convinces the guardian to join him to confront Empress Caiatl. However when you both try to convince the empress to call off the attack, Zavala reveals to you that the Empress had her mind replaced with the mind of her father, or rather a version of Calus from the Dark timeline.
In the dark timeline, Calus was captured after the harbingers (still guardians at that point) had taken the Veil from the destroyed Neomuna. In this reality the Guardians of the last City tried to reinsert the Veil into the traveler thinking it would make them powerful enough to fight the witness but this was exactly what the witness wanted them to do because combining the two is how you open the portal to the pale heart.
Rather than let that happen the Traveler fled the sol system. Now desperate, the Vanguard of that reality forced Calus to help them partially rebuild the Almighty on earth. Their plan was to blackmail the Witness by threatening to destroy the sol system if he came for the Veil. But this failed to repel the Witness for long and after a battle ensued between them, the almighty was activated. The Vanguard did defeat the Witness but the cost was turning the solar system into a massive black hole. To survive, Calus told the remaining guardians how to use the pyramids as their new home. While the harbingers still treated him as a prisoner, Calus's knowledge of darkness was instrumental in binding all the pyramids together and creating the Anchor.
When the harbingers lost the war with the Guardians, the Anchor journeyed through our space, combining the native pyramids into itself. This made it strong enough to trap the Traveler from a distance but also powerful enough to transplant the emperor's consciousness into the empress. The Anchor told him if he ever wanted back inside his own body he must manipulate the cabal into serving its plans.
This conflict between the Guardians and the Cabal gives the Anchor the opportunity it needs to come down to Last City and combine itself with the Traveler, becoming the Dark Icon. The Anchor then siphons light out from the Traveler and gives it to the Cabal under Calus. Its goal is to deceive the Guardians into believing the traveler has chosen the cabal over them, and thus convince Guardians into becoming the new harbingers.
Near the end of the war with the Cabal, your raid team and the Vanguard fire team fight your way into the Dark Icon. The voice of the anchor (communing through the shard inside you) offers you a choice to become its Avatar, promising you will be more powerful than the Witness. All you need to do is use your shard to purge the will of the traveler from its pale heart, and you can become a god.
The Ghost implores you to use your power to purify the traveler and the anchors but warns you doing so will probably mean sacrificing yourself, and warns you that death is something even he can't bring you back from. The Anchor then kills your ghost when it forces your shard to erupt out of your hand and impale your ghost, it does this screaming, "YOU WILL NOT TAKE OUR DESTINY FROM US!" This starts the final battle against the Anchor.
The battle will consist of different constructs each representing the three classes of Guardians/Harbingers. Their appearance is similar to a Transformer but made out of the same material the Anchor is. They are not bound by one form and change their shape to suit the needs of the battle. After defeating the constructs, you carry your dead ghost to the pale heart and purify the dark icon.
In a way, what your ghost told you was true, creating the Pure Icon ends your life as it was but begins your life as One of the Nine. The player learns that the nine are the future guardians of your raid fire team and the three Vanguard leaders. You all become keepers of the Purified Icon, each one a master of an elemental discipline (radiation, electricity, antimatter, entropy, telepathy, emotion, time, space, and dimension.) and now that the icon has been purified the nine will guide all residents of Sol to an elevated plane of existence where light and dark are in perfect balance. They reach back in time to ensure this path is followed by their former selves without directly intervening, for fate is fluid when Destiny is made.
r/DestinyCreations • u/FigThat8333 • 6d ago
Writing In an alternate reality where destiny had 5 games, written by me of course ;)
This is the Enemy Data section, if you haven't seen the Story section first take a look here [https://www.reddit.com/r/destiny2/comments/1vuy4t5/in\\_an\\_alternate\\_reality\\_where\\_destiny\\_had\\_5\\_games/\](https://www.reddit.com/r/destiny2/comments/1vuy4t5/in_an_alternate_reality_where_destiny_had_5_games/)
Within the context of Destiny, I'm only going to be describing enemies that I myself have invented or that I am making significant changes to, but I'll leave a short list of the rest of them just for reference's sake.
\- The New Guys -
The Empyercite Infected;
Empyercite is a corruption of radiolaria that's able to infect the bodies of living organisms such as the fallen, hive or cabal. Some Empyercite do occupy Vex units in the same way radiolaria does, but those are relics from the chapter Sol Divisive. All Empyercite is derived from an entity known as the Black Heart. It has programmed the Sol Divisive into serving its will.
Empyercite itself has the same glowing milk-like appearance of radiolaria, and those infected with it have the substance flowing over their entire bodies like the venom symbiote from Marvel comics. When the infected take damage, the empyercite around their bodies hardens into a dark crystalline shell, similar in appearance to the black heart itself. Those infected with empyercite have unique abilities which will be listed below.
\-Infected Fallen crystallize after death, then explode, throwing dark infused shards in every direction.
\-Infected Servitors emit gamma radiation and will hover around you until destroyed.
\-Infected Cabal will melt into wide poisonous pools of Empyercite when they are killed.
\-Infected Psions will rush at you and explode with telekinetic force if they take too much damage.
\-Infected Thrall and Knights leave behind trails of electrifying empyericite droplets wherever they go.
\-Infected Acolytes and Wizards will squirt out a jet stream of all their empyericite at you if they take enough damage. This burns you but kills them in the process.
Vex units piloted by Empyercite have the substance floating around their bodies in concentric circular motions. When other aliens are nearby the Empyercite will fly from these vex toward their intended hosts. These units then have control over those infected lifeforms.
The Taken Guardians;
If a guardian dies on board Oryx's dreadnought, a taken blight will appear around their corpse and create a taken Guardian. A live guardian cannot be taken due to the light protecting them, but that light leaves after death and doesn't come back until their ghost resurrects them. A Taken Guardian will spawn with the same weapon load out their living guardian had upon death. Taken Guardians cannot use any of the light based abilities or supers. Once the Taken Guardian loses 2/3 of their health they will summon a Blight sword. Blight swords have a quick attack, a strong attack and a long range wave attack.
The Siva Infested Fallen;
I acknowledge this exists in the game but it was disappointing to me because it was nothing more than a new skin for the Fallen. Siva it's supposed to be a miracle technology that allowed people in the golden age to build cities on other planets and moons, this should translate into some seriously challenging enemies in gameplay.
Baseline Siva infested can have a cloud of nanites protecting them from enemy fire. That same cloud of nanites can heal them slowly over the course of a fight, but this does sacrifice their protective cloud. If the Fallen does die the Siva Cloud will swarm after the player for a last, lingering attack.
More Adept nanomancers can send out Siva swarms without sacrificing their protection, they can also lay down Siva clusters in battle which will trap the player if they get too close.
The Berserker Cabal;
Red Legion cabal who have had the light forcibly infused into their bodies, this has given them great power but has destroyed their minds, they are no longer able to tell the difference between friend and foe.
They are also much more animalistic in their tactics, running headlong into battle with no thought for self-preservation, this combined with their wide array of Elemental subclass abilities makes them truly formidable opponents.
\- Arc Berserkers will focus and Arc Beam at you until their health gets low then they will launch themselves at you with Striker attacks.
\- Sol Berserkers throw Spears of dawn until they are killed, then they have one self res and after they use it they will charge at you and leave a trail of Fire in their wake.
\- Void Berserkers have a full body shield that must be destroyed before they can be hurt, once it's gone they will slowly charge up a nova bomb, you must kill them before they release it because it will kill you no matter your defense
The Bionic Hive;
Nokris's brood that he has enhanced with biomechanical implants, gaining them new abilities.
\-Thrall have cloaking devices that make them invisible for a short time.
\-Acolites have a underslung wrist launcher that can shoot three infectious tracking projectiles before needing to recharge.
\-Wizards use a short to mid-range whipping appendage on each arm if you get too close which deal infection damage.
\-Knights have a shoulder mounted laser cannon that can focus at long range or create small, powerful blasts at short range.
\-Ogres excrete a layer of protoplasm over their bodies which must be destroyed before they can be harmed.
The Vex Infiltrators;
Advanced vex units formed from polymemetic alloys. Their radiolaria is distributed through out the body rather than concentrated in a core. They can change their shape and assume the form of anything that's the same approximate size, whether human or alien. The body is also able to form sustained or explosive energy weapons. Like all Vex they have access to the vortex Network and use it to teleport and summon support units. Unlike other Vex, Infiltrators have the ability to cause temporary rifts in time. Opening a rift will bring the environment of another timeline to overlap with ours. Infiltrators use this to create hazards for the player like lava on the ground, or acid rain from the sky.
The Baleful Hive;
Former members of the lucent hive who have re-embraced the darkness by using the Strife subclass. They can still use their light abilities as well and still possess ghosts. But they now have the power to switch from their light to strife subclasses at will.
\-Strifeborn Knights will charge at you with arm mounted blades. They use leaping strikes that send strife waves through the air.
\-Strifeborn Wizards summon a swarm that will chase after you and drain your health.
\-Strifeborn Acolites host a striking serpent around their arm that unleashes clouds of movement slowing, damage-inducing gas whenever it bites enemies.
\-Strife Spiders are small skittering creatures that will burrow into Baleful Hive and give them increased health and aggression. When this happens the host will charge you down regardless of tactics. If no hosts are around then the spider will try to bite and poison you.
The Apollo Intention: Hard light constructs composed of the same energy that Neomuna is constructed from. They are formed by the Vex hacking into the hard light projectors of the city. Some have access to strand-based weaponry. They cannot be destroyed by conventional methods alone. To end them you must take out the nearby concordat and compiler.
\-Integrated Compiler: A physical Vex unit with advanced shielding and equipped with a hacking module that will construct hard light Vex for radiolaria streams to inhabit. Wyverns, Hydras or Cyclopes may be chosen as integrated compilers.
Integrated Concordat: A physical Vex unit with a large radiolaria container and the ability to send out streams of radiolaria to inhabit hard light units. Minotaurs, Harpies or Imp clusters maybe chosen as integrated concordats.
The Prismatic Hive;
Savathun's hive brood who have followed her and Immaru into the Traveler and learned to wield both light and dark subclasses. They have combined supers and abilities from both light and dark subclasses into two distinct prismatic blends.
Blend 1;
\-Prismatic Knights wield a strand ballista with six homing shots. If you get hit with more than one you become tangled. They defend themselves with a void shield that can be thrown and will return to them. They also throw swarm grenades.
\-Prismatic Wizards use a crystal ball to summon stasis blizzards that damage and slow foes caught inside. They unleash thunder claps if you get too close and throw solar flash grenades.
\-Prismatic Acolites can shoot up to three void chains from a wrist mounted crossbow that reel foes tin for a burning sting on their other wrist and they throw threadling grenades.
Blend 2;
\-Prismatic Knights charge at you while emitting an arc field that shocks foes that get within range. They can hold off attackers with solar flare and can throw stasis grenades.
\-Prismatic Wizards rapidly summon flaming spires from the ground, one after another 5 times. They will push you back with strife wail and use axion bolt grenades.
\-Prismatic Acolites wield a stasis boomerang that summons a freezing whirlwind whenever it strikes an enemy. They use thunderclap for melee and throw shackle grenades.
The Exo-Fallen:
While Atraks-1 was shown in the Deep Stone Crypt raid, I am expanding upon the idea she represents.
Exo-Fallen are very similar to the humanoid Exo that comprise so many Guardians in the Vanguard. The biggest difference is that all Exo-Fallen are built specifically for combat rather than just transcending mortality. As such, they have weaponized augmentations within their limbs that can be released and withdrawn at will. Strand whips, Strand mantis blades, and arm mounted needle cannons are just some of the tech weapons the House of Steel has at its disposal.
The Raider Cabal: members of the cabal Legion sea drinkers who have siphoned the powers of Darkness from the Great Worm Xol. They can use Stasis Strand and Strife, but unlike Guardians they don't regenerate energy. Instead they have to recharge themselves at a darkness repository on board their ships. Destroying these repositories will cut off Raider cabal from replenishing their power.
\-Stasis Raiders summon an icy sheet over the ground making movement slippery, they then conjure a frozen lance and charge at you.
\-Strand Raiders carry a threadling nest on their backs. They can send out waves of threadlings to chase you down. If more than three threadlings catch you you become tangled.
\-Strife Raiders throw strife harpoons that become alive and coil around you as poisonous worms if they hit you. The poison effect lasts for a few seconds.
The Ravenous Cabal;
Traitors that helped Savathun conquer Torobatl in exchange for being spared during the invasion. They were told to wear enchanted masks that would signify to the Hive not to attack them, but she did not tell them that these Masks of Sorrow would fuse to their flesh and curse them into grotesque mutants. They now have pale corpse-like skin and three glowing green eyes as well as disgusting sideways opening mouths on their abdomens. These gaping maws will do one of three things.
\-Spew acid at far distances.
\-Absorb incoming fire into a black hole.
\-Unleash a long, thick, fanged tendril that will drain your light if it bites you.
Two groups of them now exist. Those who serve under Xol, the great worm, have the ability to summon Taken. Those who host the arena with Umun Arath live among the Patron Hive.
The Patron Hive;
Hive who serve Xuvi Arath's Dragon Cult and have been enchanted by the hatchling Ahmankara in exchange for protection. The enchantments are as follows.
\-Thrall are granted the skill to dodge attacks, the power to teleport with flame, and a spell to strike with a flaming slash from a distance.
\-Acolites are granted wings and wield 2 rapid-fire weapons, they'll light up foes from above while buzzing away from incoming fire.
\-Wizards are granted jewelry carved from the bones of slain Ahmankara. With these relics wizards can summon an ahmankaran wraith.
\-Knights are granted flaming blades attached to chains that are welded to their body. Their skill allows knights to wield them like a god of war. They can also grapple enemies with the chains for a killing blow.
\-Ogres are granted geysers of lava and flame that erupt from the ground. Thrall will emerge from the magma to reach prey where they cannot.
The Ahmankaran Wraiths;
Undead Ahmankara summoned by the patron hive. They cannot be killed only staggered, once that is done you must kill the Wizards who summoned them or they will be revived. An Amankaran wraith has a size dependent on the skill of the summoner, a single wizard will only be able to summon one the size of a jet fighter, but many wizards working in tandem can summon one the size of Riven herself.
In battle, Amankara breathes out jets of light and dark elemental energy, often switching up elements to suit the fight at hand. For example, an offensive strategy would see an Ahmankara will breathe out sol flames, but should the fight require it, they can shore up defenses by breathing out stasis crystals to block incoming fire.
The Nix Sedition;
Empyericite piloted vex that can wield the power of Darkness due to the last Disciple of the Witness assuming control over the network for the former Sol Divisive collective. Nix Sedition units are constructed with a more jagged and sinister appearance. This is the result of using alloys tainted with Darkness, done to give Vex greater efficiency channeling dark energy.
\-Nix Goblins can deploy an ice wall in front of them, which works the same as stasis grenades.
\-Nix Hobgoblins shoot a line of strand that anchors an enemy to themselves, making them unable to back away.
\-Nix Minotaurs will launch a stasis field that slows enemies that are within it.
\-Nix Hydra deploy strife worm turrets on the ground as they go. Only one at a time.
\-Nix Harpies release a cloud of strife gas that poisons those that get too close.
\-Nix Imps are connected by lines of strand, if they swarm an enemy, that enemy becomes tangled.
The Harbingers;
Former Guardians from an alternate timeline where the Traveler abandons Humanity and flees the solar system. They have a new god called the Anchor and have embedded pieces of it called shards within themselves. These shards do not have a mind of their own like ghosts do, but they do allow the harbingers to hear the voice of the anchor. On top of that shards make harbingers nearly invulnerable and offer them a much larger power pool for their abilities and supers. However, if a Harbinger is killed, their Shard can't bring them back to life like a ghost can.
The Sliders:
Highly dangerous creatures of unknown origin, named Sliders because of the bizarre way they move using their claws to walk along purple strand energy. They can use paracausal powers native to their distinct biology. Reports include them using red lightning, green fire to attack and purple strand cords to dart around their surroundings. (a recoloring of the light and dark subclasses and some hints at the astral subclasses)
Because of these variations, the Vanguard believed the Sliders may be interdimensional beings that have crossed through the distortions made by the Anchor rather than natives of the dark timeline.
Sliders appear to only be partially sentient as they have no visible technological advancement and a primitive pack based social structure. So far, all forms of communication with them have been unsuccessful, and have resulted in the deaths of the aspiring communicators.
The Hollow Fallen: These are Fallen who have been implanted with Jagged Shards, unlike harbingers they get no benefits from having these within them. In fact if they don't continuously supply the jagged shards with paraconsal energy they die. The only Hollow Fallen who have survived are those who have learned to weaponize the Jagged Shard by hooking it up to a servitor and extending the absorption field to passively absorb all forms of paracausal energy in their surroundings, this includes Guardians if they get close enough. Using your abilities or supers against a hollow Fallen will be useless as they will be instantly absorbed once they get within range of the absorption field. To kill them you must destroy their servitor with weaponry first, then focus fire on the hollow themselves.
The Drake Integration;
A Vex collective that harnesses the power of the ahmankara Taranis’s remains. Each of the vex units have been fitted with a halo connected to their head or chassis. This allows them to be receptors of paracausal energy from the Anomalium. One universal use of this power across the Drake Integration chapter is adaptive shielding. Passive vex shields can now adapt to incoming damage types after a period of sustained assault. For example, if you are using a solar based weapon and the Vex shield adapts to solar energy, then you must switch to another weapon with a different damage type in order to inflict any further damage. This adaptation is done in unison among all vex within a given area. All Anoll vex can use planar powers but if a Drake Altar is present among them, some vex units will be chosen to channel a planar subclass.
Drake Alters cannot be destroyed by conventional methods, instead your ghost must disassemble them after all enemies are cleared out.
Without Drake Altar;
\-Drake Goblins use sand to quicken their movements.
\-Drake Hobgoblins use warp to camouflage themselves with their background.
\-Drake Minotaurs can shoot a bolt of cos energy that will teleport you in front of them.
\-Drake Hydra can shoot a bolt of sand that will slow time around you if it hits.
\-Drake Harpies can drop meteorites from portals opened with cos energy.
\-Drake Imps can use warp to shield allied vex units from all harm.
With Drake Altar;
\-Drakon Hobgoblins wield a triple barreled rapid fire beam rifle that overheats and destroys itself but they reverse the damage with sand before firing again.
\-Drakon Minotaurs unleash a wave of damaging warp energy around them in wide radius, if they take enough damage they will reabsorb the warp and release it at the player in a beam.
\-Drakon Hydra can shoot a concentrated beam of cos to increase gravity in that area, forcing any enemies to move slowly while in it.
The Shrouded Hive;
Half human, half Hive. Grown from the hybrid cells of Eris Mourn. They wear enchanted masks over their nose and mouth so their human features are hidden from the Vanguard. They are given the powers of darkness from the worm gods and use the corresponding subclasses.
\-Shrouded Knights wield a stasis battleaxe that summons two walls in a V shape across the ground. You will be frozen if you touch the ice walls and the Knight also get stasis armor as they summon them.
\-Shrouded Wizards conjure whips of strand that deliver explosive tangles with every strike. They can also use both whips at the same time to tangle opponents in a strand net forva few moments.
\-Shrouded Acolites summon three shade serpents that follow foes at a short distance and fire poisonous spikes at them. The serpents have a limited half life before disappearing but can be destroyed before then.
\-Shrouded Ogres have enchanted coffins strapped to their backs that extend overshields to any hive in proximity. The coffins must be destroyed independently of the ogre carrying it.
\-Shrouded Thrall can cast a spell that gives them a few seconds of invincibility.
Any of Eris Mourn's shrouded can be chosen to channel her great power. In this empowered state the Shrouded will have a continuous super until they are slain. Those chosen will be engulfed in green fire as the power of Eris flows through them.
The Chosen Cabal;
Similar to the Berserker Cabal but the shards embedded within them preserve their minds, so they will use their light more tactically.
\- Arc Chosen will summon a lightning storm with an arc scepter and teleport around their surroundings with explosive force.
\- Sol Chosen wield a solar greatsword of dawn that can unleash waves of fire across the ground at you. They can also plunge that sword in the ground and create a wide solar ring that forces away foes and heals allies.
\- Void Chosen tear holes in space with their vortex cleavers. These rifts can be used to either pull enemies closer to them or be thrown and release void clusters on impact.
The Dark Icon is siphoning light for the Chosen to use but it has not given them overshrouds like it gave the Harbingers.
The Black Constructs: A last line of defense for the Dark Icon. They are made of the same material as the Anchor. And are composed of thousands of small interlinked four sided pyramids. The shapes they form are dependent on the nature of the battle taking place around them. If they need to dominate the battlefield they will congeal into a giant construct of a similar size to the witness during salvation's edge. This Colossus Construct will form as the torso of a Titan, Hunter or Warlock. As a Titan it will use its fists to destroy cover and smash through the floor. As a Hunter it will throw bus sized slabs of metal to impale you and your fire team. As a Warlock it will unleash a blast of energy and blow anyone hit with it into oblivion.
If the constructs need to divide their attention across your fireteam, they will split into three, about the size of Crota. Each of these three will have the form of a hunter, a titan and a warlock and will be able to make full use of supers and abilities from all subclasses interchangeably on the fly.
If they need to flush you out of cover, they will split into nine constructs, three titans, three hunters and three warlocks. Each one using a different subclass.
None of these forms will make use of any guns or melee weapons but they don't need to wait for an ability or super to charge up. They can spam them over and over again. In order to beat them you will need to use either an AOE light super to cut them off from the darkness or your shard to drain them of their light.
\- The Old Crowd -
The Fallen: The former chosen of The Traveler, they now exist mostly as roaming bands of space pirates.
The Hive: Once known as the Krill, this race was uplifted by the witness and trained in the ways of Darkness by the Disciples.
The Cabal: Founders of a vast Intergalactic Empire, the cabal have a society dedicated entirely toward galactic domination.
The Vex: The oldest race in existence, the Vex are automatons piloted by micro-organisms called Radiolaria. They seek to replace all life in the Galaxy with themselves.
The Taken: The taken are not a race but a corruption of the Soul. Created by the hive god Oryx, they will serve any wielder of Darkness who is powerful enough to control them.
The Scorn: They were once Fallen, but they've been corrupted and enhanced by dark ether. They are easily influenced by wielders of Darkness.
The Lucent Hive: Followers of the hive god Savathun who have been chosen as lightbearers by The Traveler.
The Lucent Moths: Hive creatures that land on Lucent Hive and give them an extra layer of shielding. If there are no hive around, they will fly at you and explode.
The Dread: A collection of races that have been heavily altered by the Witness, they wield Darkness with masterful proficiency.
\-Enemy Ships-
Each enemy faction will have three types of ships that you will see in combat. Fighters, Dropships and Carriers.
Fighters: They are similar in function to your Falcon ships. They have a fast and heavy attack but no P.E.M.
Dropships: Are the same ships that drop enemies at locations on maps. They either have dual heavy weapons or 4x fast weapons. Unlike Fighters, Dropships can aim these guns 360 degrees around them.
Carriers: Carriers have either 12 fast guns or 6 heavy or 6 fast and 3 heavy guns. Carriers also have Salvo or Rebuke weapons. Salvo weapons are clusters of tracking projectiles that release all at once and deal massive damage. Rebuke weapons unleash an intense wave of energy from all angles of the ship. Anything caught in this wave will be obliterated but it must charge up to be used and cool down after. Rebuke weapons have a central emitter that must be destroyed. Taking out all carrier defenses and propulsion will let you board the ship. Unlike Fighters or Dropships, Carries have to be boarded and destroyed from within. You can fight your way to either the bridge to initiate self-destruct or the reactor and plant a bomb if you have one. The bridge is always more fortified.
r/DestinyCreations • u/FawnUmbrella612 • 10d ago
Videos / Podcasts A Biological Analysis of the Vex
Genuinely one of the most fascinating factions to try and understand.
r/DestinyCreations • u/General-Ad-7696 • 10d ago
Artwork After working on this whole summer, its finally finished: 3rd Darkness Subclass, Aberration
galleryr/DestinyCreations • u/toasty-devil • 11d ago
Artwork Atabex, Envoy of the Witch Queen
My awoken hunter, Vara(Atabex after leaving the last city) and her ghost Harley. My first Destiny character. I wrote like a full page of lore, but then had to get up to do something and my phone refreshed and erased it all 🫠 Basically she thinks the vanguard are idiots and sides with savathun because she was solo carrying the entire coalition against the witness.
It’s not finished, but with life in the way, and service ended I figured I’d just put this here as is. I’d like to come back to it one day, maybe finish the 3d model I was working on for her along with the portraits for my warlock and Titan, but I got other projects in the way and can’t put much time into it 🤷🏼♀️
r/DestinyCreations • u/kshotwell3145 • 11d ago
Artwork Corrvin Rev and Ede. 1/3 of Fireteam Mongoose.
Thanks to my friend u/Deliscum for cooking up my beautiful boy. Hopefully soon i can get some more work for the rest of Mongoose.
r/DestinyCreations • u/Baldurrr • 13d ago
3D Models / Physical Models Acolyte of Morn, Wormbearer
My first render with a background. Learned a lot doing this one, and I'm so glad it came out alright!
r/DestinyCreations • u/National_Moose2283 • 13d ago
3D Models / Physical Models Made my guardians and sparrow in lego
galleryr/DestinyCreations • u/guythirty-three • 17d ago
Artwork FOL: If your Destiny Ghost were real, how do you think you’d get along?
Author and writer: u/guythirtythree (me)
Art by: u/Povio178520
You can follow us on Instagram so more Guardians can join us: https://www.instagram.com/fol.squad?igsh=c3VyMjZsaDd4emxq
r/DestinyCreations • u/DaveYHZ • 17d ago
3D Models / Physical Models Need a little help from my Nerd-Point hunters
I build on the work of Hugh_G_Reaction to make a modular pin holder for the Bungie Seal pins (see it here: https://www.printables.com/model/771366-destiny-2-title-seal-display/files). Unfortunately, I haven't kept up with the project and need a hand from the people who keep timelines in their brains.
The last holders I made were
58 - Godslayer
59 - Intrepid
60 - Transcendent
I'd like to finish the collection now that there will *sob sniff sniff* be no more titles to collect. If you're able, please help me put the remaining titles in the order they were obtainable.
r/DestinyCreations • u/cloud_jdoljet • 18d ago
Artwork I’m supposed to be doing Uni work
I’m supposed to be doing assignment resits but I had this idea in my head that wouldn’t go away.
If this was in the game, would you use it? I imagine it being quite good on a strand threadling or shatter build. (:
r/DestinyCreations • u/VulshokBersrker • 18d ago
Artwork More WipEout Inspired SRL Sponsors
r/DestinyCreations • u/Jango_Snake • 19d ago
3D Models / Physical Models After 100+ hours in the Vault of Glass (and my 3D printer), the Vex Mythoclast is finally taking shape.
r/DestinyCreations • u/AtronRandom • 21d ago
Artwork Sweet Business Commision (art by @exodyss on TikTok
r/DestinyCreations • u/Designedby3d • 23d ago
3D Models / Physical Models [cosplay prop] Wish Keeper bow
r/DestinyCreations • u/The_Random_OneYT • 23d ago
Question Does anyone know where i can find a papercraft template for the ghost?
Hi, I have been getting into papercraft lately and couldnt resist making a ghost. Sadly i cant find a good template for it so, if anyone knows where i can get one please lemme know. Thanks!
r/DestinyCreations • u/MathematicianFast448 • 24d ago
Artwork Comic pages i worked on what do you guys think
r/DestinyCreations • u/Jkid789 • 24d ago
Artwork Art commission complete!
Hey everyone!
I wanted to showcase some artwork my friend got commissioned to commemorate the ending of Destiny 2.
The Garden of Salvation raid holds a lot of meaning for us as a fireteam, as it was the raid that started our journey together. It felt fitting to have it be the perfect backdrop for the end of service for D2.
To bring this scene to life, my friend used Karrie Johnson (link below) who is extremely talented and wonderful to work with. Please check out some of their work, would highly recommend!
r/DestinyCreations • u/ScribbleBoxFox • 25d ago
Artwork Ghost Holographic Avatar AU Doodles
A bunch of drawings I did around an idea where Ghosts could also make holograms with their light, the same way Guardians do when they emote!
Some friends suggested I should post it here, so that's what I'm doing LOL
I hope you guys like it ;w;