Die neuen Grimoire Karten aus der Erweiterung 1
Mit „The Dark Below“ werden auch neue Geimoire Karzen in das Kartendeck von Destiny gemischt. Die Dataminer vonn DestinyDB konnten diese. Bereits ausfindig machen und haben sie bereits auf ihrer Homepage veröffentlicht. Wir haben die neuen Grimoire Karten hier für euch aufgelistet:
The Dark Below
Quests Introduction Rise of Crota Disciples of Crota Urn of Sacrifice
1. Quests Introduction
“Deny no ally their quests, and together we will explore those paths untraveled.” – The Speaker
The forces of the City have spent years sifting through the plights of its Guardians, seeking humanity’s greatest feats and the true desires of our enemies, but there is still so much unexplored and unknown.
The incessant curiosity of the Tower patrons continues to offer new paths and insights to aid in our survival. Unfortunately, few have the means to survive the harshness of the frontier, but you and your fellow Guardians offer hope for their causes.
Listen to their pleas, seek out what they value, help expel their fears, and we can further unravel our greatest mysteries and look to seize the promise we hope they contain.
2. Rise of Crota
“The shattered one once referred to Crota as the god holding domain in a threshold between our world and theirs. He said he deciphered the means by which the Hive call to him. From all that I’ve seen, I now know he was right.
“I watched as Crota’s soul rose from the abyss, his sword cracking the Moon’s surface with every stroke, and countless Guardians, losing their light to his wrath.
“We tried once to hunt him, gave up all we were to challenge the ones that bow in his name, hoping to deny him his power. One by one, we failed. But I’ve kept watch, seeking vengeance for all I’ve lost.
“What we faced on the Moon now looks to take the Earth. And none will survive if they succeed. First Crota’s sworn Blades will rise. Then every disciple who haunts these worlds in Crota’s name will seek to overrun the Earth. If they raise Crota here, we could lose everything.
Go to the Cosmodrome and meet this invasion head on. Find the Fist leading the charge and break him, then the others, or Crota will claim the Earth for his king, and all Light beware.” – Eris Morn
3. The Wakening
“Thanks to you the Wakers of Crota failed to summon their master here; my efforts to warn you were not in vain.
“But beyond the threshold at the pit of the Hellmouth, Crota still lives. And his disciples will continue to haunt the Earth, seeking the power to raise him again, and again, until Earth is carved in his name. But—there is a way, spoken by the shattered one, to enter the dark where he sleeps.
“Perhaps you can succeed where we could not. Gather a force worthy of the Light and enter that abyss, only there can we truly see to Crota’s end.” – Eris Morn
4. Disciples of Crota
“They are all here, on Earth, I can feel them. His Eyes, who watch our worlds for him; the Hand whose grasp on Earth must be unbound; the Heart who ceases at nothing to bring Crota back. And Omnigul, his vile Will, the keeper of the worms, the mother of his spawn.
“Find them, defeat them all—as long as even one of these monsters walks the Earth, the threat of Crota will never fade.” – Eris Morn
5. Urn of Sacrifice
“The Hive pantheon only begins with Crota, the shattered one said he is but a child among their gods. Even now, I can hear the Hive calling to them, and to Crota’s maker, Oryx.
“I can lead you to their most unholy rites, and there we can taint their faith and sully their offerings. But be warned, what we dabble in now could bring us to a very fortunate but challenging future.” – Eris Morn
Necrochasm grimoire No Land Beyond The 4th Horseman Dragon’s Breath
“Eternity is very close. Can you feel yourself slipping?”
The Weapons of Sorrow were believed to be nothing more than a myth. But even the darkest myths are born of some truths, and whispers of the Necrochasm have long filled the Light with dread.
It is said the Necrochasm was born in the twilight after Crota’s sword first cracked the Moon. That a lost Guardian’s weapon was altered by the Hive in an attempt to fuse their own dark understanding with humanity’s mastery of war.
The result was a weapon that would feed on its owner’s aggression—reaching further when angry eyes drew focus, its hunger rising as it tore through bone and flesh.
Any Guardian who comes across the weapon must ask some very simple questions with endlessly complicated answers: Is your Light bright enough to stand, even briefly, in full gaze of the Hive’s abyss? Can it handle what has died and been reborn in those shadows?
2. No Land Beyond
Every hit blazes the path to our reclamation.
Rumors of this weapon’s existence sent many a Guardian clawing through the corners of Old Russia, seeking its legend. Some believe its origins predate the Golden Age and served to liberate the old Earth nation from a terrible cycle of war.
Others believe it a Golden Age relic built to honor the sniper and their artful approach to battle—to lean on the sole power of the long rifle, nest where the enemy cannot see, trust in the power of calm and know there is nowhere to fall back to.
1. The 4th Horseman
“It’s not a holdout weapon. It’s a pathfinder.”
One look at The 4th Horseman, and the care taken in crafting it, points to the old trophy-driven traditions of the hunt, but this blunt force destroyer wasn’t built for just any game.
Its precision tuning allows for full-auto firing, while measured impact timing provides an extra kick at the tail end of each magazine—a needed fail safe designed specifically for the weapon’s intended prey, the biggest game in the system, the Cabal.
1. Dragon’s Breath
Burn the world. Burn it all.
From the labs of Feizel Crux and Victor Lomar comes another shoulder assault offering built to match the incendiary fury of a legendary beast — or at least classic depictions of it.
Carrying three rockets, each equipped with Solar Flare detonators, its power is believed to far outmatch those of the mythical flying monster, but we’re still hoping an actual showdown between the two will put an end to that argument.
Rasputin Ghost Fragment: Rasputin 2 Ghost Fragment: Rasputin 3
Eris Morn (Crota’s Bane)
Eris Morn is the sole survivor of an ill-fated raid on the Hive’s lunar fortress. It was Eris and a rag-tag Fireteam who, after the first charge to take back the Moon, sacrificed everything to return in search of the one the Hive call Crota.
Robbed of her Ghost, Eris remained lost among the darkest shadows of the Hellmouth for countless cycles. Despite all odds she endured, using the very dark she battled to emerge a changed warrior—driven, some would say obsessed.
The Speaker and Commander Zavala find her compulsions a sickness, convinced she has been fully seduced by the shadows.
Though her warnings of Crota and his power are often dismissed as madness, Eris returns to the shadows time and time again, operating as one of Ikora Rey’s Hidden—a clandestine group of Guardians tasked with silently infiltrating enemy strongholds and gathering vital intel for the Warlocks.
The legendary Warminds stood watch over our Golden Age colonies: vigilant intelligences stretched across thousands of warsats and hardened installations. When the Collapse struck, the great Warminds fought and died. Rasputin fell with them.
Or so history believed. But centuries of explorers’ tales spoke of a surviving, elusive Warmind –a myth substantiated when Guardians exploring the old Cosmodrome made positive contact with Rasputin. A single Warmind still lives, diminished but unbroken.
Threatened by a convergence of Fallen and Hive forces, Rasputin exploited the reactivation of the Cosmodrome’s Terrestrial-space array to extend itself across the inner solar system.
The Guardian Vanguard hoped that Rasputin might make a powerful ally, capable of mapping and reviving Golden Age military assets and recruiting them for the City’s defense. But Rasputin has proven recalcitrant and high-handed, unresponsive to the City’s outreach.
We cannot characterize Rasputin’s strategic objectives and capabilities, cannot define its physical or computational architecture, cannot ascertain its disposition with regard to the City, and cannot be sure it retains memory of events before the Collapse. Perhaps what remains is only an autonomic shell, defending itself by reflex.
Or perhaps Rasputin’s objectives have changed, transformed by some vital information it obtained during those dark days.
Rasputin’s survival opens the possibility that other Warminds may be revivable, opening weapons systems to aid in City defenses. The Vanguard and the Consensus hope that continued outreach towards Rasputin will develop into a strategic alliance.
Ghost Fragment: Rasputin 2
She hunts the Valus named Ta’aurc by the grunting radio traffic of his bodyguards. Cayde sent her to Mars to track and so track she will even if it kills her a hundred times. For him she will hunt forever.
When Ta’aurc goes down into Meridian Bay she follows him in the night and finds herself caught up in the war. Like this—
Something’s happening, her Ghost says, something’s wrong. She leaps from the Sparrow and gets cover between slabs of ancient stone haunted by quiet firefly light.
Harvesters sweep overhead, cautious, prowling. On the Cabal command network a low voice mutters in their tongue, saying: Stand by to fire. They are coming. Stand by to fire.
Hearing this she climbs a stone obelisk and perches on its point to watch the night sky. She wonders whether she will ever stand in the Tower courtyard and look up at the stars waiting for ruin.
The Vex erupt from nothingness and crash down over the Cabal in formations of golden light. Lightning arcs and snaps and gives birth to marching ranks of bronze warrior hulls. Gun positions thunder back. Tracers sweep the sky and she can feel on her skin the electromagnetic howl of Cabal munitions seeking targets and the prickle of stranger signals that whisper of broken space and bent time.
A Harvester spins down burning to shatter itself on the sand and now the command network drums with grim Cabal war-speak, a Centurion somewhere crying Black Shield, Black Shield, Firebase Thuria, perimeter compromised, request terminal protective fire, zero six zero, one three eight, immediate effect—
Something else is watching too.
Do you feel that? her Ghost whispers, awestruck.
Yes, she says, yes, what is it?
A third song, a stealthy regard, something high above them not Vex nor Cabal narrowing its great eye to measure the battle with instruments of light and gravity. Does she—remember it? Does it remember her? It feels like she should…
She has the sense of something old lifting a long spear. Testing its heft.
Then dawn light, a terrible dawn—the sky opens up to admit devastation, thrown down from orbit: Minotaurs fall burnt and broken with their fluids boiling out. Cabal guns detonate in thunderous chains as tiny piercing flechettes fall out of the sky and find their ammunition bunkers.
The battle stops. The Vex wink out. On the Cabal network the voice of Valus Ta’aurc roars: Find the source! Rouse the Flayers and find the source!
She remembers word from Earth: the Array opened. A ghost of the Cosmodrome set loose. And she wonders who won this battle, who learned the most, the Vex baiting out this new power, or the Cabal hunting it. Or the Warmind itself, testing its reborn strength.
When someone kills Ta’aurc and the Flayers, as they killed Draksis, whose purpose will they serve?
But this is not for her. Her purpose is the hunt.
Ghost Fragment: Rasputin 3
V120NNI800CLS000 CLEAR MORNING OUTCRY
IMMEDIATE ACTION ORDER
This is an ALL ASSETS IMPERATIVE (unsecured/OUTCRY)
CAUTERIZE. DISPERSE. ESTIVATE.
Total strategic collapse imminent. FENRIR HEART reports complete operational mortality. SURTR DROWN in progress but negative effect. Forecasts unanimously predict terminal VOLUSPA failure.
As of CLS000 a HARD CIVILIZATION KILL EVENT is in progress across the operational area.
I am declaring YUGA SUNDOWN effective on receipt (epoch reach/FORCECON variant). Cancel counterforce objectives. Cancel population protection objectives. Format moral structures for MIDNIGHT EXIGENT.
Execute long hold for reactivation.
STOP STOP STOP V120NNI800CLS001
Sardon, Fist of Crota Might of Crota Ir Yût, the Deathsinger
1. Sardon, Fist of Crota
“One sword stands tallest among them, leading the charge against us all.”
Vell: So this Sardon is one of these Swarm Princes?
Toland: In a stretch of the concept, sure. He is their lord and master. They are his generals.
Vell: Sounds like my kind of fight.
Omar: What isn’t?
Vell: Eris and Eriana said the Blades rose first and slaughtered our brothers and sisters. If the one who leads their charge is within reach, I mean to end him—to end them all.
Eris: We are here for Crota.
Toland: I’m afraid each disciple is Crota.
Vell: Then it must be done. Know that I have faith in your Light, as I do in my own.
Eris: This isn’t about faith.
Eriana-3: It’s about vengeance.
Vell: It’s about the only thing that matters—victory. It’s about doing what we must to end this terror.
Eris: We will face them all, together. We have no time to fight individual battles.
Toland: I have no doubt the Fist will welcome your challenge, Titan. When we face him, you will lead the charge. Come, Crota’s Temple lies ahead. If we can breach it, I’m sure another fight awaits.
2. Might of Crota
“It is a mountain of rage, summoned to leave only destruction in its path.”
Toland: When a god’s Will is met with force, its Might will be unleashed in the form of those raging beasts we call the ogre—monsters bred of pain, tormented by the Light, nothing but hatred for all who bring its suffering forth.
Eris: And how do you know this?
Toland: It was told to me.
Eris: By the Speaker?
Toland: By the Darkness itself.
3. Ir Yût, the Deathsinger
Eriana! Let’s sing. Sing with me. No, no, you rattling machine, not yet, it’s too soon: we don’t know the words.
We’ll learn the song down there. We can learn it from Her. She comes up from the deep dark places where the greater Hive await to sing it to us, and here’s a puzzle for you—
The song is death. To hear it is to die. To know the words is mortal. Oh, good point, Eriana, death is just a word, isn’t it? A catch-all term for the failure to go on, nothing spiritual, nothing with its own quiddity. We all died once, and it did not prove insurmountable.
But what if what if what if, shhh listen, what if death were reified, described in its totality, made autonomous and universal, separate from any context or condition? What if She could invoke the ending of anything?
How, then, would She know the song, and sing it, without Herself dying?
Perhaps they know a way to make themselves part of the song, part of something vast and burning that rots and peels into ash but never ever ends. Perhaps She has engineered this for Him, and pinned His power up against the quiddity of death itself.
I am so terribly curious to know.
Pantheon Skyshock The Cauldron
“Take not for granted what you cannot see. What it is was not always, and may not ever be.”
ARENA DESIGNATION: Pantheon
LOCATION: Black Garden, Mars
Deep in the endless channels of Black Garden, an ancient Vex temple sits high on a plateau, buzzing with anomalous messages.
Fearing that the Minds which live within seek to return, the Crucible has set up shop here to master the ins and outs of Vex-controlled landscapes and keep watch should any Vex find a way back.
“Whatever they were after here, it’s been lost. We can only hope it was Rasputin that destroyed it and not the Hive.” – Lord Shaxx
ARENA DESIGNATION: Skyshock
LOCATION: Old Russia, Earth
This repowered interplanetary defense array in the Cosmodrome, once under the control of Rasputin, was recently ravaged by the Hive.
Now cleared and controlled by the Crucible, the deserted Seeders left amongst the Skyshock Array offer more evidence that the Hive’s endless battle with the last Warmind still rages on, and has now reached Earth.
“Every inch of this place feels wrong… tainted. Makes your Light itch. Just ignore it and keep firing.” – Arcite 99-40
ARENA DESIGNATION: The Cauldron
LOCATION: The Dark Side, Moon
The Warlocks’ most lucid theories assert this crumbled husk of a Hive ritual site is one of many ceremonial transmogrification chambers hewn beneath the Moon’s crust.
Now secured and maintained by the Crucible, scheduled study of it’s remnants suggest a sacrificial purpose—where other forms of life were given an audience with the reigning monarch and judged before the power of the Darkness.
Doubles Crucible Inferno radar crucible
“Work together… and you might survive.” – Lord Shaxx
2v2 with teammate revival. Sometimes the only Light you can rely on is your Ghost and another Guardian.
Partner with a single Guardian for an efficient duel with an opposing pair of adversaries and their Ghosts. Watch each other’s back, and shut down the enemy.
Rank 1, 25 Match Wins
Rank 2, 50 Match Wins
Rank 3, 100 Match Wins
“Pick your fights. Stay focused. Or this only gets worse.” – Lord Shaxx
A modified variant of multiple Crucible match types, Inferno tests your Light against the darkest of conditions.
Darkness prevails, leaving Guardians to rely on their weaponry and combat skills alone. The enemy can only be found by sight and sound alone.
Rely on your teammates and keen tracking to stalk your enemies and shut them down without the trust in your most powerful abilities.
True skill put to the ultimate test. No trackers. No Supers. No bonuses. Only kills earn points.