SEASON 2 CHAPTER 11: RISE OF THE SERPENT[]
Following the destruction of the Black Vortex (Spec Op 35), Odin has sealed Midgard with a barrier, preventing unwanted visitors from arriving and leaving. While Odin's motives remain a mystery, S.H.I.E.L.D. is not willing to test the All-Father's barrier, fearful of possible repercussions. The same cannot be said for everyone though, as many powerful foes, now trapped on a dangerous world filled with Incursions and the Worthy, go to great lengths to make their escape.
MASTERY REWARDS[]
- Task Mastery: 10 Gold
- Deploy Mastery: 5,000 Silver
- Incursion Mastery: 5 Gold
- Heroic Battle Mastery: 5 Gold
- Challenge Mode Mastery: Golden Sextant
- Epic Boss Mastery: 10x Command Points
- Complete All Chapter Masteries: Mokk and Greithoth uniforms
DETAILS[]
CHALLENGE MODE REWARD: Golden Sextant[]
- Targets All Allies
- Type: Buff
- 3 Round Cooldown
- Special Properties
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Can only use 1 Quick Action each round
- Combat Expertise (1 round)
- Counter-attacks when attacked by any attack
- Follow-Up (1 round)
- Single-target attacks grant a follow-up attack
- Does not stack with the Scrapper class bonus
- Golden Guidance (1 round)
- All attacks gain True Strike, Boon Buster, & Mighty Means
- Quick Action
- Special Properties
REWARD UNIFORM: Mokk, Breaker of Faith (Black Knight)[]
Upon touching the hammer of the Worthy, Black Knight was corrupted by the power of the Serpent and became Mokk, Breaker of Faith.
- Class: Bruiser & Tactician
- Passives
- Worthy
- Immune to Burning, Chilled, Poisoned, Radiation, and Fear
- Breaker of Faith
- Grants all allies Magic Warding
- Chance to parry and absorb an attack then perform a counter-attack
- Blood Oath
- Chance to perform a follow-up attack when an ally attacks a Bleeding target
- Chance to counter when a Bleeding enemy attacks an ally
- Worthy
- Passives
- ACTION 1: HAMMER OF MOKK
- Unlocked at Level 1
- Targets One Enemy
- Type: Melee
- Special Properties
- Ignore Defense
- Damage ignores enemy's Defense stat
- Attacks penetrate Shield statuses
- Ignore Defense
- One Enemy
- Pain (3 rounds)
- Increases damage taken by 15%
- This effect stacks up to 5 times
- Internal Bleeding (3 rounds)
- Taking damage every round or after performing hostile actions
- Cannot be removed
- Counts as and stacks with Bleeding
- Pain (3 rounds)
- Special Properties
- ACTION 2: DESECRATION
- Unlocked at Level 2
- Targets All Enemies
- Type: Ranged
- Special Properties
- Guaranteed Hit
- 100% chance to hit… usually
- Guaranteed Hit
- All Enemies
- Desecrated (2 rounds)
- Removes and prevents resurrection effects while active
- Prevents most healing while active
- Removes a large amount of current health when removed by duration or removal effects
- Desecrated (2 rounds)
- Special Properties
- ACTION 3: HAMMER AND SHIELD
- Unlocked at Level 6
- Targets One Enemy
- 3 Round Cooldown
- Type: Melee
- Special Properties
- Multi-Function
- Can be used to perform different actions
- Multi-Function
- Special Properties
- ACTION 3A: SHIELD BASH
- Targets One Enemy
- 3 round cooldown
- Type: Melee
- Special Properties
- Hemorrhaging Attack
- Causes all applications of Bleeding to trigger
- Hemorrhaging Attack
- All Allies
- Treacherous Tactics (2 rounds)
- Melee attacks apply Internal Bleeding
- Melee attacks gain Hemorrhaging Attack
- Taking reduced damage from all attacks
- Treacherous Tactics (2 rounds)
- Special Properties
- ACTION 3B: WORTHY WARHAMMER
- Targets One Enemy
- 3 round cooldown
- Type: Melee
- Special Properties
- Deadly Crits
- Deals extra damage on critical hits
- Ethereal Strike
- Ignores Avoidance and Incorporeal effects
- Exploits Bleeds
- Deals extra damage against Bleeding targets
- Ignore Defense
- Damage ignores enemy's Defense stats
- Attacks penetrate Shield statuses
- Deadly Crits
- One Enemy
- Damnation (1 round)
- Causes Desecrated to trigger immediately
- Prevents Desecrated from being applied
- Damnation (1 round)
- Special Properties
- ACTION 4: NIGHTMARE
- Unlocked at Level 9
- Targets All Enemies
- 2 round cooldown
- Type: Melee, Summon
- Special Properties
- Summon Attack
- Does not trigger counter or retaliation effects
- Summon Attack
- All Enemies
- Cower (2 rounds)
- 20% chance for attacks to fail and cower in fear
- Can only occur once per round
- Intimidated (2 rounds)
- Reduces Attack, Accuracy, and Evasion
- Cornered (1 round)
- Removes and prevents Protect effects
- Soulfire (2 rounds)
- Taking Magic damage every turn
- Removes beneficial statuses when applied
- Counts as Burning for actions that affect Burning targets
- Cower (2 rounds)
- Special Properties
REWARD UNIFORM: Greithoth, Breaker of Wills (Ghost Rider)[]
Upon touching the hammer of the Worthy, Ghost Rider was corrupted by the power of the Serpent and became Greithoth, Breaker of Wills.
- Class: Scrapper & Blaster
- Passives
- Worthy
- Immune to Burning, Chilled, Poisoned, Radiation, and Fear
- Breaker of Wills
- Chance to preemptively counter with Cower and Agony
- Halves damage from non-Hallowed attacks
- Eye of the Serpent
- Preemptively counter enemy attacks with Sin
- 50% chance to survive being KO'ed from an attack
- Worthy
- Passives
- ACTION 1: CHAINS OF GREITHOTH
- Unlocked at Level 1
- Targets One Enemy
- Type: Melee, Fire, Shadow
- One Enemy
- Dark Forces
- Chance to cause a harmful Dark effect, including Apprehension, Bane, Dark Void, Doom, Falter, Sin and Shadowgraft
- Malignant Poison (1 round)
- Evolved form of Poisoned
- Prevents healing while active
- Chance to spread to nearby allies
- Sin
- Reduces Defense
- Dark Forces
- One Enemy
- ACTION 2: ARE YOU WORTHY?
- Unlocked at Level 2
- Targets One Enemy
- 3 Round Cooldown
- Type: Ranged, Psychic
- Special Properties
- Deadly Crits
- Deals extra damage on critical hits
- Guaranteed Hit
- 100% chance to hit… usually
- Ignore Defense
- Damage ignores enemy's Defense stat
- Attacks penetrate Shield statuses
- Inner Reflection
- Consumes all stacks of Sin to deal extra damage
- Psychic Attack
- Ignores most Avoidance, Shield, Counter, and Protect effects
- Serpent's Scrutiny
- Deals extra damage to those not Worthy
- Deadly Crits
- Special Properties
- ACTION 3: HAMMER AND SHIELD
- Unlocked at Level 6
- Targets One Enemy
- 3 Round Cooldown
- Type: Fire, Melee
- One Enemy
- Melt Armor (2 rounds)
- All attacks against this target ignore the defense stat
- Weak Point (2 rounds)
- The next attack against this target is guaranteed to hit and crit
- Melt Armor (2 rounds)
- All Enemies
- Soulfire (2 rounds)
- Taking Magic damage every turn
- Removes beneficial statuses when applied
- Counts as Burning for actions that affect Burning targets
- Pyrophoric (3 rounds)
- Nearby fire and explosive attacks may chain to this target, causing extra damage
- Intimidated (2 rounds)
- Reduces Attack, Accuracy, and Evasion
- Soulfire (2 rounds)
- One Enemy
- ACTION 4: WILL BREAKER
- Unlocked at Level 9
- Targets All Enemies
- 1 round cooldown
- Type: Ranged
- Special Properties
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Can only use 1 Quick Action each round
- Quick Action
- All Enemies
- Broken Will (2 rounds)
- Reduces damage done on next attack
- Broken Will (2 rounds)
- Self
- Spirit of Greithoth
- Gains Greithoth's Glory equal to the number of Sin effects on all enemies
- Increases Attack and Defense
- Spirit of Greithoth
- Special Properties
UPDATES[]
PRICE REDUCTION: 2nd Training Bay[]
- The price of the second Training Bay has been permanently reduced to 25 gold.
Undocumented[]
- Acorn Power
- Updated description from 'Attack' to 'attack'
- Man-Ape
- Changed ability name from 'Vibranium Spies' to 'Vibranium Spikes'
External Links[]
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