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Special Events The Elite Breach

Decrees, the Proclamation and hall twists

Decrees add modifiers as a run advances through circles.

Rule Progression
Circle 1 No decrees
Later circles One extra family every second circle, up to four families
Each family Company chooses one decree from two offered
From circle 10 One decree per circle upgrades to rank II
Weekly Proclamation One decree applies to every breach

Hall twists are modifiers that can apply to an individual trial hall.

Name Kind Family Effect Notes
Chained Blows Decree Blows Rank I: Each legion blow is followed by a second shape, outlined with the first's and filling as the first lands. It lands after the longer of the blow's own wind-up, its wind-up floor plus 0.3 s, or 1.0 s.
Rank II: A third shape after the second.
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Twin Charge Decree Blows Rank I: A Breaker's charge is followed by a second lane, outlined with the first's, landing 1.2 s after the first.
Rank II: A third lane, 1.2 s after the second.
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Pyre-Bound Decree Blows Rank I: A slain add bursts into flame: a disc of 2.5 m radius, 1.0 s wind-up, 10% of health.
Rank II: A disc of 3.5 m radius, 1.2 s wind-up, 15% of health.
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Vengeful Shades Decree Blows Rank I: A slain add's shade follows its slayer at 3 m/s for 6 s, then bursts: a disc of 2 m radius, 1.0 s wind-up, 10% of health.
Rank II: The burst takes 15% of health.
A shade that dies raises no shade of its own.
Hunting Pack Decree Legion Rank I: Harriers hunt every hall: a wave every 30 s.
Rank II: A wave every 20 s.
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Swarm-Mother Decree Legion Rank I: Every wave the legion draws carries a Binder (the hall's, a lord's, an escort's, the Athenaeum's Harriers').
Rank II: Two Binders a wave.
Dagon never draws it before the Soul Cairn (a company's Wager may take it earlier). A span's shadows and Hunting Pack's Harriers are their own.
Kyn's Vigil Decree Legion Rank I: Every hall's trial begins with the band's champion on the arrival plate, with an escort of 1 + one for every three members (rounded up).
Rank II: The escort doubled.
Never in a Proving Walk, a Court, a Deepway whose chamber is a champion's, the Scriptorium, a span or a Brink.
Kyn's Rally Decree Legion Rank I: A slain add gives the rest of its wave +10% health, up to three stacks (shown as pips over them).
Rank II: +15% health a stack.
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Soul-Pools Decree Legion Rank I: A slain add leaves a pool of 2.5 m radius for 8 s that heals adds 3% a second unless a member stands in it.
Rank II: The pool is 3.5 m in radius.
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Ashfall Decree Ground Rank I: Meteors fall on the fight floors: a disc of 4 m radius, 1.8 s wind-up, 15% of health, on a member every 12 s.
Rank II: A meteor every 8 s.
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Gale-Swept Decree Ground Rank I: Every span (a Span's, a Proving Walk's) carries a Gust section, on an island of its own.
Rank II: Two Gust sections.
Dagon never draws it before the Soul Cairn (a company's Wager may take it earlier). A Brink's fixed course and a Deepway's fragments carry none.
Crumbling Halls Decree Ground Rank I: Every span carries a Crumble section of three pieces and has one island fewer.
Rank II: Two Crumble sections of two pieces each, and two islands fewer.
A Brink's fixed course and a Deepway's fragments carry none.
Wellhead Sparks Decree Ground Rank I: Every 20 s, one spark for every two members (rounded up) rises, each felled by one blow; any left after 8 s bursts: a disc of 2.5 m radius, 1.2 s wind-up, 15% of health.
Rank II: One spark for every member.
A hall with no fight floor (the Scriptorium) raises none.
The Fraying Decree Ground Rank I: An Athenaeum's Orrery snaps back sooner: at 36 turns in circles 1–5, rising by 2 every five circles (always eight past its longest road), where the Hour's own snaps at 48.
Rank II: Four turns fewer.
Drawn only for a circle with an Athenaeum, and only while its snap-back is under 48 turns (to circle 30). Also one of the Abyss Dungeon's omens.
The Covenant's Press Decree Covenant Rank I: The next Redoubt adds 10 minutes to the count, not 15.
Rank II: It adds 5 minutes.
The count's chip says so.
Ashen Vigil Decree Covenant Rank I: The next rest heals half.
Rank II: The next rest heals a quarter.
The rest card says so.
Colossal Decree Lord Rank I: The Court's lord is ×1.25 in size and health, with radii ×1.2 (the Ground Slam 8.4 m).
Rank II: Size and health ×1.4, radii ×1.3.
Works on the Court's lord alone; named on the lord's card. The gate trial of the same name recast.
Unyielding Decree Lord Rank I: The lord's ward at each phase turn holds twice as long (6 s), and blows on it land 15% lighter.
Rank II: The ward holds three times as long (9 s), and blows land 25% lighter.
Works on the Court's lord alone.
Vengeful Decree Lord Rank I: The lord's blows deal 25% more.
Rank II: 40% more.
Every share multiplier on a lord together (depth's, fury's and this) is capped at ×1.5.
Grudge-Bearer Decree Lord Rank I: The lord goes for whoever hurts it most 85 times in a hundred, and threat never fades.
Rank II: 95 times in a hundred, threat still never fades.
Works on the Court's lord alone.
Proclamation: Kyn's Rally Proclamation Legion The week's one rule, active from circle 1 of every breach that week, at rank I: A slain add gives the rest of its wave +10% health, up to three stacks (shown as pips over them). Week 1 of the eight-week rotation. Holds the legion family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Wellhead Sparks Proclamation Ground The week's one rule, active from circle 1 of every breach that week, at rank I: Every 20 s, one spark for every two members (rounded up) rises, each felled by one blow; any left after 8 s bursts: a disc of 2.5 m radius, 1.2 s wind-up, 15% of health. Week 2 of the eight-week rotation. Holds the ground family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Soul-Pools Proclamation Legion The week's one rule, active from circle 1 of every breach that week, at rank I: A slain add leaves a pool of 2.5 m radius for 8 s that heals adds 3% a second unless a member stands in it. Week 3 of the eight-week rotation. Holds the legion family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Vengeful Shades Proclamation Blows The week's one rule, active from circle 1 of every breach that week, at rank I: A slain add's shade follows its slayer at 3 m/s for 6 s, then bursts: a disc of 2 m radius, 1.0 s wind-up, 10% of health. Week 4 of the eight-week rotation. Holds the blows family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Pyre-Bound Proclamation Blows The week's one rule, active from circle 1 of every breach that week, at rank I: A slain add bursts into flame: a disc of 2.5 m radius, 1.0 s wind-up, 10% of health. Week 5 of the eight-week rotation. Holds the blows family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Crumbling Halls Proclamation Ground The week's one rule, active from circle 1 of every breach that week, at rank I: Every span carries a Crumble section of three pieces and has one island fewer. Week 6 of the eight-week rotation. Holds the ground family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Ashfall Proclamation Ground The week's one rule, active from circle 1 of every breach that week, at rank I: Meteors fall on the fight floors: a disc of 4 m radius, 1.8 s wind-up, 15% of health, on a member every 12 s. Week 7 of the eight-week rotation. Holds the ground family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Proclamation: Hunting Pack Proclamation Legion The week's one rule, active from circle 1 of every breach that week, at rank I: Harriers hunt every hall: a wave every 30 s. Week 8 of the eight-week rotation. Holds the legion family for the whole breach, so a circle's own draw and any Bargain come from the other families. Hall layouts still vary between runs.
Reliquary Vault Hall twist Hall A side span leads to a vault with a cache: an extra Reliquary for each member who reaches it with a fair trail, at the count's cost; taken in the trial or the closing. On: A Span or a Proving Walk. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
Dagon's Bargain Hall twist Hall A shrine to Dagon on the arrival plate offers one more decree for the rest of the circle; the company's vote decides, and each member who voted yes gains one Reliquary if it passes. On: Any trial hall. At most one a circle, and none when no decree family is free. Never brings Swarm-Mother before the Cairn, Gale-Swept or Crumbling Halls; The Fraying only with an Athenaeum still ahead. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
Kynval Squad Hall twist Hall Four Kynval elites stand in place of a wave, each with one affix: Searing (its strike leaves a 2.5 m pool for 6 s), Shielded (a shield of a quarter of its health that only blows from behind break), Wrathful (+10% shares) and Unshaken (immune to push and to Fade). The hall's first wave is held 30 s. On: A Rift-Yard (on its floor, 6 m about its heart) or a Rampart (on the walkway, 30 m in). From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
The Scriptorium Hall twist Hall A quiet hall: it heals 30%, there is no trial, and the door opens after 30 s (the count runs). On: Stands in the third slot of a circle, in place of its Proving Walk or Athenaeum. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
A Battlemage's Ghost Hall twist Hall A friendly ghost fights beside the company for the hall; on a Span it flies with the company over the course. On: Any trial hall. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
The Deserter Hall twist Hall A Dremora deserter races the company to close rifts. If the company closes more, each member gains a Vestige shard; otherwise he takes the hall's cache. On: A Rift-Yard. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
The Kyn Mimic Hall twist Hall One cache in eight is a Lurker; its tell is a lid that breathes red. On: Any trial hall. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
The Captive Battlemage Hall twist Hall A Battlemage hangs in three chains on the hall's fight ground; break them all and each member gains a Cantrip. On: Any trial hall. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
The Sutler Hall twist Hall The Kyn quartermaster on the arrival plate sells Cantrips, Tonics and Vestige shards for lumen. On: Any trial hall. From circle 2 about one trial hall in four carries a twist (never a Court or a Brink, never two running).
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