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10This page details the entities corrupted by Oryx's dark powers.
11
12
13[[center:[-[[Characters/{{Destiny}} Main Character Index]] | [[Characters/DestinyTheGuardians Active Guardians]] ([[Characters/DestinyHistoricalGuardians Historical Guardians]] | [[Characters/DestinyGuardianClasses Guardian Classes]] | [[Characters/DestinyUldrenSovCrowAndGlint Uldren Sov/The Crow and Glint]]) | [[Characters/DestinyTheTower The Tower]] | [[Characters/DestinyTheReef The Reef]] | [[Characters/DestinyTheFallen The Fallen]] ([[Characters/DestinyTheFallenHouseOfDevils House of Devils]]) | [[Characters/DestinyTheCabal The Cabal]] | [[Characters/DestinyTheVex The Vex]] | [[Characters/DestinyTheDarkness The Darkness]] ([[Characters/DestinyTheHive The Hive]] | '''The Taken''' | [[Characters/DestinyTheFallenScorn The Scorn]]) | [[Characters/DestinyOthers Other Characters and Entities]]-]]]
14----
15[[header:The Taken]]
16[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/taken.jpg]]
17->''"These new enemies have been wholly consumed, possessed by the Darkness, bodies and mind twisted into service of their King. Now, they are bent to a singular purpose – our eradication."''
18
19A new enemy faction of sorts coming with ''The Taken King'' expansion. Not so much a new race, but rather an amalgamation of several enemies across all four enemy races that have been "taken" from our dimension by Oryx and so severely corrupted by the Darkness that there's barely a semblance of what they originally were.
20
21'''Beware of unmarked spoilers.'''
22----
23[[foldercontrol]]
24
25[[folder:In General]]
26* AndIMustScream: They have a tortured look to them as they twitch and jitter. But if you read their Grimoire entries, it turns out this is an inversion; according to Toland, the Taken are actually in ''ecstasy'' after being thoroughly {{Mind Rape}}d by the Darkness, who strips away their doubts, fears, and burdens and replaces them with peace and singular purpose.
27** ''Forsaken'' plays the trope straight. When the Techeuns are freed from Savathun's control, they reveal that every minute was absolute torture for them, being aware of what was going on and having no free will of their own. It's implied that being in ecstasy was just an indication of how far off the deep end Toland has gone.
28* ArcWords: In the Grimoire entries for various Taken enemies, the phrase "Take your new shape" pops up at the end of every non-Vex entry. The Taken Vex get "Accept the changing blade."
29** In addition to the above, the phrase "There is a knife for you. It is shaped like [x]" appears in every non-Vex entry, while Taken Vex entries all demand the Vex worship the environment they find themselves in, whatever that environment may be.
30** And let's not forget the most important phrase of all: "You have been taken."
31* ArtificialBrilliance: The main threat of the Taken is not just their new found abilities, but the sheer efficiency they put into them.
32** Taken Psion on his own? He'll run to cover and if left unchecked, he'll clone himself into being his own army and try to make you waste your time on him.
33** Taking cover after a beating? Taken Thrall and Taken Minotaur warps somewhere close to get to you, Taken Wizard summons shadows, Taken Knight spews napalm, Taken Centurion throws up a seeker, and Taken Captain sends out a dark blinding orb to flush you out.
34** Taken Minotaur taking a beating? He'll cloak the moment he gets time to breathe and will teleport away from where he did so, making you waste ammo on an empty space.
35** Taken Captain about to eat a rocket? He warps the moment he sees it, or spams his orb to make you easy pickings for his posse.
36** Somewhere with high vantage points? There's likely a Taken Hobgoblin occupying it, taking potshots at you while punishing you with its counter-bolts if you so much as hit it with a pebble.
37** If not Taken Hogoblin, it might be Taken Vandal instead, and when you are tired of their Wire Rifle snipes? If you try to snipe it back, it will throw up a bubble shield to defend itself and its allies while also healing them.
38** Using your jump ability to recover after a hit from a Taken Phalanx? If there's more than one they'll time their shots and juggle you off the nearest cliff or slam you into a wall before you can touch ground and recover.
39** Major serving as your main target? Taken Goblin links to it so that it's invincible unless the Goblin dies, or Taken Vandals gather around it throwing up their bubble shields one after another to block off most of its body.
40* BarrierWarrior: Taken Vandals can put up a small field that blocks all your attacks and heals their allies. You can walk right in and make 'em eat a shotgun shell, but usually these Vandals are snipers.
41* [[BlindedByTheLight Blinded By The Dark]]: Taken Captains sport the ability to throw an orb that travels through objects (so long as it isn't dead center in the way) and blinds you if you're hit, along with their signature teleportation.
42* BreakThemByTalking: When a hapless victim is taken to the other realm, it's not shown what happens to them. But the Grimoire makes it clear that a mysterious voice (almost certainly the Darkness Itself) begins by picking apart at their identities, telling them not to worry about their current struggles and to throw away all doubt and sense of self. The voice further entices them with power so that the victim willingly becomes a Taken.
43* BreathWeapon: Taken Knights can spew a stream of fire that lingers where it lands.
44* CameBackStrong: Being "taken" warps them into monstrous husks of their former selves, but it also gives them formidable new powers.
45* TheCorruption: They've been so warped by the Darkness that they're little more than puppets of Oryx.
46* CounterAttack: Taken Hobgoblins fire a trio of energy bolts at you when they take a hit, in place of their [[NighInvulnerability stasis mode]].
47* DamnYouMuscleMemory: Taken Vex enemies' weak spots are now located on their head instead of their abdomen. Minotaurs also share this weak point, after normally not having one.
48* DarkIsEvil: As if it wasn't already clear with The Darkness itself, the Taken appear more to be walking shadows than what they were before.
49* DiscardAndDraw: Many new powers the Taken gain (see PersonalityPowers below) come at the cost of a previous ability:
50** Hobgoblins lose their regenerating stasis shield.
51** Minotaurs lose their barriers.
52** Red Legion Phalanxes can no longer extend their shields.
53** Psions lose their knock-up ability.
54** Wizards lose their poison clouds.
55* DragonWithAnAgenda: An entire army of them. As Ikora Rey puts it, "the Taken serve Oryx. But I think those jaws lead elsewhere." [[spoiler:With Oryx and Quria dead, the Taken immediately revert to the control of their true master: the Witness.]]
56* EqualOpportunityEvil: Fallen, Hive, Cabal, and Vex all work cheerfully together after being Taken, even though two of the four want to kill the others under normal circumstances and the other two want to kill ''everything''. Even after their master Oryx dies, and before Savathûn takes control, they mostly remain a coherent force.
57* EvilCounterpart: They are the dark shadow to the Guardians: beings remade by a vast, cosmic force, given new powers and abilities and then set loose upon their creators' enemies.
58* GlowingEyesOfDoom: They're described as being consumed from the inside. These are also their weak point.
59* FreezeRay: Taken Knights and higher-tier Acolytes gain the ability to fire slowing and eventually freezing Stasis shots from their Boomers in ''Season of the Lost''.
60* HumanoidAbomination: Despite being warped into horrid [[LivingShadow living shadows]] who poison the very land they walk on and tear reality a new sphincter every time they appear, they still retain their humanoid forms.
61* HiddenDepths: The grimoire for the Taken Prison of Elder bosses shows that the Taken are more than just slaves to Oryx.
62** Sylok thrives off pain and is using the Awoken to help him transcend to a new form to better serve Oryx.
63** Keksis realizes Oryx is no longer there to guide him and betrays the Taken in order to take on a new shape.
64** Noru'usk viewed Oryx as weak, seeing his campaign against the Vanguard as a selfish one. Like Malok, Noru'usk wants to take the throne for himself.
65* {{Invisibility}}: What's worse than a [[GiantMook Minotaur]]? A Minotaur you can't see.
66* NighInvulnerability: Taken Goblins can apply this to their nearby allies, ''especially'' to any Majors. The only weakness in this is that the immunity lapses at steady intervals for less than a second, too short to take advantage of. Thankfully, the Gobs themselves aren't protected while doing so... unless another Goblin gets on that.
67* ItCanThink: To a certain degree, yes; if without a leader most Taken will swarm and act like a virulent plague with little regard for their own well-being. Higher ranking Taken, however, have proven to be capable of higher thought and consciousness outside of Oryx's commands, and can easily dictate the actions of their lessers towards an actual goal (such as Ir Arok attempting to break into and take the Vex Collective Mind on Io and Grask ordering his Taken to attack a strategic target rather than just swarm the whole area.)
68* NoBodyLeftBehind: When killed, they either disintegrate or get sucked into some kind of vortex.
69* NoOntologicalInertia: [[AvertedTrope Averted]]; even with the Taken King dead, the Taken are still a threat and appear in ''VideoGame/Destiny2'', [[spoiler: with Savathûn the Witch-Queen having usurped control over them via Quria, the Vex Mind given to her by Oryx. By the time of ''Season of the Lost'' however, with Quria gone, the Taken have fallen back under the control of the Witness, who has lent them to [[WarGod Xivu Arath]] in her pursuit of her sister]].
70* OurWormholesAreDifferent: In the Shattered Throne, a place in the Ascendant Realm, Taken can spawn from holes in reality that are a part of the level's environment instead of their usually Taken Blights. The holes glow with a blinding light that refracts and distorts, contains a black void doted with stars, and Taken burst out of them in a shower of white fluid as if [[PortalPool they had jumped out of water]].
71* PainfullySlowProjectile: Taken Centurions can shoot an orb of energy that homes in on a Guardian. You can dodge it or shoot it, but you better make your choice because getting hit with these things hurts. A lot. No seriously, shoot those things; because you get the extra bonus of having them set off any "on kill" style perks you or your current weapon has.
72* PersonalityPowers: All Taken gain a power based on some fear or insecurity of theirs from when they were sentient. In a neat inversion, these powers all make up for this fear and alleviate it, playing into the MindRape that the Darkness pulls on them. To wit;
73** Thralls are driven to swarm and overpower their foes with their numbers, but fear being too frail to do so before death. Thus, Taken Thralls gain a teleport that can let them close distance quickly or dodge incoming attacks.
74** Acolytes strive for glory in service to the Darkness, but fear that their cowardice will make this an elusive dream. Thus, Taken Acolytes spawn an Acolyte's Eye to help them when their fear overtakes them.
75** Knights are driven to show their strength in battle, but fear that one day they will be outmatched and defeated. Thus, Taken Knights gain a Solar ranged attack designed to cheat their superior opponents and give them the victory they desire.
76** Wizards, like Thralls, fear their frailty despite the power they wield. Thus, Taken Wizards can call forth endless Shadow Thralls to distract their enemies while they rain down their magic on them.
77** Psions relish the power they have to rend space, but fear their lack of numbers and the rarity that they present to the Cabal. Thus, Taken Psions can continuously create duplicates of themselves to bolster their numbers.
78** Phalanxes fear that they are seen simply as a shield for their better armed and swifter brethren, and cannot make any meaningful contributions to a fight. Thus, Taken Phalanxes have their shield converted into a weapon itself so that they may strike back alongside their comrades.
79** Centurions are the brains behind a Cabal force, but they fear that all of their know-how and strategic thinking will fail them and their unit due to one thing that they missed. Thus, Taken Centurions can spawn a homing projectile designed to take care of the problems they didn't foresee.
80** Vandals follow the orders they are given and share the loot as ordered, but they have nothing that is truly theirs and resent others for having things to call their own. Thus, Taken Vandals can spawn a domed shield designed to give them a safe haven and space to call theirs and theirs alone.
81** Captains are the only thing keeping their bands of raiders from dying or running out of ether, but they fear the challengers that will come to take what little they have like thieves in the night. Thus, Taken Captains use a large projectile that blinds whatever it hits so that the enemies cannot see them to fight back effectively or see what they have to take.
82** Goblins don't have a personality, but are programmed to construct the material things necessary for the Vex to expand and to protect the things they construct. Thus, Taken Goblins gain an energy shield protection beam that can make any of their allies completely invulnerable until the Goblin is killed.
83** Hobgoblins are programmed to communicate with the greater Vex consensus and send reports on their progress, an act which makes them a valuable target. Thus, Taken Hobgoblins gain three rotating energy projectiles around themselves that home in on any being that tries to harm them so that they'll give the Hobogblin some space to heal or escape.
84** Minotaurs are in charge of the folding of space-time that is required for the Vex's time based powers and technology to function, and to protect their designs so that others won't destroy or take them. Thus, Taken Minotaurs are rendered invisible so that they can gain an even greater advantage over those who would rob the Vex of their technology (although this comes at the cost of gaining a weak spot that they didn't previously have).
85* SelfDuplication: Taken Psions now have the ability to do this. They seem to do it on a fixed timer and can take it up to MesACrowd levels if it goes unchecked for too long, and even more annoying, have a bad habit of splitting the ''exact moment they take a bullet to the face''.
86* SlaveMooks: With the possible exception of Hive Taken, none of them were willingly taken, that's for sure.
87** May be subverted. The Grimiore entries for the various Taken enemies you encounter seem to consist of gaining the trust of whatever happened to be Taken and offering them a "knife" in the shape of their desires. Taken Vandals, for instance, are offered a knife in the shape of "this place is mine". They certainly didn't enter Oryx's dark dimension willingly, but they may have offered to serve Oryx of their own fruition.
88* [[SwordBeam Shield Beam]]: Taken Phalanxes now can fire dark energy from their shields that sends their opponents flying from an even farther range, something normal Cabal Phalanxes were already infamous for.
89* TeleportSpam: A few Taken units, particularly high ranking units and Thralls, have the ability to instantly warp short distances a la [[Franchise/TheSlenderManMythos Slendy Style]]. This can make them frustrating to fight, as Captains and Centurions in particular like to warp just as you draw a bead on them. Taken Minotaurs crank this up a notch by also going invisible to teleport.
90* TheTurretMaster: Taken Acolytes can place an orb that shoots a stream of dark energy at its target. More often than not, they become more of a threat than the Acolytes themselves because of the near constant stream of fire. [[GlassCannon Thankfully, they don't take as much damage as they dish out]].
91* TheUndead: There are multiple and heavy implications throughout the lore involving the Taken that the process of becoming one is fatal for the victim, and that they are brought back as a monstrous HumanoidAbomination enslaved to the Darkness and its agents.
92* {{Undercrank}}: All Taken, if left idle, will twitch and jitter in place as if they were glitching out in a game, and this effect can also be seen in the warping abilities of Taken Thralls and Captains and the duplication ability of Taken Psions; rather than a smooth transition to the spot one warps to like a Blink, they can just shunt themselves to the side or forward without breaking stride, and the duplication of the Psions looks like they're physically tearing themselves apart and juttering all the while. The Taken Shiver emote one gets upon getting a full set of Taken Armor replicates this effect on ''yourself''.
93* UndeadAbomination: A twisted army of undead shadow-creatures that contort their bodies unnaturally, hail from another dimension and are the slaves of an even nastier bunch of eldritch horrors.
94* WalkingWasteland: The Taken are anathema to the very landscape itself, and prolonged Taken presence will irreversibly poison an area. In the Lake Of Shadows strike, they actively weaponise this trait to poison the water supply of the Farm, although thankfully the cell responsible are eliminated before any lasting damage can be done.
95* WeaksauceWeakness: A conversation between the Drifter and Eris Morn in ''Season of Arrivals'' reveals that they don't react well to methane of all things, [[GodzillaThreshold illustrating just how desperate Savathun is if she's sending Taken to Titan]].
96[[/folder]]
97
98!!Taken Champions of Oryx
99[[folder:Primus Ta'aun]]
100!!Primus Ta'aun
101[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/primus_taaun.jpg]]
102
103->''"It's the mission I've been given. I will use what I have."''
104
105The commander of the Sky Burners legion, Ta'aun was the last legion commander at the time of Oryx's invasion of the solar system. After warning the Empire, Primus Ta'aun was tasked with capturing the Dreadnaught, an act which saw him taken and transformed into Ta'aun, Hand of Oryx.
106----
107* AFatherToHisMen: His Grimoire cards clearly indicate that he genuinely cared about the men under his command and he ordered his troops to stay behind while he personally went to the Dreadnaught because he didn't want them to die needlessly.
108* BandOfBrothers: He had undergone the "shield brothers rite" with Mau'aul and Tlu'urn. He specifically ordered them to not accompany him on the mission to capture the Dreadnaught because he didn't want them to die. Cayde-6 half suspects that Mau'aul and Tlu'urn's attempt to blow up the Dreadnaught is an attempt to rescue Ta'aun.
109* FateWorseThanDeath: Considered defeat and dishonor to be one. Him being Taken counts as this as well.
110* FourStarBadass: The Darkness Itself acknowledged that Ta'aun was once the mightiest Cabal warrior in the solar system.
111* FrontlineGeneral: He led his soldiers against the Vex on the frontlines of Mars. During the assault on Oryx's Dreadnaught he continued this trend by personally commanding the lead assault meant to locate and kill Oryx.
112* GatlingGood: Uses a Heavy Slug Thrower.
113* HeroicSacrifice: Attempted. He ordered his troops to stay behind and boarded the Dreadnaught alone in an attempt to prevent them from being sent to their deaths. It didn't go well.
114* HonorBeforeReason: Received orders from the Emperor Himself to board and capture the Dreadnaught. Despite urging from Tlu'urn to mutiny, Ta'aun considered defeat and failure to be the worse options.
115* KingMook: A Super Colossus.
116* LargeAndInCharge: Per Cabal standard. He's about as big as Valus Ta'aurc.
117* NobleDemon: Of the various Cabal bosses confronted so far, he seems to have been one of the most noble and well-meaning ones. When you do fight him, it's mainly because he's been Taken and [[spoiler: there's no way anyone can be saved after being Taken, so one could almost see it as a MercyKill]].
118* SpikesOfVillainy: Which he was sporting before he was Taken.
119* UndyingLoyalty: Although he did not want to die and the temptation to mutiny was strong after receiving orders to assault the Dreadnaught, Ta'aun's loyalty to the Emperor was absolute.
120* VillainRespect: The ''Darkness itself'' admits that Primus Ta'aun was once the mightiest Cabal warrior in the entire solar system.
121[[/folder]]
122
123[[folder:Baxx]]
124!!Baxx, Hand of Oryx
125[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/baxx_the_gravekeeper.jpg]]
126
127An Ogre charged with guarding the site where Crota's wakening was thwarted, Baxx, the Gravekeeper was defeated by the Guardian and Taken by Oryx, turning him into Baxx, Hand of Oryx.
128----
129* BashBrothers: After being Taken, Baxx is paired with the Taken Primus Ta'aun as the Hands of Oryx.
130* DissonantSerenity: According to Baxx's Grimoire Card, most Ogres are in constant agony which fuels their rage, but because he failed to protect Crota's Grave, Oryx changed this when he took him in an attempt to eliminate weakness. Instead of pain, Baxx is in a constant state of joy. Yes, ''joy'', meaning he is calm in comparison to his comrades...that's a ''calm'' Ogre?!
131* DualBoss: He is fought alongside Primus Ta'aun.
132* GateGuardian: He and Primus Ta'aun are tasked with guarding the portal leading to Oryx's location aboard the Dreadnaught.
133* PraetorianGuard: Charged with guarding the site where you banished Crota's soul back to his Ascendant Realm. He failed.
134* UnstoppableRage: Eris notes that even Oryx couldn't control an Ogre unless it was Taken.
135* YouHaveFailedMe: For failing to guard Crota's crystal, he was Taken by Oryx.
136[[/folder]]
137
138[[folder:Bracus Horu'usk]]
139!!Bracus Horu'usk
140[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/bracus_horuusk.jpg]]
141
142A Taken Centurion, noted by Oryx for having the strength of the knight and the might of the lord. For this, Oryx has granted Bracus Horu'usk a place on his own court.
143----
144* BarrierWarrior: He is protected by an invincible barrier, the only way to hurt Bracus Horu'usk is to kill all the other enemies that spawn in with him.
145* FlunkyBoss: His barrier only goes down when the other enemies in the court have been killed, which also causes Horu'usk to freeze in place and unable to fire, leaving him completely vulnerable. However, his barrier returns when the next round of Taken spawn, requiring them to all be killed again.
146* WorthyOpponent: Oryx saw potential as a warrior and leader in Horu'usk, so he decided to Take him and make him a member of his court.
147[[/folder]]
148
149[[folder:Noru'usk]]
150!!Noru'usk, Servant of Oryx
151[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/noru_usk.jpg]]
152
153->''"A king is dead. Good riddance. A king will rise."''
154
155A Taken Centurion, captured and imprisoned in the Prison of Elders.
156----
157* DragonAscendant: He is one of several Taken who is making plans to bid for Oryx's Throne. Of course, he has to escape from the Prison of Elders first.
158* FourStarBadass: Like all Cabal Centurions he is extremely tough; being Taken makes him even more dangerous.
159* KingMook: Unlike just about any other boss in the Challenge of Elders, Noru'usk doesn't have any special abilities. Rather, the only special about him is that he's the only Centurion while everyone else is a Phalanx or a Psion. He does seem to use his [[HomingProjectile Axiom Dart]] with greater frequency, though.
160* SmallNameBigEgo: He is just a recently Taken Centurion who thinks he has what it takes to replace Oryx. Given that he was captured and imprisoned in the Prison of Elders, that seems highly unlikely.
161* TheStrategist: Thinks this is what separates him from Oryx. Oryx came to the system not to conquer but avenge his dead son, and so he failed. Noru'usk has no son or lineage to avenge and intends to wage a war of strategic conquest against the Guardians.
162[[/folder]]
163
164[[folder:Morphon]]
165!!Morphon, Blighted Mind
166
167A strange Taken variant of the Templar sent by Oryx to infiltrate the Vault of Glass and usurp all of its power. It is encountered during the Paradox story mission. While not as threatening as the latter in combat, its most prominent and disturbing trait is that it has the ability to summon Taken Oracles, darkness-infused versions of the tools the Vex use to control reality and time. Thankfully, it is encountered acting as a mere signal jammer and is stopped before it can consume the Vault wholesale.
168----
169* CurbstompBattle: Wipes the floor with the Vex inside the Vault so hard they ''call for a Guardian to come and save them'' out of desperation.
170* RealityWarper: Implied. Morphon can Take and use Oracles to serve Oryx's bidding. ''That is not a good thing.'' Gameplay-wise, these Taken Oracles grant Morphon a shield until they are destroyed, but anyone who knows what the Oracles can do can tell that Morphon could do far worse...
171* TimeMaster: Also implied. The Oracles are essentially tools that the Vex use to manipulate reality and spacetime. With Morphon's existence proving Oracles can be Taken, this pretty much means that had Oryx finished the raid on the Vault of Glass, he would have gained an even tighter control over reality and be granted access to new time-based powers, and [[spoiler: may be part of the reason the Vex face their own BadFuture at the hands of the Taken.]]
172* UnusuallyUninterestingSight: Eerily enough, your Ghost makes no mention of the fact that Morphon is Taking Oracles, despite the fact that since ''The Taken King,'' the ''House of Wolves'' campaign is mandatory, which features Variks reeling in horror when the Wolves tried to tap into the Oracles, and for good reason.
173[[/folder]]
174
175[[folder:Malok]]
176!!Malok, Pride of Oryx
177[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/malok.jpg]]
178
179A child of Savathûn, Malok was sent to infiltrate Oryx's ranks and tithe some of the king's power back to his mother. That plan ended when Oryx took him, rendering him utterly loyal to the Taken King. However, with Oryx slain, Malok is now taking steps to assure his own ascendance.
180----
181* ArcVillain: He's the main antagonist for the April Update of 2016, being one of the potential successors to Oryx while the Taken War still rages on.
182* AllYourPowersCombined: He uses at least two Taken powers: the Knight's flamethrower and the Centurion's homing projectiles.
183* DoubleAgent: Started out as one for Savathûn; now he's genuinely on Oryx's side.
184* DragonAscendant: One of many candidates for the new Taken King. As with Alak-Hul, he's been targeted specifically to keep that from happening.
185* EnemySummoner: He's learned how to manipulate Taken blights all on his own, which translates to him dumping Taken adds on top of you near-constantly.
186* EvilSorceror: After he takes enough damage, he "changes his tactics", abandoning his gun in favor of hurling Taken magic at you.
187* FromNobodyToNightmare: Before he was Taken by Oryx, he used to be a mere Thrall spawned from Savathûn.
188* LongLived: Eris notes that for a Taken, Malok has existed for an unusually long time and his body is thus altered significantly more than most Taken, including hardened skin and whatever is going on with his head.
189* KingMook: He starts out as a giant Knight, armed with a Boomer.
190[[/folder]]
191
192[[folder:Sylok]]
193!!Sylok, the Defiled
194[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/sylok.jpg]]
195->''"Give me the pain. Take away all but agony. Through it, I transcend."''
196
197A Taken Hive Knight that has been captured in the Prison of Elders.
198----
199* CombatSadomasochist: A look at his Grimoire Card reveals a [[SarcasmMode wonderful and lovely]] tidbit of information about Sylok: He absolutely "loves" pain. He thrives off of it, lives for it and seems to grow in strength when it is inflicted upon him, especially when probing his mindscape. Presumably, this is how he gained his enhanced [[PlayingWithFire Flamethrower]] attack.
200* MindRape: Inflicts this upon the two Reef scientists experimenting on him, tricking them into inflicting more pain which seems to expand his mental abilities. [[LaserGuidedAmnesia He then makes them forget the entire experience and do it all over again.]]
201* PlayingWithFire: Like all Taken Knights, he has a flamethrower attack; this one being much more powerful and having a larger area of effect.
202[[/folder]]
203
204
205[[folder:Keksis]]
206!!Keksis, the Betrayed
207[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/keksis_the_betrayed_grimoire_card.jpg]]
208
209->"''My guiding shadow has become formless, my directive is gone.''"
210
211A former captain for the House of Devils, he has been Taken and later on imprisoned in the Prison of Elders.
212----
213* EyeLightsOut: Is missing the distinctive glowing monoeye that all taken have, leaving his face to be a pitch black void.
214* HavingABlast: Whenever Keksis is on the line-up of bosses for the Challenge of Elders Score Attack mode, he gains the power to summon large bombs similar in functionality to Corrupted Light Bombs in the King's Fall Raid, except these damage ''you'' and they drain your Super Energy unless you stand in their radius, ala King's Fall, but here doing so disarms them.
215[[/folder]]
216
217[[folder:Nixis]]
218!!Nixis, Hunger of Oryx
219
220A Taken Captain who replaces Aksor as the boss of the Winter's Run strike after the April Update.
221----
222
223* ShockwaveStomp: Unlike most Taken Captains/Kell-Type Bosses, who lack this, Nixis has the "Ultra Smash" melee that Aksor and, basically ''any'' Kell or Archon worth their salt uses to dispose of overly aggressive Guardians.
224[[/folder]]
225
226!!Taken Champions of Savathûn
227[[folder:Quria]]
228!!Quria, Blade Transform
229[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/88852bcf_933f_485a_9f36_3c3025bf65ff.jpeg]][[caption-width-right:350:''"The Dreaming Mind"'']]
230
231An Axis Mind Hydra mentioned in the Book of Sorrows. It was created by the Vex network to understand and conquer Oryx's Ascendant Realm when Crota accidentally allowed the Vex into it.
232----
233* ArcVillain: [[spoiler:As revealed in Week 6 of ''Season of the Splicer'', Quria is responsible for the Vex Simulation of the Endless Night. That being said, [[GreaterScopeVillain it's acting on Savathûn's orders.]]]]
234* AwesomenessByAnalysis: By deducing the sword logic that defines the Ascendant Realms, Quria was able to fight Crota and his sisters to a stalemate for over a century. [[spoiler:Toland heavily implies that Quria is how Savathûn has the power to Take, as it learned how to simulate Oryx and thus his Taken powers for Savathûn's use.]]
235* CessationOfExistence: [[spoiler: Is (seemingly) deleted from existence after being dismantled inside the Nexus during Expunge: Delphi. It can also inflict this itself by hurling walls of deletion protocols that, judging by the [[HaveANiceDeath name for it in the death screen]], disintegrate everything they touch from spacetime.]] [[spoiler:Osiris also states that those same walls can destroy all matter they touch; it's unknown if he meant that non-literally, or if they really ''do'' destroy matter, which overturns a fundamental law of the universe that matter cannot be destroyed. Knowing the Vex, and the Taken, the latter might be possible]].
236* DemonicPossession: Quria was Taken by Oryx and given over to Savathûn. Scannable objects in ''Destiny 2'' indicate that [[spoiler: Quria is now being used to coordinate the Taken under Savathûn's command]].
237* FinalExamBoss: In ''Season of the Splicer'', [[spoiler:not only does the "Expunge: Delphi" mission plunges you into sections of past Expunge missions, but Quria's fighting style once challenged in person gives it traits of all three Oppressive Minds: like Fantis, its arena utilizes deployable cover and gravity cannons; its protection must be broken using the authentication key mechanic from Dikast's fight in Styx; and like Dimio, it throws deletion walls at you during its final damage phase]].
238* FlingALightIntoTheFuture: During its disastrous final encounter with Oryx, Quria knew it was screwed, so it sent all available information it gathered on the Hive god to the Vex network in hopes that they would further study the Ascendant Realm.
239* GodhoodSeeker: Its ultimate goal: take advantage of the sword logic and bootstrap itself to godhood by ''killing everything''. In Truth to Power, [[spoiler: Quria ([[UnreliableNarrator maybe]]) [[AGodAmI outright proclaims it has won in this regard]] once it explains that it had discovered a way to simulate Light.]]
240* HazyFeelTurn: [[spoiler: Declares themselves allied with the Young Wolf's cause in Truth to Power. However, given the [[UnreliableNarrator book's]] [[MindScrew nature]], this has to be taken with a grain of salt.]]
241* TheReasonYouSuckSpeech: Delivers one to [[spoiler: the [[PlayerCharacter Guardian]] in Season of the Splicer during the Corrupted Expunge missions.]]
242--> [[TheFourthWallWillNotProtectYou I see you.]] Crawling around my domain like [[HumansAreInsects insects]]. [[PretenderDiss This realm answers to only one master.]] You are nothing. You know nothing of power. Thrashing around like a wounded animal. Unaware [[YouAreAlreadyDead you are already dead]]. [[YouCantFightFate Your failure is written in time.]] I have seen your grave. I see you. Rent asunder. Broken... [[FateWorseThanDeath Taken.]]
243* RedBaron: Known as "the Dreaming Mind" starting in ''Season of Arrivals''.
244* RobotReligion: It's under its recommendations after analyzing the Hive and the Worms, that the Vex adopted religious behaviours in order to try and gain the favour of the Darkness.
245* ShieldedCoreBoss: [[spoiler:Quria begins its fight with two sets of counter-rotating Hydra shields, one Vex and one Taken, giving it incredibly small damage windows in the beginning, but they each disappear when you destroy the respective guardian Minotaur. Of course, once it loses its shields, [[TurnsRed that's when it brings out the Deletion Fields]]]].
246* SuddenlyVoiced: [[spoiler:Downplayed, because its lines aren't voice acted, but in Season of the Splicer it hijacks your HUD to deliver a TheReasonYouSuckSpeech to the Guardians, marking the first time ''any'' Vex has directly communicated with a human in a straightforward way.]]
247* TimeMaster: Has a very powerful grasp on time itself and Vex simulations due to being Taken. [[spoiler: There is evidence that they are responsible for the timeloop on the Dreaming City.]]
248[[/folder]]
249
250[[folder:Grask]]
251!!Grask, the Consumed
252[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titanhunter_vs_takencabal_3.jpg]]
253
254A Taken Phalanx of the Red Legion and boss of the Lake of Shadows strike.
255----
256* AllYourPowersCombined: He combines both the Axiom Bolt and the shield shockwave blast of Taken Centurions and Phalanxes. He can also FlashStep like Taken Captains.
257* FlunkyBoss: He continuously summons Taken troops to assist him in battle.
258* GeoEffects:
259** During his boss fight, the outer edge of the reservoir is filled with Blight-infected waters which he will periodically summon up to flood the middle parts of the arena, leaving only the central paltform and few high points around it safe to stand on.
260** Noticing this is what started the strike in the first place; Devrim and Hawthorne noticed the waters of the EDZ being poisoned by Taken Blights and sent the Guardians in to investigate. The Guardians track him down to a water reservoir in the dam outside of Trostland, where he's poisoning the water at its source.
261* KingMook: Of the Taken Phalanxes. Appropriately, his shield pulses are ''much'' stronger.
262* OOCIsSeriousBusiness:
263** Normally the Taken, without direct leadership, act like a swarming infestation, and even when properly led they fight like a scourge or plague, rapidly spreading over an area. Ghost notices early on that these Taken are fighting with military tactics and attacking a strategic target in the form of the water supply, and from that he realizes that these Taken have a skilled leader commanding them instead of the other mindless infestations rampaging across the European Dead Zone.
264** He's also the first example of a Red Legion Taken recorded, indicating that the Taken are not limited to just being created by Oryx anymore.
265[[/folder]]
266
267[[folder:Ir Arok]]
268!!Ir Arok, Tongue of Quria
269
270A Taken Knight who is active on Io, doing reasearch on the Vex.
271----
272* FlunkyBoss: Every time he's encountered he comes with a host of Taken as his vanguard. Interestingly, the player can sometimes influence how many Taken he has in any given encounter; if they preemptively destroy some of the Vex he will take before the fight, he'll have fewer Taken to back himself up with.
273* FrontlineGeneral: He always fights alongside his Taken, even if he flees before the fights finished, and having Ir in his name would imply that he was a very high-ranking (possibly Exalted or Ascendent) Knight before being taken, like Ir Anûk and Ir Halak were for Hive Wizards.
274* OOCIsSeriousBusiness: Much like Grask, Ir Arok isn't a dumb brute, even compared to typical Hive Knights the player has encountered. He sends the Young Wolf all across Io trying to track him down and had the bright idea of attempting to take Vex so as to learn how to break into their Collective Mind.
275[[/folder]]
276
277[[folder:The Odynom]]
278!!The Odynom
279
280A Taken Captain who, despite having near-max power level (585), is little more than a literal {{Troll}}.
281----
282* CosmeticAward: Fitting in with its {{Troll}} nature, defeating it does not result in anything functionally unique happening; it will only drop an Engram containing a random Dreaming City weapon. However, it's needed for OneHundredPercentCompletion since three Dreaming City triumphs require killing it in each weekly mission.
283* OptionalBoss: A miniboss that can be challenged as early as power level 535 (the lowest point at which the power level delta will still allow you to damage it), and is needed for OneHundredPercentCompletion.
284* PowerNullifier: Attacking it immediately turns on restricted respawning, regardless of whether or not the surrounding area is a Restricted Zone. Defeating it will remove the restriction if the area was not a Restricted Zone already.
285* RecurringBoss: You get to encounter it in all three weeks of a curse cycle in the Dreaming City (specifically, the "Broken Courier", "The Oracle Engine" and "Dark Monastery" story missions), and it is always located out of the way of the normal path.
286* SignificantAnagram: "Odynom" is an anagram of "monody," a poetry term used to describe poems that lament one's death (sound familiar?) The word itself also literally means "one's pain," and that's exactly what the Odynom wants to gauge.
287* StealthPun: It's a very powerful Taken Captain who exists solely to get a rise of out players encountering it, and hides underneath a bridge or in very discreet locations. In other words, it's a bridge troll.
288* {{Troll}}: Exists solely to get a rise out of players who spot it and inevitably go to try and kill it. The game even refuses to take it seriously, using goofy names for its related triumphs such as "Troll Under the Bridge," and "Aggro No."
289[[/folder]]
290
291[[folder:Morgeth]]
292!!Morgeth, The Spirekeeper
293[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/morgeth_the_spirekeeper.jpg]]
294
295A massive Taken Ogre that draws directly from the essence powering the Taken to create devastating weapons. As his name implies, he guards the entrance to the spire in the Dreaming City. [[TemptingFate Not that even the Guardians should be able to even cross the gap leading to it...]]
296----
297* AttackItsWeakPoint: He's coated in pustules that serve as his weak points.
298* ChargedAttack: Morgeth spends most of the fight passively sending out {{mooks}} and eye-beaming anyone within his line of sight, but that's because he's gathering Taken Strength necessary to invoke your death, causing a TotalPartyWipe. The battle consists of your team rushing to deprive him of that Taken Strength, then kill him while he is vulnerable.
299* KingMook: Without his weapon, Morgeth is just a larger and more muscular Ogre who has the misfortune of having his entire backside coated in weakspots. Like all of the Taken Ogres introduced in ''Destiny 2'', his EyeBeams have a considerable knockback effect.
300* MacrossMissileMassacre: When he is prevented from gathering the Strength necessary to charge his attack and he is rendered vulnerable, your party has only a few seconds to damage him before he tries to gather the Strength anyway, and he will try to disrupt your attack by sending ''tons'' of homing Axion Darts at you. You either have to shoot them all down, bring a defensive Super, or just get mauled to death by them.
301* ManaBurn: His fight revolves around ''you'' taking advantage of this trope, constantly absorbing Taken Strength lying around the battlefield to prevent him from charging his attack.
302* PuzzleBoss: Taking more than two Taken Strengths will instantly kill the player, requiring the fireteam to distribute them across themselves.
303[[/folder]]
304
305[[folder:Vorgeth]]
306!!Vorgeth, The Boundless Hunger
307[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vorgeth_front_9.jpg]]
308
309Another Taken Ogre. Is essentially a parallel universe equivalent to Morgeth, instead guarding the entrance to the building you are attempting to breach in Eleusinia in Shattered Throne.
310----
311* AlternateUniverse: Functionally serves as Eleusinia's version of Morgeth, including a ManaBurn-themed mechanic and him guarding the entrance to a significant location.
312* ManaBurn: Like his material world counterpart, his mechanic involves depriving him of the magic powering him, leaving him vulnerable to damage.
313* PuzzleBoss: To lower Vorgeth's shield, the Petitioner Wizards backing him up must be killed and the charges they leave behind must be deposited in one bank to extinguish a rune. Doing this in one phase will award a Triumph.
314[[/folder]]
315
316[[folder:The Dreaming '''(spoilers)''']]
317!!Querim, Xavoth, and Eriviks, The Dreaming
318
319Three Taken champions that Sjur Eido slew in her lifetime. At the peak of the Dreaming City's corruption, it is revealed that they are all NotQuiteDead and are attempting to infect locations related to Eido's legacy.
320----
321* EvilIsPetty: In comparison to the rest of the Taken. Are the Dreaming here to perpetuate the curse? Help Dul find the Distributary? Hunt down the Awoken? No, they're here to ''pillage the equivalent of a memorial.''
322* NobleDemon: Implied with Eriviks, who is the only member of the trio that goes out of their way to set up a spot specifically so he and the Young Wolf can fight each other, using {{Mook}}s mostly just to level the playing field. Querim just doesn't care, being a Vex Minotaur, and Xavoth, being a Hive Ogre, tries to jump in during Vorgeth's fight to get a cheap kill.
323* NotQuiteDead: They feign death twice. First, when you kill them the first time, their token reveal that Sjur Eido already killed them once. Then, after completing ???, they escape into the Ascendant Realm and go into hiding.
324* TerribleTrio: Three very angry Taken champions aiming to ruin Eido's legacy by claiming it for the Taken. Querim is a Minotaur, Xavoth is an Ogre, and Eriviks is a Captain who's in charge. Subverted in Eleusinia, however, as they scatter and go their separate ways, throwing the Young Wolf off their trail.
325* {{Revenge}}: They're not here to perpetuate the curse, but rather as payback for what Sjur Eido did to them. Interestingly, in terms of power level, putting the beginning of ''Forsaken'' at the start and the counterattack against the Dreaming at the end [[BookEnds results in a thematic bookend about revenge.]]
326* WalkingSpoiler: As the very last encounter of the Shattered Throne, provided one does the quest Sjur Eido gives to them, their various exploits and the exact way of killing them is difficult to explain without spoiling anything.
327[[/folder]]
328
329!!Taken Champions of the Nine
330[[folder:In General]]
331* ExpendableAlternateUniverse: The Taken in Dares of Eternity are enslaved from the multiversal studio audience watching the Starhorse's game show.
332* ImaginationBasedSuperpower: The Taken encountered in the Reckoning and related spaces aren't actually the real deal, but figments of the Nine's imagination as they work with their various contacts.
333[[/folder]]
334[[folder:Taken Likenesses]]
335Copies of Nokris and Oryx recreated from the originals to test the player's might.
336----
337* TheBeastmaster: Nokris's Likeness summons shadow Warbeasts instead of Thralls.
338* CatScare: The Vanguard thought the two Hive gods had somehow been resurrected through the Drifter's antics. Nope - just an elaborate but shoddy intimidation scheme the Nine worked out for him. You see, despite his impressions, the Guardians have been through worse than just those two...
339[[/folder]]
340[[folder:Taken Echoes]]
341Living, breathing omens of the future encountered in the Prophecy dungeon. They are part of the Nine's message that [[NotSoDifferentRemark the differences between Light and Darkness are irrelevant in terms of morality]].
342----
343* GetBackHereBoss: The Kell Echo can only be damaged during a segment where it has to be chased down a long platforming sequence. Its Darkness Blasts send the player back instead of blinding them, and getting too far away applies a stacking debuff that kills the victim if maxed out.
344* {{Foreshadowing}}: The Phalanx and Centurion Echoes foreshadow Caiatl's appearance in ''Season of the Worthy'', and the Kell Echo foreshadows Eramis as the main antagonist of ''Beyond Light''.
345* WeakenedByTheLight: A variant; the Light motes used to shut off their defenses are acquired by standing in literal light.
346* YinYangBomb: They all need to be made vulnerable by applying the correct dosage of Light and Darkness in tandem using motes.

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