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  1. New Advanced Difficulty - Imperious Task Force Advanced Difficulty mode has been added to the Imperious Task Force, accessed from the Challenge Settings window before starting the content. Playing on Advanced Difficulty adds new elements to the content that make it more challenging but also provides an opportunity to earn greatly increased and unique rewards! Advanced Difficulty includes a brand new boss fight and badge for defeating them! Something seems different, but I'm sure it'll be fine... Like the Dr. Aeon's Strike Force that introduced the Advanced Difficulty system, this new mode comes in four higher difficulty level options above default: Those difficulty names sure seem familiar! Who remembers when mission difficulty was set with Notoriety levels? The setting specifics listed below also apply to the Aeon Strike Force, and should be referred to as the most up-to-date advance difficulty mode information: Heroic/Villainous (Default) Normal difficulty, this is what the option is set to by default, and doesn’t change the content in any manner. Tenacious/Malicious (☆) This content is balanced around everyone on the team having Tier 1 incarnate powers. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. Access to exclusive challenge encounters and mechanics not found in the default difficulty. Arch-villain/Giant Monster have Incarnate base hit chance (63.75%). Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers). No additional enemy stats or defeat rewards. Players are unable to use non-revive Super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Rugged/Vicious (☆☆) This content is balanced around everyone on the team having Tier 2 incarnate powers. The minimum mission difficulty is locked at +2 and the team size at x8. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. Boss class enemies and above have inherent magnitude 10 Confuse protection. Access to exclusive challenge encounters and mechanics not found in the default difficulty. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius. Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%). Arch-villain/Giant Monster ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. All enemies reward 20% more experience/influence. Players are unable to use non-revive Large/Super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations. Unyielding/Ruthless (☆☆☆) This content is balanced around everyone on the team having Tier 3 incarnate powers. The minimum mission difficulty is locked at +3 and the team size at x8. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. Lieutenant class enemies and above have inherent magnitude 10 Confuse protection. Elite Bosses have magnitude 10 Knockdown protection. Access to exclusive challenge encounters and mechanics not found in the default difficulty. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%). Arch-villain/Giant Monster ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. All enemies reward 30% more experience/influence. Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations. Invincible/Relentless (☆☆☆☆) This content is balanced around everyone on the team having Tier 4 incarnate powers. The mission difficulty is locked at +4 and the team size at x8. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. All enemy classes have inherent magnitude 10 Confuse protection. Bosses and Elite Bosses have magnitude 10 Knockdown protection. Access to exclusive challenge encounters and mechanics not found in the default difficulty. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift. Arch-villain/Giant Monster ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. All enemies reward 40% more experience/influence. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
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