Black Hand Holdout


 * The worshippers of the Abyss have raised their ancient temple from the black depths of the sea. They must be struck down before they can waken another Terror to unleash on the world.

The Black Hand Holdout is the eighth Campaign to be released.

This Campaign contains 20 nodes.

Difficulties

 * - 120 hour time limit
 * - 96 hour time limit

Challenges
Upon summoning a campaign you'll get an option to add additional challenges to the campaign for additional bonuses


 * Speed Run: -50% overall campaign length
 * Bonus: +20% Guild Reputation (Not guild experience) earned upon campaign victory
 * Hailstorm: all nodes have +1 prefix
 * Bonus: +20% Guild Experience (Not personal guild reputation) earned upon campaign victory
 * Fatigued: -45% player damage in campaigns
 * Bonus: Special loot (+? loot slots from final reward on Normal, +12 slots on Hard)
 * Loot slots can contain:
 * 4x Abyssal Artifact (single color), Heavy Stat Bag, Electrify, Cenius Familiar

Raid Nodes
More than one prefix can appear on a raid


 * Chilling (effect: chance to freeze your buttons for few seconds, disrupts long clicks)
 * Cursing (Effect: Chance to add one of the following curses (can stack)) Will follow you from node to node.
 * Ethereal - Disables crits
 * Frighten Mount - Mount procs do 0 damage (Crit mounts still work)
 * Intimidate - Decreases player damage by 25%
 * Regenerating (effect: raid health grows 1% of total raid health every 10 mins, starts when health drops below 50% first time)
 * Trample - Randomly does 10x damage to player
 * Vengeful: [ Class ] (Effect: Members of named class (e.g. Voidwalker, Luminary) do 20% less damage)
 * Vulnerable: [ Class ] - Players of this class do 20% more damage to node

Loot

 * Abyssal Artifacts
 * Guild Tokens
 * Undead Salvagers
 * Initiate's Ire Rune
 * Tincture of Terrors

Consumables:
 * Stat Bag
 * Lesser Abyss Potion (end loot)

Equipment:
 * Trench Golem Illusion Set (50 and 100 man regular)

Crafting:
 * Body of Cenius (Assassin, Hullcrusher, Boss and Masters)

Boosts:
 * Helmsman's Legion Tactics #1 (Masters)

Runes:
 * Abyssal Bane Rune

Consumables:
 * Heavy Stat Bag
 * Greater Abyss Potion (end loot)

Equipment:
 * Trench Titan Set (50 and 100 man regular)
 * Might of Terracles (Hullcrusher only)
 * Callissa's Sail (Golem only)
 * Waterwalkling Charm (Masters only)
 * Poison (Cenius only)

Generals:
 * Helmsman (Assassin only)

Legions:
 * Helmsman's Waterwalkers (Cenius only)

Familliars:
 * Sunken Treasure (Masters only)
 * Cenius Familiar (Fatigued end loot)

Magics:
 * Electrify (Fatigued end loot)

Map
Nodes order (sorrry, seems I can not edit the map)):

Mandatory:

1. left path: 2, 4, 9 and 2, 5, 6; 6 and 9 opens 10.

2. right path: 1, 8 and 1, 12, 3; 8 and 3 opens 16; 16, 11,

3. final path: 10 and 11 opens 13; then 15 (boss)