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[Endgame Content Concept] Smuggler's Refuge || Version 7.0 || The Road to Completion, Part 1 - Help Wanted~!


MissMarifire
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“The Noxus is home to thieves, scoundrels, miscreants. We aren’t here for honor or bravery- we’re just the scum of the system, looking to cause some trouble.”

“So, dear friend, you want to make a ruckus?”

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PREVIOUS VERSIONS

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“Tenno,

Thank you again for your help with Clem, but I need your help once more. I have another affiliate- a fellow smuggler, you see, that I happen to owe a favor to- that needs a little helping hand. And who else to give a helping hand than THE Darvo, eh, Tenno?

Come see me in the Relay. We’ll talk more about it there.

-Darvo.”

Another Favor For Darvo is the introductory quest to Smuggler’s Refuge. It must be completed to gain access to the Noxus.

[QUEST DIALOGUE]

QUEST REQUIREMENTS:

  • The War Within completed.

  • A Man of Few Words completed.

  • Mastery Rank 16

In order to start the quest, players will receive a message from Darvo 24 hours after the final quest requirement is completed. After receiving the message, players must visit one of the Tenno Relays and choose the following prompt to trigger the quest: [I received your message. What’s the job?].

OBJECTIVES:

  1. Rescue the Affiliate (Rescue)

  2. Retrieve the Jital Adaris (Defense)

  3. Take back the Shipments (Smuggling Contract)

1. Rescue the Affiliate: Metis, Jupiter (Rescue)

Players are sent to Metis, Jupiter, on a rescue mission. They must free Darvo’s affiliate, who he continuously insists is “finishing unfinished business” throughout the duration prior to his affiliate’s rescue.

When players arrive at the holding area, they must make haste to save Darvo’s affiliate. Once rescued, his affiliate is revealed to be Zeribus Ved, a legendary Corpus smuggler and Darvo’s mentor. However, as soon as Zeribus is freed, alarms will be triggered. Corpus reinforcements will spawn, including Bota Avos, an elite Corpus subordinate of the Avosi Triad.

When the mission is completed, the two Corpus will bicker between one another. While Zeribus is safe and sound, he shows more concern for his ship’s safety than his own.

2. Retrieve the Jital Adaris: Elara, Jupiter (Defense)

Fearing for his ship’s livelihood, Zeribus Ved will accompany players, equipped with the Dual Detron and the Lecta. He must be escorted to the ship’s vault, where Zeribus will then enter his ship. Players must then defend the ship as he dismantles the ship’s newly installed security apparatus.

During the ship’s defense, Frohd Bek will intervene, distraught by the involvement that the Tenno have with Zeribus Ved’s escape- and more so to the discovery of Zeribus’s involvement in Darvo’s delinquency. Enraged, he dispatches Aili and Carta Avos, the other members of the Avosi Triad, to take down the Tenno. Once both Avosi have been defeated, and the defense timer has concluded, players are given the opportunity to extract.

Once extracted, Zeribus will thank the Tenno, but require them one additional favor: to retrieve his repossessed illegal cargo.

3. Take back the Shipments: Galilea, Jupiter (Smuggling Contract)

The third and final mission of Another Favor For Darvo is also the introductory mission to Contracts. Zeribus will mention that he has located a ship that contains his merchandise, and that players must retrieve it.

Upon completion, Zeribus will send the following to players:

Quote

"To my newest affiliate:

I have heard stories of your kind from the Corpus, Tenno. Destroying priceless merchandise, blowing up databanks and Board-financed toys made by middle-aged men who’re trying to retain their youth. You’re the kind of muscle I need.
Check with your Cephalon for a new coordinate, I have a little surprise that you may like an awful lot.
Oh, and by the way: I must give my greatest, deepest, most substantial and grateful thanks to our mutual friend, Darvo, for his sheer usefulness in the recent situation. Truly, his idling was such great help to you in my rescue.
I mean that with sarcasm, of course. Don’t worry, my boy ain’t gonna take it to heart.

-Ved“

REWARDS:

  • 50,000 Credits

  • 1,000 Noxus Standing

  • Orokin Catalyst

  • Exilus Adapter


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The Noxus is the main hub of Smuggler’s Refuge. It is divided into four parts:

  • THE BAR: Unwind with friends or take on the challenging Contracts!

  • THE BACKSTAGE: Meet the Bands!

  • THE VAULT: Get exclusive, rare items!

Almost everything involving Smuggler's Refuge is based around Noxus Standing. Players can receive standing through playing Contracts and Ventures, as well as other tasks and quests that can be done.

The ranks and sacrifices for the Noxus as a faction are below:

Spoiler

RANK

TITLE

SACRIFICE

 

BENEFITS

STANDING CAP

5

RIGHT-HAND

5 Arcane Enhancements (Must be the same)

1 Mara Detron

1 MK-1 Braton

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Access to Rank 5 Wares.
One free Rank 5 item.

New dialogue from NPCs.

Access to The Vault.

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4

CONFIDANT

3 Exilus Adapters

1 Ack & Brunt

1 Syndicate Melee

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Access to Rank 4 Wares.

One free Rank 4 item.

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3

AFFILIATE

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1 Pyrana

1 Syndicate Secondary

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Access to Rank 3 Wares.

One free Rank 3 item.

New dialogue from NPCs.

Access to The Backstage.

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2

GRUNT

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1 Synapse

1 Syndicate Primary

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Access to Rank 2 Wares.

One free Rank 2 item.

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1

SCUM

500,000 duXggF3t5fvSJ8YqCCG5TFUj-tf4FtkvEqrnhj6UaJGU28UqkHbkG8shOVu1I70Q4eNTKVxCl2EwiuWegsLKlXE2vNNbSzlFguGcLjPPL9Bz2Rtptl2ckIpksV0W6t0WmsDh79h3Alloy Plate

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Access to Rank 1 Wares.

One free Rank 1 item.

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0

NEUTRAL

-

-

Access to base wares

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Each rank will allow players access to various vendors throughout the Noxus. These include:

  • Zeribus Ved: Has Base Rank wares and higher.

  • Band Leaders: Has Rank 3 wares and higher. If the Band Leader is performing, players may interact with the terminal in the Backstage instead.

  • Varmia Del: Has Rank 3 wares and higher.


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The bulk of the content of Smuggler’s Den stems from Contracts, a variety of high-level multi-stage missions for players to complete. These missions can be played through interacting with Zeribus Ved and choosing Contracts. Players will then receive a list of five different tiered contracts that can be completed, this list refreshing every two hours.

When these missions are completed, players will receive drops as well as an amount of Noxus Standing depending upon the tier that has been completed, which can be exchanged for various rewards, such as Rivens or Arcanes. Once completed, players may replay these Contracts for 50% of its initial Noxus Standing.

Contracts may take place anywhere on the system, including open-world locations. The locations that these Contracts occur in will affect how the each of the Contract’s objectives are completed, and the challenges players may face.


The list of Contracts are as follows:

Spoiler

 

Elimination Contracts: Locate and eliminate a targeted enemy.

Similar in vein to that of Assassination missions, Elimination Contracts require players to track down and eliminate a boss enemy. However, Elimination Contracts require multiple objectives to locate and access the boss enemy, as well as an additional objective after the boss enemy has been defeated. These objectives change depending upon the boss enemy being fought.

These bosses and their respective objectives are:

“Gorg’s a funny one. He built himself a little tank, thinking he’s invincible with it. Surely, it can’t be invincible to a Tenno, can it?”

Gorg: A Grineer Space Marine colonel who quickly climbed through their ranks through antics that go beyond their superior’s orders, they terrorize colonies in the name of the Twin Queens with the Jotun, a single-person crawler tank they personally created using a mining vehicle, duct tape, and a lot of Tonkors. The Jotun is a symbol of Grineer ingenuity and a testament to their engineering.

  1. Gather various materials to create a makeshift vehicle.

  2. Escort the vehicle to Gorg.

  3. Defeat Gorg using the vehicle.

  4. Retrieve and arm explosives onto the Jotun.

  5. Get to extraction.

“Oh, stars…  Reevult. He seems to find sabotaging my allys’ supplies funny.”
“Well, I think he has a crappy sense of humor. Seeing him die a painful death, now that would certainly make for a very, very funny joke.”

Reevult: A Grineer Nox who doubles as a marvel in chemical weaponization, he is the creator of the Flurok, a corrosive Grineer primary weapon standardized for Nox units. He carries an even more volatile version of the Flurok, made to not only to corrode armor, but to freeze enemies in their place. Reevult will only spawn on Earth-based tilesets.

“Vendahl Deht has been giving my niece some trouble. He’s got something that she wants, and the greedy bastard isn’t willing to give it up no matter how much money the poor girl gives him: The Giant Mobile Offensive Armature.”
“Also known as a really, really big MOA. l This’ll surely be a fun fight for you, Tenno.”

Vendahl Deht and G-MOA: A massive prototype manned MOA model, it was decommissioned by the Board of Directors after proving too costly. It is now the playtoy of Vendahl Deht, the Board of Directors’ Head of Mechanical Warfare. In order to operate at 100% efficiency, a crewman must be present inside of the MOA’s cockpit at all times.

  1. Enter a data vault within the map, extracting the data.

  2. Bring the datamass to the boss room.

  3. Defeat Vendahl Deht while also protecting the terminal from its untimely demise.

  4. Take control of the G-MOA, protecting it from oncoming damage while escorting it to extraction.

  5. Extract.

“Lin Myet’s seduced and killed too many of my mercenaries. Unluckily for her, however, my libido is next to none, and you’re a kid. Shouldn't be too hard, now,  eh?”

Lin Myet: A Corpus assassin, built for stealth. Like the Grineer Manics, she has the ability to cloak herself to avoid being seen. She is equipped with her own personal Lanka for long-range fights and Lecta for close-range.

“Been hearing from my connections over on Earth that this Ostron clod’s been makin’ their job harder. Apparently they’ve been killing civilians, too. You ready to go vigilante, Tenno?”

Kwana: An Ostron murderer, whose kills are conducted through custom Zaws. Their weapons of choice change with every encounter. As an Ostron, they can only be encountered on the Plains of Eidolon.

Target Contracts: Locate and capture a targeted enemy.

Players must search throughout a location using their scanners to locate and capture a targeted enemy. After an enemy has been captured, they must escort them to an extraction point, preventing the target from dying while also attempting to prevent them from escaping.

Like with all allied NPCs, players may use Stims to buff the captured target while escorting them. However, using Stims will also increase the target’s chances of breaking free. When freed, players must recapture the targeted enemy. In addition, if players use four Stims on the capture target, they will die. To prevent griefing, there can only be one stim injected by each player in the squad.

Should players kill the target (ex. through headshots, too many stims, etc..), they will only receive 10% of the standing they would’ve received by completing the contract properly.

Heist Contracts: Enter the location’s stockvault and extract its supplies.

Players must hack into the location’s data vaults to gain access to its storage facility. Then, players may choose between using a drone to carry their portion of the cargo, or to carry it themselves using their Warframe.

  • Using a Drone: Players must defend their drone while it carries the cargo to extraction. While it allows more freedom for players, there is the potential for the Drone to explode after taking too much damage, causing players to lose 50% of the cargo being held and forcing the player to carry it themselves.

  • Carrying Cargo: Players will carry their own smuggled cargo, slowing them down as well as preventing them from using their weapons and abilities. However, they can still use their Operator to defend themselves.

They must carry an amount of cargo back and forth between the storage facility and an extraction point for an indefinite amount of time until the amount extracted reaches 100%. While players are given the opportunity to extract, they can continue escorting cargo for additional bonuses.

Should the Contract involve an on-planet (Grineer Earth, the Plains of Eidolon, Grineer Shipyard Corpus Outpost, Corpus Ice Planet, etc..) tileset, a uniquely-equipped Courier Rover will be deployed as an option for players to load up and escort to the extraction point. Akin to that of Hijack missions, players will charge the Courier Rover using their shields. Two-door and equipped with a turret, players can enter the vehicle and defend it; three players using their Primary and Secondary weapons on each side including the trunk, and one player taking control of the turret on top. Once taken to the extraction point, players will unload the Courier Rover and escort it back to the storage facility.

Exhumation Contract: Locate and excavate Void Relics and other resources, escorting the resources to an extraction point.

Similar in nature to Supply Extraction and Excavation missions, players must use their Operators’ Void Blast to locate dig sites for Void Relics. They must be careful, however, as spamming Void Blast will interfere with the Relic’s signature, forcing them to look for another while the interference clears.

Players will then use an excavator to dig the dig site for its resources and Void Relic. Overcharging the excavator will allow it to operate at an increased rate, at the cost of the excavator’s health.

Once the resources have been extracted, players must then escort the gathered resources to an extraction point, defending it from Grineer Scavs or Corpus Scavenger Drones, who will steal from the pile of resources. Extraction for the mission will appear once players have gathered 500 or more Cryotic, although they may be able to continue digging for extra loot.

Racing Contracts (Archwing): Race against Nef Anyo’s Credit Cruisers in yet another traditional Corpus bloodsport.

Players will race against the Credit Cruisers, Nef Anyo’s personal league of space racers. While racing against players, the Credit Cruisers will use abilities and weapons to attack nearby players, hindering their progress while attempting to kill the opposition.

Each Credit Cruiser has their own unique abilities (although note that the number that spawns to race against the Tenno is dependant upon the squad that players compete in):

  • Vermillion Viscera: Uses their Blast based Archwing cannon to leave an explosive trail behind them.

  • Cinnabar Sniper: Trails from afar, but attacks those close to first place.

  • Saffron Snake: Goes invisible to sneak past opponents.

  • Viridian Viper: Strikes those who get too close.

  • Cerulean Show-Off: Is blue. Looks cooler than the rest of them, but does practically nothing aside from doing cool poses on his cruiser.

  • Indigo Prestissimo: Gains an occassional boost in speed by slowing those around them- but is prone to crashing.

In order to win, players must have the shortest times within three laps.

Note that Racing Contracts will not be affected by Modifiers, meaning that they will only occur in Tier 1 or Tier 2 contracts.

Courier Contracts (Archwing): Locate and take down a courier.

Players will use their Archwings to track down and capture a courier ship.

In order to complete the mission, players must successfully capture three courier ships. Players are given the option to extract, but couriers will continue to spawn, allowing players to continue capturing courier ships for additional bonuses.

Smuggling Contracts (Archwing): Locate and escort goods to an extraction point.

Utilizing their Archwings, players will search for a small cargo ship, taking down its defenses and escorting it to an extraction point. Players have the option to take control of the ship, as opposed to defending it using their Archwing, and using its arsenal of weaponry to help defend it.

 

 


In addition, Tier 3 Contracts and higher will have Sortie modifiers, further challenging players to prepare accordingly. These modifiers include the currently established modifiers, as well as both Nightmare Mode modifiers and additional modifiers introduced through the Noxus.

These additional modifiers include:

  • Greedy: Enemies will deal additional damage over time as players collect resources. These enemies will have a greater chance of dropping loot or resources when killed.

  • Ill Prepared: Players begin their mission without any energy or ammo, and health, energy, and ammo will appear significantly less frequently.

  • No Misses: Attacks that miss will inflict damage upon players.

  • No Powers: Players cannot use abilities for the duration of the mission.

  • Operator Only: Players must only use their Operator for the duration of the mission.

  • Undetected: Triggering the alarms will cause a mission failure. When detected, enemies gain 25% more armor.

  • No Operators: Due to a void anomaly, Operators cannot be deployed.

  • Workplace Pressure: Enemies and NPC allies will deal 50% more damage, but are susceptible to taking 50% more damage.

Tier 5 Contracts will have up to two modifiers at a time.


The rewards for Contracts will include:

  • Credits, increasing depending upon Tier.

  • Noxus Standing, increasing depending upon Tier.

  • A signed poster of Clem (Given only at the chance Clem himself spawns in a Contract).

The chance rewards for Contracts include (and are subject to change and rearrange for a rotation based system. Note that these rewards are NOT affected by boosters):

  • Ayatan Sculptures (Worth 10k+ Endo each with all stars.)

  • Cosmetics.

  • Kuva.

  • Veiled Rifle, Shotgun, Secondary and Melee Rivens. (Players may only receive one per day from Contracts).

  • Vaulted Relics.

  • Raid/Warframe Arcanes.

  • Arcane Helmets (With the reintroduction of Arcane Helmets, giving regular, non-TennoGen alternative helmets their Arcane alternatives).

  • 5-Day Boosters (Additive to other boosters).

  • Legendary Core.


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Another major portion of Smuggler’s Refuge is Ventures.

Inspired by Grand Theft Auto 5 and Online’s Heists, Ventures are a trial-like gamemode that expands upon Contracts. Players must perform various tasks to prepare and plan large-scale missions, such as stealing Grineer bioweapons or robbing Nef Anyo's credit vaults.

Akin to the Index, all players in the squad must each invest a certain number of credits to begin the Venture. Within a relatively large map (some Ventures will include open-world areas such as the Plains of Eidolon), players must complete a list of preparatory events in order to begin the Venture. These events can be completed in any particular order, but all events must be completed before the squad may continue.

Players will then return to the Noxus’s storage hold. They are given four roles that they may choose between and the opportunity to prepare in the Noxus's Storage Hold; linked to Ordis to allow Orbiter inventory integration, they can change their loadouts to however they see fit to fit with the role that they chose. There can only be one player assigned to each role, and players may swap roles while during preparations- once the Venture starts, they must do whatever tasks are associated with their assigned role.

Then, the Venture begins. Players then must complete each step to the Venture, with each player doing things in light of the role they've taken upon. Should a player be unable to complete their role, another player may step in to help them, forfeiting a portion of the unable player's pay to the player who has completed the task for them.

Once completed, players may choose to do one of the following:

  • (Sun) Give their share of the take to the Lotus.

  • (Neutral) Give their share of the take to Zeribus.

  • (Moon) Keep it for themselves.

Giving it to the Lotus or Zeribus will give boosted credit rewards, Zeribus also giving an additional amount of Noxus Standing in return for completing the Venture. Keeping it for oneself will not give a boosted credit reward (and will only give .5x Noxus Standing), but players will keep their portion of whatever was taken in the Venture.

The nature of Ventures promote player cooperation, and although some Ventures have the option to be completed solo or in groups of two, they will pose one of the most difficult challenges players will face within Smuggler's Refuge.

 

 


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Not all of Smuggler’s Refuge’s content is centered around doing missions. The Band Leaders, Faus Bechta and Arbis Ceg, have their own respective minigame- Mandachord Madness.

Based on a majority of rhythm games, players must press buttons akin to the beat of various songs from the game, some songs already implemented into the game while others are introduced by Smuggler’s Refuge. Players may either play alone, versus an NPC, or versus another player.

That isn’t all- gameplay in PvE and PvP is affected depending upon the player’s chosen Warframe. For every Warframe, there is one specific ability that players may use. Players can access these abilities by having a continuous combo of notes. Some of these abilities are:

  • Ember: Notes are fired up, giving players bonus points for every note hit.
  • Excalibur: Players will have the ability to hit all notes in a single row for a short amount of time.
  • Frost: Notes are frozen, allowing them to appear on the screen at ½ the speed for a short amount of time.
  • Gara: Shards of glass cover the screen, allowing the player to receive 50% more points from upcoming notes- at the cost of only receiving 50% when those notes are hit.
  • Hydroid: Summons a tidal wave, pushing notes from the player’s screen to the opponent’s.
  • Loki: Notes on the opponent’s end disappear for a short amount of time.
  • Nidus: Notes are slathered in a harmless strain of Infestation, allowing players to hit an extra note for every note hit.
  • Nova: Slows down or speeds up notes- notes that are hit under the influence of Nova’s ability give extra points.
  • Saryn: The notes on the opponent’s end are slathered in toxic spores, causing the opponent to only receive ½ the points for each note for a short amount of time.
  • Volt: By shocking the opponent’s notes, they increase in pace for a short amount of time.
  • Vauban: Notes on the opponents end are bounced around for a short amount of time, causing confusion.
  • Zephyr: The player’s Warframe causes a whirlwind to appear, shaking the opponent’s notes for a short amount of time.

In addition, NPCs have their own abilities:

  • Arbis Ceg: Player abilities affect at 50% efficiency (deals 25% as opposed to 50%, etc.). Takes 1.5x to charge.
  • Faus Bechta: Nullifies active player abilities and prevents players from performing abilities for a short amount of time. Takes 1.5x the time to charge.
  • Clem: Clem, grakata. Hits double the notes at double the pace.

Note that in Solo play, abilities are disabled. Time-based abilities affect players on the client-side, slowing down or speeding up the music while the ability is in affect.


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Players also have the ability to trade resources and credits with Zeribus for cosmetics, similar in vein to Flight Rising’s Swipp’s Swap Stand. Every day, he will offer up to three offers at a time, these offers changing every 12 hours. To prevent abuse, players may only complete each offer once during its cycle.

He will offer any and all cosmetics, including color palettes, additional accessories for Deluxe collections, and retired cosmetics (ex. Rakta Syandana and parts of the Harkonar Wraith Armor), and excluding Prime Access accessories and standing-exclusive cosmetics (Syndicate syandanas, cosmetics provided by the Ostron, the Quills, or the Noxus as a faction). Armor is divided into parts: for example, he may have an offer for the Harkonar Chest Piece or the Eos Left Spur. In addition, Zeribus may also have a chance to carry boosters.

This is a list containing all of the additional items:

Spoiler

 

  • Boosters + Amenities:

    • 12-hour Affinity Booster

    • 12-hour Credit Booster

    • 12-hour Resource Booster

    • 12-hour Resource Drop Chance Booster

    • Foundry Rush Ticket: Rushes a single item in the Foundry for free. Untradable.

    • Warframe Slot

    • Weapon Slot

  • Syandanas:

    • Capella Syandana

    • Citadella Syandana

    • Cycuta Syandana

    • Misa Syandana

    • Sukira Syandana

  • Armor Sets (In Pieces):

    • Acanthus Armor Set

    • Dendra Mara Armor Set

    • Quaro Mara Armor Set

    • Spritsail Armor Set

    • Targis Armor Set

  • Sigils:

    • Cycuta Sigil

    • Mara Sigil

    • Verlorum Sigil

  • Pet Armors:

    • Kavasa Collar

    • Kavasa Armor

  • Sentinel Armors (In Pieces):

    • Summus Armor Set

    • Unda Armor Set

  • Color Palettes:

    • Resource Color Palette


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As with the concept’s promises, Smuggler’s Refuge provides a hefty load of loot and goodies for players. Much of those loot can be obtained through Noxus Standing. The following is a massive list of stock that each vendor within Smuggler’s Refuge has:

Spoiler

Zeribus Ved: Base Rank through Rank 5 merchandise. 

  • Base Rank:
    • Cosmetics:
      • Fortuna Sigil: Glows brighter for every critical (red crit) hit.
      • Fortuna Pendant: A decorative pendant to wear on your Warframe’s chest.
      • Smuggler’s Token: Sigil. Appearance changes depending upon the player’s rank within the Noxus faction.
    • Decor:
      • Alpha Light
      • Beta Light
      • Rosa Planter
  • Rank 1:
    • Cosmetics:
      • Assassin’s Armguards
      • Assassin’s Legguards
      • Mercenary’s Armguards
      • Mercenary’s Legguards
      • Smuggler’s Armguards
      • Smuggler’s Legguards
      • Librarum Sigil: Data manifested into a wearable sigil.
    • Decor:
      • Epsilon Light
      • Delta Light
      • Solanae Planter
      • Nymphae Planter
  • Rank 2:
    • Cosmetics:
      • Smuggler’s Chestplate
      • Assassin’s Chestplate
      • Mercenary’s Chestplate
    • Decor:
      • Hexa Chair
      • Hexa Light
      • Hexa Mat
      • Hexa Table
      • Hexa Pedestal
      • Hexa Weapon Display
      • Hyacinthae Planter
    • Weapon Cosmetics:
      • Cephalon Throwing Secondary Skin
      • Mutalist Single Pistol Skin
      • Mutalist Dual Pistol Skin
  • Rank 3:
    • Cosmetics:
      • Smuggler’s Syandana
      • Assassin’s Syandana
      • Mercenary’s Backpack
    • Decor:
      • Illicit Goods Stencil
      • Illicit Goods Vignette
      • Octa Chair
      • Octa Light
      • Octa Mat
      • Octa Table
      • Octa Pedestal
      • Octa Weapon Display
      • Fortuna Banner
      • Fortuna Planter
    • Weapons:
      • Dual Detron
      • Weapon Cosmetics:
      • Constra Bow Skin
      • Dendrion Shotgun Skin
      • Kuva Sniper Rifle Skin
      • Fortuna Sugatra
    • Other:
      • Illicit Goods Interior Decorations
  • Rank 4:
    • Cosmetics:
      • Smuggler’s Suit
      • Smuggler’s Mask
      • Assassin’s Chassis
      • Assassin’ Hood
      • Mercenary’s Garb
      • Mercenary’s Helm
    • Decor:
      • Deca Chair
      • Deca Light
      • Deca Mat
      • Deca Table
      • Deca Pedestal
      • Deca Weapon Display
      • Librarum Sculpture: Data manifested into an oddly decorative sculpture.
      • Librarum Seat: Data manifested into a sittable seat.
      • Librarum Shelf: Various shelves of physical data.
      • Librarium Surface: A table, created using manifested data.
    • Weapons:
      • Mara Ohma
      • Mara Spectra
      • Volleia
    • Weapon Cosmetics:
      • Cephalon Throwing Melee Skin
      • Constra Claws Skin
      • Kuva Gunblade Skin
      • Librarum Sugatra
      • Mutalist Sparring Skin
  • Rank 5:
    • Cosmetics:
      • Smuggler’s Arms
      • Smuggler’s Legs
      • Smuggler’s Hull
      • Assassin’s Arms
      • Assassin’s Boots
      • Assassin’s Gear
      • Mercenary’s Armguards
      • Mercenary’s Greaves
      • Mercenary’s Equipment
      • Fortuna Syandana: For every kill, it has a chance to temporarily increase one’s critical chance for an amount of time.
      • Librarum Syandana
    • Decor:
      • Comfora Prime Chair
      • Comfora Prime Display
      • Comfora Prime Light
      • Comfora Prime Table
      • Comfora Prime Pedestal
      • Comfora Prime Weapon Display
      • Fortuna Orbiter Interior
      • Fortuna Seat
      • Fortuna Pedestal
      • Vaulted Treasures Stencil
      • Vaulted Treasures Vignette
      • Zeribus Ved Noggle
      • Darvo Noggle
    • Weapons:
      • Fortuna
      • Mara Lanka
      • Mara Sonicor
      • Rotunda
    • Weapon Cosmetics:
      • Fortuna Blade-and-Whip Skin
      • Librarum Nikana Weapon Skin
    • Other:
      • The Noxus Captura Scene
      • Vaulted Treasures Interior Decorations

Faus Bechta: Rank 3 through 5 merchandise.

  • Rank 3:
    • Cosmetics:
      • Capellox Sugatra
      • Capellox Sigil
    • Decor:
      • Faus Bechta Poster
      • “Profit, My Love” Somachord Tune
    • Weapons Cosmetics:
      • Duox Crossbow Skin: A skin that mirrors the likes of Corpus craftsmanship.
    • Other:
      • The Avos Venture Blueprint
  • Rank 4:
    • Cosmetics:
      • Capellox Syandana
      • Decora Chest Adornment
      • Decora Arm Adornments
      • Decora Thigh Adornments
    • Decor:
      • “Proxy” Somachord Tune
      • Weapon Cosmetics:
      • Decora Sugatra
  • Rank 5:
    • Cosmetics:
      • Avosi Syandana: Unlocked after completing The Avos Venture.
      • Decora Syandana
    • Decor:
      • Faus Bechta Somachord Specter
      • Faus Bechta Noggle
      • Avosi Noggle: Unlocked after completing The Avos Venture.
      • “Special Deal” Somachord Tune: Unlocked after completing The Avos Venture.
    • Weapons:
      • Harbaz
      • Timpari
    • Weapon Skins:
      • Tessox Prospera Skin: Unlocked after completing The Avos Venture.
    • Other:
      • Avosi Chambers Captura Scene: Unlocked after completing The Rite of Wealth.
      • Avosi Instrument Kit: Unlocked after completing The Avos Venture.

Arbis Ceg: Rank 3 through 5 merchandise.

  • Rank 3:
    • Cosmetics:
    • Ceg Sugatra
    • Ceg Sigil
    • Decor:
    • Arbis Ceg Poster
    • “Gone with the Queens” Somachord Tune
    • Weapon Cosmetics:
    • Grottuk Shotgun Skin: A skin that mirrors the likes of Grineer craftsmanship.
    • Other:
    • Perfect Imperfections Blueprint
  • Rank 4:
    • Cosmetics:
    • Ceg Syandana
    • Drekar Chestplate
    • Drekar Greaves
    • Drekar Gauntlets
    • Decor:
    • “Meridian’s Strength” Somachord Tune
    • Weapon Cosmetics: 
    • Corros Sugatra: Unlocked after completing Perfect Imperfections.
  • Rank 5:
    • Cosmetics:
      • Corros Syandana: Unlocked after completing Perfect Imperfections.
      • Drekar Syandana
    • Decor:
      • Corros Chair: A crudely made chair, it is a work of craftsmanship from the scrappy Grineer defectors of the Corros Colony. Unlocked after completing Perfect Imperfections.
      • Corros Table: A crudely made table. Unlocked after completing Perfect Imperfections.
      • Corros Light: A crudely made light, giving off an orange glow. Unlocked after completing Perfect Imperfections.
      • Arbis Ceg Noggle
      • Dr. Ceg Noggle: Unlocked after completing Perfect Imperfections.
      • “The Last Stand of Corros” Somachord Tune: Unlocked after completing Perfect Imperfections.
    • Weapons:
      • Batterok
    • Weapon Cosmetics:
      • Corros Throwing Secondary Skin: Unlocked after completing Perfect Imperfections.
    • Other:
      • Corros Colony Captura Scene: Unlocked after completing Perfect Imperfections.
      • Corros Instrument Kit: Unlocked after completing Perfect Imperfections.

Varmia Del: Rank 3 through 5 merchandise.

  • Rank 3:
    • Pet Items:
      • DNA Stabilizer
      • Nutreat: Various treats for companions. Cannot be used on Sentinels.
      • Nutreat 1: Buffs a companion’s running speed for an amount of time.
      • Nutreat 2: Buffs a companion’s senses to loot and enemies for an amount of time.
      • Nutreat 3: Buffs a companion’s damage for an amount of time.
    • Pet Cosmetics:
      • Kubrow:
        • Kubrow Unitus Skin: The result of Corpus engineering, the hairless Unitus Kubrow is a popular choice of pet for the wealthy Corpus- or at least, one who believes they're too good for a simple proxy. Can wear standard Kubrow armor.
        • Kubrow Drogan Collar: Utilized by the Drahk infantry, this obediance collar sacrifices health for damage.
      • Kavat:
        • Kavat Dendra Armor: Utilizing similar technologies to that of the Dendra crewman armor, it has been fitted to suit the defensive needs of your Kavat.
      • MOA:
        • MOA Shock Camo Skin: Striking patterns to help camouflage your companion MOA and deceive both proxy and prosecutors alike.
        • MOA Dendra Armor: The Dendra crewman armor, fitted to protect Corpus proxies.
    • Decor:
      • Corpus Osprey Toy: A floating toy for your pets to play with.
      • Corpus Tech Toy: A new favorite toy for your pet.
      • Hexa Pet Bed: A comfortable bed for your pet.
      • Octa Pet Bed: A comfortable bed for your pet.
      • Excalibur Doll: A plush doll of the Excalibur Warframe, to be used as decor or a toy for your pet.
      • Loki Doll: A plush doll of the Loki Warframe, to be used as decor or a toy for your pet.
      • Mag Doll: A plush doll of the Mag Warframe, to be used as decor or a toy for your pet.
      • Volt Doll: A plush doll of the Volt Warframe, to be used as decor or a toy for your pet.
  • Rank 4:
    • Pet Cosmetics:
      • Kubrow:
      • Kubrow Downus Coat: A thick coat, worn by Unitus Kubrow on colder planets. 
      • Kubrow Neurolux Binds: Adorned on the beloved Kubrow of Corpus elites, these binds deploy enhanced shields that protect the Kubrow from attackers.
      • Kubrow Ornata Armor: Gorgeous Tenno-made armor for Kubrows.
      • Kavat: 
      • Kavat Neurolux Binds: Fitted for Kavats, this Corpus-made Kavat enhancers deploy shields that protect the Kavat from attackers.
      • Kavat Ornata Armor: Gorgeous Tenno-made armor for Kavats.
      • MOA:
      • MOA Gruk Persona Skin: Used by reconnaissance proxies to spy on the Grineer, this MOA skin turns your traditional MOA proxy into a Grineer machination.
      • MOA Gruk Armor: Grineer armor for your MOA proxy.
      • MOA Ornata Persona Skin: Inspired by Tenno craftsmen, this skin turns your traditional MOA into a work of art.
      • MOA Ornata Armor: Tenno-made armor for your MOA proxy.
    • Decor:
      • Grineer Roller Toy: A new favorite toy for your pet.
      • Gruk Pet Bed: A comfortable bed for your pet.
      • Ornata Pet Bed: A gorgeous bed for your pet to rest in.
      • Grineer Trooper Doll: A plush doll of a Grineer trooper, to be used as decor or a toy for your pet.
      • Corpus Crewman Doll: A plush doll of a Corpus crewman, to be used as decor or a toy for your pet.
      • Infested Charger Doll: A plush doll of an Infested charger, to be used as decor or a toy for your pet.
      • Sentient Doll: A plush doll of a Sentient, to be used as decor or a toy for your pet.
  • Rank 5:
    • Pet Cosmetics:
      • Kubrow:
        • Kubrow Froza Skin: Big, fluffy, and soft, this cousin of the Kubrow is often found hunting in the tundras of Neptune.
        • Kubrow Voidtide Regalia: A fanciful display of Corpus technology, worn by Unitus Kubrow during Voidtide- a religious Corpus holiday.
      • Mutalist Charger: 
        • Mutalist Quaro Armor: An amalgamation of infestation and Corpus technology.
      • Kavat:
        • Kavat Voidtide Regalia: A lavish symbol of Corpus wealth, it is adorned during Voidtide- a religous Corpus holiday.
      • MOA:
        • Fusion MOA Skin: Similar to that of the well-known Corpus-Orokin cross proxy, it allows its user to deploy an Attack Drone when under heavy fire.
    • Decor:
      • Comforta Prime Pet Bed: A gorgeous bed for your pet.
      • Comforta Prime Toy: A fanciful toy for your pet.
      • Fortuna Pet Toy: A fancy pet toy that entraps it in the dangers of RNG.
      • Fortuna Pet Bed: A luxurious bed for your pet.
      • Alad V Doll: A plush doll of Alad V, to be used as decor or a toy for your pet.
      • Captain Vor Doll: A plush doll of Captain Vor, to be used as decor or a toy for your pet.
      • Worm Queen Doll: A plush doll of the Worm Queen, to be used as decor or a toy for your pet.
      • Stalker Doll: A plush doll of the Stalker, to be used as decor or a toy for your pet.
      • Clem Doll: A plush doll of Clem, to be used as decor or a toy for your pet.
      • John Prodman Doll: A plush doll of the John Prodman, to be used as decor or a toy for your pet.
    • Weapons:
      • Dual-Twin Grakatron
      • Ruptus

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As Standing Rewards, Quest Rewards, and drops from bosses, there are a wide variety of weapons introduced in the Noxus.

PRIMARY

BASSONA: A sound-based Tenno pump action shotgun, this weapon blasts soundwaves that shake and shatter enemy bones.

Alt-fire: Channels its sound within a radius, stunning nearby enemies while depleting ammo.

GAROK: When the Steel Meridian failed to supply the ex-Grineer colony of Corros, the colonists created this makeshift bow to defend themselves against the Grineer invasion. Its arrows contain an extremely corrosive chemical, created by Dr. Ceg, to help break down the very armor it pierces through. Upon impact, this chemical explodes in a volatile rage.

This weapon can be obtained at the end of Perfect Imperfections.

HARBAZ: The longbow of Avosi Strigidae, this silent and swift longbow is traditionally used to harvest souls in the Void’s name.

MACH: A joint project between Capellox and the Corpus Board of Directors, this Corpus pump-action shotgun uses weaponized sound waves to pummel foes to death.

MARA GLAXION: This chilling weapon was once utilized by underground Orokin-era narcotic manufacturers, used to freeze both the narcotics and narcissistic customers who wouldn't pay their fees.

MARA LANKA: The earliest known prototype of the Lanka, it was most prominently known for its use in the assassination of Executor Valorus. While its blueprints were uncovered, the name of the notorious hitman who created the weapon was lost to time.

MARA LENZ: An extremely early and extremely deadly prototype of the Corpus Lenz, created in the confinements of a seasoned Orokin-era smuggler, for use on the field and equipped upon their ship. It is said that, at full capacity, this brutal bow could level entire large-scale cargo ships.

VOLLEIA: A Tenno-made cross between crossbow and shotgun, it fires a barrage of bolts.

SECONDARY

DUAL DETRON: Two Detrons for double the power. The weapon of choice for Zeribus Ved.

DUAL-TWIN GRAKATRON: An unholy amalgamation of Grineer and Corpus technology with an alcoholic influence, this strange combination takes the swift firing Grakata and the radiological force of the Detron to create a unique weapon.

FORTUNA: This deck of cards hides a deadly, crit-based throwing weapon. 

Alt-Fire: Barrages the entire magazine at once, the damage dealt depending upon how much ammo was left prior to using the alt fire, at a minimum of half the magazine.

MARA CYCRON: Next to the Mara Detron, the Mara Cycron was a favorable choice for the discerning Orokin-era smuggler for its frugal ammo economy and the punch it packs against enemies.

MARA SONICOR: The hidden wrist-mounted weapon of mass destruction for the Orokin-era miscreants.

MARA SPECTRA: The well-known construction laser’s ancestor, whose job was to weld Orokin gold… and bodies to the floor.

ROTUNDA: Once an Orokin-era children’s toy, these toy marbles were an unorthodox and strangely effective choice for the less-than-childish assassins willing to finish their job no matter the tools.

MELEE

BATTEROK:  Heavy Blade. A makeshift melee of various salvaged metals, the Corros colony use these heavy-hitting bats to fend themselves against the Grineer invasion.

Unique Effect: Charged attacks that cause fatal blows will perform decapitations, lobbing the severed head far away.

BUBONET:  Glaive. Wielded by Avosi Strigidae, this fast-paced glaive strikes fast.

DIVIDOX: Heavy Blade/Dual Blades. A multipurpose Avosi weapon, which can switch between its heavy-hitting Heavy Blade mode and its swift-striking Dual Blades mode.

Unique Effect: Charged attacks allow the Dividox to swap between modes on the fly.

MARA OHMA: Tonfa. While commonly known as the signature weapon of Index brokers, this weapon originates from Orokin-era smugglers that opted for a swift melee kill.

MARA GRAM: Heavy Blade. A heavy zweihander meant for the hands of heavy-hitting Orokin-era mercenaries, assassination targets won’t know what hit them.

OHMUS AND TEMPLO: Sword and Shield. Wielded by some of the Avosi Casuars, this lance-and-shield combo is traditionally utilized as their trademark means of defense. Akin to the Guandao and Orthos Prime, the Ohmus has a wide range.

PARATECT: Rapier. Once a force-field generating Corpus umbrella, its mutalist design allows it to generate a protective shield for its user.

Unique effect: Blocking enemy attacks has a chance for the Paratect to release a noxious cloud, dealing 120 Toxin damage/s for 10s.

RUPTUS: The personal project of Varmia Del, these Corpus Claws corrode through enemy armor.

Unique Effect: Slide attacks extend these claws’ reach. Affected by range mods.

TESSOX: Warfan. The slow yet striking weapon of choice for the Avosi Aquilas. Crafted to be assumed as a mere holographic fan used in luxury by wealthy Corpus, this deadly Avosi warfan deceives even the most sly of attackers.

TIMPARI: Dual Daggers. While most known for being Capellox’s brand of percussion synthesizers, this particular model has been weaponised to make your enemies into instruments of a wartime symphony.

Unique effect: Charge attacks allow the Timpari to resonate a sound that stuns nearby enemies. Additional Charge attacks increase the radius of enemies affected, up to three times. After resonating the sound a third time, the effect goes into cooldown.


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Smuggler’s Refuge features a large side campaign, with a variety of quests that players can play through alongside the content provided by Smuggler’s Refuge. The choices that players make will affect their gameplay within Smuggler’s Refuge, stressing that players make careful decisions.

Quests are divided into three categories: Main Quests and Optional Quests.

  • Main Quests involve the narrative of Smuggler’s Refuge, and acts as the ‘main story’.

  • Side Quests, while relevant to the narrative of Smuggler’s Refuge, are not necessary to continue through its narrative. However, some Main Quests may play out differently depending upon which sidequests are and aren't completed.

Note that some Main quests can be played out of order, but some quests must be completed before players can proceed into certain quests.

All quests are replayable; if certain quests are completed afterwards, players can choose to replay prior quests as if they had completed the optional quests (For instance, they can replay The Heist after they've completed The Gold of the Grotto and watch how it plays out as if they had completed The Gold of the Grotto previously).

The full summaries to each quest can be found here.

MAIN QUESTS

THE NOXUS: After completing numerous Contracts, Zeribus allows the Tenno to take on a dormant heist to finally put it to rest- with the help of an odd affiliate.

THE HEIST: After much planning, and support from the Tenno, Zeribus and Darvo attempt to do something that has never been done before: breaking into the confidential databanks of the Board of Directors and stealing its restricted information.

THE RITE OF WEALTH: In their defense against the Tenno, the Corpus have begun work on their most intense anti-Tenno proxies yet. However, as more begins to unveil, more comes to question.

SIDE QUESTS

THE AVOS VENTURE: For their continued support, Faus’s superiors have sought the Tenno to gather various information for them from the Grineer. However, things do not go according to plan...

PERFECT IMPERFECTIONS: Arbis Ceg tells the Tenno of his home- the Corros Colony- and of the Grineer’s threat looming around the corner.

Edited by MissMarifire
added vendors
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I really like the relay ideas too...

Heh, thank you! That was the big thing: I wanted to make a relay addition since I kind of feel like that it's really empty and lacking life. So, I suppose this is my attempt to bring life to the relays, aha.

 

I've added some art. Sure, it's rough around the edges (Hek, I've got several different ideas for the Tenno Cantina as well and ideas to make the uniforms for the band consistent, etc. etc.), but it'll do for now.

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Heh, thank you! That was the big thing: I wanted to make a relay addition since I kind of feel like that it's really empty and lacking life. So, I suppose this is my attempt to bring life to the relays, aha.

 

I've added some art. Sure, it's rough around the edges (Hek, I've got several different ideas for the Tenno Cantina as well and ideas to make the uniforms for the band consistent, etc. etc.), but it'll do for now.

Or like the relay celebritys they'll be they should have their own syndanas and other things that'd fit them and the band.

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Or like the relay celebritys they'll be they should have their own syndanas and other things that'd fit them and the band.

I don't exactly plan on having anyone have any syandanas aside from the Mara trader who sells them like how Baro does; Zeribus stays at his bar so he wouldn't exactly be able to flaunt it, and I'm certain the band's outfits is already reaching overflamboyancy even for the Corpus (I mean, it's no credit cape, but considering half the band has bits on their outfits that really don't do anything other than look pretty...), syandanas would be waaay too much.

 

Jyoti used to have a cape in his earlier designs, though.

Edited by MissMarifire
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I just want to update the topic with some new art during tonight's livestream: I've designed another version of the Tenno Cantina, this time a more rectangular shape as opposed to the initial circular shape.

 

j9A06E7.png

 

The biggest thing was the lack of chairs in the relay, and I'm throwing around the idea of whether or not to add chairs. This being said...

 

Here's a version of one of the rooms with the same types of sitting "mats" as the nav room on the first floor:

dyq96eT.png

 

And another with beanbag chairs for fun.

 

mdX0Qkp.png

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Tonight I've been working on designs for the travelling merchants. I only have a couple ideas, mostly because I'm tired aha

I've also been throwing around the idea od Syndicate merchants, who will travel in twos of their respective allying syndicates and sell wares to those of a certain rank. Similar to syndicate rewards, you will pay in both ranking and credits and the items bought from them are tradeable. If I go with this, perhaps these would be Steel Meridian/Perrin Sequence. If not, they're just operatives who specialize in a specific faction's wares.


dQzD5Iv.png

Edited by MissMarifire
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Wow,that some big work you have done,very good.

Really like the art style and its all very good...

Thank you guys :o

 

I don't have any art for tonight yet, but what I do have is a sort of to-do list for the current parts of the concept that still needs designs in the case that anyone would like to create art for the concept. It's right here! I'll put the link in the first post of the thread as well.

Edited by MissMarifire
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Sorry about the lack of updates, been having some personal issues lately and haven't gotten the time to draw.

Anyway, I've made a design of Zeribus Ved. Note that this, like all the art in this thread, aren't the final designs and are subject to change.


tumblr_o1m69ikBfq1r8w24zo1_1280.png

Edited by MissMarifire
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I like this idea. This would give us more interesting missions, more shopping spots, and a way to make or break more credits. This sounds exactly like what I have been waiting for. Lets hope that DE see's this.

Thank you! I don't think DE will look at it any time soon, due to how rough around the edges it is, but with time it'll be noticed.

 

Speaking of more interesting missions, a friend of mine suggested a radiant quest that I've been writing up that the band will give out weekly, similar to the ones that get you the Clem clone blueprints (It's in the document currently):

 

The band inboxes the Tenno thanking them again for helping them break free, and that they have a job for the Tenno that they'd pay highly for. Coming over to the Cantina, the band tells the Tenno of some intel about an Orokin tower that may contain some old Orokin instruments that they'd like to get their hands on, and that they'd pay the Tenno greatly if they obtained it. Basically, the Tenno, with the help of Clem and potentially Faus, depending on whether or not I'd want her to help, defend the cache of instruments from the Corrupted that reign the tower. Once the mission is completed, the band will reward the Tenno with a sum of credits as well as a blueprint for a homebrew weapon Varmia had put together using the Orokin instruments found from the tower. After the mission has been completed once, the band will give the Tenno primed mods or other resources for defending the instruments.

 

How's that sound? I don't have any ideas on what the weapons would be at the current moment, so suggestions for those would be lovely as well.

 

EDIT: I've looked back at this now with a friend of mine, Ithloniel, and we've got a few ideas on revising this. Consider instead:

 

>Nevdrus, while at the cantina, gains some private information on, say, a cache of credits or an armory being transported somewhere from the idle chatter of some visitors of the cantina, and that they'd want the Tenno to get ahold of what they want before the visitors do. By completing the missions for them, they give the Tenno the primed mods or resources Baro had once sold, or just rare mods/resources and credits

 

>Instead of Varmia making homebrew weapons from the Orokin instruments, some of the Orokin relics they believed were instruments were actually weapons that look distinctly similar to the instruments. 

 

And a couple weapon ideas for the rewards from defending the instruments:

 

TREBULEX

 

Rapid fires quick sonic bursts that have a chance of stunning enemies hit by the concussive force each “sound bullet” fired. The chance of stunning would be relatively low, but high enough that short sustained fire from the high-fire rate automatic weapon would trigger consistently.

 

VIOLUS

 

A bow that sprays several arrows similar to a way a shotgun launches pellets. It would take shotgun mods, but eat from the sniper ammo pool. It would have a low ammo/mag quantity, with high status, solid damage per shot, and a charge time similar to that of other bows.

Edited by MissMarifire
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I really like the idea of having a place to really be sociable with other Tenno in an organized environment. Like, of course the relay in general is a thing, but something like this would just make the relays more... alive, I guess? More incentive to hang out there. And god, yes, the world of Warframe needs some music.

 

Also the visual designs are looking really great so far!! I can't wait to see more :>

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I really like the idea of having a place to really be sociable with other Tenno in an organized environment. Like, of course the relay in general is a thing, but something like this would just make the relays more... alive, I guess? More incentive to hang out there. And god, yes, the world of Warframe needs some music.

 

Also the visual designs are looking really great so far!! I can't wait to see more :>

Thank you! And yeah, that was one of my main goals for this concept: to give the Relays more life and to give more encouragement to visit the Relays.

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I have another decently-sized idea to bring to the table to see what you guys think:

 

An arcade/casino under the cantina that runs on ducats. Basically, the arcade/casino has simulators of Happy Zephyr/Wyrmius (and other minigames, if DE everso chooses to), as well as tables to play games on and an array of slots. After winning an aspired amount, you can go to the Arcade/Casino operator and exchange your ducats for prizes, such as unique cosmetics or even weaponry, or you can have them convert your ducats into credits.

 

Since it's under the cantina, there'll be elevators in the lobby going either up to the cantina or down to the arcade/casino. I quickly made a tiny little mockup of it:

 

RJdLrpI.png

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