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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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I'm curious to know: Should I put Noxus in this thread, since it was originally the Virtuous Star, or should I put the Relay overhaul in this thread, since much of the newer content is related less about the bar and more about the Relay itself?

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56 minutes ago, MissMarifire said:

I'm curious to know: Should I put Noxus in this thread, since it was originally the Virtuous Star, or should I put the Relay overhaul in this thread, since much of the newer content is related less about the bar and more about the Relay itself?

Honestly? If this was once the Star and this "lovely" lass is more involved with the star itself, let this new baleful star shine down here and let the Relays have their own path to glory. Honest opinion, neither command nore properly informed observation.

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The reworks have been coming along nicely, despite the time constraints I've been having the past few days. I'm hoping to get Noxus 6.0 out first, then The Virtuous Stars.

Believe it or not, Noxus is actually... quite small compared to the bar content in 5.0, disregarding the amount of quests to do. Granted, it's still a work-in-progress, so it may expand as I continue to work on it.

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Addendum post while I'm at lunch.

V6's base content is done. It'll be edited in soon. Once I'm done with writing the base content for The Virtuous Stars, I'll have a thread for that.

I've expanded the content that the Noxus has for the player. The entire ship is broken into groups, each unlocking with every prerequisite met. A final section, the VIP Lounge, can be accessed once all of the content has been completed.

This being said, I'm not going to make it a simple romp to get it. All the new bands, content etc would lead up to enough quests to double up the ones we have! Ain't that crazy?

Please keep in mind that the content introduced in this content is late-development, late-game content. Once new updates arise, it will be tweaked accordingly. 

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I love love love this. This would be so much fun. The only thing, and im not sure anyone mentioned it in the replies, but the casino. Being able to trade credits for nodes and back to credits and gambling against other players would be exploited allowing players to transfer credits to other players. Which I'd love but not sure if DE would incorporate.

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3 hours ago, (PS4)goodboxgonebad said:

I love love love this. This would be so much fun. The only thing, and im not sure anyone mentioned it in the replies, but the casino. Being able to trade credits for nodes and back to credits and gambling against other players would be exploited allowing players to transfer credits to other players. Which I'd love but not sure if DE would incorporate.

I mean, gambling HAS been implemented before via The Index, the Corpus's grindfest bloodsport. Albeit, it's less pure luck and more about beating the life out of the other team and getting money for it.

I definitely do see what you mean though. Maybe the conversion between credits to nodes could be tweaked so it wouldn't be exploited too much. For instance, we could have it be like this: 1,000 Credits for every node you buy from The Dealer, and 500 Credits for every node you sell to the dealer. Each game may require a certain number of nodes to play, in addition to the number of nodes the player wishes to bet; these nodes, as well as any additional nodes given the player loses, will always be lost. I'm sure these numbers will definitely need playing around with so that it looks handsome enough for players to try their luck with it, but also fair enough so that it wouldn't be all too big of an exploit for credits.

Edited by MissMarifire
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I'm currently wondering what types of "Jobs" Zeribus should give to the Tenno. A general idea I've got at the moment is that these jobs are multi-part missions. Some examples of this could be: 

  • Defending some cargo for a certain amount of time until an extraction team comes, then sabotaging the facilities afterwards (Defense + Sabotage)
  • Capturing a crewman who has knowledge on something Zeribus wants, then killing off the rest of the crew to ensure nobody knows. (Capture + Exterminate)

There could also be unique missions that can only be accessible through Zeribus:

  • Extracting code from some data vaults in order to figure out a code for a larger vault in the facility with some goods that Zeribus wants. 
  • Completing a puzzle in the Kuva fortress to find and defend the data for an advanced prototype weapon that the Grineer were developing.

It's only a couple ideas for now, I'll have more later.

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8 hours ago, MissMarifire said:

I'm currently wondering what types of "Jobs" Zeribus should give to the Tenno. A general idea I've got at the moment is that these jobs are multi-part missions. Some examples of this could be: 

  • Defending some cargo for a certain amount of time until an extraction team comes, then sabotaging the facilities afterwards (Defense + Sabotage)
  • Capturing a crewman who has knowledge on something Zeribus wants, then killing off the rest of the crew to ensure nobody knows. (Capture + Exterminate)

There could also be unique missions that can only be accessible through Zeribus:

  • Extracting code from some data vaults in order to figure out a code for a larger vault in the facility with some goods that Zeribus wants. 
  • Completing a puzzle in the Kuva fortress to find and defend the data for an advanced prototype weapon that the Grineer were developing.

It's only a couple ideas for now, I'll have more later.

   Waiting on standby in the event you need some idea stir-up in your day mam.

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Not much new content for now, but I have: More plans! Planny-plans, beautiful plans.

I have a bit of a workflow planned for The Noxus and The Virtuous Stars that I'll look into trying, so that I can stop forgetting to work on it so much and it can go along with the school workflow I've set up for myself. Every post will have at least two of the three bulletins covered from now on to ensure that progress is being made:

Draft Ideas + Discussion: Self explanatory, should take about half an hour to an hour tops. I write up a bunch of ideas on the fly based on suggestions by users inside of the Relays and in my Discord servers. More or less what I do now.

Elaborate Ideas: Taking the draft ideas and writing them in a more expanded way without getting too convoluted. Keep it short and to the point for the General document, but just interesting enough to hook the reader.

Revision Discussion + Rewrite: Here's where things get fun. I open up the secondary draft document and rewrite the elaborated idea. This allows me to see any kinks in the idea and how differently they could be executed.

In addition, I'd like to swap between the Noxus and the Stars each day, as well as what type of content as well. For instance: I could work on a quest for the Noxus one day, then a mechanic for the Stars the next day. During that next day, I'll also set aside time to review the quest from the day before with other players, and take those criticisms to revise it the day after. I'll still revisit content at times to ensure that it's all good, and I may set aside a day to tweak content using the same cycle.

More or less, just housekeeping ideas.

As for actual CONTENT, well... I may have a thing or two up my sleeve for the bands in the future.

...and for Darvo. I've planned for him to have a lot more involvement with the Noxus than in the previous versions, both lorewise and content wise. As the "apprentice" of Zeribus (lorewise), Darvo should have some involvement with the Noxus (And Nevdrus, given I keep the old quests).

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Elaborated on Zeribus's Jobs a little bit:

These jobs typically are multi-objective, requiring the player to complete several tasks inside of the mission before they are able to extract. Some of these types may include (Note that these are just examples, and that the jobs are randomized):

  • Defense and Sabotage: Defending some cargo for a certain amount of time until an extraction team arrives, then destroying the facility before extracting,
  • Capture and Exterminate: Capture an enemy operative to get intelligence, then kill off the remaining personnel.
  • Spy and Hijack: Break into the systems to decipher security codes, then hijack a cargo vehicle containing the goods.

In addition, there are detrimental effects that affect Zeribus’s Jobs, and may be shared with Nightmare Mode and Sortie effects. Zeribus’s Jobs may even have two effects in one job. These include:

  • Labyrinth: Players will not be given a map for the mission, nor will they be given waypoints. Includes extraction waypoints in Job 3 level missions. 
  • No UI: Players will be without UI the entire mission, including maps.
  • Flood: The entire map is flooded, requiring Archwing to traverse certain areas.
  • High Gravity: Gravity is greatly strengthened. Bullet jumps can no longer be performed.
  • Timer: Players must complete the entire mission in under a certain amount of time.
  • No Shields: Players will no longer have shields for the duration of the mission.
  • Health Vampire: The health of the player's would slowly drain throughout the mission.
  • Explosive Death: Enemies explode upon death.
  • Slow Motion: The player’s movement speed, attack speed, reload speed and fire rate is slowed by 25%.
  • Robotics Stronghold: (Corpus Only) Robotic units have a greater chance of spawning.
  • Bombard Stronghold: (Grineer Only) Bombards, Heavy Gunners, and Scorches have a greater chance of spawning.

In addition, I've elaborated a bit more on how Noxus Marks work:

Noxus Marks are the currency of the Noxus's mercenary trade system. For each mission that they complete, the player will earn a certain number of Noxus Marks. These marks may be traded in for a choice of five different items, each being rotated out daily. Quests that are introduced in the concept will also reward the player with a number of Noxus Marks along with the unique reward the quest provides.

If the Noxus is at one of the Relays, Zeribus will offer ten items as opposed to the usual five for each day the bar is at the Relay.

Cosmetics:

  • Avia Wings: A pair of wings to accompany the Avia armor set.
  • Dendra Chest Guard: A chest guard to accompany the Dendra set.
  • Eos Syandana: A traditional Tenno syandana.
  • Gazal Syandana: A decadent, flowing syandana to match the Gazal armor set.
  • Porta Jets: A pair of Corpus jets, typically worn on the back. Accompanies the Porta armor set.

Auxiliary Cosmetics: 

  • Avia Wrist Guards: A pair of streamlined but decadent wrist guards.
  • Gazal Bangles: Worn by Martian dancers, this pair of bangles are adorned with a silky, flowing purple cloth.
  • Karaka Bands: A pair of Grineer wristbands, typically worn to assist in carrying weights.
  • Rosina Bloom: An Infested flower manifested into your Warframe’s wrist.
    • Alternative positions: Head, Chest, Legs.
  • Nelumbo Bloom: A decadent Tenno bloom, symbolic of the Lotus.
    • Alternative positions: Head, Chest, Legs
  • Gora Trinket: A Grineer symbol of freedom worn by Steel Meridian initiates. Typically worn on the wrist.
    • Alternative positions: Chest
  • Commitum Mark: A traditional Corpus wedding sigil, typically adorned on the wrist.
    • Alternative positions: Chest
  • Adaris Mark: A mark with the Noxus’s emblem on it. 
    • Alternative positions: Chest
  • Glacia Aura: An icy aura that surrounds your Warframe.
  • Pyra Aura: A fiery aura that surrounds your Warframe.
  • Festering Impestis: An infested aura that surrounds your Warframe.

Note the introduction of several Auxiliary Cosmetics. This is a very big part of the Noxus, allowing players extra customization for their Warframes. They can be placed on any Warframe, and some cosmetics can even be placed on different parts of the Warframe. There's two types of Auxiliaries: Wearables and Auras. Wearables are physical objects, such as the Mortos Binds, that can be physically worn on the Warframe. Auras, on the other hand, are visual effects that can be seen coming off of the Warframe. While the Virtuous Stars will have Auxiliary Cosmetics throughout the concept, the Noxus will primarily have these available to the players.

I might change "Auras" to "Glows" or "Ambiances".

In addition, Zeribus may provide idle animation sets, Orbiter decorations, rare mods, or even packs of Arcanes or Riven mods, albeit the chances of the latter two are very low. Arcane Packs work similarly to that of Relic Packs, giving three random Arcanes to the player upon usage. Rivens may be veiled or unveiled.

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9 hours ago, Ragingwasabi said:

imo those detrimental effects should either not exist or have explanations for why they exist for immersion. like the sortie conditions

Why not? If they're meant to be the equivalent of Sorties with more chores, shouldn't it have some more things to throw at you? Though, I wouldn't mind other suggestions to make them challenging.

I wouldn't mind writing lore about them, though, depending upon the type. For instance, for Labrynth or No UI, Zeribus could say that the transmission conditions are rather fuzzy, and he can't send you the data for the information. He'd then give a brief synopsis of what to do and leaves you at your own accord. For Flood and High/Low Gravity, perhaps a coolant pipe bursted, leaving the mission filled to the brim with water, or a gravity stabilizer has gone awry and it's putting too much/too little gravity onto things. That sort of thing could be explained further in the Lore doc, when its out.

Edited by MissMarifire
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Sounds like things seem to be going quite smoothly on your end here mam. Looking forward to see what story wizardry you concoct for each of these little hazards. Might have to ask if I could add a few on.

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I'm... done with high school. May 19th's teeechnically when I graduate, but all of my finals have been completed. While I know that I still have college to tackle, I can breathe easy for a little while. In terms of short term, it's more or less just a waiting game now. At earliest, I can turn in my rented equipment tomorrow and just burn the rest of my absent days out.

With that, I'll have myself a few months to unwind. As I had promised myself, I'll be starting my TennoGen work again, and I hope I'll be able to make at least one usable skin to put up on the Workshop. As for the Noxus and The Virtuous Stars, I'll be kicking things into high gear in terms of art, something the concepts direly need. 

Now, current stuff. My biggest focus at the moment for the Noxus is quests and content. By that, I mean stuff to do. I'm not quite sure where to go from here at the moment, and I'd like to get in some more activities to do in the Noxus before I begin my work on quests.

Edited by MissMarifire
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10 hours ago, MissMarifire said:

I'm... done with high school. May 19th's teeechnically when I graduate, but all of my finals have been completed. While I know that I still have college to tackle, I can breathe easy for a little while. In terms of short term, it's more or less just a waiting game now. At earliest, I can turn in my rented equipment tomorrow and just burn the rest of my absent days out.

With that, I'll have myself a few months to unwind. As I had promised myself, I'll be starting my TennoGen work again, and I hope I'll be able to make at least one usable skin to put up on the Workshop. As for the Noxus and The Virtuous Stars, I'll be kicking things into high gear in terms of art, something the concepts direly need. 

Now, current stuff. My biggest focus at the moment for the Noxus is quests and content. By that, I mean stuff to do. I'm not quite sure where to go from here at the moment, and I'd like to get in some more activities to do in the Noxus before I begin my work on quests.

Come Thursday, I'm an open book if you need some Discord brain football-tossing.

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13 hours ago, Unus said:

Come Thursday, I'm an open book if you need some Discord brain football-tossing.

I'll be looking forward to it.

I've updated the main post as much as Mobile editing will allow me, but what I'd give for a spoiler option on this thing...

Note a new, rather large thing on the main post that is my reason for why I'm complaining: Primed Augments. Basically, take the augments we have currently and push 'em even further. Like Primed mods, they are doubled in rank, meaning that (most) stats are multiplied by 7/4, or 1.75. I will need to go through and tweak accordingly, as admittedly I may have boosted some stats a bit too much, some a bit too little. I'll be going through tonight to see what I can do for balancing, but the gist is there.

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The jobs being 2 missions in one I think sounds really nice, especially with how short some missions are nowadays with movement 2.0 and our crazy weapons.
Also here are some of my suggestions for the detrimental effects that I thought of, I realize they're nothing amazing I just wanted to contribute.

  • Split damage - Damage is divided by squad-members but shared among them.
  • No misses - Weapon attacks that deal no damage will self-inflict damage.
  • Ill prepared - Start with 0 ammo on weapons with ammo and no energy.
  • Dry lands - Half chance of energy orbs & health orbs as drops from enemies.

Primed Augments sound like a really great idea to try to make up for the really bad augments but a lot that just have a single effect that's 100% chance often won't be worth the hassle sadly, I really think something like Corrupted augments would work better for this kind of thing due to Primed being a very limiting prefix.

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On 5/11/2017 at 1:53 PM, Navarchus said:

The jobs being 2 missions in one I think sounds really nice, especially with how short some missions are nowadays with movement 2.0 and our crazy weapons.
Also here are some of my suggestions for the detrimental effects that I thought of, I realize they're nothing amazing I just wanted to contribute.

  • Split damage - Damage is divided by squad-members but shared among them.
  • No misses - Weapon attacks that deal no damage will self-inflict damage.
  • Ill prepared - Start with 0 ammo on weapons with ammo and no energy.
  • Dry lands - Half chance of energy orbs & health orbs as drops from enemies.

Primed Augments sound like a really great idea to try to make up for the really bad augments but a lot that just have a single effect that's 100% chance often won't be worth the hassle sadly, I really think something like Corrupted augments would work better for this kind of thing due to Primed being a very limiting prefix.

I like the suggestions for more detrimental effects, will throw them into the document, if you're alright with that.

As for giving the upgraded augments a different name, I feel something besides Corrupted would be more fitting, as most do not have a negative effect. Some ideas that I've went back and forth with Unus on them include Alpha, Augmented (for redundancy reasons, lol), Contraband, Chromatic (Making the little card things for the augments rainbow-colored to separate themselves from their regular counterparts), Refined, Imported, and Grey-Market. May come up with more eventually.

I'll be sure to take another gander at the augments again and tweak accordingly, since I think I'd like to mess with a few for more changes to how the abilities work alongside the specific augment.

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9 hours ago, MissMarifire said:

I like the suggestions for more detrimental effects, will throw them into the document, if you're alright with that.

As for giving the upgraded augments a different name, I feel something besides Corrupted would be more fitting, as most do not have a negative effect. Some ideas that I've went back and forth with Unus on them include Alpha, Augmented (for redundancy reasons, lol), Contraband, Chromatic (Making the little card things for the augments rainbow-colored to separate themselves from their regular counterparts), Refined, Imported, and Grey-Market. May come up with more eventually.

I'll be sure to take another gander at the augments again and tweak accordingly, since I think I'd like to mess with a few for more changes to how the abilities work alongside the specific augment.

Yeah yeah, absolutely feel free to use them that's what I had suggested them for! I figured if some missions will use more than 1 effect there's going to have to be a higher amount of effects.
Sorry I meant that corrupted augments would be more interesting in some cases when corrupted than primed so when an augment can't really benefit from being primed perhaps it should be corrupted.

  • Primed Duality: Equinox’s other half breaks free for 14 seconds, dealing 525% damage.
  • Primed Soul Survivor: Use on a downed ally to revive them with 50% of health. Nekros’s energy will be consumed.
  • Primed Corroding Barrage: Each projectile has a 200% chance of inflicting a Corrosive status effect, proccing affected enemies twice.
  • Primed Seeking Shuriken: Reduces up to 70% armor from targets for up to 14 seconds at maximum.

 

This, but of course this isn't actual corrupted stats it's just examples with neat effects. This way it's not just an upgrade but an option depending on what you prefer and what your style is.

  • Corrupted Duality: Equinox’s other half breaks free for 30 seconds, dealing 75% damage.
  • Corrupted Soul Survivor: Use on a downed ally to revive them with 20% of health. Nekros’s energy won't be consumed.
  • Corrupted Corroding Barrage: Each projectile has a 100% chance of inflicting a Corrosive & Magnetic status effect, halved salvo.
  • Corrupted Seeking Shuriken: Reduces up to 100% armor from targets for up to 7 seconds at maximum. Double shurikens (4), no homing.
Edited by Navarchus
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10 hours ago, Navarchus said:

Sorry I meant that corrupted augments would be more interesting in some cases when corrupted than primed so when an augment can't really benefit from being primed perhaps it should be corrupted.

  • Primed Duality: Equinox’s other half breaks free for 14 seconds, dealing 525% damage.
  • Primed Soul Survivor: Use on a downed ally to revive them with 50% of health. Nekros’s energy will be consumed.
  • Primed Corroding Barrage: Each projectile has a 200% chance of inflicting a Corrosive status effect, proccing affected enemies twice.
  • Primed Seeking Shuriken: Reduces up to 70% armor from targets for up to 14 seconds at maximum.

 

This, but of course this isn't actual corrupted stats it's just examples with neat effects. This way it's not just an upgrade but an option depending on what you prefer and what your style is.

  • Corrupted Duality: Equinox’s other half breaks free for 30 seconds, dealing 75% damage.
  • Corrupted Soul Survivor: Use on a downed ally to revive them with 20% of health. Nekros’s energy won't be consumed.
  • Corrupted Corroding Barrage: Each projectile has a 100% chance of inflicting a Corrosive & Magnetic status effect, halved salvo.
  • Corrupted Seeking Shuriken: Reduces up to 100% armor from targets for up to 7 seconds at maximum. Double shurikens (4), no homing.

That makes sense, I like that idea.

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  • 2 weeks later...

Retrospection time. Will be doing a post on both here and the Stars.

It's been almost a year and a half now, and by the way I typically do updates, Version 7.0 of the Noxus and Version 1.5 of the Virtuous Stars is supposed to start development anywhere between now and mid-June. I still believe that splitting off the Relay overhaul as The Virtuous Stars was a good move, albeit a confusing one in terms of name for those who remember the Noxus as the Virtuous Star. Regardless, it's splitting down what was once a massive nigh 70~ish page concept including dialogue, helping it both in terms of not only organization, but user-friendliness as well. With the Virtuous Star, it is my envision of the route that DE could potentially take with the Relays, when they opt to overhaul them. With the Noxus, I saw it as not just a content expansion, but also a way to tie loose ends in lore, especially in the civilian lore that we get next to nothing on. While I don't feel like the concepts have done a well enough job in doing this yet, I am always looking into how I can improve these concepts to begin hitting the target more.

For the Noxus, I do feel like there have been some things I've attempted to reach too far towards. I've kind of been nervous as to whether or not if the content concept introduces too much content at a time. I don't really have as much to say about the Noxus compared to that of the Stars because I don't really know what needs to be changed. Should I simplify Zeribus's Jobs? Or perhaps I should cut down the bands back down to the three that we had previously, and limit them to just one quest for each one (Perfect Imperfections for Harktor, Avos Venture for Nevdrus, and Gilded Illusions for Lares respectively.). I don't know of any particular changes to the Corpus's Casino at the moment, same goes for the VIP access stuff. I'd like to make more changes to the VIP access stuff, but I don't know how I can make it so it could be enough of an incentive for players to play. For the Corrupted/Prime/Whatever the Hell Augments, I don't know if they were too much of a stretch for me, especially taking into consideration that anything involving writing new mods is a trainwreck when I'm involved in it. I may seek out others to help with writing them, rather than writing them myself, or opt for a different set of mods for Zeribus to provide as an option for rewards.

One of the most worrying bits I'm not too sure about doing with are the bands. I may even consider just limiting the bands to just their leaders having unique designs (Arbis Ceg, Faus Bechta and Celsus), with their backup musicians being simply generic Grineer/Corpus/Relay Operatives to save more time. I say this with hesitation, of course, because all the designs I've drawn for the backup characters are very near and dear to me, but if they need to be brought to that, it'll be a necessary move. Though, if I want to keep some of them, I may limit the bands a bit (Nevdrus keeping Jyoti and Varmia, Harktor keeping their two, and Lares removing one of their members) so that they aren't as daunting. These changes for the bands aren't something I really would prefer, but the amount of content they introduce has taken up much of the concept and I feel as if I really have to go back to square one with them and start working on them more equally. I won't deny, I have a very, very big leniency for Nevdrus since they were the first characters I've written for the concept, but I feel like taking them down a notch would do them good.

Faus is still going to get with Darvo at the end of the Avos Venture and you're never going to stop me, though. Lemme have my fun

i do gotta write something less forced though, reading the old scripts/synopses are so cringy and it's only been three months

In addition, I'm not quite sure if DE would be willing to make eleven unique side characters. With this option, it will take this number down to three, excluding new enemies. On the topic of enemies, here are the ones introduced in this concept. Bosses will receive unique designs.

Spoiler

The following units will appear in Grineer-type missions:

  • Grineer Scientist: Users of the Atomos, they are the primary enemies in Perfect Imperfections. Nearby enemies will stay around this unit to protect them.
  • Grineer Detainer: Similar to a Corpus Comba or Scrambus unit, Grineer Detainers can nullify certain Tenno abilities depending on the type the player is fighting against.
  • Dr. Integ: Unique Grineer Scientist. Equipped with the Nukor.
  • Dr. Arah: Unique Grineer Scientist. Equipped with the Atterax.

The following units will appear in Corpus-type missions:

  • Corpus Merchant: Corpus merchants who are potential targets in Zeribus's jobs. Enemies will stay nearby this unit to protect them. Equipped with the Cycron.
  • Corpus Mercenary: Corpus mercenaries hired to protect Corpus Merchant units. 
    • Ranged units are equipped with the Sonicor.
    • Melee units are equipped with the Prova.

The following units will appear only in missions surrounding Neptune, with rare chances to spawn:

  • Avosi Disciple: The generic ranged units of the Sisters of Avos. Equipped with the Avostra.
  • Avosi Protector: The generic melee units of the Sisters of Avos. Equipped with the Obex.
  • Erix Avos: Unique ranged unit of the Sisters of Avos. Equipped with the Ferrox.
  • Boa Avos: Unique melee unit of the Sisters of Avos. Equipped with the Ohma.

The following are bosses introduced by the concept:

  • Dr. Tengus: Scientist affiliated with Tyl Regor with a background working with Tyl Regor, assisting in the creation of the Grustag Three as well as being the lead scientist in the Perfection Project. Fought at the end of Perfect Imperfections.
  • Artem Avos: The leader of the Sisters of Avos, who is later revealed to being an Orokin woman who used the Sisters as a guise to extend her continuity. Fought at the end of The Avos Venture.

Since development with both the Noxus and the Stars has been rather slow these past five months, I won't be making any new documents, rather I will be editing the ones that are currently available.

As I do not have any visual aids like I did with the Virtuous Stars, I will post... pompadarvo. It's very important to the concept.

pnRSIPp.png

Edited by MissMarifire
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