#is he going to steal my warframe abilities next
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Ran a sister confrontation today and somehow the dome charge was gone but i could still add more dome charge with the foundry??
#my game is being haunted by wally ffs#first wally hides loot in the walls so i cant get to it and now hes stealing my ship functions smh#is he going to steal my warframe abilities next#jokes aside i have no fucking clue what triggered this#warframe
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Theseus, the Surgeon Warframe
Not completely sure why Theseus was the big winner this season, I blame sexual degeneracy as usual. I have a lot of vague ideas to start with but making them fit together and have an intelligible playstyle is going to be a challenge. Definitely taking my time with this one!
Health: 200 (300 at rank 30) Shields: 200 (300 at rank 30) Armor: 300 Energy: 150 (200 at rank 30) Sprint Speed: 1.05
Passive: Thanks to his great and terrible medical expertise Theseus's abilities and weapons bypass enemy viral resistance and instead of the normal cap of 10 stacks viral status inflicted by Theseus reaches a maximum of 13 stacks.
Ability 1: Dark Harvest, 25 energy. In a single moment Theseus performs surgery on the enemy targeted by his crosshairs within 20 meters, lunging upon them and harvesting either a limb or an organ which he immediately uses to augment himself. The surgery deals true damage to the enemy equal to 15% of its combined max health and shields as he slices them up with his surgical tools, and then mercifully closes the wounds to prevent further damage. Each enemy can only be affected by Dark Harvest once. Tap to harvest an organ or hold to harvest a limb. Dark Harvest cannot be used on unique enemies (such as bosses, eidolons, The Stalker, etc) nor on enemies currently protected by overguard.
Stealing an organ heals Theseus for 25% of his max health while increasing his max health, armor, and max energy by 10% and his sprint speed by +0.01 for 12 seconds. Theseus can augment himself with a maximum of 10 organs. Further organ havests while at 10 stacks will still heal Theseus and refresh buff duration.
Stealing a limb will add one of the enemy's limbs to Theseus's body, the limb now (partially) under his control for the next 12 seconds. The stolen limb will use a copy of the victim's standard attack with identical behavior to the original but applying a 20% bonus to damage dealt, status chance, and critical chance. These stolen and grafted limbs will attack random enemies within viable range. Up to four limbs can be stolen and grafted onto Theseus, harvesting a new limb while Theseus already has four grafted will replace the oldest grafted limb with the new one. The enemy will be crippled by the loss of its main limb and weapon, greatly reducing their threat to the Tenno.
Ability 2: Suture, 50 energy. Targets the ally or enemy indicated by Theseus's crosshairs within 45 meters. If the target is an ally they will be purged of all status effects and become immune to status effects for the next 15 seconds. If the target is an enemy all statuses currently afflicting them and applied to them within the next 10 seconds have their duration doubled and damage (if applicable) increased by 50%.
Ability 3: Blood Donation, 75 energy + 50 health. Releases A swarm of drones which target up to 12 enemies & allies within a 30 meter radius, prioritizing allies. The drones first inject the target(s) with a sample of Theseus's blood, healing allies and infecting enemies. When a Blood Donation drone reaches an ally it will inject that ally with Theseus's blood, healing them for 50% of their currently missing max health. Allies missing less than 25 points of health will be ignored by the drones. When a Blood Donation drone reaches an enemy it will infect them, dealing 150 viral damage with 50% status chance per half-second for the next 10 seconds. Two seconds after injecting their payload the drones return to Theseus with a sample of their victim's blood and tissue which Theseus assimilates into himself.
Assimilated tissue from allies will increase Theseus's ability strength, range, and duration by 10% for 12 seconds stacking up to 5 times.
Tissue assimilated from enemy units will increase Theseus's max health, armor, and max shields by 5% for 12 seconds stacking up to 10 times.
Ability 4: Chaos Serum, 100 energy + 50 health. Theseus brandishes a special medical tool, a revolver pistol loaded with syringes, each one filled with one of 6 serums. Theseus spins the chamber and holds the muzzle to his head, pulling the trigger to inject himself with one of the serums at random. Each serum has a different effect which lasts for 10 seconds and Chaos Serum cannot be reactivated until after it expires.
Aggression Serum: Theseus's equipped primary, secondary, and melee weapons gain +30% bonus damage.
Infinity Serum: Theseus's abilities can be cast at no cost.
Painkiller Serum: Theseus becomes immune to damage and status effects.
Isolation Serum: Deals 500 viral damage per half-second with 50% status chance to all enemies in a 12 meter radius.
Overcharge Serum: Deals electric damage equal to 200% of max overshields when overshields break and deals electric damage equal to 200% of max shields when shields break to all enemies within 20 meters with a guaranteed electric status proc.
Omni Serum: Provides partial benefits of all other five serums; equipped weapons gain +10% bonus damage, abilities gain +50% efficiency, Theseus gains 50% damage reduction, deals 100 viral damage with 20% status chance per half second to all enemies in a 10 meter radius, and deals electric damage with a guaranteed electric status proc equal to 100% of max shields to all enemies within 10 meters when shields break.
Subsumed ability: Suture
Signature Weapons Phleboto: A speargun used by Theseus to inflict grievous wounds... surely for medical purposes, right? Phleboto has a four-round burstfire trigger, deals exclusively slash damage, and has high status chance at the cost of low critical chance. Furthermore, if all four rounds in a single burst hit the same enemy it will cause a viral explosion with a guaranteed viral status proc in a moderate radius. When thrown with the alt-fire button the Phleboto deals blast damage in a wide area and creates an aura at its point of impact. All friendly units, both player and non-player, gain an additional 300 armor upon entering the aura which then scales up to 500 over five seconds. This bonus armor persists for five seconds after leaving the aura. As his signature primary weapon when Theseus throws Phleboto it applies a guaranteed viral status proc to all enemies caught in its blast radius. Plasmosis: Theseus's signature secondary weapon the Plasmosis has a held-beam style trigger, high critical chance and multiplier at the cost of low status chance, deals pure viral damage, and has a generously sized magazine at the cost of a slightly slower reload. The Plasmosis deals abnormally high damage at the cost of an abnormally short maximum range, but has the ability to lock on to an enemy after dealing damage to them for the first time, continuing to damage the enemy as long as they are within range and the trigger is held regardless of where the wielder aims. Plasmosis can fire up to three of these lock-on beams at once, with more made possible by multishot. This lock-on effect always targets the center of the enemy, meaning it is nearly impossible to land reliable headshots with this weapon. The Plasmosis also has an alt-fire mode which also uses a held-beam trigger, but instead of dealing damage this secondary fire is able to heal allies, healing the targted ally for 2 points per tick at a rate of 12 ticks per second. This mode also has lock-on behavior similar to the primary fire mode but cannot lock onto multiple allies even with multishot. This healing effect has no crit or status and can only be increased by mods which add base damage such as Hornet Strike, Magnum Force, and Augur Pact. Healing from this fire mode grants health first and shields if health is full but cannot grant overshields or overguard and cannot target the wielder by any means. As Theseus's signature weapon the Plasmosis gains extra magazine capacity when he wields it.
Closing Notes: Wow holy fuck yeah it took me a WHILE to get this done. And he ended up being a huge wall of text. I don't think there's much here that needs to be explained or contextualized except that both of Theseus's signature weapons' names are related to blood. Phleboto is short for Phlebotomy - the process of drawing blood with a needle - and Plasmosis refers to blood infections.
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Vor’s Prize
After centuries of sleep, you are awake. Your warframe armour is weak. Your skills all but forgotten. A Grineer general, Vor, stands over you. "You are mine, Tenno!"
Starting the quest
The quest begins automatically when a new player logs into the game for the first time. Upon logging in, a cutscene will automatically start.
[A Grineer Galleon hangs in orbit above Earth. A transport ship, shaped like an oversized Firbolg, departs the Galleon and descends towards the Earth's surface. The Lotus speaks to the Tenno in a disembodied voiceover.]
Lotus: "For generations, you've slept. No purpose. No call to wake you. But now, something has risen from the ruins of the Old War."
[The transport ship arrives at a Grineer military base deep within Earth's forests. The base is built into the cliffside of a green canyon. The landing pad extends over the abyss, and a large gateway leads further into the base, which is partially overgrown by giant roots. Red flags flutter from the steel ramparts. Next to the base, a river flows through a Grineer aqueduct and into a waterfall that plummets deeper into the canyon. The transport ship situates itself on the landing pad, but before it can fully touch down, a Grineer in brown armour jumps from the ship, landing deftly on his exposed-prosthetic feet. He is accompanied by several Lancers. As they begin to walk towards the fortress, a smaller Grineer in black armour – Boril – runs up and accosts them.]
[Boril] (speaking in Grineer): "You shouldn't be here, old man. This is my prize."
[The new arrival, Captain Vor, ignores Boril and looks around, taking in the state of the base.]
[Boril] (in Grineer): "Are you listening to me? It's MINE!"
[Boril, incredibly annoyed, shoves Vor's shoulder to emphasise his last statement. Vor's attention snaps to Boril, and he thrusts Boril away from him with both arms. In a single motion, Vor retrieves a Nervos mine from his belt and hurls it at Boril, who is incapacitated and collapses to the ground as his body is wracked by convulsions.]
Vor (in Grineer, addressing his soldiers): "Let's go."
[Vor walks off the landing pad, stepping on and over Boril's supine body. A catwalk across the waterfall leads to a barred gate on the other side of the chasm. Past the gate, through a passageway of roots and rocks, lies a chamber of porcelain white with golden trim – an ancient Orokin construction, its beauty only slightly dimmed by centuries of abandon. The far wall of the room is dominated by a portal that shimmers with ever-shifting stars: a gateway to the Void. On the other side, within another Orokin chamber, a golden cryopod rests vertically on the wall.]
Lotus: "The Twin Queens, the sisters, have sent their most beloved commander, Vor, on an urgent mission. To protect the twisted crusade they have begun. To transform the scattered colonies into an empire. To see that the Tenno, hidden and asleep, will never awaken."
[Vor and his squadron stop before the portal. The soldiers look around with nervousness or curiosity, while Vor examines the swirling patterns of light closely. Without turning around, he issues an order to his men.]
Vor (in Grineer): "Bring it out."
[Two Grineer soldiers carry an oblong device between them, roughly the size of a person. It is a torsion beam generator, a strange fusion of green, bulbous Grineer technology and golden rings of Orokin design. A device for forcing open Void portals. They set it down before the gateway. Vor looks down at the device with satisfaction, and walks over to its control panel, an Orokin apparatus likely cannibalised from some other machine. Vor takes a Void key from a slot on his chest armour, and inserts it into the torsion beam generator. A pillar of light erupts from the Void key, and the portal ripples before collapsing into transparency, revealing the room on the other side.]
At this point, the cutscene pauses and allows the player to choose their starting warframe: Excalibur, Mag, or Volt. Each is displayed with a list of their abilities and a brief description. Once the player confirms their choice, the cutscene resumes.
Lotus: "Wake up, Tenno."
[The cryopod opens like a blossoming flower, and the warframe drops out of it, landing in a crouch. The Grineer soldiers, having entered the chamber, fan out in front of the warframe with their weapons ready. Vor approaches the warframe, shoving soldiers out of his way. The warframe remains crouched on the ground, slowly recovering. Vor looks down at it as he speaks.]
Vor: "Hmm. I see the Lotus has tried to wake you… pity she's too late. You're my prize now, Tenno."
[He walks around behind the warframe and affixes an orange device to its left ankle. Satisfied, he walks away, back towards the portal, but whirls around when he hears the Grineer soldiers raise their weapons at the warframe.]
Vor: "No! We are taking this one with us."
[Vor walks back through the portal as the other Grineer regard the warframe curiously.]
Lotus: "What has he done to you? I can't lose another Tenno. I am surging your warframe's power systems."
[Ripples of blue energy wash across the warframe, and it jumps up to hover about a metre off the ground as the energy is released in a radial wave, knocking the Grineer to the ground. The cutscene ends, transitioning smoothly into gameplay as HUD elements appear on the screen.]
First Mission: Awakening (Earth)
(Grineer Forest tileset remaster promo image)
The player begins with their chosen starting warframe, unranked, with no weapons. Two Grineer soldiers remain in the room.
Lotus: "Quick. Use your power. Defend yourself."
The player is prompted to use their first ability to wipe out the Grineer. As they use energy, it is immediately refunded, and thus they can use their first ability as frequently as needed (other abilities are locked, as the warframe is unranked). More Grineer will enter through the portal, and they must all be killed. Once done, the portal will reverse polarity and allow the Tenno to exit the Orokin Tower and emerge on Earth.
Lotus: "An extraction ship is on its way but the Grineer will be hunting you. Arm yourself."
Outside the portal, a pair of Tenno melee weapons will be resting on a crate: a Skana and a MK1-Bo. The Tenno is prompted to pick one up. A waypoint will guide them through the canyon, but the Tenno will continue to encounter Grineer soldiers, who must be dispatched. Once the Tenno has passed through the portal, energy will no longer automatically regenerate, and so they must rely on their melee weapon. The Tenno will be prompted to slide under the barred gate and cross the waterfall, stealthily assassinating any Grineer they see.
(if the Tenno runs out of energy) Lotus: "Your warframe is out of power. Use another weapon."
Lotus: "There's a cache of weapons ahead. Grab what you can."
Inside the Grineer base is another pair of Tenno weapons, guarded by a single Grineer, who can be stealth killed. The Tenno is prompted to select either the Lato pistol or the MK1-Kunai throwing knives.
Lotus: "Good. The extraction point is up ahead. Hurry, before Vor finds out you've escaped."
The path leads out of the base, down to the landing pad, and through a separate passageway.
Vor: "Salvage team, why have you not reported in?"
The Tenno will arrive at a room filled with Grineer lockers and resource chests.
Lotus: "Take what you can. You will require resources to build yourself into a diverse and effective warrior."
After stealing the resources from the room, the Tenno will exit to a landing zone, triggering a cutscene.
[The Tenno emerges into the open area, looking around. The sound of an approaching vehicle makes them look up to see a landing craft descend.]
Lotus: "You made it! There is the extraction ship."
[The landing craft positions itself over the extraction point, but a beam of light from the ground pierces the ship and causes an explosion. The ship falls out of the sky and crashes on the ground. Captain Vor, holding his Void key, looks at the wreckage, and then looks up to see the Tenno.]
The cutscene ends, and Vor will throw Nervos mines at the Tenno and fire his Void key at them. He is immune to all damage.
Lotus: "You're not ready to face Vor now. Use your melee weapon to block the beam and get inside."
The Tenno must get past Vor and continue into the base.
Vor: "My decrepit heart is pounding! This one is stronger than the rest. Lock the area down! This Tenno is mine!" [triggers area lockdown]
Lotus: "Quick, get to the console and release the lockdown. Do that and I will guide you to your old ship. It's your only chance."
Vor: "The Queens want to destroy you, but I need to know more."
The console is on the roof of a Grineer building. Captain Vor will teleport there once the Tenno arrives, and the Tenno must dodge his fire and that of the other Grineer while releasing the lockdown by interacting with the console. After the lockdown is lifted, Vor will use his Void key to call down beams of light from the sky, while still teleporting to engage the Tenno.
Lotus: "Get out of there, Tenno. You will have to face Vor another time… when you're fully restored."
Vor: "Grineer, my sons, prepare the reinforcements. We need that Tenno."
Lotus: "A Tenno flows like fire over the battle terrain. Do you remember how to dash across walls?"
The Tenno is prompted to use parkour to cross a large gap. On the other side is a crate with two more Tenno weapons, a MK1-Braton or a MK1-Paris.
Lotus: "I'm not sure what Vor has done to your warframe, but we cannot remove it now. Just keep going; your ship is up ahead."
The Tenno will eventually emerge into another open area. A landing pad high above the ground holds another Tenno-made landing craft: a Liset.
Lotus: "There it is, your ship. Hurry, Vor's reinforcements must be on their way."
(upon arriving at the landing pad) Lotus: "Disengage the suppression system so we can restart the ship – you'll have to bypass the security on that panel."
Near the landing craft is a Grineer security panel that must be hacked.
(upon hacking the panel) Ordis: "Stop touching me, you— what? Are my sensors deceiving me? Operator, is that you?"
Lotus: "Enemy reinforcements are here! Ship Cephalon, we require immediate extraction."
Grineer troops will being assaulting the landing pad from multiple angles. The Tenno will have to hold out for 1 minute.
Ordis: "The Operator is in danger? I will need a few moments to cycle the engines!"
Vor: "Tenno, are you afraid? You cannot hide from these old eyes. I've marked you. You will return to me."
(when the countdown is complete) Lotus: "Tenno, the ship is ready. It's time to leave."
Once the ship is ready, a brief cutscene will play where the Tenno boards and the Liset takes off.
[on board Orbiter]
As the player loads into their Orbiter, they will receive their first day's login reward.
Ordis: "Operator, you have returned! I am Ordis, Ship Cephalon. A shadow of my former self. I cannot serve the Operator in such condition. Order me to self-destruct. I will understand."
The Orbiter is completely nonfunctional, with all consoles inactive except Navigation and the radio scanner.
Lotus: "The Grineer are ravenous for this old technology; it is superior to theirs. Perhaps there are systems left in the Orbiter compartment?"
(when the Tenno enters the Orbiter compartment) Ordis: "Look at this mess. Those savages! Components have been removed. The lower Orbiter compartments have no life support. Why did the Operator abandon me?"
(upon approaching the Arsenal) Ordis: "Arsenal management could be restored, if the Operator wishes it."
(upon installing the Arsenal segment) Ordis: "You honour Ordis! Now I can supply the Operator with better-modded firepower… oh! The violation! Those have been looted as well."
The warframe has the orange device attached to its left ankle still, and additional small orange mechanisms embedded in its right shoulder. These will emit subtle, rippling yellow energy across the proximate surface of the warframe. They cannot be recoloured in the Arsenal.
Lotus: "We need to figure out what Captain Vor has done to you and stop him. But we'll need help – I've found a communication segment we might salvage for your ship. When you are ready, activate your Navigation system."
Ordis: "Ordis hopes the Operator will punish the Grineer for dismantling it."
Second Mission: Restore Ship Comms (E Prime, Earth)
(Grineer Forest Spy promo image)
The mission is a Spy mission on the Grineer Forest tileset. There is only one data vault, which must be successfully hacked.
Lotus: "The segment you need is in a nearby data vault. Infiltrate the vault and retrieve the segment."
Captain Vor will invade the Tenno's HUD, causing audio interference.
Vor: "The Ascaris is working… breaking through. I see the shadows of your mind."
Lotus: "This data vault is equipped with a variety of security measures. How you defeat those measures is up to you."
(upon hacking the vault) Lotus: "The segment is yours. Head to extraction."
Vor: "As every moment passes, the Ascaris burrows deeper. Revealing you."
[on board Orbiter]
Ordis: "Orbiter Void cloak engaging… welcome back, Operator. The Operator has recovered a segment! Install it now— Ordis patiently awaits its installation."
Lotus: "Get communications online. I must analyse what Vor's Ascaris is doing to your warframe. This technology is beyond the Grineer. It must be Corpus in origin."
(upon installing the Comms/Market segment) Ordis: "Systems engaging. I suppose this will do— Ordis is grateful."
The Comms segment will enable the Tenno to use the Market, Codex, and Conclave consoles.
Ordis: "The Operator is now connected with other Tenno in the System. The Operator may now contact black-market scumbags— contact arms dealers."
Lotus: "Excellent idea, Ordis. Tenno, we need to make contact with a Corpus defector sympathetic to the Tenno cause. They will, of course, require compensation."
Ordis: "You see what Ordis is referring to, Operator?"
Lotus: "In this case, compensation will not be credits… it will be freedom. I've updated Navigation. You will need to break him out of a Grineer gulag."
(if the Tenno idles) Lotus: "When you are ready, proceed to the Navigation Console."
Third Mission: Liberate the Imprisoned Arms Dealer (Mariana, Earth)
(Grineer Shipyards tileset remaster promo image)
The mission is a Rescue mission on the Grineer Shipyard tileset, against Frontier Grineer enemies.
Lotus: "The arms dealer is named Darvo. He's being held in the prison block on the other side of this factory complex."
Lotus: "How many Grineer slaves died to build this place?"
Lotus: "Darvo is out for himself, but he is sympathetic toward the Tenno. The Grineer must have found out."
Vor: "We've been wrong all this time. Tenno do not control the warframe's divine energy. The Tenno are that energy. Each warframe you control is merely a glass, shaping your furious light."
Lotus: "Don't let Vor distract you. Focus on the mission. It's our only hope of figuring out this link with him."
(upon arriving at the prison block) Lotus: "This is the prison block. If you can avoid detection by the Warden, it may be easier to get Darvo out. Bypass the security so we can enter."
(upon entering the inner prison) Lotus: "Search these cells for Darvo. He has to be here somewhere."
(upon freeing Darvo from his cell) Darvo: "I owe you for this, Tenno. I will get my entourage to meet us in orbit once we're clear of this mess."
Darvo: "Lend me a sidearm, Tenno; I'll cover you. Now, which end does the hurting come out? [laughs] I kid, I kid."
Lotus: "Extraction is ready. Remember, your success here depends on getting Darvo out of there… alive."
Vor: "The Lotus must be desperate to send you fetching greedy fools from the Corpus."
Darvo (upon getting downed, variant): "Tenno, this really hurts! I ain't kidding around! Do your thing!"
Darvo (upon getting downed, variant): "Tenno, help me! I'm feeling actual physical pain! Do something!"
Darvo (upon getting downed, variant): "It wasn't supposed to end this way! Tenno, please, do something!"
Darvo (upon getting revived): "Ohh, thank you. I thought I was a goner. Let's keep moving."
At some point during the mission, the screen will flicker and dim as the warframe stops moving and looks at its hands with agony.
Vor: "Now the Ascaris has burrowed deep enough to give me influence. Shall we see how your shields work?"
For the rest of the mission, the warframe's shields will be halved.
Lotus: "The Ascaris is letting Vor control your shield! We must figure out how to remove it. Avoid taking damage while I try and block him."
Completing the mission will also reward the player with a mod segment for their ship.
[on board Orbiter]
Ordis: "I see the Operator can enable the mod segment now! Ordis would be delighted to show how to upgrade your arsenal. May I recommend fire?"
(upon installing the mod segment) Ordis: "Operator, I've linked the mod segment to your arsenal now. No need to thank me—UPGRADE YOUR WARFRAME NOW—go to the Arsenal to see the weapon upgrade options you have."
(if the Tenno idles) Ordis: "Ordis patiently awaits compliance in using the new Arsenal features… it is for the Operator's own good."
(upon opening the modding interface in the Arsenal) Ordis: "An excellent find, Operator. There are hundreds of these mods to locate. If my calculations are correct, there are exactly... a lot of possibilities. Install the mod before we can continue."
(upon exiting the modding interface) Darvo: "Thanks for helping me out back there. I'm in your debt… and I often pay my debts. I recognise that device on your frame… it's a parasitic restraint. We Corpus use something similar to keep our robotics in line. So, to settle my debt, I'll give you a very expensive blueprint… for free! Because I like you [laughs] and, well, a lot of my customers don't live long with these Grineer dogs chewing up the System. Here. Use your Foundry to build the countermeasure device from this blueprint. Good luck!"
Lotus: "Vor's Ascaris is burrowing into your warframe. I'm worried it will affect your mind… I can't lose you, Tenno. We must restore the ship's Foundry immediately."
Lotus: "A nearby ore extraction colony will have the Foundry technology you need. I am certain they will share it with you. Its location has been added to your Navigation Console."
(upon selecting the next mission on the Starchart) Lotus: "Tenno, we may have a problem. The colony is unresponsive. Get to the surface so we can see what's going on."
Fourth Mission: Locate the Foundry Segment (Mantle, Earth)
(Grineer interior environment concept art – Cesar Rizo)
The mission takes place on the Grineer Asteroid tileset. There are no colonists, and the map is lightly populated with normal Grineer enemies.
Lotus: "I was afraid of this. The Grineer are here, and I cannot find any signs of living colonists. You still have a job to do: find that Foundry segment."
Lotus: "This was once a prosperous independent colony, until the Grineer arrived…." [static interference interrupts transmission]
Vor: "The Queens fear you, but I will show them. Their love will return when I deliver you to them."
Lotus: [heavy static interference] "Tenno, are you there? The signal cannot be boosted any further. Hurry, you are running out of time."
A waypoint leads the Tenno to the Foundry segment, which is resting on a crate.
(upon approaching the Foundry segment) Lotus: "You located the Foundry segment; now pick it up."
(upon picking up the Foundry segment) Lotus: "Good. Your ship is one step closer to completion. Now, there is one more thing you need to do: eliminate all Grineer and provide justice for the colonists."
Vor: "Soon the worm will be in your spine and I will control this warframe of yours… I will purge your doting mother and bring you home."
[on board Orbiter]
Ordis: "Your Foundry segment is ready for installation, Operator— will the Operator build a Cephalon to replace me?"
(upon installing the Foundry segment) Ordis: "Foundry restored! Here, the Operator will craft many powerful weapons and tools to— exact revenge for dismantling me— to expand your arsenal. Oh no, Operator, our component storage has been looted as well…. Typical Corpus! Sure, the blueprint is free, but jack up the components! Operator, we will need resources in order to build the countermeasure blueprint."
Viewing the Ascaris Negator blueprint in the Foundry reveals that it requires 500 credits, 1 morphics, 450 salvage, and 240 polymer bundle to construct. As all the missions for Vor's Prize take place on Earth, it is unlikely that the Tenno has any of these resources.
Darvo: "Tenno, I just received a very explicit message from your Ship Cephalon. If you're looking for resources, why didn't you just say so? I know just the place, but I demand an apology. My mother is no gymnast, and she would never eat those things!"
Ordis: "You can go straight to— Operator, I am sorry."
Darvo: "Wow. You may want to get a new Ship Cephalon, when you can afford it, haha. That one seems glitched. I've marked your navigation with a place I know… it's good for resources… if you can stand the cold."
Fifth Mission: Raid the Corpus Resource Caches (Gaia, Earth)
(Corpus Ice Planet concept art – Jennica Derksen)
The mission takes place on the Corpus Outpost tileset, against normal Corpus enemies.
Lotus: "Darvo's intel suggests that this outpost is host to several rich supply caches. Raid the caches and take what you need. This outpost belongs to the Corpus, a secretive but extremely powerful merchant cult known to be working with the Grineer. Darvo will fill you in."
Darvo: "Legions of robots, mindless automatons, freaking lasers! These guys are bad news – but they're also loaded, which is why you're here."
The Tenno will be waypointed to three resource caches, containing:
2 morphics
1.000 salvage (also being surrounded by 4 compacted salvage deposits)
500 polymer bundle (also being surrounded by 4 polymer case deposits)
The caches will be Corpus resource lockers that give off an audible ringing sound.
(upon looting the first resource cache) Lotus: "Keep moving. There is more here."
Darvo: "Technically, this is stealing, but don't let that bother you. The Corpus aren't exactly beacons of moral fortitude either. They sell anything to anyone. Don't get me wrong – I like profit, a lot, but I don't sell my wares to the damn Grineer. That's unforgivable."
(upon looting the second resource cache) Lotus: "Good work, but you're not done yet. Find the next cache. You almost have what you need." [further transmission garbled by static interference]
Vor: "You have murdered my sons and disgraced me before my Queens. But soon the Ascaris will complete its task and bring you to me."
(upon looting the last resource cache) Lotus: "Time for extraction, Tenno. We got what we came for…." [static interference interrupts transmission]
Vor: "The Ascaris has reached your mind and rendered your Lotus mute. You will return to me… over your own free will."
(upon arriving at extraction) Vor: "You are mine."
[on board Orbiter]
Ordis: "Operator, are you alright?"
Vor: "This part of your journey is over, Tenno. I admire you for your struggle, but now… [chuckle]… I am part of you."
Ordis: "Lotus, do something! Help the Operator!"
Vor: "We Grineer are millions strong, but with a flaw. We are diseased, rotting, sterile. But now, we have you!"
Ordis: "Operator, do not abandon me again. Build the countermeasure!"
Vor: "I did this for my love, my Queens! They will forgive my insubordination when I deliver you to them. Our love will be reborn as we feed on your divine blood, and our children will flourish without disease. And I will die, at last, at peace. Father. Grandfather."
(upon accessing the Foundry) Vor: "What do you think you are doing?!"
The Ascaris Negator will take only 30 seconds to build. Upon claiming it and exiting the Foundry interface, the warframe will bend down to use the Negator on the Ascaris on its ankle, then on the Ascaris bits on its shoulder. Both will disintegrate in a shower of sparks. Vor will send one last transmission.
Vor: "What a waste."
Lotus: [static interference fading] "Tenno? Tenno… good! You managed to disarm Vor's Ascaris! I thought… I thought I lost you."
Suddenly, the screen will flicker and dim, and the warframe will grab its head in pain.
Lotus: "Oh no. The Ascaris had an anti-tampering failsafe. It's burrowed into you and armed itself. We'll need to find Vor before it detonates. Get to Navigation – boarding a Grineer ship to access their personnel records will be the fastest way to find Vor."
Ordis: "Operator, what are you waiting for?"
Ordis: "Ordis assumes 'finding' Vor implies violence?"
Ordis: "Hello Operator, may I suggest you access Navigation and save your life? For my sake."
Sixth Mission: Obtain the Nav Segment (Pacific, Earth)
(DevStream 105)
The mission takes place on the Grineer Galleon tileset, against normal Grineer enemies.
Lotus: "The systems on this Grineer Galleon can be made compatible with your ship. Find and extract a navigation segment."
Vor: "You have murdered my sons and disgraced me before my Queens. But soon the Ascaris will complete its task and bring you to me."
The waypoint will lead the Tenno to a console. Activating the console will cause a holding chamber to rise out of the ground, with the Nav segment suspended within.
(upon collecting the Nav segment) Lotus: "Good work. We have what we… wait…. Tenno, coordinates in this Nav segment put the Galleon on a direct course to a convoy of colonists. You have a choice: you can extract now, or you can disable this Galleon and save the colonists."
Extraction will be marked on the map, but the ship's reactor will also show up as a secondary objective marker, allowing the Tenno to choose which to pursue.
Lotus: "Saving the colonists could jeopardise this mission. I recommend you head straight to extraction, but the choice is yours."
The screen will flicker and dim as the Ascaris once again halves the Tenno's shield capacity.
Lotus: "The Ascaris failsafe is attacking your systems. Your shield capacity has just been halved. You're wasting precious time, Tenno."
(upon arriving at the reactor) Lotus: "You've reached the ship's power systems. Destroy the reactor."
Instead of the normal Reactor Sabotage, the Tenno needs only hack the control console to reveal the fuel injectors, and then destroy the injectors. Removing the coolant cells is not required.
(upon disabling the reactor) Lotus: "That should take the pressure off the colonist ship, but you need to get out of there! Get to extraction before the reactor goes critical."
The reactor will destroy the ship in 5 minutes, and the Tenno must reach extraction before then.
(upon completing the mission) Lotus: "The colonist ship has escaped. I admire your noble intentions, Tenno, but you must survive, for the future of the System."
[on board Orbiter]
Lotus: "When you are ready, proceed to the Navigation console."
The Tenno must install the Nav segment in their Navigation console.
(upon installing the Nav segment) Lotus: "The detonator is charging up. You need to bring Vor down. He thinks he can capture you again. Don't worry; I will be with you. Let us show him how much you have learned."
(upon selecting the next mission on the Starchart) Lotus: "Are you ready, Tenno? Facing Vor is the only way to rid yourself of him permanently."
Seventh Mission: Confront Captain Vor (Cambria, Earth)
(Depths of the Void, Update 13.7)
The mission is the standard Captain Vor Assassination mission, set on the Grineer Asteroid tileset.
Lotus: "This is our chance. Vor has been stripped of his elite guard; he is vulnerable. Take him out."
With the external parts of the Ascaris removed by the Negator, Vor can no longer invade the HUD, but sends normal taunt transmissions to the Tenno.
Vor: "I could have saved the Grineer, but they cast me out. Maybe it's not too late to draw your divine blood."
Vor: "I will put you down like a rabid Kubrow."
Captain Vor will say his normal dialogue lines during the battle.
(upon defeating Captain Vor) Lotus: "Tenno, look! The Ascaris detonator has just disintegrated. It's as if it was directly connected to Vor. We're done here; go to extraction."
[on board Orbiter]
Lotus: "You've done it, Tenno. Vor's Ascaris is gone. You are free now. But your work has just begun. The Origin System is in chaos and it needs you, Tenno."
Lotus: "Vor was just a part of the Grineer machine… and we have seen that the Corpus have begun amassing weapons of their own. It is a dangerous time."
Ordis: "Ordis will gladly assist the Operator in— cutting a bloody path— in whatever mission they choose."
Lotus: "We will be at your side. There will be others, too. It is time for the Tenno to return. So… what mission will you do next?"
After the quest is complete, the Tenno will receive an inbox message from the Lotus:
Inbox message: Your New Mission
Tenno,
Now that you have freed yourself from Vor and his Ascaris, you have a new mission, one of your own making. Know that I am only your guide; you are your own warrior, you decide what battles to fight. Allow me to suggest a course of action:
Seek out like-minded fighters. Tenno are more effective in groups.
Execute missions and alerts on the Starchart to open new paths of exploration.
Use the credits you earned in battle to buy blueprints in the Market, then hunt down resources and craft those items in your Foundry.
Customise your weapons and warframes using the mod bench. Different enemies are vulnerable to different combinations of mods; experiment to discover the most effective loadouts.
Finally, stay alert. The Grineer and Corpus are tireless, and you are the only thing standing between them and total domination of the Origin System.
I am counting on you, Tenno.
—The Lotus
Viewing the quest in the Codex will show a message from Vor to the Queens, presumably from before the events of the quest.
My Queens,
You were right. The Tenno threat is real. We found one drifting near Pluto, but the Lotus knew we were coming. She purged the cryo moments before we had them and sent a squad of Tenno to break our assault.
They escaped. We are working on tracing them. Separate this Tenno from the flock and it should be easy to kill. We shattered its warframe and expect such an abrupt cryo purge will have damaged its memories.
We anxiously await punishment for failing this task.
—Vor
Next story quest: Once Awake
[Navigation: Hub → Quests → Vor's Prize]
#warframe#quests#lore#vor's prize#captain vor#darvo#lotus#ordis#tenno#grineer#corpus#orokin archives
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How to make games: Hero Shooters
So, class, today I posit this little question to you all: Do you want to be the next Blizzard? Fuck no, you don't want to be "Don't you guys have phones?" Blizzard; you wanna be Blizzard from 5-10 years ago when they were at the height of their popularity. But that's not what I'm shooting for here. Do you want a fount of endless revenue? Do you want to do the absolute baseline minimum in terms of engine and game design to actually create a game but aren't creatively and ethically bankrupt enough to make a gacha game? Do you want to build a game whose rules, designs, and themes were just stolen from the effort of others? Do you really like Rule 34? Then it sounds to me like you want to make a Hero Shooter game! Hero shooters are easy to make on account they fundamentally have only three gameplay modes: push a payload, kill the other team, and kill the other team while standing on top of a glowing circular thing. They're also equally easy to design as they require no thematic consistency whatsoever and what little writing you'll be expected to bother with will simply be character bios, which you can keep so vague as to be virtually meaningless. There's never a 'story' in a hero shooter game and what semblance of one does exist is pretense for the non-canon aforementioned three game modes you'll be forced to build around. Best of all, the individual mechanics of each hero are easy to design - just steal them from whatever games came before. Now create about three or four maps with some different sorts of themes, but don't make them in any way mechanically varied - the most complex obstacles on any given map should be walls and maybe elevators that move at a very low speed. We're making a hero shooter, not Mario Party, dammit. If anyone asks why you are essentially just reskinning the same maps you can explain that it's to ensure that the game remains a "test of the players's skills" even though that's a bold-faced lie for the same reasons people who play Super Smash Bros as "tests of skill" are full of shit. Meta-gaming retards make games algebra homework instead of fun, but that's precisely what you'll be banking on in this genre. Once you have that, we need to get into the most important thing about hero shooters: the Heroes. Heroes in these games take one of three major roles: 1) The retard scrub DPS heroes - who will be played by the vast majority of your one-trick glory-chasing mentally-stunted community under the pretenses of being 'the most fun' and will be where the better part of your "cool" themes and motifs will be dedicated toward. These work under the key principle of "Shoot everything until it stops moving" and requires zero brainpower whatsoever. 2) The under-estimated doggedly persistent Tank heroes, played by those with either the willingness to learn something other than "Shoot bad guy with gun" or those who find pressing and holding a single button for the duration of the 10 minute match time to be the highlight of their bleak office-job lives. Though, on the other hand, some of the really cool designs will ultimately end up in this family. 3) The unsung gods among men known as the Support heroes, AKA: the ones no one will actually play. These characters will never be given cool or interesting mechanics or designs, but you'll be at liberty to make as many sexy nurse outfits as you can come up with and no one will be able to tell you otherwise. Like an ungodly amalgamation of tanks and DPS, your gameplay experience will boil down to pointing at your target and holding down the button the entire match - except unlike DPS heroes, you'll be shooting at the blue team and not the red team. Now, some might argue that there are technically other families of heroes, like flankers, zone controllers, pseudo-supports who can debuff enemies, but remember that the key to any good hero shooter is keeping everything rock-stupid. Every hero should have only enough abilities to fill a role for the left and right mouse buttons and the Q and E keys. F or R can be for reloading where applicable, but if you demand anything more of your players, you're going to lose their interest because Hero Shooters are hugboxes for sociopaths who care for nothing more than getting that sweet, sweet 5-second long "Play of the Game" replay at the match's end. This is why the character who invariably rips off Team Fortress 2's Demo Man and can kill people he doesn't have direct line of sight with will always be the most popular, without exception. I mean, sure, you can have 30 or 40 heroes, each with incredibly detailed outfits, backstories, kits, and personalities but everyone will just play the Not-Demo Man so you might as well accept that your userbase is going to be the only thing more toxic than a puffer-fish or a modern-day feminist. But I repeat myself. I don't have the time nor particular inclination to tell you exactly what you need to make but I can give you some character types that are obligatory by law to be in any hero shooter game. This will at least give you a start before you realize that being creative is hard and just steal kits from better games than your own. Call of Duty Man - The main DPS hero and usually the face of your game. Typically a grizzled war veteran man and almost exclusively an American if your game is set in the real world - remember, creativity is hard! He'll have a medium-ranged assault rifle and precisely one movement skill and one healing skill in his kit making him a jack-of-all-trades. Will either be loved or hated by your community with no room for in-betweens. Sexy Healer Lady - The main support hero who is literally just TF2's Medic reskinned and with tits. You really don't need to do anything more with her, as the fanbase will handle the rest. And the less said of that, the better. Big Knightly Dude - The main tank hero who has a big shield that, regardless of origin, will be transparent so Call of Duty Man and Not-Demo Man can fire through it while guarded. Probably wields a melee-ranged weapon even if in a modern warfare setting. By law, they can never be shorter than 6'6" (or 7200 cm. Pretty sure I did my conversion right on that). Flamethrower Guy - Literally just TF2's Pyro. Mechanic - Literally just TF2's Engineer. Sniper - Literally just TF2's Sniper. Probably also a voluptuous woman in a tight suit because creativity is fuckin' hard, man. Not-Demo Man - The cancer in your fanbase you will never nerf. Doesn't matter that he can party-wipe the enemy team single-handedly without being anywhere near them because Hero Shooter maps are literally just a set of narrow corridors so his kit is extremely OP. No, better just nerf Sexy Healer Lady again, since your DPS fanbase is pissing and moaning about her again and, this time, not in the same way a cat in heat does. Next, just make characters around elemental themes. Once you have 30 or so, you can get around to actually doing really mechanically interesting and varied heroes, since there's really only like 10-15 good FPS character ideas to begin with. So don't be surprised if you have some overlap. But by then we should hopefully have completed the next major step after the game is made: alienating your fanbase! This step is easy and requires no particular skill or coordination on your part. First, make some events seasonal, such that you have at least a major event every other month. Any more than that and your fans might actually think you're trying to be anything but another generic Korean eSport event, so be sure to space them out and have at least half of them be terrible. Valentine's Day is a good excuse to dress your female heroes sexily, summer games are a fun and not-at-all tired motif, and of course you need some kind of Christmas event. Just make sure these events only run maybe 2 weeks out of the year, have lots of stuff that you can only get during those times and, as said, that most of them are terrible and not fun at all to play. And don't -EVER- make any of them PvE, as that requires coding AI characters and effort and shit - what do you think think this is? Warframe? No, terrible gimmicky PvP events will be a good start because there is no frustration quite as severe as being told you didn't grind hard enough for: Loot boxes! Shit yeah, your hero shooter's gonna have loot boxes in them! Remember, we want maximum money for minimum effort and there's nothing like a Skinner Box within the hugbox that is the sweet dopamine high of popping a loot box open only to get common drops every time! If MMORPGs have taught us anything it's that Sub-1% drops are TOTALLY good game design and aren't at all unethical and an artificial, cheap tactic to keep people hooked on your game. This is why, in addition to the e-peen bolster that is your arbitrary profile ranking also drip-feeding a loot box upon level up that you have "Weekly Resets" for additional loot boxes. This runs on essentially the same principle as a cell phone games making you wait for additional tries to make it more a habit than a game - but that's okay! You can just rationalize it away as "it was the player's CHOICE to buy 300 loot boxes for the low, low price of 799.99 USD!" and not at all a psychological compunction found in human psychology! You're not an unethical douchebag in the slightest! And speaking of douchebags, it's time for the third and most important step in alienating your fanbase: Balancing the Game! What do I mean by that? You might think it's something like "Oh, this one character has an attack that is way too powerful and so it should be retooled in such a way that it either isn't available as-often, or maybe make its hitbox narrower to make the game more skill-based" but you're dead wrong. That requires actual effort and we all know how we feel about that. So, instead, just start an eSports team. Why? So you can listen only to the DPS players from each team and only implement THOSE changes. That way, only tanks and supports get nerfed into irrelevance and since no one in eSports is ever going to play those roles anyway, who cares? Who needs healers when you respawn to 100% after 7 seconds of dying?! Who cares if the majority of your fans hate these changes and that you end up completely destroying the kits and frameworks of their favorite heroes with needless, superfluous, unwelcomed tweaks? God-damn it, the Not-Demo Man needs to be able to wipe out an enemy team with a 3-second Time to Kill! No questions! I have a very specific vision!! Once your fanbase has been alienated - congrats! You're no longer obliged to release new heroes and levels! The responsibility of server upkeep and releasing new content twice a year are lifted! Now, just reskin the entire game top-down and release a new, better hero shooter founded on the same grounds to re-capture your fleeing audience and fleece them all over again! Now repeat ad infinitum and gain unlimited money. Congrats, you're now another Chinese game manufacturer that shits out products with no care for their fans or reputation but you get to go whaling every single day and fill your bathtub with money. You're ready to work for actual Blizzard now! You're welcome.
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Dulatem the split warframe using his fourth ability & Dulatem’s two forms
(I SWEAR this could be done better but im running low on time please bear with the low quality)
everything i have and written about Dulatem:
I want a warframe that is gracious like a saviour yet brutal and fierce as another.
pt.1
Lore: “Tenno do you remember the old war?”-Ordis
Long ago before the beginning of the old war warframes were being developed and designed to take out the adaptable sentient threat. There were many failures but along the way newer stronger warframes were developed. Ivara the huntress was renowned for her adaptability against the emerald light an Orokin weapon used to secretly test Ivara. After the Success of Ivara other warframes began their long line of heroic deeds like the day Gauss was declared as the saint of Altra or, Altlas singlehandedly destroying the unrelenting meteor on the way to ending the Orokin. Many more soon followed the path of remembrance and favor whilst thousands of others were forgotten and Shunned as a disgrace to the Orokin but, Dulatem was an exception. The poor unfortunate warframe was put into an even more dangerous test, a battle against a sentient. Dulatem at first, struggled, slash for slash Dulatem desperately tried to fight back but realized what the test was about. Dulatem then took his sword and deliberately broke open an Orokin energy cell filled with the poison of sentients, void energy. Dulatem then absorbed the energy. Naturally this would be extremely dangerous to the operators controlling them as the stomatics would create a transference overload. Although this was a risk Dulatem sacrificed the stability of his stomatics and struck down the sentients one by one. Any of the Orokin watching this test were either Gleeful or terrified. The capabilities of this Warframe changed their basis on what adaptability really meant but, for others this spelled disaster. Dulatem gained a split personality completely independent to the will of the operator. Displeased the Orokin decided to destroy the Warframe in fear of uprising. Dulatem called to the Orokin who were going to end Dulatem. Then Dulatem did the impossible, whilst being deconstructed through the use of incineration Dulatem adapted and wreathes his body within the smoke thoroughly Extinguishing nearby flames. Using the last of his energy Dulatem escaped to the scrap piles barely functioning until the Lotus and her Tenno finally discover Dulatem thousands of years later. pt.2 “Now we fight the war on two fronts the war without and the war within”-Lotus
Once the Tenno recovered and repaired Dulatem he immediately escapes to return to his last commands (destroy all sentients). Escaping the Unums tower on Cetus Dulatem escapes into the night to destroy the remaining eidolon sentients that wander the Great Plains. Soon enough the Tenno realize the disappearance and go searching into the night. Suddenly a bright flash of light scorches the night sky and an Eidolon is found dead at his feet. Dulatem then faces the Orokin tower and three thoughts suddenly appeared
1. “Shine” brightly as a myth and legend and continue to hunt eidolons
2. Become betwixt “light and darkness” and serve the Tenno like how he once did to the Orokin
3. Return to his “dark” shattered past and wander in search for his Orokin masters
Just as Dulatem disappears forever into the night he sees the Tenno and then his second self then realizes the Tenno has one thing, Compassion. Dulatem then realizes that he has found balance to his corrupted dark past and becomes in perfect balance of “light and darkness” and in one final burst of light Dulatem finally achieves “Duality”
-end
the theme: Light and dark "name:Dulatem"
what im going for here is a warframe that can up the ante by bolstering them selves to defend as one form and change to a relentless form. Thus leading to my next point, their appearances
Visuals: This warframe will have a faint glow that envelops them when defensive but then change to a shatter then dissipate when they hunt. When the warframe changes between two forms they physically change in appearence. First as a defensive form they appear sleek and enduring with protruding pauldrons and leggings but, as they shift to their inner demon side the faint glow then turns into long wraith like strips of cloth. the head will have a noticeable change as a closed helmet exposes a fierce scarred one eyed appearence. the once sleek streamlined warframe then becomes enveloped in spikes near the leggings and pauldrons and the hands and feet grow talons and claws. you could say that this warframe is just an altered equinox but i would beg to differ...
Abilities:(i know abilities will not be reviewed but please consider these abilities to enhance the themes of demons and saints)
passive: rolling will change your warframe's appearance and abilities
Demon: 10% increase to attack speed and sprint -10% armor & accuracy +1 life steal
Saint: 10% increase to defense and gain 1/2/3 energy per 10/20/30 damage received -5%sprint speed/ reload-10%attack speed
ability 1 "serve/sever"
saint form: dash forward gaining 10% more armor for 10/s and dashing directly to allies will intercept projectiles with a shield lasting 1/s instead granting you and the ally 20% damage reduction and 10% armor
demon form: lunge forward while extending spikes on the arms to deal 100/200/400 slash damage and when aiming at the ground from the air slam down in a 0.5m strike (adding an additional 10 slash damage per 5m traveled) applying savage true damage 200/600/950(executions through this method causes Dulatem to go on a 2/s cooldown to prevent spamming)(aerial sever will go on a 8/s cooldown if it did not kill)
ability 2 "batter/bastion"
saint form: a shield 4x2/5x3/6x4 meters long is held in front of the warframe for 2/3/4 seconds to block all incoming damage from attacks and converts 25%/35%/50% percent damage received into oversheilds if health is full or 1/2 of the damage is changed into healing when health is damaged(can be used while dashing to an ally to enhance multiplier by an additional 10%)
demon form: gain10% movement speed 20% increased attack speed for 5 energy/s while "sever" changes to "eviscerate" eviscerate: charge the ability to expand a spherical range that causes Dulatem to strike each enemy in range for 10/20/40 true damage per tick(3 energy/s), once fully expanded the area will remain until dulatem runs out of energy or disables the skill(unless the skill is used in the air making dulatem slam the ground with a normal "sever" strike)
ability 3 "rouse/ruse"
saint form: disables any debuff and enhances Dulatem and nearby allies with 25/45/65% damage reduction
demon form: takes on an even deadlier appearance enhancing Dulatem's passives positive and negative effects by 1.5x drains 5 energy 2 health a second (adds and additional +3 life steal) while ruse is active the range of eviscerate increases by 25% and deals an additional 5 slash damage per second with 20% proc
ability 4 "Duality"
"dark and light, happiness and sadness, calmness and anger"
Dulatem achieves perfect balance and negates negative effects of his passive and changing all of Dulatems skills (costs15 energy/s)
serve/sever now changes to sanctify: the Dulatem and party gain increased armor/attack damage by 5/7.5/10% 2 energy/s
batter/bastion now changes to "Miseratio and Odium": the signature exhaled weapons of Dulatem a lance and shield
Mirseratio has a 100 degree blocking radius with 5% reflect chance and Odium's stance uses many quick slashes and heavy final thrusts in its combos 5 energy/s
rouse and rouse now changes to "Ascendance" wings sprout on Dulatems back allowing for 3D movement (similar to Hildryns 4th ability) these wings change miserato and odium into a archmele exhaled dual great sword "Anima&Duellum" that sweeps sending larger slower heavier exalted waves of damage 2 energy/s(without odium and miserato Dulatem will use their primary and secondary)
ok, those are all the abilities and details i have came up with so far and i do know that some may be powerful and albeit "broken" but i find that DE should use this as a scaffold for Dulatems abilities here's some reasons why i incorporated the ideas of his abilities
serve and sever: this ability acts as a utility skill that interacts with other warframes rather then just applying a common aoe damage resistance buff but, instead it gives Dulatem the feeling of protection and actual engagement with your allies compared to just pressing a key for an ability. it makes you feel like a guardian leaping into the fray protecting your allies. The ability sever utilities dashes and slams to really give the feel of a wild monster attacking not just a warframe. it utilizes the rarely used true damage feature which in my case should be used more as a tool rather then using ashes shuriken storm over and over. when you think about true damage it would naturally involve tearing at the enemies most vulnerable spots thus making a perfect addition the the demonic monster like side of Dulatem
abilities 2&3 ("rouse/ruse""batter bastion") these abilities i feel are very important in the development in how Dulatem works, as a defensive warframe it gives him the rare ability to heal warframes (the only others being nidus,trinity,oberon,etc) and eviscerate makes Dulatem go into a frenzy in an area making him mach the theme of demons and rabid monsters more so. in particular i find ruse as my favorite of appearance changes (besides Duality) because it makes Dulatem go off the deep end fully morphing into a beast rather then warframe. the ability overall is a simple one by draining health and energy your passive gets enhanced and this gives a slight boost to eviscerate
ability 4 ("Duality") now i know this is a lot to ask of DE making a warframe with a complete set of 4 forms and 3 sets of abilities but this is what makes Dulatem the iconic split sided warframe he is. View it like this, a warframe constantly lost in disarray and balance utilizes the ugly and beautiful to take over his foes but, as scarred as Dulatem is from not being put through the deep sleep. Dulatem figures out how to transcend the unbalance at the cost of draining so much energy. doesn't that sound appealing to you? it is a warframe with a deep history and lore that effects the very being of its skills even touching the pathways of warframe such as choosing the path of sun,neutral, or moon. the abilities of the "Duality" aren't to powerful as two involve basic exhaled weapons and the third one involves using a passive buff not to mention as powerful as "Duality" is each ability continues to stack up more and more energy per second as he uses them meaning he cant remain in "Duality" for extended periods of time making the ability short lived
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the chains of harrow quest was really, really bad imo
(spoilers for literally the entire quest under the cut)
the quest starts out really promising - an abandoned steel meridian vessel, the crew slaughtered and the red veil insignia scrawled on the wall in what looks like blood. something really really wrong is happening here, a feeling amplified by a sudden red veil ambush after the spending the whole mission in eerie silence. then, when rescuing palladino, rather than fight against clear and defined red veil agents, you’re pitted against a force composed of some sort of shadow figure that shuffles about with no label. you’re hard pressed to spot them before they’re in your face because the level is also ominously dark, allowing them to blend in with the shadows, usually only seeing their red health bar when targeting them
after you rescue palladino you next investigate an abandoned corpus vessel. it’s the same deal as before - pitch black, eerie silence, with strange shadows dancing along the walls, looking almost human. you think you know what to expect this time, especially as you’re crashing a red veil seance - they’re gonna try to fuck you up, and you’re gonna have to fuck them up first and steal their sacred relic so palladino can try to get through to their god-figure rell.
the neat thing is that that isn’t what happens. the veil agents are all already dead, with their sacred artifact sitting in the center of the room. you nab it and get ready to head out, but you’re stopped. something is talking to you. it’s not happy you took the sacred gizmo.
and that’s when rell appears and all hell breaks loose
the shadow figures are back, and the veil agents are reanimating, which on their own would be easy enough to deal with - their defensive stats aren’t particularly noteworthy, and they drop after a couple of hits. the problem is rell. rell is a particularly ill defined shadow man with glowing red eyes who stands out for two other reasons. the first is that he has little minions that will chase you down while he catches up. the second thing that sets him apart is that he doesn’t have a health bar. you can’t kill him, and the doors are all chained shut. so you’re stuck in a room with shadow monsters and zombie edgelords and what amounts to about eight different horror movie monsters in one really pissed off god-figure who’s immortal. it’s great, it’s different, it takes away your ability to cheese it with a silly high amount of damage. it removes the sensation of being overpowered from you, which warframe struggles with in a lot of areas. anyways you escape and get back to your ship after palladino warns you that you can’t kill him, and that marks about the point where the quest starts going downhill
the next three missions of the quest are the same mission spread across different tiles - go to a room, use a kinetic siphon trap that simaris sold to you assuming you’d use it to capture prospective sanctuary candidates, and shoot the physical manifestation of one of rell’s emotions until it’s weak enough for the trap to absorb a la danny phantom. it’s boring, it’s grindy, and it would be painfully dull if it weren’t for rell following you and trying to murder you the whole time. it’s a very nice touch, as are his remarks on each emotion as you trap them, but the justification for it - apparently doing this will help him regain his “true self”, as well as the fact that you must capture a total of nine emotions over three missions, make it tedious and irritating.
finally, once rell’s emotions have been contained, you are asked to go to the red veil temple and straight up murder rell because apparently capturing his emotions did absolutely nothing to help him and now it’s his time to pass on, so off to destroy his vessel you go. this has the potential to have been a really touching moment in which we see rell’s humanity restored and free him from his prison after an epic showdown with who you’ve come to understand as “dark rell”. instead, you get a really obnoxious and painful sequence where you must fend off waves of veil agents between rounds of shattering the chains around rell’s vessel - as your operator. this could have been relatively simple and painless, albeit a little too easy, but instead you are forced to use the most fragile unit in your arsenal, and the enemies aren’t going easy on you. the veil agents will throw dagger users at you, and then bows that can take out a significant chunk of health (enough to kill me every time they hit me, but i never got hit by them at full health so idk how much damage they acutally do), followed by veil agents who are just straight up reskins of the shadow stalker with lowered stats. to top it off, “dark rell” or “the man in the wall” is floating around like an asshole and will pepper you with balls of fire periodically. it’s a really painful mission that perfectly captures how lacking in any ability at all the operator is - something that we’ve all been complaining about since the War Within dropped, so DE really has no excuse for how poorly thought out this was. the only positive side to this mission is that death didn’t set you back in the slightest - you respawn a few seconds later with the map exactly as you left it, right down to the number of hit points that asshole had left before he killed you, and keep going
level design notwithstanding, the lore to the quest also leaves a lot to be desired. over the course of the quest, we learn that rell was a tenno who was “different” (autistic), and for this, margulis cast him out. we already know margulis is a character of questionable morality from how she sealed our memories and abilities in the War Within, but this feels much more like a character being driven by the plot, rather than the other way around like it ought to be. margulis loved the tenno, and it seems odd that rell was the only tenno out of many who was “different”.
(and frankly, i find it incredibly frustrating that DE didn’t have the guts to outright say “margulis rejected rell because he was autistic” and instead left plenty of hints and implications that he was. it’s 2017, warframe is set even further in the future than that, we can say that characters are autistic without having a meltdown, and we are certainly above the idea that autism is grounds to reject someone is an acceptable plot device)
anyways margulis deciding rell wasn’t good enough for her apparently turned out to be a good thing, because he goes on to become an expert in void related knowledge which he shares with his disciples, who will eventually form the red veil. he also takes it upon himself to protect the system from what he calls the “man in the wall” - an entity hinted to be the “something out there, watching us” the tenno’s father talks about in TWW. because he knew he would eventually get old and die (which finally starts to answer my questions about tenno mortality - at the very least, people think the tenno are gonna age over time), he chose to permanently transfer his consciousness into the Harrow warframe
let’s back up a second here. rell wasn’t good enough for margulis. he wasn’t allowed to be put in cryosleep and dream with the other tenno. he never received a precursor to the warframe, and yet somehow he happens to have his own warframe? something doesn’t add up here, and it’s never going to be addressed.
after declaring that he must be chained up in the depths of the red veil temple for all eternity, he slowly starts to deteriorate into “good rell” and “bad rell”. “good rell” is who rell is - the clever, knowledgable, autistic child who was ostracized and made to be an outsider. “bad rell” is the man in the wall.
wait, what?
it turns out, while aboard the zariman, after his mother sends him away for his own safety as she succumbs to the madness all adults aboard the ship did, the other tenno still refused to acknowledge him and continued to exclude him. this resulted in him feeling incredible isolated and alone, which allowed the man in the wall to slip in and manipulate him. “bad rell” is nothing more than the man in the wall breaking free after rell’s mental state begins deteriorating. killing rell has apparently retrapped him - inside our own operator’s mind. (this last sentence is purely speculation on my part, given some of the weird things that happened after returning to the orbiter post quest)
this quest starts off strong gameplay wise, but deteriorates quickly in much the same way the Glast Gambit did, and has lore that’s more messy and contradictory than the current US administration on pretty much anything. it also raises a lot of questions for the few that are answered. what exactly is the man in the wall? where did it come from, and why is it so hostile? how did rell get a warframe, and why did his mind deteriorate, when Silvana, who didn’t even share the tenno’s powers, retain her mental stability, if not her ability to think quickly? why did rell’s emotions get free, and why didn’t capturing them do anything? for that matter, how did rell’s emotions attain physical manifestation and separation from their host? how does harrow actually play into all of this? is he really just a glorified set piece, or did his abilities in particular serve some purpose to rell?
honestly this quest was a mess and a disappointment all around
#warframe#honestly between the war within the glast gambit and this quest DE's been kind of a mess lately#octavia's anthem was okay but it had it's own share of issues#such as sentients in the void#also DE plz give us combat ready operators i'm begging you
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