![]() Tower IV (TIV) Void Keys could be earned as wave rewards during Interception missions across the Origin System, typically at the end of rotation "C" (waves 4, 8, 12, etc.). Excavation Missions - Shared the same rewards table as Survival missions, with a single Excavation equivalent to 5 minutes in Survival.Interception Missions - A high chance for a Void Key every 4 rounds.Survival Missions - A Void Key is guaranteed at 15 minutes of survival, or 900 seconds.Spy Missions - With the addition of Spy 2.0, a high chance if at least two data vaults are retrieved.Defense Missions - Varies strongly between tiers. ![]() Capture Missions - Very low chance (0.17%).At least one key was guaranteed to be Rank III-IV. Purchased in packs of 5 from the Market.IV - Enemy levels 30-40, 300% enemy damage boost, and chance to spawn Corrupted Vor.Players could also refer to each level as Tower or Tier (e.g. The rank corresponded to the enemy level range and difficulty of the Void Mission, while the type determined the objective. Void Keys were ranked I, II, III, IV and each had a preset mission type. Raid Keys no longer exist as of Update 10.0 (). If you were hosting and abort an endless mission after the objective had been completed, you will lose your key. The aforementioned consumption of the key was introduced in Update 13.7 () to prevent exploits. As with all mission varieties, all completion rewards, credits, blueprints, and materials were forfeit upon failing a Void Mission. Keys were only consumed upon successful completion of the Void Mission.Īborting, disconnecting, or otherwise failing a Void Mission would not consume the key unless you already entered any "completion" state (i.e. Other players may have been freely invited to the session whether or not they had a key, and without their own keys being consumed (save a case of host migration). Only one member of a squad needed a Void Key to begin a Void Mission. Keys had four ranks of difficulty and a preset mission type. They could be bought for 75 Platinum 75 for a pack of five, bought for 25,000 Standing 25,000/ 20,000 Standing 20,000 Standing from the six original Syndicates and from the Conclave respectively for a pack of three, found rarely as a reward for certain mission types, obtained from Alert missions, or obtained from Login Rewards. Void Keys Void Keys were used to travel to Orokin Voids, pockets of space that contained Void Missions. Void Relics since Update: Specters of the Rail 0.0 () If I start throwing background colors into each separate cell, my source code table will get screwed-up and it will be less accessible to the average person jumping on to the Wiki.The content was relevant to an obsolete version of Warframe, and has since been removed, retrieved, and/or revamped. I will be adding formatting to the tables to make them easier to read, and I'll be tweaking them as time goes on (perhaps hiding sections, etc.) For right now, I'm leaving it mostly as it is b/c if you click on "edit Mercury drops" for instance, you'll notice that I've made the source code easy for people to mark (it all lines up). I would eliminate all of the cells for TIV keys on low-level missions, but I'd like to keep some consistency in the tables as far as their size is concerned. missions (like 2%), so I'm going to leave them up for now. Just to elaborate a little bit, there's a -very- small chance that non-TIV keys can drop from capture, mobile defense, etc. So you can remove all non Excavation, non Survival and non Defense Nodes from your Table, that make it better to overwatch. T1-4 Keys can also drop in all Tower 1 Missions. T4 Keys only in Interception Mission (Lvl 10-30 = T4 Ext, Cap, MD, Sabo)(Lvl 30+ = T4 Int, Sur, Def) T1-3 Keys drop only in Excavation, Survival and Defense Missions, Orokin Derelict Defense and Orokin Derelict Survival.
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