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Heist

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Heists can be performed using a Contract or Blueprint at The Rogue Harbour. The player must infiltrate the facility without raising alert, retrieve the guarded item, and escape with the contents alive.

Mechanics

Preparation

To start a Heist, the player must take a Contract or a confirmed Blueprint to Adiyah, the Wayfinder. Before you can start the Heist, you must pay a fee of Rogue's MarkersRogue's MarkerStack Size: 50000Creates a portal to the Rogue Harbour from a Town or Hideout
Used as Currency for services in the Rogue Harbour
Right click on this item while in a Town or Hideout to use it.
Shift click to unstack.
. The fee includes the Travel Fee, your Rogue's Hiring Fee(s), and the Ring's Cut. Once it's paid, she will open a portal to the Heist location.

Infiltration

Initially, only a few enemies will be on guard. There will also be patrols of enemy packs or a unique enemy roaming the area. The area contains small chests that contain items, as well as bigger guarded chests that contain items of specific reward types. Opening chests will raise the alert level, the amount which can be displayed by hovering over them.

All items picked up during the Heist are marked as Contraband. Contraband items cannot be used, equipped, or identified and are dropped on death. The will be unmarked as Contraband as soon as you reach the escape point.

While you can't open portals during the Heist or Grand Heist, you may freely leave and re-enter the Heist portal before the alert is raised. note you must enter the heist instance itself, not just the portal room, before you can leave without closing the portal.

The area will contain blocked paths, obstacles, and locked chests that will require your Rogue to clear away or open. Clicking the button above the item will command your Rogue to open/unlock it. Some tasks will require some time for them to perform, indicated by a progress meter. If they are damaged while performing the task, the progress meter will decrease.

Imminent Lockdown

When the Alert meter is maxed, it will start a counter before Lockdown. Once this happens, the player will have limited time to retrieve the target item before it is sealed away. The default time before lockdown is 22 seconds.

When this phase or Lockdown occurs, some doors and obstacles previously open will be locked or rearmed, requiring your Rogue to remove it.

Opening chests during this phase will decrease the lockdown timer by 3 seconds.

Lockdown

Once the target item is taken or the Lockdown timer runs out, Lockdown begins. More enemies will spawn in the area and try to prevent your escape.

Any unopened chests will be locked during Lockdown. However, Tibbs and Niles's perks will allow you to open one small/medium chest during Lockdown.

Once you reach the escape route, the Heist is successfully completed. All Contraband items will be unmarked and your Rogue(s) will gain experience towards the Contract's job. The target item can be sold to Faustus, the Fence for Rogue's Markers. Rogues do not gain experience if the Contract was failed (didn't retrieve the target item).

Grand Heist

Grand Heists are performed using Blueprints. Before you can start a Grant Heist, you must plan for it at the Planning Table. Once you have a confirmed Blueprint and paid the fees, you can open a portal to the Grand Heist location.

Unlike regular Heists, Grand Heists will require multiple Rogues to complete. The target item, inside a Curio Display, will be a selection of Experimented base types, Replica unique items, weapons or body armour with an enchantment, Thief's TrinketsThief's TrinketCorruptedYou must find the sculpture The Catch in a Smuggler's Den or Underbelly Blueprint to be able to equip this or currency (listed in the item description) instead of an item that can be sold for Rogue's Markers. You can only take one before Lockdown begins.

You may leave and re-enter the portal in between each wing.

Rewards

Version history

Version Changes
3.12.3
  • Reduced the maximum length of a Heist in higher level areas. The number of Reward Rooms remains unchanged.
  • Reduced the number of Heist Job Doors along the path to the primary objective in Heists.
  • Moved some of the more valuable main-path chest rewards to Reward Room Chests.
  • Improved the rewards of Generic, Talisman, Metamorph and Harbinger Reward Room Chests.
  • Dropped Talismans in level 68+ areas now drop with higher-tier modifiers on average and with a random Anointed Notable.
  • Many Reward Room Chests can now drop their respective Scarabs.
  • Significantly increased the amount of experience that Heist monsters grant when killed.
  • Increased the Rogue Marker value of Heist objectives by up to 40% (based on the Tier of the Contract).
  • Opening a Heist chest during the Imminent Lockdown timer will now reduce the remaining time by 3 seconds (from 1 second).
3.12.2
  • Rebalanced the amount of Alert Level that Reward Room and Main Path Chests generate when opened.
  • Added additional Reward Types to various Heist Jobs.
  • Breach, Harbinger, Delirium and Legion rewards now require level 68 or higher before they can be found as Chest Rewards.
  • Alert Level reduction modifiers from different sources are now multiplicative with one another.
  • Attempting to leave a Heist area before entering a Heist Wing will now request confirmation.
  • Grand Heist rewards which contain Enchanted Body Armours or Weapons are now more likely to contain higher-tier Base Types.
3.12.1
  • Reward Chests in Unique Contracts no longer become locked when Lockdown occurs.
  • (Hotfix) Killing Heist monsters no longer causes Alert Level to increase. Disabled various modifiers that are no longer relevant as a result of this change.
  • (Hotfix) Significantly reduced the number of Rare monsters that spawn from Reward Rooms and during Lockdown, resulting in fewer Rare monsters in formations behind Heist doors.
3.12.0
  • Introduced to the game.