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When the player needs to kill lots of enemies in a short time and keeps himself safe, which of the following strategies is the most practical?
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Warframe Handbook 2.0 Public Edition BY Je2ture, -Apocalypto-, and Friends. Status: Updating some outdated information while trying to keep up on recent updates. Last Handbook Update: December 15th, 2023 Announcements: As of 4th October 2022, Aer is updating the Handbook and it will take a while so patience would be much appreciated! <3 I’m using this to keep track of updates I wanna make, Message me on Discord (Aer#3702) if you have any suggestions! <3 If you would like to become an updater/editor/writer, please join our Discord and/or message apoc98 to apply! Disclaimer: By reading this handbook, you acknowledge that it contains spoilers and other information which may alter or ruin your gameplay experience. All spoilers are clearly marked. While this handbook has been specifically made for the new or returning player in mind, it still has to contain said spoilers, as it is information that might be useful to anyone. We are not responsible if you spoil the game for yourself or others by using this handbook. The information and notation used in this handbook is for the PC version of Warframe, and may or may not translate directly to the console versions of Warframe. Warframe, its affiliates, and all content referenced within this handbook is owned by Digital Extremes. To view the handbook properly, go to the Google Docs menu: View →Uncheck Print Layout (Use Ctrl + F or the Outline on the side to find topics quickly) It is strongly suggested that if you’re a new or returning player you read through all of Getting Started. Quick Links & Commonly Accessed Last Major Update Last Mainline Update: Current Hotfix Update 35: Whispers in the Walls Update 35: Whispers in the Walls Hotfix 35.0.3 Events Modding Plains of Eidolon Fortuna Quick Start [DE]’s Droptables Planet Resource Cambion Drift Prime Farming Current Prime Warframe Rotations & Vault Current Prime Weapon Rotations & Vault Lith Loot Tables Meso Loot Tables Neo Loot Tables Axi Loot Tables Warframe Path Trading & Resources Equipment Beginner Weapon List Mechanics Mastery Rank Tests Warframe Roles Frame Etiquette Game Etiquette Kuva Liches Sisters of Parvos Paradox Path Teshin’s Cave Gamemodes Orowyrm Side Objectives Drifter Intrinsics Drifter Combat Getting Started Common and Newbie Questions Q: What kind of game is Warframe? A: Warframe is a 3rd person hack and slash shooter with parkour, with some RPG, MMO and Rogue-Lite elements. But most people tend to just say space ninjas with magic. Q: What’s the difference between the Warframe Path and the Paradox Path? A: When first launching the game, you get a choice between two starting points, the Warframe Path and the Paradox Path, the only difference is the start, the Warframe Path is more looter shooter focused, and the Paradox Path is more of a rogue-lite system. After playing for some time the start you pick will not matter. Q: Which path should I pick? A: The Warframe path is the traditional start and is focused more on looting and gaining resources, however the Paradox Path is more focused on rouge-lite mechanics, however picking one path will still allow you to progress in the other one early on. Q: Is Warframe pay-to-win (P2W)? Am I at a disadvantage if I don’t pay/have Platinum (Plat/premium currency)? A: No, Warframe is pay-to-skip. Almost everything in the game is obtainable without Plat and the rest can be traded for. There are a few exceptions to this rule, but they are mainly cosmetics. You can also trade items you’ve found in-game for Plat. Q: My first 50 Plat is untradeable, what gives? Q: Why do I have untradable Plat? A: Any starting Platinum will be untradable. This is to prevent account creation for Plat farming. Most if not all other Plat that you earn will always be usable for everything, including trading. It should be noted that any Plat gained from DE directly, i.e. from streams/giveaways/partners, can also not be traded. Q: What should I use my starting Plat on? A: Generally, slots, potatoes (orokin reactors/catalysts) then cosmetics in that order. You’ll be able to get more Plat via trading with others later. A good choice is the “Complete Starter Slot Bundle” available in the market, it includes 2 Warframe Slots, 2 Weapons Slots and 2 Companion Slots for 45 Platinum! Q: Are there any forms of dedicated servers? Q: Any servers in x region? A: All games played on Warframe with the exception of Relays or Clans (hubs) are hosted peer to peer. If your connection isn’t good, generally as with any kind of connection based game, you will have a hard time. Q: Is there a solo mode? A: Technically, everything in the game can be completed solo. In fact, some do it for a challenge. However, there are some parts of the game that could necessitate a friend or two, and most missions will definitely be easier with a fellow Tenno at your side. Q: Is there a campaign mode? A: Yes. A few quests have a campaign, with story and lore reveals. These are unlocked as you progress through the game. Q: Is there an offline mode? A: Playing ‘offline’ is impossible. The game will not start without an internet connection. However, playing pseudo offline is possible, by playing in solo mode. Q: Is Warframe cross-platform? A: Yes! Crossplay is currently Live! Everything from PC to Playstation to Xbox to Nintendo Switch, You can match and play along with anyone from any platform! Q: Is Warframe cross-save? A: The most recent update, 35.0.3 has started an extremely early way of cross-save, within 2023 there should be complete cross-save! Q: What Warframe should I pick as my starter? Q: What’s the best starter Warframe? A: Warframes are basically your classes, they have different abilities that change the way you play the game. As a rule of thumb, none of the starter Warframes are “better” or “best”, they cater to your playstyle. ● Excalibur or Excal is the Warrior, which likes getting in people’s faces, hack n slash. ● Mag is basically the Mage, using her abilities for nuking, CC (Crowd Control) and utilities. ● Volt is a Hybrid that features damaging CC and various utilities (speed/shield). If you can’t choose, go with the one you think looks the coolest. Q: Can I get the other Warframes if I pick x? A: Yes, you can get them later in the game. Q: I just finished the tutorial with Vor, how do I advance through the game? A: Complete mission nodes (the flashing blue ones), get to junctions and finish their goals. Buy weapon and Warframe blueprints from the Market for Credits. Q: I’m lost, what should I do? A: Tons of stuff! You can play missions on different planets, unlocking nodes. Buy and craft things from the market. Find Quests from Junctions and play through them. Find mods and fill your mod collection. Search for Ayatan Treasures and collectibles. Join a clan. Hop on the chats and find others to get lost with you. Play the game and find out! Q: Why do the mission levels kinda look the same? A: Warframe’s missions are procedurally-generated. The game has a set number of rooms, called a tileset, that are randomly linked together every time you start a mission. So the rooms look the same, but the layout is always different. Q: What is my level? A: There are 2 kinds, Mastery level and item level. For Mastery, press escape, and click on profile. The number on the first page is your Mastery Level. For item level, go to the Arsenal or press [ESC] →Arsenal and select an item, the level will be under the item’s name. Q: What is Forma? A: It’s used in crafting a variety of items and can add additional mod polarities to items, while also resetting the item’s level. Q: What is a polarity? A: See Polarities Q: What is taxi-ing? A: For players that don’t have all the nodes unlocked, a taxi is a player with that node unlocked, and can host a mission on that node for up to 3 others. Generally, once a person has taxi’d someone over, they will leave so that they may taxi others. Q: What are Syndicates? A: See Syndicates Q: What is a Potato / Orokin Reactor / Orokin Catalyst? A: They double the amount of mod capacity that your frame (Reactor) or weapon (Catalyst) has. They are nicknamed potatoes due to their shape. Q: Until what time can I still invite friends to my missions if I’ve started it? A: Any time the objective hasn’t been (partially) finished, depending on the mode. For example, Exterminates stop invites around a third of completion through, while endless missions can be invited to about halfway into the first iteration. Q: What is this scanner I can click on in my ship? A: It’s basically a space radio, it doesn’t do much. It’s mostly there for ambient noise, and bits of lore can be found if you listen closely enough. Q: Offline segment? What’s that? A: You haven’t unlocked it as part of your ship. Continue playing, you’ll find them gradually as you progress. Q: Why is my screen/lights flickering? A: An Assassin or Syndicate is after you. Try to stick with your allies or warn them so they can help you. For Assassins, see section Assassins. For Syndicates, see section Syndicates. Q: What are these glowing blue hexagons? Q: What is a Cephalon Fragment? Q: What is a Somachord Tone? A: They’re scannable items which provide lore (and music!) when unlocked. Q: I just got a weapon from a Quest. Should I keep it, or sell it? A: Keep all items given from Quests due to the fact you will only get them once. Terms General Terms AFK - Away from Keyboard/Not present. CC - Crowd Control, which means anything that slows, stops, or incapacitates enemies. Support - Allies with abilities that help their team rather than kill. DPS - Damage per Second, also refers to the Damage role. Buff/Debuff - Boosts allies/hinders enemies. Proc - As in Programmed Random Occurrence, ie when a crit/status happens. HP - Hitpoints/Health. Armor - Damage Reduction Overguard - Additional Health protection and Knockdown Immunity Energy - Used for abilities, basically mana. Host - The player who is hosting the session, and whose internet connection is supporting the rest. HUD - Heads up display, where information is displayed on screen. PUB/Pubs - Public/Public players. Farm/Farming - Doing the same thing over and over to gain a lot of a resource. Meta - The Most Effective Tactic Available, or the generally accepted normality of any subject. Tenno - General term for players, also your player’s race. Space Mom - Lotus (voiced by [DE] Rebecca) was given the nickname of Space Mom. Game, Mission, and Chat Terms Affinity - Experience for your items. Alert - Limited time mission. AW - Archwing Baro - Baro Ki’Teer (Biweekly Void Trader). DE - Digital Extremes, also Developer. Cephalon - The term for artificial intelligence of the Warframe universe. Forma - An item, which when used on a lvl 30 weapon or frame, gives it another polarity and resets its rank to 0. [type] Pizza/Pancake - A consumable gear item for health, energy, or ammo. H - Have/Hosting LF - Looking for MR - Mastery Rank Daily Reset - The time where everything based on a daily timer resets, 00:00 GMT. Scale/Scaling - The way damage done compares to enemy health/damage resistance. Polarity - Halves the mod drain of a mod with the same polarity. Tactical Alert - Mini events, they usually give decent rewards. Sortie - Unique daily mission set with a game modifier and set reward table. TSD - The Second Dream, a main quest. TWW - The War Within, a main quest. Capacity - Referring to how much mod drain is available to use on a piece of gear. IPS - Referring to Impact, Puncture and Slash, the 3 main types of “Physical Damage”. Elementals - Referring to Cold, Toxin, Heat and Electricity, the 4 basic types of “Elemental Damage”. Dual Elementals - Referring to Blast, Corrosive, Gas, Magnetic, Viral, and Radiation, the 6 types of combined Elements. Companion - Referring to your Sentinel, Kubrow, Kavat, or MOA. Taxi- A service of taking a person or group to a mission node they don’t have access to. LS - Life support, a pickup in survival missions. Item Terms Potato - Orokin Catalyst (Blue) / Orokin Reactor (Gold), doubles the mod capacity of your weapon/Warframe. O Cells - Orokin Cells, a rare resource. Are sometimes called Raw Potatoes. Cabbages - Relics, contain Prime parts. Tomatoes - Exilus Adaptors, used to unlock an additional mod slot on your Warframe. Chili - Kuva, a rare resource. Alertium - Nickname for the rare resource Nitain Extract, as Nitain used to be available most often in alerts. Frame Terms - (Referring to Warframes and specific abilities) EB - Exalted Blade [Excalibur] EV - Energy Vampire [Trinity] Globe - Snowglobe [Frost] Slowva /Speedva - Nova and specific builds to her ability Molecular Prime. Despros - The Desecrate ability of Nekros using the Despoil augment that makes the ability use health instead of energy. Pilfdroid - The Tentacle Swarm ability of Hydroid using the Pilfering Swarm augment that gives additional loot drops. IR - Irradiating Disarm, an augment for Loki Mission Terms Ext - Exterminate Def - Defense MD - Mobile Defense Exc - Excavation Sab - Sabotage S1, S2, S3 - Referring to Sorties and it’s 3 stages Arbie - Arbitration Alerts, highly difficult endless missions with a set rewards table Hunt - Archon Hunts, highly difficult late game weekly missions with special rewards PoE - Plains of Eidolon OV - Orb Vallis Specific Mods CP - Corrosive Projection (Aura). CL - Covert Lethality (only for daggers, allows for insta-kill on finisher). CE - Concealed Explosives (only for throwing stars, adds explosions). Maiming/Memeing - Maiming Strike, a rare and powerful mod for melee weapons. CO - Condition Overload, which multiplies your damage (stacking) for every status afflicted onto an enemy. CD - Coaction Drift, an Exilus mod that augments Aura mod stats. Warframe Mechanics Orbiter Your Orbiter is your home, and in-game hub with access to everything in the game. It includes your Navigation Console, Arsenal, Mod Collection, Foundry, Stasis Chamber, Relic Console, Market, Codex, Conclave access, and Syndicate boards. You navigate your consoles by simply walking up to them, or by using your Main Menu. You unlock consoles by completing Quests and Mission Nodes. (SPOILERS) There are 3 back rooms to your ship - The Helminth, Operator, and Personal Quarters. The Helminth contains the equipment to remove Helminth Cysts, and for Subsuming Abilities or Invigorations, and can only be accessed by a fully infected Warframe or Nidus. The Operator Room contains the menus for customizing your Operator and accessing the Focus schools. The Personal Quarters is a decoratable room, and includes the Somachord where you can play music you’ve found from Somachord Tones. All rooms and areas in your Orbiter can be customized, recolored, and decorated. Consoles cannot be moved. HUD and UI Menu UI Upper left: ● Glyph, current MR level, Username, MR symbol, game privacy status, invite players ● Warframe [level] ● Aura (if equipped) ● Primary weapon [level] ● Secondary weapon [level] (if no Aura equipped) Scroll over User tab: ➢Glyph, current MR level, Username, MR symbol ➢Show Profile button ➢Warframe [level] ➢Aura (if equipped) ➢Primary weapon [level] ➢Secondary weapon [level] ➢Melee Weapon [level] ➢Companion [level] ➢Dragon key (if equipped) Upper Right: ● Current Boosters active ● Pending friend requests ● Number of items completed in the Foundry ● Number of unopened inbox messages ● Credit count ● Plat count Lower left - Chat Menu, press [T] to open ● Squad chat - For your current party. ● Clan chat - Only available if you’re in a Clan, for Clan members only. ● Alliance chat - Only available if your clan is in an Alliance, for Alliance members only. ● Region chat - Available for players in your region, asking questions can trigger the bot (unavailable while in missions). ● Recruiting chat - Find a squad for a mission, or recruit for a Clan/Alliance (unavailable while in missions). ● Trading chat - Trade for in-game items (unavailable while in missions). Main Menu ● Navigation - Access the Star Chart ● Equipment: ➢Arsenal - Access your Warframes and equipment. ➢Foundry - Access your blueprints, resources, and Arcanes. ➢Incubator - Access your Kubrows and Kavats, or raise more. ➢Inventory - View all of your items. ➢Void Relic Refinement - View or refine your void relics. ➢Mods - View, fuse, or sell your mods. Can also access your Ayatan Treasures. ➢Abilities - View the abilities of your current Warframe. ➢Specters - View your current specter loadouts ➢Landing Craft - Choose, decorate, and customize your landing craft ● Operator (SPOILERS) - Allows you to access your Operator’s appearance menu, equipment, and Focus menu. ● Market - Access the in-game marketplace ● Communication - Access friends list, mail inbox, and clan menu (if in one) ● Quests - View list of all Quests ● Profile ➢Codex - View information and lore on everything in the game ➢My Profile - View your personal stats, including equipment use, MR progress, Syndicate progress, challenges, and wishlist ➢Syndicates - View and interact with the 6 Syndicates ➢Leaderboards - View current, daily, and weekly leaderboard standings ➢Glyph - View, buy, and change your glyphs ➢Logout - Takes you back to the login screen ● Options - View and customize game options, including keybinds, display properties, audio preferences, and gameplay settings. ● Exit Game - Closes Warframe and returns you to your Desktop In-game HUD Upper left - Mini-map, press M for large map, current Objective Status Lower left - Chat Menu, press T to open. Upper Right: ● Blue number is shields, Red number is health ● Any symbols next to shields are ongoing ability effects or procs, from yourself or teammates. ● Warframe name and level ● Companion shields and health (if equipped) ● Companion name and level (if equipped) Lower Right: ● Current ammo in magazine/total ammo left ● Selected weapon and level ● 4 Abilities ● Energy bar (dark blue is energy capacity, light blue is current energy) ● Energy amount Movement System One of the primary selling points of Warframe is its unique, fluid movement system. You can make your Warframe do a number of parkour tricks, which can be chained together into what is called the Movement System. Basic elements of movement ● [W] [A] [S] [D] move up, left, down, right. ● [SPACE] to jump. ● [SHIFT] to roll/dodge, hold to sprint. ● [CTRL] to crouch, hold while moving to slide. ● [RIGHT MOUSE CLICK] hold to aim, hold to aim-glide when in mid-air, hold when on a wall to wall latch. ● [E] to quick melee, slam attack when in mid-air. Basic Chained Movement Learn these well before attempting Advanced Chain Movement. ● [SPACE] [SPACE] to double jump. ● Hold [CTRL] then press [SPACE] to bullet jump (will fly towards mouse direction). ● [SPACE] [SHIFT] to jump then roll forward. ● [SPACE] hold [CTRL] to jump then slide as you hit the ground. ● Hold [CTRL], then press [SHIFT] to slide then roll. Note: There is no fall damage, but falling from a great height will cause you to stagger when you hit the ground. You can avoid this by rolling or sliding as you touch down, or by using aim-glide or double jump to slow your descent. Advanced Chained Movement ● Hold [CTRL] then press [SPACE] [SPACE] to bullet jump, then double jump. ● Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] to bullet jump, then double jump, then roll forward. ● Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [CTRL] to bullet jump, then double jump, then roll forward, then slide as you hit the ground. ● Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [RIGHT MOUSE CLICK] to bullet jump, then double jump, then roll forward, then aim-glide. ● Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [RIGHT MOUSE CLICK] hold [CTRL] to bullet jump, then double jump, then roll forward, then aim-glide, then slide as you hit the ground. ● Hold [CTRL] then press [SPACE] [SPACE] [E] to bullet jump, then double jump, then mid-air melee propel. ● Hold [CTRL] then press [SPACE] [SPACE] [E] hold [CTRL] to bullet jump, then double jump, then mid-air melee propel, then slide as you hit the ground. ● Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] to bullet jump, then double jump, then mid-air melee propel, then aim-glide. ● Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] hold [CTRL] to bullet jump, then double jump, then mid-air melee propel, then aim-glide, then slide as you hit the ground. ● Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] press [Shift] hold [CTRL] to bullet jump, then double jump, then mid-air melee propel, then aim-glide, then roll forward, then slide as you hit the ground. ● Hold [CTRL] then press [SPACE] [SPACE] look down [E] to bullet jump, double jump, and ground slam. ● Hold [RIGHT MOUSE CLICK] hold [S] press [SHIFT] to backflip. ● Hold [CTRL] then press [SPACE] [SPACE] hold [RIGHT MOUSE CLICK] hold [S] press [SHIFT] to bullet jump, then double jump, then aim-glide, then backflip. These are just a few of the possible movement combos in Warframe. Discover them all for yourself! Damage Physical Damage The main type of damage in Warframe is physical damage, split into three different types - Impact, Puncture, and Slash. It is commonly referred to as IPS damage. Most weapons and some Warframe abilities have at least one of these damage types, with the weapons usually having all 3. Each damage type has a Status Effect, also known as a Proc. See Status below. Elemental Damage The secondary type of damage in Warframe is Elemental damage, which is split into 4 base elements; Heat, Cold, Electric, and Toxin. These damage types are rarer on weapons, and more common on Warframe abilities. However, these elements can be added to weapons using mods. The 4 base elemental types can be combined to create 6 combined Elemental damage types: ● Heat + Cold = Blast ● Electric + Toxin = Corrosive ● Heat + Toxin = Gas ● Cold + Electric = Magnetic ● Heat + Electric = Radiation ● Cold + Toxin = Viral All 10 Elemental damage types have a Status Effect, or Proc, that they can inflict. See Status Below. Other Damage There are two other types of damage usable by the player, True and Void. True damage is a hidden damage type, and has no damage modifier versus any kind of health, and it ignores armor reduction and shields. A few examples of true damage are Finisher attacks and Bleed procs. (SPOILERS) Void damage is only used by Operators, Amps and Xaku. It guarantees stun against drone type Sentients, and resets Sentient damage reduction(Except Xaku). Status Every damage type has a Status Effect, or Proc, that it can inflict. These are damage/effect over time and their effectiveness is based on the base damage of the damage type, and the Status Chance and Status Duration of the item inflicting damage. No Proc lasts infinitely. The damage type with the highest amount of damage will always be the most likely to Proc, with lesser damage numbers losing likeliness as damage lessens. If Status goes over 100% the chance to Proc is guaranteed and any percent over 100 has a chance to proc another Status effect. Physical Damage Procs ● Impact - Stagger - Causes victims to flinch and stagger’s movement, while increasing the threshold for Finishers. ● Puncture - Weakened - Cause victim’s attacks to deal less damage. ● Slash - Bleed - Affected victims take damage over time, which is True damage. Base Elemental Damage Procs ● Heat - Ignite - Sets enemies ablaze and deals damage over time, while also removing half armor. ● Cold - Freeze - Reduces victim’s movement speed and fire rate. ● Electric - Tesla Chain - Sends an electric surge through the victim and to all enemies within a 3m radius of the victim, dealing damage over time and stunning. ● Toxin - Poison - Infects the victim and causes damage over time. This damage bypasses shields. Combined/Special Elemental Damage Procs ● Blast - Inaccuracy - Reduces the accuracy of the afflicted target.. ● Corrosive - Corrosion - Strips the victim’s armor by 20%, then by another 6% per stack (80% cap) . ● Gas - Toxic Cloud - Produces a small cloud around the affected victim in a 3m radius that deals Toxin damage. Each additional stack increases range. Because it is an innate Toxin, it bypasses shields. ● Magnetic - Disrupt - Enhanced damage. First Magnetic status effect deals 100% additional shield damage, Subsequent stacks add 25% capped at 325%. ● Radiation - Confusion - Causes the victim to become confused and randomly attack any enemy or ally within range. This also causes their allies to attack them. ● Viral - Virus - Amplifies damage to the health of the afflicted target. ● Void - Bullet Attractor - creates a small 5 meter field centered on where the target was shot for 3 seconds, Making all bullets that enter this field go directly to where the Status Effect was Proced Damage Type vs Enemy Type Multipliers Damage Type Flesh Cloned Flesh Fossil Infested Infested Flesh Sinew Machine Robotic Object Shield Proto Shield Ferrite Armor Alloy Armor Impact -25% -25% +25% +50% +25% Puncture +25% +25% -20% -50% +50% +15% Slash +25% +25% +15% +25% +50% -25% IGN IGN -15% -50% Cold -25% -50% +25% +50% +25% Electricity +50% +50% -50% Heat +25% +25% +50% -50% Toxin +50% -50% -25% -25% IGN IGN Blast +50% -50% +75% -25% Corrosive +75% -50% +75% Gas -25% -50% +75% +50% IGN IGN Magnetic +75% +75% -50% Radiation -75% -50% +50% +25% -25% +75% Viral +50% +75% -50% -25% True IGN IGN IGN IGN Void *IGN = Ignores on Proc Multishot Multishot is the chance a weapon will fire an extra projectile for no extra ammo cost. It is widely considered the most powerful damage buff. Multishot is rated on a percentage scale. At 50% Multishot, a weapon will always fire one round for every fire instance, and has a 50% chance of firing 2 rounds. At 100% Multishot, a weapon will always fire two rounds for every fire instance. At 150% Multishot, a weapon will always fire two rounds for every fire instance, and has a 50% chance to fire 3 rounds. At 200% Multishot, a weapon will always fire 3 rounds for every fire instance. Etc. Multishot will display an increase in damage stats similar to damage, but this is “fake” damage based on the chance of firing an extra shot, and is not the actual damage that can occur. Multishot will show an increase in Status Chance, but this is ‘fake’ Status Chance. If you achieve 100% Status WITH multishot mods, then that guaranteed Status Proc applies to ONE shot in the multishot volley. For Status to apply to all shots, 100% Status Chance is needed BEFORE multishot is applied. Punch Through Punch Through is a mechanic that can exist in fireable or thrown weapons. It is the maximum depth of material that a projectile can penetrate. Once a projectile encounters a surface too thick to penetrate, it will stop as normal. It is typically given through mods, but some weapons have innate Punch Through. Punch Through is rated by punch distance in meters. ● 0.1m of PT is enough to pierce a Shield Lancer’s riot shield. ● 1.0m of PT is enough to pierce any openable door, any soft cover, and any small enemy unit. ● 1.2m of PT is enough to pierce through any regular enemy unit, or 2 small enemy units. ● 2.1m of PT is enough to pierce through two of any regular enemy unit, or 4 small enemy units. Punch Through will not work on large or damage-locked bosses, Frost and Arctic Eximus shields, and Nullifier bubbles. It will also not work on walls that separate mission tiles, only doors. Melee 3.0 Other than gunplay, Warframe is known for its addictive melee elements. The current way melee works in the game is referred to as Melee 3.0. Melee 2.0 was phased out of the game in March of 2019. Additional patches are set to change the way melee functions. Melee 2.0 - 3.0 changes: ● Increased slam attack speed and range of knockdown effect. ● Removed quick melee animations and replaced the action with instant melee weapon swap and attack. ● Aiming or firing will re-equip the last used primary/secondary weapon instantly, and perform the action. ● Blocking is now automatic when facing an enemy. There are many melee weapon types available for use, all with their own strengths, weaknesses, and playstyle. Melee Weapon Types: ● Sword ● Dual Sword ● Sword and Shield ● Dagger ● Dual Dagger ● Machete ● Nikana ● Two Handed Nikana ● Rapier ● Scythe ● Heavy Scythe ● Nunchaku ● Polearm ● Staff ● Heavy Blade ● Hammer ● Gunblade ● Blade and Whip ● Fist Weapon ● Sparring Weapon ● Claw ● Glaive ● Warfan ● Tonfa ● Whip ● Assault Saw When you have a melee weapon in your loadout, but are wielding your primary or secondary, you can instantly switch to your melee weapon and attack with [E]. This is good for instant counterattack in close quarters or when out of ammo. Firing or aiming will re-equip your last weapon. When your melee weapon is equipped, you can block/parry incoming attacks and bullets by facing the attacking enemy with your melee weapon out. You are also able to Heavy Attack using [Alternate Attack] button, or if you are mid air and aim down you will do a Heavy Slam Attack, Both Heavy Attacks deal increased damage depending on the Combo, but consuming all of the current combo. Melee Finisher attacks are a stealth based melee attack. All unalerted/disoriented/blind/asleep enemies have the option to have a finisher attack performed on them. Finishers do extremely high damage when done correctly. When your melee weapon is equipped, you have access to your Stance Mod. Stance Mods are rare mods that modify the attack patterns and combos of your melee weapon. They are equipped in your Upgrade menu, in the special slot above the regular 8 mod slots. Only one Stance Mod may be equipped at a time. Keep in mind Stance Mods only work for the weapon types displayed on their card. So a Sword Stance will not be equippable on a Rapier, and a Polearm Stance will not be equippable on a Heavy Blade. Additionally, equipping a Stance Mod will provide extra mod capacity for the weapon, equal to the amount of drain on the card. Consecutive melee attacks will build your Melee Combo Counter. The more hits landed in a short period of time, the higher the Heavy damage multiplier becomes. Not hitting an enemy for a short period will reset the counter. Mods can be applied that extend the time before the counter resets, such as Body Count and Drifting Contact. Affinity Q: What is Affinity? A: Affinity is essentially XP. It is not Mastery, however it leads to Mastery. Q: How do I get Affinity? A: When you kill something, complete a mission objective, or complete a challenge, you will gain Affinity for your equipment. The white bold number with a plus next to it that appears after killing an enemy or completing a challenge/objective is the amount of Affinity earned from that action. Q: This guy has all the kills, am I not gonna get XP? A: Don’t be sad/angry when someone “killsteals”, any Affinity they gain will also be passed to you as long as you’re within 50m of them. Q: How much Affinity is needed to max something? A: You need 900k affinity to max a Warframe and 450k to max a weapon (from unranked to 30). If an item is maxed with Affinity, it will still gain the Affinity it is due in missions, but will not go up any more in level. Q: Does everything get Affinity at the same rate? A: How Affinity is spread: ● Kill with ability - All Affinity on kill goes to the Warframe. ● Kill with a weapon - Half to Warframe and half to weapon. ● Completing a Challenge - Affinity split across all your gear. ● Kills by allied Tenno - All the Affinity is split consistently across all your gear (Warframe/weapons). 25% to Warframe and 75% split across remaining weapons. Companions do not detract Affinity from this, although they will get their own Affinity split half across the weapon and the companion. ● Kills by companion (Ability) - All Affinity goes to companion, the owner gets no Affinity. ● Kills by companion (Weapon) - Split evenly between companion weapon and companion itself, the owner gets no Affinity. Mastery Mastery is not Affinity, Affinity is XP for items. Mastery is a total of what you’ve leveled. Q: How do I get Mastery? A: Mastery is gained through leveling anything. This means weapons, Warframes, vehicles, companions, etc. A small amount of Mastery is also awarded upon completing a Star Chart node for the first time. Q: How much Mastery is earned for leveling up items? A: Each maxed Warframe, companion, or Archwing gives 6k to your mastery, or 200 per level. All weapons and K-Drives give 3k, or 100 per level. Q: How much Mastery is needed to level up? A: Each mastery rank takes 2500 to max, with every additional rank adding 5000. So, Rank 1 takes 2500, Rank 2 takes 7500, Rank 3 takes 12500, and so on. Legendary Rank 1 and above require the same amount of mastery as 29 to 30 Q: It says my Mastery requirement is maxed, what do I do now? A: Once you max out all the Mastery for your current MR level, you can rank up by completing an MR Test (see below). Q: I’ve maxed out the Mastery requirement for my current MR, but I kept leveling items after I capped. Did I lose that MR? A: Mastery DOES carry over to the next rank, even if you haven't completed the test yet. Once the test is finished, all carryover MR earned from the previous rank will be instantly added to your current rank. Q: I forma’d this weapon, and it got reset to level 0. Will I get Mastery from it again? Forma’d equipment DOES NOT add to Mastery, despite what anyone says. Only the first time leveling an item will count towards Mastery. Q: I have two weapons that have the same name, do they both get Mastery? Other variants of items give mastery, i.e. Braton gives 3k, Braton Prime will give 3k, and Mk1 Braton will give 3k for a total of 9k. But once you level up an item, i.e. Lato, leveling up another Lato will not give Mastery. Q: I sold a weapon before it was max level, did I lose any remaining Mastery for it? A: The game records how much you’ve leveled a weapon no matter if it is in your inventory or not. If you leveled a weapon to level 10 and sold it, the game records that you earned 1,000 Mastery from that weapon. If you attain the weapon again, the game will not reward Mastery until the weapon reaches level 11 and so on. Q: Why should I care about Mastery? A: Benefits of Mastery: ● Gives your weapons and Warframes a flat starting bonus mod capacity of your MR. ○ A MR5 person has equipment that starts at 5/5 capacity. ○ A MR23 person has equipment that starts at 23/23 capacity. ○ This can be affected by a potato, doubling it. ○ This does not mean you go over the limit, 30 or 60 will still be the mod cap, not accounting for auras or stances. ● Changes your max limit of Void Traces. ● Allows you access to certain Relays. ● Allows access to certain equipment/quests. ● Allows you to use certain levels of Riven Mods. ● Increases your Daily Syndicate Standing capacity. ● More trades a day (starting at MR2). Your Mastery rank +1 equals the number of trades you can do. ● Gives you “loadout” slots every other rank which allows easy equipment switching. ● Changes your Mastery Sigil to a different emblem every 3 ranks, and a different color every rank. Mastery Rank Tests Once you max out all the MR for your current level (can be seen in profile), you will qualify for your next Mastery Rank Test. Each test is different from the last, but are not different between players. Every player must pass the same challenge. Keep in mind, MR tests are solo only, and there is a 24 hour limit set on MR tests. So if you fail a test, you cannot reattempt until 24 hours have passed. In addition, you cannot gain more than one Mastery Rank per 24 hours. The player's next Mastery Rank test will also be available for practice and, if eligible, for rank up in Cephalon Simaris' Relay room. All previous levels of Mastery Tests may be practiced at any time. Mastery Rank 1 Test Exterminate Test (Primary) This test requires players to exterminate three waves of enemies with their primary weapon. The player starts in the center of a room encircled by eight pillars. From here they must eliminate 3, 5 and 8 level 1-2 enemies within 1:00, 2:00 and 3:00 minutes for each wave respectively. It is recommended that you bring a fully leveled and modded primary weapon to this test. Mastery Rank 2 Test Exterminate Test (Secondary) This test requires players to eliminate three waves of enemies with their secondary weapon. The player starts in the center of a room encircled by eight pillars. From here they must eliminate 8, 12 and 16 level 5-6 enemies within 0:45, 1:00 and 1:15 for each wave respectively. It is recommended that you bring a fully leveled and modded secondary weapon to this test. Mastery Rank 3 Test Exterminate Test (Melee) This test requires players to eliminate three waves of enemies with their melee weapon. The player starts in the center of a room encircled by four pillars. From here they must eliminate 5, 7 and 9 level 15 enemies within 0:45, 1:00 and 1:15 for each wave respectively. It is recommended that you bring a fully leveled and modded melee weapon to this test. Mastery Rank 4 Test Survival Test This test requires players to endure an unlimited onslaught of level 12-15 Infested for a given period of time. The player starts in the center of a room surrounded by several walls and platforms. From here they must survive for 1:30. It is recommended to bring a defensive or nuke Warframe to this test. Mastery Rank 5 Test Terminal Hacking Test This test requires players to hack six terminals within a time limit of 1:45. The player starts in the center encircled by terminals. From here they must hack three Grineer terminals and three Corpus terminals to pass the test. It is recommended that you fully understand hacking before attempting this test. Mastery Rank 6 Test Target Tracking Test This test requires players to track targets quickly and accurately. The player starts the test standing on a brightly lit circular platform in a dark room encircled with metallic spheres. The player's camera will be turned toward the first target at the beginning of each round. Upon shooting the first target, lines will connect unlit spheres in succession before stopping at another target, this process will repeat itself until the test has ended. It is recommended to bring an accurate and/or high fire rate hitscan weapon to this test. Mastery Rank 7 Test Timed Exterminate Test This test requires players to eliminate three waves of enemies within 1:00. The player starts in the center of a white room with pillars circling the center. Level 15-18 Grineer, Corpus, and Infested units will spawn in waves and must be dispatched before time ends. It is recommended to bring a defensive or nuke Warframe to this test. Mastery Rank 8 Test Movement Test This test requires players to jump across several platforms, with a varying distance between each one. Shooting the red orbs that appear spawns the next platform. Players have three tries to complete the test; any fall from the platforms counts as a try. It is recommended to fully understand the movement system of Warframe before attempting this test. Mastery Rank 9 Test Stealth Test This test requires players to make use of cover and track enemy movements in order to assassinate targets without detection using melee weapons only. Players start in a room equipped with only their melee weapon. They make their way through three stages with increasing numbers of enemies and increasingly complex patrol routes. Successful elimination of all enemies in a stage will unlock the next. All enemies are level 1 and can be insta-killed by a takedown. Players are allowed three tries. Alerting an enemy counts as a try and will reset the stage. Falling off a platform does not count as a try. Also, there is no time limit. It is recommended to bring a fast Warframe to this test, and to study the enemy movements closely. Keep in mind there is no time limit. Mastery Rank 10 Test Disappearing Platform Test This test requires players to eliminate targets at range, while maneuvering on platforms in a 3x3 grid that will permanently disappear after a few seconds of standing on them. The player will spawn in on a normal platform and the test will begin once you enter the grid area. You must kill all enemies spawning periodically atop five elevated platforms which line the far end of the grid. Once the player steps on a platform it will begin flashing increasing in speed until it disappears 8 seconds later. All enemies are level 1. Players have three chances to complete the test. Falling from the tileset counts as a try. It is recommended to bring a high fire rate hitscan or high range beam weapon to this test. Mastery Rank 11 Test Time Trial Test This test requires players to make their way through an obstacle course while shooting red orbs to increase the amount of time they have to finish the course. Each orb adds 3.5 seconds of time. It is recommended to use a fast Warframe for this test. Mastery Rank 12 Test Carousel Test This test requires players to eliminate enemies while being aware of their surroundings. Players start on a platform facing a carousel-like structure with two disks connected with a large pillar at their centers. Between the disks are a set of lasers which separate the quadrants of the disks and slowly rotate around the disks, essentially circling the "carousel". The object of the test is to reach the carousel, eliminate 16 enemies spawning on the outer disk, all while avoiding the moving lasers. All enemies are level 1. It is recommended to bring a high fire rate hitscan or high range beam weapon to this test. Mastery Rank 13 Test Advanced Disappearing Platform Test This test requires players to eliminate enemies while remaining extremely mobile. Players start facing a number of platforms surrounded by walls which can be run across. Once the player touches a platform, it begins to flash increasingly rapidly and will disappear after a few seconds. The platforms are arranged with one in each corner, and three stacked vertically in the center. Players have three tries to eliminate all enemies on surrounding platforms. Each fall counts as a try and returns all previously exhausted platforms. All enemies are level 1. It is recommended to bring a high fire rate hitscan or high range beam weapon to this test. A nuke Warframe can also be used to make this test trivial. Mastery Rank 14 Test Advanced Exterminate Test This test requires players to eliminate three waves of enemies of levels 15-20. The player starts on the first level of a tower with multiple cover points and must eliminate targets until they are warped to the next level. There are three waves with Grineer, Infested, and Corpus units respectively. It is recommended to bring a nuke Warframe to this test, and/or a high damage beam or hitscan weapon. Mastery Rank 15 Test Interception Test This test requires players to capture and hold points in an Interception mission. All enemies are levels 15-18. It is recommended to bring a fast or nuke Warframe to this test, and/or a long range hitscan weapon. Mastery Rank 16 Test Defense Test This test requires players to defend a Cryopod for 3 waves. Enemies are Corpus, levels 24-27, and each wave will spawn 8/12/16 enemies respectively. It is recommended to bring a defensive or nuke Warframe to this test. Mastery Rank 17 Test Advanced Timed Exterminate Test This test requires the player to kill 30 level 25-28 Infested targets within a time limit. The player starts at 20 seconds. Meleeing the white orbs that appear on the map grants an additional 7 seconds each. It is recommended to bring a fast or nuke Warframe to this test, and/or a high damage beam or hitscan weapon. Mastery Rank 18 Test Advanced Defense Test This test requires the player to defend a Cryopod for 5 waves. Enemies are Corpus, levels 25-28. It is recommended to bring a defensive or nuke Warframe to this test. Mastery Rank 19 Test Stealth Rescue Test This test requires the player to destroy six security orbs around a large tileset, and then escort a rescue target to the extraction point, all without being detected by the patrolling Grineer Lancers. All Lancers are level 15. It is recommended to bring a fast Warframe to this test. Mastery Rank 20 Test Archwing Time Trial Test This test requires the player to fly between two platforms in Archwing mode before the timer runs out. There is a series of rings between the two platforms that grant additional time of 2 seconds when flown through. The player starts out with 10 seconds. It is recommended that you understand Archwing mechanics and flight patterns before attempting this test. Mastery Rank 21 Test Timed Exterminate Test This test requires the player to kill 35 level 25-28 Grineer enemies before the timer runs out. The player must destroy white orbs with their melee weapon to extend the timer, which spawn in random locations around the map. It is recommended to bring a fast or nuke Warframe to this test, and/or a high damage beam or hitscan weapon. Mastery Rank 22 Test Arena Test This test consists of three rounds requiring the player to kill 12/18/24 level 40 Executioners. The player is given 3 respawns before the mission will fail. Executioners will spawn in pairs, a maximum of 6 simultaneously. The first round has a speed boost modifier, the second round has a health drain modifier (drains 100 health periodically until you have 3 health, killing enemies restores all health) and the third round has a scaling enemies modifier. Falling out of the map uses one respawn. It is recommended to bring high survivability Warframes and high burst damage weapons to this test. Mastery Rank 23 Test Mobile Point Capture Test This test requires the player to capture 6 mobile control points before the timer runs out by standing within a radius as they move along set paths. Various types of level 40-45 Grineer enemies, including Manics, will spawn throughout the map, attacking the player as they capture the points. Capture progress will quickly decay while the player is outside of the white radius. Each point will gradually turn green and then stop moving upon reaching 100%. It is recommended to use Rhino with an Iron Skin and speed build, or Limbo with a speed build, so as to ignore the enemies and concentrate on the points. Mastery Rank 24 Test (SPOILERS) Operator Test This test requires the player to use their Operator to destroy an orb in the center of a small arena, while being attacked by level 15 Infested Brood Mothers and maggots. The player is given 3 respawns before the mission will fail. It is recommended to periodically kill the Brood Mothers, and Void Blast any maggots on or around your Operator. Mastery Rank 25 Test Deployable Archwing Exterminate Test This test requires the player to use an Archwing deployed by the Archwing Launcher to traverse a multitude of floating platforms, killing 50 level 25-28 Grineer enemies, both grounded and airborne, before the timer runs out. The player can extend the remaining time by melee attacking the white orbs that spawn on these platforms. It is recommended to use long distance or AOE weapons to kill enemies from a distance or quickly, as the map is quite large. Mastery Rank 26 Test Advanced Mobile Point Capture Test This test requires the player to capture 6 mobile control points within 5 minutes by standing within a radius as they move along set paths, while under constant fire from level 40-45 Grineer. Unlike the MR23 test, the capture points in this test move up and down as well as horizontally, and change speed much more rapidly. Capture progress will quickly decay while the player is outside of the white radius. The point will gradually turn green and then stop moving upon reaching 100%. It is recommended to use Rhino with an Iron Skin and speed build, or Limbo with a speed build, so as to ignore the enemies and concentrate on the points. Mastery Rank 27 Test Point Collection Test This test requires the player to collect 100 points from the map and enemies, and turn them into a pad on one side of the map. The player has 5 minutes to accomplish this. Blue orbs will occasionally spawn on the map and are worth 1 point each. Red orbs will drop from red enemies and will spawn rarely, and are worth 3 points each. The more points that are collected, the higher the enemies’ levels will be. Using Vacuum or Fetch will make collecting points easier. It is recommended to use Rhino with Iron Skin, or a nuke frame, so as to either ignore the blue enemies and prioritize the red enemies, or to kill all enemies and only focus on collecting points. Mastery Rank 28 Test Condensed Thermia Extermination Test This test requires the player to eliminate 60 enemies. The enemies are invulnerable, requiring the player to pick up containers of Condensed Thermia that spawn every 30 seconds. These canisters must be thrown at enemies to make them vulnerable. The containers destabilize 15 seconds after spawning in. A maximum of 7 canisters will spawn; if 60 enemies are not killed after the last canister, the test will fail. No other timer is active for this test. This test uses game mechanics first seen in the Exploiter Orb fight but adapted for extermination. It is recommended to throw the canisters into clusters of enemies to maximize their effectiveness. Mastery Rank 29 Test Advanced Timed Extermination Test. This test requires the player to eliminate 100 enemies, with enemy levels starting at 50 and ending at 110. The player is given a 14-second countdown timer to kill waves of enemies, each enemy kill resets the timer by 2 seconds. Every 10 enemies killed the test conditions get harder: ● 10 enemies: enemy level +10 ● 20 enemies: enemy level +20 ● 30 enemies: enemy health +50% ● 40 enemies: enemy level +30 ● 50 enemies: max timer -3s ● 60 enemies: enemy level +40 ● 70 enemies: enemy armor +50% ● 80 enemies: enemy level +50 ● 90 enemies: enemy level +60 Mesa, combined with some Energy Restores, can make this test trivial. Mastery Rank 30 Test Advanced Survival Test This test requires the player to kill in each of 5 stages a number of level 60-100 enemies from all different factions, then a level 90-130 Arbitration Drone together with 1-9 level 100-140 Eximus “bosses”, and finally interact with the Life Support Capsule all while under Survival-Style conditions (albeit with a much accelerated depletion timer and an instant failure upon depletion). After killing the bosses, the player must activate a single use Life Support Capsule to trigger the next stage - including one final capsule after killing the stage 5 bosses to past the test ● Stage 1: 20 enemies, level 60, 2 bosses: ○ Arbitration Shield Drone (Level 90) ○ Napalm (Level 100 Eximus) ● Stage 2: 25 enemies, level 60-70, 4 bosses: ○ Vapos Nullifier (Level 110 Eximus) ○ Terra Crewman (Level 110 Eximus) ○ All bosses from stage 1 respawning at levels 100-110 ● Stage 3: 30 enemies, level 70-80, 6 bosses: ○ Juno Shield Osprey (Level 120 Eximus) ○ Corrupted Bombard (Level 120 Eximus) ○ All bosses from stage 2 respawning at levels 110-120 ● Stage 4: 35 enemies, level 80-90, 8 bosses: ○ Corrupted Heavy Gunner (Level 130 Eximus with Steel Path modifications) ○ Brood Mother (Level 130 Eximus) ○ All bosses from stage 3 respawning at levels 120-130 ● Stage 5: 40 enemies, level 90-100, 10 bosses: ○ Nox (Level 140 Eximus with Steel Path modifications) ○ Tusk Mortar Bombard (Level 140 Eximus) ○ All bosses from stage 3 respawning at levels 130-140 Legendary Rank 1 Test Legendary Exterminate Test (Primary) This test requires players to exterminate three waves of level 80-85 Terra Corpus with their primary weapon. All Warframe abilities and the Operator are disabled. The player starts in the center of a room encircled by eight pillars. From here they must eliminate 15, 30 and 45 enemies within 1:00, 1:30 and 2:00 for each wave respectively. Legendary Rank 2 Test Legendary Exterminate Test (Secondary) This test requires players to exterminate three waves of level 80-85 Tusk Grineer with their secondary weapon. All Warframe abilities and the Operator are disabled. The player starts in the center of a room encircled by eight pillars. From here they must eliminate 10, 20 and 30 enemies within 1:00, 1:30 and 2:00 for each wave respectively. Shields, Health, and Energy Shields Shields protect your health and keep regenerating when you’re not taking damage. Shields will always start regenerating after 3 seconds of not taking damage. This is your primary defense in most situations. Q: Why is my shield bar suddenly purple? A: Those are overshields, usually granted to you by Sentinel or Warframe abilities and mods. They essentially raise your maximum shield capacity. Q: Do my shields benefit from Armor? A: No, only health benefits from armor. Q: I’m losing health and my shields are still max, what gives? A: It means your Warframe is being affected by a Status proc. This will happen when you step in the green clouds of the infested, you will get hit by toxin damage. Toxin damage will go directly to health in damage, ignoring shields. Health Health is your hitpoints in the game and your secondary form of defense just after your shields. Any attacks that break your shields will bleed into your health pool. If your health goes down to 0 you are downed, and need to be revived by allies or manually. Keep in mind you only have 4 manual revives per mission, after which you fail or are dead permanently for the remainder of the mission. Team revives do not count as one of the 4 revives. If all members of a squad are downed or are down simultaneously, they all will need to manually revive. Armor applies to health, and the higher your armor is the more damage reduction you can get. Q: Does my health regenerate? A: No, but some Sentinel or Warframe abilities, equippable items, or mods like Rejuvenation (Aura), Lifestrike, etc. will allow you to heal. Q: Why is my health bar suddenly gray? A: You are invulnerable while it’s gray, but I’d suggest getting out of danger if you can before the invulnerability runs out. Invulnerability occurs with some Warframe abilities, after being revived, and in other special cases. Overguard Overguard is displayed by a light green number above your shields and health, denoted by an X symbol as well. Overguard has the same mechanics as health, in addition it grants knockdown immunity. All damage reduction methods effect Overguard like Armor, Adaption and such. Q: How can I get Overguard on my Warframe? A: Only a few abilities currently grant Overguard, Currently these are Rhino’s Iron Skin, Atlas’ Rumbled Augment Mod, Frost’s Icy Avalanche Augment Mod and Kullervo’s Recompense. Q: Do enemies have Overguard? A: Yes, however only Eximus enemies have Overguard, Eximus enemies are normal enemies but have additional health, ability immunity and special telegraphed attacks. Armor Armor is what it sounds like. This stat reduces the damage taken to Health, but not shields. Both enemies and Players can possess armor. Q: What does armor look like? A: Enemies that have armor are given a yellow health bar. Armor cannot be physically seen on your Warframe. Q: Can I reduce or remove an enemy’s armor? A: You can strip away or negate an armor value by using certain abilities or damage procs, thus turning an enemy’s health bar red. The most common is inflicting a corrosive proc, which reduces enemy armor by 26% for 8 seconds and each proc after the first reduces 6% more armor up to a max of 80% at 10 stacks. Q: Why should I care about armor when I can just max out Health or Shields? A: Unlike Health or Shields, armor has a scaling return, which means it passively gets better as missions get harder. It follows a basic formula and scales better the later or longer missions last. Q: What does the basic Damage Reduction Formula look like? A: The damage reduction from armor is as follows: Damage Reduction=Net Armor/(Net Armor +300) A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (reduction is 600 ÷ 900 = 66.7%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on. Energy Energy is essentially mana. It’s the resource needed to use your abilities in the game. Without it, you cannot use your abilities. Q: Where do I get more energy in-game? A: Energy orbs drop from enemies, boxes, crates and in the lockers that you open. Like health, some Sentinel or Warframe abilities, equippable items, or mods like Energy Siphon (Aura), Energy Conversion, etc. will allow you to gain more energy. Q: Will I be able to make my own energy later? A: Yes, via craftable energy pads, passive abilities, and some Warframe abilities. Powers and Abilities Powers are the 4 abilities that each frame gets (a few can have additional hidden abilities). They define the frame and shape their individual playstyles. Some will be more suited to support, while others will be suited to taking heavy gunfire, or stunning entire areas. Either way, learning about abilities is one the most important parts of the game. Warframe abilities are similar to that of other games, where one ability is like ‘an Ultimate’, or Ult, and is more powerful than the rest. A Warframe’s Ult is almost always their 4th ability. Q: Are all powers different? A: For different Warframes yes, but for the different types of the same Warframes they’re the same. That all changes when Augment mods are involved. Q: Why does another Player’s Ability/Power function differently from mine? A: The Warframe’s build, and Augment mods. Some abilities have Augments which change the way they work. For a more in-depth analysis, see Warframe Abilities. Critical Hits (Crits) Q: What is a Critical Hit? A: A Critical Hit is when an attack engages the Critical Multiplier of a weapon, dealing an increased amount of damage based on the multiplier. It appears as a different colored damage number. Q: What happens when my crit goes above 100%? A: Depending on how high your crit chance is, it will first go to level 1, yellow, then level 2, orange, then level 3, red. Yellow crits occur anywhere from 1% to 199% crit chance. Orange crits occur between 101% and 299% crit chance, and red crits occur after 200% crit chance. The first level of crit will engage your crit multiplier, each new level of crit will continually increase your crit multiplier. There are higher levels of crit, however red is the final color of the crit. Every tier of red crit after the first will have a ! mark next to the damage to show how many tiers above the base red crit you are, up to 3. Q: How does the crit formula work? A: Crit Multiplier = Crit Level x (Base Crit Multiplier - 1) + 1 Crits are graded to the percentage of the crit chance. At <100%, you have the given chance to crit at level 1. At 100%+ you always crit at level one and have a chance to get a level 2 crit. So if you have 150% crit chance & 3x crit damage, you get a 100% chance for a lvl 1 crit, and 50% for a lvl 2. Plug in the numbers and let the crit work out. Level 2: 2 x (3-1) + 1 = 5x Crit multiplier Level 1: 1 x (3-1) + 1 = 3x Crit Multiplier Q: What is a purple crit? A: When damage numbers are purple, it is not displaying a crit level. Rather, purple damage hits are shown when your weapon does damage to an enemy’s overshields. Polarities Polarities are found on mods and the Arsenal upgrade menu. When a mod is applied to a mod slot without a polarity, the drain on the card will cost exactly that. When a mod and a mod slot have the same polarity, the mod’s drain is halved. When a mod is applied to a slot with a different polarity, the drain is increased by 25% (there are some exceptions to this system). There are 3 main polarities. They are known as the: (V polarity) aka Madurai (Dash polarity) aka Naramon (d polarity) aka Vazarin There are 4 alternate polarities. They are known as the: (Scratch polarity) aka Zenurik (r polarity) aka Unairu (Y polarity) aka Penjaga (U polarity) aka Umbra (O polarity) aka Aura Matching the polarity will reduce drain by 50%, rounded up. ex. 11V →V Polarity = 5.5 = 6 Mod drain Not matching the polarity will increase drain by 25%, rounded up. ex. 10d →- Polarity = 12.5 = 13 Mod drain Some mod slots have an opposite, positive effect. These occur on Warframe Aura slots and Melee Stance slots. When applying an Aura/Stance mod to a Warframe/melee weapon, the drain of the mod is ADDED to the Warframe/melee weapon’s total mod drain. The additional drain is doubled when used with a matching polarity, while 25% added drain is lost when using the wrong polarity. Crafting and the Foundry Crafting blueprints is the backbone of Warframe. All crafting and resource management is done in the Foundry. Q: How long do things take to build? A: Blueprint crafting time ranges anywhere from 10 seconds to 3 days. Building any Warframe takes 3 days. Building any weapon takes either 12 or 24 hours. Keys and other rare gear items and resources typically take 8-12 hours to build. Smaller gear items, consumables, and general resource blueprints usually take one minute to one hour to complete. Q: Do things craft only when I’m in the game? A: No, the crafting timers are real world, and are tracked by the game engine. This means that if you start a blueprint that takes 24 hours at 12:00 PM on a Tuesday, then it will finish crafting at 12:00 PM on Wednesday. Q: Should I rush “x”? A: Generally no, but that’s personal preference. If you have Platinum to spare, and really want the item, go ahead. But generally, the Platinum used to rush something can be used to buy other more helpful or important things. Q: Is there any way to queue crafting? A: No. You can craft as many things as you’d like at one time, but you cannot craft more than one of the same item at a time. For example, if you’re building Rhino, then you can also build Nova, but you cannot build another Rhino. Q: I farmed Argon Crystals and they’re suddenly missing. What happened? A: Argon Crystals naturally decay. Your total amount halves every day until you have none left. So if you have 12 on the first day, on the second you’ll have 6, then 3 then 2 then 1 then none. This is the only resource that decays. Q: If I cancel something that’s crafting, will I get everything back? A: Yes, you will get all resources and credits back, but if you go and try to build it again, it will once again take the full amount of time. The Codex The Codex is your journal to Warframe. It includes your Quest List, along with all your discovered weapons, Warframes, companions, mods, and relics. It also includes short tutorials on in-game mechanics and missions. By using a Codex Scanner, or other scanning tools such as the Helios sentinel, you can scan items and enemies in missions to have them added to your codex. Each item takes a set amount of scans before their information is viewable, from 1-24. Scanning enemies will reveal lore, their weaknesses, attacks, locations, and potential drops. Scanning Cephalon Fragments will unlock lore which is viewable in the Codex. Nightwave Nightwave is the new alert system introduced with update 24.3.0. It features a new NPC, Nora Night, who is a radio show host that can be accessed using your Orbiter’s scanner. Nightwave is introduced in Series. The current Nightwave series is - Nora's Mix Volume 2. This mini-series lacks an involved story, serving as an interim gap between Nora's Mix Volume 1 and Series 4 for rank rewards. Each Series lasts approximately 10-11 weeks, with each Series having a different story and rewards. For each Series, you must complete Daily and Weekly challenges, known as Acts. These Acts are given by Nora Night to earn Nightwave standing. Every 10,000 standing gives a different reward. Daily challenges give 1,000 standing each, while Weekly challenges give 4,500 standing. Elite Weekly challenges are more difficult missions that award 7,000 standing each. Daily missions reset at 00:00 GMT every day, while weekly missions reset at 00:00 GMT on Sundays. Any Weekly and Elite Weekly Acts that have not been completed before the next week's rotation will be put on reserve. Once the player has fewer than 3 current weekly Acts left to complete, any missed Acts from previous weeks will be available and marked as Recovered, three at a time. Once all missed Acts have been completed, they will no longer appear, and any further Acts can be recovered in the future week rotations. Like Riven challenges, some Nightwave challenges can be obtained across several missions, with mission success not being required, unless the challenge says it must be done in one instance. Nora’s Mix Volume 4 Rewards Rank Standing (Cumulative) Reward 1 10,000 Nora’s Mix Vol. 2 Cred x 150 2 20,000 Orowyrm Rage Sigil 3 30,000 Orokin Catalyst x2 4 40,000 Emissary Operator Collection 5 50,000 Weapon Slot x2 6 60,000 Nora’s Mix Vol. 4 Cred x 50 7 70,000 Gamma Color Picker 8 80,000 Noggle Statue - Octavia 9 90,000 Sentient Surge, Ocucor Augment Mod 10 100,000 Kuva x20,000 11 110,000 Nora’s Mix Vol. 4 Cred x 50 12 120,000 Forma x3 (Built) 13 130,000 Eukar Claw Skin 14 140,000 Frakta Shoulder Guard 15 150,000 Warframe Slot 16 160,000 Nora’s Mix Vol. 4 Cred x 50 17 170,000 Saturn Six Armor Bundle 18 180,000 Exilus Warframe Adapter 19 190,000 Baruuk Doan Silhouette Glyph 20 200,000 Arcane Trickery x3 21 210,000 Nora’s Mix Vol. 4 Cred x 50 22 220,000 Rakta Syandana 23 230,000 Sentient Barrage, Battacor Augment Mod 24 240,000 Nora’s Mix Vol. 4 Cred x 50 25 250,000 Hero of Duviri Display 26 260,000 Forma x3 (Built) 27 270,000 Spore Ephemera 28 280,000 Fabled Gene-Masking Kit 29 290,000 Umbral Forma (Built) 30 300,000 Drifter Keeler Suit Collection Prestige Rank 1-150 300,000+10,000 for every rank Nora’s Mix Vol. 2 Cred x 15 Wolf Cred is a currency used to purchase Nightwave offerings. Offerings are on a 7 day cycle and change every time the Weekly challenges reset. Their rewards include: ● Aura mods ● Weapon skins ● Weapon blueprints ● Warframe alternate helmets (No Tennogen) ● Warframe Augments ● Decorations ● Orokin Catalysts/Reactors ● Wolf Beacon ● Nitain Extract x 5 ● Kuva x 10,000 ● Vauban parts Daily Reward The Daily Reward is a tribute system in Warframe, awarding players every 24 hours when they log in. The Daily Reward resets at 00:00 GMT. Q: If I skip a day, will the daily reward reset? A: Nope, it’s cumulative. This means that if you play every other day for 10 days, you’ll get 5 Daily Rewards. Q: What do I get out of it? A: Usually a small amount of a random resource. Before 50 days, a weapon/Warframe blueprint will occasionally be awarded. Rarely you can receive a short random booster, with length determined by the amount of days played. Even more rarely you can receive a one-use Platinum discount coupon, lasting 48 hours, and ranging from 20%-75% off Market priced Platinum. Every 50 days there’s a milestone that will reward you with a cache (usually a potato + sigil), a special weapon, or a unique Primed mod. These caches, weapons or mods do not change from person to person and cannot be traded, so those items cannot be account farmed. Pickups Throughout the game, enemies and containers will drop items that can be picked up by walking over them. These range from resources, to ammo, to health and energy. Ammo Pickups ● Gray box with orange line - Secondary Ammo ● Gray box with purple line - Primary Ammo ● Gray box with Yellow line - Heavy Ammo, Refills archguns or resets cooldowns of archguns ● Gray box with no line - Universal Ammo (only found in Arena and Conclave missions, and the Simulacrum). Replenish Pickups ● Red pulsing orb - Restores 50 Health ● Blue spiked orb - Restores 25 Energy ● Red and Blue orb - Universal Orb, Restores 25 Energy and 25 Health ● Yellow diamond orb - Grants 100 Affinity Resource Pickups ● Orange item with orange line/vertical beam of light - General resources ● Flat cylinders - Uncommon resources ● Green item with green line/vertical beam of light - Rare resources ● Dark blue/black orb - Nav coordinate ● Blue and bronze pile - Credits Special Pickups ● Grey and blue circle - Mod ● White/purple circle with purple line - Blueprint ● Blue and grey box - Life support (only in survival missions) ● Green orb - Credit or Affinity booster, extremely rare Interactable Pickups These must be interacted with to pick up. ● Slightly floating medallion - Syndicate Medallions (only found in Syndicate missions). ● Slightly floating and misty metallic object - Voidplume (only found in Zariman Missions) ● Tall cylinder with green line - Power core, used in Excavation and specialized missions. ● Small glowing blue or orange star - Ayatan Star Terminals and Hacking Throughout Warframe, you will need to utilize your reflexes and problem-solving abilities to hack through terminals. Hacking is required to open locked doors, deactivate alarms, release a hostage, retrieve items from consoles, retrieve data from vaults, and more. When hacking, there is a set time limit. If the hack is not completed successfully, you will be kicked out of the hack menu and will have to try again from the start. There are 3 types of console puzzles - Grineer, Corpus and Narmer(Spoilers). Grinner Grineer consoles appear as a circle with 3-8 slots stretching from the center to the outside. A cursor rotates the outside of the circle at a constant rate. You must press the [SPACE BAR] when the cursor is over one of the slots to activate it. The slot will then light up yellow and move into the center slightly. Once all slots have been activated, the terminal is successfully hacked. Activating a slot again after it has already been activated will move it back out to the edge, and you will have to hit it again. On advanced Grineer Consoles, the cursor will be faster and will change direction after each successful slot activation. Corpus Corpus consoles appear as a series of 2-7 hexagonal pieces, each with a series of lines originating from the center. You must match the lines to each other by rotating the hexagons, so that all the lines are connected. [LEFT MOUSE CLICK] will rotate the hexagons clockwise, while [RIGHT MOUSE CLICK] will rotate them counter-clockwise. Once all lines are connected, the hack is successful. Narmer Pic WIP (Message Aer#3702 on Discord if you have a high definition image of the narmer console :) TY) Narmer's consoles only appear in The New War, Archon Hunts, and Break Narmer and are solved by selecting dots across a split screen with an inverted-movement cursor. Ciphers are buildable gear items that, when equipped in your gear wheel, can be used when activating a console to instantly complete the hack. Ciphers cannot be used with Narmer Consoles, Sortie Missions and some event missions. Ciphers can be instantly used by pressing [Y] while in a hack screen. Helminth Cyst The Helminth Cyst is a growth that can appear on any Warframe. It appears as a small pink boil, and takes 7 real days to mature. You can tell when it is mature when a pink tendril emerges from the center of the growth. Once mature, the Cyst can be removed in your Infested room by the Helminth. The Cyst is gained from coming into contact (playing a game) with another Warframe who has the Cyst. Once removed, however, that Warframe can never gain the Cyst again. Draining the Cyst while breeding a Kubrow will turn it into a Helminth Charger, a unique strain. Having the Cyst does not affect anything in your loadout, as it is just cosmetic. Many consider removing it necessary, as it does not match with many color schemes or skins. Subsume The Helminth also has the option of “subsuming” an ability from one warframe onto another, with a few restrictions however. To unlock the subsume option, players are required to purchase the blueprint and build the “Helminth Segment” From Son in the Necralisk for 15,000 Standing, Requiring Mastery Rank 8 and Rank 3 with the Entrati. You may also purchase a pre-built version from the market for 300 platinum. After the segment is built and installed, you may enter the Helminth room at any time (Not requiring a cyst to enter anymore), You may also sit in the chair at any time, allowing to swap an ability from another frame, However to choose an ability from another Warframe you need to subsume that specific Warframe, Equip the Warframe you want to subsume and walk into the room, sit in the chair and select the “Subsume Warframe” option, Showing what ability will be gained and a warning: Your Warframe will be consumed in the process. You will lose the warframe you subsume but gain the option to swap the ability to another frame, There are limitations on this ● You can not change which ability is subsumed. For example, when you subsume Wisp, It will show her 3rd ability, Breach Surge, or for Loki, it will show his 1st ability, Decoy, which are not changeable and are chosen by the developers. ● You can not subsume Prime Warframes or Umbra Warframes, Such as Loki Prime or Excalibur Umbra. ● It will take 23 hours for the Warframe to be subsumed and their ability will be available for use on other frames. Only one frame can be subsumed at once. After subsume a warframe, you may now take any frame you own and walk into the Helminth room and sit in the chair, The UI will show you every ability you can have unlocked and can swap, To do this however costs a resource called “Secretions”, There 7 Types of secretions and you have fill each one with the “Feed Helminth” button, Each type requires different resources, For Example, Bile, Costs resources such as Cryotic, Argon Crystals, Morphics, Thermal Sludge and more. Feeding the Helminth these resources will increase the type they are in, when the required percent is met you are able to subsume a new ability onto your current frame. There are also some restrictions on this. ● You can only subsume an ability over another one, Your warframe will always have 4 abilities, this does not add 1, just replaces one ● Only one damage boosting ability can be used on a frame at a time, For example, Trying to subsume Rhino’s Roar onto Chroma, I can only replace his Vex Armor. ● You may only subsume one ability at a time, you can not subsume 2 abilities onto 1 frame, it was a limit of 1 ability per frame per loadout slot. Invigorations Invigorations are a way to buff your Warframes, 3 Warframes are randomly selected(even ones you don’t own) with one offense buff and one utility buff, these buffs last 7 days after invigorating your Warframe. To obtain the Invigoration segment, it requires you be Mastery rank 8 and Rank 5 - Family with the Entrati and it can be purchased from the Son on Necralisk, or you can be purchased from the market for 300 platinum from the “Helminth Segments Bundle”. Invigorations will cost 20-90% of 2 random secretion categories. After every Invigoration, a counter near the bottom of the screen counts up, when you reach 10 Invigorations you are able to change one of the randomly chosen Warframes to the current one equipped, allowing you to have some control of who gets Invigorations. The buffs you can obtained from Invigorations are as follows Offense Utility Ability Duration +100% Armor +1000 Ability Range +100% Energy Max +200% Ability Strength +200% Energy Regen +2 Primary Crit Chance +200% Health +1000 Primary Damage +250% Health Regen +25/s Secondary Crit Chance +200% Jump Resets +5 Melee Crit Chance +200% Sprint Speed +75% Melee Damage +250% Parkour Velocity +75% Ability Efficiency +75% Reload Speed +75% Status Immunity Just a little note, each Warframe has a different “weighting” to be selected per week, which means some Warframes will appear more often than others, these are based on how much each frame is played by the community. The list is as follows 2.00 Atlas • Banshee • Garuda • Grendel • Harrow • Hydroid • Nyx 1.00 Ash • Baruuk • Chroma • Ember • Equinox • Excalibur • Frost • Hildryn • Inaros • Ivara • Lavos • Limbo • Loki • Mag • Mirage • Nekros • Nezha • Nidus • Nova • Oberon • Octavia • Protea • Revenant • Rhino • Sevagoth • Titania • Trinity • Valkyr • Vauban • Xaku • Yareli • Zephyr 0.75 Gauss 0.50 Khora • Mesa • Saryn • Volt • Wisp • Wukong Archon Shards Archon Shards can be obtained from Archon Hunts(Section WIP) Incarnon Incarnons are a type of weapon that require the player to get headshots to fill a bar just below the crosshair, pressing the alternate fire button to “activate” Incarnon mode, within Incarnon mode the way the weapons fires changes drastically, using an ammo pool that can not be refilled using ammo pickups. Each weapon also has a few upgrade “slots” that allow you to change how the weapon handles. There are 2 types of Incarnon Weapons, Zariman and Incarnon Genesis. Zariman - Blueprints for these weapons can be obtained from Cavalero in The Crysalith, requiring standing from The Holdfasts syndicate, the blueprints can be traded between players. Incarnon Genesis - Instead of blueprints for weapons, these weapons require Adapters obtained from the Steel Path version of The Circuit, these adapters require the base weapon to be installed on, such as the Braton Genesis Adapter requiring a Braton, Braton Prime or Braton Vandal, installing these adapters can be accomplished at Cavalero for a cost of Duviri resources. Evolutions - Every Incarnon weapon, Zariman and Incarnon Genesis, has Evolutions available, Genesis weapons have 4, Zariman have 5, After obtaining the Incarnon Weapon, visiting Cavalero allows the player to see a challenge that has to be completed to evolve the weapon, doing such allows the player to choose between 3 upgrades to the weapon, ranging from a small stat boost to a major mechanic that changes how the weapon handles. The list of Incarnon Genesis Weapons are as follows, The Schedule Repeats after reaching Week 7. Steel Path Circuit Week 1 Steel Path Circuit Week 2 Steel Path Circuit Week 3 Steel Path Circuit Week 4 Steel Path Circuit Week 5 Steel Path Circuit Week 6 Steel Path Circuit Week 7 Primary Braton Boar Latron Boltor Torid Soma Zylok Primary Paris Gorgon Strun Miter Burston Dread Secondary Lato Gammacor Furis Lex Dual Toxocyst Vasto Despair Secondary Kunai Angstrum Bronco Atomos Melee Skana Anku Bo Magistar Dual Ichor Ack & Brunt Sibear Melee Furax Ceramic Dagger Nami Solo Hate Warframe Path Quick Start Guide Few things a newbie should do/understand: 1. Finish Vor’s Prize, which unlocks all the basic segments & components you need. 2. Head to Venus Junction to receive the Taxon Sentinel and Vacuum, helps immensely in getting your loot. 3. Run Bosses (Mission Credits + Frame BP) and Dark Sectors for credits. 4. After you max (lvl 30) your weapons, try to attain their upgrades, Braton does better than the mk1, so does the Strun, etc etc. 5. Try to rush to Maroo’s Bazaar on Mars, for the weekly ayatan quest. This is a massive injection of Endo early in the game. 6. Don’t burn yourself out trying to climb MR too fast. Take your time and enjoy the game. I have to say that this one is done completely solo, as in, with no one to help me. If you do get someone to help you, great! However, to find and progress through the game I find this to be the most efficient route. Color Guide: Super Important, Important, Optional, Notes ● Tutorial - Vor’s Prize ■ Arsenal Segment ○ Retrieve Comms Segment ■ Broken Pressure Point, Serration and Hornet Strike ■ Comms Segment ○ Liberate Arms Dealer ■ Broken Continuity, Intensify, Stretch, Redirection and Vitality ■ Mod Segment ○ Locate the Foundry Segment ■ Broken Bane of Grineer, Corpus and Infested ■ Foundry Segment ○ Find the Resource Cache ■ Broken Equilibrium, Enemy Sense and Flow ■ Morphics, Polymer Bundles and Salvage ○ Obtain the nav segment ■ Galleon Nav Coordinates ● While on Earth if you’re having difficulty ‘winning’ Plains of Eidolon, simply go to Cetus, near the gate. There is a man called Konzu, finish his first bounty to ‘clear’ Plains of Eidolon. ● Venus Junction [Collect 20 Mods, Complete Vor’s Prize, Apply 4 Mods, Upgrade a mod to R2, Defeat an Eximus on Earth] ○ 2.5k creds ○ Furis BP ○ Taxon BP ○ North Wind ○ Stormbringer ○ 500 Salvage ● Try to get a “proper” set of unbroken mods on Mercury ○ Serration via Spy 2.0 or Grineer Scorpions ○ Hornet Strike via Spy 2.0 (at this stage of the game) ○ Pressure Point - Super common, by this stage you’ll have a proper one regardless, unless you’re super unlucky ○ Point Blank - Get them from infested crawlers, will be useful if you want to use shotguns later ● Mercury Junction [Defeat Jackal on Fossa, 10 waves Tessera 1 mission, Rescue Hostage from Linea, Defeat 10 Eximi on Venus] ○ Once Awake [Quest] ○ Howl of the Kubrow [Quest] ○ Boltor BP ○ Broken Streamline, Fast Deflection ○ 1000 Salvage ● Finish all the nodes on Mercury. By unlocking all nodes on a planet, you unlock Nightmare Mode, and the ability to plant Extractors in that planet. ● Nightmare mode - A mission with a game modifier, higher level enemies and 3x damage multiplier. These missions at your level should be a challenge and should be treated as such. Do the objective, get out. These missions drops nightmare mods on completion, which are a set of rare mods with 2 stats on them, i.e. firerate & punch-through (Shred), Reload Speed & Cold (Chilling Reload), etc. ● Visit your first relay - For PC, this is Mercury, PS4 on Earth and XBone on Venus ○ Visit Cephalon Simaris, who’ll induct you into the hunt, useful for bits on endo and various other equipment. ○ Check our various - various syndicates, you’ll be getting into them soon ● Once Awake [Quest] ○ Investigate Bio Weapon - Mercury, M Prime ○ Exterminate the Infestestation - Mercury, Terminus ■ Molten Impact ○ Defend the Cascade Bomb - Mercury, Lares ■ Heat Sword ● Visit Maroo’s Bazaar - Get your first Ayatan Sculpture, something you’ll need in the early game. ○ As much as possible try to finish these as quickly as possible. Try not to deal with enemies and focus on the objective. ○ If you get the Void, hope for some rare mods in the treasure room of the Ayatan Sculpture, you’ll see more of this later when you have permanent access to the void. ○ If you get the Derelicts, stay a little bit, it’s pretty good for Neurodes, Nano Spores and O Cells for this stage of the game ■ Alternatively, if you want to use shotguns, stay awhile to farm Point Blank here! ● Mars Junction [Complete Once Awake, Defeat 150 Frontier Grineer on Earth, Collect 500 Rubedo, Complete Suisei, Mercury] ○ Codex Scanner ○ The Archwing [Quest] ○ Fragor BP ○ Void Relic Segment ○ Lith S1 Relic ● Archwing [Quest] ○ Intro ■ Odonata Blueprint ○ Recover the Orokin Archive Venus, Tessera ■ Orokin Archive ○ Extract the Odonata Archwing Wings BP Venus, Aphrodite ■ Odonata Wings BP ○ Extract the Odonata Archwing Harness BP Earth, Mantle ■ Odonata Harness BP ○ Extract the Odonata Archwing System BP Venus, E Gate ■ Odonata System BP ○ Build the Odonata ○ Find Corpus intelligence about the Balor Formorians - Venus, Montes ● Now that you’ve got Archwing finished, go back to Venus, Earth and Mars to complete them. To unlock extractors and nightmare mode ● Howl of the Kubrow [Quest] ● People keep asking how to find cephalon fragments, I get that and understand. Little bastards are hard to find at times. If you’re having immense difficulty in locating those things, try getting Thief’s Wit (Mod) or Animal Instinct (Mod) and keep a lookout on the minimap, this blue thing is what you’re looking for: Otherwise it’s much better to keep a lookout for them in normal missions. They’re blue polygons that are larger than energy orbs. If you’re looking, you can’t miss them. ● Phobos Junction [Defeat 150 enemies in a single mars mission, scan 3 cephalon fragments, open 3 lith void relics] ○ Stolen Dreams [Quest] ○ Kraken BP ○ Fast Hands ○ Cipher BP ○ Thief’s Wit ● Stolen Dreams - This is your introduction to the spy game mode ○ Capture Maroo - Mars, Tharsis ○ Take an Arcane Codex - Venus, Unda ○ Take the Grineer Arcane Codices - Mercury, Pantheon ○ Take the Corpus Arcane Codices - Phobos, Roche ○ Find the Arcane Machine - Mars, Alator ←Where you left off ■ Scan Arcane Boiler ■ Ether Daggers BP ■ Orokin Catalyst ● An expedition into the Void. Here’s an important place to go to for your basic unbroken mods. As a checklist, you can look for the following mods, although this is optional. Treasure rooms in the void contain most of the mods that form the backbone of modding. I highly recommend you search for them. ○ Barrel Diffusion ○ Hell’s Chamber ○ Split Chamber ○ Vital Sense ○ Continuity ○ Flow ○ Intensify ○ Streamline ● Your first crafted Warframe, Rhino. Go back to Venus, Fossa and farm yourself all the parts of Rhino, Neuroptics, Chassis and Systems if you haven’t already. With Phobos, you’ll find the last resource needed to craft Rhino, Plastids. ● Ceres Junction [Defeat the Sergeant at Iliad, Phobos, Defeat Lt. Kril at War, Mars, Defeat 300 Arid Grineer on Mars, Refine a Void Relic once] > Trinity Spectre is very tough, get a high powered weapon ○ 5k Credits ○ Vulkar BP ○ Fever Strike ○ Swirling Tiger ● Jupiter Junction [Complete Archwing Quest, Defeat Vor and Kril at Exta on Ceres, Survive 10m at Draco, Defeat a Prosecutor on Ceres.] ○ 7.5k Credits ○ Amphis BP ○ Rubedo Lined Barrel ○ Enhanced Durability ○ Cutting Edge ● Europa Junction [Complete Stolen Dreams, Complete Teshub, Void, Craft a Warframe Specter] ○ Physique ○ Cestra ○ Limbo Theorem ○ The New Strange Right now this should really get you more than started when it comes to playing Warframe. If you’ve made it this far it’s already taken you through about half the game, and puts you where it’s going to start getting a bit more exciting. Paradox Mechanics Gamemodes The Duviri Experience Duviri as it was intended to be played. Story (Spiral) and side objectives together. You will be given a series of tasks through a guided story featuring the many colorful characters residing in the Paradox. The Duviri Experience is the whole of Duviri, no limitations, Warframe and Drifter combat together as well as all side objectives. When starting the mission, you arrive at Teshin’s Cave, you get to select your Warframes, Weapons, level up intrinsics, choose your drifter weapon and customize your Kaithe. After selecting your wanted Warframe and weapons, continue into the portal and you’ll be transported to The Duviri, You will be tasked to complete an random objective, such as “Herd Tamms” or “Enter The Undercroft”, after completing the objective, every player in the squad will be awarded a decree, some Drifter intrinsics and some Duviri resources, repeat this a total of 5 times(similar to a bounty on open worlds in the Origin System). You will then be tasked to defeat an Orowyrm, the only way to gain Pathos clamps and a way to summon Acrithis. The Lone Story The Lone story is the exact same as The Duviri Experience but without the side objectives, this is the recommended mission to select if you want to farm Pathos Clamps. The Circuit The Circuit is a Warframe only gamemode, containing solely The Undercroft, with rewards that rotate weekly, such as Arcanes, Incarnon Adapters, Warframes and their Augments and mods. There are 2 modes to The Circuit, Normal and Steel Path. The Normal mode grants Warframe parts, Augments, Rare, Uncommon and Common mods, Common Arcanes, Weapon Blueprints, Credits, Endo and Duviri Resources. Upon selecting the Normal mode, you are shown a set of 3 Warframes to choose from, choosing one(You can not change your selection after confirming, so pick wisely) out of the 3 allows you to unlock that Warframes blueprints, to unlock each reward requires you to complete stages of The Circuit, Tier 2, 5, 7, 8 and 10 are Warframe Parts, and an Augment for the said Warframe. The remaining tiers are randomly chosen from a set of rewards such as rare, uncommon and common mods, common arcanes, credits and more. After completing all tiers, you can still gain rewards for completing more tiers, these rewards are either 1500 Credits or 250 Endo. The Steel Path mode grants Incarnon Genesis Adapters, Legendary Duviri Arcanes, Steel Essence, Kuva, Endo, Riven Slivers, Exilus Adapters, Forma Blueprints, Riven Mods, 3-Day Boosters and Duviri Resources. Upon Selecting the Steel Path mode, you are show a set of 5 Incaron Genesis Adapters, choosing two(You can not change your selection after confirming, so pick wisely) out of the 5 allows you to unlock those adapters to turn the weapon into a incarnon version of it, to unlock each rewards requires you to complete stages of The Circuit, Tier 2, 5, 9 and 10 will reward with 1 Legendary Duviri Arcane, First Incarnon Genesis Selected, 25 x Steel Essence, Second Incarnon Genesis Selected respectively. The remaining tiers are randomly chosen from a set of rewards such as Kuva, Endo, Riven Slivers, Exilus Adapters, Forma Blueprints, Riven Mods, 3-Day Boosters and Duviri Resources. After completing all 10 tiers, you can still gain rewards such as Duviri Arcanes, Endo and Credits. Starting the mission(either Normal or Steel Path) will take you to Teshin’s Cave, There you will pick your Warframe and Weapons, All Drifter intrinsics will work while in The Circuit. Decree Fragments are found while in The Circuit, they are glowing blue orbs of light that make a sound when close to them, there are 3 fragments scattered across the stage, picking up all 3 will grant all players 3 Drifter intrinsics, Duviri resources and a decree. Upon completing a stage within The Circuit you will be awarded progress towards your Circuit rewards. ● Stage 1: 100 Circuit Progress ● Stage 2: 110 Circuit Progress ● Stage 3: 125 Circuit Progress ● Stage 4: 145 Circuit Progress ○ PLUS one-time daily bonus of 50 Circuit Progress for reaching Stage 4 ● Stage 5 and onwards: 170 Circuit Progress Steel Path Stages will contribute the same amount of Circuit Progress as the Normal Path, but will require higher amounts of Circuit Progress per Tier. Refer to The Undercroft for all gameplay information. Teshin’s Cave Teshin’s Cave is where your “homebase” of sorts, here you are able to select your loadout, drifter weapons, warframe, level up your intrinsics and custom your kaithe. You are able to customize your loadout by choosing from a set of randomly selected warframes and weapons, at least 1 option from each slot will be something you don’t own, everything randomly selected will be the most basic form of the weapon (no prime versions, syndicate or kuva/tetra versions), at base rank intrinsics, you will have 3 warframe options and one of each weapon category with one additional weapon from any category, however ranking up intrinsics gives more options for warframes and weapons to choose from. Your loadout options change after every spiral, or after extracting or defeating an Orowyrm. If you are below Mastery rank 3, you only have a few basic warframes that can be selected, you are also able to learn about a warframe by walking up and pressing configure to see each ability and passive as well as the mods currently configured. If you own the warframe and have at least 1 mod equipped in a mod config, it will allow you to select it. If you do not own the warframe or weapon, there will be a default set of mods for that warframe/weapon, warframes will have 6 basic mods that are the same across all warframes(Flow, Continuity, Streamline, Stretch, Intensify, and Vitality) and 2 mods based on their strongest stat, weapons will have 3 mods based on their weapon type(Serration, Split Chamber, and Vigilante Armaments for Primaries, or Pressure Point, Fury and Reach for Melees), 3 mods based on their strongest stats and 2 mods to increase damage(Physical and Elemental Damage). All warframes and weapons use config A for its appearance, or default if you don’t own the warframe or weapon. If you go to the far left of Teshin’s Cave, you are able to gather a small amount of Duviri resources for free. Every 20 Hours, 6 Random plants from the Duviri will grow and mature, Walking towards the plants will automatically gather all the resources. The 20 hour timer will only countdown once the plants have been gathered. If you enter Teshin’s Cave with a squad, each individual squad member has access to their own plants and will see their growth progress. If you go into Duviri without selecting anything, it will be randomly selected for you as well as the configs. You are able to see what Warframes and Weapons are in Teshin’s Cave while in the Navigation Menu, you are able to hover over the Warframe Icon and Weapon Icon to see a preview of the items you are going to see within Teshin’s Cave. The Spirals The Spirals affect the Duviri landscape, enemies and the Orowyrm, The Spiral rotates every 2 hours, and the each one changes the following aspects of Duviri: 1. Joy, Tale Of “The Harbinger of Joy” a. The Enemies do Void Damage, causing their attacks to take new form; from devastating waves of Void energy to health leeching pulses on impact. b. The Archarbor is available. c. The Amphitheater is available. 2. Anger, Tale Of “The Prince of Fire” a. The Enemies do Heat Damage, causing their attacks to take new form; from molten fireballs that explode on impact to trails of flames left behind by charging enemies. b. The Amphitheater is available. c. Kullevro’s Hold is available. 3. Envy, Tale of “The Covetous Courtier” a. The Enemies do Toxin Damage, causing their attacks to take new form; from acid-goo projectiles that splash on impact to acid geysers. b. The Archarbor is available. c. The Amphitheater is available. 4. Sorrow, Tale of “The Sorrowful Soprano” a. The Enemies do Cold Damage, causing their attacks to take new form; from ice spikes erupting from the ground to frozen areas of a chilling aura. b. The Archarbor is available. c. Kullevro’s Hold is available. 5. Fear, Tale of “The Fearful Conspirator” a. The Enemies do Electricity Damage, causing their attacks to take new form; from continuous beams of electricity arcs to teleportation maneuvers. b. The Amphitheater is available. c. Kullevro’s Hold is available. Drifter Intrinsics You earn intrinsic points by completing tasks in Duviri. There are 4 categories you are able to level up, Combat, Riding, Opportunity and Endurance. Each level of Intrinsics also grants 1,500 Mastery experience, granting 60,000 after leveling everything up. COMBAT Improve the Drifter’s fighting skills.. RIDING Enhance Kaithe-riding. OPPORTUNITY Give the Drifter better luck and more options. ENDURANCE Boost the Drifter’s powers of survival. RANK 1 Deadly Decrees Each active Decree grants +10% Damage. Summon Kaithe Tap your first ability to summon your Katihe. Expanded Decrees Decree selections offer one additional option. Fortifying Decrees Each active Decree grants +25 Health to Drifter. RANK 2 Adrenaline Surge In Duviri, Restorative boosts movement speed for 5 seconds. Cavalier Strength Increased resistance to being dismounted by an enemy. Expanded Arsenal Gain two additional weapon choices in Teshin’s Cave. Restorative Decree Gaining a Decree fully restores Health and Energy. RANK 3 Transference Sync Unlock Transference Surge, the ability to briefly summon a Warframe in Duviri by pressing your fifth ability when the Transference bar is full. Hoof Stomp While riding a Kaithe, press your third ability to command your Kaithe to stomp, knocking enemies back and reducing their armor. Lucky Opener Gain a free Decree when you enter Duviri. Determination One additional Revive is available in Duviri. RANK 4 Swifter Strike In Duviri, Drifter Power Strike cooldown is reduced by 30%. Fast Travel Use the map to fast travel to central Duviri locations and Materliths. Warframe Abundance Gain one additional Warframe option in Teshin’s Cave. Deft Defender Parry grants +25 Health. Precise Parry grants +50 Health. RANK 5 Swifter Abilities In Duviri, Drifter ability cooldown is reduced by 20%. Smooth Path Plants and rocks are marked on the map when you ride your Kaithe. Treasure Finder +50% chance to receive Rare Decrees. Born Survivor +50% additional Health. RANK 6 Neural Pulse In Duviri, the Guiding Hand ability will expose a weak point on enemies for 10s. Hitting a weak point will deal 3x Steadfast Dismount While riding a Kaithe, press your fourth ability to dismount and gain 150 Overguard. 150 second cooldown Fresh Hand Discard offered Decrees and get a new selection, up to 3 times per Duviri visit. Precision Power On precise parry, gain extra charge for Transference Surge. damage. between uses. RANK 7 Weaponmaster In Duviri, weapon critical hit chance increases by +20% additively. Endurance Racer Reduce cooldown between dashes. Maximized Arsenal Gain two additional weapon choices in Teshin’s Cave. Sharpshooter’s Bounty Landing a headshot restores +10 Health/s for 5s. RANK 8 Transference Synergy Increase Transference Surge duration by 50%. Unique Identity Name your Kaithe. Warframe Diversity Gain one additional Warframe option in Teshin’s Cave. Tenacity One additional Revive is available in Duviri. RANK 9 All Rank 9 Intrinsics apply outside of Duviri Muscle Mass Drifter deals +25% damage. In the Origin System, both Drifter and Operator receive this boost. Equestrian Bond Receive Kaithe Summon for Origin System Open World missions. High Value Vendor Acrithis’s stock now includes one Arcane per day. Tough As Old Boots Gain +5 Health/s as Drifter. In the Origin System, both Drifter and Operator receive this boost. RANK 10 Overpowering Abilities In Duviri, using an Ability increases damage by 150% for 3 seconds. Herd Travel Use the map to fast travel to other Drifters. Stranger in Black An unlikely ally will occasionally appear in Teshin’s Cave as a playable Warframe. Cheat Death Fatal damage leaves you at 20% Health and invulnerable for 3 seconds. 200 second cooldown. Drifter Combat Drifter combat is a very key part in the Duviri, every Drifter has access to a basic melee attack(“Shoot” Keybind), the basic melee attack is important within the flow of combat, you are also able to do a heavy attack(“Heavy Melee” Keybind), which does more damage but requires a long wind up, in combination with these, you are able to use the quick ranged attack(“Aim down sight” Keybind + “Shoot” Keybind), doing so will quickly pull out your Sirocco and shoot a single shot, this is able to interrupt some attacks as well as do a little bit of damage, holding down the “Aim down sight” keybind will also bring up your weapon to block incoming attacks, some attacks can not be blocked however. As well as the basic attacks, there is also an attack called “Power Strike”(Aim down sight” Keybind + “Heavy Melee” Keybind), these powerful attacks have a cooldown which can be seen below the aiming reticle. Holding down the switch weapon keybind will pull out your Sirocco, allowing you to aim more precisely as well as shoot faster, but you lose the ability to use your melee weapon. Pressing the reload keybind, you lock onto the enemy closest to your reticle, doing so will forcely lock your reticle to that enemy, using your mouse wheel you are able to quickly change which enemy you have selected, pressing the keybind again will unlock your reticle. Target Lock also works on Conservation animals. When you have your melee weapon selected you are able to parry attacks, to do so you need to press the block keybind as the attack lands to block any damage you were going to take and open the enemy to a finisher or stun them for a short time. There are currently 5 drifter weapons to pick from, you start off with the “Sun & Moon”, however you are able to unlock more by defeating the Orowyrm which drops Pathos Clamps, with those you are able to unlock more weapons. ● Sun & Moon ○ Power Strike sends forth two arcs of explosive energy. ● Syam ○ Power Strike unleashes a flurry of deadly slashes. ● Azothane ○ Power Strike plunges Azothane into the ground to summon five celestial blades that temporarily fight alongside Drifter and then explode. ● Edun ○ Power Strike stuns and blinds enemies by surrounding them with a cloud of dust. ● Sampotes ○ Power Strike slams Sampotes into the ground to damage enemies with a shockwave. Every drifter has access to 4 abilities that aid them in combat or exploration. Ability 1 - Summon Kaithe - Summon your Kaithe. Cast again to dismount. Dismounting can also be performed by melee attacking and can occur when taking damage from enemies. Ability 2 - Guiding Hand - Cast to release a guiding light that will lead you to the next main objective, or other side objectives in the area. Guiding Hand will prioritize Conservation targets once a Conservation encounter has started. Ability 3 - Restorative - Cast to restore 100 Health to Drifter and clear Status Effects. Ability 4 - Smoke Screen - Cast to throw a smoke grenade that releases smoke in a 10 meter radius, turning Drifter and teammates invisible while inside of it. There is a wide set of options that allow you to make your drifter personal, while in Teshin’s Cave head over to the mirror on the left side, there you are able to customize nearly every part of your drifter. Kaithe Upon finishing the Duviri Quest, you unlock your own Kaithe to use while in the Duviri, if you get to intrinsic level 9 of Riding, you can also use it in open worlds in the Origin System. To summon your Kaithe, simply use your first ability while as the Drifter, after summoning your Kaithe, you are able to sprint using the “Sprint” keybind and the “Crouch” keybind to slow down, you can start flying by “Bullet Jumping”(“Crouch” Keybind + “Jump” Keybind), however if the Kaithe is airborne, simply tap the “Sprint” keybind to start flying, and if you summon your Kaithe while your Drifter is airborne, the Kaithe will automatically start flying. Upon taking flight, your Kaithe will simply glide forward and allow you to look around without changing directions. Holding any directional input (forward, left, right, sprint) will put Kaithe into free mode, where you can use the reticle to move about freely through the air (vertically and horizontally). Releasing directional input will put Kaithe back into glide mode. You can press the “Jump” keybind to ascend and the “Crouch” keybind to descend, as well as tapping the “Sprint” keybind your Kaithe will do a roll. You are also able to hold down the “Sprint” keybind to move faster while in the air. The Kaithe also has 4 abilities like your Drifter. Ability 1 - Dismount Kaithe - Dismount from your Kaithe. Dismounting can also be performed by melee attacking and can occur when taking damage from enemies. Ability 2 - Guiding Hand - Drifter maintains their Guiding Hand ability while riding Kaithe to spawn a helpful wisp that guides toward primary objectives and gives Duviri a little color, even if only temporarily. Ability 3 - Hoof Stomp - Kaithe aggressively stomps into the ground, even from flight, creating a shockwave to stagger and damage all enemies in the area. Requires Rank 3 Riding Intrinsic Ability 4 - Steadfast Dismount - While riding a Kaithe, use your 4th ability to gain 150 OVERGUARD (a defense mechanism that grants 150 additional Health protection and provides Knockdown Immunity as long as there is an amount remaining). 150 second cooldown between uses. Requires Rank 6 Riding Intrinsic While in Teshin’s Cave, you are also able to customize your Kaithe, simply walk up to your Kaithe on the left side. There are 4 slots you can choose from when making your Kaithe your own, Pedigree, Chamfrons, Tails, Saddles. There are “” slots for customizing the colors of your Kaithe. Upon reaching intrinsic rank 8 in Riding, you can also name your Kaithe. Decrees Decrees are a way of upgrading your Drifter and Warframe, after leaving The Duviri or The Undercroft, All decrees will be reset. Decrees will be awarded after completing Main Stages, Side Objectives or stages of The Undercroft, everyone in the squad is awarded a decree. All active decrees will work for both Drifter and Warframe alike. Upon earning a decree, you can choose from 3 randomly chosen options, each one unique. Upon selecting one, it becomes active immediately, a lot of decrees have tiers, selecting a decree you already own will upgrade it(only if that decree has multiple tiers). You may occasionally be presented with a “Rare” decree in your selection, as indicated by its gold border. “Rare” as it pertains to decrees simply means that they offer double the stat upgrades of a normal decree (up to the maximum amount of stacks). Spiteful Decrees are similar to corrupted mods, you can easily differentiate Spiteful Decrees and Normal Decrees by there dark, blue-ish outline and red overlay around the icon of the Decree, these decrees have a strong bonus but require you to sacrifice a percent of Armor, Health, Status Duration, Increased Damage or Accuracy. When unlocking intrinsic level 6 in Opportunity allows you to “reroll” your chosen decrees up to 3 times per Duviri adventure, level 3 grants you a free decree at the start of every Duviri adventure and level 1 grants 4 options to choose from instead of 3. You can view all active decrees while in the pause menu. A list of decrees can be found here. The Undercroft The Undercroft is place where your choice of Warframe and weapons become important, upon entering an Undercroft portal, you will be controlling the Warframe you chose while in Teshin’s Cave as well as the weapons you picked, You will not be using you Drifter while in the Undercroft, it is purely a Warframe and Operator section. Enemies found in The Undercroft come from both the Origin System and The Duviri. The mission type is randomly selected from a set of 5 game modes. ● Defense (Defend 3 waves) ● Survival (Survive 5 Minutes) ● Excavation (Excavate 300 Cryotic) ● Void Flood (Seal 5 Ruptures) ● Exterminate (Kill required number of Enemies, Captain Vor may also spawn during this mission, he must be defeated to continue.) After completing a “rotation” of a gamemode, Each player will earn a decree, 6 Drifter intrinsics and a random Duviri Resource. You also gain some innate qualities while in The Undercroft, such as ● Players have innate Enemy Sense (enemy location is displayed in mini-map). ● Players cannot use their Gear Wheel, nor equip Companions of either the Furry or Robotic persuasion ● Exalted Equipment (including Exalted Companions like Venari) are used in the Undercroft, and will use the builds in your selected Mod Configs for your Warframe (i.e. it will use your custom Mod Configs if you choose them, or Default Mods should you go that route instead). ● Players use the Focus School and Operator Equipment of their active loadout upon entering Teshin’s Cave, including their choice of Operator or Drifter (for those who know what that means). ● Energy Pickups spawn at certain locations across Undercroft Tiles. Search them out for an added boost to your Energy pool. ● Rune Marrow is found only in the Undercroft. Look for Runic Compact deposits scattered around to unearth this Resource. The Circuit takes place solely in The Undercroft but still requires you to pick a Warframe and weapons from Teshin’s Cave. Orowyrm Orowyrm’s are the boss of the Duviri, they are the final part to your expedition and allow you to purchase new melee weapons for your drifter as well as a good source of intrinsics, but be careful they do require quite a bit of effort to defeat! Normal Orowyrm Phase 1 ● After completing the 6 main objectives while in The Duviri, you are directed towards the nearest Materlith that requires you to pick up an Orvius that is being held up by a little friend. ● Afterwards you are tasked to get on your Kaithe and ride towards the Orowyrm which comes out of a portal, the Orowyrm will shoot giant orbs at you, throwing your Orvius at it will destroy it and turn it into a “booster” of sorts, going through these wind tunnels will boost you forward, allowing you to catch up to the Orowyrm. ● When you near the Orowyrm, you can use the Orvius to attach to it, you can jump off and grapple closer to the head until you are on the closest point to the front, you can press the “Interact” keybind to control the Orowyrm. ● Once you are in control of the wyrm you are required to destroy 2 pillars using your fire breath, after destroying both pillars, you need to direct the wyrm into a portal. Phase 2 ● You get teleported to an arena, where you have control of your warframe and weapons, the Orowyrm will have 3 rings that light up, you need to shoot these rings until they are all destroyed. ● After destroying the first set of 3 rings, you will be tasked to kill enemies, afterwards you tasked to destroy another set of 3 rings ● Finally you need to kill a few “Wyrmlings”, and finally destroy the final set of 3 rings. After all that you are rewarded with 10 Pathos Clamps, 15 Drifter intrinsics and a rare decree. Acrithis will also spawn there allowing you to trade Duviri resources for a wide range of equipment. Steel Path Orowyrm Phase 1 ● After completing the 6 main objectives while in The Duviri, you are directed towards the nearest Materlith that requires you to pick up an Orvius that is being held up by a little friend. ● Afterwards you are tasked to get on your Kaithe and ride towards the Orowyrm which comes out of a portal, the Orowyrm will shoot giant orbs at you, throwing your Orvius at it will destroy it and turn it into a “booster” of sorts, going through these wind tunnels will boost you forward, allowing you to catch up to the Orowyrm. ● When you near the Orowyrm, you can use the Orvius to attach to it, but before you can take control of the Orowyrm you need to rotate a set of rings around the body of the wyrm, to do this you need to grapple to each ring and use the “Interact” keybind to rotate them, there is marker on the HUD to know how much you rotate each ring. ● Once you are in control of the wyrm you are required to destroy 2 pillars using your fire breath, after destroying both pillars, you need to direct the wyrm into a portal. Phase 2 ● You get teleported to an arena, where you have control of your warframe and weapons, the Orowyrm will have 3 rings that light up, you need to shoot these rings until they are all destroyed. ● After destroying the first set of 3 rings, you will be tasked to mount your Kaithe in the center of the arena, you will need to fly to the outermost ring to dodge a massive “laser” that will insta-kill you, as well as the floor, stay on your Kaithe and kill all Wyrmlings you can see, you also need to dodge a few lasers that come out horizontally from the inner laser, after all that, you need to destroy the set of 3 rings around the wyrm again. (Archguns will spawn in the center that you can pick up to make destroying the rings easier if needed) ● Finally you need to kill a few remaining Wyrmlings, and finally destroy the final set of 3 rings, however in this stage of the fight there are a lot of area of effect attacks and all are quite dangerous. After all that you are rewarded with 15 Pathos Clamps, 22 Drifter intrinsics and a rare decree. Acrithis will also spawn there allowing you to trade Duviri resources for a wide range of equipment. Kullervo’s Hold Kullervo’s Hold is an island that appears in Duviri during the Anger, Fear and Sorrow Spirals. Kullervo’s fight unfolds in three stages, each requiring you to defeat Kullervo as he exits his holding cells. Fighting Kullervo has a chance of being a main Spiral stage in The Lone Story/The Duviri Experience and can also be completed as a side objective in The Duviri Experience. Head to Kullervo’s Hold island and speak to The Warden overlooking the cells. Selecting “Confront Kullervo” will begin the fight. Tread carefully, Kullervo is a fearsome opponent and his attacks are infused with Elemental Damage based on the active Spiral. It is recommended to enter the fight with at least 5 Decrees selected. Defeating Kullervo will award all players in the squad with A Decree, Duviri Intrinsics, Duviri Resources and a random amount of “Kullervo’s Bane'', but Kullervo’s Bane will only be awarded if the Orowyrm has been defeated within the current Duviri run, or will be awarded if you defeat the Orowyrm after defeating Kullervo. The amount of Kullervo’s Bane awarded is either 4, 5, 6 in Normal and 5, 7, 8 in Steel Path. You are able to trade Kullervo’s Bane for Kullervo’s Blueprints, components and the blueprint for the Rauta Shotgun, from Acrithis’ Wares under the “Kullervo’s Archive” option. Side Objectives Side objectives are a way to gain Decrees and Duviri resources or they can appear as a main objective, these types of side objectives are described as such at the bottom of the paragraph. Maw Feeding Maw feeding is the fishing equivalent in Duviri, but takes on a new form, to Maw feed, you need to find a transference pad near ponds/lakes, once you interact with one of these pads, you will take control of a Maw, you need to “chomp” on some fish, getting near one will automatically eat it, however attacking will also eat nearby fish, pressing “Sprint” will make the Maw move faster, and pressing “Jump” will boost the Maw forward eating any fish in the way. There is also a timer you have to watch out for, however if you fail or succeed, you are able to fish in the same pond indefinitely. Eating 10 fish will give fishing related resources to everyone in the squad, reaching 15 (Marked on the hud) grants you some extra fishing resources as well as a Decree and some Drifter Intrinsics.(but only once a mission) The resources you can gain by fishing are ● Nacreous Pebble ● Ariette Scale ● Maw Fang Conservation Conservation is also a little different in The Duviri, instead of tracking animals, you are told an animal is nearby over a transmission by a Duviri citizen named “Koral”. These void corrupted creatures are also easily noticeable by the red beams they put out, if you don’t get spotted, you can get behind the creature and slowly crouch towards them, using the “Interact” keybind to help get rid of the corruption, however if you do get spotted, simply shoot the floating blue orbs, afterwards you able to press the “Interact” keybind to get rid of the corruption, afterwards the creature will lead you to a chest you can open, however the best part is that you are now able to pet these said creatures. Shawzin Playing Shawzins can be found near populated parts of Duviri, once you pick up a Shawzin, you are given the option of “Normal” or “Virtuoso”, completing a song on any difficulty will reward a Decree, 3 Intrinsics, and Resources, once per Shawzin Song per Duviri visit. After completing a song at once location, you will no longer be able to earn a Decree at that location, you are required to travel to another Shawzin location to earn another Decree. You are also able to earn a Shawzin by completing 12 unique songs on Virtuoso difficulty! You are unable to start playing the Shawzin if there are enemies within 50 meters. Kaithe Racing Start the race by entering the first gate, once crossed the timer countdown begins. Clear all of the required gates to complete the race. Each successful gate crossed adds 3 seconds to the time to complete the race. Shooting the targets also grants 3 seconds of additional time. There is no penalty for skipping gates, but you do miss out on gaining those extra seconds. Successfully completing a Kaithe race rewards Drifter Intrinsics, a Decree and Duviri resources. The more players from the squad join into the race and complete it, the better the rewards are for the whole team. This objective can be a main objective during The Duviri Experience or The Lone Story. Komi Komi is a popular board game within The Duviri, it resembles a popular game in East Asia called “Go”, Komi has a board of 9x9 and the goal is to capture enemy pieces by surrounding it. The rules are simple: ● Surround enemy stones to capture them. ● Block the enemy from surrounding your own stones. ● You cannot block or surround stones using diagonal placements. ● Immediately after a capture, you cannot place a stone in the same spot from which the stone was captured. ● Capture 10 stones to win the match. Komi Tips: ● Place stones near other stones to shore up your position and create capture opportunities. ● Loosely connected clusters of stones offer flexibility, but they also leave you more vulnerable. ● Start at the center of the board to give yourself plenty of room to respond to your opponent. ● Focus on large captures as you approach the end of the match. ● You can strategically sacrifice stones to create capture opportunities. ● Connected stones are your strongest defense. ● Cast a wide net in the early game to limit your opponent’s maneuverability. ● Do your best to accomplish more than one strategic goal with each stone you place. You are unable to start a game of Komi if there are enemies within 50 meters. Tamm Herding Tamm Herding is a simple task, 3-12 Tamms (Depending on how many people are in the squad) have gotten out of their pen, simply get behind a Tamm and it will run away from you, direct it towards the pen and that’s it. This objective can be a main objective during The Duviri Experience or The Lone Story. Rescue Prisoners Rescue Prisoners simply requires you to stay within a sphere around a Duviri citizen, killing all Dax enemies that get within the sphere, killing Dax speeds up the objective slightly, all of this can be seen just below the mini-map on your HUD. This objective can be a main objective during The Duviri Experience or The Lone Story. Shrines Shrines require you to interact with them and defeat any enemies that attack you, there are 3 waves, one enemy from each wave will drop a shrine part, after killing all 3 waves, the shrine will be completed. This objective can be a main objective during The Duviri Experience or The Lone Story. Power Lines Power Lines requires you to shoot floating power points in order to complete this objective, finally open the chest at the power line itself. This objective can be a main objective during The Duviri Experience or The Lone Story. Enigmas Enigmas are Duviri based puzzles, to start one of these puzzles, you need to find a Glyph(Will find an image!!), certain puzzles require 2 players to begin but these will only ever appear while there are at least 2 players in the squad. These reward you with a Decree, 3 Intrinsics, and Resources, and a small chance to earn Cinta blueprints, A Warframe Primary bow, as well as an Enigma Gyrum, earned solely from Enigmas and can be used to purchase the Watchful Paragrimm Decoration in Acrithis’ Wares. This objective can be a main objective during The Duviri Experience or The Lone Story. Chests Chests can be unlocked multiple ways, such as a Power Lines objective, Duviri specific hacking puzzles or killing some enemies defending the chest, opening one rewards a Decree, some Drifter intrinsics and Duviri resources. This objective can be a main objective during The Duviri Experience or The Lone Story. Lost Belongings Search caves to find Duviri Citizens belongings, killing all Liminus that keep the belongings to themselves, finishing will reward all players in the squad with Duviri resources, Drifter Intrinsics, and a Decree. This objective can be a main objective during The Duviri Experience or The Lone Story. Undercroft Portals These Undercroft portals look quite a bit different to normal ones, looking black with a almost glass material in the center, randomly 3 are selected to “activate”, going from black to a normal undercraft portal but with red tints as well as a Dominus Thrax icon in the center, requiring 7 Decrees to enter (The free on from Rank 3 Opportunity Intrinsic does not count). These portals lead to a normal Undercroft mission, except for increased enemies levels, +25 for Normal mode and +75 Steel Path, as well as having an increased Eximus enemies, similar to an Eximus Stronghold Sortie modifier. Once completing the mission, Portal then goes black again, unable to enter, as well as rewarding the whole squad with a Rare Decree, Drifter Intrinsics and one of the following Arcanes. However on Steel Path, you are awarded with a Rare Decree, Drifter Intrinsics and one of the following Arcanes. This objective can not be a main objective during The Duviri Experience or The Lone Story. Recover Paragrimm’s Tomes Finding a small table with a owl looking creature and chair next to it, will allows you to look through the eyes of the Paragrimm to find tomes and mark them for collection, after recovering all the marked tomes, will award all players in the squad Duviri resources, Drifter Intrinsics, and a Decree. This objective can not be a main objective during The Duviri Experience or The Lone Story. Acrithis Paradox Path Quick Start Guide Few things a newbie should do/understand: 1. Finish The Duviri Paradox Quest(temp link), which explains the mechanics of the Duviri. ● Tutorial - The Duviri Paradox ○ The Spiral ■ Sirocco ■ Excalibur, Mag or Volt ■ Sun & Moon ○ The Prince of Fire ○ The Harbinger of Joy ○ The Covetous Courier ○ Shades of the Undercraft ○ The Execution ● After completing the quest, you will be rewarded with the Sun & Moon blueprint (Warframe) and the Stance mod Mountain’s Edge, as well as the option to leave Duviri and start the warframe quest “Awakening”, if they choose to stay, They are able to leave to the origin system via the Dormizone. ● Duviri can continue to be explored with three unique game modes, accessed from the navigation console in the Warframe path or through the Dormizone. ○ The Circuit: A Warframe-only gamemode where you battle through an endless chain of missions in the Undercroft with rotating weekly rewards. ○ The Duviri Experience: Duviri as it was intended to be played. Story and side objectives together. You will be given a series of tasks through a guided story featuring the many colorful characters residing in the Paradox. ○ The Lone Story: Just the spiral’s story. Duviri devoid of all side objectives. Focus all of your attention on the story-telling as it happens in real time! The Lone Story offers the same challenges and rewards as The Duviri Experience for completing the story stages. ● You can stay in Duviri and gain intrinsics, new melee weapons, play all the side objectives and much much more or leave and come back at any time. If you choose to leave and start the “Awakening” Quest, please follow the Warframe Starter Guide Advanced Mechanics Stealth As Space Ninjas, many Warframes are capable of advanced stealth capabilities. While it is fun to run and gun your way through the Star Chart, it is sometimes necessary to slow down and sneak your way through enemy lines. Sight and sound are what determines your stealth capability. The enemies have 3 levels of alertness - unalerted, on-guard, and alerted. When enemies see you, see a comrade killed by you, or hear your weapon, they will become on-guard. If no additional stimulus is given for a short time, they will return to unalerted. But if they continue to see or hear things, they will become alerted and attempt to either search you out, or activate the alarms. Once alarms are on, all enemies will become alerted, no matter what they have seen or heard. This can be disabled by hacking the alarms. You can avoid alerting enemies in two ways - staying out of sight, or not making sound. Warframes such as Loki and Ash have the ability to turn invisible, which will keep you out of sight of enemies. Killing enemies and firing weapons will still make their comrades on-guard. Many weapons come innately silenced, and all melee weapons are considered silent. But all weapons in the game can be silenced using mods. However, projectile and explosive weapons, even if silenced, can still alert enemies once their payload is delivered or explodes. In addition, Syndicate Procs from Syndicate weapons cannot be silenced, and will alert enemies if used. Alarms can also be triggered by tripping a sensor, camera, or trap. These can be seen from their sweeping detector beams, as bumps in the floor, or energy walls. Invisible Warframes will not trip cameras, but will trip energy walls and traps. Disabled and unconscious enemies cannot detect anything to make them alerted. Sleep Warframes such as Equinox and Ivara can put enemies to sleep, and walk right past them. Enemy line of sight and sound are influenced by direction and distance. If you kill an enemy when their comrade’s back is turned, they won’t become suspicious. If you shoot an enemy with an unsilenced weapon a distance away from other enemies, they also will not become suspicious. Running, jumping, using abilities, and using gear items will not alert enemies. Focus (Spoilers) Q: How do I unlock the Focus trees? A: After the completion of “The Second Dream” questline. Q: Which is the best school? A: That’s mostly opinion based. However, as a quick rundown, here are the schools and their main benefit. ● Naramon - Combos and Speed ● Zenurik - Energy ● Madurai - Damage ● Unairu - Armor and Defense ● Vazarin - Instant Revives & Healing It’s best to choose the school you’re probably going to use the most. Q: It says Quills need to be unlocked? A: After the completion of the Plains of Eidolon questline Saya’s Vigil, you speak to the Quills’ leader (North of Konzu) in Cetus. After that you will be able to upgrade your focus tree(s). Q: How do lenses work? Why am I not getting focus? A: Lenses must be equipped to a Warframe or weapon, then used in a mission to gain focus. Lenses change a small percentage of affinity past lvl 30 to focus. So if you’ve forma’d something, or it’s not level 30, it gains no focus. Q: Where do I get lenses? A: You can buy Greater Lens blueprints from the market for credits, or already built ones for plat. Eidolon Lens blueprints and regular lenses are rewards from PoE’s bounties, while Fortuna bounties only give regular lenses. Lenses can also be traded. Q: I have a Greater Lens, but I can’t trade it and it doesn't show in the trade menu. What gives? A: Greater lenses cannot be traded in any way. They can only be obtained in the market or via bounties. Q: Which school is best for x frame? Q: What lens should I equip for x frame? A: It doesn’t really matter. The lenses are only there to gain focus, the effects are universal as long as you equip it. Some schools will benefit some Warframes more than others, but no school hinders any Warframes. Q: Can I have more than one school or school’s abilities active at the same time? A: No, only one school’s passives and abilities may be active at the same time. Your current active school is labeled as Primary and is at the bottom of the school wheel. However, each school has two nodes called Waybounds, that if unbound using a Brilliant Eidolon Shard, may be used with other schools. This means you can have up to 8 extra passives/abilities active with your primary school. Q: Will I lose my potato/forma/lens if I forma/potato/lens it? A: Anything that you put on, will stay on the Warframe/weapon. If it’s potatoed before, it stays potatoed. The only one that changes, is if you put a lens onto a piece of equipment that already has a lens. You then lose the old lens, as it gets replaced. Q: What are Amps? What do they do? A: See Amps. Q: How do I unbound a passive? A: Firstly check if the node has ‘waybound’ on it. If it does, you can unbind it by maxing it out, then using 750k focus and a Brilliant Shard to unlock it for any other school. Arcanes (Spoilers) Arcanes are fusible upgrade items, similar to mods. They all provide an additional effect, buff, or passive when equipped. The Arcane menu can be accessed from the Foundry. Arcanes come in 3 rarities, common, uncommon, and rare. All Arcanes can be fused with copies of themselves to increase their effects. Arcanes come in either 3 or 6 levels, with each level requiring more copies to upgrade. Level 0 Arcanes need only one copy to use. Level 0 requires 1 Arcane in total, Level 1 requires 3 total, Level 2 is 6 total, Level 3 is 10 total, Level 4 is 15 total, Level 5 is 21 total. An Arcane can only be equipped to a specific piece of equipment. There are Arcanes available for Warframes, Primaries and Secondaries, the Operator, Amps, Zaws, and Kit Guns. Warframe Arcanes drop from Eidolons, Isolation Vaults, Arbitrations or from Zariman Ten Zero for standing. Operator and Amp Arcanes can be bought from Quill Onkko, Little Duck or Zariman Ten Zero for Standing. Primary and Secondary Arcanes can be acquired from Steel Path Acolytes or be bought from Zariman Ten Zero for standing. Zaw Arcanes can only be acquired from Plague Star. Kitgun Arcanes can be bought from Rude Zuud for Standing or Isolation Vaults. Weapons can only hold one Arcane at a time, regardless of Arcane level, Kitguns can equip one Primary/Secondary arcane and a Kitgun arcane. Warframes and the Operator can hold two Arcanes at max, Amps can equip 1 arcane but you must use a Amp Arcane Adapter to unlock the second slot. All Arcanes, at any fusion level, can be traded between players. Cephalon Simaris Cephalon Simaris is one of the ancient Cephalon AIs created by the Orokin. He is obsessed with how living things function and fight. He can be found in his Sanctuary in any Relay. Simaris asks the Tenno to help him with Synthesis, or the scanning and capture of beings from the Origin System, in order to study them. Simaris will have a daily Synthesis target every 24 hours. Scanning a set number of these targets will award the player with Standing and a reward from Simaris’ drop table, usually Endo. Scanning targets requires a Synthesis Scanner, a modified version of the Codex Scanner. It can be bought from Simaris’ offerings for credits. Simaris also offers Synthesis Traps, which will trap and suspend a Synthesis target for a short period of time. When starting a mission with a target present, Simaris will inform you when you enter the mission. By looking through a Synthesis Scanner, you can see a trail of blue and white floating prints that will lead to the target. Each target has 4 scannable points on its body. Each one must be scanned once to fully capture the target. Scanning anything other than the target will reward a small amount of Standing, even if the item being scanned has already been completed in the Codex. Simaris’ offerings include unique and powerful mods, weapons, mod transmute cores, Scanner modifications, and Captura Scenes. It also includes the Simulacrum access key. The Simulacrum Cephalon Simaris’ Simulacrum is a simulator the Tenno can use to test their weapons and abilities in. You must obtain the Simulacrum access key from Simaris’ offerings for 50,000 Standing in order to access it. Within, you will find a small datascape tileset, with an Arsenal, spawning console, and infinite health, energy, and ammo pickups on a raised platform. The spawning console has the ability to spawn up to 20 enemies at once. The enemies available are ones that have been fully scanned into the Codex. You can then modify if the enemies can move or not, their level, and give yourself invincibility from their attacks. There is a second room you can unlock called the “Ballroom”, it can be unlocked from the “”Nights of Naberus”” Event for 55 Mother Tokens. It as all the options of the original Simulacrum but the enemies spawn in one area instead of three. Captura Captura is a somewhat hidden feature for taking screenshots. It can be found in any Warframe’s appearance menu, in the upper right as a camera icon. Captura allows you to enter a specific tile or location, and gives extra options for camera, lighting, filters, and angles. Captura Scenes can be bought from Syndicates, NPCs, as rewards from missions, or traded between players. You cannot use Captura without having at least one scene. When entering Captura, you can open the Menu with [G]. This will pause the scene and everything in it, and gives you a free camera separate from your Warframe view. From there you can edit lighting, filters, and field of view for the optimum angle. From there you can screenshot through Warframe or a third-party source. A full squad can join one Captura Scene, for multi-Warframe screenshots. Only the host can access the Menu though. Etiquette 1. Don’t go into a mission without knowing what your frame can do, and what it’s supposed to do. 2. Don’t ignore the chat. Lots of bad things can happen when the chat is ignored. 3. Stick with your team, affinity is shared. Don’t hallway-hero (sit in one hallway and kill things without your team). 4. Don’t use Life Support in survival missions if it’s over 70%, they all restore 30%. Preferably restore it at 40, so if 2 players try to restore at the same time, none gets wasted. 5. Wait for people at elevators/checkpoints, last in gets to send it off. 6. If you see a cephalon fragment/rare drop, mark it with your waypoint [G]. Rare drops have a large gold or green line/vertical beam of light that extends upward from them. Even if you don’t see it, you can mark its general area. 7. If you see flickering, try to regroup with allies. This usually marks an Assassin or hit-squad, hard to kill enemies that will hunt you down. 8. Unless you’re playing with friends, or they say so, starting the timer on a mission in the lobby before everyone is ready is a jackass move. 9. During Excavation missions, carry power cells with you when going to the next Excavator. 10. If you can’t do a Spy, say so, it’s better to learn than to constantly mess it up every time. 11. Pubs are pubs, don’t expect them to play the way you want, ask if they can do something different if it’s hindering the mission. 12. If you’re getting ready to close the game but want to play one or two more missions, don’t play endless missions. Most people want a full rotation, i.e. 20 waves / 20 mins / 4 Excavators. 13. When doing things on the Plains of Eidolon, Orb Vallis or Deimos, if you’re the host please don’t exit randomly. You’ll mess up other people’s drops. Missions Nearly everything in Warframe is accomplished by completing missions. Mission nodes are available on the Star Chart, and more missions become available as you complete them. There are 5 types of missions; Non-endless, Endless, Special, Bounties, and Archwing. Non-Endless Mission Types Common: ● Exterminate - Eliminate a set number of enemies. ● Capture - Find, damage, and capture a target. ● Mobile Defense - Carry a datamass to 3 consecutive terminals. At each terminal, install the data mass and defend until it completes its hack. ● Rescue - Locate, release, protect, and escort out a friendly NPC. (Specter blueprints are a unique drop to this mission type). ● Sabotage - Find and sabotage an enemy facility/resource/ship. (Cache hunting is unique to this mission type). ● Spy - Infiltrate 3 vaults and hack the data within each. ● Assassination - Find and eliminate a VIP target (Boss fight). Uncommon: ● Assault - Infiltrate a fortified fortress and put its high-powered cannon out of commission. ● Hijack - Find and escort an enemy vehicle to extraction. ● Hive - Infested Sabotage, find and destroy the 5 tumors around a hive to destroy it. Repeat two more times. (Includes cache hunting). ● Pursuit - Archwing only. Track down, pursue, and disable an enemy ship. Unique: ● Rathuum Arena - Eliminate more of the enemy team before they do the same. ● Abyssal Zone - Eliminate the required amount of enemies and bring a “Defixio” to Extraction. Requires an Abyssal Beacon to enter, Abyssal Beacons can be bought from any of the pledged Syndicate’s after achieving Rank 2. Upon picking up a Defixio, The player will receive a random debuff for the duration that the Defixio is carried, such as Energy Drain or you take damage as you cast abilities. Each person in the squad needs to bring a Defixio to extraction. (4 player squads 4 Defixios and 3 player squads need 3 etc) Endless Mission Types Common ● Defense - Defend a cryopod or NPC against waves of enemies. Extraction available every 5 waves. ● Survival - Survive against a constant stream of enemies while slowly losing Life Support. Life Support is gained from enemy pickups, lockers, chests, and Life Support capsules. Extraction available anytime after 5 minutes. ● Excavation - Power and defend drills extracting precious artifacts. Each drill requires 5 power cells to fully power. Extraction available anytime after 2 drills are completed. ● Interception - Capture and defend 4 control points against a constant stream of enemies, before they do the same. Extraction available after every successful 100% hack. ● Defection - Find and escort a squad of friendly NPCs to the extraction point. Extraction available after two squads are rescued. ● Disruption - Collect colored keys dropped from Amalgam enemies, and use them to activate the 4 corresponding conduits. Protect the conduits from Demolysts that seek to destroy them. Each conduit will trigger a random effect on activation, which can buff you, create an environmental hazard, or buff enemies. Uncommon ● Infested Salvage (Oestrus, Eris) - Power and defend 4 anti-infested modules against a constant stream of enemies to clear clouds from hacking modules. Extraction available after every successful 100% hack. ● Kuva Survival (Taveuni, Kuva Fortress) - Similar to survival. Apply kuva catalysts to Life Support capsules to harvest Kuva. ● Void Flood (Everview Arc, Zariman Ten Zero) - Players must collect Vitroplast pickups floating around the area or dropped from enemies, which they must deposit into a Void Rupture. Once three Ruptures are sealed, one or multiple Thrax Centurions and Thrax Legates will appear and must be defeated. ● Void Cascade (Tuvul Commons, Zariman Ten Zero) - Periodically, a Void-possessed Exolizer will spawn, contaminated by multiple Void rifts. The contaminated Exolizer has a barrier that forces Transference on entry, The rifts must be closed using the Operator/Drifter's Void damage Amp or Void Sling, which will spawn a Void Manifestation above the Exolizer. Destroying the manifestation will purge the Exolizer, deactivate the Transference-disrupting field, and spawn a Thrax Centurion in its place. ● Void Armageddon (Oro Works, Zariman Ten Zero) - Tenno must fight off waves of enemies as they target one of two Exodampers placed in separate locations in the map, cycling between them. Upon their destruction, the enemy will receive a buff for the remainder of the round and then make their way toward the Eternal Relic which is the main defending objective. There are constructible Armaments to assist in the protection of the Exodampers and Relic. ● Conjunction Survival (Yuvarium and Circulus, Lua) - Very similar to a normal survival mission, however, every 5 minutes, Lua and Hollow Thrax Centurion’s and Thrax Legatus will spawn, while they are still alive, life support drains 50% faster, similar to normal Thrax Centurion’s and Thrax Legatus, once killed will go into spectral form, Tenno need to use the Operators Void Beam to kill them fully, Additionally, A lone guardian will spawn, a colorless Void Dax, it will walk between life support capsules while projecting a field, while inside this field the player gains 100% Ability strength and 50% casting speed, if you leave the field you will keep the effect 5 seconds, You are also able to summon a Necramech if you own one, they have a 2 minute duration once summoned and go onto a 10 minute cooldown after being destroyed or the timer running out. ● Mirror Defense (Tyana Pass) - Forever crystallized by the Warframe Citrine, Belric and Rania reside at either end of a tunnel etched through the Void. Apart but eternally intertwined, their preserved bodies maintain this perplexing link between Mars and Venus. But the Void draws in many curious and dangerous minds to it, threatening the very entities holding it together. Unlike traditional Defense where enemies are fought off in waves, Mirror Defense consists of a time limit of 2 and a half minutes for both crystals, with a 30 second downtime in between. A rotation is completed once both crystals have been defended, or every 5 and a half minutes. Unique: ● Index - Eliminate enemies and collect their dropped points, and turn them into your base to score before they do the same. Extraction available every time your team meets the point requirement. Special Mission Types Special missions are similar to normal ones, but have specific modifiers applied to them, along with unique rewards. ● Alert - A limited time mission with additional loot table rewards given upon completion. ● Dark Sector - A special mission node, there is usually at least one on every planet. They are always an endless type mission, with infested enemies, and offer increased affinity and resources drops. ● Nightmare Mode - Only available once all nodes are completed on a planet. A mission with increased enemy levels and one of a specific set of modifiers active. Only mode that drops Nightmare Mods, special mods with 2 stats on them. See Warframe (Corrupted / Advanced / Nightmare Mods) ● Invasion - A series of regular missions where you join a faction to defeat another faction. The allied faction will provide NPC reinforcements. Additional loot table rewards given upon completion. ● Void Fissure - A regular mission, with the modifier of void fissures. Enemy units become corrupted and drop Reactant, which is used to unlock relics. This is the only mission type where you unlock void relics. ● Syndicate - A regular mission given by a Syndicate, where upon completion you receive standing from that Syndicate. Syndicate collectibles also spawn on these missions. ● Sortie - A special set of 3 missions with very difficult enemies. Each mission has a random game modifier. Completion of all three missions awards a random reward from the Sortie reward table. ● Kuva Siphon/Flood - A regular mission that has a Kuva Siphon spawn on the map. Destroying the Siphon awards kuva. Kuva Floods are identical to Kuva Siphons, but with enemy levels being 3x higher, and double the kuva reward. ● (Elite) Sanctuary Onslaught - Eliminate enemies to maintain kill efficiency. Zone/enemies change every 2 minutes. ESO starts at level 60, while SO starts at level 20. Has a unique reward pool that includes relics, Vandal weapon parts, and Khora parts (SO only). ● Arbitration - A version of an endless Nightmare mission, with increased enemy levels, and only available after completing every node in the Star Chart. A new Arbitration is available every hour. Every Arbitration has a random Warframe and 3 weapons, one primary, secondary and melee, that receive a 300% strength/damage boost respectively. Revives are disabled, and rotations are twice as long. Has a unique reward pool for every instance completed. To revive, a downed player’s team must collect 5 Arbitration points from drones, and bring them to the death site tower. The 5 points must be deposited at the same time. Holding points will debuff the carrying Warframe. ● Archon Hunts - A special weekly set of 3 missions with extremely difficult enemies. Every Archon Hunt has a random Warframe and 3 weapons, one primary, secondary and melee, that receive a 300% strength/damage + 500 Health boost respectively. Enemies have their Health and Shields increased by 100%, and an additional 50% for each squad member up to a maximum of 300%. Self-revive is not allowed. A player that dies is permanently out of commission, cannot be brought back, and are not eligible for mission rewards. The third and final mission culminates into an Assassination against A Archon, a highly difficult boss to defeat, but completing all 3 missions will result in rewards unique to archon hunts. Mission Rotation Rewards Some missions have specific reward tables after accomplishing/finding certain objectives. They are referred to using the letters A, B, and C. Missions like Spy and Sabotage give their rewards consecutively, meaning all 3 objectives must be found/completed to get to reward table C. Endless missions give their rewards on a rotation, meaning you must stay the full cycle to get to reward table C. ● Spy Missions: Each successfully hacked terminal will give a reward from table A, B, and C respectively. ● Sabotage Caches: Each cache found and opened will give a reward from table A, B, and C respectively. ● Defense: Rotating cycle of A, A, B, C over 20 waves, one reward from the respective table every 5 waves. ● Survival: Rotating cycle of A, A, B, C over 20 minutes, one reward from the respective table every 5 minutes. ● Excavation: Rotating cycle of A, A, B, C over 4 excavators, one reward from the respective table for every completed excavator. ● Interception/Infested Salvage: Rotating cycle of A, A, B, C over four 100% captures, one reward from the respective table for every completed capture. ● Defection: Rotating cycle of A, A, B, C over 8 squad rescues, one reward from the respective table for every 2 squads rescued. ● Arbitrations: No matter the mission type, Arbitration missions are on the rotation A A, B B, then C until the mission ends. ● Disruption: Based on number of conduits defended and round number. Round 1 Conduit 2 Conduits 3 Conduits 4 Conduits 1 A A A B 2 A A B B 3 A B B C 4+ B B C C Junctions Junctions are special missions that have prerequisites in order to complete, and allow you to progress to new planets. They are similar to Assassinations, but are only made up of a small room, and the guardian is an AI controlled Warframe. Earth - Venus Tasks: Complete Quest: Vor’s Prize Collect 20 mods Apply 4 mods to a single Warframe or weapon Upgrade any mod to rank 2 or higher through fusion Guardian: Level 5 Rhino with Soma and Dual Raza. Rewards: 2,500Cr Furis Blueprint North Wind (unranked) Stormbringer (unranked) 500 Salvage Venus - Mercury Tasks: Defeat Jackal at Fossa Complete 10 waves of Defense at Tessera in a single mission Rescue a Hostage from Linea Defeat 5 Eximus enemies in any region Guardian: Level 5 Volt Specter with Magnus and Heat Sword Rewards: Quest: Once Awake Quest: Howl of the Kubrow Boltor Blueprint Fast Deflection (unranked) Streamline (unranked) 1,000 Salvage Earth - Mars Tasks: Complete Quest: Once Awake Defeat 150 Frontier Grineer enemies on Earth Collect 500 Rubedo in missions Complete Suisei on Mercury Guardian: Level 10 Frost Specter with Tigris and Sibear Rewards: Quest: The Archwing Fragor Blueprint Void Relic Segment Lith A2 Relic 25 Codex Scanners Incubator Power Core Mars - Phobos Tasks: Defeat 150 enemies in a single mission on Mars Scan 3 Cephalon Fragments on Mars Open 3 Lith Void Relics Guardian: Level 20 Mag Specter with Hikou and Tipedo Rewards: Quest: Stolen Dreams Kraken blueprint Cipher blueprint Fast Hands (unranked) Thief's Wit (unranked) Mars - Ceres Tasks: Defeat The Sergeant at Iliad on Phobos Defeat Lt Lech Kril at War on Mars Defeat 300 Arid Grineer enemies on Mars Refine a Void Relic once at the console in your Orbiter Guardian: Level 20 Trinity Specter with Paris and Cadus Rewards: 5,000 credits Vulkar blueprint Fever Strike (unranked) Swirling Tiger (unranked) Ceres - Jupiter Tasks: Complete Quest: The Archwing Defeat Vor and Kril at Exta on Ceres Survive 10 minutes or more at Draco on Ceres Defeat a Prosecutor on Ceres Guardian: Level 25 Valkyr with Afuris and Anku Rewards: 7,500 credits Amphis blueprint Enhanced Durability (unranked) Rubedo-Lined Barrel (unranked) Cutting Edge (unranked) Jupiter - Europa Tasks: Complete Quest: Stolen Dreams Complete Teshub in the Void Craft a Warframe Specter Guardian: Level 25 Nova with Kunai and Ether Daggers Rewards: The Limbo Theorem blueprint Quest: The New Strange Cestra blueprint Physique (unranked) Jupiter - Saturn Tasks: Complete Quest: The New Strange Defeat Alad V at Themisto on Jupiter Complete Baal on Europa Guardian: Level 25 Ember Specter with Magnus and Heat Sword Rewards: 1,000 credits Penta blueprint Saturn - Uranus Tasks: Defeat Sargas Ruk at Tethys on Saturn Open 3 Meso Void Relics Craft a weapon requiring Mastery Rank 1 or higher Craft a Derelict Key Guardian: Level 30 Equinox Specter with Boltor and Shaku Rewards: Lecta blueprint Chroma Neuroptics blueprint Uranus - Neptune Tasks: Complete Quest: Natah Defeat Tyl Regor at Titania on Uranus Complete any 5 missions on Uranus with only your melee weapon equipped Open 3 caches during any Sabotage mission on Uranus Guardian: Level 30 Loki Specter with Burston and Boltace Rewards: Quest: The Second Dream Gammacor blueprint Chroma Chassis blueprint Neptune - Pluto Tasks: Complete Quest: The Second Dream Defeat Hyena Pack on Psamathe Complete a Corpus Spy mission with 3 successful data extractions on Neptune Guardian: Level 30 Excalibur with Braton Vandal and Dual Skanas Rewards: Drakgoon blueprint Chroma Systems blueprint Pluto - Sedna Tasks: Defeat Vay Hek at Oro on Earth Defeat 5 Sentient enemies on Lua Collect any 1 mod from the Orokin Principle challenge rooms on Lua Note: Buying those mods from other players does not count towards this goal. Craft a weapon requiring Mastery Rank 5 or higher Guardian: Level 35 Saryn with Vectis and Karyst Rewards: Quest: Hidden Messages Fang blueprint Quest: The War Within Pluto - Eris Tasks: Find and defeat Lephantis in Orokin Derelict Open 3 Neo Void Relics Complete 15 waves of Defense at Stöfler on Lua in a single mission Guardian: Level 40 Mesa with Regulators and Redeemer Rewards: Patient Zero blueprint Mire blueprint Planets with Junction to The Void ● Phobos ● Europa ● Neptune ● Sedna Assassinations (SPOILERS) Assassination nodes are boss fights, that are usually required to get to or complete Junctions. Each boss has unique attacks and attributes, and drop Warframe and weapon parts. Standard Assassination Nodes Oro, Earth - Vay Hek Terra Frame Councilor Vay Hek will appear in a drone-like state, which you will have to damage and follow through 4 phases. His face and backside have weak points that can be damaged. They will be open to attack after Vay Hek uses his red shock attack. After the third phase, Vay Hek's drone state will transform into his Terra Frame state, a large bipedal cyborg. His entire body will then be able to be damaged. It is recommended to use puncture and corrosive damage against Vay Hek. Vay Hek has the chance to drop the Chassis, Neuroptics, or Systems for Hydroid upon defeat. Fossa, Venus - Jackal The Jackal is a variant of the Corpus Hyena proxy. It has invulnerable shields covering its body. You must disable two of its legs, causing it to collapse, before being able to damage it. It is recommended to use radiation damage against the Jackal. The Jackal has the chance to drop the Chassis, Neuroptics, or Systems for Rhino upon defeat. Tolstoj, Mercury - Captain Vor Captain Vor will appear on a raised platform, surrounded by regular Grineer. Upon receiving enough damage, he will lock himself in an invulnerable shield bubble and summon more Grineer around himself. He must be damaged 3 times to be defeated. It is recommended to use radiation and viral damage against Captain Vor. Captain Vor has the chance to drop parts for the Seer pistol. War, Mars - Lieutenant Lech Kril Lech Kril will appear on a raised circular platform. He utilizes cold attacks, and has invulnerable armor. You must damage the glowing node on his back to break one of the 4 tubes connected to his body. By doing this, it will cause Kril to freeze the next time he brings his hammer down. At this time he may be damaged anywhere on his body. All 4 tubes must be destroyed similarly. Once all tubes are destroyed, Kril will burst in a fire nova, and all his attacks will now deal heat damage instead of cold. This is his final phase, and he can now be damaged anywhere on his body. It is recommended to use radiation and viral damage against Lech Kril. Lech Kril has the chance to drop the Chassis, Neuroptics, or Systems for Excalibur upon defeat. Iliad, Phobos - The Sergeant The Sergeant is arguably the weakest of all the Warframe bosses. He appears as a Corpus Eximus, but with a black suit. Upon finding him, he can be damaged anywhere and does not have phases. It is recommended to use radiation, corrosive, and viral damage against The Sergeant. The Sergeant has the chance to drop the Chassis, Neuroptics, or Systems for Mag upon defeat. Exta, Ceres - Lieutenant Lech Kril and Captain Vor Lech Kril and Vor have teamed up in this assassination node. Both act and attack, and are damaged the exact same way as encountered previously, only you fight them at the same time. It is recommended to kill Vor first, as he can regularly spawn Grineer reinforcements. Lech Kril and Vor have the chance to drop the Chassis, Neuroptics, or Systems for Frost upon defeat. Themisto, Jupiter - Alad V Alad V is a Corpus researcher, and is guarded by his Hyena type Zanuka Proxy. Zanuka is invulnerable while Alad's shields are up. When Alad's shields are disabled, Zanuka will rush over to him to restore his shields. During this time, Alad and Zanuka are vulnerable to attack. If Zanuka is able to revive Alad, both its shields and Alad's will be restored. Alad cannot be defeated until Zanuka is killed. Upon Zanuka's death, Alad will be open to attack. It is recommended to use magnetic damage to disable both enemies' shields. Use radiation against Zanuka, and corrosive against Alad. Alad V has the chance to drop the Chassis, Neuroptics, or Systems for Valkyr upon defeat. Naamah, Europa - The Raptor The Raptor appears as 3 large Corpus drone proxies. Each will rise out of a shielded holding cell, one at a time. Once airborne, it can be damaged at any part of its body. Once defeated, it will drop a core that can be picked up. The core must then be dropped in one of the holding cells, thus destroying it. This is then repeated for each following Raptor. It should be noted that the explosion that results from dropping the core does an immense amount of damage. It is recommended to get off the holding cell as soon as the core is dropped. It is recommended to use magnetic and radiation damage against The Raptor. The Raptors have the chance to drop the Chassis, Neuroptics, or Systems for Nova upon defeat. Tethys, Saturn - General Sargus Ruk Sargus Ruk uses fire based attacks, and has invulnerable armor. You must damage the glowing white points on his armor when they appear. There are 4 in total. After destroying the fourth, he will be able to be damaged anywhere on his body. It is recommended to use viral and radiation damage against Sargus Ruk. Sargus Ruk has the chance to drop the Chassis, Neuroptics, or Systems for Ember upon defeat. Titania, Uranus - Tyl Regor Tyl Regor is fought in 3 phases. After damaging him for one third of his health, he will jump away and spawn several Drekar Manics. Upon defeating the final Manic, Regor will appear again. After taking away the second third of his health, he will destroy the glass above the arena and flood the lower area. you must make your way to the upper catwalks at this point. He will then spawn several Drekar Manics and Bombards. Upon defeating the last Manic/Bombard, Regor will appear for the final time. It is recommended to use viral, radiation, and magnetic damage against Tyl Regor. Tyl Regor has the chance to drop the Day/Night Chassis, Day/Night Neuroptics, Day/Night Systems, or Day/Night Blueprint for Equinox upon defeat. Psamathe, Neptune - The Hyena Pack The Hyena Pack is made up of 4 Corpus Hyena proxies, each with unique attacks. They work as a team when attacking. The types are cold, electric, heat, and IPS. They do not have any special shields or invulnerability phases. All 4 must be destroyed to complete the mission. It is recommended to use magnetic and radiation damage against the Hyena Pack. The Hyena Pack has the chance to drop the Chassis, Neuroptics, or Systems for Loki upon defeat. Hades, Pluto - Ambulas To access this mission, you must have 20 Animo Nav Beacons in your inventory. These are dropped from regular Ambulas proxies on mission nodes on Pluto. On successful completion of the Assassination, 10 Animo Beacons will be refunded. In the boss arena, Ambulas' will rise one by one from underground platforms to attack you. You must damage each until it is disabled, then hack it. A timer will display when a Corpus dropship will come to collect the Ambulas. 4-6 hacked Ambulas' are required to complete the mission. Letting the Corpus collect 3 unhacked Ambulas' will result in mission failure. Corpus reinforcements will try to revive the Ambulas' once hacked, so each one must be defended until the dropship can take it away. It is recommended to use Magnetic and Radiation damage against the Ambulas. Ambulas has the chance to drop the Chassis, Neuroptics, or Systems for Trinity upon defeat. Merrow, Sedna - Kela De Thaym You must have 25 Judgment Points in order to access this mission. Judgment Points can be acquired from Rathuum Arena nodes. To access the arena, 4 rotating panels in a circular room must be shot at to activate all 4 buttons. The buttons will turn from orange to green when activated. After a short time period, the buttons will revert to orange, so all must be activated quickly. Once all 4 buttons on a panel are activated, the panel will stop spinning. All 4 panels must be stopped to enter the boss arena. While activating the panels, Grineer Rollers will regularly spawn in the room. Kela De Thaym can be damaged in 3 phases. She will immediately appear upon entering the arena. After losing one third of her health, she will jump back to her observation platform, where she is immune to damage. An orbital barrage will start, with large target marks appearing on the ground, signaling where the rockets will land. While this is happening, 4 panels identical to the ones used to enter the arena appear around the center platform. These must be activated in the same way. Rollers will also spawn at this point. Once all 4 panels are stopped, Kela De Thaym will re-enter the arena. Repeat until she is defeated. It is recommended to use corrosive and magnetic damage against Kela De Thaym. Kela De Thaym has the chance to drop the Chassis, Neuroptics, or Systems for Saryn upon defeat. The Ropalolyst, Jupiter - The Ropalolyst The Ropalolyst is a flying Sentient raid boss. In its arena, 4 large energy pillars surround the central platform. You must lure the Ropalolyst to one of the pillars, and goad it into using its laser attack. As soon as it fires, duck behind the pillar so the laser hits it. This overcharges that pillar. Next, damage the Ropalolysts shields with Void damage. Then get near enough to the Ropalolyst to be able to activate it, and mount it. After 30 seconds, the Ropalolyst will kick you off, so do this step quickly. Ride the Ropalolyst so it collides with the overcharged pillar. This will stun it and knock it back onto the central platform. Destroy one of the Synovias on its hind legs, and then use the console on the side of the platform to activate the Terran laser, damaging it. Repeat all previous steps two more times. On the third time that the Ropalolyst is knocked onto the platform, its entire body is vulnerable to damage, and it will spawn Conculysts and Battalysts to defend itself. It is recommended to use radiation and magnetic damage against the Ropalolyst. The Ropalolyst has the chance to drop the Blueprint, Chassis, Neuroptics, or Systems for Wisp upon defeat. Key Based Assassinate Nodes Mulalist Alad V Assassinate, Eris - Mutalist Alad V (SPOILERS) You must build a Mutalist Alad V Assassinate key to access this mission. The blueprint can be found in the market, and the Nav Coordinates are rewards for Infested Invasions or Orokin Derelict Survival/Defense. Mutalist Alad V is the corrupted version of the boss found on Jupiter. He is invulnerable to damage when his collar is on. When he uses his collar to attack with his electrical beam or to control another Tenno, he can be damaged. When Alad removes his collar and throws it, and it connects with a player, that player is controlled by Alad [AI] for a short period of time. The controlled player will attack the others, with full (modded) damage from abilities and weapons. This is his most dangerous attack, as well equipped players can insta-kill their entire team if controlled. It is recommended to use corrosive and magnetic damage against Mutalist Alad V. Mutalist Alad V has the chance to drop the Chassis, Neuroptics, or Systems for Mesa upon defeat. Jordan Golem Assassinate, Eris - Jordas Golem (SPOILERS) The Jordas Golem can only be accessed at the end and after completing the Jordas Precept quest. It is made up of two phases. The first phase involves killing a modified Juggernaut. It appears as a larger, green version of the standard Juggernaut, but with less health. The second phase is Archwing based. Jordas Golem appears as a huge, infested ship. Only its rear engines can be damaged. It has an immense amount of health, and takes a large amount of firepower to defeat. It is recommended to use either the Velocitus or the Grattler, modded for Radiation damage against Jordas. The Jordas Golem has the chance to drop the Chassis, Neuroptics, or Systems for Atlas upon defeat. Orokin Derelict Assassinate, Orokin Derelict - Lephantis You must build an Orokin Derelict Assassinate key to do this mission. The Key blueprint can be found in the Orokin lab in the clan dojo. Lephantis appears as a huge, 3 headed infested entity, with each head representing a faction - Corpus, Grineer, and Infested. The fight has 2 phases. In the first phase, each head will periodically burst from the ground and attack you. When a head attacks, it becomes vulnerable to attack. Only the pink areas are able to be damaged. When a head's health is depleted, it will stop rising from the ground. Once all 3 heads are defeated, the second phase will start. The floor will collapse, and the torso and legs of Lephantis will be visible. Each head must be destroyed in the same way as in the first phase. It is recommended to use corrosive and blast damage against Lephantis. Lephantis has the chance to drop the Chassis, Neuroptics, or Systems for Nekros upon defeat. The Conclave The Conclave is a neutral Faction led by Teshin. It is made up of the only PvP game modes of Warframe, along with unique Faction rewards. Conclave Game Modes ● Annihilation - Free for all, every player killed drops a red Oro pickup. First player to collect 25 Oros, or the player with the most after 10 minutes wins. ● Team Annihilation - 4 v 4 Deathmatch, every player killed drops a red Oro pickup. First team to collect 50 Oros, or the team with the most after 10 minutes wins. ● Cephalon Capture - 4 v 4 Capture the Flag. A team must steal the enemy Cephalon from the enemy base and bring it to their base to score. First team to reach the score limit wins. ● Lunaro - 4 v 4 sport game, similar to Football (American Soccer). No weapons are used. A player must take control of the Lunaro sphere and get it into the enemy goal to score. First team to reach the score limit wins. Conclave game modes allow for any Warframes and weapons to be used, but PvE mods cannot be used. There are special Conclave PvP mods that can be acquired through the Faction or regular gameplay that can be equipped in your Conclave arsenal. Weapons and Warframe abilities are modified in the Conclave for balancing reasons. Some weapons and abilities may perform differently from how you are used to them in regular missions, and some abilities may be disabled entirely. Warframes also have modified health, shield, and armor values in the Conclave. It should be noted that due to the uniqueness and lack of content in the Conclave, it is regularly under-populated and games take much longer to find than in the Star Chart. Equipment Warframes Warframes function as the classes of Warframe. Each one comes equipped with unique passives and abilities, with different strengths and weaknesses. Q: If I potato/use a Orokin Reactor on a Warframe, is it permanent? A: Yes. Q: Can I use multiple potatoes/reactors on my Warframe? A: No. Q: Do I have to wait until lvl 30 to potato my Warframe? A: No, once used it will always double your mod capacity. So if you potato it at lvl 3 it gains +3, but when you level it to 30, it will give +30. Q: Do I have to potato my frame after every forma? A: No, potatoes are permanent. Putting a forma on an item will reset its level to 0 but it will let you add a polarity slot of your choice to it. Q: Does a Warframe keep any potatoes or forma installed if I sell it? A: No, selling a Warframe deletes that instance of it. Building a Warframe of the same type would just be creating a new instance, and upgrades will have to be done again. Q: What’s this locked mod slot beside the aura? A: That’s an exilus slot, unlocked by an exilus adaptor. You can only put exilus mods into it. (See modding for exilus mods) Q: I found a Warframe that I like, where do I find the blueprints/parts for it? A: Here is a list of places to get them from, sorted by name. They are dropped by bosses on an Assassinate node, via Quests, from missions, from specific enemies, or in your Clan Dojo. Ne - Neuroptics, Ch - Chassis, Sy - System Frame Main Blueprint Components Frame Main Blueprint Source Ash Market Neptune ProximaNe Pluto ProximaCh Venus ProximaSy Mesa Market Mutalist Alad VNe Ch Sy Atlas Jordas Precept Quest Jordas Golem AssassinationNe Ch Sy Mirage Market Hidden Messages QuestNe Ch Sy Banshee Dojo (Clan) Dojo (Clan)Ne Ch Sy Nekros Market LephantisNe Ch Sy Baruuk Purchased from Little Duck on Fortuna Purchased from Little Duck on FortunaNe Ch Sy Nezha Tenno Lab Dojo (Clan) Tenno Lab Dojo (Clan)Ne Ch Sy Caliban Market Narmer Bounty 50-70Ne Ch Sy Nidus Last Gambit Quest Infested SalvageNe Ch Sy Chroma New Strange Quest Uranus JunctionNe Neptune JunctionCh Pluto JunctionSy Nova Market RaptorsNe Ch Sy Citrine Mirror Defense Mirror DefenseNe Ch Sy Ember Market Sargus RukNe Ch Sy Nyx Market Phorid, during Infested InvasionsNe Ch Sy Equinox Market Tyl RegorNe Ch Sy Oberon Market Earth ProximaNe Sy. Saturn ProximaCh Excalibur Market Lieutenant Lech Kril Ne Ch Sy Octavia Octavia’s Anthem Quest Orokin Derelict SurvivalNe Music Puzzle on LuaCh Cache on Lua Crossfire ExterminateSy Frost Market Lech Kril and VorNe Ch Sy Protea Deadlock Protocol Quest Granum VoidNe Extended Granum VoidCh Nightmare Granum VoidSy Gara Saya’s Vigil Quest Cetus Bounty lvl 20-40Ne Cetus Bounty lvl 5-15Ch Cetus Bounty lvl 10-30Sy Revenant Mask of the Revenant Quest Cetus Bounty lvl 40-60Ne Cetus Bounty lvl 30-50Ch Cetus Bounty lvl 20-40Sy Garuda Vox Solaris Quest Fortuna Bounty lvl 20-40Ne Fortuna Bounty lvl 5-15Ch Fortuna Bounty lvl 10-30Sy Rhino Market JackalNe Ch Sy Gauss Market Sedna, Disruption, Rotation CNe Ch Sy Saryn Market Kela de ThaymNe Ch Sy Grendel Market Locators can be bought at a relay with 25 virus essence each Sevagoth Call of the Tempestarii Quest Void Storms on Veil Poxima, Pluto Proxima or Neptune ProximaNe Ch Sy Gyre Zariman bounty lvl 110-115 Zariman bounty lvl 90-95 Zariman bounty lvl 50-55Ne Zariman bounty lvl 60-65Ch Zariman bounty lvl 70-75Sy Styanax Purchased from Chipper for Stock Purchased from Chipper for StockNe Ch SY Harrow Chains of Harrow Quest Kuva Fortress, SurvivalNe Sy or SpyNe Void fissure corrupted enemyCh DefectionSy Titania Silver Grove Quest Silver Grove QuestNe Ch Sy Hildryn Purchased from Little Duck on Fortuna Exploiter OrbNe Ch Sy Trinity Market AmbulasNe Ch Sy Hydroid Market Councilor Vay HekNe Ch Sy Valkyr Market Alad VNe Ch Sy Inaros Sands of Inaros quest Sands of Inaros quest Vauban Market Nightwave OfferingsNe Ch Sy Ivara Spy Vaults Volt Tenno Lab Dojo Tenno Lab Dojo (Clan)Ne Ch Sy (Clan) Khora Normal Sanctuary Onslaught Normal Sanctuary OnslaughtNe Ch Sy Voruna Conjunction Survival Conjunction SurvivalNe Ch Sy Kullervo Acrithis’ Wares Acrithis’ WaresNe Ch Sy Wisp Ropalolyst RopalolystNe Ch Sy Lavos Purchased from Father on Necralisk Purchased from Father on NecraliskNe Ch Sy Wukong Tenno Lab Dojo (Clan) Tenno Lab Dojo (Clan)Ne Ch Sy Limbo Market Limbo Theorem questNe Ch Sy Xaku Heart of Deimos Quest Necralisk Bounty lvl 15-25Ne Necralisk Bounty lvl 40-60Ch Necralisk Bounty lvl 30-40Sy Loki Market Hyena PackNe Ch Sy Yareli Waverider Quest Ventkid’s Bash Lab Dojo (Clan)Ne Ch Sy Mag Market The SargeantNe Ch Sy Zephyr Tenno Lab Dojo (Clan) Tenno Lab Dojo (Clan)Ne Ch Sy Q: What are Prime Warframes? A: Lore wise, they’re prototypes (the original frames). Gameplay wise, they give minor buffs to shields / armor / health / energy, have alternate mod polarities, and come with a unique skin. Otherwise they’re basically the same as the normal ones. Q: How do I get Prime Warframes? A: Farm for the relics where the parts are sealed in, and unlock the relic to get the part. Prime Warframes have the same parts as regular; blueprint, chassis, neuroptics, and systems. Prime Warframe blueprints can also be traded between players, or bought with real currency in Prime Access or Prime Unvaulting packs. Occasionally, Twitch Prime will have a Prime Warframe available to subscribers. Warframe Roles Definition ● AOE DMG - High damage capability based on room clearing (Nuke Frame). ● Focused DMG - High damage capability based on per hit damage. ● CC - Crowd control; stuns, stops, sleep, slows, etc. ● Tank - Can take large amounts of damage. ● Defender - Can provide shields or barriers that protect allies and/or keep enemies out. ● Buff/Debuff (Support) - Roles that provide buffs to teammates and allies, and/or debuffs to enemies. ● Stealth - Can become invisible, and/or put enemies to sleep. ● Heals Self - Has the ability to give health to themselves. ● Heals Allies - Heals teammates, allies, and objectives. ● Utility - Has innate abilities (passives) that can assist in completing missions. ● Ease of use - How easy it is to play compared to other frames. The lower the number, the easier it is to play. X denotes roles, A denotes Augment is required for role. Name AOE DMG Focused DMG CC Tank Defender Buff Debuff Stealth Heals Self Heals Allies Utility Ease of Use Ash A X X 4 Atlas X X X X X 6 Banshee X X X X 7 Baruuk X X X 7 Caliban X X X X 5 Chroma X X X 7 Citrine X X X X X 5 Dagath X X X X X X 7 Ember X X X 4 Equinox X X X X X X X X 10 Excalibur X X X 3 Frost X X X A X 2 Gara X X X X X A X 6 Garuda X X X X 4 Gauss X X X X X 3 Grendel X X X X X 5 Gyre X X X 4 Harrow X X X X X 7 Hildryn X X X X 8 Hydroid X X A X 3 Inaros X X X X x 6 Ivara X X X X X 7 Khora X X X X X 4 Kullervo X X X X X 5 Lavos X X X X X 9 Limbo X X X X X 7 Loki X A X X 1 Mag X X X X 6 Mesa X X X X 2 Name AOE DMG Focused DMG CC Tank Defender Buff Debuff Stealth Heals Self Heals Allies Utility Ease of Use Mirage X X X X X X X X 6 Nekros X A X 2 Nezha X X X A X X 4 Nova X X X 5 Nidus X X X X X X 5 Nyx X X X 4 Oberon X X A X X X 3 Octavia X X X X X 7 Protea X X X X X 6 Qorvex X X X X X 8 Revenant X X X X X 3 Rhino X X X X 1 Saryn X A A X 4 Sevagoth X X X X X X X 7 Styanax X X X X X 3 Titania X X X X 8 Trinity X X X X X 6 Valkyr X X X X X 2 Vauban X X X 7 Volt X X X X 4 Voruna X X X X X 7 Wisp X X X X X X X X X 2 Wukong X X X X 3 Xaku X X X X X 8 Yareli X X X X X 10 Zephyr X X A X 5 Warframe Abilities List of all Warframe passives, abilities, and Augments, and weapons. (Exalted Weapon) - A weapon unique to a specific Warframe, can be upgraded with normal mods and equipment. Signature Weapon - A standard weapon introduced with a specific Warframe that has additional effects/passives when wielded by that Warframe. Ash Passive - Slash procs dealt by Ash deal 25% more damage and last 50% longer. Ability 1 - Shuriken - Launches a spinning blade, dealing moderate damage. Augment - Seeking Shuriken - Temporarily reduces the armor of those hit by Shuriken. Ability 2 - Smoke Screen - Drops a smoke bomb that stuns enemies and obscures their vision, and renders Ash invisible for a short time. Augment - Smoke Shadow - Can temporarily cloak nearby enemies as well as himself, Also increasing Critical Chance while Invisible. Ability 3 - Teleport - Teleports to a target, bringing him into melee range and makes enemies vulnerable to finishers. Augment - Fatal Teleport - Automatically performs a finisher on teleport target, dealing 200% extra damage. If the finisher kills the target, 50% of energy is refunded. Ability 4 - Blade Storm - Press once to mark targets in crosshair, press again to project clones of Ash to attack marked targets. Join in by using 3. Augment - Rising Storm - Increases duration of the Melee Combo Counter when Blade Storm is used, +10 Seconds of Combo Duration. Atlas Passive - Atlas is immune to knockdown effects while on the ground. Augment - Rubble Heap - Landside costs no energy, Deals 2x Damage and Travels 2x quicker when above 1400 Rubble Ability 1 - Landslide - Bash enemies with a sliding punch, and repeat to continue the combo. Petrified enemies hit with this ability drop Rubble when killed. Rubble heals Atlas and bolsters his armor. Augment - Path of Statues - Leaves a petrified path for a short period. Ability 2 - Tectonics - Summon a rock wall, activate again to sent the wall crashing forward. Augment - Tectonic Fracture - Increases number of walls available, but can no longer crash them down. Ability 3 - Petrify - Enemies targeted will become fossilized. Walls will become petrified and do increased damage when crashed forward. Augment - Ore Gaze - Fossilized enemies are scanned into the Codex and have a chance to drop extra loot. Ability 4 - Rumblers - Summon two elemental stone golems. Summoning petrifies enemies near Atlas. When defeated or timed out, Rumblers collapse into a pile of Rubble. Augment - Titanic Rumbler - Turns the two golems into one stronger golem. Modified Rumbler has increased stats, and will occasionally smash the ground to knockdown enemies. Signature Weapon - Tekko - Additional 6% Status Chance. Banshee Passive - All equipped weapons, including Gunblades and Sentinel weapons, are considered silent and do not alert enemies when fired. Ability 1 - Sonic Boom - Emits a shockwave that pushes targets in range. Those not killed are stunned. Augment - Sonic Fracture - Sonic Boom temporarily strips a portion of the target’s armor. Ability 2 - Sonar - Sends out a wave of acoustic energy that marks any enemies in range with glowing weak spots. Shooting these spots will have increased critical damage. Augment - Resonance - Triggers an additional Sonar pulse when an enemy is killed by hitting a weak point. Any additional points revealed by extra pulses(s) will have the remaining duration of the original pulse. Ability 3 - Silence - Surrounds Banshee in an aura that limits enemies’ response to attacks. Augment - Savage Silence - Multiplies the damage of standing finisher damage on affected enemies. Ability 4 - Sound Quake - Banshee channels acoustic energy and shakes the ground, dealing constant damage and staggering enemies in range. Augment - Resonating Quake - Banshee places the quake at her location instead of channeling it. Damage is increased at epicenter, but decreases as the shockwave spreads. Baruuk Passive - Using his abilities, Baruuk raises his restraint meter, providing damage reduction. Ability 1 - Elude - Dodge all incoming projectiles when not attacking. Ability 2 - Lull - Emits an energy wave that puts nearby enemies to sleep. Enemies awoken by damage remain disoriented for a short time. In addition, all waking enemies return to an unalerted state. Augment - Endless Lullaby - Killing a lulled enemy will retrigger Lull for the remaining duration, Passive +50% Lull Duration. Ability 3 - Desolate Hands - Summons orbiting daggers that destroy enemy weapons. Combine with Lull to double the effective range. Ability 4 - Serene Storm - Equips his fist and feet as melee weapons. This ability uses restraint meter instead of energy. (Exalted Weapon) Augment - Reactive Storm - Serene Storm has increased status chance and changes it damage type to match the strongest weakness of the enemy. Caliban Passive - Caliban and his allies near him gain adaptive resistances to damage types attacking Caliban Ability 1 - Razor Gyre - Become a Spinning vortex, hold the [Attack] button to accelerate. Ability 2 - Sentient Wrath - Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly lifted into the air, where they take amplified damage for a short time. Ability 3 - Lethal Progeny - Call on Caliban's Sentient aspect to produce up to three Conculyst comrades to fight by his side, and repair his shields. Ability 4 - Fusion Strike - Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout from the blast will strip the armor and shields from all enemies that touch it. Chroma Passive - Chroma’s energy color determines his ability starting effects. Red, brown, and yellow hues denote Heat. Blue and purple hues denote Electric. Green, teal, and dark yellow hues denote Toxin. White, gray, and black hues denote Cold but can still be changed during the mission using Spectral Scream. Chroma has an extra midair jump. Ability 1 - Spectral Scream - Exhale a constant stream of elemental energy. Augment - Afterburn - Launches an elemental projectile on ability deactivation. The longer the ability is active, the more damage the projectile deals. Ability 2 - Elemental Ward - An offensive area-of-effect is created. Chroma and his allies receive defensive buffs when inside the aura. Augment - Everlasting Ward - Allows Chroma and his allies to retain the buffs when moving outside the Aura. Ability 3 - Vex Armor - While active, when shields are hit Chroma gains armor. When health is hit Chroma gains a damage boost. Maximum increases are dependant on damage taken and ability rank. Augment - Vexing Retaliation - Vex Armor detonates upon receiving 150 damage, Damage type changes whether Health or Shield was damaged. Ability 4 - Effigy - Chroma turns his outer armor into an immovable sentry that uses Spectral Scream against enemies in range. While the sentry is active, Chroma gains speed but loses armor. Augment - Guided Effigy - Allows Chroma to move his sentry. While moving, does increased damage. When it comes to a stop, the sentry stuns nearby enemies. Citrine Passive - Citrine grants nearby allies health regeneration over time. Pick up a Health Orb to increase the amount of health regeneration by 0.1 permanently up to 25 health per second Ability 1 - Fractured Blast - Slash and stagger enemies with a crystal blast that inflicts Bleed. Enemies afflicted with this Status Effect have an increased chance of dropping Health and Energy Orbs. Ability 2 - Preserving Shell - Citrine guards herself and nearby allies with a crystalline shell that gradually decays. Kills and assists increase the defensive power of the shell. Ability 3 - Prismatic Gem - Deploy a gem that shoots prismatic beams. The gem targets enemies that are taking weapon damage from Citrine and her allies. Its beams inflict Heat, Cold, Toxin, and Electricity Status Effects. Status Chance and Status Duration increase for nearby allies. Ability 4 - Crystallize - Citrine summons crystal fractals. The fractals rush forward, seeking enemies. Enemies touched by the fractals are paralyzed crystalline growths. Hit the growths to deal Critical Damage. Dagath Passive - Dagath has a 35% chance that energy and health orbs will give 300% more. Ability 1 - Wyrd Scythes surround Dagath and seek out nearby enemies. Those struck are slowed and suffer Viral Damage with a guaranteed Status Effect. The scythes also spread Doom and extend its duration. Ability 2 - Condemn nearby enemies to their doom. A portion of the initial damage Dagath deals is revisited upon them by a Wyrd Scythe. They also suffer Viral Damage. Ability 3 - Supercharge Dagath’s weapons with extra Critical Damage. The effects are doubled on Doomed enemies. Escape fatal blows by briefly assuming a spectral form. Ability 4 - Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed enemies. Ember Passive - Ember gains 5% extra Ability Strength for every enemy burning with an active Heat status effect within a 50 meters radius. Ability 1 - Fireball - Charge and release a fireball that ignites enemies and leaves behind a path of flame. Augment - Fireball Frenzy - Hold To cast grants all allies within range additional heat damage to weapons. Ability 2 - Immolation - Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength. Cast again to extinguish the flame. Augment - Immolation Radiance - Allies within Affinity range will receive 50% of Immolation's Damage Reduction. Ability 3 - Fire Blast - Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor. Augment - Healing Flame - Each enemy hit heals Ember by 25 to 50 depending on current Immolation level. Augment - Purifying Flames - Allies hit by the expanding ring of fire will be granted 4s of Status Immunity. Ability 4 - Inferno - Command a flaming comet to crash down in front of ember, engulfing enemies with a fire that can spread through their ranks. Augment - Firequake - Enemies killed while under the effect of Inferno have a 15% chance to drop an energy orb. Equinox Passive - Converts 10% of health orbs into energy, and 10% of energy orbs into health. Equinox has two forms, Day and Night. This doubles her ability count, depending on the form used. Equinox’s energy color determines which form she will start with in a mission; bright hues for Day, dark hues for Night. Ability 1 - Metamorphosis - Switch forms, temporarily gaining bonus shields and armor when switching to Night form, and gaining bonus damage and speed when switching to Day form. Augment - Duality - When performing Metamorphosis, Equinox’s other form splits off as a Specter that uses the last weapon Equinox had equipped when switching. Ability 2 - Rest & Rage - In Night form, targets are put to sleep. In Day form, targets become enraged and take more damage, but can also move faster and deal more damage. Augment - Calm & Frenzy - Enemies killed while asleep or enraged will spread the effect to nearby enemies. Ability 3 - Pacify & Provoke - In Night form, nearby allies take reduced damage from enemies. In Day form, nearby allies gain increased Ability Strength. Augment - Peaceful Provocation - Pacify converts damage done to Equinox and allies into an aura that slows enemies. Provoke converts damage done to enemies into additional Ability Strength. Ability 4 - Mend & Maim - In Night form, allies are healed with each nearby enemy killed in the aura. In Day form, all enemies within the aura take constant slash damage. Damage done by Equinox is stored, and deactivating the ability deals the stored damage to all enemies within the aura, with decreasing effectiveness the farther away they are. Augment - Energy Transfer - Conserves a percentage of stored hitpoints from Maim after deactivation. Ability remains active when using Metamorphosis. Excalibur (Umbra) Passive - Deals 10% damage and attacks 10% faster when wielding sword, dual sword, nikana, or rapier type weapons. Passive (Umbra only) (SPOILERS) - Going into Operator mode turns Umbra into a Specter. Ability 1 - Slash Dash - Rapidly rush to target with a slash attack. Augment - Surging Dash - Each enemy hit adds to the Melee Combo Counter. Augment - Purging Slash - Allies in the path of Slash Dash have debuffs removed and Shields restored. Ability 2 - Radial Blind - Emits a bright flash of light, blinding all enemies in range for a short time. Blinded enemies are susceptible to finishers. Augment - Radiant Finish - Increases damage dealt by finishers to enemies affected by Radial Blind. Ability 3 - Radial Javelin - Launches javelins at nearby enemies, dealing damage and pinning them to walls. Augment - Furious Javelin - Increases melee damage for every enemy hit by Radiant Javelin. Ability 4 - Exalted Blade - Summons an energy sword that does increased damage. (Exalted Weapon) Augment - Chromatic Blade - Exalted Blade’s damage type is changed depending on Excalibur’s energy color. Status Chance is increased. Frost Passive - Any enemy that strikes Frost with a melee attack has a 10% chance to become temporarily frozen. Ability 1 - Freeze - Launches an ice projectile that freezes targets for a short time. Augment - Freeze Force - Hold to cast will grant all allies within 15m additional Cold damage to all attacks. Ability 2 - Ice Wave - Sends a wave of ice in current facing direction, dealing damage to enemies caught in it. Augment - Ice Wave Impedance - Leaves a trail of frozen ground after casting, slowing enemies who walk over it. Ability 3 - Snow Globe - Creates a protective sphere around Frost that protects against projectiles. Allied projectiles also cannot pierce it. Augment - Chilling Globe - Any enemies that enter the sphere have a chance of being frozen. Ability 4 - Avalanche - Sends a wave of ice at all enemies in range, freezing and shattering them. Any surviving enemies lose armor. Augment - Icy Avalanche - Grants allies within range of Avalanche a protective coating. Gara Passive - When standing in light, Gara has a chance to blind nearby enemies, making them vulnerable to finisher attacks. Ability 1 - Shattered Lash - Attacks the target with a stream of shattered glass, or hold for an arcing strike. Augment - Shattered Storm - When Gara breaks her Mass Vitrify ring with Shattered Lash, enemies struck by the glass suffer Splinter Storm at 100% Strength. Ability 2 - Splinter Storm - Gara’s armor splinters into a cloud of shattered glass. Any enemies within the aura take damage and impairs their weapons. Allies who contact the cloud become fortified against damage. Augment - Mending Splinters - Fortified allies receive healing in addition to damage resistance. Ability 3 - Spectrorage - Traps enemies in a carousel of mirrors. Enemies will attack their reflections. Destroyed mirrors and collapsing the carousel causes damage. Augment - Spectrosiphon - Enemies that die within Spectrorage have a 50% chance to drop an energy orb. Ability 4 - Mass Vitrify - Creates an expanding ring of molten glass that crystallizes enemies it passes through. Ring can be stopped at any time until max range is reached. Crystallized enemies slow in movement and attack speed until completely frozen. Stopped ring is hardened to stop projectiles. Ring is split into sections that can be individually destroyed. Casting Shattered Lash at any point on the ring explodes it outward, causing high damage. Signature Weapon - Fusilai - Increased projectile speed. Signature Weapon - Volnus - Additional slam radial damage. Signature Weapon - Astilla - Additional 80 ammo pool. Garuda Passive - The lower Garuda’s health gets, the more damage she inflicts. When no melee weapon is equipped in the arsenal, Garuda will use her talons. (Exalted Weapon) Ability 1 - Dread Mirror - Targets one enemy and turns their life-force into a shield that captures damage. Captured damage is turned into a projectile above Garuda that can be launched by holding [1]. Augment - Dread Ward - Become invulnerable for 8s when Dread Mirror kills a target. Ability 2 - Blood Altar - Impales targeted enemy on talons and siphons health for Garuda and her allies. Ability 3 - Bloodletting - Sacrifices health to generate energy. Augment - Blood Forge - Garuda's equipped weapon is reloaded up to 100% when casting. Ability 4 - Seeking Talons - Charge to expand the targeting area, release to send Garuda’s talons at each target in area. Surviving enemies are Bleed proc’d. Augment - Blending Talons - Tap to perform a 9m AoE around Garuda. Garuda's Talons gain 100% additional Combo Count Chance when hitting targets affected by Bleed Status. Signature Weapon - Nagantaka - 1m innate Punch-Through. Gauss Passive - Moving and reviving teammates charges Gauss’ battery. Shield recharge rate is increased up to 80%, and recharge delay is reduced up to 80% based on battery charge level. Ability 1 - Mach Rush - Engage a hyper sprint that knocks down enemies and charges Gauss’ battery. Running into solid objects generates a shockwave that knocks down and does damage. Hold the ability to sprint continuously. Augment - Mach Crush - Impact shockwave leaves behind a vacuum that sucks in enemies within 8m. Ability 2 - Kinetic Plating - While active, converts a portion of Kinetic damage (physical, heat, cold, and blast) into energy. Cannot be staggered or knocked down while active. Damage resistance gained is relative to battery charge level. Ability 3 - Thermal Sunder - Tap to charge Gauss’ battery and inflict cold procs on nearby enemies. Hold to drain the battery and inflict heat damage. Augment - Thermal Transfer - Allies in range gain 75% bonus Elemental Damage for 30s. Ability 4 - Redline - While active, increases fire rate, attack speed, reload speed, and holster rate based on battery charge level. When Gauss’ battery is charged past the red line, electric arcs emit from Gauss causing damage, and explode when the ability is deactivated. Signature Weapon - Acceltra - Reload speed is increased while sprinting. Signature Weapon - Akarius - Reload speed is increased while sprinting. Grendel Passive - Glutton, Devouring his prey whole, Grendel slowly digests the enemies he swallowed. For each enemy still alive in his belly, Grendel passively gains 250 Armor points. Also adds jiggle physics. Ability 1 - Feast- Swallow an enemy whole and store it in Grendel’s gut. Hold to vomit out stored enemies covering them in toxic bile. Augment - Gourmand - Instead of Energy, consumes 200 Health on cast. Glutton grants an additional 150 Armor per enemy. Ability 2 - Nourish- Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer DmgViralSmall64.pngViral Damage and energy sources provide more energy. These buffs extend to squad mates. Augment - Heart Nourishment - Clear Status Effects and gain 5s of Status Immunity for each victim in Grendel's stomach. Ability 3 - Pulverize- Grendel curls into a ball. He heals over time as he rolls, knocking over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave. Augment - Catapult - [Secondary Fire] to launch Grendel in your aim direction. Costs 5 Energy. Crouch to slow down. Ability 4 - Regurgitate - Violently puke out a bile soaked enemy from Grendel’s gut, turning the consumed into a toxic projectile. Signature Weapon - Masseter - Immune to crowd-control procs while doing Heavy Attacks. Gyre Passive - Gyre's abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy. Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance. Ability 1 - Arcsphere - Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage. Ability 2 - Coil Horizon - Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered. Ability 3 - Cathode Grace - Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown. Augment - Cathode Current - Eliminating an enemy while Cathode Grace is active will release an additional discharge from Rotorswell with 200% Damage and extend its duration by the same amount. Ability 4 - Rotorswell - Gyre's mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies. Signature Weapon - Alternox - Gains 20% Multishot Harrow Passive - Harrow possesses a 200% Overshield capacity, making max shield capacity 2,400. Spawns with max Energy. Ability 1 - Condemn - Casts a wave of chains forward that stops enemies who are contacted. Each enemy held gives Harrow shields. Augment - Tribunal - Other players will trigger 100% of the effects of Penance and Thurible when attacking chained enemies. Ability 2 - Penance - Harrow sacrifices his own shields to boost his reload and fire rate, while converting damage inflicted on enemies into health for himself and nearby allies. Ability 3 - Thurible - Channel energy into the Thurible to generate an energy buff for Harrow and nearby allies. The more energy channeled, the more energy given. After channeling, every enemy killed will give the channeled amount of energy. Headshot kills will give double the amount. Augment - Warding Thurible - Reduces damage taken by allies within Thurible’s range when channeled, and grants extra energy charge if those allies are damaged. Ability 4 - Covenant - Protects nearby allies with an energy shield that absorbs all damage and converts it into a critical chance buff for all under the Covenant. Headshots receive twice the buff. Critical chance is additive. Augment - Lasting Covenant - Increases Covenant’s buff duration each time an enemy is killed with a headshot. Signature Weapon - Knell - Knell has a 2 round mag. Hildryn Passive - Damage to Shields does not affect Health. No damage bypasses Overshields. Ability 1 - Balefire - Equips a chargeable launcher weapon. (Exalted Weapon) Augment - Balefire Surge - Fully charged direct hits restore 250 Shield to Hildryn. Impact with Nullifier Shields will destroy them and restore 750 Shield. Ability 2 - Shield Pillage - Steal shields and armor from nearby enemies to increase Hildryn’s shields and overshields. Augment - Blazing Pillage - Enemies affected by Haven will be set ablaze for 200 Heat damage and restore 50 additional Shields to Hildryn. Ability 3 - Haven - Create a shield aura around allies. Enemies who approach the aura take damage. Ability 4 - Aegis Storm - Gain the ability to fly and hover while equipping Hildryn’s unique archgun. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When Shields runs out the enemies are smashed into the ground. (Exalted Weapon) Hydroid Passive - Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50% Ability 1 - Tempest Barrage - Area around Hydroid is bombarded with water projectiles, dealing damage and staggering enemies. Augment - Viral Tempest - Each projectile of the barrage has a chance to inflict a Viral proc. Ability 2 - Tidal Surge - Crash through enemies in the facing direction in a wave of water. Cleansing all negative status effects. Augment - Tidal Impunity - Ability 3 - Plunder - Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies affected by Corrosion Status offer a greater increase. Augment - Rousing Plunder - Allies within Affinity range regain Health. Ability 4 - Tentacle Swarm - Raises a leviathan that spawns a number of tentacles that erupt from the ground and other surfaces. The tentacles will continue to writhe and attack enemies in range. Affected enemies are impaled on the tentacles, ragdolled, and take damage over time. Augment - Pilfering Swarm - Each enemy affected by a tentacle has a 100% additional drop chance. Inaros Passive - Instead of bleeding out when downed, Inaros enters a sarcophagus. Aiming at an enemy or ally will siphon health from them, allowing Inaros to revive himself. Inaros can also be revived normally. Inaros does not have shields. Ability 1 - Desiccation - Blasts enemies in facing direction with a wave of sand, that blinds them, and causes damage over time. 25% of damage dealt over time is converted to health for Inaros. Blinded enemies are open to finishers, performance of which instantly bestows any potential health on Inaros. Augment - Dessication’s Curse - Killing a blinded enemy with a finisher has a 100% chance of summoning a Sand Shadow. All Sand Shadows deal 2x damage. Ability 2 - Devour - Hold to trap target in quicksand and devour them. This regenerates Inaros’ health and ultimately creates a friendly Sand Specter. Ability 3 - Sandstorm - Become a whirlwind of sand that ragdolls enemies and devours those trapped in quicksand. Augment - Elemental Sandstorm - Sandstorm gains 50% Ability Range and has a 100% chance of inflicting Status Effects based on the Damage Types and mods on the equipped Melee Weapon. Ability 4 - Scarab Swarm - Charge to convert health into Scarab armor. Discharge to blast nearby enemies with a Scarab swarm. Survivors have their health drained and bestowed on nearby allies. Augment - Negation Swarm - Scarab Armor protects Inaros from Status Effects, consuming 3% Bonus Armor for each effect resisted. Ivara Passive - Detect enemies within 20m and display their position on the minimap. Ability 1 - Quiver - Ivara can cycle through her 4 tactical arrows. ● Cloak - Creates a bubble that grants invisibility to allies within it. ● Dashwire - Fires a zipline into aimed spot and directly behind. Ivara and her allies can then mount the zipline. ● Noise - Emits a loud sound on impact, attracting any nearby unattracted enemies to it. ● Sleep - All enemies around point of impact are put to sleep for a short time. Augment - Empowered Quiver - Dashwire grants allies 100% Critical Damage. Cloak arrow has a 100% chance to prevent Status Effects. Augment - Power of Three - Quiver fires three arrows and consumes 20 more Energy. Ability 2 - Navigator - Assume control of a projectile to guide it towards its target. This applies to most projectile based weapons. Projectile is slowed and damage is multiplied. Augment - Piercing Navigator - Each hit increases the projectile's Critical Chance by 10% up to a max of 50%. +3 Projectile Punch Through. Ability 3 - Prowl - Become invisible and steal loot from unsuspecting enemies. Headshots deal increased damage while invisible. Ivara moves slower while invisible, and cannot perform parkour tricks. Augment - Infiltrate - Ivara is able to bypass laser barriers and gains 25% Movement Speed. Ability 4 - Artemis Bow - Summon Ivara’s bow to use as your primary weapon. Shoots 7 arrows in a line. Line orientation is dependant on charge time. (Exalted Weapon) Augment - Concentrated Arrow - Fires a single arrow that has +50% Critical Chance on Headshots and explodes in a 7m radius. Removes Punch Through. Khora Passive - Khora has her exclusive Kavat Venari, who acts as a standalone Companion. A normal companion can be used in conjunction with Venari. (Exalted Weapon) Ability 1 - Whipclaw - Attack enemies with a whip slash in facing direction. Augment - Accumulating Whipclaw - Hitting 3 enemies will grant a 35% stacking Damage Bonus to subsequent Whipclaws. Bonus will decay after 10s. Ability 2 - Ensnare - Bind target in a metal trap, that will pull other nearby enemies in. Casting Whipclaw on the trap will refresh, allowing it to capture more enemies. Ability 3 - Venari - Command Venari to focus on a target, enemy or ally. Hold to cycle between Attack, Protect, and Heal postures. If Venari is killed, use this ability to instantly revive her. Augment - Venari Bodyguard - Venari dies in Khora’s place. Respawn timer increased to 150s. Killing enemies decreases the timer by 4s. Ability 4 - Strangledome - Create a dome of chain that grabs and traps any enemies in range, and does damage over time. Enemies outside the trap will shoot their trapped comrades to hasten their deaths. Cast Whipclaw on the dome to do additional damage to trapped enemies. Augment - Pilfering Strangledome - Enemies held in Strangledome have a 65% chance of dropping additional loot. Kullervo Passive - Kullervo boasts +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed on all melee weapons. Ability 1 - Wrathful Advance - Kullervo charges a Heavy Attack then teleports to his target and strikes. Doing so will increase Critical Chance for a few seconds. Holding the ability key will Teleport Kullervo a set distance in the direction of his crosshair. Ability 2 - Recompense - Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from struck enemies. Ability 3 - Collective Curse - Kullervo sends forth a curse that binds enemies. When a cursed enemy takes damage, every other cursed enemy also suffers a portion of that damage. Ability 4 - Storm of Ukko - Kullervo summons down a barrage of arrows at his location. Lavos Passive - ● Purifying himself from all ailments, Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Lavos can only collect a single Energy or Universal Orb every 5 seconds. ● Lavos has no energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to cast with a cooldown in between uses. The Ability Efficiency stat will instead affect the cooldown reduction effect from Transmutation Probe. ● Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons to imbue a Primary Elemental damage type (Toxin, Cold, Electricity, and Heat respectively) into the mixing vial displayed above Lavos' ability icons. Imbuement has no cost nor cooldown between uses. Ability 1 - Ophidian Bite - Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue the next ability cast with Toxin damage. Augment - Swift Bite - Reduce Ability cooldowns by 4s when at least 4 enemies are hit. Ophidian Bite is granted 30% additional Ability Range. Ability 2 - Vile Rush - Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next ability cast with Cold damage. Ability 3 - Transmutation Probe - Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces other ability cooldowns. Hold to imbue the next ability cast with Electricity damage. Ability 4 - Catalyze - Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element afflicting an enemy. Hold to imbue the next ability cast with Heat damage. Signature Weapon - Cedo - Applies Shotgun Ammo Mutation Mod Limbo Passive - Limbo has access to the Rift Plane, an alternate dimension to the Material Plane. Use [SHIFT] to shift between planes. Limbo can remain indefinitely in either plane, but cannot attack or interact with enemies or items in the opposite plane. Limbo cannot roll. Ability 1 - Banish - Casts a wave of Rift Energy that damages enemies in Limbo’s facing direction, and banishes them outside of Limbo’s current plane of existence. Augment - Rift Haven - Allies banished to the rift will have 25% of their Maximum Health restored every second. Ability 2 - Stasis - Freezes Rift Bound enemies. While active, enemy projectiles are frozen in mid-air, and resume their original trajectory when Stasis ends. Ability 3 - Rift Surge - Affected enemies are imbued with Rift energy. When killed, the energy is transferred to a nearby enemy outside the Rift. Affected enemies that leave the Rift perform a Radial Banish, forcing nearby enemies into the Rift. Augment - Rift Torrent - Limbo deals 30% Extra Damage for each enemy affected by Rift Surge while in the rift. Ability 4 - Cataclysm - Tears open a pocket of Rift Plane in a dome around Limbo. When duration ends or is reactivated, the dome collapses on itself, dealing damage to any enemies within. Allies regain energy while in the dome, and cannot be damaged by enemies outside the dome. Augment - Cataclysmic Continuum - Duration increased by 1s for each enemy killed. Loki Passive - Loki’s wall latch time is 10 times longer than any other Warframe’s. Ability 1 - Decoy - Deploys a holographic copy, drawing enemy fire. Augment - Savior Decoy - If Decoy is active and Loki take fatal damage, the damage is absorbed by the Decoy and it switches places with Loki. Can also cast Decoy faster. Augment - Deceptive Bond - 50% of damage Loki takes is transferred to Decoy, and vice versa. Ability 2 - Invisibility - Loki turns invisible for a short time. Augment - Hushed Invisibility - Reduces noise level of weapons fired by Loki while invisible. Ability 3 - Switch Teleport - Loki swaps places with target. Can be cast on enemies and allies. Any enemy teleported will be disoriented. Augment - Safeguard Switch - Switch with an enemy for 3s invulnerability. Switch with an ally to give ally 6s invulnerability. Switch also removes negative status effects on Loki and allies. Ability 4 - Radial Disarm - Releases a wave of energy, forcing all affected enemies to revert to melee combat. Augment - Irradiating Disarm - Enemies will be affected by Radiation for 9s. Mag Passive - Bullet jumping pulls nearby items to Mag. Ability 1 - Pull - A magnetic force pulls enemies towards Mag, stunning them and bringing them within melee range. Augment - Greedy Pull - Makes Pull attract pickup items in addition to enemies. Ability 2 - Magnetize - Creates a magnetic field around a target, pulling nearby enemies in and dealing damage over time. The field reacts to projectiles and shards created by Polarize to do additional damage. Augment - Magnetized Discharge - Magnetize can be manually detonated by recasting the ability. Enemies within have a chance to be disarmed on detonation. Ability 3 - Polarize - Emits an energy pulse that depletes enemy shields and armor, creating shards that deal damage when mixed with Magnetize. Shields of allies touched by the pulse are restored. Augment - Counter Pulse - Polarize jams enemy weapons and disables Robotic enemies for a short time. Ability 4 - Crush - Magnetizes nearby enemies, causing them to collapse in on themselves. Deals high damage. Augment - Fracturing Crush - Crush reduces enemy armor and temporarily immobilizes survivors. Mesa Passive - Mesa gains a health bonus when not having a melee weapon equipped. She also gains increased efficiency with secondary weapons, gaining 10% fire rate with dual wielded sidearms and 20% reload speed with single sidearms. Ability 1 - Ballistic Battery - When activated, stores damage caused by guns. When activated again, damage stored is discharged on next gunshot. Augment - Ballistic Bullseye - The shot gains a +50% Final Critical Chance bonus, based on the amount charged. Ability 2 - Shooting Gallery - Gives an ally extra damage while jamming the weapons of nearby enemies. This power will randomly bounce between all allies. Augment - Muzzle Flash - After 6 kill assists by a player with Shooting Gallery, Mesa's next shot will blind enemies within 12m for 6s. Ability 3 - Shatter Shield - Envelops Mesa in an energy barrier, reflecting back incoming bullet damage and insulating Mesa from damage. Augment - Staggering Shield - Reflected bullets have a chance to stagger enemies. The base 50% chance increases with power strength. Ability 4 - Peacemaker - Mesa draws her Regulator pistols, and fires upon any target in her reticle. Reticle shrinks as more shots are fired. This ability must be aimed. (Exalted Weapon) Augment - Mesa’s Waltz - Mesa can move at 50% Speed while using Peacemaker. Mirage Passive - Mirage has 25% faster bullet jump speed, and 50% faster maneuver speed. Ability 1 - Hall of Mirrors - Mirage creates an entourage of doppelgangers that confuse the enemy. Each doppelganger fires the same weapon as Mirage at reduced damage. Augment - Hall of Malevolence - The damage of your doppelgangers is increased by 5% every time you kill an enemy. Ability 2 - Sleight of Hand - Trap nearby objects with a jewel that bursts with Radial Blind when touched in darkness, or a Radial Explosion when touched in light. Hall of Mirrors doppelgangers will lay a smaller version of the jewel when active. Augment - Explosive Legerdemain - Ammo and Orbs pickups are turned into proximity mines that deal 1000 Damage with a 100% Status Chance. Ability 3 - Eclipse - Standing in light, Mirage deals increased damage. Standing in shadow, Mirage becomes harder to see and gains damage resistance. Augment - Total Eclipse - While active, allies within 15m benefit from Eclipse. Ability 4 - Prism - Emits an energy prism that fires lasers in all directions, damaging any enemy that comes into contact. Activating again detonates the prism, blinding any nearby enemies. Augment - Prism Guard - Prism follows above Mirage. Duration changed to 4s. Nekros Passive - Nekros regenerates 5 points of health any time an enemy dies within 10m of him. Ability 1 - Soul Punch - Shoots a deathly blast that turns the targets soul into a piercing projectile. Augment - Soul Survivor - Use on a downed ally to revive them with 30% Health. Ability 2 - Terrify - Causes all nearby enemies to run away in terror. Augment - Creeping Terrify - Affected enemies have 60% reduced Movement Speed. Ability 3 - Desecrate - Forces fallen enemies nearby to dissolve, with a chance of dropping additional loot. Augment - Despoil - No longer consumes Energy, but consumes 10 Health per corpse instead. Ability 4 - Shadows of the Dead - Summons shadow versions of the most powerful fallen enemies from the current mission to fight for Nekros. Augment - Shield of Shadows - Each Shadow within 50m take 6% of the Damage done to Nekros in his stead. Nezha Passive - Nezha has reduced friction on the ground, allowing him to preserve momentum from movement for longer, and increases the speed and distance of his slide. Augment - Controlled Slide - Disable Nezha's passive ability. Increase Ability Strength by 15%. Ability 1 - Fire Walker - Leaves a trail of flames behind Nezha, burning enemies and cleansing allies of Status Effects. Teleporting while active will blast the landing area with a ring of fire. Augment - Pyroclastic Flow - Accumulate 250% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10s. Ability 2 - Blazing Chakram - Throw a flaming ring that ignites enemies, making them more vulnerable to damage. Flaming enemies drop Restorative Orbs on death. Charge to amplify the power of the ring, and reactivate to teleport to the ring’s location. Augment - Reaping Chakram - Each enemy hit increases the ring's Damage by 2x and the chance for enemies to drop Health Orbs on death by +0.25x. Ability 3 - Warding Halo - Creates a damage insulating ring of fire, that also stuns and damages nearby enemies. When damage prevention runs out, Nezha experiences a brief period of invulnerability. Augment - Safeguard - Can now be cast on allies with 50% effectiveness. Ability 4 - Divine Spears - Impale enemies in range with spears that erupt from the ground. Activate again to send pierced enemies slamming back to the ground. Nidus Passive - Can gain Mutation Stacks, a unique buff that augments his abilities. If Nidus takes fatal damage with at least 15 Mutation Stacks, those 15 stacks are consumed, granting him 5s of invulnerability and 50% health restore. Augment - Abundant Mutation - Nidus gains an additional 200 max stacks of Mutation. Undying has a 30s cooldown. Ability 1 - Virulence - Rupture the ground with a damaging fungal growth in a wave in the facing direction. Enemies hit restores Nidus’ energy. Damage increases with Mutation Stack count. Augment - Teeming Virulence - Hitting 4 enemies with Virulence grants 120% Primary Weapon Critical Chance for 15s. Ability 2 - Larva - Spawn an infested mass of tentacles that latches onto nearby enemies and pulls them in. Augment - Larva Burst - Reactivate Larva to detonate and deal 600 Toxin damage in a 8m radius. This damage stacks for every enemy grabbed by the Larva. Ability 3 - Parasitic Link - Bind to a enemy or allied target. For allies, the host and Nidus gain increased ability strength. Linked enemies take the damage inflicted on Nidus. Ability 4 - Ravenous - A field of infestation grows around Nidus, spawning maggots that swarm nearby enemies and consume them. Maggot damage is buffed from Mutation Stacks, and each enemy consumed adds to the Mutation Stack. Augment - Insatiable -Nidus has a chance for additional Mutation stacks while in the infestation. The base 60% chance increases with power strength, and multiple stacks are possible above 100% Nova Passive - Whenever Nova is knocked down, she emits a field that will knock down and damage enemies in a 6m radius. Ability 1 - Null Star - Creates anti-matter particles that that orbit Nova and strike any enemies that come within range. Augment - Neutron Star - On recast, remaining particles seek out enemies and deal 240 Heat Damage with guaranteed Status effect in 8m. The search radius also doubles. Ability 2 - Antimatter Drop - Launches a particle of contained energy that will detonate on impact. Any projectiles shot into it will be absorbed and increase its damage. Augment - Antimatter Absorb - Absorbs enemy bullets within 5m, increasing the power of the explosion from Nova's particle of antimatter. Ability 3 - Worm Hole - Creates a portal allowing instantaneous travel from the portal origin to its max range. Augment - Escape Velocity - Allies that travel through wormhole gain a 50% Speed bonus for 7s. Ability 4 - Molecular Prime - Unleashes a wave of anti-matter energy, priming all enemies caught in the wave. Primed enemies move and attack slower, and take 2x more damage. Enemies that are killed while Primed explode, inflicting Blast damage on nearby enemies. Augment - Molecular FIssion - When killed, primed enemies will restore a Null Star charge and have a 100% chance of restoring an additional one. Note: Ability Strength under 100% will cause enemies to move and attack faster. Nyx Passive - Enemies affected by any of Nyx’s abilities have a chance to become disarmed. Ability 1 - Mind Control - Nyx takes over the mind of her target, confusing them and making them fight against their comrades. Augment - Mind Freak - Controlled target inflicts +500% Damage. Ability 2 - Psychic Bolts - Launch a cluster of homing force bolts that deal damage on impact. Augment - Pacifying Bolts - Throw an additional 3 force bolts. Enemies struck are confused for 10s. Ability 3 - Chaos - With a psychic blast, Nyx confuses all enemies in range, causing them to attack random factions. Augment - Chaos Sphere - Enemies entering the Effect Range will be inflicted with Chaos. Effect Range lasts for 50% of the ability duration and shrinks over time. Ability 4 - Absorb - Nyx extends a aura of energy that absorbs all incoming damage, and stores it. Deactivating the ability will release the damage in an area blast. Nyx cannot move or attack while Absorb is active. Augment - Assimilate - Nyx can move at 50% Speed while using Absorb, but the area is reduced by half. Augment - Singularity - Create a ring every 3s that drags in enemies at 15m/s. Oberon Passive - Allied pets receive +25% health, shield, and armor links. Pets receive one instant revive per mission. Ability 1 - Smite - Focuses energy within a target and then projects it, damaging both the target and surrounding enemies. Augment - Smite Infusion - Hold to cast will grant all allies within 15m an additional 100% Radiation Damage to their attacks for 40s. Ability 2 - Hallowed Ground - Sanctifies the ground around Oberon, inflicting damage to enemies who step on it. Augment - Hallowed Eruption - Reactivate to deal all Remaining Damage and Radiation Status. Passive: +100% Hallowed Ground Duration. Ability 3 - Renewal - Healing waves of energy emit from Oberon to allies, regenerating health over time. Augment - Phoenix Renewal - Taking fatal damage while under the effects of Renewal will instead Heal you or allies to 50% Health. This effect triggers only once for each ally every 90s. Ability 4 - Reckoning - Lifts enemies into the air and slams them back into the ground, dealing damage. Enemies killed by this ability have a chance of dropping a health orb. Augment - Hallowed Reckoning - Reckoning gains +40% range. A 3m radius around each affected enemy grants bonus armor to allies and deals 300 damage per second to enemies. Octavia Passive - You can customize Octavia’s Mandachord song in the Appearance menu, changing the way her abilities work and sound. Ability 1 - Mallet - Beats damage into enemies in time to the percussion section of the Mandachord. Damage inflicted on the mallet increases its output damage. Augment - Partitioned Mallet - Create an additional Mallet with 20% reduced range. Ability 2 - Resonator - Launches a rollerball that charms enemies to follow and attack it. Beat is timed to the bass section of the Mandachord. If a Mallet is active, the Resonator will pick it up and move it with it. Augment - Conductor - Reactivate the ability to command Resonator to move to your aim point at 150% Speed. Ability 3 - Metronome - Grants buffs to Octavia and her allies in the aura. Beat is timed to the melody section of the Mandachord. Crouch to the beat to gain invisibility, shoot to the beat to gain multishot, jump to the beat to gain a speed boost, melee attack to the beat to gain a melee damage buff. Ability 4 - Amp - Draws power from sound within its aura to provide and amplify a damage buff for Octavia and her allies. Also doubles the damage and range of nearby mallets. Mallet, Resonator, Metronome, and gunshots all add to sound. Signature Weapon - Tenora - Headshot kills with alt fire have a 20% chance to instantly refill magazine. Signature Weapon - Pandero - Headshot kills with alt fire increase reload speed by 20%. Protea Passive - After casting three abilities, Protea empowers her next ability cast with an additive 100% ability strength bonus. Ability 1 - Grendage Fan - ● (TAP) Shrapnel Vortex: Creates a slashing, staggering swirl of shrapnel. ● (HOLD) Shield Satellites: Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability. Ability 2 - Blaze Artillery - Deploys an artillery unit to blast plasma charges at enemies it faces. Each enemy hit increases the power of subsequent plasma attacks. Ability 3 - Dispensary - Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Augment - Repair Dispensary - Hold to create a dispensary that will revive the sentinel or companion Moa of a player within 14m every 60s. Ability 4 - Temporal Anchor - Drops a Temporal Anchor which, after a short duration, Protea rewinds to trigger a temporal implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her. Protea is knocked down and the anchor vanishes. Qorvex Passive - All Primary, Secondary, Glaives and Gunblades receive 3m Punch through. Ability 1 - Chyrinka Pillar - Summon a Chyrinka Pillar that slows enemies. It pulses Radiation Damage with a guaranteed Status Effect. Ability 2 - Containment Wall - Qorvex summons walls that slam together, damaging all enemies caught between them and inflicting Radiation Status. Ability 3 - Disometric Guard - Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases. Ability 4 - Crucible Blast - Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies affected by Radiation Status explode in a chain reaction. Revenant Passive - When Revenant’s shield is depleted, he emits a Radial Blast that knocks down nearby enemies. Ability 1 - Enthrall - Converts target into a thrall. Thralls turn on their comrades and can turn others into thralls. On death, they dissolve into a damaging pillar of energy. Ability 2 - Mesmer Skin - Gain a sentient energy shield that redirects damage. Redirected damage stuns enemies. Stunned enemies can be Enthralled for no energy cost. Augment - Mesmer Shield - Revenant receives +50% Mesmer Skin Strength and allies within Affinity Range are granted a maximum of 5 charges. Ability 3 - Reave - Dash through enemies as a wall of sentient energy, stealing shields and health from those contacted. This effect is enhanced for thralls. Augment - Blinding Reave - Enemies hit are blinded by fog for 10s. Ability 4 - Danse Macabre - Float from the ground and emit a series of energy beams that extend from Revenant’s raised hand to the ground at an angle. The beams will modify their damage type based on enemy resistances. Incoming damage is redirected into the beams. Hold the Fire Button to increase the damage and range of the beams, at the cost of more energy. Signature Weapon - Phantasma - Has 15 magazine capacity. Signature Weapon - Tatsu - Charge cap of 9. Rhino Passive - When Rhino falls from a great height, or falls quickly enough, he will create a shockwave on impact, knocking down and damaging enemies in a 6m radius. Ability 1 - Rhino Charge - Rhino charges forward, causing damage and sending contacted enemies flying. Augment - Ironclad Charge - Each enemy hit increases Rhino's Armor Rating by 50% for 10s. Ability 2 - Iron Skin - Rhino hardens his armor, insulating himself from all damage. Augment - Iron Shrapnel - Recasting Iron Skin will cause it to detonate, dealing 100% of its remaining Health as Puncture Damage, and knocking down enemies. Ability 3 - Roar - Grants Rhino and all nearby allies increased damage for a short time. Augment - Piercing Roar - Roar gains +40% range. Enemies within 25m are knocked down and suffer 10 stacks of Puncture Status effect. Ability 4 - Rhino Stomp - Rhino stomps the ground, sending enemies into a stasis. Augment - Reinforcing Stomp - Iron Skin Health is replenished by 4% for each enemy affected. Saryn Passive - Status Effects inflicted by Saryn and her weapons last 25% longer. Ability 1 - Spores - Inflict a target with a pox of Corrosive spores. Destroying the spores or host spreads them to nearby enemies. The longer the Spores are active, the more damage they deal. Augment - Venom Dose - Hold to cast will grant all allies within 15m an additional 100% Corrosive Damage to their attacks for 40s. Augment - Revealing Spores - Infected enemies within 40m will show up on the Minimap. +40 Enemy Radar Ability 2 - Molt - Saryn sheds her skin, leaving a decoy behind to draw enemy fire. Augment - Regenerative Molt - After casting Molt, Saryn regenerates 50 Health/s for 10s. Ability 3 - Toxic Lash - While active, attacks deal additional Toxin damage. This effect is doubled for melee strikes. Instantly burst spores with attacks while active. Augment - Contagion Cloud - Create 5m toxic clouds, dealing 300 Toxin Damage/s for 12s with every kill. Damage is twice as strong for Melee kills. Ability 4 - Miasma - Releases a wave of Viral damage that affects all enemies in range, dealing damage over time. Enemies infected with Spores receive more damage. Sevagoth Passive - ● When Sevagoth is the player's equipped Warframe, Sevagoth's Shadow is available for customization with its own Upgrade, Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank 10. ● When Sevagoth is the player's equipped Warframe, Shadow Claws is available for customization with its own Upgrade tab in the Arsenal loadout screen after reaching Warframe Rank 10. ● On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself. Control the Shadow to collect the souls of 5 enemies by casting Consume via the ability, quick melee, or fire weapon buttons with a targeted enemy on the aiming reticle, reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive Sevagoth by interacting with his tombstone. Ability 1 - Reap - Sevagoth's Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death's Harvest over time. The souls of the dead fill the Death Well. Ability 2 - Sow - Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well. Ability 3 - Gloom - Summon a radial pulse wave that ensnares and slows enemies, siphoning their lifeforce for the Death Well. Allies within the wave steal health with each attack. Ability 4 - Exalted Shadow - When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the enemy asunder with a collection of Melee-focused Abilities. Shadow Ability 1 - Embrace - Ghostly hands pull enemies into a flailing mass. Shadow Ability 2 - Consume - Dash through enemies and rip out their souls to heal Shadow. Shadow Ability 3 - Death’s Harvest - Inflict nearby enemies with a harrowing condition. Shadow Ability 4 - Reunite - Sevagoth and his Shadow become one. Signature Weapon - Epitaph - Gains 20% Headshot Bonus Styanax Passive - Styanax's weapon Critical Chance bonus increases by 1% per 40 Shield points, based on his current total including Overshields. Passive bonus is doubled on Speargun primary Weapons. Ability 1 - Axios Javelin - Throw an Axios Javelin. When the javelin impales an enemy against a wall, surrounding enemies are pulled into the area and suffer a burst of damage. Ability 2 - Tharros Strike - Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck. Ability 3 - Rally Point - Draw enemy attention to Styanax. His resolve uplifts him and nearby allies, regenerating the squad's energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute. Ability 4 - Final Stand - Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to nearby enemies wherever they land. Direct hits to enemies deal greater damage. Signature Weapon - Afentis - Unkown Titania Passive - TItania has +25% bullet jump distance. Bullet jumping creates an aura on the ground that grants the same effect to allies who bullet jump from the aura. Ability 1 - Spellbind - Enemies in range are suspended in the air. Nearby allies become immune to Status Effects. Augment - Spellbound Harvest - Hitting at least 4 enemies with Spellbind will grant Titania 50 energy and 40% more range on the next cast of Spellbind. Ability 2 - Tribute - Extract an offering from a target that becomes a random ability buff. Survivor’s attacks are weakened. Buffs consist of: ● Dust - Reduces enemy accuracy ● Thorns - Reflects a portion of damage taken ● Entangle - Slows enemies ● Full Moon - Increases Companion’s damage Ability 3 - Lantern - Creates a swarm of razorflies that transform a target into a floating beacon, attracting enemies to it, and then exploding. Augment - Beguiling Lantern - Grants 100% bonus damage to attracted enemies. Ability 4 - Razorwing - Shrink down to a pixie-like size, and gain access to Titania’s dual pistols, Dex Pixia, and her sword, Diwata. While in this state, Archwing controls and mechanics are used. (Exalted Weapon) Augment - Razorwing Blitz - Flight Speed increased by 25% and Fire Rate increased by 25% for 8s when using abilities. Stacks up to 4x. Trinity Passive - Trinity revives fallen allies 20% faster, and from further away. Ability 1 - Well of Life - Turns target into a source of health. Can gain health by damaging the target. Augment - Pool of Life - On death, marked enemies will drop 4 Health Orbs with a 100% chance of dropping an Energy Orb. Ability 2 - Energy Vampire - Turns target into a source of energy that emits waves of energy over time. Augment - Vampire Leech - Excess Energy replenishes Shields by 150%. Ability 3 - Link - Any damage taken while link is activated will be inflicted on a nearby enemy instead. Augment - Abating Link - Reduces Armor Rating by 60% on enemies targeted by Link. Ability 4 - Blessing - Restores the health and shields of Trinity and all allies within Trinity’s affinity range, while also giving some damage resistance. Augment - Champion’s Blessing - Gain Primary and Secondary Critical Chance for 12s for each percent you heal on allies up to 350%. Valkyr Passive - Valkyr has no touchdown animation, and recovers from knockdowns 50% faster. Ability 1 - Rip Line - Valkyr throws out a hook. If she hits an enemy, she pulls them to her. If she hits a surface, she pulls herself to the point of impact. Augment - Swing Line - After using Rip Line, the next 4 Rip Lines will have no Energy cost while Airborne. +20% Parkour Velocity Ability 2 - Warcry - Valkyr lets out a cry that increases ally’s melee speed while slowing down nearby enemies. Augment - Eternal War - While active, Warcry's duration is increased by 2s for each Melee Kill. Ability 3 - Paralysis - Valkyr sacrifices her shields, stunning and damaging enemies around her. Augment - Prolonged Paralysis - Affected enemies are pulled towards Valkyr and the stun duration is increased by 200%. Ability 4 - Hysteria - Valkyr becomes enraged and unleashes her claws. In this state Valkyr is invulnerable, but can only use her claws. (Exalted Weapon) Augment - Enraged - Damage increased by 200%, Critical Chance increased by 200%. Hysteria lasts for 15s, and receives a matching cooldown. Augment - Hysterical Assault - Aim and then attack to leap onto enemies up to 50m away. Vauban Passive - Vauban inflicts 25% extra damage with his weapons and abilities, against enemies that are incapacitated and unable to move. Ability 1 - Tesla Nervos - Deploy a roller drone that attaches itself to enemies and delivers bursts of arcing electricity to anything in the immediate area. Augment - Tesla Link - While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled into a 8m burst of Electricity on death. Ability 2 - Minelayer - Cycle through 4 deployable trap mines. ● Tether Coil - Immobilizes and groups enemies together. ● Flechette Orb - Fires out deadly nails in all directions. ● Vector Pad - Accelerates enemies and allies in the pad's direction. ● Overdriver - latches onto the nearest ally and boosts their weapon damage. Ability 3 - Photon Strike - Drop a targeting beacon that calls in a devastating laser artillery strike. Augment - Photon Repeater - After successfully hitting at least 5 enemies, the next cast will fire a second strike. Ability 4 - Bastille - Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex. Augment - Repelling Bastille - Enemies within the Bastille have a 100% chance to be repelled every 4s. Vortex's duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into it. Volt Passive - Traveling on the ground will build static electricity, which is then converted into Electric damage on Volt’s next attack. Ability 1 - Shock - Launches an electric projectile that stuns and damages target, and chains to nearby enemies. Augment - Shock Trooper - Hold to cast will grant all allies within 15m an additional 100% Electricity Damage to their attacks for 40s. Ability 2 - Speed - Gains a buff to movement and melee attack speed for Volt and nearby allies. Augment - Shocking Speed - Enemies within 3m while sprinting under the effects of Speed will take 300 Electricity Damage with a guaranteed Status effect. Ability 3 - Electric Shield - Deploys a barrier of electricity that blocks incoming damage. Volt can pick up and carry a smaller version of the shield. Augment - Transistor Shield - Allies can pick up Electric Shield. 300% of damage absorbed will be added to Volt's Static Discharge. Volt can also cast Electric Shield while holding a Shield Ability 4 - Discharge - Paralyze nearby enemies with an electric wave. Electricity will chain between enemies in range, and deal damage over time. Augment - Capacitance - Converts 3% of Damage dealt into Shields split between Volt and Squadmates. Voruna Passive - Hold down the ability button to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist indefinitely until switched, undergoing a cooldown, or revoked by holding down the ability key again; while a passive is selected, the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her. ● Shroud of Dynar increases Parkour velocity. ● Fangs of Raksh grants complete resistance to new Status Effects. ● Lycath's Hunt imbues Voruna's melee weapon with additive 90% Heavy Attack Efficiency. ● Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout and rendering her invulnerable for 3 seconds and restoring all of her shields and health. Ulfrun's passive undergoes a minute cooldown after his sacrifice or when swapped out. Ability 1 - Shroud of Dynar - Dynar shrouds Voruna with invisibility and accelerates her speed. Invisibility ends when Voruna attacks. For a short time, melee attacks have increased Critical Damage and Status Chance and inflict Bleed. Melee kill an enemy during this time to extend the buff. Ability 2 - Fangs of Raksh - Raksh's fangs tear into your enemies. 5 random Status Effects are applied at 10 Stacks each on an enemy. On target's death, spread the Status Effects to other nearby enemies. Ability 3 - Lycath’s Hunt - Lycath hunts to sustain the pack. There is a chance for enemies killed by melee attacks to drop health orbs and enemies killed by headshots to supply energy orbs. Increase the duration of Lycath's hunt by killing enemies affected by 5 or more Status Effects. Ability 4 - Ulfrun’s Descent - Voruna drops to all fours and prepares 5 brutal charges that lock onto enemies. Ulfrun, the most powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby enemies that are inflicted by Status Effects. Lethal attacks double the damage of Voruna’s remaining charges. Wisp Passive - Wisp is invisible while airborne unless you attack. Ability 1 - Reservoirs - Deploy one of three buff Motes, Each will attach to Wisp and buff herself and allies within range. ● Haste - Grants increased movement and attack speed. ● Vitality - Increases maximum health and heals over time. ● Shock - Stuns nearby enemies. Augment - Fused Reservoirs - Adds a fourth reservoir that gives the effects of all three. Costs 200% more Energy. Ability 2 - Will-O-Wisp - Cast forward a spectral image of Wisp to distract enemies. Activate again to quickly travel to the image’s position. Hold to have the image travel faster, and teleport to its position on release. Ability 3 - Breach Surge - Opens a dimensional breach that stuns nearby enemies, and causes them to release Surge sparks when damaged. Wisp may also target a Reservoir to teleport to it and double the range of the surge. Augment - Critical Surge - Teleporting to a Reservoir costs 50% Energy and grants 10% Critical Chance to Primary Weapons per meter traveled for 9s. Maximum of 250% Critical Chance. Ability 4 - Sol Gate - Direct a plasma energy beam forward, dealing heavy damage. Wukong Passive - Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission to avoid death 3 times. Each technique will make Wukong avoid entering bleedout upon taking fatal damage, invulnerable for 2 seconds, restore 50% health, and provide a unique buff. Ability 1 - Celestial Twin - Shedding part of himself, Wukong creates a twin to fight by his side. Attack at range and the twin will melee, pull a blade and the twin will lay down covering fire. Use again to command the twin to attack a target with increased damage. Augment - Celestial Stomp - Hold to command the twin to perform a slam attack suspending enemies in the air within 20m for 25 Energy. Ability 2 - Cloud Walker - Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Augment - Enveloping Cloud - Allies within 4m of the cloud become invisible to enemies for 14s. Ability 3 - Defy- Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured. Ability 4 - Primal Fury - Wukong summons his Iron Staff. (Exalted Weapon) Augment - Primal Rage - Killing an enemy increases Critical Chance by 15%. The increase decays by 1%/s Xaku Passive - Shifting their pieces unpredictably, Xaku has a 25% chance to harmlessly phase through incoming enemy weapon attacks, while protected by a 25% damage reduction against area of effect damage. Passive dodge chance and area damage reduction both raise to 75% while The Vast Untime is activated. Ability 1 - Xata’s Whisper - Wield Void damage for all attacks from equipped weapons when activated. Ability 2 - Grasp of Lohk - Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament. Damage output increases based on enemy level. The number of weapons grabbed also determines the damage multiplier for The Lost: Deny's Void beam. Augment - Vampiric Grasp - When a stolen weapon deals damage to an enemy affected by The Lost: Gaze or The Vast Untime, Xaku heals by 25. Ability 3 - The Lost - Cycle through a trio of lost Warframe powers. ● Accuse - Manifest a Void fissure to corrupt enemies into allies. ● Gaze - Grasp targets in Void tendrils that capture damage and inflict it when the target is released. ● Deny - Annihilate with a beam of Void energy, wiping Sentient resistances. Augment - The Relentless Lost - Casting The Lost increases Ability Strength for The Lost by 35% and increases Ability Efficiency for The Lost by 15% . The bonus can stack up to 3x and resets if you can cast the same ability twice in a row. Ability 4 - The Vast Untime - Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new, swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage. Xaku's other active abilities' duration is frozen in time and resumes once The Vast Untime expires. Signature Weapon - Quassus - Daggers become more accurate. Yareli Passive - Whenever Yareli moves for at least 1.5 seconds, she gains the Critical Flow buff that increases Critical Chance on her secondary Weapon by 200%. Critical Flow lasts until Yareli stops moving. Ability 1 - Sea Snares - Form five water globules that seek out enemies and expand on contact, simultaneously damaging and immobilizing their victims. Ability 2 - Merulina - Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage. Augment - Merulina Guardian - Enemies eliminated during Sea Snares heal 20% of Merulina's health. Upon healing, gain +200% Reload Speed and Fire Rate on Secondary weapons for 20s. Ability 3 - Aqua Blades - Summon a trio of orbiting aquatic blades that deal damage when they come into contact with enemies. Augment - Surging Blades - Activate Aquablades while in use or during cooldown to hurl a single blade. Thrown blades gain 10% damage when any Aquablade hits an enemy. No cost to throw while riding Merulina. Ability 4 - Riptide - Drag enemies into a crushing maelstrom and then blow them away in a watery burst. Each enemy trapped in the vortex increases the burst’s damage. Zephyr Passive - Zephyr has improved midair aerodynamics, and falls slower. Augment - Target Fixation - Disable Zephyr's reduced airborne gravity. Increase Ability Strength by 15%. Ability 1 - Tail Wind - From the ground, charge and release to launch into an airborne hover. While in air, tap to dash forward, or aim down and tap to dive bomb to the ground. Augment - Target Fixation - Each enemy hit increases Tail Wind Damage by 100%. Damage resets upon being on ground for 2s. Casting Tail Wind also resets your Double Jump/Bullet Jump. Ability 2 - Airburst - Generate an air burst projectile that explodes on contact and ragdolls enemies. Launch Airbursts into tornadoes to increase their size. Augment - Airburst Rounds - Each enemy hit by Airburst increases secondary damage by 40% for 14s. Ability 3 - Turbulence - Creates a wind shield around Zephyr, redirecting all incoming projectiles. Augment - Jet Stream - Turbulence increases Movement Speed by 40% and Projectile Speed by 100% for Zephyr and her allies. Ability 4 - Tornado - Create a series of tornadoes that seek and engulf enemies. Tornadoes will deal elemental damage based on enemies they absorb. Augment - Funnel Clouds - Creates 8 additional tornadoes. All tornadoes are 50% their original size and won't pick up enemies. Frame Etiquette When playing with certain frames, try to work with them, often you’ll do much better and the mission will be much easier. ● Banshee ○ Shoot the massive glowing spots. Deals quite a lot of damage. ● Chroma ○ Let Chroma run out first, much better if they shoot him rather than you. Also, stand near him to gain buffs. ● Equinox ○ If day or night, try to stay in her aura (swirly thing around her). It either gives power strength buffs, heals, or reduces enemy damage. ● Frost ○ Stay in the globe if you don’t want to get shot at. ○ Can cast globe multiple times to add armor to it. ○ For Frosts, clean up your globes (by pressing 1 on it while you’re on the outside) and don’t globe interception points. ● Gara ○ Colour your energy less bright. Super bright colours are annoying when it comes to mass vitrify. ○ If possible, help keep allies alive. Your 2 can be cast on them so they also receive damage reduction. ● Harrow ○ If it’s a team based Harrow, with a large circle around him, let him get kills. Gives everyone, including him, energy. If you kill them, neither you nor the Harrow will get the energy ● Hydroid ○ Shoot into the puddle. Also try to help him out by killing Nullifiers. ○ Puddles can heal you if the Hydroid has the augment. ● Inaros ○ If you’re the Inaros, stop leeching health of allies while downed. ○ Try not to spam Sandstorm, it makes targets really difficult to hit and messes up melee combos. ● Ivara ○ Staying in the bubble gives you invisibility. ● Limbo ○ For Limbos, don’t always stasis everything unnecessarily. It’s generally not needed. ○ Rolling removes the rift. ● Nekros ○ When playing with a Nekros, use slash based weaponry. It breaks the bodies into additional pieces and that means more loot. ● Nezha ○ Staying in the fire from firewalker removes debuffs. ● Nidus ○ In longer missions, try not to mess with a Nidus and his stacks, he needs it for the later part of the game. This means not blowing up the things in his larva unless he asks you to. ○ Stand on the grass if health is needed. ● Nyx ○ Don’t shoot at a Nyx’s absorb unless she’s trying to leech or AFK. ○ For Nyxes, when playing a defense or intercept, you can remove mind control by pressing 1. Stops the wait for the last enemy to die ● Oberon ○ Stand near him for healing, and stand on the grass to get Iron Renewal ● Octavia ○ Crouch to the beat to get invisibility, jump to get movespeed, shoot to get multishot, and melee to get extra damage. ● Saryn ○ Shoot spores on enemies. ● Titania ○ Don’t knock away her lantern (glowing enemy that looks like it has a vortex on it). ● Trinity ○ For Trinities, keep your player list up by pressing [Z] and watch your allies’ health. ○ For Trinities, even if you’re an EV Trin or a Blessing, you can still cast the rest of your skills. ○ Stay near and protect Trinity to gain health and energy. ● Volt ○ Electric shield works 2 ways. ○ Backflipping (aim + back + roll) removes speed. Warframes and Companions Scheduled to be Vaulted ● Currently Unknown Prime Frames, Companions, and Archwings Rotation - Currently Available *Everything is assumed Prime ● Nyx (Permanent) ● Valkyr (Permanent) ● Chroma ● Baruuk ● Frost ● Garuda ● Grendel ● Hildryn ● Khora ● Mag ● Revenant ● Zephyr Prime Resurgence - Currently Available See “”Prime Resurgence”” for details. ● Frost Prime ○ Latron Prime ○ Reaper Prime ● Zephyr Prime ○ Tiberon Prime ○ Kronen Prime ● Chroma Prime ○ Rubico Prime ○ Gram Prime ● Mag Prime ○ Boar Prime ○ Dakra Prime Vaulted Frames, Companions, and Archwings - Currently Unavailable *Everything is assumed Prime Excalibur (Permanent) Ash Atlas Banshee Chroma Ember Equinox Frost Gara Hydroid Inaros Ivara Limbo Loki Mag Mesa Mirage Nekros Nezha Oberon Octavia Rhino Saryn Titania Vauban Wukong Zephyr Odonata Carrier Dethcube Helios Wyrm Odonata Next Warframes to be Primed This list is based on Warframe release order, then the pattern Male Male Female Female. These will be released in Prime Access. This list is an estimate and changes may happen. ● Wisp ● Gauss ● Grendel ● Protea ● Xaku(?) ● Lavos ● Sevagoth ● Yareli ● Gyre ● Caliban ● Styanax Q: What does it mean for something to be “vaulted”? A: It means the relics for the vaulted item can no longer be obtained in the regular game. However, relics and parts already owned do not go away, and Primed items can still be traded. Q: If a frame gets vaulted, do I get to keep the frame? A: Yes, of course! Q: You said nothing about Excalibur Prime, is he still farmable? A: No, he’s not in the Prime Vault and he’s not farmable. He was part of the Founder’s package back when the game was first released. He is currently unobtainable by any means. He will most likely never be obtainable ever again. Q: How does vaulting work? A: All relics that will be vaulted will be removed from drop tables. Anything else you have, you will keep. This includes the relics themselves, the items, parts and crafted items. Q: Will the vault be reopened? A: Currently it works on a monthly “Prime Resurgence” Rotation, every month or so, a new duo of warframes and a few weapons will be obtainable. You can purchase the relics needed to unlock these Primes from Varzia on Maroo’s Bazaar for Aya, which can be obtained as a reward from any drop table that rewards relics. Fashion Frame and Cosmetics (SPOILERS) Fashion Frame is the act of combining different color, armor, and skin combinations on a Warframe to make it look cool and unique, or to fit a theme. The term also applies to weapons, Companions and Operators. This is considered an endgame, optional activity, as almost all of the cosmetics and colors necessary for Fashion Frame cost Plat or real currency. When pertaining to colors, an item’s secondary energy color is unlocked after a Forma is applied to that item. Primary and secondary energy is fused into a two-tone effect. Warframes, weapons, Syandanas, and companions can have secondary energy colors. There are three types of cosmetic items; Deluxe, Tennogen, and Prime Access. ● Deluxe items are created by DE and always cost Plat. They include Warframe skins, weapon skins, armor packs, Companion armor, Operator armor, Operator accessories, Syandanas, and Sugatras. ● Tennogen items are created by digital artists with creative permissions from DE. Tennogen items always cost a predetermined amount of real currency, 30% of which goes to the artist/creator of the item. Tennogen items include Warframe skins, weapons skins, Operator accessories, and Syandanas. ● Prime Access items are always included in the Accessories Pack of a Prime Access, and are available only as long as the Prime Access is. They are not obtainable in any other way. The Accessories Pack costs real currency, and can either be bought on its own or as part of the Tier 3 Prime Access pack. Prime Access items can include helmets for the newly Primed Warframe, Prime armor sets, Primed Operator armor, Primed Operator accessories, Prime Syandanas, and Prime Sugatras. Regalia There are 3 types of Regalia; Emblems, Sigils, and glyphs. Emblems are equipped in the Regalia section of the Warframe appearance menu, and include the Clan and Alliance emblems, along with any Event emblems earned. They appear on your Warframe’s left and right shoulders. Only the Clan and Alliance emblems can be purchased. Sigils are equipped in the Regalia section of the Warframe appearance menu, and include the Assassin and Syndicate sigils. They appear on your Warframe’s chest and back. Sigils cannot be purchased, but are occasionally available in Prime Access. Glyphs are equipped in the Profile section of the [ESC] menu. They appear next to your name and gear in the squad list. Glyphs can be earned, bought with platinum, redeemed with access codes, or awarded by other players/streamers. Your equipped glyph is also what appears when using the Glyph gear item. Weapons Q: Should I potato/use an orokin catalyst on x? A: A general rule of thumb is if you feel that it’s good, potato it. However, it’s a pretty good idea NOT to potato/upgrade the mk 1 weapons and to experiment before you potato a weapon. Q: If I potato / use a catalyst on a weapon is it permanent? A: Yes. Q: Can I use multiple potatoes / catalysts on my weapon? A: No. Q: Do I have to wait until lvl 30 to potato / catalyst my weapon? A: No, once used it will always double your mod capacity. So if you potato it at lvl 3 it gains +3, and if you level it to 30, it will give +30. Q: How do I use forma? I heard you can upgrade weapons with it. A: On a lvl 30 or maxed piece of equipment, go to upgrade, on the bottom right side, there should be an action button. Once you click on it, you have a choice to forma your weapon to give it another polarity. Q: What are Prime weapons? A: Lore wise, they’re prototypes (the original weapons). Gameplay wise, they give minor buffs to its stats. Otherwise they’re basically the same as the normal ones with a different aesthetic. Q: How do I get Prime weapons? A: Farm for the relics where the parts are sealed in, and unlock the relic to get the part. Prime weapons have a multitude of parts needed to build, depending on the weapon and type. Prime weapon blueprints can also be traded between players, or bought with real currency in Prime Access or Prime Unvaulting packs. Occasionally, Twitch Prime will have a Prime weapon available to subscribers. Q: What does it mean for something to be “vaulted”? A: It means the relics for the vaulted item can no longer be obtained in the regular game. However, relics and parts already owned do not go away, and Primed items can still be traded. Q: Which weapons do I need to build other weapons? A: See this chart: Might be outdated, need to check! Q: What weapons should I get first? A: See the suggested List below. The Suggested Beginner Weapon List These weapons are handpicked for 3 distinct categories. They are easy to obtain, easy to mod and easy to use. When we say this, it means that stuff like the Prisma Grakata don’t belong, since they aren’t always available. Neither are weapons with immensely expensive mod requirements (ie Maiming Strike > 2 Primed mods). Preference should be paid to weapons that are available early (Pre MR7). The Following is a Suggested list of beginner weapons and do not represent the best weapons in the game. Primaries ● DMR - Latron MR 0 & Veldt MR 8 The Latron is a good all around starter weapon, it boasts high accuracy and fire rate but has a high recoil. Veldt on the other hand is more akin to a sniper without being one, high dmg and fire rate make it a no brainer for the Tenno marksman. ● Rifle - Baza MR7 & Soma MR 6 The Baza is a low damage, high fire rate smg that has damage fall off like a shotgun but has a high crit chance and is innately silenced, and is solid for most of the Star Chart. The Soma is a cross between an assault rifle and an LMG, a small spool up but high fire rate and good crit rate like the Baza, in addition to a high mag size. ● Shotgun - Hek MR4 & Tigris MR 7 The Hek and its variants are a great early game shotgun that don't require much to make it work. Good mag size and decent damage make it a good choice for early game. The Tigris is a double barrel pain train, fast reload speed and low spread are only a few things that make this shotgun good. ● Bow - Dread MR5 & Rakta Cernos MR12 The Dread is one of the easiest bows to get but it still packs a huge punch. With a single crit mod, high crit chance and slash damage. The Rakta Cernos on the other hand fires much faster than the dread, but has the impact damage type which isn't as good as slash. ● Sniper - Rubico MR6 & Vectis MR 2 The Rubico is a good all around sniper, boasting one of the highest crit multipliers of any gun, as well as a decent mag size. The Vectis and its Prime counterpart have the highest status of any sniper but have to be constantly reloaded. Secondaries ● Shotgun - AkBronco MR2 & Bronco MR0 The Bronco and its dual series are the only pocket shotguns pre-MR7 that are easy to get. It packs a punch with decent all rounder stats, with the exception of a really small clip. With the resources that are needed to craft it, Neurodes, Alloy Plates, Ferrite and Polymer Bundles, it’s pretty feasible to obtain it early. ● Burst Pistol - Sicarus MR3 & Kraken MR 0 The Sicarus is a burst fire, highly accurate pistol that also has a good crit chance. The only downside to the Sicarus is the low mag capacity. The kraken on the other hand is a status pistol that fires a double shot on every trigger pull with the downside being high recoil. ● SMG - Afuris MR2 & Akstiletto MR 8 Both secondary smgs that are recommended have fast fire rate, and they boast solid damage with good accuracy. ● Beam Weapon - Atomos MR5 & Nukor MR 4 Both weapons are extremely good early game and have the potential to be taken into late game with certain mod loadouts. Melee ● Polearm - Orthos (Prime) MR2 & Tonbo MR3 Both the Orthos and Tonbo have good range and are fast, great for clearing a group of enemies. They also have good status, and should be modded for slash procs. ● Whip - Lecta MR0 & Atterax MR2 & Scoliac MR6 All whips are a great melee choice, as they have high attack speed and extremely long range with good damage. ● Hammer - Jat Kittag MR5 Great with quick attacks, continuous use, finishers etc. High damage, moderate range. ● Greatsword - Galatine MR3 & Gram MR 2 Extremely high damage, very slow attack speed. ● Fist Weapon - Hirudo MR7 & Ankyros MR 0 The Hirudo can deal lifesteal attacks and is extremely fast. The Ankyros is a gateway weapon that you need to turn into other fist weapons. ● Nikana - Nikana MR4 & Nikana Prime MR 0 Overall great stats, especially attack speed and crit. Easily usable throughout any mission. Use it to finish off enemies easily, as it blends combat together very well. Moderate damage, speed, and range. The Prime version of the nikana is better in almost every stat but is just harder to farm for. Prime Weapon Rotations - Currently Available *Everything is assumed Prime Primary: Braton (Permanent) Burston (Permanent) Cernos (Permanent) Paris (Permanent) Fulmin Nagantaka Phantasma Secondary: Akbronco (Permanent) Bronco (Permanent) Hikou (Permanent) Lex (Permanent) Afuris Hystrix Zylok Melee: Fang (Permanent) Orthos (Permanent) Scindo (Permanent) Venka (Permanent) Cobra & Crane Dual Keres Gunsen Masseter Tatsu Arch-gun: Corvas Larkspur Prime Resurgence - Currently Available See “”Prime Resurgence”” for details ● Soma Prime ● Vasto Prime ● Dual Kamas Prime Next weapons to be vaulted ● Currently Unknown Vaulted Weapons *Everything is assumed Prime Astilla Baza Boar Boltor Corinth Latron Panthera Rubico Scourge Soma Stradavar Strun Sybaris Tenora Tiberon Tigris Vectis Zhuge Akbolto Akjagara Aklex Aksomati Akstiletto Akvasto Ballistica Euphona Knell Lato (Permanent) Magnus Pandero Pyrana Sicarus Spira Vasto Zakti Ankyros Bo Dakra Destreza Dual Kamas Fragor Galatine Glaive Gram Guandao Karyst Kogake Kronen Nami Skyla Nikana Ninkondi Pangolin Reaper Redeemer Silva & Aegis Tekko Tipedo Venka Volnus Q: Will the vault be reopened? A: Currently it works on a monthly “Prime Resurgence” Rotation, every month or so, a duo of prime warframes and a few weapons will be obtainable. You can purchase the relics needed to unlock these Primes from Varzia on Maroo’s Bazaar for Aya, which can be obtained as a reward from any drop table that rewards relics. Q: How does vaulting work? A: All relics that will be vaulted will be removed from drop tables. Anything else you have, you will keep. This includes the relics themselves, the items, parts and crafted items. Companions There are 3 different types of companions that can accompany you and your Warframe on missions. Each type has special precept mods that provide unique abilities and passives. You may only have one active companion at a time. Precept mods will be used most in the order they are placed starting with the top left being the most used and the bottom right being the least used. Beasts There are two species of Beast companions, Kubrows and Kavats. They are bred and managed in the Incubator segment of your Orbiter. Each new Beast requires an Incubator Power Core, the blueprint for which is found in the Market. Only one Beast companion may be active and available to use at a time. The others you own are stored in Stasis. When a Beast companion is bred, it will appear as a puppy or kitten. The Beast can be kept in this state indefinitely. It must be matured for combat in order to take on missions. When breeding a Beast, imprints can be used instead of a random incubation. Imprints are taken from an already existing Kubrow and Kavat. A max of two imprints can be taken from every unique Beast. These imprints can then be traded and/or reused. Two imprints are required to breed a focused Beast. Depending on genetics from the original Beast, you can determine the new Beast’s gender, breed, size, and fur pattern. The Nutrio Incubator Upgrade Segment can be obtained from the Clan Dojo. It reduces egg incubation from 48 hours to 24 hours. Kubrows Kubrows resemble large, sturdy canines. They are unique in that they lay eggs instead of giving live birth. To breed a Kubrow, the Howl of the Kubrow Quest must be completed, a Kubrow egg must be obtained, and the Incubator segment installed. Kubrow eggs only drop from Kubrow Dens on Earth. They can also be bought in the Market for 10p. Kubrow Breeds ● Huras - Stealth ○ Hunt - Performs lunging attacks. ○ Stalk - Can cloak itself and its master. ● Raksa - Support and CC ○ Howl - Growls, frightening nearby enemies. ○ Protect - Replenishes its master’s shields when they are depleted. ● Sahasa - Recon and Recovery ○ Dig - Sniffs and digs up buried items. ○ Ferocity - Performs finisher attacks. ● Sunika - Combat ○ Savagery - Performs finisher attacks. ○ Unleashed - Knocks down VIP targets. ● Chesa - Disarm and Fetch ○ Neutralize - Makes enemies drop weapons. ○ Retrieve - Sniffs out loot in crates and on enemies. ● Helminth Charger - Unique strain bred by draining the Helminth Cyst ○ Proboscis - Harpoons enemies and pulls them back. ○ Trample - Tackles nearby enemies. ○ Strain Mod Set - Set of 4 mods that use a cyst-stacking passive to buff their effects. Kavats Kavats resemble large, slim, and lanky cats. They roam wild in only the Orokin Derelict. To breed a Kavat, 10 DNA strands and the Kavat Incubator Upgrade segment must be obtained. The segment can be found on Hyekka Masters, and the DNA strands must be scanned off of live wild Kavats, or bought from the Market for 5p. Kavat Breeds ● Adarza ○ Cat’s Eye - Grants increased Crit Chance to all nearby Tenno for a short time. ○ Reflect - Occasionally reflects amplified damage back at the enemy. ● Smeeta ○ Mischief - Becomes invisible and deploys a decoy to draw fire. ○ Charm - Occasionally gives its owner one of a variety of buffs for a short time. ❖Critical Chance set to 200% ❖Warframe ability costs are refunded on cast ❖Pickups are doubled ❖Reload instantly once ❖Negates damage received from next incoming hit, and rewards 150 overshields ❖Creates and gives one instance of current planet’s rare resource ● Venari - Khora’s unique Kavat. Can be used in conjunction with any other companion. ● Vasca - Vampire Kavat. Can be obtained by going to the Plains of Eidolon during the night cycle and finding a Vasca Kavat to infect your equipped kavat with Vasca Virus. Then returning to your orbitor and obtaining a genetic code from it twice. ○ Draining Bite - Deals 400 damage and heals 10% health to the kavat. ○ Transfusion - When downed Vasca kavat sacrifices 20% of its health to raise down master. Predasites Predasites resemble Kubrows but a more infested version. They roam wild on Deimos and to get a Predasite you must track down and Tranq the type you want, There are 3 sub species of Predasites. Instead of using the incubator segment you make them similar to Vulpaphylas and MOAs, You are able to “revivify” them using a modular 3 component system, The Weakened Version of the subspecies you want(They become weakened when attacked by roaming infested), A Mutagen and a Antigen. Mutagen, Antigen and the “Revivification” option are all from the Son on The Necralisk. They must also be gilded to gain mastery, rename and apply forma to them, they can still have a potato/reactor applied to them without being gilded. Predasites Subspecies ● Vizier ○ Acidic Spittle - Every 5s spit acidic tar at an enemy within 30m, blinding them for 12s and dealing Corrosive Damage. ○ Latric Mycelium - Release a trail of spores every 8s that heal the companion and its allies for 300 health over 5s. ● Medjay ○ Infectious Bite - A Finisher Attack that deals +200% Finisher Damage and infects the target with a Virus that grows 4 volatile pustules that store damage and explode after 3 seconds dealing all damage stored. ○ Paralytic Spores - Charge an enemy within 30m dealing 160 damage and releasing spores that stun enemies within 16m for 3s, leaving them open to Finisher Attacks. 10s Cooldown ● Pharaoh ○ Endoparasitic Vector - Transmit an endoparasite to an enemy within 30m. Tentacles spawn from it, clinging to enemies within 5m slowing them as they move further from the parasite, and dealing Viral Damage over 5s. 11s Cooldown ○ Anabolic Pollination - Release a cloud of spores that persists for 6s increasing Toxin Damage by +100%. 16s Cooldown Mutagen blueprints can bought from Son on The Necralisk and change resistances and alters how the animal looks ● Leptosam - Grants Proto Shield Resistances - No visual changes ● Chiten - Grants Alloy Armor Resistances - Tail grows scales ● Arioli - Grants Cloned Flesh Resistances - Infestation grows through the tail ● Monachod - Grants Robotic Resistances - Cartilage Exoskeleton Antigen blueprints can bought from Son on The Necralisk and changes the initial polarity and laters how the animal looks ● Iranon - Initial Polarity is Varazin - No visual Changes ● Elasmun - Initial Polarity is Madurai - Infestation grows through the horn ● Ibexan - Initial Polarity is Naramon - Infestation grows through the jaw ● Tethron - Initial Polarity is Penjaga - Infestation grows through the spine Vulpaphylas Vulpaphylas resemble Kavats but a more infested version. They roam wild on Deimos and to get a Vulpaphyla you must track down and Tranq the type you want, There are 3 sub species of Vulpaphyla. Instead of using the incubator segment you make them similar to Predasites and MOAs, You are able to “revivify” them using a modular 3 component system, The Weakened Version of the Animal you want((They become weakened when attacked by roaming infested), A Mutagen and a Antigen. Mutagen, Antigen and the “Revivification” option are all from the Son on The Necralisk. They must also be gilded to gain mastery, rename and apply forma to them, they can still have a potato/reactor applied to them without being gilded. Vulpaphyla Subspecies ● Crescent ○ Crescent Charge - Charge an enemy within 10m dealing Puncture Damage and lifting them for 8s. While lifted, damage against them is amplified by 100%. ○ Crescent Devolution - Devolves into its larval form upon death, and charges at enemies dealing Puncture Damage. Respawns into its true form after 30s. ● Panzer ○ Viral Quills - Launches 6 quills at enemies within 20m, each dealing Viral Damage with 40% Status Chance. If the target is affected by a Viral Status, a Spore is added. 4s cooldown. ○ Panzer Devolution - Devolves into its larval form upon death, and spits quills at enemies dealing Viral Damage. Respawns into its true form after 30s. ● Sly ○ Survival Instinct - Increase their Master's Evasion by +40% until their next attack or after 8s whenever they kill an enemy. Cooldown: 5s. ○ Sly Devolution - Devolves into its larval form upon death, increasing its Master's Evasion by 20% for 8s after they kill an enemy. Respawns into its true form after 30s. Mutagen blueprints can bought from Son on The Necralisk and change resistances and alters how the animal looks ● Adra - Grants Proto Shield Resistances - No visual changes ● Elsa - Grants Alloy Armor Resistances - Tail manifests a chitinous shell ● Zarim - Grants Cloned Flesh Resistances - Tail mutates into a tentacle mass ● Phijar - Grants Robotic Resistances - Tail skin recedes, leaving exposed flesh Antigen blueprints can bought from Son on The Necralisk and changes the initial polarity and laters how the animal looks ● Desus - Initial Polarity is Varazin - No visual Changes ● Virox - Initial Polarity is Madurai - Tumorous Jaw Growth ● Plagen - Initial Polarity is Naramon - Scaled Mane ● Poxi - Initial Polarity is Penjaga - Shoulder Protrusions Sentinels Sentinels are the first type of Companions available to the player. They have varied precepts and weapons depending on the Sentinel used. Each Sentinel will come with a Sentinel weapon, but that Sentinel is not limited to using that weapon. They do not need to be maintained and their weapons can be swapped in the arsenal, however they do take mods from the same weapon types as primaries. This means that any mods used on a rifle cannot be used on a Sentinel rifle. Sentinels - Weapons ● Carrier & Carrier Prime - Sweeper & Sweeper Prime ○ Ammo Case - Increases max ammo and will convert other types of ammo into current weapon ammo after 2s. ○ Looter -Destroys loots crates with 12m. ● Dethcube & Dethcube Prime - Deth Machine Rifle & Deth Machine Rifle Prime ○ Energy Generator - After assisting in10 kills Dethcube will drop an energy orb. ○ Vaporize - Dethcube will make a high damage attack to an enemy that gets close. ● Diriga - Vulklok ○ Arc Coil - Unleashes a shock attack to enemies in range. ○ Electro Pulse - Will continuously stun an enemy in range. ● Djinn - Stinger ○ Reawaken - The sentinel will revive itself after 90s. ○ Thumper - Attacks the first visible enemy in 60m. ○ Fatal Attraction - Pulls enemy closer and does an AOE ● Helios & Helios Prime - Deconstructor & Deconstructor Prime ○ Investigator - Will scan objects and enemies in range at the cost of one codex scanner per scan. ○ Detect Vulnerability - Will reveal weak spots on targets already fully scanned. ● Nautilus - Verglas ○ Auto Omni - Repairs nearby Railjack hull damages and extinguishes fire ○ Nautilus forces enemies within 30m of the target into clusters for easier targeting. ● Oxylus - Multron ○ Scan Aquatic Lifeforms - Reveals hotspots within 100m and applies Luminous Dye to fish within 40m. ○ Scan Matter- Resource containers within 60m are revealed on the Minimap for 8s every 30s. ○ Botanist - Oxylus Sentinel will scan plants within 50m over 2s. This consumes codex scanner charges. ● Shade & Prisma Shade - Burst Laser ○ Ghost - Cloaks owner when enemies are within 10m. The cloak is disrupted if owner attacks. ○ Ambush - Increases damage after breaking invisibility from ghost. ○ Revenge - Ghost will not attack an enemy unless its owner is damaged, will also not attack while ghost is active. ● Taxon - Artax ○ Molecular Conversion - Attacks an enemy and converts the damage to shields. ● Wyrm & Wyrm Prime - Laser Rifle & Laser Rifle Prime ○ Negate - prevents Status Effects from applying to its owner once every 5s. ○ Crowd Dispersion - Stuns in a 10m AOE. MOAs MOA companions are a modular Companion introduced with Fortuna. They are repurposed Corpus Proxies. All MOA part blueprints can be bought from Legs for Standing. MOAs are built from 4 different components - the Model, Core, Gyro, and Bracket. There are currently 3 Models, 3 Cores, and 7 Gyros to choose from, with only one Bracket. Models determine the MOA’s precept mods, the Core and Gyro determine additional health, shield, and armor buffs. The Bracket determines the MOA’s legs. Each of the MOA Models can give 6k standing after Gilding. Like Kit Guns and Zaws, MOA Companions must be Gilded in order to further upgrade and customize them. Gilding requires a max level MOA, 10 Training Debt-Bonds, and 5k Standing. You cannot install a Potato or Forma, or customize colors until the MOA is Gilded. MOA Models ● Lambeo - Defensive ○ Stasis Field - Creates a defensive bubble that reduces enemy projectile speed and damage. ○ Shockwave Actuators - Occasionally emits a shockwave that knocks down surrounding enemies. ● Oloro - Tactical ○ Tractor Beam - Increases Warframe aim glide duration and reduces their gravity. ○ Security Override - Allows MOA to hack consoles, and gives it a chance to mind control robotic enemies within 30m after a successful hack. ● Para - Offensive ○ Whiplash Mine - Deploys a mine that tethers all enemies in range. After 3s, all tethered enemies get pulled into the mine. ○ Anti-Grav Grenade - Fires a grenade that reverses gravity in an area, inflicting Impact damage and causing enemies to float upwards. ● Nychus - Close Quarter Combat ○ Blast Shield - Increases Overshields of the Moa. Leap at an enemy within 10m dealing Impact Damage and knocking down other enemies within 5m and resets Overshields. ○ Hard Engage - Engages enemies within 10m with melee attacks, dealing Impact Damage. Melee attacks are enhanced by Mods equipped in the Moa's weapon. Note: MOA precept mods are not locked by type, meaning all MOAs can use any precept mods. MOA Cores Health Shields Armor Drex +5.0% +7.5% +2.5% Alcrom +5.0% +5.0% +5.0% Krisys +5.0% +2.5% +7.5% Lehan +7.5% +0.0% +7.5% MOA Gyros Health Shields Armor Aegron -2.5% +2.5% +5.0% Atheca +10.0% -2.5% -2.5% Harpen +2.5% +5.0% -2.5% Hextra +5.0% +2.5% -2.5% Munit +5.0% -2.5% +2.5% Phazor -2.5% +5.0% +2.5% Trux +2.5% -2.5% +5.0% Tyli +5.0% -5.0% +5.0% MOA Brackets Effect Drimper A basic bracket with no polarized Mod slots. Gauth An armoured bracket featuring a Mod slot with a Naramon polarity. Jonsin A flexible bracket featuring a Mod slot with a Madurai polarity. Tian An armoured bracket featuring a Mod slot with a Vazarin polarity. Hona An armoured bracket featuring a Mod slot with a Naramon polarity. Archwing Archwing is a unique mission type involving a special vehicle, called Archwing. There are 4 different Archwing flight suits, and one Primed one, along with a roster of primary and melee weapons. The Archwing suit acts like a Warframe, with 4 unique abilities. Archwing missions are spread throughout the Star Chart, and resemble regular missions, such as exterminate, interception and mobile defense. During these missions only Archwing abilities, weapons, and mods can be used. Your Warframe and weapon loadout does not matter, and can’t be used. The only way to get Archwing mods is by doing Archwing missions. Archwing parts and blueprints can be found in your Clan Dojo. Archwing weapon parts and blueprints can be found in Syndicate reward tables. Archwings: ● Odonata - General use ○ Ability 1 - Energy Shell - Forms a protective energy shell around the Warframe. Shots fired through the shield gain 50% Heat damage and 200% Critical Multiplier Augment - Energy Field - Energy Shell applies to allies within 140m. ○ Ability 2 - Disarray - Drops flare beacons confusing incoming guided missiles. ○ Ability 3 - Seeking Fire - Fires a large volley of homing missiles. ○ Ability 4 - Repel - The Warframe emits a massive pulse of energy, stunning nearby enemies and sending them flying. ● Itzal - Stealth and Support ○ Ability 1 - Arch Line - Launch a tethered hook that either pulls enemies close, or pulls the Warframe toward any stationary objects it hooks onto. ○ Ability 2 - Penumbra - Activates a cloaking field that hides the Warframe and any nearby allies who remain stationary. ○ Ability 3 - Cosmic Crush - Forms a miniature black hole that sucks in all nearby objects before rupturing in a massive shock wave. Augment - Cold Snap - The black hole saps the area of heat, freezing enemies in range. Enemies near the black hole are completely frozen for 5s. ○ Ability 4 - Fighter Escort - Deploys drones that fight alongside the Warframe, each detonating in a destructive blast when killed. ● Amesha - Buffs and Healing ○ Ability 1 - Watchful Swarm - Tiny drones orbit the Warframe or an ally, and intercept enemy fire. ○ Ability 2 - Benevolent Decoy - Creates beacons that draw enemy fire, converting the damage into healing pulses. ○ Ability 3 - Warding Grace - Renders the Warframe and nearby allies immune to Status Effects, while slowing nearby enemies. ○ Ability 4 - Vengeful Rush - All damage taken is transformed into Energy, while abilities gain enhanced range, duration and power. Affects the caster and nearby allies. ● Elytron - Damage ○ Ability 1 - Bloomer - Fires a high-yield, remotely detonated explosive projectile capable of latching onto targets. ○ Ability 2 - Core Vent - Vents out the Archwing's propulsion core, confusing enemy projectiles and causing them to detonate. Augment - Afterburner - Shooting the gas cloud with Blast Damage ignites exhaust fumes for 12s. Enemies passing through the flames take 500 Heat Damage. ○ Ability 3 - Thumper - Creates a localized storm of punishing explosions. ○ Ability 4 - Warhead - Launches a plodding missile capable of unleashing a massive explosion. The only Primed Archwing currently is Odonata Prime. Archwing Primaries: ● Cortege - Beam, 5 Kills unlocks a secondary attack that releases a trio of grenades ● Corvas (Prime) - Shotgun, Charge for a high damage attack ● Cyngas - Burst fire ● Dual Decurion - Dual wield Rifles ● Prisma Dual Decurion - Variant with increased stats ● Fluctus - Plasma waves, punch through up to 250m ● Grattler - Explosive shell based flak cannon ● Kuva Grattler - Variant with increased stats ● Imperator - Automatic hitscan rifle ● Imperator Vandal - Variant with increased stats ● Kuva Ayanga - Rapid fire explosive rounds that travel in an arc ● Larkspur - Chain weapon with explosive projectile alternate fire ● Maulson - Automatic heavy rifle, 5 Kills unlocks a secondary attack that releases a powerful laser ● Morgha - Grenade Launcher, 5 Kills unlocks a secondary attack that a mortar ● Phaedra - Automatic hitscan rifle ● Velocitus - Charge shot sniper weapon Archwing Melee: ● Agkuza - Hooked longsword ● Centaur - Sword and shield ● Ironbride - Exalted Arch-Melee ● Kaszas - Large Scythe ● Knux - Extendable fist gauntlets ● Onorix - Greataxe ● Rathbone - Hammer ● Veritux - Greatsword ● Prisma Veritux - Variant with increased stats Gear Gear items are buildable equipment that can be used in-game. Some notable gear items include health, energy, and ammo restores, ciphers, fishing spears, mining lasers, and Specters. Q: How do I access my gear? A: The default binding is “Q” Q: How much gear can I bring along? A: You have 12 main slots which can be hotkeyed, and infinite slots after that which have to be rotated to in missions. Technically, you can have every piece of gear with you on a mission. However, consumable gear items have a limit to how many you can bring on one mission. For example, ciphers max out at 200, so if you own 500, only 200 will be delegated to your gear wheel in a mission. Q: What should I normally bring? A: Generally, bring ciphers (for hacking consoles), energy, health, and ammo consumables (aka pizzas or pancakes), and codex scanners. Everything else is determined by preference or need. Q: What are Specters? A: Specters are a deployable AI that can be used in missions. They will follow and defend you until killed or the missions ends, or you can set them to defend an area using [E]. Warframe Specter blueprints are rewarded from Rescue missions, while other Specters come from Syndicates. Warframe Specters can copy your loadouts, and will use the weapons you assign them when deployed. Mods Collecting and upgrading your arsenal with mods allows for ultimate customization. Mods appear as cards, and can be found, earned, and traded in game. Q: What are mods? A: Mods are items that you can slot into your weapons, frames and companions that augment stats or add additional effects. Modding can be as simple as giving additional crit to a weapon, adding health to a frame, or as complex as building a frame for a certain ability. Mods are your power through the game, and are the reason why basically anything will scale. Without them, you’re immensely weak compared to the enemies you face. Q: Can I get more than x slots to hold mods? A: There is no way to increase the amount of mods your Warframe/ Weapon can hold, the only exception would be via Exilus Slots, however those are only usable once. Q: I have a brown mod, is there a silver or gold mod that’s better than it? A: Better versions of any specific mods are uncommon. Mods are designed to each have a unique ability. Instead of having better versions of a mod, mods are upgradeable through fusion. However, all Primed mods are direct upgrades to their non-prime counterparts. Q: How does Status and Elements work? Are they optional? A: Elements are very highly recommended, and Status procs are immensely helpful. See Damage for more information. Q: Should I max ‘x’? (Primed mod/mod/rank 10) A: Generally, you don’t need to max mods especially if you’re starting out. Getting to a R6-R8 is slightly better since it provides you more bang for your buck. (See question right below why R6’s don’t need as much Endo). Q: How does mod ranking work? A: A mod will have a base Endo and Credit cost according to its rarity (Common, Uncommon, Rare and Legendary). This cost roughly doubles for every rank that you upgrade it to, so it’s exponential. This means that the last 2 ranks of a R10 mod usually takes about 75% of the mod’s total cost. Endo Cost 0 1 2 3 4 5 6 7 8 9 10 Common 0 10 30 70 150 310 630 1,270 2,550 5,110 10,230 Uncommon 0 20 60 120 240 480 960 1,920 3,840 7,680 15,360 Rare 0 30 90 210 450 930 1,890 3,810 7,650 15,330 30,690 Legendary 0 40 120 280 600 1240 2,520 5,080 10,200 20,440 40,920 Percentage 0 .1953125 .390625 .78125 1.5625 3.125 6.25 12.5 25 50 100 Credit Cost 0 1 2 3 4 5 6 7 8 9 10 Common 0 483 1,449 3,381 7,245 14,973 30,429 61,341 123,165 246,813 494,109 Uncommon 0 966 2,898 6,762 14490 29946 60858 122682 246330 493626 988218 Rare 0 1,449 4,347 10,143 21,735 44,919 91,287 184,023 369,495 740,439 1,482,327 Legendary 0 1,932 5,796 13,524 28,980 59,892 121,716 245,364 492,660 987,252 1,976,436 Percentage 0 .1953125 .390625 .78125 1.5625 3.125 6.25 12.5 25 50 100 By ranking something to R6, you get 7/11ths (63.63%) of the benefit for only 6.25% of the cost. It’s similar to R8, having 9/11th (81.81%) of the benefit for 25% of the total cost. Q: What’s that mod slot right above the main modding slots on melee weapons? A: That’s the stance mod slot. Think of it similar to an Aura for Warframes. It gives you more mod capacity and changes the way that your melee works in terms of combos and attacks. Q: What are some of the important mods? A: See charts below. Warframe Mods (Basic) Mod Name Effect Drops from Redirection +Shields ● Corpus Scavenger Drone ● Grineer Draga ● Grineer Darek Draga ● Grineer Shock Draga ● Grineer Elite Arid Lancer ● Grineer Elite Frontier Lancer ● Grineer Elite Lancer ● Infested Ancient Disruptor ● Infested Brood Mother ● Infested Juggernaut Behemoth ● Infested Tar-Mutalist MOA ● Orokin Void Containers Vitality +Health ● Alad V ● Captain Vor ● Lynx Osprey ● Lynx Turret ● Mutalist Alad V ● Tyl Regor ● Corpus Drone ● Corpus Nemes ● Corpus Oxium Osprey ● Grineer Arid Hellion ● Grineer Arid Lancer ● Grineer Carabus ● Grineer Drekar Elite Lancer ● Grineer Drekar Lancer ● Grineer Drekar Scorpion ● Grineer Frontier Heavy Gunner ● Grineer Frontier Hellion ● Grineer Frontier Lancer ● Grineer Frontier Regulator ● Grineer Hellion ● Grineer Lancer ● Grineer Regulator ● Orokin Void Containers ● Spy 2.0 Reward Steel Fiber +Armor ● Tyl Regor ● Infested Crawler ● Tier 1/2/3 Survival Reward Flow +Energy ● Grineer Bailiff ● Grineer Bailiff Defector ● Grineer Arid Butcher ● Grineer Butcher ● Grineer Frontier Butcher ● Grineer Drahk Master ● Grineer Hyekka Master ● Grineer Manic ● Grineer Drekar Manic ● Infested Chroma ● Infested Mesa ● Orokin Void Containers ● Tier 3 Survival Reward Intensify +Power Strength ● Alad V ● Mutalist Alad V ● Captain Vor ● Stalker ● Shadow Stalker ● Infested T3 Defense Reward ● Tier 1 Survival Rotation C ● Tier 1 Excavation Rotation C ● Orokin Void Containers Stretch +Power Range ● Councilor Vay Hek ● Lieutenant Lech Kril ● Phorid ● Raptor ● Corpus Leech Osprey ● Corpus Sapping Osprey ● Corpus Shockwave MOA ● Orokin Void Container ● Corpus T3 Defense Reward ● Grineer T3 Defense Reward ● Tier 3 Survival Reward ● Spy Reward Streamline +Power Efficiency ● Jordas Golem ● Grineer Arid Heavy Gunner ● Grineer Arid Lancer ● Grineer Drekar Lancer ● Grineer Drekar Elite Lancer ● Grineer Drekar Scorpion ● Grineer Frontier Heavy Gunner ● Grineer Frontier Hellion Grineer Frontier Lancer ● Grineer Hellion ● Grineer Lancer ● Orokin Void Containers ● Grineer T3 Defense Reward ● Spy 2.0 Reward Continuity +Power Duration ● General Sargas Ruk ● Orokin Void Containers ● Corpus T3 Defense Reward ● Spy 2.0 Reward Rush +Sprint Speed ● Corpus Fusion MOA ● Orokin Void Container ● Tier 1 Defense ● Grineer Capture Reward ● Spy 2.0 Reward Corrupted, Advanced and Nightmare Mods Mod Name Effect Location Type Vigor +Shields +Health Nightmare Missions Warframe Armored Agility +Sprint Speed + Armor Nightmare Missions Warframe Constitution +Knockdown Recovery Nightmare Missions Warframe Fortitude +Knockdown Resist +Shield recharge rate Nightmare Missions Warframe Streamlined Form +Weapon swap speed +Slide speed -Friction Nightmare Missions Warframe Hammer Shot +Crit Damage +Status Chance Nightmare Missions Rifle Shred +Punch Through Nightmare Missions Rifle +Fire Rate Accelerated Blast +Fire Rate +Puncture Damage Nightmare Missions Shotgun Seeking Fury +Reload Speed +Punch Through Nightmare Missions Shotgun Wildfire +Magazine Capacity +Heat Damage Nightmare Missions Rifle Chilling Reload +Cold +Reload Nightmare Missions Shotgun Blaze + Damage +Heat Nightmare Missions Shotgun Ice Storm +Cold Damage +Magazine Capacity Nightmare Missions Pistol Stunning Speed +Status Chance +Reload Speed Nightmare Missions Pistol Lethal Torrent +Multishot +Fire Rate Nightmare Missions Pistol Drifting Contact +Melee Combo +Status Chance Nightmare Missions Melee Focus Energy +Channeling Efficiency +Electricity Nightmare Missions Melee Rending Strike +Puncture Damage +Slash Damage Nightmare Missions Melee Animal Instinct +Loot Radar +Enemy Sense Nightmare Missions Beast Transient Fortitude +Strength -Duration Orokin Derelict Vault Warframe Overextended +Range -Strength Orokin Derelict Vault Warframe Narrow Minded +Duration -Range Orokin Derelict Vault Warframe Fleeting Expertise +Efficiency -Duration Orokin Derelict Vault Warframe Blind Rage +Strength -Efficiency Orokin Derelict Vault Warframe Vile Acceleration +Fire Rate -Damage Orokin Derelict Vault Rifle Heavy Caliber +Damage -Accuracy Orokin Derelict Vault Rifle Critical Delay +Crit Chance -Fire Rate Orokin Derelict Vault Rifle Vile Precision -Recoil -Fire Rate Orokin Derelict Vault Rifle Depleted Reload +Reload -Mag capacity Orokin Derelict Vault Sniper Tainted Mag +Mag cap -Reload Orokin Derelict Vault Shotgun Tainted Shell -Spread -Fire Rate Orokin Derelict Vault Shotgun Frail Momentum +Fire Rate -Damage Orokin Derelict Vault Shotgun Critical Deceleration +Crit Damage -Fire Rate Orokin Derelict Vault Shotgun Burdened Magazine +Mag Cap + Reload Orokin Derelict Vault Shotgun Vicious Spread +Damage +Spread Orokin Derelict Vault Shotgun Magnum Force +Damage -Accuracy Orokin Derelict Vault Pistol Tainted Clip +Mag Cap -Reload Orokin Derelict Vault Pistol Creeping Bullseye +Crit Chance -Fire Rate Orokin Derelict Vault Pistol Anemic Agility +Fire Rate -Damage Orokin Derelict Vault Pistol Hollow Point +Crit Damage -Damage Orokin Derelict Vault Pistol Spoiled Strike +Damage -Attack Speed Orokin Derelict Vault Melee Corrupt Charge +Channeling Damage -Channeling Efficiency Orokin Derelict Vault Melee Catalyzing Shields -Shields, Grants 1.33 Shield Gate Orokin Derelict Vault Warframe Rage Energy when Damaged Grineer Napalms Orokin Void Containers Warframe Adaptation +Damage Resistance on damaged, stackable Arbitrations Warframe Rolling Guard +Rolling removes statuses and grants invulnerability Arbitration Vender Warframe 60/60 Elemental Mods Mod Name Effect Location Type High Voltage +Electric +Status Chance Hive Caches: Rotation C Rifle Rime Rounds +Cold +Status Chance T2 Spy or Lua Spy: Rotation C Rifle Thermite Rounds +Heat +Status Chance T3 Spy or Kuva Fortress Spy: Rotation C Rifle Malignant Force +Toxin +Status Chance Corrupted Vor Rifle Shell Shock +Electric +Status Chance Hive Caches: Rotation C Shotgun Frigid Blast +Cold +Status Chance T3 Spy or Kuva Fortress Spy: Rotation C Shotgun Scattering Inferno +Heat +Status Chance T2 Spy or Lua Spy: Rotation C Shotgun Toxic Barrage +Toxin +Status Chance Corrupted Vor Shotgun Jolt +Electric +Status Chance Baro Ki Teer Pistol Frostbite +Cold +Status Chance T3 Spy or Kuva Fortress Spy: Rotation C Pistol Scorch +Heat Baro Ki Teer Pistol +Status Chance Pistol Pestilence +Toxin +Status Chance Corrupted Vor Pistol Voltaic Strike +Electric +Status Chance Baro Ki Teer Melee Vicious Frost +Cold +Status Chance T1 Spy Melee Volcanic Edge +Heat +Status Chance T1 Spy Melee Virulent Scourge +Toxin +Status Chance Corrupted Vor Melee Charged Bullets +Electric +Status Chance Profit-Taker Orb Arch Gun Hypothermic Shell +Cold +Status Chance Profit-Taker Orb Arch Gun Magma Chamber +Heat +Status Chance Profit-Taker Orb Arch Gun Contamination Casing +Toxin +Status Chance Profit-Taker Orb Arch Gun Ion Infusion +Electric +Status Chance Fomorian Sabotage Arch Melee Cryo Coating +Cold +Status Chance Fomorian Sabotage Arch Melee Searing Steel +Heat +Status Chance Fomorian Sabotage Arch Melee Infectious Injection +Toxin +Status Chance Fomorian Sabotage Arch Melee Shock Collar +Electric +Status Chance Orb Vallis Hyena Beast Frost Jaw +Cold Orb Vallis Hyena Beast +Status Chance Flame Gland +Heat +Status Chance Orb Vallis Hyena Beast Venom Teeth +Toxin +Status Chance Orb Vallis Hyena Beast Weapon mods (Basic) These are the much more basic mods, and once you get all of these, you’re basically able to mod any weapon into the late game. Effect Primary Shotgun Pistol Melee Damage Serration Point Blank Hornet Strike Pressure Point Multishot Split Chamber(Galvanized) Hell’s Chamber(Galvanized) Barrel Diffusion(Galvanized) N/A Crit Chance Point Strike Blunderbuss Pistol Gambit True Steel Crit Damage Vital Sense Ravage Target Cracker Organ Shatter Fire Rate Speed Trigger Shotgun Spazz Gunslinger Fury Punch Through Metal Auger Seeking Force Seeker N/A Range Sinister Reach N/A Ruinous Extension Reach Flight Speed Terminal Velocity Fatal Acceleration Lethal Momentum Whirlwind Silencing Hush Silent Battery Suppress N/A Elementals Infected Clip Hellfire Cryo Rounds Stormbringer Contagious Spread Incendiary Coat Chilling Grasp Charged Shell Pathogen Rounds Heated Charge Deep Freeze Convulsion Fever Strike Molten Impact North Wind Shocking Touch Element + Stat Malignant Force Thermite Rounds Rime Rounds High Voltage Toxic Barrage Scattering Inferno Frigid Blast Shell Shock Pistol Pestilence Scorch Frostbite Jolt Virulent Scourge Volcanic Edge Vicious Frost Voltaic Strike Elementals are color coded Toxin,Heat,Cold,Electric Weapon Mods Advanced These mods are harder to get and are generally used for specific builds or to replace beginner mods in some cases. Effect Primary Shotgun Secondary Melee Crit chance Argon Scope(Galvanized) Laser Sight Hydraulic Crosshairs(Galvanized) Maiming Strike (Slide attack only) Crit damage Bladed Rounds Shrapnel Shot Sharpened Bullets None Punch Through Shred (Adds fire rate) Seeking Fury (Adds reload speed) Seeker Reach Multishot Vigilante Armaments None Lethal Torrent (Adds Fire rate) None Damage per Status Type Galvanized Aptitude Galvanized Savvy Galvanized Shot Condition Overload Fire Rate/ Attack Speed Shred (Adds punch through) Accelerated Blast (Increases Puncture) Lethal Torrent (Adds Multishot) Berserker Gladiator Vice Primed Mods Q: Where do I get them? A: Generally, you buy them from Baro Ki’Teer or you trade for them. Q: Do I need them? A: You can progress through the game without them, so no. These are mainly just for min-maxers and optimizers to squeeze every little bit out of a build. Q: I can’t trade for or get Primed Vigor, Fury, Shred or Sure Footed what gives? A: Those can only be gained from the Daily Login reward and are locked to prevent people from making smurfs to farm it. Q: How expensive are they to upgrade? A: All Primed Mods can go to Rank 10, and will cost 40,920 Endo and 1,976,436 credits each to go from 0-10. It is recommended to save Legendary Fusion Cores for Primed mods. Q: What are the ones that have already been released? A: All blue come from Baro, the green ones come from the daily tribute, purple ones are from a quest. *Everything is assumed Primed ● Ammo Stock ● Animal Instinct ● Bane Of (Faction) ● Charged Shell ● Chilling Grasp ● Cleanse (Faction) ● Continuity ● Cryo Rounds ● Expel (Faction) ● Fast Hands ● Fever Strike ● Firestorm ● Flow ● Fulmination ● Fury - 200 days ,400 days, 600 or 900 days ● Heated Charge ● Heavy Trauma ● Magazine Warp ● Morphic Transformer ● Pack Leader ● Pistol Ammo Mutation ● Pistol Gambit ● Point Blank ● Pressure Point ● Quickdraw ● Ravage ● Reach ● Regen ● Rifle Ammo Mutation ● Rubedo Lined Barrel ● Shotgun Ammo Mutation ● Shred - 200 days ,400 days, 600 or 900 days ● Slip Magazine ● Smite (Faction) ● Sniper Ammo Mutation ● Sure Footed - 200 days ,400 days, 600 or 900 days ● Tactical Pump ● Target Cracker ● Vigor - 200 days ,400 days, 600 or 900 days ● Sacrificial Pressure ● Sacrificial Steel ● Umbral Fiber ● Umbral Intensify ● Umbral Vitality How to Mod - Warframes Muffin’s over-oversimplified guide to modding Warframes. (Starchart only, Endurance has some different builds for minmaxxing) 1. Determine it’s best stats, and what it’s most suited for. a. i.e. a Valkyr has high innate armor and health, but very little shield. b. Inaros has a tons of health, but no shields, so don’t mod for shields. c. Volt generally has a ton of shields, so maxxing it, would be helpful. 2. Get your survivability mods. a. These refer to mods which help you survive. If you feel that you don’t die too much feel free to skip. b. Quick Thinking, Vitality, Redirection, Vigor, Steel Fiber, Armored Agility, Adaptation, Health Conversion c. If your job is to tank, or your abilities depend on either Armor or Health, it’s wise to mod for that first. 3. Get your core mods. a. These refer to the mods that make or break a certain build. b. If your build calls for an augment, then that will be its core mod. If it does not, then skip this section. 4. Check the stats your skill needs then upgrade your Power Strength, Range, Duration and Efficiency. a. Determine which of the skills need the most modding. This determines the order of how you’ll mod. i. Modding an EV means -Duration>+Range>+Strength where efficiency doesn’t matter too much. ii. A Hysteria Valkyr only benefits from +Efficiency and -Range, +Strength should come second to that. iii. It’s possible to get under 100% on any given stat. Play around with your build to see which stats are less needed than others. How to Mod - Weapons 1. Start with your “mandatory” mods (Damage & Multishot) 2. Check out the stats, if it’s above 15% crit chance build for crit, if above 15% status build for status a. Hybrid builds exist, although it might be easier to forego and focus on one side 3. Build it either for Pure Damage, Crit, Status, Hybrid a. Damage - Add Elementals, tons of them b. Crit - Crit chance & Damage c. Status - Preferably the dual stat elemental + status.mods d. Hybrid - Mix and match until you run out of mod space 4. If there are still slots not full, add utility mods, reload, punch through and whatever else you might want. Distant Observer has one of the most easily understandable guides for this Riven Mods Q: What are Riven mods? How do I unveil them? A: Riven Mods are rare and powerful mods that appear as purple mod cards. They start out as a ??? riven, in this state it not take up a riven slot. Upon equipping a riven it becomes Veiled, in this state you must complete the challenge on the riven in order to unlock it. Riven mods come in 8 variants, each a specific weapon type; melee, zaw, pistol, kitgun, rifle, shotgun, companion weapon and archgun. A riven can only be equipped to a weapon of its type. When the riven is unveiled, a random weapon of that type is rolled. With the weapon comes a minimum of 2, and up to 4 random stats; a maximum of 3 positive stats and a maximum of 1 negative stat. Fusing the mod will increase these stats, and all rivens cap at 8 fuses. Q: How do I get them? A: You get one by finishing TWW, the rest are via Sorties, Archon Hunts, Arbitrations, Events, Twitch Drops, Riven Slivers, Steel Path Offerings, or trading. Q: What’s this number at the bottom right of the Riven? A: The number of times it has been rerolled using kuva. Q: If I complete a Riven challenge, do I have to finish the mission? A: No, you can abort the mission and still unveil the Riven if you have completed its challenge. Q: Does having a negative effect make the positives better? Q: Does having multiple positives but no negative make them worse? A: Yes, and yes. Positives and negatives are mixed and make a Riven stronger than another. A riven with 2 positives and 1 negative gives the strongest positives of that kind, while 3 positives with no negative give the weakest positives of that kind. Q: My Riven has a higher/lower X than his, is this a bug? A: Rivens stats are completely random, and fall within a range of possible numbers based on disposition. One riven might get +101.3% damage and another might get +99.8% damage. This means that it’s virtually impossible to have a Riven that’s exactly the same as another. Q: How can I reroll Rivens? A: Farm kuva from kuva siphon and flood missions, from kuva survival, bounties, and Sorties, and reroll the riven in the mod menu. Q: Can I continue to reroll it forever or is there a cap? Q: Does the Kuva scale infinitely? A: There is no cap to how many times a riven can be rolled. However, the kuva costs will keep increasing until 9 rolls, where it caps at 3500 kuva. Q: Can I reroll the weapon they’re for? A: No, but you can get Riven Transmuters to roll 4 unveiled rivens into a new random veiled riven. Q: Does the MR lock on the Riven mod do anything? A: MR requirement is just that, an MR requirement. The riven cannot be equipped until the player who owns it is the MR listed on the card. The MR requirement on a Riven also raises the base Endo and credit trade-in value. Q: How do I trade a Riven? A: Trading Rivens works just like all other trading. The MR requirement on a Riven does not affect tradeability. However, players cannot receive any type of riven until they are MR8, veiled or otherwise. Q: If I own a veiled riven and a new weapon shows up, can it roll into the new weapon? A: No, a veiled riven obtained before a new weapon comes out will not have the new weapon in its roll table. Q: What are the various stats of the Riven? A: See the table below. All of these stats can be both positive and negative. Asterisks show melee exclusive stats. Ammo Maximum Base Damage Punch Through Additional Combo Count Chance Critical Chance on Slide Attack Heavy Attack Efficiency Chance to not gain Combo Count Critical Damage Multishot Damage Vs Grineer Finisher Damage Range Damage Vs Infested Fire rate / Attack Speed Status Chance Heat Damage Impact Damage Zoom Electricity Damage Initial Combo Recoil Critical Chance Magazine Capacity Combo Duration Damage Vs Corpus Melee Damage Reload Speed Cold Damage Projectile Speed Status Duration Toxin Damage Puncture Damage Slash Damage Q: What are the best stats for a riven? A: This depends on the weapon and your preferences, but it’s generally agreed upon that damage, multishot, crit chance, and crit damage are the best. For melee weapons, crit on slide and range are highly sought after as well. Q: How do I display Rivens in chat? A: Just type [Riven Mod] to bring up a screen or type the whole name out with brackets [Braton Lexicon] Q: What can and cannot change when you roll a Riven? Can change Cannot Change Type of stats MR Cap Number of stats, i.e. 2 Stats becoming 4 Polarity Values of stats Weapon Q: Can I get rivens for Zaws and Kit Guns? A: Yes. Rivens are available for all the Zaw strike and Kit Gun chambers. They will be displayed as Zaw Riven and Kitgun Riven. Trading and Loot Trading is the act of swapping items and premium currency between players in-game. Trading can be started through the Trade Chat, a personal message, or some third party sites. The requirements to trade are being at least MR2, and having access to Maroo’s Bazaar on Mars or a Clan Dojo. Trading in Warframe is referred to as a Free-Market. This means the developers of the game have no say or influence on the price of player owned in-game items, besides the ones in the Market. Prices are entirely dictated by the player-base, and will often change without notice depending on rarity, availability, supply, and demand. Trade Terms You’ll need to learn the way the traders talk! ● WTS - Want to sell ● WTB - Want to buy ● WTT - Want to trade (usually for equal value). ● WTTF - Want to trade for ● HM / hm - How much ● PC - Price check, if you know the price, give that guy a heads up! ● p / plat / :platinum: - Plat, the in game trade currency (and premium currency). ● PM - Personal message , right click their name and select message or type /w [name] [message]. ● PMO - PM offers ● OBO - Or best offer, willing to take offers less than listed price. ● [item / item name] - shows a clickable link for said item / mod / part. ● ea - each ● Prime Junk - Mostly any Prime part you don’t care about, they’re usually sold in sets of 5 (Prices range from 2-4p per part, written 5:10p or 5:20p). ● b/o or Buyout - Usually a very high price, used in tandem with offers. Just means they will immediately sell the item to you, if you meet the buyout price. ● Maxed - Referring to a mod or Arcane that is the max level or fusion. ● Unranked - Referring to a mod or Arcane that has not been leveled. ● Low Roll - Any roll count of a riven as long as it’s lower than the 9th roll. ● Junk / Trash Riven - Any Riven with terrible ‘junk’ stats, possibly overrolled past 9. ● Riven w/ Negative - Rivens with a negative have better stats, generally ‘good’ negatives are zoom & occasionally recoil. ● Sweets / Sweeteners - Deal sweeteners, anything from another mod or some Primed junk, to an Ayatan sculpture or star. Examples: (NOT AN ACCURATE REPRESENTATION OF PRICES) WTS > [Bronco Prime Blueprint] 5p ea WTB > [Volt Prime] Set PM offers PC > [Trinity Prime Systems] /w BestTraderEver How much for that Ash Prime BP? /w ThatOneTenno WTB your Primed Flow for 50p WTT > Maiming Strike for Maxed Vitality WTS > Prime Junk 5:15p HM for Arcane Grace Set? WTTF > Unranked [Prime Flow] PM offers WTS > Great low roll Braton Riven mod [Braton Zeti-saticron] +Damage +Multishot +Reload -Zoom PM offers or Buyout @ 500p As a general rule of thumb, format your posts. You can type them into a browser or Notepad and paste them into the Trade Chat. The better looking and legible your post, the higher chance someone will notice it. Now that we have chat filters, it is immensely important that you spell things correctly. For example, if someone has a filter of [Nova Prime] Chassis, then having ‘Nova P Chass’ in your sale post will not trigger it. Trading Etiquette 1. Don’t say WTB Plat, that’s basically saying, “Want to buy money/currency”. Try selling something instead. 2. If someone offers you something but you don’t like it, say “No” or “No thanks” don’t leave other people waiting. If it seems decent, try to haggle. 3. When someone asks for something at a specific price, don’t ask them for offers. They already gave you a price 4. Don’t spam people if they don’t reply immediately, odds are, they might be in a mission or trading with someone else, or have decided they’re not interested. Around 3 minutes would be a good time to reask. 5. Do thank the buyer/seller. At the least, say it in chat. 6. When buying something, don’t ask multiple people for the same thing, or inform them if you’ve already bought it. 7. Haggling is fine, but If you’ve settled on a price, don’t try to change it. 8. If you’re the one hosting a trade, don’t leave the dojo immediately after it’s done. Host Migration errors can sometimes force restarts and delete traded items (even on your side). Wait for the person to leave first as often as possible. 9. The seller is the host. He/she will be the one to invite. 10. Do not try to work around other people’s filters. For example, the people that exclude WTB, generally don’t want to buy anything, so why waste your time trying to sell to them? 11. If you see someone saying PMO or Offers, don’t reply with hm or how much. That goes against the entire point of offers. Research the item they’re selling, and make them a fair offer. 12. Optional good deed - if you see someone selling something for well below the accepted price, i.e. selling a Primed Mod for 10p, ask them if they know the actual price of the item. If they don’t, tell them the item’s current price. Otherwise you’re setting them up to get robbed. Trading Q: Where do I go to trade? A: Maroo’s Bazaar (on Mars) or in your Clan Dojo. Q: What are tradable things? A: Check this table Tradeable Not Tradeable Relics and Keys Built Warframes Arcanes Built weapons Mods (except daily reward mods) Potatoed / Forma’d/leveled Event/Syndicate Weapons Fish and Gems (not alloys) Any parts for a non-Prime/specialized Warframe/weapon Event/Syndicate Weapons with 0 Affinity (no potato/forma) Resources not involved with mining or fishing Prime Parts UNBUILT Crafted Prime Parts Prime Blueprints Cosmetics Landing Craft Blueprints UNBUILT Legendary Cores Ayatan Sculptures and Stars Captura Backgrounds Q: Can I trade syndicate syandanas? A: No, you can only obtain those for syndicates you’ve personally maxed out. Q: What is trading tax? A: It’s the tax on the buyer and seller on what they’re trading. It’s usually pretty low, however some clans have a premium tax. IT IS NOT A HIDDEN FEE, NOR IS IT HACKED IN. Primed mods and legendary tier items (Legendary Core and Legendary Arcanes) are the only items with 1M tax. Q: Can you trade across regions? A: Yes, as long as you can invite them to a Dojo or Maroo’s Bazaar and meet the trade prerequisites (mr2+ & have more than 1 trade) they can trade with you. Q: How many trades do I get? A: You get as many trades as your MR. Your trade count will reset to your MR at the Daily Reset. Q: How many items can I trade? A: You can trade up to 6 items per trade instance. Items (except platinum) are not stackable and must be placed one at a time. Q: Why does this item I’m trying to trade for say MR locked? A: Many items, particularly Prime parts, are MR locked to players. This means they are not buildable until the player reaches the MR shown for the item. This also means you cannot receive items that are above your MR level. Note that this only occurs for Prime blueprints, not the individual parts of the Prime item. For example, if you are MR8, you can receive the stock for Tigris Prime, but not the Tigris Prime blueprint. Q: What is this blue text on the screen? Q: How do I link items? A: Simply try to type it with brackets [], a small popup will show you what is allowed to be linked. Q: How do I display Rivens in chat? A: Just type [Riven Mod] to bring up a screen or type the whole name out with brackets [Braton Lexicon]. Platinum Q: What is Platinum? And what do I do with it? A: Platinum is Warframe’s premium in-game currency, which means it can be bought with real life currency and used in game. Its primary purpose is for purchasing items, equipment, and cosmetics in the Market (it is not recommended to buy items, as all items and equipment excluding some cosmetics are farmable in game). Platinum can also be traded between players, usually for items (see Trading above). Q: Why should I pay money for Plat? A: Technically you shouldn’t, but if there’s a particular Warframe/weapon/cosmetic/equipment that you want immediately, then you use Plat for that. Also, since Warframe is free to play and doesn’t run advertisements, buying Plat and premium cosmetics is Digital Extreme’s primary revenue source. So buying anything directly supports the Devs. Q: My first 50 Plat is untradeable, what gives? Q: Why do I have untradable Plat? A: Any starting Platinum will be untradable. This is to prevent account creation for Plat farming. Most if not all other Plat that you earn will always be usable for everything, including trading. Q: What should I use my starting Plat on? A: Generally, slots, potatoes (orokin reactors / catalysts) then cosmetics in that order. You’ll be able to get more Plat via trading with others later. A good choice is 1 Warframe slot (20p) and 2 Weapon slots (12x2=24) Thus equaling 44 Plat. Here’s a basic priority list ● Slots (Weapons and Warframe) ● Potatoes (Get a good set of comfort weapons with potatoes) ● Color Packs (Some good first palettes are the rest of Classic, Classic Saturated, Tenno, and Orokin) ● Cosmetics (These are visual changes only and offer no benefit to gameplay) ● Everything else; Weapons, frames, forma packs, etc. Q: Should I buy Plat for the game immediately? I’m enjoying the game and I want to help support it. A: Go ahead and buy, however it’s much better for you to wait for a 50% or 75% discount from the daily login reward. But still, if you feel the need to contribute, it’s better for the game as a whole. Alternatively, if you do want to support the game, the Prime Accesses are an option. Q: How do I “earn” Plat? How do I “farm” Plat? A: Plat is the in-game premium currency and the only way to get it is to either buy it from DE with real money or trade for it. There is no way to “farm Plat”, in the strictest sense of the phrase. See Trading for ways to gain Plat through trading. Q: Should I spend plat on rushing items in the foundry? A: Short Answer is no. Taking the time and waiting for items to finish building in the foundry is great incentive to take a break and helps you not get burned out by rushing the game. A: If you are stretched for time, or are generally impatient, then rush what you think is important. Resources Q: Where can I get “x” resource? A: Every planet has 4 set resources that can drop from enemies on that planet’s nodes. General Resources Planet Resource 1 Resource 2 Resource 3 Resource 4 Earth Ferrite Rubedo Detonite Ampules Neurodes Venus Polymer Bundles Circuits Alloy Plates Fieldron Samples Mercury Ferrite Polymer Bundles Detonite Ampules Morphics Mars Salvage Gallium Morphics Fieldron Samples Phobos Alloy Plates Plastids Rubedo Morphics Ceres Alloy Plates Circuits Detonite Ampules Orokin Cells Sedna Alloy Plates Salvage Rubedo Detonite Ampules Jupiter Alloy Plates Salvage Hexenon Neural Sensors Saturn Nano Spores Plastids Detonite Ampules Orokin Cells Uranus Polymer Bundles Plastids Detonite Ampules Gallium Europa Rubedo Control Module Morphics Fieldron Samples Eris Nano Spores Plastids Mutagen Samples Neurodes Neptune Ferrite Nano Spores Control Modules Fieldron Samples Pluto Alloy Plates Plastids Rubedo Morphics Void Ferrite Rubedo Argon Crystals Control Modules Lua Ferrite Rubedo Detonite Ampules Neurodes Deimos Nano Spores Mutagen Samples Orokin Cells Neurodes Kuva Fortress Salvage Circuits Neural Sensors Detonite Ampules Zariman Alloy Plate Ferrite Voidgel Orb Entrati Lanthorn Rare Resources Tellurium - Any Archwing mission (which also includes most of Uranus). Nitain Extract - Nora Night (3-4 every 24 hours), Sabotage (Third cache has an absurdly low chance), Ghouls Bounties. Cryotic - Excavations. Oxium - Oxium Ospreys. Kuva - Special missions near or in the Kuva Fortress, Cetus Bounties, and Sorties. Endo - Uncommon drop for some enemies, reward from missions, Ayatan Treasures. Hexanon - Uncommon drop from Amalgams, tiered reward for Disruption. Thrax Plasm - Common drop from Thrax Centurion or Thrax Legatus Special Resources Ducats - Given by selling Prime parts and blueprints, consoles can be found in relays. Ayatan Stars - Cyan and Amber variants, found in crates, boxes, or lockers in any mission. Can be traded for Endo or placed in Ayatan Sculptures. The Amber Star is much rarer than the Cyan. Ayatan Sculpture - A rare and beautiful artifact of Orokin origin. Can be filled with Ayatan Stars to animate it and be used as a decoration, or sold to Maroo for Endo. Lephantis Nav Coordinates - Resource needed to craft the Orokin Derelict Assassination key. Dropped from enemies and containers in the Orokin Derelict. Mutalist Alad V Nav Coordinates - Resource needed to craft the Mutalist Alad V Assassination key. Awarded for completing Infested Invasions, Rotation B on Orokin Derelict Survival/Defense missions, and a low chance of dropping from the third cache in Hive. Voidplumes - A rare metallic misty object, The shape changes depending on what type of Plume it is, There are 8 Voidplumes in a Zariman mission, 1 Crest, 2 Vanes and the rest have 25% chance to become Vanes or 75% chance to become Downs, Quill’s Are obtained from Zariman Bounties. Vainthorn - Mission Reward from Abyssal Zone Node, 6-8 will be rewarded upon mission completion regardless of Defixio’s extracted. 8, 11, 12 will be rewarded from the Steel Path variant. Market/Event Resources Forma - Changes the polarity of a mod slot on an item. Resets the item to unranked when used. Warframe/Weapon Exilus Adapter - Unlocks the Exilus slot on Warframes or Weapons. Umbral Forma - Changes the polarity of a mod slot on an item to the Umbral polarity. Resets the item to unranked when used. Aura Forma - Allows the Aura slot of a Warframe to accept any Aura mod, and have the polarity drain boost. Resets the item to unranked when used. Plains of Eidolon Resources Nistlepod - High areas (usually north eastern mountain) in the Plains Iradite - Everywhere in the plains, however, they are affected by level. Higher bounties reward more Iradite per formation broken. Maprico - On bushes everywhere in the Plains. Kuaka Spinal Claw - On kuaka thistles everywhere in the Plains. Grokdul - Anywhere in a Grineer base on the plains. Cetus Wisp - Small totem-like creature that can be found near Plains water sources, or as rewards from Bounties. Spawns more often at night. For resources regarding fish, see Plains Fishing. For resources regarding mining, see Plains Mining. Orb Vallis Resources Mytocardia Spores - Found in sacs on the floors of giant mushroom forests. Gorgaricus Spores - Found by shooting off purple sacs from underneath the giant mushrooms. Tepa Nodule - Taken from plants that grow on the mountainsides and caves of the Vallis. Thermal Sludge - Found in Corpus bases and outposts. Debt Bonds (training, shelter, medical, advances, familial) - Ticker clients, Bounties, Profit-Taker. Toroids (Calda, Sola, Vega) - Enemies at Enrichment Labs, Temple of Profit, Spaceport respectively. Also drops from Scyto, Kyta, and Mite Raknoids respectively. Gyromag, Atmos, Repeller Systems - Rewards from Heist bounties, Vox Solaris offerings. For resources regarding fish, see Vallis Fishing. For resources regarding mining, see Vallis Mining. Cambion Resources Ganglion - Grows from Fleshy Tendrils out of the ground, Shoot to obtain. Pustulite - Found by shooting brown infested sacs, Normally found in caves. Lucent Teroglobe - Found by shooting grey metal outcrops. Scintillant - Obtained from Bounties, Isolation Vaults and Enemy Necramechs. Vome Residue - Found by shooting glowing blue orbs during the Vome Cycle. Fass Residue - Found by shooting glowing red orbs during the Fass Cycle. Orokin Matrix (Orientation, Ballistics and Animus) - Obtained from Isolation Vaults and Arcana Isolation Vaults. Arcanes (Theorem and Residual) - Obtained from Isolation Vaults and Arcana Isolation Vaults. For resources regarding fish, see Cambion Fishing For resources regarding mining, see Cambion Mining Q: My booster isn’t doing anything help! Q: Difference between Resource Booster and Resource Drop Booster? A: Resource Boosters will always apply a 2x multiplier to whatever resource you get. This includes fishing, mining, and kuva missions. They do not affect rewards from mission drop tables. Resource Drop Booster doubles the chance resources will drop from enemies, boxes etc. A Resource Drop booster will not double kuva. Resource Drop boosters have no noticeable effect on fish or mining point spawns. Q: I farmed Argon Crystals and they’re suddenly missing. What happened? A: Argon naturally decays. It basically halves every day. So if you have 12 on the first day, on the second you’ll have 6, then 3 then 2 then 1 then none. Q: Where’s the best place to farm x? A: Generally the answer will always be the Dark Sector of the planet you need the resource of, and if it doesn’t have any, just do a survival. Q: What are ducats? A: Ducats are another form of currency in the game, however you can only use them with Baro Ki’Teer, the Void Trader. You get ducats from going to the relays and trading Prime parts in for them at the Ducat Kiosk on either side of the central aisle. Q: What is Aya? A: Aya is a rare resource gained as a mission/bounty reward, it can be traded to Prime Warframe and Weapon Relics from Varzia in Maroo's Bazaar. Q: Can Kavats increase the amount of Kuva you get? A: Yes, but only the Smeeta Kavat breed with the Charm mod has a chance to double the Kuva you receive. Void Relics Void Relics are special, upgradeable containers that can be found throughout the Star Chart. They predominantly drop Prime Warframe and Weapon parts, but can also drop Forma blueprints. Q: Where do I find relics? A: Relics are a common drop on most endless missions. Relic packs can also be bought from the Market and from all 6 main Syndicates. Relics can also be traded between players. Q: What does it mean for parts to be common and rare? A: Every relic contains 3 common parts (bronze), 2 uncommon parts (silver), and 1 rare part (gold). Common parts have a high chance of dropping, uncommon have a moderately-low chance of dropping, and rare parts have a low chance of dropping. Q: What does refining a relic mean? A: When doing Void missions, you collect Void Traces from dead Corrupted enemies. You can use these Traces to refine a Void relic and increase the chances of getting uncommon and rare drops, while decreasing the chances for getting common drops. It takes 25 Traces for an Exceptional relic, 50 for a Flawless, and 100 for a Radiant. Chances of getting one specific Drop Refine Level (VT is Void Traces) Common Drops x3 Uncommon Drops x2 Rare Drops x1 Intact 25.55% 11% 2% Exceptional (25 VT) 23.33% 13% 4% Flawless (50 VT) 20% 17% 6% Radiant (100 VT) 16.67% 20% 10% Relic Drop Tables All parts are essentially Prime, and thus will not have the “Prime” for redundancy purposes. Simply search your desired part with no Prime necessary. All lines indicated with red are vaulted until further notice, THIS IS NOT BEING UPDATED FOR THE MOMENT! Item = In Rotation Item = Vaulted Lith Common Common Common Uncommon Uncommon Rare A3 Rubico Receiver Orthos Handle Lex BP Tiberon BP Akbolto Barrel Akjagara Barrel C4 Burston BP Forma BP Paris Lower Limb Braton Stock Orthos Blade Chroma Neuro C5 Forma BP Saryn Neuro Spira BP Valkyr Neuro Venka BP Cernos Lower Limb K2 Braton Barrel Rubico Receiver Zephyr Neuro Braton Receiver Forma BP Kogake Gauntlet L1 Destreza Handle Kogake Boot Forma BP Equinox Neuro Zhuge BP Limbo Neuro M4 Akjagara BP Equinox Chassis Paris BP Destreza BP Stradavar Barrel Mesa Neuro V6 Cernos Grip Nikana BP Venka Blades Forma BP Saryn BP Valkyr Chassis W1 Gram Blade Mirage Neuro Forma BP Fang Handle Akbolto Link Wukong BP A1 Braton Barrel Forma BP Vasto Receiver Vectis BP Saryn Neuro Akstiletto BP A2 Lex Barrel Forma BP Valkyr BP Cernos BP Akbronco Link Akstiletto BP B1 Mag Neuro Ankyros BP Forma BP Boltor Receiver Rhino Neuro Boar Stock B2 Forma BP Paris Lower Limb Tigris Stock Orthos Blade Braton Receiver Ballistica BP B3 Burston BP Forma BP Limbo Systems Orthos Blade Cernos String Ballistica BP B4 Ankyros BP Forma BP Nyx BP Rhino Neuro Scindo BP Boltor BP B5 Banshee Neuro Lex Receiver Oberon Chassis Rubico Stock Orthos Blade Ballistica BP B6 Fang BP Lex Barrel Limbo Systems Orthos BP Redeemer BP Ballistica BP C1 Fang Blade Nova Neuro Nova Systems Forma BP Kavasa Band Carrier Cerebrum C2 Bronco Receiver Paris Upper Limb Venka Blades Nami Skyla Handle Akbolto Barrel Cernos Lower Limb C3 Lex BP Silva & Aegis Hilt Sybaris BP Helios BP Braton BP Chroma Neuroptics F1 Forma BP Paris BP Fang Blade Odonata BP Scindo BP Fragor BP F2 Odonata Systems Hikou Stars Paris Upper Limb Fang Handle Burston Barrel Vauban BP G1 Latron BP Frost Chassis Reaper Handle Forma BP Ember Systems Glaive BP G2 Bo BP Latron Stock Wyrm Cerebrum Loki Chassis Frost Systems Glaive BP H1 Bronco BP Paris BP Saryn Systems Nami Skyla Handle Akstiletto Barrel Helios Cerebrum H2 Lex Barrel Forma BP Zephyr Neuro Orthos BP Oberon BP Helios Cerebrum K1 Fang BP Burston Stock Odonata Harness Trinity BP Tigris Barrel Kavasa Buckle M1 Lex Receiver Boar Receiver Forma BP Dakra BP Soma BP Mag BP M2 Dakra Handle Nova Neuro Soma Barrel Boar Barrel Forma BP Mag BP M3 Forma BP Paris BP Silva & Aegis Hilt Oberon BP Rubico Stock Mesa Neuro N1 Nekros Chassis Bronco BP Fang Blade Forma BP Akbronco Link Nova Chassis N2 Paris Upper Limb Spira BP Carrier Systems Kavasa Band Helios BP Nekros Systems N3 Sybaris Stock Burston Receiver Valkyr BP Forma BP Braton BP Nekros BP O1 Rubico Receiver Burston BP Ballistica Lower Limb Forma BP Akbolto Barrel Oberon Neuro O2 Volt BP Bo Ornament Wyrm Cerebrum Forma BP Loki Chassis Odonata Wings P1 Fang Blade Helios Carapace Sybaris Stock Forma BP Braton Receiver Pyrana BP P2 Burston BP Forma BP Tipedo BP Ballistica Receiver Gram BP Pyrana BP S1 Paris String Hikou BP Bronco BP Forma BP Paris Grip Spira Pouch S2 Carrier Systems Akbronco BP Nyx BP Kavasa Band Forma BP Soma Stock S3 Carrier Systems Akbronco BP Paris String Soma Receiver Ash BP Spira Pouch S4 Lex BP Forma BP Paris BP Kavasa Collar Trinity Chassis Saryn BP S5 Carrier Carapace Burston Receiver Fang Blade Galatine Handle Akbronco Link Spira Blade S6 Forma BP Fang Blade Dual Kamas BP Valkyr Neuro Kavasa Band Spira Pouch S7 Galatine Blade Lex BP Mirage Chassis Paris Grip Akbolto Link Sybaris Barrel T1 Akbronco BP Burston BP Forma BP Valkyr Neuro Ballistica Upper Limb Tigris BP T2 Forma BP Valkyr BP Lex Barrel Silva & Aegis BP Braton BP Tiberon Stock V1 Paris Upper Limb Paris Lower Limb Burston Stock Forma BP Volt Systems Fragor Handle V2 Fang BP Lex Barrel Paris Lower Limb Paris Upper Limb Forma BP Vauban Systems V3 Paris Lower Limb Cernos Upper Limb Braton BP Helios Systems Tigris Barrel Valkyr Systems V4 Spira BP Nekros Chassis Venka Blades Helios BP Tigris Barrel Vauban Chassis V5 Akbronco BP Banshee Neuro Lex BP Ballistica Upper Limb Akbolto Barrel Valkyr Systems Z1 Fang Handle Akbronco BP Mirage Neuro Cernos BP Forma BP Zephyr Systems Z2 Akbronco BP Nami Skyla BP Forma BP Helios Systems Silva & Aegis BP Zephyr Systems Meso Common Common Common Uncommon Uncommon Rare A2 Zhuge Grip Tipedo BP Forma BP Zephyr Chassis Equinox BP Akbolto Receiver E2 Bronco BP Destreza Handle Pyrana Barrel Akbolto Link Rubico Stock Equinox Systems K2 Mirage Chassis Paris String Orthos Handle Chroma Chassis Wukong Systems Kronen Blade N7 Limbo Systems Pyrana Barrel Kronen BP Forma BP Gram BP Ninkondi Handle N8 Valkyr BP Forma BP Cernos Upper Limb Cernos String Valkyr Neuro Nikana Hilt T1 Fang BP Braton Stock Burston Receiver Forma BP Paris Upper Limb Tiberon Barrel T3 Lex Barrel Forma BP Paris Lower Limb Limbo BP Chroma Chassis Tiberon Stock Z3 Chroma BP Forma BP Stradavar Receiver Akjagara Link Rubico Barrel Zephyr Systems A1 Ballistica Lower Limb Orthos Handle Sybaris Stock Forma BP Kronen Handle Akjagara Barrel B1 Dakra Handle Orthos Handle Forma BP Mag Chassis Orthos BP Boar Stock B2 Braton BP Oberon Chassis BP Silva & Aegis Hilt Kronen Handle Hydroid BP Banshee Chassis B3 Forma BP Nova Systems Soma BP Darka BP Mag Chassis Boar Stock C1 Nova Neuro Forma BP Saryn Systems Scindo Handle Ash BP Carrier Cerebrum C2 Cernos Upper Limb Bronco BP Galatine Blade Valkyr Neuro Odonata BP Carrier Cerebrum C3 Burston Stock Lex BP Nami Skyla BP Helios BP Saryn BP Cernos Lower Limb D1 Orthos Handle Lex BP Forma BP Forma BP Orthos Blade Dual Kamas Blade D2 Forma BP Lex Receiver Paris Lower Limb Helios Systems Valkyr Neuro Destreza Blade D3 Akbolto BP Fang Handle Braton Stock Kronen Handle Nami Skyla Handle Destreza Blade E1 Bo Ornament Frost Chassis Latron Barrel Forma BP Wyrm Systems Ember BP F1 Bronco Receiver Paris Lower Limb Saryn Systems Nekros Neuro Dual Kamas Handle Fragor BP F2 Latron Stock Ember Chassis Sicarus Barrel Reaper Blade Forma BP Frost BP F3 Ember Neuro Loki BP Reaper Handle Forma BP Glaive Disk Frost BP G1 Braton Barrel Forma BP Venka Blades Ballistica String Silva & Aegis Blade Galatine BP H1 Hydroid Chassis Mirage Neuro Paris BP Fragor BP Oberon BP Helios Cerebrum K1 Cernos Upper Limb Nekros Chassis Orthos Handle Akstiletto Barrel Tigris Receiver Kogake Gauntlet M1 Dakra Handle Boltor Barrel Ankyros Gauntlet Boar Barrel Rhino Chassis Mag BP M2 Fang Blade Kogake Boot Paris String Akjagara Link Silva & Aegis Blade Mirage BP M3 Ballistica Lower Limb Gram Blade Paris String Kogake BP Equinox Neuro Mirage BP N1 Fang Handle Braton Stock Fang BP Forma BP Dual Kamas Handle Nyx Neuro N2 Hikou BP Bronco BP Fang Handle Ash Neuro Forma BP Vauban Neuro N3 Burston Stock Bronco BP Braton Barrel Euphona Barrel Carrier Cerebrum Nekros BP N4 Paris Upper Limb Saryn Neuro Orthos Handle Forma BP Oberon BP Nikana Blade N5 Braton Stock Forma BP Lex Receiver Hydroid BP Tigris Receiver Nekros Systems N6 Boltor Barrel Forma BP Hikou Pouch Rhino Chassis Scindo Handle Nyx Neuro O1 Forma BP Akbronco BP Paris Lower Limb Akstiletto Link Cernos String Oberon Neuro O2 Tiberon Receiver Paris Lower Limb Cernos Upper Limb Mirage Systems Akbronco Link Oberon Neuro O3 Forma BP Loki Neuro Odonata Systems Wyrm Systems Volt Chassis Odonata Wings P1 Bronco Receiver Chroma BP Oberon Chassis Ballistica Receiver Silva & Aegis BP Pyrana BP R1 Tiberon Receiver Paris Upper Limb Braton BP Ballistica String Akbronco Link Rubico BP S1 Nova Systems Paris BP Tigris Stock Paris Upper Limb Odonata BP Soma Stock S2 Paris String Bronco BP Galatine Blade Paris Grip Forma BP Saryn Chassis S3 Valkyr BP Nekros Chassis Akbronco BP Ash BP Forma BP Spira Pouch S4 Fang BP Banshee Neuro Galatine Blade Fang Handle Trinity BP Saryn BP S5 Burston Stock Braton Barrel Lex Barrel Forma BP Saryn Neuro Sybaris Barrel S6 Galatine Blade Helios Carapace Valkyr BP Cernos Strings Tigris Receiver Spira Blade S7 Cernos Upper Limb Forma BP Venka Blades Nami Skyla Handle Paris Grip Sybaris Barrel S8 Gram Blade Forma BP Bronco Receiver Burston Barrel Ballistica Upper Limb Sybaris Barrel S9 Lex Barrel Spira BP Braton BP Forma BP Saryn Neuro Spira Pouch T2 Lex Barrel Paris Lower Limb Forma BP Tigris Receiver Banshee BP Tiberon Stock V1 Burston BP Spira BP Carrier BP Braton BP Forma BP Vectis Receiver V2 Vasto Receiver Paris BP Ash Chassis Forma BP Volt Chassis Nikana Blade V3 Carrier BP Forma BP Spira BP Kavasa Band Volt Chassis Valkyr Systems V4 Carrier BP Lex Barrel Forma BP Valkyr Neuro Ash Neuro Vauban Chassis V5 Bronco BP Cernos Grip Spira BP Euphona Barrel Silva & Aegis BP Venka Gauntlet Z1 Burston Receiver Forma Blueprint Fang Blueprint Limbo BP Helios BP Zephyr BP Z2 Braton BP Redeemer Blade Sybaris BP Hydroid BP Rubico Barrel Zephyr Systems Neo Common Common Common Uncommon Uncommon Rare A2 Pyrana Barrel Kronen BP Limbo Systems Forma BP Zephyr Chassis Akbolto Receiver C1 Limbo Systems Kronen BP Mesa Chassis Pyrana Receiver Redeemer BP Chroma Systems M2 Akbronco BP Burston Stock Forma BP Bronco Barrel Limbo BP Mesa Systems R2 Ninkondi BP Braton Stock Forma BP Tiberon BP Paris Grip Rubico BP S12 Fang Blade Redeemer Blade Paris Upper Limb Mirage Systems Wukong Chassis Stradavar BP S13 Saryn Systems Spira BP Nikana BP Cernos BP Forma BP Saryn Chassis Z2 Akbolto BP Braton Stock Lex BP Mesa BP Pyrana Receiver Zephyr BP Z3 Bronco Receiver Zephyr Neuro Forma BP Akjagara Receiver Mesa BP Zhuge Barrel A1 Carrier Systems Braton Barrel Forma BP Cernos String Vectis BP Akstiletto BP B1 Paris String Trinity Systems Bronco Receiver Vectis Stock Burston Barrel Banshee Chassis B2 Tigris Stock Braton Stock Fang BP Venka BP Forma BP Banshee Chassis B3 Boar BP Forma BP Rhino Systems Mag Chassis Dakra Blade Boltor BP B4 Hydroid Chassis Burston Stock Forma BP Kronen Handle Tigris Barrel Banshee Systems B5 Braton Barrel Ballistica Lower Limb Forma BP Oberon BP Destreza BP Banshee Systems D1 Mag Systems Vasto Barrel Boar BP Trinity Neuro Forma BP Dakra Blade E1 Frost Neuro Loki Neuro Wyrm BP Forma BP Reaper Blade Ember BP F1 Ember Chassis Sicarus Barrel Sicarus BP Bo Handle Forma BP Frost BP G1 Mirage Neuroptics Forma BP Kogake Boot Hydroid Neuroptics Paris Grip Gram Handle H1 Burston Receiver Fragor Head Orthos Handle Banshee BP Tigris Barrel Hydroid Systems H2 Euphona BP Burston Stock Fang BP Ballistica Receiver Rubico Barrel Hydroid Systems K1 Euphona BP Silva & Aegis Hilt Valkyr BP Helios BP Zephyr Chassis Kogake Gauntlet K2 Chroma BP Braton Barrel Banshee Neuroptics Akbolto Link Mirage Systems Kogake Gauntlet L1 Mirage Chassis Euphona BP Kronen BP Ballistica Receiver Silva & Aegis Blade Limbo Chassis M1 Paris String Akbolto BP Bronco BP Euphona Barrel Helios BP Mirage BP N1 Hikou Stars Vectis Barrel Forma BP Soma Receiver Kavasa Collar BP Nyx Chassis N2 Lex BP Fang BP Vasto Barrel Forma BP Nova BP Vauban Systems N3 Lex Barrel Odonata Systems Paris String Fang Handle Ash Neuro Nekros Systems N4 Paris String Ash Chassis Braton Stock Forma BP Venka BP Nikana Blade N5 Saryn Systems Forma BP Helios Carapace Ash Systems Akstiletto Link Nikana BP N6 Bronco Receiver Galatine Blade Cernos Upper Limb Sybaris Receiver Trinity BP Nikana Hilt N7 Trinity Neuro Euphona BP Venka Blades Banshee BP Valkyr Neuro Nekros Systems N8 Paris String Hydroid Chassis Sybaris BP Forma BP Akbolto Link Nami Skyla Blade N9 Boar BP Dakra Handle Mag Neuro Forma BP Soma Receiver Nova Chassis N10 Forma BP Redeemer Blade Zephyr Neuro Ballistica Upper Limb Tipedo Ornament Nami Skyla Blade O1 Forma BP Odonata Harness Volt BP Aklex BP Volt Systems Odonata Wings BP R1 Ankyros Gauntlet Forma BP Hikou BP Boltor Receiver Nyx Chassis Rhino BP S1 Carrier Carapace Lex Barrel Soma BP Trinity Chassis Forma BP Saryn BP S2 Burston Stock Paris Lower Limb Nova Systems Nyx Systems Paris Upper Limb Saryn Chassis S3 Soma Barrel Carrier BP Burston Receiver Forma BP Vasto BP Spira Blade S5 Latron Receiver Ember Neuro Reaper BP Glaive Disc Frost Systems Sicarus Receiver S6 Burston BP Forma BP Trinity Neuro Tigris Receiver Kavasa Buckle Silva & Aegis Guard S7 Banshee Neuroptics Fang Blade Helios Carapace Ballistica Receiver Sybaris Receiver Silva & Aegis Guard S8 Bronco Receiver Forma BP Hydroid Chassis Fragor BP Nikana BP Spira Pouch S9 Akjagara BP Bronco BP Mirage Neuro Destreza BP Forma BP Silva & Aegis Guard S10 Lex BP Saryn Systems Braton Stock Spira Blade Nikana Blade Saryn Chassis S11 Bronco Receiver Fang Blade Hydroid Chassis Forma BP Kronen Handle Stradavar BP T1 Forma BP Dual Kamas BP Burston BP Banshee BP Fragor Handle Tigris BP V1 Nyx BP Forma BP Dual Kamas BP Bronco Barrel Volt BP Nova Chassis V2 Fang Handle Braton Stock Galatine Blade Galatine Handle Forma BP Vauban BP V3 Galatine Blade Paris String Carrier Systems Tigris Receiver Forma BP Vauban Neuro V4 Cernos Grip Tigris Stock Bronco Receiver Saryn Neuro Ash Neuro Venka Gauntlet V5 Helios Carapace Paris String Silva & Aegis Hilt Forma BP Burston Barrel Vauban Neuro V6 Burston Stock Cernos Grip Forma BP Fragor Handle Mirage Systems Vauban Chassis V7 Akbolto BP Forma BP Pyrana Barrel Banshee BP Cernos BP Valkyr Chassis V8 Loki BP Odonata Harness Wyrm BP Forma BP Bo Handle Volt Neuro Z1 Orthos Handle Nekros Chassis Paris BP Forma BP Galatine Handle Zephyr BP Axi Common Common Common Uncommon Uncommon Rare D1 Braton BP Chroma BP Tiberon Receiver Forma BP Zhuge Receiver Destreza Blade G2 Wukong Neuro Akbolto BP Burston Receiver Redeemer BP Tipedo Ornament Gram Handle L5 Fang BP Burston BP Rubico Stock Kronen Handle Akbronco Link Limbo Chassis M1 Zhuge String Lex Barrel Mesa Chassis Rubico Barrel Orthos BP Mirage BP P1 Forma BP Equinox Chassis Akjagara BP Kogake BP Ninkondi Chain Pyrana BP R2 Destreza Handle Forma BP Lex Receiver Chroma Chassis Mirage Systems Redeemer Handle S5 Saryn Systems Venka Blades Cernos Grip Forma BP Nikana Blade Spira Pouch T2 Kogake Boot Mirage Neuro Stradavar Stock Burston Barrel Forma BP Tipedo Handle V9 Valkyr BP Saryn Neuro Mirage Neuro Spira Blade Valkyr Systems Venka Gauntlet A1 Trinity System Fragor Head Braton Stock Akstiletto Barrel Dual Kamas Handle Nikana BP A3 Braton Barrel Helios Carapace Kogake Boot Cernos String Hydroid Neuro Akbolto Receiver A4 Braton Stock Forma BP Zephyr Neuro Ballistica String Fang Handle Akbolto Receiver A5 Forma BP Vasto Barrel Vasto Receiver Akvasto Link Vasto BP Akvasto BP B1 Euphona BP Ash Chassis Fang Blade Cernos BP Kavasa Buckle Banshee System B2 Fragor Head Sybaris BP Fang Blade Forma BP Orthos BP Banshee System C1 Trinity Neuro Vectis Barrel Lex Receiver Orthos BP Forma BP Cernos Lower Limb C2 Forma BP Trinity Systems Braton BP Silva & Aegis Blade Fragor Handle Cernos Lower Limb C3 Helios Carapace Forma BP Hydroid Chassis Pyrana Receiver Banshee Blueprint Chroma Systems C4 Braton BP Hydroid Chassis Pyrana Barrel Kogake BP Sybaris Receiver Chroma Systems E1 Latron Barrel Sicarus BP Frost Neuro Glaive Blade Forma BP Ember BP E2 Paris BP Lex Receiver Braton Stock Forma BP Bronco Barrel Euphona Receiver G1 Nekros Chassis Saryn Systems Paris BP Kavasa Collar Forma BP Galatine BP H1 Forma BP Fragor Head Vectis Barrel Akstiletto Receiver Trinity Chassis Helios Cerebrum H2 Oberon Chassis Lex Receiver Fang Handle Trinity Chassis Akstiletto Barrel Helios Cerebrum H3 Kronen BP Cernos Grip Helios Carapace Burston Barrel Forma BP Hydroid System H4 Mesa Chassis Mirage Chassis Paris Upper Limb Akbolto Link Forma BP Hydroid Systems K1 Odonata Harness Hikou Pouch Lex Barrel Forma BP Akstiletto Receiver Kavasa Buckle K2 Orthos Handle Sybaris BP Forma BP Cernos String Galatine Handle Kronen Blade K3 Cernos Grip Paris BP Tiberon Receiver Banshee BP Pyrana Receiver Kronen Blade K4 Paris BP Forma BP Sybaris Stock Destreza BP Kogake BP Kronen Blade K5 Ballistica Lower Limb Braton BP Forma BP Equinox BP Hydroid BP Kronen Blade L1 Latron BP Reaper BP Wyrm Carapace Forma BP Glaive Blade Loki System L2 Orthos Handle Braton BP Nami Skyla BP Tiberon BP Forma BP Limbo Neuroptics L3 Fang Handle Kronen BP Nami Skyla BP Akjagara Receiver Zephyr Chassis Limbo Chassis L4 Forma BP Bo Ornament Wyrm Carapace Odonata BP Volt Systems Loki Systems N1 Braton BP Forma BP Fang Blade Akstiletto Link Odonata Wings Ash System N2 Carrier Carapace Lex Receiver Bronco BP Forma BP Ash Neuro Nikana Hilt N3 Paris Upper Limb Dual Kamas BP Forma BP Volt BP Bronco Barrel Nekros BP N4 Cernos Upper Limb Galatine Blade Nekros Chassis Fragor Handle Hydroid Neuro Nikana Hilt N5 Euphona BP Lex Barrel Oberon Chassis Helios Systems Nekros Neuro Nami Skyla Blade N6 Lex Receiver Nikana BP Braton Barrel Braton Receiver Saryn BP Nikana Hilt O1 Euphona BP Paris BP Forma BP Akstiletto Receiver Galatine Handle Oberon System O2 Galatine Blade Paris String Fang Blade Tiberon BP Helios Systems Oberon System O3 Burston Stock Destreza Handle Forma BP Venka BP Zephyr Chassis Oberon System O4 Destreza Handle Zephyr Neuro Lex BP Tiberon BP Gram BP Oberon Systems R1 Boltor Stock Mag Systems Boar Receiver Dakra BP Ankyros Blade Rhino BP S1 Forma BP Bronco Receiver Bronco BP Akbronco Link Trinity BP Scindo Blade S2 Latron Receiver Loki BP Wyrm BP Ember System Forma BP Sicarus Receiver S3 Boltor Stock Hikou Stars Rhino Systems Ankyros Blade Nyx Systems Scindo Blade S4 Boar Receiver Forma BP Mag Systems Dakra Blade Nova BP Soma Stock T1 Vectis Barrel Odonata Harness Saryn System Akstiletto Receiver Burston Barrel Tigris BP V1 Odonata System Carrier Systems Dual Kamas BP Volt Neuro Forma BP Vauban Chassis V2 Hikou Pouch Trinity Systems Mag Neuro Braton Receiver Boar Barrel Vectis Stock V3 Trinity Neuro Vasto Barrel Trinity System Orthos BP Braton Receiver Vectis Stock V4 Paris BP Trinity Systems Odonata Harness Cernos BP Forma BP Vectis Stock V5 Venka Blades Dual Kamas BP Forma BP Braton Receiver Tigris Receiver Valkyr Chassis V6 Ballistica Lower Limb Braton BP Forma BP Fang Handle Galatine Handle Valkyr Chassis V7 Lex Barrel Nami Skyla BP Valkyr BP Kogake BP Silva & Aegis BP Venka Gauntlet V8 Forma BP Lex Receiver Odonata System Volt Chassis Odonata BP Volt Neuro Factions Friendly Factions There are a number of factions and people willing to help you on your journey through the Solar System. These can include the factions listed below, however Syndicates can be friend or foe, and aren’t included here.. Tenno The Tenno are you, the Warframes, under the care and guidance of the Lotus. It is your privilege and your burden to keep the balance of power in the Origin system. Cephalon Simaris Cephalon Simaris is a Cephalon construct that resides within the Sanctuary Enclave, a room found in all Tenno Relays. A seeker of knowledge, his ultimate goal is to "immortalize" creatures through the process known as Synthesis, that deconstructs a being into data for storage within the Sanctuary. Talk with Simaris Ostron The hardy people of the Plains of Eidolon, they’ve made a community in the shadow of an abandoned Orokin tower and called it Cetus. They ask you for assistance in their constant struggle against the Grineer. Talk with Konzu. Quills Led by Quill Onkko, the Quills study the sentients who still roam the Plains. Onkko seeks your fighting prowess in getting closer to these dangerous beings. Talk with Onkko. Solaris United The people of Fortuna are forever enslaved in debt to their Corpus overlords. The Solaris United have banded together to push back. These cybernetically modified rebels request your help in furthering their cause. Talk with Eudico. Vox Solaris Where Solaris United is the face of the rebellion, Vox Solaris is the hidden, anonymous personnel group that handles the underground dealings and shady operations. Their true purpose is yet to be revealed. Talk with Little Duck. Entrati The Entrati are an elusive family that reside inside the enclave of Necralisk, on Deimos. They were highly renowned during the Orokin Era for being the first ones to create technologies that harnessed the power of the Void. Today, the sole survivors of the clan are a single dysfunctional household that dwells on the Cambion Drift. Talk with Mother Necraloid Necraloids are Entrati machines operated by Cephalons, serving as loyal servants to the Entrati family. To fully access this Syndicate, the player must complete the Heart of Deimos quest and The War Within. Talk with Loid. The Holdfasts (SPOILERS) The Holdfasts are the four last survivors of the adult crew of the Zariman Ten Zero and conducting their operations within the Chrysalith. Returned to life by the mysterious powers of the Void, they have fought off conversion into Void Angels. While not strictly human anymore, instead being Void manifestations resurrected through the Conceptual Embodiment of the memories of the original Zariman Crew, they retain their human mindset and guide the Tenno in preventing the further degradation of the Zariman. Speak with Quinn. Khal’s Garrison Kahl's Garrison is a resistance movement that fights against Narmer. Led by Kahl-175 with the support of Daughter and the Tenno, he sets up his base at the Drifter's Camp, preparing a campaign to free his Grineer brothers and the Origin System from Narmer. Speak with Khal. NPC There are a number of friendly NPCs throughout the game that provide the Tenno with different forms of aid or services. ● The Lotus - A mysterious being who guides Tenno on their journey. ● Ordis - A Cephalon who assists in ship and mission operations. ● Darvo - A Corpus rebel who resides in Relays. He sells various items for Platinum at a discount from Market cost. ● Baro Ki’Teer - Known as the Void Trader, he appears every 2 weeks on a Friday with a large selection of items to buy for Ducats and/or credits. He is the only in-game purveyor of Primed Mods and Prisma Weapons. ● Maroo - A shady thief who has a heavy interest in Ayatan artifacts. She will buy your Ayatan Treasures for Endo. ● Clem - One of Darvo’s connections, he is an undercover soldier who spies on the Grineer. Will give you unique missions. ● Nora Night - Host of the Nightwave radio station. Enemy Factions The Solar System is awash with large, dangerous, fanatical groups that all want to see the Tenno as a long forgotten memory. Grineer The Grineer are a vast army of genetically modified, cloned humans, who are plagued by debilitating defects from over extension of DNA. They are born and raised into fanatical dedication to the two Grineer Queens, and wish to exploit Warframes as superweapons. They use mass produced, simple but deadly weaponry, and have heavy armor that can block the majority of damage they receive. Grineer never use proto-shields. Recommended to use puncture and corrosive damage types. Enemies to Prioritize ● Heavy Gunner - High armor, high health, high damage. ● Hyekka Master - Very high armor, high health, can spawn up to 4 Hyekkas. ● Bombard - Very high armor and health, fires homing rockets. ● Napalm - Very high armor and health, fires incendiary grenades that leave a burning orb on impact. ● Manic - High armor and health, can teleport and ignore damage, very high damage melee attacks. ● Nox - Extremely high armor and health, wields a sticky grenade launcher that applies toxin and cold procs. Only weak spot is its head, which is protected by a fortified glass helmet. Breaking the helmet releases the noxious gasses within. ● Prosecutor - The Grineer specialty unit, with very high health and the only unit with a shield. There are 4 types of prosecutors, each one uses a specific elemental shield, of heat, cold, toxin, or electricity. Whichever element the shield is is the only damage type that will hurt them. Grineer Controlled Planets ● Earth (including Plains of Eidolon) ● Mercury ● Mars ● Ceres ● Saturn ● Uranus ● Sedna ● Kuva Fortress ● Lua (contested) ● Zariman (rotates) Corpus The Corpus are slaves to their greed. The highest ranking Corpus leaders are merchants and traders, who deploy an army of crewmen and moa proxies to both work for them and fight for them. The Corpus prefer high tech energy based weapons, and use high capacity, damage absorbing proto-shields. Corpus units rarely if ever have any type of armor. Recommended to use slash, impact, toxin, gas, radiation, and magnetic damage. Enemies to Prioritize ● Nullifier Crewman - Deploys an energy bubble around them, which stops or negates any Warframe abilities if exposed to it. ● Comba/Scrambus - These units are taller than regular crewman, and have specialized hover shoes allowing them to move very fast. They have an aura around their helmets that disrupt Warframe abilities and HUD. ● Shield Osprey - A flying support unit, this osprey will regenerate nearby allies’ shields very quickly. Take out this unit before engaging the rest. ● Bursa - The Corpus specialty unit, there are three types of bursas, which are a heavy defensive proxy. Each one sits low to the ground, and has a shield equipped to its front which negates all damage. It can only be damaged reliably from the back. Once it is disabled, you can hack the console on its back and have it fight for you. Corpus Controlled Planets ● Venus (including Orb Vallis) ● Phobos ● Jupiter ● Europa ● Neptune ● Pluto ● Lua (contested) ● Zariman (rotates) Infested The Infested are the remains of Corpus, Grineer, and other biological organisms that have been infected by the Technocyte Virus, a pathogen that wiped out the ancient Orokin civilization. The Technocyte is a hive mind, and relentlessly attacks anything that invades its spawning nests. Nearly every unit attacks exclusively with melee, though a few units have ranged attacks. Infested units have very high health, rarely armor, and never have proto shields. They are weak to slash, puncture, heat, corrosive, and gas damage. Enemies to Prioritize ● Volatile Runner - An orange Corpus crewman shaped infested that will charge you and explode in a suicide bomb style. ● Swarm Mutalist Moa - A blue and purple Corpus proxy shaped infested that launches swarms of infested spores that cause minor damage and reduce invisibility. Any infested units that hit the spores gain armor. ● Tar Mutalist Moa - A blue, red, and purple Corpus proxy shaped infested that launches globs of bright yellow mucus, that slows you down and causes heavy damage when in contact. ● Ancient - A heavy infested melee unit, it comes in three types; healer, disruptor, and toxic. The healer (green) provides damage resistance to allies, the disruptor (dark green and pink) drains your Warframe’s energy, and the toxic (dark green and neon green) creates toxic clouds that deal heavy damage and buffs allies’ toxin damage. ● Juggernaut - The infested specialty unit, and arguably the most dangerous unit in the game. It is a quadruped infested tank, with armor so high that any damage done to the exterior does zero damage. It has high damage ranged and charge attacks. The only way it can be damaged is when it rears up on its hind legs. Its stomach is its weak point. Infested Controlled Planets ● Eris ● Deimos Corrupted/Orokin The Corrupted are the remnants of the ancient Orokin civilization. They are brainwashed, augmented forms of Corpus, Grineer, and Infested units, roaming the abandoned halls of Orokin towers, protecting that which they were programmed to. And they will defend their masters’ homes savagely. All corrupted act like their normal counterparts, but are upgraded with higher health, armor, and shields. Their weapons are also upgraded to Orokin Prime energy weapons. Each unit is still susceptible to their faction’s weaknesses. Corrupted units can only be encountered in the Void, or Void Fissure missions. Recommended to target the same enemy types of their original faction. The only Corrupted controlled area is The Void. Sentients (SPOILERS) The Sentients are ancient beings that were a large part of the destruction of the Orokin Empire. They have several variants, and all have either damage resistance or damage adaptation. They can be encountered on the Plains of Eidolon, Uranus, and Lua. Some Sentients include the Oculysts, Battalysts, Eidolons and the Shadow Stalker. Amalgams (SPOILERS) The Amalgams are a hybrid of Corpus and Sentient Technology, developed by Alad V. They employ mixed attacks similar to their Corpus and Sentient counterparts. Amalgams can only be found on Jupiter. They are susceptible to corrosive, radiation, and magnetic attacks. Syndicates Syndicates are Factions that can be joined by the Tenno, and provide unique purchasable rewards. There are 6 main Syndicates, each with their own goals, friends, and enemies. Each Syndicate considers 3 other Syndicates as Allied, Opposed, or Enemy. The 2 remaining are neutral. A Syndicate’s standing is based on Reputation, and each Syndicate has their own Reputation ranking system. You can join as many Syndicates as you’d like, but keep in mind that if a Syndicate is Opposed or an Enemy with another, then gaining Reputation with that Syndicate will lose Reputation in the other. If your Reputation with a Syndicate drops below 0, you become an Enemy to them and they will periodically send out hit squads to kill you in missions, much like Assassins. To advance in a Syndicate, you must max out Reputation with each of the 5 levels. You gain reputation by equipping the chosen Syndicate’s sigil to your Warframe. Only one sigil may be equipped on a Warframe at a time. A portion of the affinity you earn will then be converted into Reputation. Each level will require an offering to advance. These offerings range from credits, resources, potatoes, and Prime parts. Each level unlocks more rewards from that Syndicate’s reward table. Steel Meridian The Steel Meridian are made up of deserters and opposers to the Grineer Regime. They constantly fight a guerilla war against them, and are sworn protectors of the few colonies that still survive on Earth. Arbiters of Hexis The Arbiters of Hexis are a disciplined, dogmatic, ruthless cult of warriors and clerics who seek justice and order in the Origin System. They see the Tenno as the ultimate key to this goal. Cephalon Suda Suda is one of the ancient artificial intelligences created during the Great War, a Cephalon. She despises violence and destruction, and her thirst for knowledge is unparalleled. She finds the Tenno intriguing. The Perrin Sequence The Perrin Sequence are a splinter group of brilliant and powerful merchants, who shun the Corpus to further their own goals. They wish to bring prosperity and direction to the Origin System. Red Veil The Red Veil are an organization dedicated to destruction. They see mass corruption all around them, and wish to heal the system through a great and violent purge. Bound by honor to their cause, they do not regard life as precious, but as an obstacle. New Loka New Loka are worshipers of the Human life and what it once was. They wish to see the restoration of humanity and the repopulation of Earth. Their belief is that humanity will rise once again and end the age long conflict that plagues the Origin System. Syndicate Alignments Syndicate Allied (+50% Rep) Opposed (-50% Rep) Enemy (-100% Rep) Steel Meridian Red Veil New Loka Perrin Sequence Arbiters of Hexis Cephalon Suda The Perrin Sequence Red Veil Cephalon Suda Arbiters of Hexis Red Veil New Loka Perrin Sequence New Loka Arbiters of Hexis Steel Meridian Red Veil Steel Meridian Cephalon Suda Arbiters of Hexis New Loka Perrin Sequence Steel Meridian Cephalon Suda Because of these Alignments, it is recommended to ally with 3 Syndicates, the 3 on the left of the menu, or the 3 on the right, for ease of use. Q: What do syndicates do? A: Syndicates allow Tenno access to their reward lists, which include important things like Warframe/weapon augment mods, gear consumables, relic packs, Archwing weapon parts, Spectres, unique Syndicate weapons, Captura scenes, and more. Q: Can I trade syndicate syandanas? A: No, you can only obtain those for syndicates you’ve personally maxxed out. Q: If I drop below my rank after paying tribute, do I still have to pay tribute again? A: Yes, if you lose a rank then you will have to pay tribute to get it back. Q: Which is the best syndicate? What syndicate do I choose? A: That’s subjective, choose which one you like the most, or which one you like the rewards for most. Q: How many syndicates can I max? A: 6, however that takes intense micromanagement. 4 is the easiest to max without extreme effort. The combinations are as follows: Steel Meridian, Cephalon Suda, Arbiters of Hexis and Red Veil or Red Veil, New Loka, Steel Meridian and Perrin Sequence (Bolded are the ones most used to retain 4) Keep the SM/RV sigil and do CS/NL missions respectively. Q: Is there any downside to getting Syndicates mad/angry/negative? A: The slighted Syndicate will occasionally send Death Squads after you, similar to Assassins. You can tell which Syndicate is attacking from flickering lights and a message from the attacking Syndicate. You also don’t have access to their rewards. Q: What’s the difference of the “x Squad” vs the “x Platoon”? A: Just numbers, usually the squad has 3-5, while the Platoon has 5-8. Q: I joined this syndicate, but the other one has the mod I want. Can I switch over? A: Anytime. Just pay the tribute and advance to the other goal. Alternatively you can just trade for the mod. Q: If I reach my daily standing cap and do a Syndicate mission do I get more standing? A: Yes. Syndicate missions reward standing regardless of your cap. Q: What do Insignia / Seed / Quittance / Datum / Medallion / Mark do? Q: What do Defender Insignia / Bountiful Seed / Executive Quittance / Intriguing Datum / Lawful Medallion / Honored Mark do? Q: What do General Insignia / Flawless Seed / Partner Quittance / Genius Datum / Maxim Medallion / Exalted Mark do? Q: How do I find them? How do I get them? A: Collectively, they’re called Syndicate Medallions, and they can be redeemed at any non Earth relay at their respective Syndicates for standing in their particular syndicate. You can get them by doing Syndicate missions, they usually spawn 8 per mission. Q: How do I start earning standing with my Syndicate? A: Just to the right of the Navigation is a menu you can interact with to select a Syndicate, from there you can pledge yourself to the syndicate you choose, A percent of affinity you gain during missions goes towards ranking up your chosen Syndicate. You can change at anytime. Q: Why did my Syndicate weapon suddenly explode? A: All Syndicate weapons, and weapons that can be upgraded with a Syndicate mod, have what is called a Syndicate Radial Effect. Each effect gives buffs and damage depending on the Syndicate the weapon/mod is from. To gain the effect, you must gain affinity with the weapon that will then be converted into points and fill a gauge in the lower right hand of your HUD. Once the weapon’s gauge is filled, usually 1,000 points, the effect will be released and the gauge reset. Syndicate Effect Name Damage Type Restore Type Temporary Buff Steel Meridian Justice Blast 25% Health +25% Base Armor Arbiters of Hexis Truth Gas 25% Health +25% Base Parkour Speed Cephalon Suda Entropy Magnetic 25% Base Energy +25% Base Energy The Perrin Sequence Sequence Radiation 25% Shield +50% Base Shields Red Veil Blight Viral 25% Base Energy +10% Base Movement Speed New Loka Purity Corrosive 25% Health +25% Base Health Field Bosses (Assassins) A Field Boss is a specialized enemy that can randomly appear in any standard mission, similar to Syndicate Death Squads (mission exceptions are Syndicate missions, Archwing missions, Free Roam missions, Arenas, (Elite) Sanctuary Onslaught, and Assassinations). Assassins appear with the sole intent of killing their target. Even if you have others in a squad, an Assassin will only attack its target, unlike Syndicate Death Squads which attack everyone. You can check which Assassin is after you on the front page of your Profile, in the Marked for Death section. Shadow Stalker The Shadow Stalker is the most common Assassin. He will occasionally mark you for death after completing any Assassination mission, of any faction. This appears as a message in your Inbox. Once marked for death, the Stalker has a chance to appear on any mission node or type at any time. The Stalker appears as a modified dark grey and orange Excalibur, wielding a greatsword. He attacks similarly to Excalibur as well. Similar to Sentients, the Stalker gains resistance to damage as it is received. Switch up your tactics as you take him down. If the Stalker succeeds in defeating his target, he will disappear without dropping any rewards and the defeated player will need to be revived. The Stalker has a chance of dropping a number of powerful weapons, mods, landing craft parts, and resources. Zanuka Hunter The Zanuka is a proxy controlled by Alad V. It is an Assassin whose death mark appears after completing 5 Invasions against the Corpus in a row. It will only appear in missions where you are fighting the Corpus. The Zanuka appears as a grey, medium sized proxy similar in size to a Hyena, but smaller than a Jackal. It employs an automatic plasma gun and a frost bomb, along with melee attacks. Should the Zanuka Hunter damage its target enough, it will pounce upon its victim and transport them to a holding facility, where a hidden mini-mission will begin. You must escape Alad V’s facility and recover your confiscated equipment. The Zanuka has a chance of dropping Detron blueprints and parts, Orokin cells, and landing craft parts. Grustrag Three The Grustrag Three are a team of enhanced, insane Grineer super-soldiers. They are an Assassin whose death mark appears after completing 5 Invasions against the Grineer in a row. They will only appear in missions where you are fighting the Grineer. The Three appear as large Grineer Marines, with streamlined armor and open helmets. They each employ different fighting tactics. ● Leekter carries a large axe and flashbangs ● Shik Talk uses a handheld rocket launcher and a riot shield ● Vem Tabook carries a shotgun that fires electro-traps Each of the Three also has a Carabus Sentinel, armed with a laser rifle. Should the Three succeed in defeating their target, their Sentinels will form a shield around the victim, preventing team revives. A Grustrag Bolt will then be attached to the victim’s Warframe. The Bolt reduces that frame’s damage against Grineer by 50%. A blueprint for a Bolt Release will be in the victim’s inventory upon leaving the mission. The Grustrag Three have a chance of dropping rare mods, Brakk blueprints and parts, Endo, and landing craft parts. The Wolf of Saturn Six The Wolf is the most powerful of the inmates to escape the maximum security Grineer prison, Saturn Six. He led the uprising that released himself and his inmates on the Origin System. He became available to encounter during Series 1 of Nightwave. The Wolf appears as a very large Grineer individual, similar in look to one of the Grustrag Three, but with different armor. He wields his Wolf Sledge, and primarily uses melee attacks. He can also attack with energy projectiles similar to that of Excalibur’s Exalted Blade, and will occasionally perform a spin attack that pulls any nearby Warframes to him. The Wolf has an extremely high amount of health and Alloy armor. He is also completely immune to Status effects and Warframe abilities. It is recommended to keep distance from him, and to use weapons with high puncture and radiation damage. The Wolf can appear in any player-based mission, and does not require or have a death mark associated with him. His arrival is preceded by the standard flashing lights and a wolf-like howl. In addition, if another Assassin has already appeared or is set to appear in a mission, The Wolf will not spawn. Acolytes (Steel Path) Acolytes spawn in any non-archwing and non-assassination Steel Path missions, Acolytes can spawn in 3-7 minute intervals, This includes non-endless missions, in non-endless missions a max of 3 Acolytes spawn. Acolytes have quite a lot of Health and Shields with some Armor, They are only able to receive up to 4 stacks of any status effect (Except Impact which can stack to 6) and Radiation only amplifies the damage the Acolyte receives but does not enable friendly fire, Acolytes also have a mechanic which lowers your damage the higher your damage per second is, so high damage weapons such as DMRs and Snipers are normally better against them, They also get a 40% damage resistance from the start. Acolytes resemble different warframes, Angst is a modified Valkyr, Malice is a modified Frost, Mania is a modified Loki, Misery is a modified Oberon, Torment is a modified Mesa and Violence is a modified Limbo. Acolytes drop 2 Steel Essence and one random Primary or Secondary Arcane upon defeat. Kuva Liches Kuva Liches are Grineer Assassin enemies that are unique to the player who created them. They are very powerful, and are designed to be a challenge for mid to end game players. Only players who have finished The War Within quest can spawn a Lich. They are defeated through solving an icon puzzle and trial and error. Its menu, upon creation, is in the lower right corner of the Menu or Navigation UI, next to the Nightwave/Resource box. You are only able to have Either a Sister or a Liche, not both. The Parazon The Parazon is a unique gear item that is given to players during the tutorial of the game. It is always automatically equipped in all missions. It can be found and altered in the Arsenal section of your Orbiter. It can hold up to 3 mods that give bonuses to hacking and mercy kills. Mercy kills can be performed on any regular enemy with the activate button (default [X]) once their health is almost depleted. They are similar to sneak attacks, however a mercy kill will always instantly kill the enemy. The Parazon also holds up to 3 Requiem Mods, which are required to kill Kuva Liches and Sisters of Parvos. Requiem Mods and Relics Requiem Mods are 8 unique mods that can only be slotted into the Parazon. They are obtained from Requiem Relics. Requiem Relics have a chance to drop from Lich Thralls, Sister Hounds and Kuva Siphons, and are a guaranteed drop from Kuva Floods. They are opened similarly to Prime Relics, on select Kuva Fortress missions. They can be refined like normal relics as well. Requiem Relics drop the Requiem Mods (Which are always an uncommon drop), as well as Riven Slivers, Kuva, Ayatan Amber Stars, and Exilus Adapter blueprints. There is also a 9th Requiem Mod, Oull, It is able to act as ANY Requiem mod, meaning if you put it into the first slot, that slot is now going to be correct, it doesn’t matter what is required. Oull has a drop chance of 25% when the Kuva Lich or Sisters of Parvos flees after using the correct Requiem Sequence. This Requiem only drops for the person whose Lich/Sister is downed. Lich Larvlings Lich Larvlings have a chance to spawn on any level 20+ Grineer mission. They are marked by a unique red icon, and are preceded by yellow flashing lights. Damaging them completely then mercy killing them with the Parazon will create a Lich. If in a party, only the player who lands the final blow on the larvling will have the option to mercy kill it. Lich Thralls In your Lich's influenced zones, Lich Thralls will have a chance to spawn. 3-15 can spawn depending on the mission type, with longer missions spawning more. They can be damaged as normal, but will not die upon losing all their health. Instead they will drop to a knee, allowing you to mercy kill them with the Parazon. If not mercy killed, they will remain on the map indefinitely until the mission ends. Upon death, the Thrall will provide a Requiem Murmur, which is needed to discover which Requiem Mod is needed to kill your Lich. Kuva Thralls have a 5% chance to drop a Requiem Relic upon death. Warframe Progenitors IMPACT HEAT COLD ELECTRICITY TOXIN MAGNETIC RADIATION Baruuk Chroma Frost Banshee Atlas Citrine Ash Gauss Ember Gara Caliban Dagath Harrow Equinox Grendel Inaros Hildryn Excalibur Ivara Hydroid Garuda Rhino Kullervo Revenant Gyre Khora Lavos Loki Sevagoth Nezha Styanax Limbo Nekros Mag Mirage Wukong Protea Titania Nova Nidus Mesa Nyx Zephyr Vauban Trinity Valkyr Oberon Xaku Octavia Wisp Volt Saryn Yareli Voruna Qorvex Depending on the Warframe used to kill the Kuva Larvling, the subsequent Lich will have modified stats. It will have randomized resistances and weaknesses, and the Kuva weapon they wield will gain an elemental stat bonus, from 25-60%, that corresponds to the Warframe used to kill the larvling. The Lich will also gain visual attributes based on the chosen Warframe, namely that Warframe's helmet mounted on the Lich's shoulder pauldron. Kuva Weapons There are 19 unique Kuva weapons, majority a variant of an existing Grineer weapon. They level similarly to the Paracesis, in that they are mastered at level 40 as opposed to level 30. The additional levels are gained through Forma, with each added raising the weapon's max level by 2, until reaching 40 (5 total Forma required). Each level will give 100 mastery points as normal, with the weapon providing a max of 4,000 mastery points. Fighting the Kuva Lich Once you have a Lich created, it will have a chance to appear like other Assassin enemies, and is preceded by yellow flashing lights. However, it can only appear in Lich controlled missions. The Kuva Lich has 4 damage bars, one shield and 3 health. Once the shield is depleted, the first damage bar (right side) can be drained. Once a damage bar is completely drained, the Lich will go to one knee and start rapidly regaining health. The player who the Lich belongs to must attempt to mercy kill the Lich during this phase, else the Lich will rise again with that damage bar replenished, and will have to be fought again. If the player has the correct Requiem Mod slotted into their Parazon, the Lich will stand back up and the next damage bar can be attacked. If the player has the incorrect Requiem Mod, then the Lich will flee and Level up. To defeat their Lich, the player must get all 3 Requiem Mods correct, in order. Each time the player is killed by their Lich, a log will be recorded in the Lich Menu of which Mods were used, and which one failed. If for instance the first mod was incorrect, it will be highlighted red with a slash through it. If a mod was not tested, it will be grey. If a mod succeeded, it would be gold. Through trial and error, a player can discover the correct mods and their order simply by getting killed by their Lich. However, the correct mods can be discovered quicker. By killing Thralls, players will receive Requiem Murmurs. Gaining 130 murmurs in 3 stages will reveal all 3 required Requiem Mods to kill the Lich. The first stage requires 30 murmurs, the second another 30, and the third 70. The mods will not be given in the correct order though, that has to be tested and found by the player through combat with their Lich. Each time a player fails to defeat their Lich, it will level up, gaining increased damage and health, and increases the level of enemies on influenced nodes. The Lich maxes out at level 5. Lich missions start at level 55 and max out at level 110. It will also spread their influence to an adjacent planet, and their rage level will increase. The higher a Lich's rage level, the more likely it is to spawn in a mission. The rage levels are Indifferent - Annoyed - Fuming - Furious - Enraged. Upon completion of a Lich influenced mission, the player's Lich will steal some of the player's loot. This is random, and can include up to 50% of resources and credits, mods, items, blueprints, and rewards. Upon defeat, the Kuva Lich will reward the player with all stolen loot up to that point. It should be noted that if in a party, only one member of the group has to have the selected mission be influenced by their Lich for it to become an influenced node for the entire party. Killing a Thrall will provide a murmur to each player, and any of the player's Liches have a chance to spawn. Once you have correctly put all 3 Requiem mods in the right order and attempt to kill your Lich, it will flee one last time but not increase in Level, You are required enter your railjack and find the node with the Lich on it, It will be marked on the Navigation Menu, once you start the mission you are tasked to kill your Lich one last time. If you are in a group you are tasked to kill all active Liches in the group. When Lich has been completely defeated, players have two options. They can either Vanquish or Convert it. Vanquishing the Lich awards the player with the Lich's Kuva weapon and all stolen loot. Converting the Lich awards the player with all the stolen loot, and gives it the chance to appear in missions as an ally. PLayers will not be awarded the Kuva weapon if the Lich is converted. Sisters of Parvos Sisters of Parvos are Corpus Super Soldiers that are unique to the player who created them, very similar to Kuva Liches. They are very powerful, and are designed to be a challenge for mid to end game players. Only players who have finished The War Within and Call of the Tempestarii quests can spawn a Sister. They are defeated through solving an icon puzzle and trial and error. Its menu, upon creation, is in the lower right corner of the Menu or Navigation UI, next to the Nightwave/Resource box. You are only able to have Either a Sister or a Lich, not both. The Parazon The Parazon is a unique gear item that is given to players during the tutorial of the game. It is always automatically equipped in all missions. It can be found and altered in the Arsenal section of your Orbiter. It can hold up to 3 mods that give bonuses to hacking and mercy kills. Mercy kills can be performed on any regular enemy with the activate button (default [X]) once their health is almost depleted. They are similar to sneak attacks, however a mercy kill will always instantly kill the enemy. The Parazon also holds up to 3 Requiem Mods, which are required to kill Kuva Liches and Sisters of Parvos. Requiem Mods and Relics Requiem Mods are 8 unique mods that can only be slotted into the Parazon. They are obtained from Requiem Relics. Requiem Relics have a chance to drop from Lich Thralls and Kuva Siphons, Sister Hounds, and are a guaranteed drop from Kuva Floods. They are opened similarly to Prime Relics, on select Kuva Fortress missions. They can be refined like normal relics as well. Requiem Relics drop the Requiem Mods (Which are always an uncommon drop), as well as Riven Slivers, Kuva, Ayatan Amber Stars, and Exilus Adapter blueprints. There is also a 9th Requiem Mod, Oull, It is able to act as ANY Requiem mod, meaning if you put it into the first slot, that slot is now going to be correct, it doesn’t matter what is required. Oull has a drop chance of 25% when the Kuva Lich or Sisters of Parvos flees after using the correct Requiem Sequence. This Requiem only drops for the person whose Lich/Sister is downed. Sister Candidate After the completion of The War Within and Call of the Tempestarii quests, the player may encounter a Candidate after completing the Granum Void in any Corpus Ship tileset while qualifying for Rank 1 rewards of Nightmare Difficulty (using a Zenith Granum Crown; not to be confused with Nightmare Mode which is a different mission modifier). To enter the Granum Void, players are required to gain a Granum Crown, the quest The Deadlock Protocol has to be completed in order to gain the Crowns, in missions with the Corpus Ship Tileset an enemy named The Treasurer will spawn within 2-4 minutes in non-endless missions and 5-8 minutes in endless missions, The Treasurer will only spawn once per mission and the Crown type is depending on the level of the mission, to gain a Zenith Granum Crown for the Sister Candidate the mission has to be a level 31+. By choosing to kill the Sister Candidate with a Parazon Mercy kill, the player causes a Sister to rise in the Origin System, thus becoming the Progenitor of that Sister, and the Warframe used for this is recognized as the Progenitor Warframe. In a squad, only the last player who damaged the Candidate may perform the Mercy kill. If no one takes the mercy action, the Candidate will despawn after 30 seconds. This does not interrupt the normal course of the mission. Upon return to the Orbiter, regardless of whether the mission was completed or aborted, the player will receive communications from the newly created Sister. The Sister's profile can be accessed from either the Orbiter's Navigation console, or on the Main Menu, through a banner on the lower right corner of the screen. When the player is within Mercy distance, the downed Candidate will display an icon and name of the Tenet Weapon the created Sister will wield. The displayed weapon is always random, meaning players can run a mission multiple times before Mercy killing her with their weapon of choice. If the Candidate is ignored, the displayed weapon will not show up again for any subsequent Candidates (only if the mission is finished properly) until the entire weapon pool is rejected. Mechanized Hounds In your Sister’s influenced zones, Mechanized Hounds will have a chance to spawn. 3 can spawn in a single mission. They can be damaged as normal, but will not die upon losing all their health. Instead they are opened to parazon finishers, allowing you to mercy kill them. If not mercy killed, they will remain on the map indefinitely until the mission ends. Upon death, the Hound will provide a Requiem Murmur, which is needed to discover which Requiem Mod is needed to kill your Sister. Mechanized Hounds have a 5% chance to drop a Requiem Relic upon death. Warframe Progenitors IMPACT HEAT COLD ELECTRICITY TOXIN MAGNETIC RADIATION Baruuk Chroma Frost Banshee Atlas Citrine Ash Gauss Ember Gara Caliban Dagath Harrow Equinox Grendel Inaros Hildryn Excalibur Ivara Hydroid Garuda Rhino Kullervo Revenant Gyre Khora Lavos Loki Sevagoth Nezha Styanax Limbo Nekros Mag Mirage Wukong Protea Titania Nova Nidus Mesa Nyx Zephyr Vauban Trinity Valkyr Oberon Xaku Octavia Wisp Volt Saryn Yareli Voruna Dagath Depending on the Warframe used to kill the Sister Candidate, the subsequent Sister will have modified stats. It will have randomized resistances and weaknesses, and the Tenet weapon they wield will gain an elemental stat bonus, from 25-60%, that corresponds to the Warframe used to kill the Candidate. The Sister will also gain visual attributes based on the chosen Warframe, namely that Warframe's helmet mounted on the Sister’s shoulder pauldron. Tenet Weapons There are 14 unique Tenet weapons, some a variant of an existing Corpus weapon. They level similarly to the Paracesis, in that they are mastered at level 40 as opposed to level 30. The additional levels are gained through Forma, with each added raising the weapon's max level by 2, until reaching 40 (5 total Forma required). Each level will give 100 mastery points as normal, with the weapon providing a max of 4,000 mastery points. Fighting the Sister of Parvos Once you have a Sister created, it will have a chance to appear like other Assassin enemies, and is preceded by yellow flashing lights. However, it can only appear in Sister controlled missions. The Sister has 4 damage bars, one shield and 3 health. Once the shield is depleted, the first damage bar (right side) can be drained. Once a damage bar is completely drained, the Sister will go to one knee and start rapidly regaining health. The player who the Sister belongs to must attempt to mercy kill the Sister during this phase, else the Sister will rise again with that damage bar replenished, and will have to be fought again. If the player has the correct Requiem Mod slotted into their Parazon, the Sister will stand back up and the next damage bar can be attacked. If the player has the incorrect Requiem Mod, then the Sister will despawn and level up. To defeat their Sister , the player must get all 3 Requiem Mods correct, in order. Each time the player fails an attempt, a log will be recorded in the Sister Menu of which Mods were used, and which one failed. If for instance the first mod was incorrect, it will be highlighted red with a slash through it. If a mod was not tested, it will be gray. If a mod succeeded, it would be gold. Through trial and error, a player can discover the correct mods and their order simply by getting killed by their Sister . However, the correct mods can be discovered quicker. By killing Hounds, players will receive Requiem Murmurs. Gaining 130 murmurs in 3 stages will reveal all 3 required Requiem Mods to kill the Sister. The first stage requires 30 murmurs, the second another 30, and the third 70. The mods will not be given in the correct order though, that has to be tested and found by the player through combat with their Sister. Each time a player fails an attempt to kill their Sister, it will level up, gaining increased damage and health, and increases the level of enemies on influenced nodes. The Sister maxes out at level 5. Sister missions start at level 55 and max out at level 110. It will also spread their influence to an adjacent planet, and their rage level will increase. The higher a Sister’s rage level, the more likely it is to spawn in a mission. The rage levels are Indifferent - Annoyed - Fuming - Furious - Enraged. Upon completion of a Sister influenced mission, the player's Sister will steal some of the player's loot. This is random, and can include up to 50% of resources and credits, mods, items, blueprints, and rewards. Upon defeat, the Sister of Parvos will reward the player with all stolen loot up to that point. It should be noted that if in a party, only one member of the group has to have the selected mission be influenced by their Sister for it to become an influenced node for the entire party. Killing a Hound will provide a murmur to each player, and any of the player's Sistershave a chance to spawn. Once you have correctly put all 3 Requiem mods in the right order and attempt to kill your Sister, it will flee one last time but not increase in Level, You are required enter your railjack and find the node with the Sister on it, It will be marked on the Navigation Menu, once you start the mission you are tasked to kill your Sister one last time. If you are in a group you are tasked to kill all active Sisters in the group. When Sister has been completely defeated, players have two options. They can either Vanquish or Convert it. Vanquishing the Lich awards the player with the Sister’s Tenet weapon and all stolen loot. Converting the Sister awards the player with all the stolen loot, and gives it the chance to appear in missions as an ally. PLayers will not be awarded the Tenet weapon if the Sister is converted. Relays Throughout the Star Map exists Relays, friendly outposts that all Tenno can utilize. They appear as a mission node, and must have all missions completed for it to be accessible. Current Relays ● Strata, Earth ● Larunda, Mercury ● Kronia, Saturn ● Orcus, Pluto Unique Relays ● Maroo’s Bazaar, Mars Destroyed Relays ● Vesper, Venus ● Leonov, Europa ● Kuiper, Eris *These relays pertain to the PC version of Warframe, not the console versions. Maroo’s Bazaar is where you go to turn Ayatan Treasures into Endo. It is also a public trading hub, but doesn’t contain any elements of other relays. Relays are destroyed when a Razorback Armada or Balor Fomorian are not defeated. Each Relay has a number of NPCs, interactables, and locations within them. These include Syndicate NPCs, where you can trade in Syndicate Medallions for Standing, Darvo and Clem, Cephalon Simaris’ Sanctuary (which includes the Simulacrum), the Conclave Access, a Navigation room, and Ducat trading posts. Every existing Relay (besides the Bazaar) can be visited by Baro Ki’Teer on his biweekly visit. Tenno cannot trade with each other in Relays (besides the Bazaar). Clans, Dojos, and Alliances Clans A clan is a foundable group in-game that any player can join. All clans have a Clan Dojo with many useful rooms that can be built. Clans also contain the Trading Hub, allowing for trades to be done with anyone in the Dojo. The Research Labs only exist in Dojos, where over 180 weapon, Warframe, and equipment blueprints can be purchased. These blueprints must be researched using resources, which any clan member can donate. Labs ● Tenno Lab - Allows for research of Warframes and Tenno-based weaponry. ● Energy Lab - Allows for research of energy and Corpus-based weaponry. ● Chem Lab - Allows for research of firearm and Grineer-based weaponry. ● Bio Lab - Allows for research of elemental and Infested-based weaponry. ● Orokin Lab - Contains the Dragon Keys and Solar Rail parts (Solar Rails are discontinued). To start a clan, go to the Clan Tab in the Communication Menu. To join a clan, a member of an already established clan with the Recruiter permission sends an invite to your inbox. Ask in Recruiting Chat or on forums to find the right clan for you. Clan leaders have the ability to create and submit a unique clan emblem. This emblem can then be equipped on your Warframes and companions, in the Regalia section of the Appearance tab. Note that DE does not interfere with Clan affairs, all activity happens between Clan members and staff. There are 5 capacity levels for Clans, each one affecting maximum member count and research costs. ● Ghost: All clans start at this level, have a max member count of 10, and have the lowest research cost. ● Shadow: Max member count of 30, has 3x the research cost of a Ghost. ● Storm: Max member count of 100, has 10x the research cost of a Ghost. ● Mountain: Max member count of 300, has 30x the research cost of a Ghost. ● Moon: Max member count of 1,000, has 100x the research cost of a Ghost. It is highly recommended to finish the research for a new clan while in the Ghost or Shadow sizes, as obtaining resources at higher Clan levels is extremely expensive. A Clan can have up to 9 unique Hierarchies, with each one having access to 12 roles. The Hierarchy names and roles can be customized by the Clan Founder, or those with the Ruler role. Clan Roles ● Ruler - Can add/remove permissions of others. ● Recruiter - Can invite people to the clan. ● Regulator - Can kick members from the clan. ● Promotor - Can promote members up to their own rank or below. ● Architect - Can add new rooms to the Dojo. ● Dojo Decorator - Can add new decorations to rooms in the Dojo. ● Treasurer - Can use the Clan Vault and change the Clan Tax. ● Tech - Can start a research project in labs. ● Tactician - Can start research of Solar Rails and deploy them (currently discontinued). ● Chat Moderator - Can kick or suspend members from clan chat. ● Herald - Can edit the Message of the Day (MOTD) for the clan. ● Fabricator - Can purchase blueprints from clan labs. The Clan Vault is a buildable decoration that allows any member to donate credits, resources, or decorations to be used in research projects or building projects. Anything put in the Vault cannot be refunded, and cannot be used for any player’s personal needs. The Clan tax is a secondary trade tax that can be employed. Any credits gained from the Clan Tax in a trade go into the Clan Vault. The Clan Tax can be 0-100% of the regular trade tax. As Clan Chat is the only available chat medium for a Clan, many Clans use third party sites for communication. The most popular of these is Discord. It is common for Clans who are recruiting to require a member to also have a Discord account. Alliances An Alliance is a group of clans. Alliances used to be able to battle each other using Solar Rails to try to win Dark Sector Missions, but that feature has since been removed. Currently the only benefits to being in an Alliance is access to the Alliance Chat, and the ability to donate resources to other allied clans. Alliances are created as large communities for players to access and socialize in. Creation of an Alliance is done in the Clan Menu. Like Clans, Alliances can have unique emblems that can be equipped on your Warframes and companions. The maximum size of an Alliance is 4,000 members, based on clan sizes within the alliance. For example, a Ghost Clan will count as 10 members, while a Mountain Clan will count as 300 members, regardless of the actual number of members within the given clan. Main Storyline Quests Awakening Awakening is the introduction quest designed to allow players to familiarize themselves with the basics of Warframe control and combat. Players are given a choice between various starting Warframes: Excalibur, Mag, and Volt, along with a small selection of weapons. Requirements: First Login NOTE: For returning players, If you skipped this quest when this quest was introduced, it will be considered completed and will not affect future quest unlocks. Rewards: ● First Warframe (Excalibur, Mag Or Volt) ● First Primary Weapon (MK1-Braton or MK1-Paris) ● First Secondary Weapon (Lato or MK1-Kunai) ● First Melee Weapon (Skana or MK1-Bo) Vor’s Prize Vor's Prize is the second main storyline quest that occurs immediately after Awakening, designed to guide new players through the game so that they can familiarize themselves with the various systems involved. Requirements: Awakening Quest NOTE: For returning players, If you skipped this quest when the quest system was introduced, it will be considered completed and will not affect future quest unlocks. Rewards: ● Orbiter Ship Segments ● Basic Mods ● 25,000 Credits Once Awake Once Awake is the third main storyline Quest that also introduces new players to the infested faction, spy missions, and defense missions. Requirements: Completion of the Mercury Junction Rewards: ● Molten Impact ● Heat Sword Blueprint The Archwing The fourth main Quest is The Archwing that introduces players to Archwings. This questline also introduces Orokin Sabotage and Excavation missions. Requirements: Completion of the Mars Junction Rewards: ● Odonata Archwing ● Imperator (Archwing Weapon) ● Veritux (Archwing Weapon) ● Access to the other Archwings Stolen Dreams The fifth main Quest is Stolen Dreams. Search for Arcane Codices artifacts that several factions have a great interest in. The Lotus learns that the Grineer have unearthed some treasure and promptly gets it stolen by Maroo. Requirements: Completion of the Phobos Junction Rewards: ● Ether Daggers Blueprint ● Orokin Catalyst The New Strange The sixth main Quest is The New Strange and continues after the events of the Stolen Dreams quest. Requirements: Complete Stolen Dreams Quest and the Europa Junction Rewards: ● Chroma Blueprint ● Access to the Sanctuary Onslaught Natah The seventh main Quest is Natah and involves the mystery behind a strange drone and hints to the identity of the Lotus. Requirements: Be at least Mastery Rank 2 Rewards: ● Exilus Adapter ● Access to Exilus Adapter blueprint The Second Dream The eighth main Quest and first cinematic Quest is The Second Dream. This quest is a continuation of Stolen Dreams and Natah. The Second Dream yields a large amount of lore and is suggested by many to do with both sound and music turned on. Requirements: Completion of Natah Quest, Neptune Junction and be at least Mastery Rank 5 Rewards: ● Broken War ● Unlocks the Focus Tree ● Access to Lua ● Scar Sigil ● Shadow Stalker Rising Tide A main Quest and which tasks the player with collecting the parts they need to construct a Railjack, an Orokin warship dating back to the Old War, in preparation for the Sentient threat. Requirements: Completed The Second Dream Quest Rewards: ● Railjack The War Within The ninth main Quest and the second cinematic Quest is The War Within. This questline continues the events of The Second Dream, and explores the origin of the Twin Queens, Teshin, and the Zariman Ten-Zero Incident. Like The Second Dream, this Quest contains a large amount of lore and is suggested to do with both sound and music on. Requirements: Complete The Second Dream Quest, the Sedna Junction, and be at least Mastery Rank 5 Rewards: ● Broken Scepter ● Orvius Blueprint ● Riven Mod ● Grineer Queens Glyph ● Personal Quarters Segment blueprint Apostasy Prologue A mini Quest and prologue to The Sacrifice, with new insight into Margulis, Ballas, and the Lotus. Requirements: Complete Chains of Harrow Quest and install the Personal Quarters Segment. Rewards: None The Sacrifice The tenth main Quest is The Sacrifice, where the Operator tracks down and unlocks the secrets of the Umbra Warframe, while contesting with his memories of Ballas and the Old War. Requirements: Complete Apostasy Prologue Quest Rewards: ● Excalibur Umbra ● Skiajati ● Umbral Mods ● Excalibur Umbra Sunder Helmet ● Umbra’s Courtyard Captura Scene ● Excalibur Umbra’s animation sets for all Warframes. Chimera Prologue Chimera Prologue is a short main Quest that serves as the first act of the Prelude to War. It explores the fate of Ballas after the events of the Sacrifice. Requirements: Complete The Sacrifice Quest Rewards: ● Paracesis Blueprint ● Ropalolyst unlocked Erra Erra is a short main Quest that serves as the second act of the Prelude to War. The quest shows the Operator's flashback regarding The Old War, while they witness a meeting, and introduces Natah's brother, Erra, who is preparing for the war. Requirements: Complete Chimera Prologue Quest Rewards: ● Shedu Blueprint The Maker The Maker is a short main Quest that serves as the third act of the Prelude to War. This quest is simply a cutscene where Erra urges Natah to "finish the war" in spite of her doubts surrounding Erra's supposed death and the "maker" Ballas. Requirements: Complete Erra Rewards: ● None The New War The New War is the eleventh main Quest where the Sentients return to wage an all-out war against the Tenno for complete domination of the Origin System. Requirements: ● Own a Railjack ● Own a Necramech ● Completed Prelude to War Quest Rewards: ● ● Sirocco Amp ● Sirocco Amp Skin ● Nataruk ● Rumblejack ● A Lost Time Decoration ● Ballas' Narmer Staff Decoration ● The Drifter Camp Captura Scene ● 3 Day Affinity Booster ● 3 Day Credit Booster ● Access to Narmer Bounties Angels of the Zariman Angels of the Zariman is a main Quest where the Zariman Ten Zero has emerged from the Void, haunted by nightmares of the past. Requirements: Complete The New War Quest Rewards: ● 1 Voidplume Pinion ● Operator Voidshell Set ● Drifter Voidshell Set ● Access to the Dormizone ● Access to The Holdfasts Syndicate ● Access to Chrysalith Bounties Veilbreaker Veilbreaker is a main quest where Narmer has recovered as a Murex emerges near Deimos, but Grineer Kahl-175 breaks free from Narmer's control and continues to fight to free his brothers. Requirements: Complete The New War Quest Rewards: ● Archon Hunt Access ● Kahl's Garrison Access ● Break Narmer Access ● Helminth Archon Shard Segment Blueprint Whisper in The Walls Deep within the Necralisk, a dormant precept known as The Kalymos Sequence has been activated. You must return to Deimos and investigate Albrecht’s hidden, subterranean Laboratories for any clues he may have left behind. Requirements: Complete The New War & Heart of Deimos Quests Rewards: ● Qorvex Blueprint ● Grimoire ● Melee Upgrade Segment ● Melee Arcane Adapter ● Mentor’s Legacy Mod Side Quests These are optional quests that can be done at any time after being unlocked. Howl of the Kubrow Tasks the Tenno with finding all the equipment and resources necessary to create a Kubrow. Awards the Incubator Upgrade segment and a Kubrow egg. A Man of Few Words The Tenno are contacted by Darvo, a Corpus defector who works as a merchant in the Relays. He asks for your help in rescuing a Grineer contractor who works for him. Awards a new weekly mission and access to the Clem Clone Specter. Warframe Quests Each of these quests rewards a Warframe blueprint, and some will reward the entirety of the Warframe. Hidden Messages Attempt to decipher the meaning behind a series of cryptic poems discovered from an ancient Orokin artifact. Awards the Mirage Warframe. The Limbo Theorem Piece together the meaning behind a mysterious theorem. Awards the Limbo Warframe. Patient Zero Find and locate the infected Alad V to stop his plans of dominating the Origin System. Awards the Mesa Warframe blueprint. The Jordas Precept Investigate the distress calls of a lone Cephalon, who seeks to eradicate the infestation. Awards the Atlas Warframe blueprint. Sands of Inaros Search out hidden treasures buried on Mars for Baro Ki’Teer. Awards the Inaros Warframe. The Silver Grove New Loka calls the Tenno for aid in uncovering an ancient, mysterious power. Awards the Titania Warframe. The Glast Gambit Ergo Glast of The Perrin Sequence pits the Tenno against Nef Anyo's schemes as they attempt to unearth the mysteries behind the people known as the Mycona and the Infested. Awards the Nidus Warframe Blueprint. Octavia’s Anthem Cephalon Suda seeks the Tenno’s assistance in satisfying her music obsession. Awards the Octavia Warframe blueprint. Chains of Harrow The Red Veil contracts the Tenno to reveal the mysteries of an abandoned Steel Meridian ship, and the horrors that lie within. Awards the Harrow Warframe blueprint. Saya’s Vigil Investigate the mystery behind a long lost Eidolon researcher and the Ostron People. Awards the Gara Warframe blueprint. Mask of the Revenant Discover the secrets behind a decorative mask, and a Warframe left behind in the Plains. Rewards the Revenant Warframe blueprint. Vox Solaris Reignite the Solaris United rebellion against Nef Anyo and the Corpus on Venus. Awards the Garuda Warframe blueprint. Heart of Deimos Cambion Drift Landscape that has been overrun by the Infested and the Entrati Orokin family that seeks to maintain the Heart of Deimos. Awards the Xaku Warframe blueprint and Voidrig Blueprints. The Waverider This quest features a comic of Yareli, a Warframe that originated K-Driving and inspired the Ventkids. Completing this quest awards the blueprint for Yareli. The Deadlock Protocol Nef Anyo seeks to gain control of the Corpus by claiming to have found an heir to their Founder, Parvos Granum. Completing this quest awards the blueprint for Protea and the Xoris Glaive. Call of the Tempestarii Corpus captain Vala Glarios seeks out the void vessel called the Tempestarii and if the player has completed The War Within, they will also gain access to the Sisters of Parvos. Completing this quest rewards the blueprint for Sevagoth. Events Events are limited time, cycling missions with unique rewards, mission types, and lore. All events are scheduled, and once finished will usually start again after a few months. Fomorian Invasion The Fomorian Invasion is one of two constantly revolving events. Their status is increased when a player completes a Grineer Invasion. Their status can be viewed in the navigation menu. A Fomorian is a massive Grineer battleship. During the event, Tenno must defeat a Balor Fomorian, the strongest class of the ship. When the event starts, a Fomorian Disruptor blueprint will be delivered to your inventory. It must be built and equipped in your gear wheel. Omega Isotopes are a required resource to build it, and these can be farmed on whichever planet the Fomorian is orbiting. All players must have an equipped Disruptor to start the mission. One Disruptor is used per mission attempt. This mission is Archwing only. It is recommended to have decent gear before attempting. Procedure: 1. Approach Balor Fomorian while avoiding its laser cannon. Warning signs will appear on HUD when the cannon is charged. 2. Avoid the enemy units and Zeplens. Zeplens will try to trap you in an impenetrable bubble to be targeted by the cannon. Destroying the Zeplen allows for escape. 3. Destroy the two shield generators on either side of the Fomorian’s fuselage. 4. Fly into the Fomorian and activate your Fomorian Disruptor to disable the shields around its power core. 5. Inflict as much damage as possible to the core for 30 seconds. The 16 nodes around the core can be destroyed for an additional damage multiplier. 6. A warning signal will initiate, fly out of the Fomorian as quickly as possible. You have 30 seconds before it explodes to get at least 1400m away. However, only one Tenno needs to escape for the mission to finish successfully. 7. The damage dealt in a single run will be subtracted from the Fomorian’s total health. The event ends when the Fomorian’s health hits zero. If the Fomorian is not destroyed by the time the event timer is up, the closest relay will be destroyed by it. Rewards: ● Completing the mission 3 times results in 200,000 credits and an orokin catalyst/reactor ● Completing the mission once results in one reward from the Fomorian drop table. This includes Endo, Imperator Vandal parts, and dual stat elemental mods for Archwing. Razorback Armada The Razorback Armada is the second of two constantly revolving events. Their status is increased when a player completes a Corpus Invasion. Their status can be viewed in the navigation menu. The Razorbacks are upgraded Corpus proxies. During the Event, the Tenno must defeat as many of them as possible. When the event starts, a Razorback Cipher will be delivered to your inventory. It must be built and equipping in your gear wheel. Cryptographic Alu is required to build it, and these can be farmed from any Corpus Archwing mission. All players must have the Cipher to start the mission. One Cipher is used per mission attempt. Procedure: 1. Use Cipher to enter battle arena 2. Disable laser barriers around borders of arena using consoles on balconies to release Bursas 3. Damage bursas, and hack them 4. Wait for Bursas to incapacitate Razorback, then attack as normal. 5. Repeat until Razorback is defeated 6. With each successful run, the Armada health will go down. The event ends when the Armada’s health hits zero. If the Razorback Armada is not destroyed by the time the event timer is up, the closest relay will be destroyed by it. Rewards: ● Completing the mission 3 times results in 200,000 credits and an orokin catalyst/reactor ● Completing the mission once results in one reward from the Razorback drop table. This includes Gorgon Wraith parts, puncture damage mods, and dual stat heat elemental mods for Archwing. Plague Star “The Plains are being overrun by the Infested, we must destroy the Boil to save Cetus!” What you need to know: Doing the bounty given by Konzu rewards 1k Standing for the event. You may increase it by getting Eidolon Phylaxis and Infested Catalysts and using them during the second stage (mixing). Adding Phylaxis increases enemy level, and adding Catalysts spawns additional Hemocytes during the final stage, allowing it to drop Hunter Set mods and giving increased Standing. For every Phylaxis or Catalyst added, the bounty will reward an additional 250 standing, for a maximum of 3,000 standing. A maximum of 4 of each mixer can be added. Procedure: 1. Start the bounty by talking to Konzu. 2. Phase 1 - Enter the Plains, and grab the toxin from the marked cave. 3. Phase 2 - Wait for a Grineer camp to be marked, and open the vault in it. 4. Insert the toxin. This is when the Catalysts and Phylaxis can be inserted as well. 5. Defend the mixer against Grineer reinforcements. 6. Phase 3 - Take the completed toxin out, and bring it to the marked Grineer drone. 7. Insert the toxin into the drone, and escort it to the boil. 8. Phase 4 - Kill infested around the boil to raise the bounty gauge. Depending on the amount of Catalysts used, the gauge must reach a certain percentage to spawn a Hemocyte. 9. Kill the Hemocyte. 10. Repeat steps 8-9 until the gauge reaches 100%. Tips: -The Hemocytes are weak to corrosive damage. -They can be slowed down/sped up by Nova’s Molecular Prime ability. -They can be stunned by Rhino’s stomp. -You can deal massive amounts of damage and stay out of range of its attacks by using Titania’s Razorwing. -The Grineer drone can be teleported by Nova’s portals. Q: Where do I get Eidolon Phylaxis? A: From Nakak (little mask girl in Cetus), it’s an infinitely reusable BP. Q: Where do I get Infested Catalysts? A: Research in your clan, it’s an infinitely reusable BP. Q: Standing needed for event? A: Ranks: ● 1k - to Collaborator (Pick Eidolon Phylaxis from Rank up rewards) ● 3k - to Defender ● 6k - to Champion Rewards: ● 5k - Exodia Epidemic x10 ● 5k - Exodia Contagion x10 ● 1.5k - Fulmination ● 1.5k - Sacrifice ● 500 - Emblem ● 3k - Snipetron ● 3k - Ether Daggers ● 2k - Plague Awkin BP ● 2k - Plague Kripath BP ● 2k - Plague Keewar BP ● 2k - Plague Bokwin BP Total: 37.5k = 38 Runs without any Phylaxis / Catalysts OR 13 fully modified runs to receive all rewards. Acolytes The Stalker’s Acolytes are back and ready to kill some Tenno. Fight back and claim glorious glorious mods What you need to know: ● Each Acolyte will first need to be located before they can be fought. ● Head to any mission on the Starchart and start exploring. When you enter an Acolyte room, it will flicker and a fight will start. ● Now that the node where the acolyte is located, everyone can start fighting it. Deal damage to it until it ‘dies’ and after a certain threshold, it will disappear and will need to be found again. ● After killing the Acolyte (on the Starchart ’s nav menu) that Acolyte (ie Angst, Misery etc) will not be found in the event again, until the event returns. Note ● If the player being targeted by an Acolyte is killed, there will be no reward. ● If the player / team takes too long to kill it, it will drop no reward. Droplist Common 51.52% Uncommon 22.22% Uncommon 22.22% Rare 4.04% Not Found Angst Fire Rate Mods Body Count - Melee - Combo Duration Spring Loaded Chamber - Rifle - On Reload - Fire Rate while Aiming Repeater Clip - Shotgun - On Reload - Fire Rate while Aiming Pressurized Magazine - Pistol - On Reload - Fire Rate while Aiming Mania Status Mods Catalyzer Link - Rifle - On Ability Use - Status Chance while Aiming Weeping Wounds - Melee - Status Chance % Multiplied by Combo Counter Embedded Catalyzer - Pistol - On Ability Use - Status Chance while Aiming Nano Applicator - Shotgun - On Ability Use - Status Chance while Aiming Torment Crit Chance Mods Hydraulic Crosshairs - Pistol - On Headshot - Crit Chance while Aiming Laser Sights - Shotgun - On Headshot - Crit Chance while Aiming Blood Rush - Melee - Crit Chance % multiplied by Combo Counter Argon Scope - Rifle - On Headshot - Crit Chance while Aiming Violence Crit Damage Mods* Shrapnel Shot - Shotgun - On Kill - Crit Damage while Aiming Sharpened Bullets - Pistol - On Kill - Crit Damage while Aiming Bladed Rounds - Rifle - On Kill - Crit Damage while Aiming Maiming Strike - Melee - On Slide - Crit Chance Malice Accuracy Mods^ Focused Defense - Melee - Channeling Efficiency - Armor on Channel Targeting Subsystem - Pistol - On Hit - Accuracy while Aiming Guided Ordnance - Rifle - On Hit - Accuracy while Aiming Narrow Barrel - Shotgun - On Hit - Accuracy while Aiming Misery Drops all of the above mods. Very very diluted pool. * Except for Maiming Strike ^ Except for Focused Defense The Pyrus Project The Tenno and Steel Meridian have banded together against Vay Hek and Sargus Ruk to rebuild what was lost long ago. This event was created to rebuild the Strata Relay orbiting Earth. It is not known now if this event will be repeated. What to do: ● Find and donate 30 Pyrus Essence. Can be dropped by Essence Carriers on Earth, Mercury, Saturn and Ceres. ● Defeat the Grustrag Three. The Three can spawn in any regular mission on Earth, Mercury, Saturn and Ceres, but do not drop anything from their reward table during the event. ● Complete a Simaris Daily Synthesis Task ● Contribute 5 Relay Struts. Reusable blueprint for the struts is delivered on start of the event. Trembera Essence, required to build the struts, can be found on Earth, Mercury, Saturn and Ceres. ● Win back the relay from Sargus Ruk Rewards: ● Ember Reprise Noggle ● Veiled Pistol Riven Mod ● Zylok Pistol Ghoul Purge Ghoul Purge is a recurring event that happens once every few weeks, located on the Plains of Eidolon on Earth, While the event is active the plains are going to be populated by enemies called Ghouls, they will remain until enough Ghouls have been killed. When the event starts, Konzu will offer two more Ghoul Purge themed Bounties, Completing a bounty counts toward the completion of the event. These bounties are quite similar to normal ones, the main difference is objectives are more focused on Ghouls themselves. The rewards included within these event bounties are as follows: Hunter Set Mods Quartakk Breath of The Eidolon Nitain Extract Buried Debts The Buried Debts involves using coolant cells to seal Thermia Fractures that have broken out across the Vallis. It also grants access to the Exploiter Orb raid boss fight, where the parts for Hildryn can be acquired. Thermia Fractures Standard Procedure: 1. Kill a coolant Raknoid. These spawn around the Exploiter Orb. 2. Pick up the coolant cell and take it to an open fissure on the Vallis. 3. Insert the cell and defend it while it seals the fissure. 4. Remove the cell when the fissure is sealed and take it to the next open fissure. 5. Repeat until 4 fissures have been sealed, or the coolant cell is destroyed. Each sealed fissure will give one fissure point. Sealing four fissures using one coolant cell will award three bonus points, for a total of seven. Every four fissures sealed will give one Diluted Thermia (this is influenced by boosters). Players have the option of increasing the difficulty of the fractures, while also reducing defense time and increasing points gained. Advanced Procedure: 1. Kill a coolant Raknoid. These spawn around the Exploiter Orb. 2. Pick up the coolant cell and take it to an open fissure on the Vallis. 3. Within 30 seconds, add additional coolant cells to the fissure (maximum of 4). 4. With each additional canister, 50 seconds will be removed from the fracture timer. It will also increase your Vallis alert level and increase the frequency of Burps (see below). 5. Remove the cell(s) when the fissure is sealed and take it the next open fissure. 6. Repeat until 4 fissures have been sealed, or the coolant cell is destroyed. When adding additional coolant cells, the fracture will occasionally (every 5-15 seconds) emit a random Burp. Burp effects: ● Creates a Nullifier bubble around the fracture. ● Emits a damage burst with 100% radiation proc chance. ● Increases the damage of nearby enemies. ● Spawns Thermic Raknoids. ● Spawns Eximus units. ● Increases the current Vallis enemy level. In addition, for every coolant cell added to a fracture, it will increase the mission score by 1 (max of 4). Fracture Point Rewards: ● Buried Debts Emblem @ 5 points ● Amalgam Shotgun Spazz and Amalgam Serration @ 25 points ● Amalgam Barrel Diffusion and Amalgam Organ Shatter @ 50 points ● Buried Debts Sigil @ 75 points ● Opticor Vandal @ 100 points *Amalgam mods cannot be equipped on Exalted Weapons. Exploiter Orb Procedure: 1. (Requirements for fight) Collect at least one Diluted Thermia. 2. Go into the cave at the end of the arch above Harindi Crater. 3. Go through the door into Deck 12. The second closed door will be the mission start point. 4. Make your way into the facility. In the main room, on the upper deck, right next to where the Vent Kid door would be in Fortuna, is a console. Insert a Diluted Thermia to start phase one of the fight. 5. The Exploiter will drop in from an opening in the ceiling, and cling to the walls. Shoot the rocks supporting her to make her come down. 6. Damage one of the four vents on her back. This will cause her to ice over the remaining vents, making them impervious to damage. 7. Pick up Thermia capsules from one of the three boilers on the ground floor of the main room. 8. Use [ALTERNATE FIRE] to throw the canister at the frozen vents on the Exploiter. As soon as a capsule is thrown, shoot it with a weapon to make it explode. The vent will now have less ice on it. 9. Repeat steps 7 and 8 again to remove all the ice (two capsules per vent). Destroy the vent using your weapons. 10. Repeat steps 7-9 on the remaining vents. 11. After a period of time, the Exploiter will jump up onto the middle balconies and hang suspended, unable to be damaged. She will then spawn Coolant Raknoids to attack you. Kill the Raknoids and wait for her to come down. 12. Destroy the last of her vents. 13. The Exploiter will escape to the outside. Leave Deck 12 from the way you came. 14. The Exploiter will spawn outside the entrance to the cave, and phase two of the fight will begin. A small gauge will appear underneath your minimap. This is her heat sensor. It must be fully filled to damage her again. 15. Kill Coolant Raknoids that approach the Exploiter to keep them from cooling her systems. 16. The Exploiter will occasionally slam her torso on the ground, creating Thermia fractures. Pick up Coolant Capsules from slain Raknoids and place them in the fractures to create Thermia capsules. As in step 8, throw these at the Exploiter and shoot them to increase her temperature. It is best to aim for her leg joints and central turret. 17. Once her temperature gauge is completely filled, jump onto her body. An animation will play showing your Warframe removing one of her processing units. 18. Damage the area where you removed the processing unit. 19. Repeat steps 15-18 for the second processing unit. 20. Repeat steps 15-18 for her central processing unit. 21. Once the third unit is removed and the area destroyed, the Exploiter is defeated. Loot will drop from the back of the Orb. 22. Once the loot is dropped, the Exploiter will self-destruct after 10 seconds, downing anybody in range. It is recommended to let the Orb explode before collecting the loot. 23. Return to Fortuna. The mission to fight the Exploiter can be started by visiting Eudico in the back room. It is recommended to bring quick frames to navigate the large fighting area of the second phase. It is also recommended to bring secondary weapons with either high fire rates or spreads to make shooting the Thermia capsules easier. Due to the Exploiter’s cold-based attacks, it is recommended to use the Insulation mod and/or Arcane Warmth to resist the slowing effects. During the first phase, the Exploiter will continuously spawn swarms of the small raknoids. Bring an AOE frame or AOE weapon to deal with them easily. Rewards: ● One of Hildryn's parts (Chassis, Neuroptics, or Systems) ● One Lazulite Toroid ● Random assortment of Fortuna based items, including parts from fish, gems, minerals, and spores ● Exploiter Orb Articula ● Shocking Step Ephemera Blueprint Gargoyle’s Cry This Event last for 28 days, While this Event is active, the mission node “Effervo” on Deimos is altered slightly, having a bonus objective, Eliminating a Void Angel, gathering the murmur eyes and killing The Fragmented Boss drops 2 addition rewards, A Curse that depends on which Boss you killed. ● Curse of Knowing from The Fragmented Suzerain, ● Curse of Seeing from The Fragmented Anchorite, ● Curse of Hearing from The Fragmented Zelator. Finishing the mission without killing the void angel results in the curse being stolen, 1 curse drops on normal Star Chart, 2 on Steel Path, and 2 of each curse if you complete the secret boss. The second resource is called “Grotesque Splinters”, 1-3 get dropped on normala Star Chart, 3-5 on Steel Path, The secret boss dropping the same amount as Steel Path, no extra drops. To use these resources you are required to place a “Jahu Gargoyle” within your dojo, interacting with the Gargoyle allows you to deposit the Curses you have gained, the amount required to increase your tier depends on the type of the clan as follows. You can only deposit a max of this amount, if you have left over curses, wait until next week and deposit them. CLAN TIER GHOST SHADOW STORM MOUNTAIN MOON Terracotta 6 (2x each Curse) 18 (6x each Curse) 30 (10x each Curse) 90 (30x each Curse) 300 (100x each Curse) Bronze 12 (4x each Curse) 36 (12x each Curse) 60 (20x each Curse) 180 (60x each Curse) 600 (200x each Curse) Silver 18 (6x each Curse) 54 (18x each Curse) 90 (30x each Curse) 270 (90x each Curse) 900 (300x each Curse) Gold 24 (8x each Curse) 72 (24x each Curse) 120 (40x each Curse) 360 (120x each Curse) 1200 (400x each Curse) The Gargoyle also offers you to buy items using the “Grotesque Splinters”, the items offered are Cavia Sigils, Cavia Color Palette, Clan Sigils, The Ballroom Simulacrum, Fluctus Rahk Skin, Prominence Wisp Totem, Ceti Lacera Blueprint, Basmu Blueprint, Stance Forma Blueprint and Trials/Eidolon Arcanes. As well as the Krios Signa, however, it is only purchasable once the community has gathered enough Curses. This shop is available for an extra 28 days after the event ends. Expansions Plains of Eidolon and Cetus The Plains of Eidolon is DE’s first open-world expansion for Warframe. It features a large, explorable, non-procedurally generated map with tons of activities and missions to do, along with an all new Relay in the form of a town. The Plains are controlled by the Grineer. Q: How does one get standing? Q: Why are there no sigils for me to equip for standing? A: Do bounties (essentially PoE missions), fish or mine. The former gives straight up standing, while the latter gives resources you can trade for standing. Q: What is that massive thing that roams around at night? Can I kill it? Q: Can I kill the large thing that moves around at night? Q: What are the small blue things that roam around at night? Why can’t I damage it after awhile? (SPOILERS) A: Those are all sentients, and you need your Operator to kill them. They drop cores, which are used to trade for standing at the Quills. Q: What are the Quills, and where are they? (SPOILERS) A: You need to have finished the quest Saya’s Vigil first. Go to Hok’s anvil and take the path around the left, when you see the rocks, hug them until you see a door similar to TWW, go into Operator Mode and the door will open. Q: What are those small things that float around? A: If these are the ones you’re talking about, they’re Cetus Wisps. You cannot hurt or scan them, but you can pick them up by walking on/through them. They’re used as a resource. Q: Where do I obtain ‘x’? A: Odds are it’s all fishing/mining parts. Otherwise it’s a resource found on the Plains in plants or containers. Just try your hand in those and see where it leads. (See lists below) Q: How do I exit the Plains? A: Go out the way you came. Go back to the door to Cetus and it will load you back into the town. Q: What’s this Ghoul Purge alert? A: The Ghoul Purge is a mini-event for the Plains of Eidolon that comes around every couple of weeks or so. It adds two new bounties to Konzu’s list, and spawns the Grineer Ghoul enemy on the Plains. These bounties and enemies have unique rewards, weapons, and lore that can be looted and found. Plains Bounties Bounties are offered by Konzu. There are 5 different levels available, each with increased difficulty, more Standing, and better rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active to gain its reward drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a reward will be given. You can leave the Plains in the middle of a Bounty and still receive the rewards gained so far. Plains Fishing Fishing is an activity done at nearly any water source in the Plains. It provides resources and standing for the Ostron. Q: How do I fish? A: Go get a spear from Fisher Hai-Luk near the start of Cetus, and equip it in your gear wheel (only one spear needs to be present in the wheel, the other spears, bait, and dye are included with it). Stand by any body of water in the plains with the spear out and listen. When you hear a bubbling noise, start looking. When you see a fish, simply spear it. Q: Are the dyes worth it? A: Yes. Dyes illuminate fish in fishing sources, and last for 3 minutes. Being able to see fish helps you learn how they swim and where they spawn, which is invaluable experience. It also helps immensely when fishing at night. Q: How does bait work? Q: How long does bait last? A: It simply increases the spawn rate, making fish spawn more often when the bait is out. It also increases the spawn rate of much rarer fish, of which some still spawn without bait, and some that spawn only with bait. Throw bait into hotspots, which are small white bubbling patches on the surface of the water, that move around constantly. Bait lasts 3 minutes, and do not work outside hotspots. Q: Is there any benefit to getting more spears? A: Yes, each fish is weak to a certain spear, and can be one-hit by it. Using the wrong spear on a fish will cause it to only take damage, and additional hits are needed for a successful catch. Q: Does the resource booster work with fish? A: Yes. Having a resource booster will give two fish for every one caught. However, having a resource drop chance booster has no radical effect on fish spawns. Q: Why are the fish different sizes? A: There are 3 different sizes of fish; small, medium and large. Each size increase gives slightly more resources than the last, and are worth more standing. Q: Why can’t I find a certain fish? A: It’s probably because you're either using the wrong bait, or you’re looking for the fish at the wrong time of day. Check the chart below if you’re still lost. Q: What do you get from fishing? A: Fish give resources necessary for making many Ostron items, and can be a source of standing for the Ostron. Each fish has their own unique resource drop, but all drop fish scales, fish meat, and fish oil. List of all fish Fish Biome Activity Time *Spear ^Bait Needed Unique Resources Standing Small Standing Medium Standing Large Mawfish Lake Day Any No Mawfish Bones 25 35 50 Charc Eel Lake Day/Night Any No Charc Electroplax 25 35 50 Khut-Khut Pond Day Any No Khut-Khut Venom Sac 25 35 50 Yogwun Pond Day Any No Yogwun Stomach 25 35 50 Mortus Pond Day/Night Lanzo No Mortus 100 125 200 Lungfish Peram Horn Goopolla Ocean Day/Night Any No Goopolla Spleen 25 35 50 Tralok Ocean Day Tulok Peram No Tralok Eyes 100 125 200 Sharrac Ocean Day/Night Lanzo Tulok Twilight Sharrac Teeth 100 125 200 Karkina Ocean Day/Night Lanzo Tulok Twilight Karkina Antenna 100 125 200 Murkray Ocean Day/Night Lanzo Murkray Murkray Liver 500 650 1000 Norg Lake Night Peram Norg Norg Brain 500 650 1000 Cuthol Pond Night Lanzo Cuthol Cuthol Tendrils 500 650 1000 Glappid Ocean Night Peram Glappid Seram Beetle Shell 1200 1500 2000 *Note: Cetus fish cannot be caught with Fortuna spears, but Cetus spears will capture a damaged fish in Fortuna. The Fortuna Stunna spear, however will shock Cetus fish into submission. ^Note: Peppered bait will attract any fish that are active during the day, but is usually not needed. Plains Mining Mining is an activity that can be done anywhere on the Plains. It provides resources and standing for the Ostron. Q: How do I mine? A: Obtain a mining laser from Old Man Suumbaat in Plains of Eidolon (a pickaxe icon on the map), and equip it in your gear wheel. When equipping it on the plains; a new UI will appear. On the left, number of ores in range, on the right, how far or close you are to an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire button, and try to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to the middle of the box, the better the mining rating. Q: What is the mining rating? A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the typical resources, and has a chance of additionally dropping a rare gem on blue spots. Q: Why do some spots have two boxes, one big and one small? A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the mining spot. Q: Are there any differences between the mining lasers? A: Each laser has a different range to detect ores, with the standard being 20m, the focused being 40m, and the advanced being 60m. Only the advanced laser can trigger the smaller optional hitboxes to obtain rare gems. {The Fortuna mining laser can also be used, and acts identically to the advanced laser). Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint? A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Suumbaat to refine the base resources into usable resources. Ores in Plains ● Auron ● Coprun ● Ferros ● Pyrol Gems in Plains - Standing ● Azurite, Devar - 50 ● Veridos - 75 ● Crimzian - 100 ● Sentirum, Nyth - 400 Plains Animal Conservation Animal conservation involves the tracking and capture of various wild species found on the Plains. Master Teasonai offers gear items called Echo Lures that can mimic the calls of endangered wildlife that roam the Vallis. Track, call, and tranquilize the animals to save them. Procedure ● Buy a Tranquilizer Rifle from The Business on Fortuna for 500 Standing. ● Buy an Echo Lure from Master Teasonai with Standing. ● Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it. ● Equip your Tranq Rifle in the Plains. New purple points will be added to your map. These are animal tracking points. ● Find a point and activate it. ● Follow the faintly glowing tracks to the rainbow colored rock. This is the call point. ● Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch. ● The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box. ● If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through the scope, allowing you to see it through objects. ● Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it. Rewards Each successful capture will award a Tag from each animal, and an amount of Ostron Standing depending on Capture Rating. 5 Tags of one species can be traded in to Master Teasonai to receive stuffed animal decorations, also known as Floofs. Having one tag of every species and type can be traded for an emblem. Capture Rating Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating is based on speed at which animal is captured after return call is received, and whether or not the animal was alerted to your presence. Animal Types ● Kuakas - "A timid rodent that is easily frightened." ● Condrocs - "A carrion-eater and opportunistic bird-of-prey. Condrocs gather, feed upon carrion, and occasionally, hunt in groups known as 'committees'. Several committees will be led by an Emperor." ● Mergoos - "An avian of ridiculous appearance found along coastal regions and around large bodies of water. Mergoo circle and squawk at the sight of marine predators. Many an Ostron fisher owes their lives to these odd little birds. Killing one is considered very bad luck." Standing per Animal Species Perfect Good Bad Plains Kuaka 400 300 200 Ashen Kuaka 600 450 300 Ghost Kuaka 1,200 900 600 Common Condroc 800 600 400 Rogue Condroc 1,200 900 600 Emperor Condroc 1,800 1,350 900 Coastal Mergoo 1,200 900 600 Woodland Mergoo 2,400 1,800 1,200 Splendid Mergoo 3,600 2,700 1,800 Notes ● Animals can be killed, and will not provide any Standing or tags if they are. ● Shooting the Tranq Rifle and missing will NOT alert animals. ● Sleep based Warframes can use their abilities in place of the Tranq Rifle. ● Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use. ● Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him. ● Invisibility abilities will hide your presence from animals. ● By equipping a certain Lure, only tracking points of that species will appear on your map. ● If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will appear. Zaws A Zaw is a modular melee weapon with customizable stats influenced by the parts used to build one. Most Zaw parts blueprints are bought with Standing from Hok in Cetus. The rest are obtained from Plague Star. Your Ostron Standing determines which parts are available. Zaws are made from 3 parts - the Strike, Hilt, and Link. One of each of these is needed to build a Zaw, along with a small amount of Credits. The Strike determines the damage of the Zaw, the Hilt determines the type of weapon, and the Link determines the modifiers of speed, damage, crit chance, and status chance. Every Zaw Strike can give 3k MR, but must be Gilded first. Gilding a Zaw is done by Hok, and requires a level 30 Zaw. Gilding costs 5k Standing and 2 Cetus Wisps, and slightly increases its base stats. A Zaw cannot be upgraded with a Forma or Potato until it is Gilded. Plague Zaw parts only come from the Plague Star reward tables, and are not purchasable from Hok. Zaw Strikes Strike Type Damage Impact Puncture Slash Viral Damage Speed Crit Chance Crit Multi Status Chance Balla Dagger/Staff 68 3.4 40.8 23.8 N/A +0.083 18% 2.0x 18% Cyath Machete/Polearm 72 14.4 3.6 54.0 N/A +0.000 18% 2.0x 18% Dehtat Rapier/Polearm 68 6.8 34.0 27.2 N/A +0.083 18% 2.0x 18% Dokrahm Scythe/Heavy Blade 68 10.2 23.8 34.0 N/A +0.083 18% 2.0x 18% Kronsh Machete/Polearm 86 60.2 N/A 25.8 N/A -0.067 18% 2.0x 18% Mewan Sword/Polearm 86 21.5 30.1 34.4 N/A -0.067 18% 2.0x 18% Ooltha Sword/Staff 72 7.2 28.8 36.0 N/A +0.000 18% 2.0x 18% Rabvee Machete/Hammer 86 51.6 4.3 30.1 N/A -0.067 18% 2.0x 18% Sepfahn Nikana/Staff 72 7.2 18.0 46.8 N/A +0.000 20% 2.0x 20% Plague Keewar Scythe/Staff 79 22.0 11.0 26.0 20.0 -0.033 18% 2.0x 22% Plague Kripath Rapier/Polearm 70 10.0 25.0 15.0 20.0 +0.033 22% 2.2x 18% Zaw Grips Grip Type Damage Bonus Base Speed Jayap Two-handed +14 0.917 Korb1 One-handed +28 0.783 Kroostra Two-handed +14 0.850 Kwath One-handed +14 0.850 Laka One-handed +0 0.917 Peye One-handed -4 1.000 Seekalla Two-handed -4 1.000 Shtung Two-handed +28 0.783 Plague Akwin One-handed -2 0.950 Plague Bokwin Two-handed +7 0.883 Zaw Links Link Speed Bonus Critical Chance Bonus Status Chance Bonus Damage Bonus Jai +0.083 N/A N/A -4 Ruhang -0.067 N/A N/A +14 Jai II +0.167 N/A N/A -8 Ruhang II -0.133 N/A N/A +28 Vargeet Jai +0.083 +7 -4 -4 Vargeet Ruhang -0.067 +7 -4 +14 Ekwana Jai +0.083 -4 +7 -4 Ekwana Ruhang -0.067 -4 +7 +14 Vargeet II Jai +0.083 +14 -8 -4 Vargeet II Ruhang -0.083 +14 -8 +14 Ekwana II Jai +0.083 -8 +14 -4 Ekwana II Ruhang -0.083 -8 +14 +14 Vargeet Jai II +0.167 +7 -4 -8 Vargeet Ruhang II -0.133 +7 -4 +28 Ekwana Jai II +0.167 -4 +7 -8 Ekwana Ruhang II -0.133 -4 +7 +28 Tusk Thumpers Tusk Thumpers are a Grineer quadruped vehicle that spawns on the Plains during the Day cycle, either in free roam or in bounties. They are heavily armored and quite agile, able to leap great distances. They employ blaster cannons and ground-based seismic attacks. They will pop up from underground much like Ghouls, or spawn randomly during Plains bounty phases. There are 3 variants of Thumpers; standard, Bull, and Doma. Each additional variant is larger, and has additional health and armor. To defeat a Thumper, the plates on each of its knees must be damaged and knocked off. A green spot will be exposed. Damage the green area until it closes itself. Repeat with all 4 legs. Thumpers drop a random variety of common, uncommon, and rare Plains resources on death. The standard thumper has 400% resources drop, the Bull has 600%, and the Doma has 800%. The Bull and Doma also have a chance to drop the Korrudo blueprint. All Thumpers have a chance to drop Augur, Gladiator, and Vice set mods. Thumper floof variants can be bought from Nakak in Cetus for standard resources. Eidolon Hunting (SPOILERS) Eidolons are huge sentients that roam the Plains at night. They are a very difficult enemy and should not be taken lightly. Q: How does one hunt an Eidolon? A: Procedure: 1. Get Eidolon lures from Grineer camps (2 for Teralyst, 3 each for Gantulyst and Hydrolyst) and power them up by killing Vomvalysts (until they’re ethereal, being near the lure sucks them in) or by killing the vomvalyst and picking up the small orb it drops, and delivering it to the lure. The lure will make a sound cue when it’s full. Skipping this step makes the Eidolon teleport when you destroy a weak point, and denies a brilliant eidolon shard at the end of the fight. 2. Break the Eidolon’s purple shield with your Operator’s amp, until the Eidolon flashes red. 3. Shoot with normal weapons the weak spots, or Synovias. The Teralyst’s are located on its biceps and knees. The Gantulyst and Hydrolyst are similar, but have 6 Synovias, with additional ones being located around the shoulder joints. Only one may be destroyed at a time, and damage done to other Synovias do not carry over. 4. Once a Synovia is destroyed, the Eidolon will fall to its knee and emit a 5 pulse magnetic wave, and will then regenerate its shield. Repeat step 2~3 until all Synovias are destroyed. 5. Once all Synovias are destroyed, the Eidolon will lay down and emit a scream, attracting Vomvalysts to its location. Destroy the Vomvalysts as they approach, as the more that fuse with the Eidolon, the more health it will have in the final battle. 6. When the healing phase is complete, the Eidolon will stand, and continue to attack. At this point, any part of the Eidolon can be damaged by normal weapons. Damage it until its health bar disappears. This ends the hunt and rewards are spawned. Q: What attacks does the Eidolon use? A: All 3 Eidolons have a set list of attacks: ● Ground Stomp - Sends out a yellow pulse that pushes back Warframes and Operators up to 100m. Can be avoided by jumping. ● Gun Swing - Quickly sweeps its arm in a 270 degree arc, while shooting out blue projectiles from its hand that explode on impact. ● Ground Smash - Stomps down on the ground, emitting glowing blue streaks in the ground that will damage and stagger. This attack can track you. ● Seeking Bullets - Emits a ball of energy above its head, which then splits into many small blue seeking missiles. ● Tree Swing - Quickly swings its arm in a wide arc. Deals heavy damage and knocks down. ● Star Fall - Raises its arm upward and fires into the sky, causing a rain of seeking projectiles to fall down. ● Energy Spikes - Upon destruction of a limb, the Eidolon will emit 5 wave pulses of magnetic energy. High damage and removes all Warframe energy. The Gantulyst and Hydrolyst have additional attacks. The Gantulyst gains alternate laser attacks and a large shield, and can easily destroy lures. The Hydrolyst gains alternate lightning attacks and can create Vomvalyst spawning portals. Q: What Warframes do I use to hunt an Eidolon? A: Warframes that provide innate damage boosts or give passive abilities to allies, like Rhino and Harrow, are the best to use against the Eidolons. Healing frames like Trinity and Oberon are useful in keeping allies alive and protecting the lures. Damage frames like Mesa and Saryn cannot target the Eidolon Synovias, and should not be used. Melee frames like Wukong and Atlas should also be avoided, as the Synovias are very difficult to hit with melee attacks. It should be noted that shooting through Volt’s shields will double Amp damage. Q: What Weapons do I use to hunt an Eidolon? A: Any weapon with high burst damage, such as DMRs (Latron, Tiberon) or Snipers (Lanka, Rubico). Eidolons have Alloy Armor, and are weak to Radiation damage, so mods and weapons that provide Radiation are highly recommended. Weapons with low range, such as Shotguns or Beam weapons are not recommended, due to the danger and bad angle of getting close to the Eidolon. Automatic weapons are not recommended, due to the Eidolon’s erratic movements making consecutive shots difficult, lowering DPS. Q: What Amps do I use to hunt an Eidolon? A: The old meta is the 2 2 3 Amp, the Schwaak, Shraksun, and Lohrin. The new meta after Fortuna update 2 is 6 2 7, the Lega, Shraksun, and Certus. Otherwise, any Amp combination other than the Mote Amp will work when hunting Eidolons. Q: The Eidolon got its shields back while fighting it, what gives? A: The Vomvalysts can regenerate the Eidolon’s shield when not dealt with. Make sure to kill them when you see them. Q: How does one do a Tridolon? A: It’s the same as the above, only you fight 3 Eidolons instead of one. To spawn the next Eidolon, go to the shrine on the final rock on Gara Tote Lake, and place the Brilliant Eidolon Shard from the previous fight on the shrine. Once all players in the instance place their shards, the next Eidolon will spawn in the water in front of the rock. Keep in mind the other two Eidolons require 3 lures to capture and have 6 Synovias to destroy, along with different attacks. Q: What does killing an Eidolon give? A: Defeating an Eidolon in any way awards an Eidolon Shard and a number of Sentient Cores, usually around 20-30. Capturing an Eidolon awards a Brilliant Eidolon Shard. Capturing a Hydrolyst awards an extra Brilliant Eidolon Shard. Capturing a Gantulyst or Hydrolyst also awards a Radiant Eidolon Shard. All 3 Eidolons have a chance to drop a physical damage mod for weapons, and an Arcane from the standard Arcane list. Teralysts have a very low chance to drop a rare Arcane, a low chance to drop an uncommon Arcane, and a high chance of dropping a common Arcane. Gantulysts and Hydrolysts have a moderate chance to drop rare Arcanes, a high chance to drop uncommon Arcanes, and a low chance to drop common Arcanes. The Gantulyst and Hydrolyst also drop one Riven Transmuter each. In addition, completing the Teralyst Bounty awards 1,000 Ostron Standing, while completing the three Teralyst bounty awards 5,000 Ostron Standing. Q: What do I do with Eidolon shards? Q: What do I do with Brilliant/Radiant Eidolon shards? A: Regular Eidolon Shards are used in ranking up with the Quills, and for crafting some blueprints. Brilliant Eidolon Shards can be converted into 25,000 focus for your current school, or used to unlock Waybound Nodes. Radiant Eidolon Shards can be converted into 40,000 focus for your current school. Q: What do the terms in recruiting chat mean? A: Players use many different terms when creating squads for Eidolon hunting. One of these is H 5x3. The H stands for Hosting, and the first number is how many times that player wants to kill all three Eidolons, which is the second number. So a 5x3 is 5 sets, or 5 Tridolons. A 4x3 is hunting 4 Tridolons, and so on. VS stands for Void Strike, an ability in the Madurai school. It increases your damage for a set number of following shots, and works with amps. UW or UW Chroma stands for Unairu Wisp, an ability in the Unairu school. It spawns a tiny wisp when you hit an enemy with void blast. When picked up, the wisp provides double damage for your amp. CP stands for Corrosive Projection, the aura mod that lowers enemy armor. CD stands for Coaction Drift, which increases aura effectiveness. Amps (SPOILERS) Amps are a modular weapon wielded by your Operator. They replace the default void beam that is used after The War Within. Amps and their part blueprints are obtained from Quill Onkko in Cetus. Amps are built using three parts - the Prism, Scaffold, and Brace. The Prism determines primary fire, the Scaffold determines alternate fire, and the Brace gives augments and passives. The Mote Amp is the default Amp, and can be built as one complete unit. It fires similarly to the void beam. Amp Prisms Tier Name Description 1 Raplak Semi auto, accurate long range void beams. 2 Schwaak Semi auto, limited range, wide angle flak blast, has innate Punch Through. 3 Granmu 3 round burst arcing void grenades, explodes on impact. 4 Rahn Rapid fire automatic void beams. Amp Scaffolds Tier Name Description 1 Pencha Chargeable void beam. 2 Shraksun Double shot short range flak grenade, explodes on impact or at range limit. 3 Klebrik Continuous tendril of void energy, seeks and connects to nearest target. 4 Phahd Powerful glaive shots seek and bounce off targets. Amp Braces Tier Name Description 1 Clapkra +40 Amp energy pool 2 Juttni -1 second Amp Recharge delay 3 Lohrin +12% Amp Crit and Status chance 4 Anspatha +20% Amp energy pool, -0.5s Amp Recharge delay, +45/s Energy recharge rate Numbers represent Amp level. Each set of Prism, Scaffold, and Brace are unlocked as Quill Ranking progresses. So the first set unlocked are considered the 1 1 1, the second set are 2 2 2, and so on. When making a mixed Amp, numbers are mixed and ordered as needed, such as 3 2 4, which is the third Prism, the second Scaffold, and the fourth Brace. All Amps are referred to in this number system, for speed and convenience. Amps are primarily used for fighting Sentients, as Void damage ignores Sentient damage resistance. Also, the Eidolon’s shields are only affected by Operator Amps. For this reason, the most commonly used Amps are X 2 3, as in any Prism, the Shraksun Scaffold, and the Lohrin Brace, as this combination provides the most damage when hunting Eidolons. In addition, Amps can be used to destroy Kuva Clouds in Kuva Siphon missions. Amps, like Zaws and Kit Guns, can be Gilded for a slight increase in stats, and the ability to apply custom colors and Arcanes. Each of the Prisms will provide 3k MR after Gilding. Orb Vallis and Fortuna Fortuna is Warframe’s second and most recent open-world expansion. It features another large, open map that is not procedurally generated. Orb Vallis’ map is roughly 5 times the size of Plains of Eidolon, and features many of the same activities. Orb Vallis is controlled and operated by the Corpus. Vallis Bounties Bounties are offered by Eudico. There are 5 different levels available, each with increased difficulty, more Standing, and better rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active for its reward drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a reward will be given. You can leave the Vallis in the middle of a Bounty and still receive the rewards gained so far. Vallis Fishing Fishing is an activity done at nearly every water source in Orb Vallis. The servofish found in these sources can be used for resources, or traded for Fortuna Standing. The process of hunting for fish remains largely the same as the Plains of Eidolon, however the spear technique is slightly changed. Once you hit a servofish, a horizontal gauge with a red target box appears, with a line moving from left to right. You must press the [FIRE BUTTON] when the line is within the box to shock the fish, allowing you to collect it. If you miss, the fish will be set free, and you must spear it again. Q: How do I fish? A: Talk to The Business in Fortuna and buy the Shockprod fishing spear for 500 Standing, equip it in your gear wheel, and pull it out near a water source in the Vallis. Q: Do Cetus Dyes work in Fortuna? A: Yes, they work the exact same. Q: How does bait work? Q: How long does bait last? A: It simply increases the spawn rate, making fish spawn more often when the bait is out. It also increases the spawn rate of much rarer fish, of which some still spawn without bait, and some that spawn only with bait. Throw bait into hotspots, which are small white bubbling patches on the surface of the water, that move around constantly. Bait lasts 3 minutes, and do not work outside hotspots. Q: What’s the difference between the Shockprod and Stunna Spear? A: The Stunna spear works the same as the Shockprod, except when you successfully shock a fish, any nearby fish are stunned by its blast for a short period of time (about 30 seconds). These fish will slowly float and can’t be startled, and when speared, their target box is twice as large as normal. (This effect works on fish in the Plains, however the target fish will not be successfully speared). Q: Does the resource booster work with fish? A: Yes. Having a resource booster will give two fish for every one caught. However, having a resource drop chance booster has no radical effect on fish spawns. Q: Why can’t I find a certain fish? A: It’s probably because you're either using the wrong bait, you’re looking in the wrong water biome, or you’re looking for the fish at the wrong temperature time. Check the chart below if you’re still lost. Q: What do servofish points mean? A: There are 3 different kinds of servofish; basic, adorned, and magnificent. Each type increase gives slightly more common resources than the last, and are worth more standing. Q: What do you get from Fishing? A: Servofish give resources necessary for making many Fortuna items, and can be a source of standing for Fortuna. Each servofish has their own unique resource drop, but all drop scrap. List of All Fish Servofish Biome Activity Bait Needed Unique Resources Standing Basic Standing Adorned Standing Magnificent Eye-Eye Pond Warm Narrow Spectrum Rotoblade 45 60 100 Scrubber Cave All Broad Spectrum Exa Brain 35 45 70 Echowinder Lake Warm Broad Spectrum Anoscopic Sensor 35 45 70 Mirewinder Cave All Mirewinder Parallel Biode 45 60 100 Longwinder Lake Warm Longwinder Lathe Coogulant 200 300 500 Brickie Pond, River Warm Broad Spectrum Muon Battery 35 45 70 Tink Pond, River Cold, Freezing Broad Spectrum Dissipator Coil 35 45 70 Sapcaddy Lake Cold, Freezing Broad Spectrum Venedo Case 35 45 70 Kriller Lake Warm Kriller Thermal Laser 45 60 100 Recaster Pond Cold, Freezing Narrow Spectrum Neural Relay 45 60 100 Tromyzon Pond Cold, Freezing Tromyzon Entroplasma 200 300 500 Charamote Cave All Charamote Sagan Module 200 300 500 Synathid Cave All Synathid Ecosynth Analyzer 600 800 1000 Vallis Mining Mining in Orb Vallis is identical to mining in the Plains. A cutter drill is required to be equipped in your gear wheel in order to mine. Fortuna and Cetus cutters will work in either location. Mining provides resources that can be used in building items from Fortuna or traded for standing. Q: How do I mine? A: Obtain a mining laser from Smokefinger in Fortuna, and equip it in your gear wheel. When equipping it on the Vallis; a new UI will appear. On the left, number of ores in range, on the right, how far or close you are to an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire button, and try to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to the middle of the box, the better the mining rating. Q: What is the mining rating? A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the typical resources, and has a chance of additionally dropping a rare gem on blue spots. Q: Why do some spots have two boxes, one big and one small? A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the mining spot. Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint? A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Smokefinger to refine the base resources into usable resources. Ores in Orb Vallis ● Axidite ● Travoride ● Venerol ● Hesperon Gems in Orb Vallis - Standing ● Phasmin, Noctrul - 50 ● Goblite - 200 ● Amaryst - 500 ● Zodian, Thyst - 1000 Vallis Animal Conservation Animal conservation involves the tracking and capture of various wild species found on the Vallis. The Business offers gear items called Echo Lures that can mimic the calls of endangered wildlife that roam the Vallis. Track, call, and tranquilize the animals to save them. Procedure ● Buy a Tranquilizer Rifle from the Business with 500 Standing. ● Buy an Echo Lure from The Business with Standing. ● Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it. ● Equip your Tranq Rifle in the Vallis. New purple points will be added to your map. These are animal tracking points. ● Find a point and activate it. ● Follow the faintly glowing tracks to the rainbow colored rock. This is the call point. ● Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch. ● The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box. ● If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through the scope, allowing you to see it through objects. ● Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it. Rewards Each successful capture will award a Tag from each animal, and an amount of Solaris United Standing depending on Capture Rating. 5 Tags of one species can be traded in to The Business to receive stuffed animal decorations, also known as Floofs. Having one tag of every species and type can be traded for an emblem. Capture Rating Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating is based on speed at which animal is captured after return call is received, and whether or not the animal was alerted to your presence. Animal Types ● Pobbers - "Native to the fungal forests of Venus, the Pobber is a skittish rodent possessed of an objectionable odor. Always found in groups, they flee at the slightest hint of trouble. They are a primary food source for the Virmink and Sawgaw." ● Virminks - "Sleek and silky, the adorable appearance of the Venusian Virmink belies its aggressive demeanor. Favoring rocky landscapes Virmink packs nose the air, scenting for Pobbers - their primary food source." ● Sawgaws - “Soar Gore, as the Solaris call it, this crimson-faced bird of prey circles and stalks the cliffs and fungal groves of Venus, searching for rodent prey.” ● Bolarolas - "Favoring thunder, lightning and cratered-out areas Bolarolas are all about defense. Their armored plates protect them from most predators, tucking-and-rolling to make good their escape. ● Horrasques - “This hideous creature is terrible to behold but will not attack unless provoked. When it does, its roar will shake the bowels of even the most steadfast tracker.” ● Stover - "The Stover is a kind of proto-Kubrow that resurrected when Venus thawed. When grouped in a pack, Stovers are relentless opponents." ● Kubrodons - "The apex predator of the Venusian plains. These massively framed beasts travel in groups and mark the territory surrounding Orokin cooling towers as their own. Kubrodons are a danger best avoided." Standing per Animal Species Perfect Good Bad Sunny Pobber 400 300 0 Delicate Pobber 600 450 300 Subterranean Pobber 800 600 0 White Breasted Virmink 600 450 0 Dusky Headed Virmink 800 600 400 Red Crested Virmink 1,000 750 0 Flossy Sawgaw 800 600 400 Alpine Monitor Sawgaw 1,200 900 600 Frogmouthed Sawgaw 1,800 1,350 900 Spotted Bolarola 1,000 750 0 Black Banded Bolarola 1,500 1,250 0 Thorny Bolarola 2,500 1,875 0 Dappled Horrasque 1,200 900 600 Swimmer Horrasque 2,400 1,800 0 Stormer Horrasque 3,600 2,700 1,800 Sentinel Stover 1,600 1,200 800 Fuming Dax Stover 3,200 2,400 1,600 Fire-Veined Stover 6,400 4,800 3,200 Brindle Kubrodon 2,000 1,500 1,000 Vallis Kubrodon 4,000 3,000 0 Kubrodon Incarnadine 8,000 6,000 0 Notes ● Animals can be killed, and will not provide any Standing or tags if they are. ● Shooting the Tranq Rifle and missing will NOT alert animals. ● Sleep based Warframes can use their abilities in place of the Tranq Rifle. ● Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use. ● Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him. ● Invisibility abilities will hide your presence from animals. ● By equipping a certain Lure, only tracking points of that species will appear on your map. ● If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will appear. Kit Guns Kit Guns are the modular weapons of Fortuna, similar to Zaws in Cetus. Kit Gun parts blueprints are offered by Rude Zuud for Solaris United Standing. New parts are available as Solaris United rank is increased. Kit Guns are made from 3 parts; Chamber, Grip, and Loader. Kit Gun Chambers will provide 3k MR each. Like Zaws, Kit Guns must be Gilded to gain MR. Gilding is available to any Kit Gun that has been maxed at level 30, and costs 5k Standing and 10 Shelter Debt-Bonds. Gilding also allows you to rename your Kit Gun. Unguilded Kit Guns cannot have Potatoes, Formas, or Arcanes installed on them. Chambers - Determines how the Kit Gun fires. ● Catchmoon - Semi-automatic, fires a large, wide explosive blast with innate punch through. Damage type: Impact, Heat ● Gaze - Automatic, fires a constant laser beam. Damage type: Puncture, Radiation ● Rattleguts - Automatic, fires a rapid stream of energy projectiles. Damage type: Slash, Puncture, Radiation ● Tombfinger - Semi-automatic, fires a large, heavy energy projectile. Damage type: Impact, Puncture, Radiation Grips - Determines the Kit Gun’s damage, fire rate, and beam range. + good, ++ great, - bad, -- very bad Damage Fire Rate Beam Range Ramble - + + Lovetap + - - Gibber -- ++ ++ Haymaker ++ -- -- Loaders - Determines the Kit Gun’s magazine size, reload speed, Crit Chance and Status Chance. + good, ++ great, - bad, -- very bad Magazine Capacity Reload Speed Critical Chance Status Chance Bashrack + - + - Bellows ++ -- N/A N/A Deepbreath + - N/A N/A Flutterfire - + -- ++ Killstream - + ++ -- Ramflare + - -- ++ Slap - + N/A N/A Slapneedle - + + - Sparkfire + - - + Splat + - ++ -- Stitch ++ -- + - Swiftfire - + - + Thunderdrum ++ -- - + Zip -- ++ N/A N/A Zipfire -- ++ - + Zipneedle -- ++ + - K-Drive & Ventkids K- Drives are hoverboard vehicles that were added in the Fortuna Update. These K-Drives are slower than Archwing, so if you’re looking for the best mobility vehicle go with Archwing. That being said, K-Drives are one of the most fun ways to kill time in Warframe. Q: How do I get a K-Drive? A: Once you complete the initial Fortuna quest Vox Solaris you will receive a K-Drive Launcher. You will be able to equip this in your gear wheel. Once it is equipped in your gear wheel you should be able to launch a K-Drive in both open world areas. Q: Where do I get more K-Drives? Q: How do I get Ventkid standing? A: The Ventkids can be accessed after completing Vox Solaris. Their main vendor is Roky. Ventkid standing is earned by completing tricks in the Vallis or by winning races found on the map. The standing can then be used to buy K-Drive parts and mods. A K-Drive is made up of four parts; a board, reactor, nose, and jet. These must be crafted then brought to and assembled by Roky. Boards with random parts can alternatively be bought already completed for Platinum. Q: Do K-Drive parts matter? A: Parts do not have any impact on how the K-Drive performs. Only the board matters as it provides MR. Q: Can I level up my K-Drive? Q: Do K-Drives get MR? A: Yes, the board of a K-Drive is what earns MR, a maximum of 3k per board. K-Drives receive affinity from doing tricks and completing races on the Vallis, and like all other pieces of equipment, can level to 30. Q: Can I mod my K-Drive? A: Yes, all K-Drive mods can be bought from Roky for standing. The K-Drive itself can be modded in your Arsenal’s vehicle section. Profit Taker Orb Mothers are giant Corpus Raknoids that protect key operational sites. They are the raid boss fight of the Orb Vallis, similar to Eidolons. There are currently two, the Profit-Taker Orb that can be found at the Enrichment Labs, and the Exploiter Orb that patrols around the Temple of Profit. Only the Profit-Taker can currently be fought. In order to fight the Profit-Taker, you must first be at the rank of Old Mate with Solaris United. From there, you go to the hidden back room behind Eudico to receive the Heist bounty missions. There are 4 bounties currently, that must be completed subsequently. The fourth bounty is fighting the Profit-Taker itself. After completing all 4 once, you may go back and play them again in any order to receive their drop rewards. The third bounty awards the Gravimag System, which is a gear item that allows you to equip one primary Archwing weapon while in missions. The Gravimag may be equipped to only one weapon, and is not cycleable. The weapon must have an Orokin Catalyst equipped to equip the Gravimag. Archwing weapons are the only weapons that can damage the Orb. The Gravimag must be equipped in your gear wheel to use in missions. Additional Gravimags can be researched and purchased in the Tenno Lab in Clan Dojos, or bought from the Market for 20p. Procedure: 1. Find Profit-Taker on the Orb Vallis map. 2. Take out shields using displayed element(s) (See below). 3. Completely damage all 4 legs with Archwing weapon. 4. Damage the head with Archwing weapon. 5. At 75% health, the Orb will launch 4 pylons into the ground around itself, within 100m. The pylons are protected by a physical barrier that nullifies all gunfire, but can be passed through with no effect. 6. Destroy all pylons, Orb is invulnerable while pylons are intact. 7. Take out shield and legs again, continue to damage head. 8. At 50% health, the Orb will fully regain its shields and will deal more damage. 9. Take out shield, take out legs, damage the head. 10. At 25% health, the Orb will deploy 6 pylons with the same properties as the previous 4. 11. Once the 6 pylons are destroyed, the Orb will fully regain its shields again. 12. Take out shield, take out legs, destroy the head and defeat the Orb. This step must be completed in 5 minutes or less. 13. The Orb overcharges from its shielding satellite, and self destructs, instantly downing anything in a 300m radius. Run to a safe distance then return to collect drops. There is a delay of one minute between defeating the Orb and its self destruction. The Orb Mother’s shields have a unique damaging procedure, due to Sentient resistance. The shields can be damaged by any regular weapon; normal, Archwing, or Exalted, but cannot be damaged by True or Void damage. Displayed on the Orb’s front faceplate will be a symbol of a specific damage type. The shield will be invulnerable to all damage except the displayed damage type. The type encompasses all physical and elemental damage, but does not include Void or True damage. This includes dual elemental types. Keep in mind that dual elemental types will not work if a single element is displayed, even if the single element is included in the dual element. For example, if the displayed element is toxin, then the shield will only be damaged by toxin, not corrosive or gas or viral. The shield damage type can be changed in 3 ways. If enough damage is dealt from one damage type, the Orb will rapidly shift to another. Shooting the Orb with any type of Void damage, Amp or otherwise, will change the damage type. There is a cooldown of 10 seconds after using this method before the type can be changed again. If enough time passes without either of these changes, the damage type will change by itself. Warframe abilities that target or deal AOE damage do not affect the Orb’s shields or body whatsoever. This includes Mesa’s Peacemaker, Banshee’s Soundquake, Saryn’s Miasma, etc. Warframe abilities that are weaponized do work, such as Excalibur’s Exalted Blade, Titania’s Dex Pixia, and Ivara’s Artemis Bow. This can be used as an advantage, as these weapons can hold additional damage types. Warframe abilities/augments that provide damage buffs, such as Rhino’s Roar and Chroma’s Vex Armor, work against the Orb. Warframe abilities/augments that apply status effects to allies’ weapons, such as Saryn’s Spores or Frost’s Freeze, do work in providing additional elemental damage types against the shield. It should be noted that the Profit-Taker will summon Corpus reinforcement to help defend itself. These enemies will move and attack around the Profit-Taker, and will put up reinforcement beacons as normal. The enemies range from level 40-60 and should be dealt with regularly. Amps (SPOILERS) See Plains of Eidolons Amps for general information on Amps. Upon completing Vox Solaris, the player will unlock a secret backroom behind Eudico’s chair. This is the same room where the Profit-Taker bounties are found. Here you can talk to Little Duck in Operator form to view Vox Solaris standing, trade Toroids for Standing, and purchase Operator cosmetic blueprints, Arcanes, and Amp parts. With the Profit-Taker update, Vox Solaris added 3 new Amp Prisms, Scaffolds, and Braces. Amp Prisms Tier Name Description 5 Cantic 3-round burst, accurate long range beams. 6 Lega Automatic energy flamethrower. 7 Klamora Automatic, limited range, wide angle energy blast. Amp Scaffolds Tier Name Description 5 Exard Rapid fires explosive projectiles, will use entire Amp energy pool in one fire instance. 6 Dissic Lobs an explosive charge, that explodes and launches child grenades around the initial impact zone. 7 Propa Launches an explosive that travels a short distance, stops, then explodes in a wide radius. Can be triggered early by enemies within the travel radius. Amp Braces Tier Name Description 5 Suo +100 Amp energy pool, +2s Amp recharge delay 6 Plaga -20 Amp energy pool, -1.5s Amp recharge delay 7 Certus +20% Amp critical chance Cambion Drift and Necralisk Drift Bounties Bounties are offered by Mother. There are 5 different levels available, each with increased difficulty, more Mother Tokens, and better rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active for its reward drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a reward will be given. You can leave the Cambion Drift in the middle of a Bounty and still receive the rewards and standing gained so far. Mother Tokens are the bounty method of standing gain, You get more tokens the higher tier bounty you select. If all the bonus objectives are completed (i.e. the bonus objective is completed for each stage), an additional reward will be given out at the final stage, drawing from the drop table of the final stage. In addition to the standard 3-, 4-, and 5-stage bounties, Mother also has endless bounties. These contain 3 normal bounty stages per rewards cycle, with both enemy level and token rewards increasing every cycle. Cambion Drift Fishing Fishing is an activity done at nearly every exocrine source in Cambion Drift. The fish found in these sources can be used for resources, or traded for Daughter Tokens. Fish in Deimos' Cambion Drift can be caught with spears from both Fortuna and Cetus. However, these spears cannot pass through the 'exocrine' through which the infested fish can swim freely; for optimal fishing on Deimos, there are two new spears that can pass through the exocrine and thus catch fish more easily. The Spari Fishing Spear can be bought for 500 Standing from Daughter. The Spari is capable of piercing the Infested exocrine in the Cambion Drift, allowing it to catch Cambion Drift fish underwater. There are Infested, Orokin/Infested hybrids, and pure Orokin fish that are capable of flight, and can be caught using any fishing spear when they emerge from the exocrine. Players can engage in spearfishing to catch these Infested biomes, which can then be used as resources to craft various Entrati items or gifted to Daughter to earn Daughter Tokens. List of All Fish Fish Name Location Activity Bait Rarity Resource Cyrptosuctos Surface Fass None Common Pustulent Cognitive Nodule Amniophysi Cave Fass/Vome None Common Waxen Sebum Deposit Barbisteo Cave Fass/Vome None Common Dendrite Blastoma Kymaeros Surface Fass/Vome None Common Saturated Muscle Mass Lobostriscid Surface Vome None Common Parasitic Tethermaw Ostimyr Surface (Hotspot) Fass Fass Residue (Recommended) Uncommon Saturated Muscle Mass Duroid Cave (Hotspot) Fass/Vome Vome Residue (Recommended) Uncommon Biotic Filter Viteospina Cave Fass/Vome Fass Residue (Recommended) Uncommon Dendrite Blastoma & Spinal Core Section Glutinox Surface Vome Fass Residue (Recommended) Uncommon Sporulate Sac Aquapulmo Surface (Hotspot) Vome Processed Fass Residue (Recommended) Rare Biotic Filter & Cognitive Nodule Flagellocanth Surface (Hotspot) Fass/Vome Processed Fass Residue (Recommended) Rare Ocular Stem-Root Chondricord Cave (Hotspot) Fass/Vome Vome Residue (Recommended) Rare Spinal Core Section Myxostomata Cave (Hotspot) Fass/Vome Processed Vome Residue (Required) Rare Cranial Foremount Cambion Drift Mining Mining in the Cambion Drift is identical to mining in the Plains and Orb Vallis. A cutter drill is required to be equipped in your gear wheel in order to mine. Fortuna and Cetus cutters will work in all locations. Mining provides resources that can be used in building items from Necralisk or traded for standing. Q: How do I mine? A: Obtain a mining laser from Smokefinger in Fortuna (There is no Necralisk specific Mining laser), and equip it in your gear wheel. When equipping it on the Combion Drift, a new UI will appear. On the left, number of ores in range, on the right, how far or close you are to an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire button, and try to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to the middle of the box, the better the mining rating. Q: What is the mining rating? A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the typical resources, and has a chance of additionally dropping a rare gem on blue spots. Q: Why do some spots have two boxes, one big and one small? A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the mining spot. Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint? A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Smokefinger to refine the base resources into usable resources. Ores in Cambion Drift ● Adramalium ● Bapholite ● Namalon ● Thaumica Gems in Orb Vallis - Standing ● Dagonic, Tiametrite - 50 ● Heciphron - 200 ● Necrathene - 500 ● Embolos, Xenorhast - 1000 Cambion Drift Animal Conservation Animal conservation involves the tracking and capture of various wild species found on the Drift. The Business offers gear items called Echo Lures that can mimic the calls of endangered wildlife that roam the Cambion Drift. Track, call, and tranquilize the animals to save them. Procedure ● Buy a Tranquilizer Rifle from Son with 500 Standing. ● Buy an Echo Lure from Son with Standing. ● Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it. ● Equip your Tranq Rifle in the Cambion Drift. New purple points will be added to your map. These are animal tracking points. ● Find a point and activate it. ● Follow the faintly glowing tracks to the rainbow colored rock. This is the call point. ● Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch. ● The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box. ● If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through the scope, allowing you to see it through objects. ● Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it. Rewards Each successful capture will award a Tag from each animal, and an amount of Necralisk Standing depending on Capture Rating. 5 Tags of one species can be traded with Son to receive stuffed animal decorations, also known as Floofs. Having one tag of every species and type can be traded for an emblem. Capture Rating Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating is based on speed at which the animal is captured after the return call is received, and whether or not the animal was alerted to your presence. All species in the wild can appear in groups of 1-3. When called from a lure, Cryptilex, Avichaea, and Undazoas can appear in groups of 2-4. Animal Types ● Cryptilex - "A Burrowing Cryptilex. Insects are the base of Deimos' food webs, that's why conservation of even these humble creatures is so vital" ● Vulpaphyla - “The Crescent is the most pugnacious subspecies of Vulpaphyla, they will rush anything they perceive as a threat.” ● Predasite - “A skittish creature, the Vizier Predasite will unleash a spume of acid before scurrying away.” ● Avichaeas - "A prehistoric bird-like creature that often congregates in small groups.” ● Velocipods - “A sluggish highlands insect that's capable of bursts of speed when threatened.” ● Undazoa - "A shy, bizarre-looking, semi-aquatic creature that seldom attacks unless provoked." ● Nexiferas - "Due to its remarkable strength, this Nexifera can cause seismic shocks when hitting the ground." Each a Perfect Capture rewards 3x Tags of the Animal you caught, A good capture rewards 2x and a Bad Capture rewards 1x The Nexiferas and Velocipods have no Echo-Lure, instead must be found out in the wild, The Nexiferas are found inside cave complexes, hanging on the ceiling. A neon green puddle appears below them, which when walked over will prompt the Nexifera to dive and attack, then retract and burrow into the ceiling. Their armored carapace neutralizes tranquilizing shots, forcing Tenno to bait them to descend and reveal their fleshy tendrils attached to the ceiling. The Velocipods are gentle and do not attack, nor do they try to run away, even allowing Tenno to mount them like a K-Drive. They are typically found at higher altitudes and may be resting on the rocks, or if they are more active, will be at junctions in waterways. Some Sub Species of animals only spawn during one of the two cycles, Vome and Fass. Crescent Vulpaphyla only spawn during Vome, Panzer Vulpaphyla only spawn during Fass. Medjay Predasite only spawn during Vome, Pharaoh Predasite only spawn during Fass. Sporule Avichaea only spawn during Vome, Viscid Avichaea only spawn during Fass. Howler Undazoa only spawn during Vome, Vaporous Undazoa only spawn during Fass. Notes ● Animals can be killed, and will not provide any Standing or tags if they are. ● Shooting the Tranq Rifle and missing will NOT alert animals. ● Sleep based Warframes can use their abilities in place of the Tranq Rifle. ● Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use. ● Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him. ● Invisibility abilities will hide your presence from animals. ● By equipping a certain Lure, only tracking points of that species will appear on your map. ● If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will appear. Kit Guns Kit Guns are modular weapons obtained in Fortuna or Necralisk. Kit Gun parts blueprints are offered by Rude Zuud for Solaris United Standing or from Father for Necralisk Standing. New parts are available as Solaris United rank and Necralisk rank is increased. Kit Guns are made from 3 parts; Chamber, Grip, and Loader. Isolation Vaults The Cambion Drift has numerous Isolation Vaults that are hidden deep within Deimos. To access them, players must start an "Isolation Vault" Bounty from Mother either from inside the Necralisk or from Mother's various outposts within the Drift. There are 3 Isolation Vaults accessible to players, You must finish the past tier Isolation Vault to permanently unlock the next tier. The Tiers are, Tier 1 - Level 30-40, Tier 2 - Level 40-50, Tier 3 - Level 50-60. All Vault Bounties are structured the same, 3 Stages and A bonus Stage that is available to all players who have finished “The War Within” Quest and unlocked Transference. 1. Stage 1 1.1. Players are tasked to collect Fass or Vome Residue depending on the current Cycle. 1.1.1. 6 Residue if in a group of 1-2, 12 if in a group of 3-4. 1.2. Once all Residue is collected it must be taken to a Bait station. 1.2.1. When the bait station starts working, It will attract the infested to start attacking it. The bait station needs to be defended for 90 seconds. 1.3. When the Concoction is made, A player needs to take it out of the bait station and throw it towards the infested door. 1.3.1. If the concoction is thrown anywhere other than the door, you are required to restart the bait station, but you do not need to get more residue. 2. Stage 2 2.1. Once you have opened the infested door, you are tasked to explore deeper in, but it is extremely toxic, even to warframes. 2.1.1. A toxic gauge will appear and increase slowly and can only be lowered by killing marked enemies. You are required to keep the toxic level below 100 for 90 seconds. 2.1.2. Marked enemies drop Pickups that reduce the toxicity by 10, Stronger enemies start to appear 30 seconds after starting. 3. Stage 3 3.1. The Isolation Vault is blocked by a Necramech, Incredibly Powerful Sentient Mecha Suits, Players are tasked to Eliminate the Necramech(s). 3.1.1. The amount of Necramechs changes depending on the Tier of the Vault, 1 for Tier 1, 2 for Tier 2 and 3 for Tier 3. 3.1.2. After all Necramech(s) are destroyed, Players are able to leave via an Esophage marked as an Extraction Symbol, or attempt the bonus stage for extra rewards. 4. Bonus Stage 4.1. If players are able to find the Vault door within the underground and shoot the Reactive Crystal with Void Damage from the Operators Amp. 4.2. An NPC named Loid will spawn, who will go around and activate the door’s keys. 4.2.1. Players are required to defend Loid from attacking infested. 4.2.1.1. Players are able to heal Loid by Void Sling or Amp Shots, Healing him for 500 Health each Time. 4.3. Once Loid has finished activating all the keys, He will return to the Vault Door. 4.3.1. Once there, Players are tasked to solve the Requiem Cipher, the players are given a short moment to memorize the pattern on the door before interacting with the nearby Crystals with Void Damage. 4.3.1.1. It must be solved in order and from top to bottom. 4.3.1.2. Failing does not change the order, instead you are given 3 tries to complete the cipher, if failed all 3 times, the vault is locked and the whole Isolation Vault must be completed again. 4.4. Now the Cipher has been completed, the Vault door opens and players are able break all the containers and pick up all the resources within the Vault, Additionally an extra reward will be provided from the Bounties Drop Table. Arcana Bounties are unlocked after completing the first Isolation Vault, they are similar to normal Necralisk Bounties but add some new objectives as well, they can be started by interacting with Mother just outside an Isolation Vault. The rewards from Arcana Bounties are more focused on Arcanes and Damaged Necramech parts. Higher level bounties are unlocked by completing the prior Arcana Bounty, similar to Isolation Vaults. Necramechs Necramechs are bipedal war machines manufactured by the Entrati, They can be found across the Cambion Drift and inside the Isolation Vaults, The ones in the vaults are sentient and will attack on site, however the ones found on the surface can either be Active or not, depending on the cycle, Fass for inactive, Vome for active, You are able to take control of a inactive Necramech by using Transference (From ”The War Within” Quest) while aiming towards the fallen Necramech. You are also able to craft Necramechs and when owned by the player you are able to apply mods and customize the mech and weapons. To obtain Necramech blueprints you are required to finish “The Heart of Deimos” Quest, the rewards will give you a blueprint for each component and the main blueprint for the Voidrig Necramech, for more blueprints you are required to reach Rank 2 with the Necraloid Syndicate, or Rank 3 for the Bonewidow Necramech. The component blueprints require the damaged version of the part you are trying to make, for example to craft an Engine you need a Damaged Necramech Engine, these broken parts are obtained from killing the Necramechs inside the Isolation Vaults or can be rewarded from the Arcana Isolation Vault Bounties. The blueprints also require Gems and Ores from mining, The blueprints for these are obtained from the open world Syndicates, the required ranks are as follows, Rank 1 with Solaris United, Rank 2(3 for the Bonewidow) with Ostron and Rank 2 with Entrati. There are 2 Necramechs you are able to craft, Voidrig and Bonewidow, Their abilities are: Voidrig ● Ability 1 - Necraweb - Hurl a canister of gravitation fluids to create a wide mire that will significantly slow enemies traveling across it. Alternatively, the canister can be shot in mid-air to create a fiery conflagration. ● Ability 2 - Storm Shroud - Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close combat. Enemies that strike the shroud will suffer for their impudence. ● Ability 3 - Gravemines - Launch a pattern of charged mines all around you. Each mine detonates in a violent blast when touched, damaging enemies in a three-meter radius. ● Ability 4 - Guard Mode - Take a stationary stance to deploy maximum firepower and gain increased structural integrity for a time. Bonewidow ● Ability 1 - Meathook - Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site. ● Ability 2 - Shield Maiden - Raise Bonewidow's shield to block incoming forward damage. While active, bash enemies with a Maiden's Kiss. ● Ability 3 - Firing Line - Sweep surrounding enemies into the line of fire with a force beam. ● Ability 4 - Exalted Ironbride - Summon a devastating exalted blade. Animal Revivification Within the Necralisk you are able to obtain pets that are made with 3 components, a weakened Vulpahyla or Predasite, a mutagen and an antigen, the mutagen and antigen blueprints are obtained from the Son, and a weakened Vulpahyla or Predasite is obtained from Animal Conservation, to obtain a weakened one, the animal has to be attacked by the wild infestest, after which you are required to tranq it, then capture it. The Mutagen and Antigen for the Vulpaphyla and Predasites are as follows Vulpaphyla: Mutagen Name Resistance Gained Visual Effects Adra Proto Shield Resistance None Elsa Alloy Armor Resistance Tail manifests a chitinous shell Zarim Cloned Flesh Resistance Tail mutates into a tentacle mass Phijar Robotic Resistance Tail skin recedes, leaving exposed flesh Antigen Name Initial Polarity Visual Effects Desus Varazin None Virox Madura Tumorous Jaw Growth Plagen Naramon Scaled Mane Poxi Penjaga Shoulder Protrusions Predasites: Mutagen Name Resistance Gained Visual Effects Leptosam Proto Shield Resistance None Chiten Alloy Armor Resistance Tail grows scales Arioli Cloned Flesh Resistance Infestation grows through the tail Monachord Robotic Resistance Cartilage Exoskeleton Antigen Name Initial Polarity Visual Effects Iranon Varazin None Elasmun Madura Infestation grows through the horn Ibexan Naramon Infestation grows through the jaw Tethron Penjaga Infestation grows through the spine The Zariman Albrecht’s Laboratories and Sanctum Anatomica Cavia Bounties 5 Bounties are available from Fibonacci, Each bounty correlates to one of the 5 missions available from Albrecht’s Laboratories, each tier increases the level of the enemies ranging from 55 to 120, to finish one of these bounties you are required to finish the mission as well as complete a side objective, ranging from “Kill 2 Rogue Voidrigs” to “Destroy 60 Decorations”. The Rewards from completing these bounties include Qorvex components, Manodel Blueprint, Focus Lenses, Voca and the basic rewards such as Endo and Credits. Voca Within missions on the Albrecht’s Laboratories tileset, there are 8 Voca around the map that can be found, with 3 different Tiers, Shrill, Bellow and Echo, these resources can be traded in for Standing at Loid or are used to rank up your Cavia rank, these can also be obtained from Bounties, the tier of the Voca obtained from bounties depends on the tier of the bounty. Mission Types There are 5 mission types that can be selected from either the Navigation Menu or when within Sanctum Anatomica by going towards the loading area just past Tagfer. Alchemy The goal of this mission type is to mix 2 of the base elements(Electricity, Heat, Cold, Toxin) into one of the combined Elements(Viral, Corrosive, etc), you will be guided to a Crucible within the mission, killing enemies has a chance to drop 1 of the random base elements on the ground called Amphors, you are required to pick these up and use the Alternate Attack keybind to throw the Amphors at the Crucible. After filling both elements to 100%, the Crucible will begin mixing, during this process, the pressure will begin to build, there will be a “sweet spot” where you want to keep the pressure to complete the mixing process quicker, to lower the pressure you need to shoot pressure valves around the Crucible. Your whole team will also have a buff while the crucible is mixing. The Rewards for completing this mission include Tennokai Mods, Mandonel Components, Relics and the usual basic resources, endo and credits. This is an Endless mission, new rewards after every Crucible rotation. Assissination This Assissination mission is quite different than others, the first objective is to find a Vitreum, marked as your objective, then collect a Atropos Probe scattered around the Vitreum and insert it into the Vitreum, it will begin to countdown, this countdown will pause when there are enemies within the circle surrounding the Vitreum, once the countdown finish you will need to fetch Murmur Eyes, you just need to walk into them to pick them up, these eyes are timed however, if not picked up within the time limit, they will disappear and need to be revealed again with the Vitreum, you will need to repeat this process a few times, eventually moving towards a new Vitreum, if you are in a squad you are able to start multiple Vitreums at the same time. After collecting enough Murmur Eyes, your objective will be to eliminate The Fragmented. There are 3 types, Suzerain, Zelator, or Anchorite. Rewards include Melee Arcanes, Stela and Mods. Killing the boss will finish the objective and point towards Extraction. Mirror Defense The goal of this mission is a mix of Defense and Mobile Defense, your first objective is to locate the Vitreum, once you get close enough the mission will start and a countdown will appear, you need to defend it for 2:30 minutes, these glyphs will appear within the room that you are able to pick up to deploy defensive turrets around the objective and give it overshields, once successfully defended, you will have 30 seconds to travel to the other defense target, the Auricle, you will tasked to defend the target for another 2:30 minutes, after which you will given the option to leave or stay for another cycle. The Rewards include Tome mods for the Grimoire Weapon and Mandonel Components, as well as the usual credits and endo rewards. This is an Endless mission, new rewards after defending both targets. Survival Normal Survival Mission, You have a draining life supply that can only be refilled from support modules that drop from enemies, every so often you will have a support capsule drop down, interacting with this refills 30% of your life support, last as long as you can. The Rewards are usual survival rewards with the addition of Mandonel Components. This is an Endless Mission and rewards are given every 5 minutes. Exterminate Normal Exterminate Mission, You are tasked to kill a specific number of enemies. The Rewards are usual exterminate rewards with the addition of Mandonel Components. Tileset Mechanics Whispers Floating Grimoires can be found throughout the tileset, spawning a hostile Operator doppelganger miniboss called a Whisper. This miniboss has two health bars, upon depleting the first health bar it becomes protected by a Whisper Grimoire that spawns at another part of the tileset while attempting to recover its lost health. Its defeat awards a Melee Arcane Enhancement and an Albrecht's Notes Fragment. Necramech Vintage Computers are new hacking consoles that can summon the player's personally owned Necramech into the field. Each computer can only be used once and shares a universal cooldown. Lohk Surges Lohk Surges are Void interactables that provide a range of buffs to Tenno: ● Secondaries have guaranteed red crits. ● Any Health Orbs picked up grant 25 max Health for the rest of the mission. ● Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission. ● 1% life leech and guaranteed DmgSlashSmall64 Slash procs on all damage. ● No Energy cost on abilities and increase Casting Speed. ● 200% extra Affinity gain. ● Infinite ammo and 50% fire rate. Interacting with a surge will spawn an Eximus unit. The surges last 45 seconds and have a 10 minute cooldown. Up to three Lohk Surges can spawn in a mission. Other Resources and Information Twitch Prime By connecting your Twitch Prime account to your Warframe account, you will periodically receive Twitch rewards for Warframe in the form of free gear and items. In addition, during scheduled Warframe streams, you can receive a Twitch Drop or randomly selected reward if you watch while signed into your connected account(You don’t need Twitch Prime for Twitch Drops). Prime Access Prime Access occurs whenever a Warframe’s Prime variant is revealed. This typically happens every 4 months. Prime Access brings with it the new Primed Warframe, new Primed weapons, and new Primed cosmetic items. The Warframe and weapon parts are added to the current relic drop tables, and the Prime Access pack becomes available for purchase with real currency. The Prime Access pack always comes in 4 different levels: ● Level 1 includes the two new Prime weapons, and 1050p (49.99USD,49.99 USD, 100 value) ● Level 2 includes the new Prime Warframe, both Prime weapons, two glyphs of the Primed Warframe, and 2625p (79.99USD,79.99 USD, 205 value) ● Level 3 includes the new Prime Warframe, both prime weapons, two glyphs of the Primed Warframe, 3990p, and the Prime Accessories Pack (see below) (139.99 USD, $380 value) ● The Prime Accessories Pack includes a new Primed Syandana/Sugatra, a new Primed Armor Set or Operator Armor Set, a 90 day affinity booster and a 90 day credit booster. ($49.99 USD, 110value)NotethatwhiletheweaponsandWarframesareinthedroptablesanddonotrequirepurchasetoattain,theglyphsandcosmeticsintheAccessPackareuniquetoitandcanonlybeobtainedbypurchasingthecorrectlevelofthePack.OncealevelofPrimeAccessispurchased,youmayreturnandbuyadditionallevelsatthecosttheywouldbeintotal.Forexample,ifyouboughtthelevel1packfor110 value) Note that while the weapons and Warframes are in the drop tables and do not require purchase to attain, the glyphs and cosmetics in the Access Pack are unique to it and can only be obtained by purchasing the correct level of the Pack. Once a level of Prime Access is purchased, you may return and buy additional levels at the cost they would be in total. For example, if you bought the level 1 pack for 49,99, then returned to buy the level 2 pack, the level 2 pack would cost 29.99insteadof29.99 instead of 79.99, and would not include the items and Plat that were already in the level 1 pack. Helpful Sites https://warframe.com Main site for Warframe https://digitalextremes.zendesk.com Support page for DE https://warframe.fandom.com/wiki/WARFRAME_Wiki Primary wiki page for Warframe https://warframe.market Main buying/trading site https://riven.market Best riven trading site https://hub.warframestat Displays alerts, fissures, events, timers, and other helpful info framedex.net Interactable table of every MR related item in the game http://warframe-builder.com Experiment with weapon and Warframe builds in this interactive site https://tenno.zone Up to date relics list, Prime parts, platinum values, and ducat pricing https://semlar.com Multi-use site, includes game updates, riven pricing, kitgun/zaw builds, item pricing, fishing info, and more https://www.reddit.com/r/Warframe/ The Warframe Reddit page. About the Handbook This handbook is written with the new or returning player in mind, but can be used by any Tenno, old or new. Its design is to give the need to know/good to know information with as little fluff as possible. Its purpose is for quick information access, instead of sifting through pages of Wiki articles or long drawn out YouTube videos. The Warframe Handbook was originally created and written by DapperMuffin back in the early days of Warframe. After some sharing around Reddit, it became the most used and accessed unofficial guide for Warframe. Around 2016, Warframe server outages began popping up in Muffin’s area, and he wasn’t able to access the game. Since then the old Warframe Handbook hasn’t been updated, but was still seen by hundreds of players every day. In mid-2018, Je2ture gained creative rights from DapperMuffin to revise the old Handbook to match the current game build. After some initial editing and updating, he recruited help from his clan, ZER0 TW0, who helped him finish it. It was then released for public viewing in early December of 2018, with an able team behind it ready to update as needed. The original V2.0 team left the project in late October 2021. The project lay dormant for a year until Aer started updating the document again in October of 2022. -Apocalypto- also took ownership of the project from Je2ture at this time. Today, the Warframe Handbook remains the most used unofficial text guide for Warframe. We hope you find it useful, and pass it on to your friends and fellow players. From all of us here on the team, we wish you happy farming, Tenno! Discord Join our Discord Server to see information on updates, ask questions, and give any suggestions and comments. We’d love to hear from you! Warframe Handbook Discord Link If you’d like to become a part of our team, message -Apocalypto-#9001 on Discord. Acknowledgments & Credits This Handbook was a labor of love passed down and written by many players. Thanks must be given to the people that sacrificed their time and knowledge to teach and help others. DapperMuffin Original Warframe Handbook Author Je2ture Project Leader, Writer, and Editor -Apocalypto- Lead Writer and Editor Aer Lead Writer and Editor King Acainen Co-Writer and Editor T2k5 Contributor AmicusBob Contributor Decaying Dreamer Contributor BurntBladeBruno Contributor Spartenwarp0 Contributor Of_The_Fearless Contributor Special thanks to the clan of ZER0 TW0 and Digital Extremes.
Plain-text mathematical notation (without MathML)
Warframe Handbook 2.0 Public Edition
BY Je2ture, -Apocalypto-, and Friends.
Status:
Updating some outdated information while trying to keep up on recent updates.
Last Handbook Update:
December 15th, 2023
Announcements:
As of 4th October 2022, Aer is updating the Handbook and it will take a while so patience would
be much appreciated! <3
I’m using this to keep track of updates I wanna make, Message me on Discord (Aer#3702) if you
have any suggestions! <3
If you would like to become an updater/editor/writer, please join our Discord and/or message
apoc98 to apply!
Disclaimer:
By reading this handbook, you acknowledge that it contains spoilers and other information which may alter or ruin your gameplay experience. All spoilers are
clearly marked. While this handbook has been specifically made for the new or returning player in mind, it still has to contain said spoilers, as it is information
that might be useful to anyone. We are not responsible if you spoil the game for yourself or others by using this handbook.
The information and notation used in this handbook is for the PC version of Warframe, and may or may not translate directly to the console versions of
Warframe.
Warframe, its affiliates, and all content referenced within this handbook is owned by Digital Extremes.
To view the handbook properly, go to the Google Docs menu: View →Uncheck Print Layout
(Use Ctrl + F or the Outline on the side to find topics quickly)
It is strongly suggested that if you’re a new or returning player you read through all of Getting Started.


Quick Links & Commonly Accessed
Last Major Update
Last Mainline Update:
Current Hotfix
Update 35: Whispers in the Walls
Update 35: Whispers in the Walls
Hotfix 35.0.3
Events
Modding
Plains of Eidolon
Fortuna
Quick Start
[DE]’s Droptables
Planet Resource
Cambion Drift
Prime Farming
Current Prime Warframe Rotations & Vault
Current Prime Weapon Rotations & Vault
Lith Loot Tables
Meso Loot Tables
Neo Loot Tables
Axi Loot Tables
Warframe Path
Trading & Resources
Equipment
Beginner Weapon List
Mechanics
Mastery Rank Tests
Warframe Roles
Frame Etiquette
Game Etiquette
Kuva Liches
Sisters of Parvos
Paradox Path
Teshin’s Cave
Gamemodes
Orowyrm
Side Objectives
Drifter Intrinsics
Drifter Combat
Getting Started
Common and Newbie Questions
Q: What kind of game is Warframe?


A: Warframe is a 3rd person hack and slash shooter with parkour, with some RPG, MMO and Rogue-Lite elements. But most people
tend to just say space ninjas with magic.
Q: What’s the difference between the Warframe Path and the Paradox Path?
A: When first launching the game, you get a choice between two starting points, the Warframe Path and the Paradox Path, the only
difference is the start, the Warframe Path is more looter shooter focused, and the Paradox Path is more of a rogue-lite system. After
playing for some time the start you pick will not matter.
Q: Which path should I pick?
A: The Warframe path is the traditional start and is focused more on looting and gaining resources, however the Paradox Path is
more focused on rouge-lite mechanics, however picking one path will still allow you to progress in the other one early on.
Q: Is Warframe pay-to-win (P2W)? Am I at a disadvantage if I don’t pay/have Platinum (Plat/premium currency)?
A: No, Warframe is pay-to-skip. Almost everything in the game is obtainable without Plat and the rest can be traded for. There are a
few exceptions to this rule, but they are mainly cosmetics. You can also trade items you’ve found in-game for Plat.
Q: My first 50 Plat is untradeable, what gives?
Q: Why do I have untradable Plat?
A: Any starting Platinum will be untradable. This is to prevent account creation for Plat farming. Most if not all other Plat that you
earn will always be usable for everything, including trading.
It should be noted that any Plat gained from DE directly, i.e. from streams/giveaways/partners, can also not be traded.
Q: What should I use my starting Plat on?
A: Generally, slots, potatoes (orokin reactors/catalysts) then cosmetics in that order. You’ll be able to get more Plat via trading with
others later.
A good choice is the “Complete Starter Slot Bundle” available in the market, it includes 2 Warframe Slots, 2 Weapons Slots and 2
Companion Slots for 45 Platinum!
Q: Are there any forms of dedicated servers?
Q: Any servers in x region?
A: All games played on Warframe with the exception of Relays or Clans (hubs) are hosted peer to peer. If your connection isn’t
good, generally as with any kind of connection based game, you will have a hard time.
Q: Is there a solo mode?
A: Technically, everything in the game can be completed solo. In fact, some do it for a challenge. However, there are some parts of
the game that could necessitate a friend or two, and most missions will definitely be easier with a fellow Tenno at your side.
Q: Is there a campaign mode?
A: Yes. A few quests have a campaign, with story and lore reveals. These are unlocked as you progress through the game.


Q: Is there an offline mode?
A: Playing ‘offline’ is impossible. The game will not start without an internet connection. However, playing pseudo offline is
possible, by playing in solo mode.
Q: Is Warframe cross-platform?
A: Yes! Crossplay is currently Live! Everything from PC to Playstation to Xbox to Nintendo Switch, You can match and play along
with anyone from any platform!
Q: Is Warframe cross-save?
A: The most recent update, 35.0.3 has started an extremely early way of cross-save, within 2023 there should be complete
cross-save!
Q: What Warframe should I pick as my starter?
Q: What’s the best starter Warframe?
A: Warframes are basically your classes, they have different abilities that change the way you play the game. As a rule of thumb,
none of the starter Warframes are “better” or “best”, they cater to your playstyle.
●
Excalibur or Excal is the Warrior, which likes getting in people’s faces, hack n slash.
●
Mag is basically the Mage, using her abilities for nuking, CC (Crowd Control) and utilities.
●
Volt is a Hybrid that features damaging CC and various utilities (speed/shield).
If you can’t choose, go with the one you think looks the coolest.
Q: Can I get the other Warframes if I pick x?
A: Yes, you can get them later in the game.
Q: I just finished the tutorial with Vor, how do I advance through the game?
A: Complete mission nodes (the flashing blue ones), get to junctions and finish their goals. Buy weapon and Warframe blueprints
from the Market for Credits.
Q: I’m lost, what should I do?
A: Tons of stuff! You can play missions on different planets, unlocking nodes. Buy and craft things from the market. Find Quests
from Junctions and play through them. Find mods and fill your mod collection. Search for Ayatan Treasures and collectibles. Join a
clan. Hop on the chats and find others to get lost with you. Play the game and find out!
Q: Why do the mission levels kinda look the same?
A: Warframe’s missions are procedurally-generated. The game has a set number of rooms, called a tileset, that are randomly linked
together every time you start a mission. So the rooms look the same, but the layout is always different.
Q: What is my level?


A: There are 2 kinds, Mastery level and item level. For Mastery, press escape, and click on profile. The number on the first page is
your Mastery Level. For item level, go to the Arsenal or press [ESC] →Arsenal and select an item, the level will be under the item’s
name.
Q: What is Forma?
A: It’s used in crafting a variety of items and can add additional mod polarities to items, while also resetting the item’s level.
Q: What is a polarity?
A: See Polarities
Q: What is taxi-ing?
A: For players that don’t have all the nodes unlocked, a taxi is a player with that node unlocked, and can host a mission on that node
for up to 3 others. Generally, once a person has taxi’d someone over, they will leave so that they may taxi others.
Q: What are Syndicates?
A: See Syndicates
Q: What is a Potato / Orokin Reactor / Orokin Catalyst?
A: They double the amount of mod capacity that your frame (Reactor) or weapon (Catalyst) has. They are nicknamed potatoes due
to their shape.
Q: Until what time can I still invite friends to my missions if I’ve started it?
A: Any time the objective hasn’t been (partially) finished, depending on the mode. For example, Exterminates stop invites around a
third of completion through, while endless missions can be invited to about halfway into the first iteration.
Q: What is this scanner I can click on in my ship?
A: It’s basically a space radio, it doesn’t do much. It’s mostly there for ambient noise, and bits of lore can be found if you listen
closely enough.
Q: Offline segment? What’s that?
A: You haven’t unlocked it as part of your ship. Continue playing, you’ll find them gradually as you progress.
Q: Why is my screen/lights flickering?
A: An Assassin or Syndicate is after you. Try to stick with your allies or warn them so they can help you.
For Assassins, see section Assassins.
For Syndicates, see section Syndicates.
Q: What are these glowing blue hexagons?
Q: What is a Cephalon Fragment?


Q: What is a Somachord Tone?
A: They’re scannable items which provide lore (and music!) when unlocked.
Q: I just got a weapon from a Quest. Should I keep it, or sell it?
A: Keep all items given from Quests due to the fact you will only get them once.
Terms
General Terms
AFK - Away from Keyboard/Not present.
CC - Crowd Control, which means anything that slows, stops, or incapacitates enemies.
Support - Allies with abilities that help their team rather than kill.
DPS - Damage per Second, also refers to the Damage role.
Buff/Debuff - Boosts allies/hinders enemies.
Proc - As in Programmed Random Occurrence, ie when a crit/status happens.
HP - Hitpoints/Health.
Armor - Damage Reduction
Overguard - Additional Health protection and Knockdown Immunity
Energy - Used for abilities, basically mana.
Host - The player who is hosting the session, and whose internet connection is supporting the rest.
HUD - Heads up display, where information is displayed on screen.
PUB/Pubs - Public/Public players.
Farm/Farming - Doing the same thing over and over to gain a lot of a resource.
Meta - The Most Effective Tactic Available, or the generally accepted normality of any subject.
Tenno - General term for players, also your player’s race.
Space Mom - Lotus (voiced by [DE] Rebecca) was given the nickname of Space Mom.
Game, Mission, and Chat Terms
Affinity - Experience for your items.
Alert - Limited time mission.
AW - Archwing
Baro - Baro Ki’Teer (Biweekly Void Trader).
DE - Digital Extremes, also Developer.
Cephalon - The term for artificial intelligence of the Warframe universe.
Forma - An item, which when used on a lvl 30 weapon or frame, gives it another polarity and resets its rank to 0.
[type] Pizza/Pancake - A consumable gear item for health, energy, or ammo.
H - Have/Hosting


LF - Looking for
MR - Mastery Rank
Daily Reset - The time where everything based on a daily timer resets, 00:00 GMT.
Scale/Scaling - The way damage done compares to enemy health/damage resistance.
Polarity - Halves the mod drain of a mod with the same polarity.
Tactical Alert - Mini events, they usually give decent rewards.
Sortie - Unique daily mission set with a game modifier and set reward table.
TSD - The Second Dream, a main quest.
TWW - The War Within, a main quest.
Capacity - Referring to how much mod drain is available to use on a piece of gear.
IPS - Referring to Impact, Puncture and Slash, the 3 main types of “Physical Damage”.
Elementals - Referring to Cold, Toxin, Heat and Electricity, the 4 basic types of “Elemental Damage”.
Dual Elementals - Referring to Blast, Corrosive, Gas, Magnetic, Viral, and Radiation, the 6 types of combined Elements.
Companion - Referring to your Sentinel, Kubrow, Kavat, or MOA.
Taxi- A service of taking a person or group to a mission node they don’t have access to.
LS - Life support, a pickup in survival missions.
Item Terms
Potato - Orokin Catalyst (Blue) / Orokin Reactor (Gold), doubles the mod capacity of your weapon/Warframe.
O Cells - Orokin Cells, a rare resource. Are sometimes called Raw Potatoes.
Cabbages - Relics, contain Prime parts.
Tomatoes - Exilus Adaptors, used to unlock an additional mod slot on your Warframe.
Chili - Kuva, a rare resource.
Alertium - Nickname for the rare resource Nitain Extract, as Nitain used to be available most often in alerts.
Frame Terms - (Referring to Warframes and specific abilities)
EB - Exalted Blade [Excalibur]
EV - Energy Vampire [Trinity]
Globe - Snowglobe [Frost]


Slowva /Speedva - Nova and specific builds to her ability Molecular Prime.
Despros - The Desecrate ability of Nekros using the Despoil augment that makes the ability use health instead of energy.
Pilfdroid - The Tentacle Swarm ability of Hydroid using the Pilfering Swarm augment that gives additional loot drops.
IR - Irradiating Disarm, an augment for Loki
Mission Terms
Ext - Exterminate
Def - Defense
MD - Mobile Defense
Exc - Excavation
Sab - Sabotage
S1, S2, S3 - Referring to Sorties and it’s 3 stages
Arbie - Arbitration Alerts, highly difficult endless missions with a set rewards table
Hunt - Archon Hunts, highly difficult late game weekly missions with special rewards
PoE - Plains of Eidolon
OV - Orb Vallis
Specific Mods
CP - Corrosive Projection (Aura).
CL - Covert Lethality (only for daggers, allows for insta-kill on finisher).
CE - Concealed Explosives (only for throwing stars, adds explosions).
Maiming/Memeing - Maiming Strike, a rare and powerful mod for melee weapons.
CO - Condition Overload, which multiplies your damage (stacking) for every status afflicted onto an enemy.
CD - Coaction Drift, an Exilus mod that augments Aura mod stats.
Warframe Mechanics
Orbiter
Your Orbiter is your home, and in-game hub with access to everything in the game. It includes your Navigation Console, Arsenal,
Mod Collection, Foundry, Stasis Chamber, Relic Console, Market, Codex, Conclave access, and Syndicate boards.
You navigate your consoles by simply walking up to them, or by using your Main Menu. You unlock consoles by completing Quests
and Mission Nodes.


(SPOILERS) There are 3 back rooms to your ship - The Helminth, Operator, and Personal Quarters. The Helminth contains the
equipment to remove Helminth Cysts, and for Subsuming Abilities or Invigorations, and can only be accessed by a fully infected
Warframe or Nidus. The Operator Room contains the menus for customizing your Operator and accessing the Focus schools. The
Personal Quarters is a decoratable room, and includes the Somachord where you can play music you’ve found from Somachord
Tones.
All rooms and areas in your Orbiter can be customized, recolored, and decorated. Consoles cannot be moved.
HUD and UI
Menu UI
Upper left:
●
Glyph, current MR level, Username, MR symbol, game privacy status, invite players
●
Warframe [level]
●
Aura (if equipped)
●
Primary weapon [level]
●
Secondary weapon [level] (if no Aura equipped)
Scroll over User tab:
➢Glyph, current MR level, Username, MR symbol
➢Show Profile button
➢Warframe [level]
➢Aura (if equipped)
➢Primary weapon [level]
➢Secondary weapon [level]
➢Melee Weapon [level]
➢Companion [level]
➢Dragon key (if equipped)
Upper Right:


●
Current Boosters active
●
Pending friend requests
●
Number of items completed in the Foundry
●
Number of unopened inbox messages
●
Credit count
●
Plat count
Lower left - Chat Menu, press [T] to open
●
Squad chat - For your current party.
●
Clan chat - Only available if you’re in a Clan, for Clan members only.
●
Alliance chat - Only available if your clan is in an Alliance, for Alliance members only.
●
Region chat - Available for players in your region, asking questions can trigger the bot (unavailable while in missions).
●
Recruiting chat - Find a squad for a mission, or recruit for a Clan/Alliance (unavailable while in missions).
●
Trading chat - Trade for in-game items (unavailable while in missions).
Main Menu
●
Navigation - Access the Star Chart
●
Equipment:
➢Arsenal - Access your Warframes and equipment.
➢Foundry - Access your blueprints, resources, and Arcanes.
➢Incubator - Access your Kubrows and Kavats, or raise more.
➢Inventory - View all of your items.
➢Void Relic Refinement - View or refine your void relics.
➢Mods - View, fuse, or sell your mods. Can also access your Ayatan Treasures.
➢Abilities - View the abilities of your current Warframe.
➢Specters - View your current specter loadouts
➢Landing Craft - Choose, decorate, and customize your landing craft
●
Operator (SPOILERS) - Allows you to access your Operator’s appearance menu, equipment, and Focus menu.
●
Market - Access the in-game marketplace
●
Communication - Access friends list, mail inbox, and clan menu (if in one)
●
Quests - View list of all Quests
●
Profile
➢Codex - View information and lore on everything in the game
➢My Profile - View your personal stats, including equipment use, MR progress, Syndicate progress, challenges, and
wishlist
➢Syndicates - View and interact with the 6 Syndicates
➢Leaderboards - View current, daily, and weekly leaderboard standings
➢Glyph - View, buy, and change your glyphs
➢Logout - Takes you back to the login screen


●
Options - View and customize game options, including keybinds, display properties, audio preferences, and gameplay
settings.
●
Exit Game - Closes Warframe and returns you to your Desktop
In-game HUD
Upper left - Mini-map, press M for large map, current Objective Status
Lower left - Chat Menu, press T to open.
Upper Right:
●
Blue number is shields, Red number is health
●
Any symbols next to shields are ongoing ability effects or procs, from yourself or teammates.
●
Warframe name and level
●
Companion shields and health (if equipped)
●
Companion name and level (if equipped)
Lower Right:
●
Current ammo in magazine/total ammo left
●
Selected weapon and level
●
4 Abilities
●
Energy bar (dark blue is energy capacity, light blue is current energy)
●
Energy amount


Movement System
One of the primary selling points of Warframe is its unique, fluid movement system. You can make your Warframe do a number of
parkour tricks, which can be chained together into what is called the Movement System.
Basic elements of movement
●
[W] [A] [S] [D] move up, left, down, right.
●
[SPACE] to jump.
●
[SHIFT] to roll/dodge, hold to sprint.
●
[CTRL] to crouch, hold while moving to slide.
●
[RIGHT MOUSE CLICK] hold to aim, hold to aim-glide when in mid-air, hold when on a wall to wall latch.
●
[E] to quick melee, slam attack when in mid-air.
Basic Chained Movement
Learn these well before attempting Advanced Chain Movement.
●
[SPACE] [SPACE] to double jump.
●
Hold [CTRL] then press [SPACE] to bullet jump (will fly towards mouse direction).
●
[SPACE] [SHIFT] to jump then roll forward.
●
[SPACE] hold [CTRL] to jump then slide as you hit the ground.
●
Hold [CTRL], then press [SHIFT] to slide then roll.
Note: There is no fall damage, but falling from a great height will cause you to stagger when you hit the ground. You can avoid this
by rolling or sliding as you touch down, or by using aim-glide or double jump to slow your descent.
Advanced Chained Movement
●
Hold [CTRL] then press [SPACE] [SPACE] to bullet jump, then double jump.
●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] to bullet jump, then double jump, then roll forward.
●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [CTRL] to bullet jump, then double jump, then roll forward, then slide
as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [RIGHT MOUSE CLICK] to bullet jump, then double jump, then roll
forward, then aim-glide.


●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [RIGHT MOUSE CLICK] hold [CTRL] to bullet jump, then double jump,
then roll forward, then aim-glide, then slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] to bullet jump, then double jump, then mid-air melee propel.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [CTRL] to bullet jump, then double jump, then mid-air melee propel, then
slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] to bullet jump, then double jump, then mid-air
melee propel, then aim-glide.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] hold [CTRL] to bullet jump, then double jump, then
mid-air melee propel, then aim-glide, then slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] press [Shift] hold [CTRL] to bullet jump, then double
jump, then mid-air melee propel, then aim-glide, then roll forward, then slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] look down [E] to bullet jump, double jump, and ground slam.
●
Hold [RIGHT MOUSE CLICK] hold [S] press [SHIFT] to backflip.
●
Hold [CTRL] then press [SPACE] [SPACE] hold [RIGHT MOUSE CLICK] hold [S] press [SHIFT] to bullet jump, then double jump,
then aim-glide, then backflip.
These are just a few of the possible movement combos in Warframe. Discover them all for yourself!
Damage
Physical Damage
The main type of damage in Warframe is physical damage, split into three different types - Impact, Puncture, and Slash. It is
commonly referred to as IPS damage. Most weapons and some Warframe abilities have at least one of these damage types, with
the weapons usually having all 3. Each damage type has a Status Effect, also known as a Proc. See Status below.
Elemental Damage
The secondary type of damage in Warframe is Elemental damage, which is split into 4 base elements; Heat, Cold, Electric, and
Toxin. These damage types are rarer on weapons, and more common on Warframe abilities. However, these elements can be
added to weapons using mods.


The 4 base elemental types can be combined to create 6 combined Elemental damage types:
●
Heat + Cold = Blast
●
Electric + Toxin = Corrosive
●
Heat + Toxin = Gas
●
Cold + Electric = Magnetic
●
Heat + Electric = Radiation
●
Cold + Toxin = Viral
All 10 Elemental damage types have a Status Effect, or Proc, that they can inflict. See Status Below.
Other Damage
There are two other types of damage usable by the player, True and Void.
True damage is a hidden damage type, and has no damage modifier versus any kind of health, and it ignores armor reduction and
shields. A few examples of true damage are Finisher attacks and Bleed procs.
(SPOILERS) Void damage is only used by Operators, Amps and Xaku. It guarantees stun against drone type Sentients, and resets
Sentient damage reduction(Except Xaku).


Status
Every damage type has a Status Effect, or Proc, that it can inflict. These are damage/effect over time and their effectiveness is based
on the base damage of the damage type, and the Status Chance and Status Duration of the item inflicting damage. No Proc lasts
infinitely. The damage type with the highest amount of damage will always be the most likely to Proc, with lesser damage numbers
losing likeliness as damage lessens. If Status goes over 100% the chance to Proc is guaranteed and any percent over 100 has a
chance to proc another Status effect.
Physical Damage Procs
●
Impact - Stagger - Causes victims to flinch and stagger’s movement, while increasing the threshold for Finishers.
●
Puncture - Weakened - Cause victim’s attacks to deal less damage.
●
Slash - Bleed - Affected victims take damage over time, which is True damage.
Base Elemental Damage Procs
●
Heat - Ignite - Sets enemies ablaze and deals damage over time, while also removing half armor.
●
Cold - Freeze - Reduces victim’s movement speed and fire rate.
●
Electric - Tesla Chain - Sends an electric surge through the victim and to all enemies within a 3m radius of the victim, dealing
damage over time and stunning.
●
Toxin - Poison - Infects the victim and causes damage over time. This damage bypasses shields.
Combined/Special Elemental Damage Procs
●
Blast - Inaccuracy - Reduces the accuracy of the afflicted target..
●
Corrosive - Corrosion - Strips the victim’s armor by 20%, then by another 6% per stack (80% cap) .
●
Gas - Toxic Cloud - Produces a small cloud around the affected victim in a 3m radius that deals Toxin damage. Each
additional stack increases range. Because it is an innate Toxin, it bypasses shields.
●
Magnetic - Disrupt - Enhanced damage. First Magnetic status effect deals 100% additional shield damage, Subsequent
stacks add 25% capped at 325%.
●
Radiation - Confusion - Causes the victim to become confused and randomly attack any enemy or ally within range. This also
causes their allies to attack them.
●
Viral - Virus - Amplifies damage to the health of the afflicted target.
●
Void - Bullet Attractor - creates a small 5 meter field centered on where the target was shot for 3 seconds, Making all bullets
that enter this field go directly to where the Status Effect was Proced
Damage Type vs Enemy Type Multipliers
Damage
Type
Flesh
Cloned
Flesh
Fossil
Infested
Infested
Flesh
Sinew
Machine
Robotic
Object
Shield
Proto
Shield
Ferrite
Armor
Alloy
Armor
Impact
-25%
-25%
+25%
+50%
+25%


Puncture
+25%
+25%
-20%
-50%
+50%
+15%
Slash
+25%
+25%
+15%
+25%
+50%
-25%
IGN
IGN
-15%
-50%
Cold
-25%
-50%
+25%
+50%
+25%
Electricity
+50%
+50%
-50%
Heat
+25%
+25%
+50%
-50%
Toxin
+50%
-50%
-25%
-25%
IGN
IGN
Blast
+50%
-50%
+75%
-25%
Corrosive
+75%
-50%
+75%
Gas
-25%
-50%
+75%
+50%
IGN
IGN
Magnetic
+75%
+75%
-50%
Radiation
-75%
-50%
+50%
+25%
-25%
+75%
Viral
+50%
+75%
-50%
-25%
True
IGN
IGN
IGN
IGN
Void
*IGN = Ignores on Proc
Multishot
Multishot is the chance a weapon will fire an extra projectile for no extra ammo cost. It is widely considered the most powerful
damage buff.
Multishot is rated on a percentage scale.
At 50% Multishot, a weapon will always fire one round for every fire instance, and has a 50% chance of firing 2 rounds.
At 100% Multishot, a weapon will always fire two rounds for every fire instance.
At 150% Multishot, a weapon will always fire two rounds for every fire instance, and has a 50% chance to fire 3 rounds.
At 200% Multishot, a weapon will always fire 3 rounds for every fire instance.
Etc.
Multishot will display an increase in damage stats similar to damage, but this is “fake” damage based on the chance of firing an
extra shot, and is not the actual damage that can occur.


Multishot will show an increase in Status Chance, but this is ‘fake’ Status Chance. If you achieve 100% Status WITH multishot mods,
then that guaranteed Status Proc applies to ONE shot in the multishot volley. For Status to apply to all shots, 100% Status Chance is
needed BEFORE multishot is applied.
Punch Through
Punch Through is a mechanic that can exist in fireable or thrown weapons. It is the maximum depth of material that a projectile can
penetrate. Once a projectile encounters a surface too thick to penetrate, it will stop as normal. It is typically given through mods,
but some weapons have innate Punch Through.
Punch Through is rated by punch distance in meters.
●
0.1m of PT is enough to pierce a Shield Lancer’s riot shield.
●
1.0m of PT is enough to pierce any openable door, any soft cover, and any small enemy unit.
●
1.2m of PT is enough to pierce through any regular enemy unit, or 2 small enemy units.
●
2.1m of PT is enough to pierce through two of any regular enemy unit, or 4 small enemy units.
Punch Through will not work on large or damage-locked bosses, Frost and Arctic Eximus shields, and Nullifier bubbles. It will also
not work on walls that separate mission tiles, only doors.
Melee 3.0
Other than gunplay, Warframe is known for its addictive melee elements. The current way melee works in the game is referred to as
Melee 3.0. Melee 2.0 was phased out of the game in March of 2019. Additional patches are set to change the way melee functions.
Melee 2.0 - 3.0 changes:
●
Increased slam attack speed and range of knockdown effect.
●
Removed quick melee animations and replaced the action with instant melee weapon swap and attack.
●
Aiming or firing will re-equip the last used primary/secondary weapon instantly, and perform the action.
●
Blocking is now automatic when facing an enemy.
There are many melee weapon types available for use, all with their own strengths, weaknesses, and playstyle.
Melee Weapon Types:
●
Sword
●
Dual Sword
●
Sword and Shield
●
Dagger
●
Dual Dagger
●
Machete


●
Nikana
●
Two Handed Nikana
●
Rapier
●
Scythe
●
Heavy Scythe
●
Nunchaku
●
Polearm
●
Staff
●
Heavy Blade
●
Hammer
●
Gunblade
●
Blade and Whip
●
Fist Weapon
●
Sparring Weapon
●
Claw
●
Glaive
●
Warfan
●
Tonfa
●
Whip
●
Assault Saw
When you have a melee weapon in your loadout, but are wielding your primary or secondary, you can instantly switch to your melee
weapon and attack with [E]. This is good for instant counterattack in close quarters or when out of ammo. Firing or aiming will
re-equip your last weapon.
When your melee weapon is equipped, you can block/parry incoming attacks and bullets by facing the attacking enemy with your
melee weapon out. You are also able to Heavy Attack using [Alternate Attack] button, or if you are mid air and aim down you will do
a Heavy Slam Attack, Both Heavy Attacks deal increased damage depending on the Combo, but consuming all of the current
combo.
Melee Finisher attacks are a stealth based melee attack. All unalerted/disoriented/blind/asleep enemies have the option to have a
finisher attack performed on them. Finishers do extremely high damage when done correctly.
When your melee weapon is equipped, you have access to your Stance Mod. Stance Mods are rare mods that modify the attack
patterns and combos of your melee weapon. They are equipped in your Upgrade menu, in the special slot above the regular 8 mod
slots. Only one Stance Mod may be equipped at a time. Keep in mind Stance Mods only work for the weapon types displayed on
their card. So a Sword Stance will not be equippable on a Rapier, and a Polearm Stance will not be equippable on a Heavy Blade.
Additionally, equipping a Stance Mod will provide extra mod capacity for the weapon, equal to the amount of drain on the card.


Consecutive melee attacks will build your Melee Combo Counter. The more hits landed in a short period of time, the higher the
Heavy damage multiplier becomes. Not hitting an enemy for a short period will reset the counter. Mods can be applied that extend
the time before the counter resets, such as Body Count and Drifting Contact.
Affinity
Q: What is Affinity?
A: Affinity is essentially XP. It is not Mastery, however it leads to Mastery.
Q: How do I get Affinity?
A: When you kill something, complete a mission objective, or complete a challenge, you will gain Affinity for your equipment. The
white bold number with a plus next to it that appears after killing an enemy or completing a challenge/objective is the amount of
Affinity earned from that action.
Q: This guy has all the kills, am I not gonna get XP?
A: Don’t be sad/angry when someone “killsteals”, any Affinity they gain will also be passed to you as long as you’re within 50m of
them.
Q: How much Affinity is needed to max something?
A: You need 900k affinity to max a Warframe and 450k to max a weapon (from unranked to 30).
If an item is maxed with Affinity, it will still gain the Affinity it is due in missions, but will not go up any more in level.
Q: Does everything get Affinity at the same rate?
A: How Affinity is spread:
●
Kill with ability - All Affinity on kill goes to the Warframe.
●
Kill with a weapon - Half to Warframe and half to weapon.
●
Completing a Challenge - Affinity split across all your gear.
●
Kills by allied Tenno - All the Affinity is split consistently across all your gear (Warframe/weapons). 25% to Warframe and
75% split across remaining weapons. Companions do not detract Affinity from this, although they will get their own Affinity
split half across the weapon and the companion.
●
Kills by companion (Ability) - All Affinity goes to companion, the owner gets no Affinity.
●
Kills by companion (Weapon) - Split evenly between companion weapon and companion itself, the owner gets no Affinity.
Mastery
Mastery is not Affinity, Affinity is XP for items. Mastery is a total of what you’ve leveled.
Q: How do I get Mastery?


A: Mastery is gained through leveling anything. This means weapons, Warframes, vehicles, companions, etc. A small amount of
Mastery is also awarded upon completing a Star Chart node for the first time.
Q: How much Mastery is earned for leveling up items?
A: Each maxed Warframe, companion, or Archwing gives 6k to your mastery, or 200 per level. All weapons and K-Drives give 3k, or
100 per level.
Q: How much Mastery is needed to level up?
A: Each mastery rank takes 2500 to max, with every additional rank adding 5000. So, Rank 1 takes 2500, Rank 2 takes 7500, Rank 3
takes 12500, and so on. Legendary Rank 1 and above require the same amount of mastery as 29 to 30
Q: It says my Mastery requirement is maxed, what do I do now?
A: Once you max out all the Mastery for your current MR level, you can rank up by completing an MR Test (see below).
Q: I’ve maxed out the Mastery requirement for my current MR, but I kept leveling items after I capped. Did I lose that MR?
A: Mastery DOES carry over to the next rank, even if you haven't completed the test yet. Once the test is finished, all carryover MR
earned from the previous rank will be instantly added to your current rank.
Q: I forma’d this weapon, and it got reset to level 0. Will I get Mastery from it again?
Forma’d equipment DOES NOT add to Mastery, despite what anyone says. Only the first time leveling an item will count towards
Mastery.
Q: I have two weapons that have the same name, do they both get Mastery?
Other variants of items give mastery, i.e. Braton gives 3k, Braton Prime will give 3k, and Mk1 Braton will give 3k for a total of 9k. But
once you level up an item, i.e. Lato, leveling up another Lato will not give Mastery.
Q: I sold a weapon before it was max level, did I lose any remaining Mastery for it?
A: The game records how much you’ve leveled a weapon no matter if it is in your inventory or not. If you leveled a weapon to level
10 and sold it, the game records that you earned 1,000 Mastery from that weapon. If you attain the weapon again, the game will not
reward Mastery until the weapon reaches level 11 and so on.
Q: Why should I care about Mastery?
A: Benefits of Mastery:
●
Gives your weapons and Warframes a flat starting bonus mod capacity of your MR.
○
A MR5 person has equipment that starts at 5/5 capacity.
○
A MR23 person has equipment that starts at 23/23 capacity.
○
This can be affected by a potato, doubling it.
○
This does not mean you go over the limit, 30 or 60 will still be the mod cap, not accounting for auras or stances.
●
Changes your max limit of Void Traces.


●
Allows you access to certain Relays.
●
Allows access to certain equipment/quests.
●
Allows you to use certain levels of Riven Mods.
●
Increases your Daily Syndicate Standing capacity.
●
More trades a day (starting at MR2). Your Mastery rank +1 equals the number of trades you can do.
●
Gives you “loadout” slots every other rank which allows easy equipment switching.
●
Changes your Mastery Sigil to a different emblem every 3 ranks, and a different color every rank.
Mastery Rank Tests
Once you max out all the MR for your current level (can be seen in profile), you will qualify for your next Mastery Rank Test. Each
test is different from the last, but are not different between players. Every player must pass the same challenge. Keep in mind, MR
tests are solo only, and there is a 24 hour limit set on MR tests. So if you fail a test, you cannot reattempt until 24 hours have
passed. In addition, you cannot gain more than one Mastery Rank per 24 hours. The player's next Mastery Rank test will also be
available for practice and, if eligible, for rank up in Cephalon Simaris' Relay room. All previous levels of Mastery Tests may be
practiced at any time.
Mastery Rank 1 Test
Exterminate Test (Primary)
This test requires players to exterminate three waves of enemies with their primary weapon.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 3, 5 and 8 level 1-2 enemies within
1:00, 2:00 and 3:00 minutes for each wave respectively.
It is recommended that you bring a fully leveled and modded primary weapon to this test.
Mastery Rank 2 Test
Exterminate Test (Secondary)
This test requires players to eliminate three waves of enemies with their secondary weapon.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 8, 12 and 16 level 5-6 enemies
within 0:45, 1:00 and 1:15 for each wave respectively.
It is recommended that you bring a fully leveled and modded secondary weapon to this test.
Mastery Rank 3 Test
Exterminate Test (Melee)
This test requires players to eliminate three waves of enemies with their melee weapon.
The player starts in the center of a room encircled by four pillars. From here they must eliminate 5, 7 and 9 level 15 enemies within
0:45, 1:00 and 1:15 for each wave respectively.


It is recommended that you bring a fully leveled and modded melee weapon to this test.
Mastery Rank 4 Test
Survival Test
This test requires players to endure an unlimited onslaught of level 12-15 Infested for a given period of time.
The player starts in the center of a room surrounded by several walls and platforms. From here they must survive for 1:30.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 5 Test
Terminal Hacking Test
This test requires players to hack six terminals within a time limit of 1:45.
The player starts in the center encircled by terminals. From here they must hack three Grineer terminals and three Corpus terminals
to pass the test.
It is recommended that you fully understand hacking before attempting this test.
Mastery Rank 6 Test
Target Tracking Test
This test requires players to track targets quickly and accurately.
The player starts the test standing on a brightly lit circular platform in a dark room encircled with metallic spheres. The player's
camera will be turned toward the first target at the beginning of each round. Upon shooting the first target, lines will connect unlit
spheres in succession before stopping at another target, this process will repeat itself until the test has ended.
It is recommended to bring an accurate and/or high fire rate hitscan weapon to this test.
Mastery Rank 7 Test
Timed Exterminate Test
This test requires players to eliminate three waves of enemies within 1:00.
The player starts in the center of a white room with pillars circling the center. Level 15-18 Grineer, Corpus, and Infested units will
spawn in waves and must be dispatched before time ends.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 8 Test
Movement Test
This test requires players to jump across several platforms, with a varying distance between each one. Shooting the red orbs that
appear spawns the next platform. Players have three tries to complete the test; any fall from the platforms counts as a try.


It is recommended to fully understand the movement system of Warframe before attempting this test.
Mastery Rank 9 Test
Stealth Test
This test requires players to make use of cover and track enemy movements in order to assassinate targets without detection using
melee weapons only.
Players start in a room equipped with only their melee weapon. They make their way through three stages with increasing numbers
of enemies and increasingly complex patrol routes. Successful elimination of all enemies in a stage will unlock the next. All enemies
are level 1 and can be insta-killed by a takedown.
Players are allowed three tries. Alerting an enemy counts as a try and will reset the stage. Falling off a platform does not count as a
try. Also, there is no time limit.
It is recommended to bring a fast Warframe to this test, and to study the enemy movements closely. Keep in mind there is no time
limit.
Mastery Rank 10 Test
Disappearing Platform Test
This test requires players to eliminate targets at range, while maneuvering on platforms in a 3x3 grid that will permanently
disappear after a few seconds of standing on them.
The player will spawn in on a normal platform and the test will begin once you enter the grid area. You must kill all enemies
spawning periodically atop five elevated platforms which line the far end of the grid. Once the player steps on a platform it will
begin flashing increasing in speed until it disappears 8 seconds later. All enemies are level 1.
Players have three chances to complete the test. Falling from the tileset counts as a try.
It is recommended to bring a high fire rate hitscan or high range beam weapon to this test.
Mastery Rank 11 Test
Time Trial Test
This test requires players to make their way through an obstacle course while shooting red orbs to increase the amount of time they
have to finish the course. Each orb adds 3.5 seconds of time.
It is recommended to use a fast Warframe for this test.
Mastery Rank 12 Test
Carousel Test
This test requires players to eliminate enemies while being aware of their surroundings.
Players start on a platform facing a carousel-like structure with two disks connected with a large pillar at their centers. Between the
disks are a set of lasers which separate the quadrants of the disks and slowly rotate around the disks, essentially circling the
"carousel".


The object of the test is to reach the carousel, eliminate 16 enemies spawning on the outer disk, all while avoiding the moving lasers.
All enemies are level 1.
It is recommended to bring a high fire rate hitscan or high range beam weapon to this test.
Mastery Rank 13 Test
Advanced Disappearing Platform Test
This test requires players to eliminate enemies while remaining extremely mobile.
Players start facing a number of platforms surrounded by walls which can be run across. Once the player touches a platform, it
begins to flash increasingly rapidly and will disappear after a few seconds. The platforms are arranged with one in each corner, and
three stacked vertically in the center.
Players have three tries to eliminate all enemies on surrounding platforms. Each fall counts as a try and returns all previously
exhausted platforms. All enemies are level 1.
It is recommended to bring a high fire rate hitscan or high range beam weapon to this test. A nuke Warframe can also be used to
make this test trivial.
Mastery Rank 14 Test
Advanced Exterminate Test
This test requires players to eliminate three waves of enemies of levels 15-20.
The player starts on the first level of a tower with multiple cover points and must eliminate targets until they are warped to the next
level. There are three waves with Grineer, Infested, and Corpus units respectively.
It is recommended to bring a nuke Warframe to this test, and/or a high damage beam or hitscan weapon.
Mastery Rank 15 Test
Interception Test
This test requires players to capture and hold points in an Interception mission. All enemies are levels 15-18.
It is recommended to bring a fast or nuke Warframe to this test, and/or a long range hitscan weapon.
Mastery Rank 16 Test
Defense Test
This test requires players to defend a Cryopod for 3 waves. Enemies are Corpus, levels 24-27, and each wave will spawn 8/12/16
enemies respectively.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 17 Test


Advanced Timed Exterminate Test
This test requires the player to kill 30 level 25-28 Infested targets within a time limit. The player starts at 20 seconds. Meleeing the
white orbs that appear on the map grants an additional 7 seconds each.
It is recommended to bring a fast or nuke Warframe to this test, and/or a high damage beam or hitscan weapon.
Mastery Rank 18 Test
Advanced Defense Test
This test requires the player to defend a Cryopod for 5 waves. Enemies are Corpus, levels 25-28.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 19 Test
Stealth Rescue Test
This test requires the player to destroy six security orbs around a large tileset, and then escort a rescue target to the extraction
point, all without being detected by the patrolling Grineer Lancers. All Lancers are level 15.
It is recommended to bring a fast Warframe to this test.
Mastery Rank 20 Test
Archwing Time Trial Test
This test requires the player to fly between two platforms in Archwing mode before the timer runs out. There is a series of rings
between the two platforms that grant additional time of 2 seconds when flown through. The player starts out with 10 seconds.
It is recommended that you understand Archwing mechanics and flight patterns before attempting this test.
Mastery Rank 21 Test
Timed Exterminate Test
This test requires the player to kill 35 level 25-28 Grineer enemies before the timer runs out. The player must destroy white orbs
with their melee weapon to extend the timer, which spawn in random locations around the map.
It is recommended to bring a fast or nuke Warframe to this test, and/or a high damage beam or hitscan weapon.
Mastery Rank 22 Test
Arena Test
This test consists of three rounds requiring the player to kill 12/18/24 level 40 Executioners. The player is given 3 respawns before
the mission will fail. Executioners will spawn in pairs, a maximum of 6 simultaneously. The first round has a speed boost modifier,
the second round has a health drain modifier (drains 100 health periodically until you have 3 health, killing enemies restores all
health) and the third round has a scaling enemies modifier. Falling out of the map uses one respawn.


It is recommended to bring high survivability Warframes and high burst damage weapons to this test.
Mastery Rank 23 Test
Mobile Point Capture Test
This test requires the player to capture 6 mobile control points before the timer runs out by standing within a radius as they move
along set paths. Various types of level 40-45 Grineer enemies, including Manics, will spawn throughout the map, attacking the
player as they capture the points. Capture progress will quickly decay while the player is outside of the white radius. Each point will
gradually turn green and then stop moving upon reaching 100%.
It is recommended to use Rhino with an Iron Skin and speed build, or Limbo with a speed build, so as to ignore the enemies and
concentrate on the points.
Mastery Rank 24 Test (SPOILERS)
Operator Test
This test requires the player to use their Operator to destroy an orb in the center of a small arena, while being attacked by level 15
Infested Brood Mothers and maggots. The player is given 3 respawns before the mission will fail.
It is recommended to periodically kill the Brood Mothers, and Void Blast any maggots on or around your Operator.
Mastery Rank 25 Test
Deployable Archwing Exterminate Test
This test requires the player to use an Archwing deployed by the Archwing Launcher to traverse a multitude of floating platforms,
killing 50 level 25-28 Grineer enemies, both grounded and airborne, before the timer runs out. The player can extend the remaining
time by melee attacking the white orbs that spawn on these platforms.
It is recommended to use long distance or AOE weapons to kill enemies from a distance or quickly, as the map is quite large.
Mastery Rank 26 Test
Advanced Mobile Point Capture Test
This test requires the player to capture 6 mobile control points within 5 minutes by standing within a radius as they move along set
paths, while under constant fire from level 40-45 Grineer. Unlike the MR23 test, the capture points in this test move up and down as
well as horizontally, and change speed much more rapidly. Capture progress will quickly decay while the player is outside of the
white radius. The point will gradually turn green and then stop moving upon reaching 100%.
It is recommended to use Rhino with an Iron Skin and speed build, or Limbo with a speed build, so as to ignore the enemies and
concentrate on the points.
Mastery Rank 27 Test


Point Collection Test
This test requires the player to collect 100 points from the map and enemies, and turn them into a pad on one side of the map. The
player has 5 minutes to accomplish this. Blue orbs will occasionally spawn on the map and are worth 1 point each. Red orbs will
drop from red enemies and will spawn rarely, and are worth 3 points each. The more points that are collected, the higher the
enemies’ levels will be. Using Vacuum or Fetch will make collecting points easier.
It is recommended to use Rhino with Iron Skin, or a nuke frame, so as to either ignore the blue enemies and prioritize the red
enemies, or to kill all enemies and only focus on collecting points.
Mastery Rank 28 Test
Condensed Thermia Extermination Test
This test requires the player to eliminate 60 enemies. The enemies are invulnerable, requiring the player to pick up containers of
Condensed Thermia that spawn every 30 seconds. These canisters must be thrown at enemies to make them vulnerable. The
containers destabilize 15 seconds after spawning in. A maximum of 7 canisters will spawn; if 60 enemies are not killed after the last
canister, the test will fail. No other timer is active for this test. This test uses game mechanics first seen in the Exploiter Orb fight but
adapted for extermination.
It is recommended to throw the canisters into clusters of enemies to maximize their effectiveness.
Mastery Rank 29 Test
Advanced Timed Extermination Test.
This test requires the player to eliminate 100 enemies, with enemy levels starting at 50 and ending at 110. The player is given a
14-second countdown timer to kill waves of enemies, each enemy kill resets the timer by 2 seconds. Every 10 enemies killed the test
conditions get harder:
●
10 enemies: enemy level +10
●
20 enemies: enemy level +20
●
30 enemies: enemy health +50%
●
40 enemies: enemy level +30
●
50 enemies: max timer -3s
●
60 enemies: enemy level +40
●
70 enemies: enemy armor +50%
●
80 enemies: enemy level +50
●
90 enemies: enemy level +60
Mesa, combined with some Energy Restores, can make this test trivial.


Mastery Rank 30 Test
Advanced Survival Test
This test requires the player to kill in each of 5 stages a number of level 60-100 enemies from all different factions, then a level
90-130 Arbitration Drone together with 1-9 level 100-140 Eximus “bosses”, and finally interact with the Life Support Capsule all while
under Survival-Style conditions (albeit with a much accelerated depletion timer and an instant failure upon depletion). After killing
the bosses, the player must activate a single use Life Support Capsule to trigger the next stage - including one final capsule after
killing the stage 5 bosses to past the test
●
Stage 1: 20 enemies, level 60, 2 bosses:
○
Arbitration Shield Drone (Level 90)
○
Napalm (Level 100 Eximus)
●
Stage 2: 25 enemies, level 60-70, 4 bosses:
○
Vapos Nullifier (Level 110 Eximus)
○
Terra Crewman (Level 110 Eximus)
○
All bosses from stage 1 respawning at levels 100-110
●
Stage 3: 30 enemies, level 70-80, 6 bosses:
○
Juno Shield Osprey (Level 120 Eximus)
○
Corrupted Bombard (Level 120 Eximus)
○
All bosses from stage 2 respawning at levels 110-120
●
Stage 4: 35 enemies, level 80-90, 8 bosses:
○
Corrupted Heavy Gunner (Level 130 Eximus with Steel Path modifications)
○
Brood Mother (Level 130 Eximus)
○
All bosses from stage 3 respawning at levels 120-130
●
Stage 5: 40 enemies, level 90-100, 10 bosses:
○
Nox (Level 140 Eximus with Steel Path modifications)
○
Tusk Mortar Bombard (Level 140 Eximus)
○
All bosses from stage 3 respawning at levels 130-140
Legendary Rank 1 Test
Legendary Exterminate Test (Primary)
This test requires players to exterminate three waves of level 80-85 Terra Corpus with their primary weapon. All Warframe abilities
and the Operator are disabled.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 15, 30 and 45 enemies within 1:00,
1:30 and 2:00 for each wave respectively.


Legendary Rank 2 Test
Legendary Exterminate Test (Secondary)
This test requires players to exterminate three waves of level 80-85 Tusk Grineer with their secondary weapon. All Warframe
abilities and the Operator are disabled.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 10, 20 and 30 enemies within 1:00,
1:30 and 2:00 for each wave respectively.
Shields, Health, and Energy
Shields
Shields protect your health and keep regenerating when you’re not taking damage. Shields will always start regenerating after 3
seconds of not taking damage. This is your primary defense in most situations.
Q: Why is my shield bar suddenly purple?
A: Those are overshields, usually granted to you by Sentinel or Warframe abilities and mods. They essentially raise your maximum
shield capacity.
Q: Do my shields benefit from Armor?
A: No, only health benefits from armor.
Q: I’m losing health and my shields are still max, what gives?
A: It means your Warframe is being affected by a Status proc. This will happen when you step in the green clouds of the infested,
you will get hit by toxin damage. Toxin damage will go directly to health in damage, ignoring shields.
Health
Health is your hitpoints in the game and your secondary form of defense just after your shields. Any attacks that break your shields
will bleed into your health pool. If your health goes down to 0 you are downed, and need to be revived by allies or manually. Keep
in mind you only have 4 manual revives per mission, after which you fail or are dead permanently for the remainder of the mission.
Team revives do not count as one of the 4 revives. If all members of a squad are downed or are down simultaneously, they all will
need to manually revive. Armor applies to health, and the higher your armor is the more damage reduction you can get.
Q: Does my health regenerate?
A: No, but some Sentinel or Warframe abilities, equippable items, or mods like Rejuvenation (Aura), Lifestrike, etc. will allow you to
heal.
Q: Why is my health bar suddenly gray?


A: You are invulnerable while it’s gray, but I’d suggest getting out of danger if you can before the invulnerability runs out.
Invulnerability occurs with some Warframe abilities, after being revived, and in other special cases.
Overguard
Overguard is displayed by a light green number above your shields and health, denoted by an X symbol as well. Overguard has the
same mechanics as health, in addition it grants knockdown immunity. All damage reduction methods effect Overguard like Armor,
Adaption and such.
Q: How can I get Overguard on my Warframe?
A: Only a few abilities currently grant Overguard, Currently these are Rhino’s Iron Skin, Atlas’ Rumbled Augment Mod, Frost’s Icy
Avalanche Augment Mod and Kullervo’s Recompense.
Q: Do enemies have Overguard?
A: Yes, however only Eximus enemies have Overguard, Eximus enemies are normal enemies but have additional health, ability
immunity and special telegraphed attacks.
Armor
Armor is what it sounds like. This stat reduces the damage taken to Health, but not shields. Both enemies and Players can possess
armor.
Q: What does armor look like?
A: Enemies that have armor are given a yellow health bar. Armor cannot be physically seen on your Warframe.
Q: Can I reduce or remove an enemy’s armor?
A: You can strip away or negate an armor value by using certain abilities or damage procs, thus turning an enemy’s health bar red.
The most common is inflicting a corrosive proc, which reduces enemy armor by 26% for 8 seconds and each proc after the first
reduces 6% more armor up to a max of 80% at 10 stacks.
Q: Why should I care about armor when I can just max out Health or Shields?
A: Unlike Health or Shields, armor has a scaling return, which means it passively gets better as missions get harder. It follows a
basic formula and scales better the later or longer missions last.
Q: What does the basic Damage Reduction Formula look like?
A: The damage reduction from armor is as follows:
Damage Reduction=Net Armor/(Net Armor +300)
A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in


total. At 600, you receive only 33% (reduction is 600 ÷ 900 = 66.7%) of a weapon's outgoing damage. At 900 armor, inflicted
damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.
Energy
Energy is essentially mana. It’s the resource needed to use your abilities in the game. Without it, you cannot use your abilities.
Q: Where do I get more energy in-game?
A: Energy orbs drop from enemies, boxes, crates and in the lockers that you open. Like health, some Sentinel or Warframe abilities,
equippable items, or mods like Energy Siphon (Aura), Energy Conversion, etc. will allow you to gain more energy.
Q: Will I be able to make my own energy later?
A: Yes, via craftable energy pads, passive abilities, and some Warframe abilities.
Powers and Abilities
Powers are the 4 abilities that each frame gets (a few can have additional hidden abilities). They define the frame and shape their
individual playstyles. Some will be more suited to support, while others will be suited to taking heavy gunfire, or stunning entire
areas. Either way, learning about abilities is one the most important parts of the game.
Warframe abilities are similar to that of other games, where one ability is like ‘an Ultimate’, or Ult, and is more powerful than the
rest. A Warframe’s Ult is almost always their 4th ability.
Q: Are all powers different?
A: For different Warframes yes, but for the different types of the same Warframes they’re the same. That all changes when Augment
mods are involved.
Q: Why does another Player’s Ability/Power function differently from mine?
A: The Warframe’s build, and Augment mods. Some abilities have Augments which change the way they work.
For a more in-depth analysis, see Warframe Abilities.


Critical Hits (Crits)
Q: What is a Critical Hit?
A: A Critical Hit is when an attack engages the Critical Multiplier of a weapon, dealing an increased amount of damage based on the
multiplier. It appears as a different colored damage number.
Q: What happens when my crit goes above 100%?
A: Depending on how high your crit chance is, it will first go to level 1, yellow, then level 2, orange, then level 3, red. Yellow crits
occur anywhere from 1% to 199% crit chance. Orange crits occur between 101% and 299% crit chance, and red crits occur after 200%
crit chance. The first level of crit will engage your crit multiplier, each new level of crit will continually increase your crit multiplier.
There are higher levels of crit, however red is the final color of the crit. Every tier of red crit after the first will have a ! mark next to
the damage to show how many tiers above the base red crit you are, up to 3.
Q: How does the crit formula work?
A: Crit Multiplier = Crit Level x (Base Crit Multiplier - 1) + 1
Crits are graded to the percentage of the crit chance. At <100%, you have the given chance to crit at level 1. At 100%+ you always crit
at level one and have a chance to get a level 2 crit.
So if you have 150% crit chance & 3x crit damage, you get a 100% chance for a lvl 1 crit, and 50% for a lvl 2. Plug in the numbers and
let the crit work out.
Level 2: 2 x (3-1) + 1 = 5x Crit multiplier
Level 1:
1 x (3-1) + 1 = 3x Crit Multiplier
Q: What is a purple crit?


A: When damage numbers are purple, it is not displaying a crit level. Rather, purple damage hits are shown when your weapon does
damage to an enemy’s overshields.
Polarities
Polarities are found on mods and the Arsenal upgrade menu. When a mod is applied to a mod slot without a polarity, the drain on
the card will cost exactly that. When a mod and a mod slot have the same polarity, the mod’s drain is halved. When a mod is
applied to a slot with a different polarity, the drain is increased by 25% (there are some exceptions to this system).
There are 3 main polarities. They are known as the:
(V polarity) aka Madurai
(Dash polarity) aka Naramon
(d polarity) aka Vazarin
There are 4 alternate polarities. They are known as the:
(Scratch polarity) aka Zenurik
(r polarity) aka Unairu
(Y polarity) aka Penjaga
(U polarity) aka Umbra
(O polarity) aka Aura
Matching the polarity will reduce drain by 50%, rounded up.
ex. 11V →V Polarity = 5.5 = 6 Mod drain
Not matching the polarity will increase drain by 25%, rounded up.
ex. 10d →- Polarity = 12.5 = 13 Mod drain
Some mod slots have an opposite, positive effect. These occur on Warframe Aura slots and Melee Stance slots.
When applying an Aura/Stance mod to a Warframe/melee weapon, the drain of the mod is ADDED to the Warframe/melee
weapon’s total mod drain. The additional drain is doubled when used with a matching polarity, while 25% added drain is lost when
using the wrong polarity.


Crafting and the Foundry
Crafting blueprints is the backbone of Warframe. All crafting and resource management is done in the Foundry.
Q: How long do things take to build?
A: Blueprint crafting time ranges anywhere from 10 seconds to 3 days. Building any Warframe takes 3 days. Building any weapon
takes either 12 or 24 hours. Keys and other rare gear items and resources typically take 8-12 hours to build. Smaller gear items,
consumables, and general resource blueprints usually take one minute to one hour to complete.
Q: Do things craft only when I’m in the game?
A: No, the crafting timers are real world, and are tracked by the game engine. This means that if you start a blueprint that takes 24
hours at 12:00 PM on a Tuesday, then it will finish crafting at 12:00 PM on Wednesday.
Q: Should I rush “x”?
A: Generally no, but that’s personal preference. If you have Platinum to spare, and really want the item, go ahead. But generally, the
Platinum used to rush something can be used to buy other more helpful or important things.
Q: Is there any way to queue crafting?
A: No. You can craft as many things as you’d like at one time, but you cannot craft more than one of the same item at a time. For
example, if you’re building Rhino, then you can also build Nova, but you cannot build another Rhino.
Q: I farmed Argon Crystals and they’re suddenly missing. What happened?
A: Argon Crystals naturally decay. Your total amount halves every day until you have none left. So if you have 12 on the first day, on
the second you’ll have 6, then 3 then 2 then 1 then none. This is the only resource that decays.
Q: If I cancel something that’s crafting, will I get everything back?
A: Yes, you will get all resources and credits back, but if you go and try to build it again, it will once again take the full amount of
time.
The Codex
The Codex is your journal to Warframe. It includes your Quest List, along with all your discovered weapons, Warframes,
companions, mods, and relics. It also includes short tutorials on in-game mechanics and missions.
By using a Codex Scanner, or other scanning tools such as the Helios sentinel, you can scan items and enemies in missions to have
them added to your codex. Each item takes a set amount of scans before their information is viewable, from 1-24. Scanning enemies
will reveal lore, their weaknesses, attacks, locations, and potential drops.


Scanning Cephalon Fragments will unlock lore which is viewable in the Codex.
Nightwave
Nightwave is the new alert system introduced with update 24.3.0. It features a new NPC, Nora Night, who is a radio show host that
can be accessed using your Orbiter’s scanner.
Nightwave is introduced in Series. The current Nightwave series is - Nora's Mix Volume 2. This mini-series lacks an involved story,
serving as an interim gap between Nora's Mix Volume 1 and Series 4 for rank rewards. Each Series lasts approximately 10-11 weeks,
with each Series having a different story and rewards.
For each Series, you must complete Daily and Weekly challenges, known as Acts. These Acts are given by Nora Night to earn
Nightwave standing. Every 10,000 standing gives a different reward. Daily challenges give 1,000 standing each, while Weekly
challenges give 4,500 standing. Elite Weekly challenges are more difficult missions that award 7,000 standing each. Daily missions
reset at 00:00 GMT every day, while weekly missions reset at 00:00 GMT on Sundays.
Any Weekly and Elite Weekly Acts that have not been completed before the next week's rotation will be put on reserve. Once the
player has fewer than 3 current weekly Acts left to complete, any missed Acts from previous weeks will be available and marked as
Recovered, three at a time. Once all missed Acts have been completed, they will no longer appear, and any further Acts can be
recovered in the future week rotations.
Like Riven challenges, some Nightwave challenges can be obtained across several missions, with mission success not being
required, unless the challenge says it must be done in one instance.
Nora’s Mix Volume 4
Rewards
Rank
Standing (Cumulative)
Reward
1
10,000
Nora’s Mix Vol. 2 Cred x 150
2
20,000
Orowyrm Rage Sigil
3
30,000
Orokin Catalyst x2
4
40,000
Emissary Operator Collection
5
50,000
Weapon Slot x2
6
60,000
Nora’s Mix Vol. 4 Cred x 50


7
70,000
Gamma Color Picker
8
80,000
Noggle Statue - Octavia
9
90,000
Sentient Surge, Ocucor Augment Mod
10
100,000
Kuva x20,000
11
110,000
Nora’s Mix Vol. 4 Cred x 50
12
120,000
Forma x3 (Built)
13
130,000
Eukar Claw Skin
14
140,000
Frakta Shoulder Guard
15
150,000
Warframe Slot
16
160,000
Nora’s Mix Vol. 4 Cred x 50
17
170,000
Saturn Six Armor Bundle
18
180,000
Exilus Warframe Adapter
19
190,000
Baruuk Doan Silhouette Glyph
20
200,000
Arcane Trickery x3
21
210,000
Nora’s Mix Vol. 4 Cred x 50
22
220,000
Rakta Syandana
23
230,000
Sentient Barrage, Battacor Augment Mod
24
240,000
Nora’s Mix Vol. 4 Cred x 50
25
250,000
Hero of Duviri Display
26
260,000
Forma x3 (Built)
27
270,000
Spore Ephemera
28
280,000
Fabled Gene-Masking Kit
29
290,000
Umbral Forma (Built)


30
300,000
Drifter Keeler Suit Collection
Prestige Rank 1-150
300,000+10,000 for
every rank
Nora’s Mix Vol. 2 Cred x 15
Wolf Cred is a currency used to purchase Nightwave offerings. Offerings are on a 7 day cycle and change every time the Weekly
challenges reset. Their rewards include:
●
Aura mods
●
Weapon skins
●
Weapon blueprints
●
Warframe alternate helmets (No Tennogen)
●
Warframe Augments
●
Decorations
●
Orokin Catalysts/Reactors
●
Wolf Beacon
●
Nitain Extract x 5
●
Kuva x 10,000
●
Vauban parts
Daily Reward
The Daily Reward is a tribute system in Warframe, awarding players every 24 hours when they log in. The Daily Reward resets at
00:00 GMT.
Q: If I skip a day, will the daily reward reset?
A: Nope, it’s cumulative. This means that if you play every other day for 10 days, you’ll get 5 Daily Rewards.
Q: What do I get out of it?
A: Usually a small amount of a random resource. Before 50 days, a weapon/Warframe blueprint will occasionally be awarded.
Rarely you can receive a short random booster, with length determined by the amount of days played. Even more rarely you can
receive a one-use Platinum discount coupon, lasting 48 hours, and ranging from 20%-75% off Market priced Platinum. Every 50
days there’s a milestone that will reward you with a cache (usually a potato + sigil), a special weapon, or a unique Primed mod.
These caches, weapons or mods do not change from person to person and cannot be traded, so those items cannot be account
farmed.


Pickups
Throughout the game, enemies and containers will drop items that can be picked up by walking over them. These range from
resources, to ammo, to health and energy.
Ammo Pickups
●
Gray box with orange line - Secondary Ammo
●
Gray box with purple line - Primary Ammo
●
Gray box with Yellow line - Heavy Ammo, Refills archguns or resets cooldowns of archguns
●
Gray box with no line - Universal Ammo (only found in Arena and Conclave missions, and the Simulacrum).
Replenish Pickups
●
Red pulsing orb - Restores 50 Health
●
Blue spiked orb - Restores 25 Energy
●
Red and Blue orb - Universal Orb, Restores 25 Energy and 25 Health
●
Yellow diamond orb - Grants 100 Affinity
Resource Pickups
●
Orange item with orange line/vertical beam of light - General resources
●
Flat cylinders - Uncommon resources
●
Green item with green line/vertical beam of light - Rare resources
●
Dark blue/black orb - Nav coordinate
●
Blue and bronze pile - Credits
Special Pickups
●
Grey and blue circle - Mod
●
White/purple circle with purple line - Blueprint
●
Blue and grey box - Life support (only in survival missions)
●
Green orb - Credit or Affinity booster, extremely rare
Interactable Pickups
These must be interacted with to pick up.
●
Slightly floating medallion - Syndicate Medallions (only found in Syndicate missions).
●
Slightly floating and misty metallic object - Voidplume (only found in Zariman Missions)
●
Tall cylinder with green line - Power core, used in Excavation and specialized missions.
●
Small glowing blue or orange star - Ayatan Star


Terminals and Hacking
Throughout Warframe, you will need to utilize your reflexes and problem-solving abilities to hack through terminals. Hacking is
required to open locked doors, deactivate alarms, release a hostage, retrieve items from consoles, retrieve data from vaults, and
more. When hacking, there is a set time limit. If the hack is not completed successfully, you will be kicked out of the hack menu and
will have to try again from the start.
There are 3 types of console puzzles - Grineer, Corpus and Narmer(Spoilers).
Grinner
Grineer consoles appear as a circle with 3-8 slots stretching from the center to the outside. A cursor rotates the outside of the circle
at a constant rate. You must press the [SPACE BAR] when the cursor is over one of the slots to activate it. The slot will then light up
yellow and move into the center slightly. Once all slots have been activated, the terminal is successfully hacked. Activating a slot
again after it has already been activated will move it back out to the edge, and you will have to hit it again.
On advanced Grineer Consoles, the cursor will be faster and will change direction after each successful slot activation.


Corpus
Corpus consoles appear as a series of 2-7 hexagonal pieces, each with a series of lines originating from the center. You must match
the lines to each other by rotating the hexagons, so that all the lines are connected. [LEFT MOUSE CLICK] will rotate the hexagons
clockwise, while [RIGHT MOUSE CLICK] will rotate them counter-clockwise. Once all lines are connected, the hack is successful.
Narmer
Pic WIP (Message Aer#3702 on Discord if you have a high definition image of the narmer console :) TY)
Narmer's consoles only appear in The New War, Archon Hunts, and Break Narmer and are solved by selecting dots across a split
screen with an inverted-movement cursor.
Ciphers are buildable gear items that, when equipped in your gear wheel, can be used when activating a console to instantly
complete the hack. Ciphers cannot be used with Narmer Consoles, Sortie Missions and some event missions. Ciphers can be
instantly used by pressing [Y] while in a hack screen.


Helminth
Cyst
The Helminth Cyst is a growth that can appear on any Warframe. It appears as a small pink boil, and takes 7 real days to mature.
You can tell when it is mature when a pink tendril emerges from the center of the growth. Once mature, the Cyst can be removed in
your Infested room by the Helminth.
The Cyst is gained from coming into contact (playing a game) with another Warframe who has the Cyst. Once removed, however,
that Warframe can never gain the Cyst again.
Draining the Cyst while breeding a Kubrow will turn it into a Helminth Charger, a unique strain.
Having the Cyst does not affect anything in your loadout, as it is just cosmetic. Many consider removing it necessary, as it does not
match with many color schemes or skins.
Subsume
The Helminth also has the option of “subsuming” an ability from one warframe onto another, with a few restrictions however.
To unlock the subsume option, players are required to purchase the blueprint and build the “Helminth Segment” From Son in the
Necralisk for 15,000 Standing, Requiring Mastery Rank 8 and Rank 3 with the Entrati. You may also purchase a pre-built version
from the market for 300 platinum.
After the segment is built and installed, you may enter the Helminth room at any time (Not requiring a cyst to enter anymore), You
may also sit in the chair at any time, allowing to swap an ability from another frame, However to choose an ability from another
Warframe you need to subsume that specific Warframe, Equip the Warframe you want to subsume and walk into the room, sit in the


chair and select the “Subsume Warframe” option, Showing what ability will be gained and a warning: Your Warframe will be
consumed in the process. You will lose the warframe you subsume but gain the option to swap the ability to another frame, There
are limitations on this
●
You can not change which ability is subsumed. For example, when you subsume Wisp, It will show her 3rd ability, Breach
Surge, or for Loki, it will show his 1st ability, Decoy, which are not changeable and are chosen by the developers.
●
You can not subsume Prime Warframes or Umbra Warframes, Such as Loki Prime or Excalibur Umbra.
●
It will take 23 hours for the Warframe to be subsumed and their ability will be available for use on other frames. Only one
frame can be subsumed at once.
After subsume a warframe, you may now take any frame you own and walk into the Helminth room and sit in the chair, The UI will
show you every ability you can have unlocked and can swap, To do this however costs a resource called “Secretions”, There 7 Types
of secretions and you have fill each one with the “Feed Helminth” button, Each type requires different resources, For Example, Bile,
Costs resources such as Cryotic, Argon Crystals, Morphics, Thermal Sludge and more.
Feeding the Helminth these resources will increase the type they are in, when the required percent is met you are able to subsume a
new ability onto your current frame. There are also some restrictions on this.
●
You can only subsume an ability over another one, Your warframe will always have 4 abilities, this does not add 1, just
replaces one
●
Only one damage boosting ability can be used on a frame at a time, For example, Trying to subsume Rhino’s Roar onto
Chroma, I can only replace his Vex Armor.
●
You may only subsume one ability at a time, you can not subsume 2 abilities onto 1 frame, it was a limit of 1 ability per frame
per loadout slot.
Invigorations
Invigorations are a way to buff your Warframes, 3 Warframes are randomly selected(even ones you don’t own) with one offense
buff and one utility buff, these buffs last 7 days after invigorating your Warframe.
To obtain the Invigoration segment, it requires you be Mastery rank 8 and Rank 5 - Family with the Entrati and it can be purchased
from the Son on Necralisk, or you can be purchased from the market for 300 platinum from the “Helminth Segments Bundle”.
Invigorations will cost 20-90% of 2 random secretion categories.
After every Invigoration, a counter near the bottom of the screen counts up, when you reach 10 Invigorations you are able to change
one of the randomly chosen Warframes to the current one equipped, allowing you to have some control of who gets Invigorations.
The buffs you can obtained from Invigorations are as follows


Offense
Utility
Ability Duration +100%
Armor +1000
Ability Range +100%
Energy Max +200%
Ability Strength +200%
Energy Regen +2
Primary Crit Chance +200%
Health +1000
Primary Damage +250%
Health Regen +25/s
Secondary Crit Chance +200%
Jump Resets +5
Melee Crit Chance +200%
Sprint Speed +75%
Melee Damage +250%
Parkour Velocity +75%
Ability Efficiency +75%
Reload Speed +75%
Status Immunity
Just a little note, each Warframe has a different “weighting” to be selected per week, which means some Warframes will appear
more often than others, these are based on how much each frame is played by the community. The list is as follows
2.00
Atlas • Banshee • Garuda • Grendel • Harrow • Hydroid • Nyx
1.00
Ash • Baruuk • Chroma • Ember • Equinox • Excalibur • Frost • Hildryn • Inaros • Ivara • Lavos • Limbo • Loki •
Mag • Mirage • Nekros • Nezha • Nidus • Nova • Oberon • Octavia • Protea • Revenant • Rhino • Sevagoth •
Titania • Trinity • Valkyr • Vauban • Xaku • Yareli • Zephyr
0.75
Gauss
0.50
Khora • Mesa • Saryn • Volt • Wisp • Wukong
Archon Shards
Archon Shards can be obtained from Archon Hunts(Section WIP)


Incarnon
Incarnons are a type of weapon that require the player to get headshots to fill a bar just below the crosshair, pressing the alternate
fire button to “activate” Incarnon mode, within Incarnon mode the way the weapons fires changes drastically, using an ammo pool
that can not be refilled using ammo pickups. Each weapon also has a few upgrade “slots” that allow you to change how the weapon
handles.
There are 2 types of Incarnon Weapons, Zariman and Incarnon Genesis.
Zariman - Blueprints for these weapons can be obtained from Cavalero in The Crysalith, requiring standing from The Holdfasts
syndicate, the blueprints can be traded between players.
Incarnon Genesis - Instead of blueprints for weapons, these weapons require Adapters obtained from the Steel Path version of The
Circuit, these adapters require the base weapon to be installed on, such as the Braton Genesis Adapter requiring a Braton, Braton
Prime or Braton Vandal, installing these adapters can be accomplished at Cavalero for a cost of Duviri resources.
Evolutions - Every Incarnon weapon, Zariman and Incarnon Genesis, has Evolutions available, Genesis weapons have 4, Zariman
have 5, After obtaining the Incarnon Weapon, visiting Cavalero allows the player to see a challenge that has to be completed to
evolve the weapon, doing such allows the player to choose between 3 upgrades to the weapon, ranging from a small stat boost to
a major mechanic that changes how the weapon handles.
The list of Incarnon Genesis Weapons are as follows, The Schedule Repeats after reaching Week 7.
Steel Path
Circuit Week 1
Steel Path
Circuit Week 2
Steel Path
Circuit Week 3
Steel Path
Circuit Week 4
Steel Path
Circuit Week 5
Steel Path
Circuit Week 6
Steel Path
Circuit Week 7
Primary
Braton
Boar
Latron
Boltor
Torid
Soma
Zylok
Primary
Paris
Gorgon
Strun
Miter
Burston
Dread
Secondary
Lato
Gammacor
Furis
Lex
Dual Toxocyst
Vasto
Despair
Secondary
Kunai
Angstrum
Bronco
Atomos
Melee
Skana
Anku
Bo
Magistar
Dual Ichor
Ack & Brunt
Sibear
Melee
Furax
Ceramic Dagger
Nami Solo
Hate


Warframe Path Quick Start Guide
Few things a newbie should do/understand:
1.
Finish Vor’s Prize, which unlocks all the basic segments & components you need.
2.
Head to Venus Junction to receive the Taxon Sentinel and Vacuum, helps immensely in getting your loot.
3.
Run Bosses (Mission Credits + Frame BP) and Dark Sectors for credits.
4.
After you max (lvl 30) your weapons, try to attain their upgrades, Braton does better than the mk1, so does the Strun, etc etc.
5.
Try to rush to Maroo’s Bazaar on Mars, for the weekly ayatan quest. This is a massive injection of Endo early in the game.
6.
Don’t burn yourself out trying to climb MR too fast. Take your time and enjoy the game.
I have to say that this one is done completely solo, as in, with no one to help me. If you do get someone to help you, great!
However, to find and progress through the game I find this to be the most efficient route.
Color Guide: Super Important, Important, Optional, Notes
●
Tutorial - Vor’s Prize
■
Arsenal Segment
○
Retrieve Comms Segment
■
Broken Pressure Point, Serration and Hornet Strike
■
Comms Segment
○
Liberate Arms Dealer
■
Broken Continuity, Intensify, Stretch, Redirection and Vitality
■
Mod Segment
○
Locate the Foundry Segment
■
Broken Bane of Grineer, Corpus and Infested
■
Foundry Segment
○
Find the Resource Cache
■
Broken Equilibrium, Enemy Sense and Flow
■
Morphics, Polymer Bundles and Salvage
○
Obtain the nav segment
■
Galleon Nav Coordinates
●
While on Earth if you’re having difficulty ‘winning’ Plains of Eidolon, simply go to Cetus, near the gate. There is a man called
Konzu, finish his first bounty to ‘clear’ Plains of Eidolon.
●
Venus Junction [Collect 20 Mods, Complete Vor’s Prize, Apply 4 Mods, Upgrade a mod to R2, Defeat an Eximus on Earth]
○
2.5k creds
○
Furis BP
○
Taxon BP


○
North Wind
○
Stormbringer
○
500 Salvage
●
Try to get a “proper” set of unbroken mods on Mercury
○
Serration via Spy 2.0 or Grineer Scorpions
○
Hornet Strike via Spy 2.0 (at this stage of the game)
○
Pressure Point - Super common, by this stage you’ll have a proper one regardless, unless you’re super unlucky
○
Point Blank - Get them from infested crawlers, will be useful if you want to use shotguns later
●
Mercury Junction [Defeat Jackal on Fossa, 10 waves Tessera 1 mission, Rescue Hostage from Linea, Defeat 10 Eximi on Venus]
○
Once Awake [Quest]
○
Howl of the Kubrow [Quest]
○
Boltor BP
○
Broken Streamline, Fast Deflection
○
1000 Salvage
●
Finish all the nodes on Mercury. By unlocking all nodes on a planet, you unlock Nightmare Mode, and the ability to plant
Extractors in that planet.
●
Nightmare mode - A mission with a game modifier, higher level enemies and 3x damage multiplier. These missions at your
level should be a challenge and should be treated as such. Do the objective, get out. These missions drops nightmare mods
on completion, which are a set of rare mods with 2 stats on them, i.e. firerate & punch-through (Shred), Reload Speed & Cold
(Chilling Reload), etc.
●
Visit your first relay - For PC, this is Mercury, PS4 on Earth and XBone on Venus
○
Visit Cephalon Simaris, who’ll induct you into the hunt, useful for bits on endo and various other equipment.
○
Check our various - various syndicates, you’ll be getting into them soon
●
Once Awake [Quest]
○
Investigate Bio Weapon - Mercury, M Prime
○
Exterminate the Infestestation - Mercury, Terminus
■
Molten Impact
○
Defend the Cascade Bomb - Mercury, Lares
■
Heat Sword
●
Visit Maroo’s Bazaar - Get your first Ayatan Sculpture, something you’ll need in the early game.
○
As much as possible try to finish these as quickly as possible. Try not to deal with enemies and focus on the objective.
○
If you get the Void, hope for some rare mods in the treasure room of the Ayatan Sculpture, you’ll see more of this
later when you have permanent access to the void.
○
If you get the Derelicts, stay a little bit, it’s pretty good for Neurodes, Nano Spores and O Cells for this stage of the
game
■
Alternatively, if you want to use shotguns, stay awhile to farm Point Blank here!
●
Mars Junction [Complete Once Awake, Defeat 150 Frontier Grineer on Earth, Collect 500 Rubedo, Complete Suisei, Mercury]
○
Codex Scanner
○
The Archwing [Quest]


○
Fragor BP
○
Void Relic Segment
○
Lith S1 Relic
●
Archwing [Quest]
○
Intro
■
Odonata Blueprint
○
Recover the Orokin Archive Venus, Tessera
■
Orokin Archive
○
Extract the Odonata Archwing Wings BP Venus, Aphrodite
■
Odonata Wings BP
○
Extract the Odonata Archwing Harness BP Earth, Mantle
■
Odonata Harness BP
○
Extract the Odonata Archwing System BP Venus, E Gate
■
Odonata System BP
○
Build the Odonata
○
Find Corpus intelligence about the Balor Formorians - Venus, Montes
●
Now that you’ve got Archwing finished, go back to Venus, Earth and Mars to complete them. To unlock extractors and
nightmare mode
●
Howl of the Kubrow [Quest]
●
People keep asking how to find cephalon fragments, I get that and understand. Little bastards are hard to find
at times. If you’re having immense difficulty in locating those things, try getting Thief’s Wit (Mod) or Animal
Instinct (Mod) and keep a lookout on the minimap, this blue thing is what you’re looking for:
Otherwise it’s much better to keep a lookout for them in normal missions. They’re blue polygons that are
larger than energy orbs. If you’re looking, you can’t miss them.
●
Phobos Junction [Defeat 150 enemies in a single mars mission, scan 3 cephalon fragments, open 3 lith void relics]
○
Stolen Dreams [Quest]
○
Kraken BP
○
Fast Hands
○
Cipher BP
○
Thief’s Wit
●
Stolen Dreams - This is your introduction to the spy game mode
○
Capture Maroo - Mars, Tharsis
○
Take an Arcane Codex - Venus, Unda
○
Take the Grineer Arcane Codices - Mercury, Pantheon
○
Take the Corpus Arcane Codices - Phobos, Roche
○
Find the Arcane Machine - Mars, Alator ←Where you left off
■
Scan Arcane Boiler
■
Ether Daggers BP
■
Orokin Catalyst


●
An expedition into the Void. Here’s an important place to go to for your basic unbroken mods. As a checklist, you can look
for the following mods, although this is optional. Treasure rooms in the void contain most of the mods that form the
backbone of modding. I highly recommend you search for them.
○
Barrel Diffusion
○
Hell’s Chamber
○
Split Chamber
○
Vital Sense
○
Continuity
○
Flow
○
Intensify
○
Streamline
●
Your first crafted Warframe, Rhino. Go back to Venus, Fossa and farm yourself all the parts of Rhino, Neuroptics, Chassis and
Systems if you haven’t already. With Phobos, you’ll find the last resource needed to craft Rhino, Plastids.
●
Ceres Junction [Defeat the Sergeant at Iliad, Phobos, Defeat Lt. Kril at War, Mars, Defeat 300 Arid Grineer on Mars, Refine a
Void Relic once] > Trinity Spectre is very tough, get a high powered weapon
○
5k Credits
○
Vulkar BP
○
Fever Strike
○
Swirling Tiger
●
Jupiter Junction [Complete Archwing Quest, Defeat Vor and Kril at Exta on Ceres, Survive 10m at Draco, Defeat a Prosecutor
on Ceres.]
○
7.5k Credits
○
Amphis BP
○
Rubedo Lined Barrel
○
Enhanced Durability
○
Cutting Edge
●
Europa Junction [Complete Stolen Dreams, Complete Teshub, Void, Craft a Warframe Specter]
○
Physique
○
Cestra
○
Limbo Theorem
○
The New Strange
Right now this should really get you more than started when it comes to playing Warframe. If you’ve made it this far it’s already
taken you through about half the game, and puts you where it’s going to start getting a bit more exciting.


Paradox Mechanics
Gamemodes
The Duviri Experience
Duviri as it was intended to be played. Story (Spiral) and side objectives together. You will be given a series of tasks through a
guided story featuring the many colorful characters residing in the Paradox.
The Duviri Experience is the whole of Duviri, no limitations, Warframe and Drifter combat together as well as all side objectives.
When starting the mission, you arrive at Teshin’s Cave, you get to select your Warframes, Weapons, level up intrinsics, choose your
drifter weapon and customize your Kaithe.
After selecting your wanted Warframe and weapons, continue into the portal and you’ll be transported to The Duviri, You will be
tasked to complete an random objective, such as “Herd Tamms” or “Enter The Undercroft”, after completing the objective, every
player in the squad will be awarded a decree, some Drifter intrinsics and some Duviri resources, repeat this a total of 5 times(similar
to a bounty on open worlds in the Origin System).
You will then be tasked to defeat an Orowyrm, the only way to gain Pathos clamps and a way to summon Acrithis.
The Lone Story
The Lone story is the exact same as The Duviri Experience but without the side objectives, this is the recommended mission to
select if you want to farm Pathos Clamps.
The Circuit
The Circuit is a Warframe only gamemode, containing solely The Undercroft, with rewards that rotate weekly, such as Arcanes,
Incarnon Adapters, Warframes and their Augments and mods.
There are 2 modes to The Circuit, Normal and Steel Path.
The Normal mode grants Warframe parts, Augments, Rare, Uncommon and Common mods, Common Arcanes, Weapon Blueprints,
Credits, Endo and Duviri Resources.
Upon selecting the Normal mode, you are shown a set of 3 Warframes to choose from, choosing one(You can not change your
selection after confirming, so pick wisely) out of the 3 allows you to unlock that Warframes blueprints, to unlock each reward


requires you to complete stages of The Circuit, Tier 2, 5, 7, 8 and 10 are Warframe Parts, and an Augment for the said Warframe. The
remaining tiers are randomly chosen from a set of rewards such as rare, uncommon and common mods, common arcanes, credits
and more. After completing all tiers, you can still gain rewards for completing more tiers, these rewards are either 1500 Credits or
250 Endo.
The Steel Path mode grants Incarnon Genesis Adapters, Legendary Duviri Arcanes, Steel Essence, Kuva, Endo, Riven Slivers, Exilus
Adapters, Forma Blueprints, Riven Mods, 3-Day Boosters and Duviri Resources.
Upon Selecting the Steel Path mode, you are show a set of 5 Incaron Genesis Adapters, choosing two(You can not change your
selection after confirming, so pick wisely) out of the 5 allows you to unlock those adapters to turn the weapon into a incarnon
version of it, to unlock each rewards requires you to complete stages of The Circuit, Tier 2, 5, 9 and 10 will reward with 1 Legendary
Duviri Arcane, First Incarnon Genesis Selected, 25 x Steel Essence, Second Incarnon Genesis Selected respectively. The remaining
tiers are randomly chosen from a set of rewards such as Kuva, Endo, Riven Slivers, Exilus Adapters, Forma Blueprints, Riven Mods,
3-Day Boosters and Duviri Resources. After completing all 10 tiers, you can still gain rewards such as Duviri Arcanes, Endo and
Credits.
Starting the mission(either Normal or Steel Path) will take you to Teshin’s Cave, There you will pick your Warframe and Weapons,
All Drifter intrinsics will work while in The Circuit.
Decree Fragments are found while in The Circuit, they are glowing blue orbs of light that make a sound when close to them, there
are 3 fragments scattered across the stage, picking up all 3 will grant all players 3 Drifter intrinsics, Duviri resources and a decree.
Upon completing a stage within The Circuit you will be awarded progress towards your Circuit rewards.
●
Stage 1: 100 Circuit Progress
●
Stage 2: 110 Circuit Progress
●
Stage 3: 125 Circuit Progress
●
Stage 4: 145 Circuit Progress
○
PLUS one-time daily bonus of 50 Circuit Progress for reaching Stage 4
●
Stage 5 and onwards: 170 Circuit Progress
Steel Path Stages will contribute the same amount of Circuit Progress as the Normal Path, but will require higher amounts of Circuit
Progress per Tier.
Refer to The Undercroft for all gameplay information.
Teshin’s Cave
Teshin’s Cave is where your “homebase” of sorts, here you are able to select your loadout, drifter weapons, warframe, level up your
intrinsics and custom your kaithe.


You are able to customize your loadout by choosing from a set of randomly selected warframes and weapons, at least 1 option from
each slot will be something you don’t own, everything randomly selected will be the most basic form of the weapon (no prime
versions, syndicate or kuva/tetra versions), at base rank intrinsics, you will have 3 warframe options and one of each weapon
category with one additional weapon from any category, however ranking up intrinsics gives more options for warframes and
weapons to choose from. Your loadout options change after every spiral, or after extracting or defeating an Orowyrm.
If you are below Mastery rank 3, you only have a few basic warframes that can be selected, you are also able to learn about a
warframe by walking up and pressing configure to see each ability and passive as well as the mods currently configured. If you own
the warframe and have at least 1 mod equipped in a mod config, it will allow you to select it.
If you do not own the warframe or weapon, there will be a default set of mods for that warframe/weapon, warframes will have 6
basic mods that are the same across all warframes(Flow, Continuity, Streamline, Stretch, Intensify, and Vitality) and 2 mods based
on their strongest stat, weapons will have 3 mods based on their weapon type(Serration, Split Chamber, and Vigilante Armaments
for Primaries, or Pressure Point, Fury and Reach for Melees), 3 mods based on their strongest stats and 2 mods to increase
damage(Physical and Elemental Damage). All warframes and weapons use config A for its appearance, or default if you don’t own
the warframe or weapon.
If you go to the far left of Teshin’s Cave, you are able to gather a small amount of Duviri resources for free. Every 20 Hours, 6
Random plants from the Duviri will grow and mature, Walking towards the plants will automatically gather all the resources. The 20
hour timer will only countdown once the plants have been gathered. If you enter Teshin’s Cave with a squad, each individual squad
member has access to their own plants and will see their growth progress.
If you go into Duviri without selecting anything, it will be randomly selected for you as well as the configs.
You are able to see what Warframes and Weapons are in Teshin’s Cave while in the Navigation Menu, you are able to hover over the
Warframe Icon and Weapon Icon to see a preview of the items you are going to see within Teshin’s Cave.
The Spirals
The Spirals affect the Duviri landscape, enemies and the Orowyrm, The Spiral rotates every 2 hours, and the each one changes the
following aspects of Duviri:
1.
Joy, Tale Of “The Harbinger of Joy”
a.
The Enemies do Void Damage, causing their attacks to take new form; from devastating waves of Void energy to
health leeching pulses on impact.
b.
The Archarbor is available.
c.
The Amphitheater is available.
2.
Anger, Tale Of “The Prince of Fire”


a.
The Enemies do Heat Damage, causing their attacks to take new form; from molten fireballs that explode on impact
to trails of flames left behind by charging enemies.
b.
The Amphitheater is available.
c.
Kullevro’s Hold is available.
3.
Envy, Tale of “The Covetous Courtier”
a.
The Enemies do Toxin Damage, causing their attacks to take new form; from acid-goo projectiles that splash on
impact to acid geysers.
b.
The Archarbor is available.
c.
The Amphitheater is available.
4.
Sorrow, Tale of “The Sorrowful Soprano”
a.
The Enemies do Cold Damage, causing their attacks to take new form; from ice spikes erupting from the ground to
frozen areas of a chilling aura.
b.
The Archarbor is available.
c.
Kullevro’s Hold is available.
5.
Fear, Tale of “The Fearful Conspirator”
a.
The Enemies do Electricity Damage, causing their attacks to take new form; from continuous beams of electricity
arcs to teleportation maneuvers.
b.
The Amphitheater is available.
c.
Kullevro’s Hold is available.
Drifter Intrinsics
You earn intrinsic points by completing tasks in Duviri. There are 4 categories you are able to level up, Combat, Riding, Opportunity
and Endurance.
Each level of Intrinsics also grants 1,500 Mastery experience, granting 60,000 after leveling everything up.
COMBAT
Improve the Drifter’s
fighting skills..
RIDING
Enhance Kaithe-riding.
OPPORTUNITY
Give the Drifter better
luck and more options.
ENDURANCE
Boost the Drifter’s powers
of survival.


RANK 1
Deadly Decrees
Each active Decree
grants +10% Damage.
Summon Kaithe
Tap your first ability to
summon your Katihe.
Expanded Decrees
Decree selections offer
one additional option.
Fortifying Decrees
Each active Decree
grants +25 Health to
Drifter.
RANK 2
Adrenaline Surge
In Duviri, Restorative
boosts movement speed
for 5 seconds.
Cavalier Strength
Increased resistance to
being dismounted by an
enemy.
Expanded Arsenal
Gain two additional
weapon choices in
Teshin’s Cave.
Restorative Decree
Gaining a Decree fully
restores Health and
Energy.
RANK 3
Transference Sync
Unlock Transference
Surge, the ability to
briefly summon a
Warframe in Duviri by
pressing your fifth ability
when the Transference
bar is full.
Hoof Stomp
While riding a Kaithe,
press your third ability to
command your Kaithe to
stomp, knocking
enemies back and
reducing their armor.
Lucky Opener
Gain a free Decree when
you enter Duviri.
Determination
One additional Revive is
available in Duviri.
RANK 4
Swifter Strike
In Duviri, Drifter Power
Strike cooldown is
reduced by 30%.
Fast Travel
Use the map to fast
travel to central Duviri
locations and Materliths.
Warframe Abundance
Gain one additional
Warframe option in
Teshin’s Cave.
Deft Defender
Parry grants +25 Health.
Precise Parry grants +50
Health.
RANK 5
Swifter Abilities
In Duviri, Drifter ability
cooldown is reduced by
20%.
Smooth Path
Plants and rocks are
marked on the map when
you ride your Kaithe.
Treasure Finder
+50% chance to receive
Rare Decrees.
Born Survivor
+50% additional Health.
RANK 6
Neural Pulse
In Duviri, the Guiding
Hand ability will expose a
weak point on enemies
for 10s. Hitting a weak
point will deal 3x
Steadfast Dismount
While riding a Kaithe,
press your fourth ability
to dismount and gain
150 Overguard. 150
second cooldown
Fresh Hand
Discard offered Decrees
and get a new selection,
up to 3 times per Duviri
visit.
Precision Power
On precise parry, gain
extra charge for
Transference Surge.


damage.
between uses.
RANK 7
Weaponmaster
In Duviri, weapon critical
hit chance increases by
+20% additively.
Endurance Racer
Reduce cooldown
between dashes.
Maximized Arsenal
Gain two additional
weapon choices in
Teshin’s Cave.
Sharpshooter’s Bounty
Landing a headshot
restores +10 Health/s for
5s.
RANK 8
Transference Synergy
Increase Transference
Surge duration by 50%.
Unique Identity
Name your Kaithe.
Warframe Diversity
Gain one additional
Warframe option in
Teshin’s Cave.
Tenacity
One additional Revive is
available in Duviri.
RANK 9
All Rank 9
Intrinsics
apply
outside of
Duviri
Muscle Mass
Drifter deals +25%
damage. In the Origin
System, both Drifter and
Operator receive this
boost.
Equestrian Bond
Receive Kaithe Summon
for Origin System Open
World missions.
High Value Vendor
Acrithis’s stock now
includes one Arcane per
day.
Tough As Old Boots
Gain +5 Health/s as
Drifter. In the Origin
System, both Drifter and
Operator receive this
boost.
RANK 10
Overpowering Abilities
In Duviri, using an Ability
increases damage by
150% for 3 seconds.
Herd Travel
Use the map to fast
travel to other Drifters.
Stranger in Black
An unlikely ally will
occasionally appear in
Teshin’s Cave as a
playable Warframe.
Cheat Death
Fatal damage leaves you
at 20% Health and
invulnerable for 3
seconds. 200 second
cooldown.
Drifter Combat
Drifter combat is a very key part in the Duviri, every Drifter has access to a basic melee attack(“Shoot” Keybind), the basic melee
attack is important within the flow of combat, you are also able to do a heavy attack(“Heavy Melee” Keybind), which does more
damage but requires a long wind up, in combination with these, you are able to use the quick ranged attack(“Aim down sight”
Keybind + “Shoot” Keybind), doing so will quickly pull out your Sirocco and shoot a single shot, this is able to interrupt some attacks
as well as do a little bit of damage, holding down the “Aim down sight” keybind will also bring up your weapon to block incoming
attacks, some attacks can not be blocked however.


As well as the basic attacks, there is also an attack called “Power Strike”(Aim down sight” Keybind + “Heavy Melee” Keybind), these
powerful attacks have a cooldown which can be seen below the aiming reticle.
Holding down the switch weapon keybind will pull out your Sirocco, allowing you to aim more precisely as well as shoot faster, but
you lose the ability to use your melee weapon.
Pressing the reload keybind, you lock onto the enemy closest to your reticle, doing so will forcely lock your reticle to that enemy,
using your mouse wheel you are able to quickly change which enemy you have selected, pressing the keybind again will unlock your
reticle. Target Lock also works on Conservation animals.
When you have your melee weapon selected you are able to parry attacks, to do so you need to press the block keybind as the
attack lands to block any damage you were going to take and open the enemy to a finisher or stun them for a short time.
There are currently 5 drifter weapons to pick from, you start off with the “Sun & Moon”, however you are able to unlock more by
defeating the Orowyrm which drops Pathos Clamps, with those you are able to unlock more weapons.
●
Sun & Moon
○
Power Strike sends forth two arcs of explosive energy.
●
Syam
○
Power Strike unleashes a flurry of deadly slashes.
●
Azothane
○
Power Strike plunges Azothane into the ground to summon five celestial blades that temporarily fight alongside
Drifter and then explode.
●
Edun
○
Power Strike stuns and blinds enemies by surrounding them with a cloud of dust.
●
Sampotes
○
Power Strike slams Sampotes into the ground to damage enemies with a shockwave.
Every drifter has access to 4 abilities that aid them in combat or exploration.
Ability 1 - Summon Kaithe - Summon your Kaithe. Cast again to dismount. Dismounting can also be performed by melee attacking
and can occur when taking damage from enemies.
Ability 2 - Guiding Hand - Cast to release a guiding light that will lead you to the next main objective, or other side objectives in the
area. Guiding Hand will prioritize Conservation targets once a Conservation encounter has started.


Ability 3 - Restorative - Cast to restore 100 Health to Drifter and clear Status Effects.
Ability 4 - Smoke Screen - Cast to throw a smoke grenade that releases smoke in a 10 meter radius, turning Drifter and teammates
invisible while inside of it.
There is a wide set of options that allow you to make your drifter personal, while in Teshin’s Cave head over to the mirror on the left
side, there you are able to customize nearly every part of your drifter.
Kaithe
Upon finishing the Duviri Quest, you unlock your own Kaithe to use while in the Duviri, if you get to intrinsic level 9 of Riding, you
can also use it in open worlds in the Origin System.
To summon your Kaithe, simply use your first ability while as the Drifter, after summoning your Kaithe, you are able to sprint using
the “Sprint” keybind and the “Crouch” keybind to slow down, you can start flying by “Bullet Jumping”(“Crouch” Keybind + “Jump”
Keybind), however if the Kaithe is airborne, simply tap the “Sprint” keybind to start flying, and if you summon your Kaithe while your
Drifter is airborne, the Kaithe will automatically start flying.
Upon taking flight, your Kaithe will simply glide forward and allow you to look around without changing directions. Holding any
directional input (forward, left, right, sprint) will put Kaithe into free mode, where you can use the reticle to move about freely
through the air (vertically and horizontally). Releasing directional input will put Kaithe back into glide mode.
You can press the “Jump” keybind to ascend and the “Crouch” keybind to descend, as well as tapping the “Sprint” keybind your
Kaithe will do a roll. You are also able to hold down the “Sprint” keybind to move faster while in the air.
The Kaithe also has 4 abilities like your Drifter.
Ability 1 - Dismount Kaithe - Dismount from your Kaithe. Dismounting can also be performed by melee attacking and can occur
when taking damage from enemies.
Ability 2 - Guiding Hand - Drifter maintains their Guiding Hand ability while riding Kaithe to spawn a helpful wisp that guides
toward primary objectives and gives Duviri a little color, even if only temporarily.
Ability 3 - Hoof Stomp - Kaithe aggressively stomps into the ground, even from flight, creating a shockwave to stagger and damage
all enemies in the area. Requires Rank 3 Riding Intrinsic


Ability 4 - Steadfast Dismount - While riding a Kaithe, use your 4th ability to gain 150 OVERGUARD (a defense mechanism that
grants 150 additional Health protection and provides Knockdown Immunity as long as there is an amount remaining). 150 second
cooldown between uses. Requires Rank 6 Riding Intrinsic
While in Teshin’s Cave, you are also able to customize your Kaithe, simply walk up to your Kaithe on the left side. There are 4 slots
you can choose from when making your Kaithe your own, Pedigree, Chamfrons, Tails, Saddles. There are “” slots for customizing the
colors of your Kaithe. Upon reaching intrinsic rank 8 in Riding, you can also name your Kaithe.
Decrees
Decrees are a way of upgrading your Drifter and Warframe, after leaving The Duviri or The Undercroft, All decrees will be reset.
Decrees will be awarded after completing Main Stages, Side Objectives or stages of The Undercroft, everyone in the squad is
awarded a decree. All active decrees will work for both Drifter and Warframe alike.
Upon earning a decree, you can choose from 3 randomly chosen options, each one unique. Upon selecting one, it becomes active
immediately, a lot of decrees have tiers, selecting a decree you already own will upgrade it(only if that decree has multiple tiers).
You may occasionally be presented with a “Rare” decree in your selection, as indicated by its gold border. “Rare” as it pertains to
decrees simply means that they offer double the stat upgrades of a normal decree (up to the maximum amount of stacks).
Spiteful Decrees are similar to corrupted mods, you can easily differentiate Spiteful Decrees and Normal Decrees by there dark,
blue-ish outline and red overlay around the icon of the Decree, these decrees have a strong bonus but require you to sacrifice a
percent of Armor, Health, Status Duration, Increased Damage or Accuracy.
When unlocking intrinsic level 6 in Opportunity allows you to “reroll” your chosen decrees up to 3 times per Duviri adventure, level
3 grants you a free decree at the start of every Duviri adventure and level 1 grants 4 options to choose from instead of 3.
You can view all active decrees while in the pause menu.
A list of decrees can be found here.
The Undercroft
The Undercroft is place where your choice of Warframe and weapons become important, upon entering an Undercroft portal, you
will be controlling the Warframe you chose while in Teshin’s Cave as well as the weapons you picked, You will not be using you
Drifter while in the Undercroft, it is purely a Warframe and Operator section. Enemies found in The Undercroft come from both the
Origin System and The Duviri. The mission type is randomly selected from a set of 5 game modes.
●
Defense (Defend 3 waves)
●
Survival (Survive 5 Minutes)
●
Excavation (Excavate 300 Cryotic)


●
Void Flood (Seal 5 Ruptures)
●
Exterminate (Kill required number of Enemies, Captain Vor may also spawn during this mission, he must be defeated to
continue.)
After completing a “rotation” of a gamemode, Each player will earn a decree, 6 Drifter intrinsics and a random Duviri Resource.
You also gain some innate qualities while in The Undercroft, such as
●
Players have innate Enemy Sense (enemy location is displayed in mini-map).
●
Players cannot use their Gear Wheel, nor equip Companions of either the Furry or Robotic persuasion
●
Exalted Equipment (including Exalted Companions like Venari) are used in the Undercroft, and will use the builds in your
selected Mod Configs for your Warframe (i.e. it will use your custom Mod Configs if you choose them, or Default Mods
should you go that route instead).
●
Players use the Focus School and Operator Equipment of their active loadout upon entering Teshin’s Cave, including their
choice of Operator or Drifter (for those who know what that means).
●
Energy Pickups spawn at certain locations across Undercroft Tiles. Search them out for an added boost to your Energy pool.
●
Rune Marrow is found only in the Undercroft. Look for Runic Compact deposits scattered around to unearth this Resource.
The Circuit takes place solely in The Undercroft but still requires you to pick a Warframe and weapons from Teshin’s Cave.
Orowyrm
Orowyrm’s are the boss of the Duviri, they are the final part to your expedition and allow you to purchase new melee weapons for
your drifter as well as a good source of intrinsics, but be careful they do require quite a bit of effort to defeat!
Normal Orowyrm
Phase 1
●
After completing the 6 main objectives while in The Duviri, you are directed towards the nearest Materlith that requires you
to pick up an Orvius that is being held up by a little friend.
●
Afterwards you are tasked to get on your Kaithe and ride towards the Orowyrm which comes out of a portal, the Orowyrm
will shoot giant orbs at you, throwing your Orvius at it will destroy it and turn it into a “booster” of sorts, going through these
wind tunnels will boost you forward, allowing you to catch up to the Orowyrm.
●
When you near the Orowyrm, you can use the Orvius to attach to it, you can jump off and grapple closer to the head until you
are on the closest point to the front, you can press the “Interact” keybind to control the Orowyrm.
●
Once you are in control of the wyrm you are required to destroy 2 pillars using your fire breath, after destroying both pillars,
you need to direct the wyrm into a portal.
Phase 2


●
You get teleported to an arena, where you have control of your warframe and weapons, the Orowyrm will have 3 rings that
light up, you need to shoot these rings until they are all destroyed.
●
After destroying the first set of 3 rings, you will be tasked to kill enemies, afterwards you tasked to destroy another set of 3
rings
●
Finally you need to kill a few “Wyrmlings”, and finally destroy the final set of 3 rings.
After all that you are rewarded with 10 Pathos Clamps, 15 Drifter intrinsics and a rare decree.
Acrithis will also spawn there allowing you to trade Duviri resources for a wide range of equipment.
Steel Path Orowyrm
Phase 1
●
After completing the 6 main objectives while in The Duviri, you are directed towards the nearest Materlith that requires you
to pick up an Orvius that is being held up by a little friend.
●
Afterwards you are tasked to get on your Kaithe and ride towards the Orowyrm which comes out of a portal, the Orowyrm
will shoot giant orbs at you, throwing your Orvius at it will destroy it and turn it into a “booster” of sorts, going through these
wind tunnels will boost you forward, allowing you to catch up to the Orowyrm.
●
When you near the Orowyrm, you can use the Orvius to attach to it, but before you can take control of the Orowyrm you
need to rotate a set of rings around the body of the wyrm, to do this you need to grapple to each ring and use the “Interact”
keybind to rotate them, there is marker on the HUD to know how much you rotate each ring.
●
Once you are in control of the wyrm you are required to destroy 2 pillars using your fire breath, after destroying both pillars,
you need to direct the wyrm into a portal.
Phase 2
●
You get teleported to an arena, where you have control of your warframe and weapons, the Orowyrm will have 3 rings that
light up, you need to shoot these rings until they are all destroyed.
●
After destroying the first set of 3 rings, you will be tasked to mount your Kaithe in the center of the arena, you will need to fly
to the outermost ring to dodge a massive “laser” that will insta-kill you, as well as the floor, stay on your Kaithe and kill all
Wyrmlings you can see, you also need to dodge a few lasers that come out horizontally from the inner laser, after all that,
you need to destroy the set of 3 rings around the wyrm again. (Archguns will spawn in the center that you can pick up to
make destroying the rings easier if needed)
●
Finally you need to kill a few remaining Wyrmlings, and finally destroy the final set of 3 rings, however in this stage of the
fight there are a lot of area of effect attacks and all are quite dangerous.
After all that you are rewarded with 15 Pathos Clamps, 22 Drifter intrinsics and a rare decree.
Acrithis will also spawn there allowing you to trade Duviri resources for a wide range of equipment.


Kullervo’s Hold
Kullervo’s Hold is an island that appears in Duviri during the Anger, Fear and Sorrow Spirals. Kullervo’s fight unfolds in three stages,
each requiring you to defeat Kullervo as he exits his holding cells.
Fighting Kullervo has a chance of being a main Spiral stage in The Lone Story/The Duviri Experience and can also be completed as a
side objective in The Duviri Experience.
Head to Kullervo’s Hold island and speak to The Warden overlooking the cells. Selecting “Confront Kullervo” will begin the fight.
Tread carefully, Kullervo is a fearsome opponent and his attacks are infused with Elemental Damage based on the active Spiral. It is
recommended to enter the fight with at least 5 Decrees selected.
Defeating Kullervo will award all players in the squad with A Decree, Duviri Intrinsics, Duviri Resources and a random amount of
“Kullervo’s Bane'', but Kullervo’s Bane will only be awarded if the Orowyrm has been defeated within the current Duviri run, or will
be awarded if you defeat the Orowyrm after defeating Kullervo. The amount of Kullervo’s Bane awarded is either 4, 5, 6 in Normal
and 5, 7, 8 in Steel Path.
You are able to trade Kullervo’s Bane for Kullervo’s Blueprints, components and the blueprint for the Rauta Shotgun, from Acrithis’
Wares under the “Kullervo’s Archive” option.
Side Objectives
Side objectives are a way to gain Decrees and Duviri resources or they can appear as a main objective, these types of side
objectives are described as such at the bottom of the paragraph.
Maw Feeding
Maw feeding is the fishing equivalent in Duviri, but takes on a new form, to Maw feed, you need to find a transference pad near
ponds/lakes, once you interact with one of these pads, you will take control of a Maw, you need to “chomp” on some fish, getting
near one will automatically eat it, however attacking will also eat nearby fish, pressing “Sprint” will make the Maw move faster, and
pressing “Jump” will boost the Maw forward eating any fish in the way. There is also a timer you have to watch out for, however if
you fail or succeed, you are able to fish in the same pond indefinitely.
Eating 10 fish will give fishing related resources to everyone in the squad, reaching 15 (Marked on the hud) grants you some extra
fishing resources as well as a Decree and some Drifter Intrinsics.(but only once a mission)
The resources you can gain by fishing are
●
Nacreous Pebble
●
Ariette Scale


●
Maw Fang
Conservation
Conservation is also a little different in The Duviri, instead of tracking animals, you are told an animal is nearby over a transmission
by a Duviri citizen named “Koral”.
These void corrupted creatures are also easily noticeable by the red beams they put out, if you don’t get spotted, you can get
behind the creature and slowly crouch towards them, using the “Interact” keybind to help get rid of the corruption, however if you
do get spotted, simply shoot the floating blue orbs, afterwards you able to press the “Interact” keybind to get rid of the corruption,
afterwards the creature will lead you to a chest you can open, however the best part is that you are now able to pet these said
creatures.
Shawzin Playing
Shawzins can be found near populated parts of Duviri, once you pick up a Shawzin, you are given the option of “Normal” or
“Virtuoso”, completing a song on any difficulty will reward a Decree, 3 Intrinsics, and Resources, once per Shawzin Song per Duviri
visit.
After completing a song at once location, you will no longer be able to earn a Decree at that location, you are required to travel to
another Shawzin location to earn another Decree.
You are also able to earn a Shawzin by completing 12 unique songs on Virtuoso difficulty!
You are unable to start playing the Shawzin if there are enemies within 50 meters.
Kaithe Racing
Start the race by entering the first gate, once crossed the timer countdown begins. Clear all of the required gates to complete the
race. Each successful gate crossed adds 3 seconds to the time to complete the race. Shooting the targets also grants 3 seconds of
additional time. There is no penalty for skipping gates, but you do miss out on gaining those extra seconds.
Successfully completing a Kaithe race rewards Drifter Intrinsics, a Decree and Duviri resources. The more players from the squad
join into the race and complete it, the better the rewards are for the whole team.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Komi
Komi is a popular board game within The Duviri, it resembles a popular game in East Asia called “Go”, Komi has a board of 9x9 and
the goal is to capture enemy pieces by surrounding it.


The rules are simple:
●
Surround enemy stones to capture them.
●
Block the enemy from surrounding your own stones.
●
You cannot block or surround stones using diagonal placements.
●
Immediately after a capture, you cannot place a stone in the same spot from which the stone was captured.
●
Capture 10 stones to win the match.
Komi Tips:
●
Place stones near other stones to shore up your position and create capture opportunities.
●
Loosely connected clusters of stones offer flexibility, but they also leave you more vulnerable.
●
Start at the center of the board to give yourself plenty of room to respond to your opponent.
●
Focus on large captures as you approach the end of the match.
●
You can strategically sacrifice stones to create capture opportunities.
●
Connected stones are your strongest defense.
●
Cast a wide net in the early game to limit your opponent’s maneuverability.
●
Do your best to accomplish more than one strategic goal with each stone you place.
You are unable to start a game of Komi if there are enemies within 50 meters.
Tamm Herding
Tamm Herding is a simple task, 3-12 Tamms (Depending on how many people are in the squad) have gotten out of their pen, simply
get behind a Tamm and it will run away from you, direct it towards the pen and that’s it.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Rescue Prisoners
Rescue Prisoners simply requires you to stay within a sphere around a Duviri citizen, killing all Dax enemies that get within the
sphere, killing Dax speeds up the objective slightly, all of this can be seen just below the mini-map on your HUD.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Shrines
Shrines require you to interact with them and defeat any enemies that attack you, there are 3 waves, one enemy from each wave
will drop a shrine part, after killing all 3 waves, the shrine will be completed.
This objective can be a main objective during The Duviri Experience or The Lone Story.


Power Lines
Power Lines requires you to shoot floating power points in order to complete this objective, finally open the chest at the power line
itself.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Enigmas
Enigmas are Duviri based puzzles, to start one of these puzzles, you need to find a Glyph(Will find an image!!), certain puzzles
require 2 players to begin but these will only ever appear while there are at least 2 players in the squad.
These reward you with a Decree, 3 Intrinsics, and Resources, and a small chance to earn Cinta blueprints, A Warframe Primary bow,
as well as an Enigma Gyrum, earned solely from Enigmas and can be used to purchase the Watchful Paragrimm Decoration in
Acrithis’ Wares.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Chests
Chests can be unlocked multiple ways, such as a Power Lines objective, Duviri specific hacking puzzles or killing some enemies
defending the chest, opening one rewards a Decree, some Drifter intrinsics and Duviri resources.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Lost Belongings
Search caves to find Duviri Citizens belongings, killing all Liminus that keep the belongings to themselves, finishing will reward all
players in the squad with Duviri resources, Drifter Intrinsics, and a Decree.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Undercroft Portals
These Undercroft portals look quite a bit different to normal ones, looking black with a almost glass material in the center,
randomly 3 are selected to “activate”, going from black to a normal undercraft portal but with red tints as well as a Dominus Thrax
icon in the center, requiring 7 Decrees to enter (The free on from Rank 3 Opportunity Intrinsic does not count).
These portals lead to a normal Undercroft mission, except for increased enemies levels, +25 for Normal mode and +75 Steel Path,


as well as having an increased Eximus enemies, similar to an Eximus Stronghold Sortie modifier.
Once completing the mission, Portal then goes black again, unable to enter, as well as rewarding the whole squad with a Rare
Decree, Drifter Intrinsics and one of the following Arcanes. However on Steel Path, you are awarded with a Rare Decree, Drifter
Intrinsics and one of the following Arcanes.
This objective can not be a main objective during The Duviri Experience or The Lone Story.
Recover Paragrimm’s Tomes
Finding a small table with a owl looking creature and chair next to it, will allows you to look through the eyes of the Paragrimm to
find tomes and mark them for collection, after recovering all the marked tomes, will award all players in the squad Duviri resources,
Drifter Intrinsics, and a Decree.
This objective can not be a main objective during The Duviri Experience or The Lone Story.
Acrithis
Paradox Path Quick Start Guide
Few things a newbie should do/understand:
1.
Finish The Duviri Paradox Quest(temp link), which explains the mechanics of the Duviri.
●
Tutorial - The Duviri Paradox
○
The Spiral
■
Sirocco
■
Excalibur, Mag or Volt
■
Sun & Moon
○
The Prince of Fire
○
The Harbinger of Joy
○
The Covetous Courier
○
Shades of the Undercraft
○
The Execution
●
After completing the quest, you will be rewarded with the Sun & Moon blueprint (Warframe) and the Stance mod Mountain’s
Edge, as well as the option to leave Duviri and start the warframe quest “Awakening”, if they choose to stay, They are able to
leave to the origin system via the Dormizone.
●
Duviri can continue to be explored with three unique game modes, accessed from the navigation console in the Warframe
path or through the Dormizone.


○
The Circuit: A Warframe-only gamemode where you battle through an endless chain of missions in the Undercroft
with rotating weekly rewards.
○
The Duviri Experience: Duviri as it was intended to be played. Story and side objectives together. You will be given a
series of tasks through a guided story featuring the many colorful characters residing in the Paradox.
○
The Lone Story: Just the spiral’s story. Duviri devoid of all side objectives. Focus all of your attention on the
story-telling as it happens in real time! The Lone Story offers the same challenges and rewards as The Duviri
Experience for completing the story stages.
●
You can stay in Duviri and gain intrinsics, new melee weapons, play all the side objectives and much much more or leave and
come back at any time.
If you choose to leave and start the “Awakening” Quest, please follow the Warframe Starter Guide
Advanced Mechanics
Stealth
As Space Ninjas, many Warframes are capable of advanced stealth capabilities. While it is fun to run and gun your way through the
Star Chart, it is sometimes necessary to slow down and sneak your way through enemy lines.
Sight and sound are what determines your stealth capability. The enemies have 3 levels of alertness - unalerted, on-guard, and
alerted. When enemies see you, see a comrade killed by you, or hear your weapon, they will become on-guard. If no additional
stimulus is given for a short time, they will return to unalerted. But if they continue to see or hear things, they will become alerted
and attempt to either search you out, or activate the alarms. Once alarms are on, all enemies will become alerted, no matter what
they have seen or heard. This can be disabled by hacking the alarms.
You can avoid alerting enemies in two ways - staying out of sight, or not making sound. Warframes such as Loki and Ash have the
ability to turn invisible, which will keep you out of sight of enemies. Killing enemies and firing weapons will still make their
comrades on-guard. Many weapons come innately silenced, and all melee weapons are considered silent. But all weapons in the
game can be silenced using mods. However, projectile and explosive weapons, even if silenced, can still alert enemies once their
payload is delivered or explodes. In addition, Syndicate Procs from Syndicate weapons cannot be silenced, and will alert enemies if
used.
Alarms can also be triggered by tripping a sensor, camera, or trap. These can be seen from their sweeping detector beams, as
bumps in the floor, or energy walls. Invisible Warframes will not trip cameras, but will trip energy walls and traps.
Disabled and unconscious enemies cannot detect anything to make them alerted. Sleep Warframes such as Equinox and Ivara can
put enemies to sleep, and walk right past them.


Enemy line of sight and sound are influenced by direction and distance. If you kill an enemy when their comrade’s back is turned,
they won’t become suspicious. If you shoot an enemy with an unsilenced weapon a distance away from other enemies, they also
will not become suspicious.
Running, jumping, using abilities, and using gear items will not alert enemies.
Focus (Spoilers)
Q: How do I unlock the Focus trees?
A: After the completion of “The Second Dream” questline.
Q: Which is the best school?
A: That’s mostly opinion based. However, as a quick rundown, here are the schools and their main benefit.
●
Naramon - Combos and Speed
●
Zenurik - Energy
●
Madurai - Damage
●
Unairu - Armor and Defense
●
Vazarin - Instant Revives & Healing
It’s best to choose the school you’re probably going to use the most.


Q: It says Quills need to be unlocked?
A: After the completion of the Plains of Eidolon questline Saya’s Vigil, you speak to the Quills’ leader (North of Konzu) in Cetus. After
that you will be able to upgrade your focus tree(s).
Q: How do lenses work? Why am I not getting focus?
A: Lenses must be equipped to a Warframe or weapon, then used in a mission to gain focus. Lenses change a small percentage of
affinity past lvl 30 to focus. So if you’ve forma’d something, or it’s not level 30, it gains no focus.
Q: Where do I get lenses?
A: You can buy Greater Lens blueprints from the market for credits, or already built ones for plat. Eidolon Lens blueprints and
regular lenses are rewards from PoE’s bounties, while Fortuna bounties only give regular lenses. Lenses can also be traded.
Q: I have a Greater Lens, but I can’t trade it and it doesn't show in the trade menu. What gives?
A: Greater lenses cannot be traded in any way. They can only be obtained in the market or via bounties.
Q: Which school is best for x frame?
Q: What lens should I equip for x frame?
A: It doesn’t really matter. The lenses are only there to gain focus, the effects are universal as long as you equip it. Some schools will
benefit some Warframes more than others, but no school hinders any Warframes.
Q: Can I have more than one school or school’s abilities active at the same time?
A: No, only one school’s passives and abilities may be active at the same time. Your current active school is labeled as Primary and
is at the bottom of the school wheel. However, each school has two nodes called Waybounds, that if unbound using a Brilliant
Eidolon Shard, may be used with other schools. This means you can have up to 8 extra passives/abilities active with your primary
school.
Q: Will I lose my potato/forma/lens if I forma/potato/lens it?
A: Anything that you put on, will stay on the Warframe/weapon. If it’s potatoed before, it stays potatoed. The only one that changes,
is if you put a lens onto a piece of equipment that already has a lens. You then lose the old lens, as it gets replaced.
Q: What are Amps? What do they do?
A: See Amps.
Q: How do I unbound a passive?
A: Firstly check if the node has ‘waybound’ on it. If it does, you can unbind it by maxing it out, then using 750k focus and a Brilliant
Shard to unlock it for any other school.


Arcanes (Spoilers)
Arcanes are fusible upgrade items, similar to mods. They all provide an additional effect, buff, or passive when equipped. The
Arcane menu can be accessed from the Foundry. Arcanes come in 3 rarities, common, uncommon, and rare. All Arcanes can be
fused with copies of themselves to increase their effects.
Arcanes come in either 3 or 6 levels, with each level requiring more copies to upgrade. Level 0 Arcanes need only one copy to use.
Level 0 requires 1 Arcane in total, Level 1 requires 3 total, Level 2 is 6 total, Level 3 is 10 total, Level 4 is 15 total, Level 5 is 21 total.
An Arcane can only be equipped to a specific piece of equipment. There are Arcanes available for Warframes, Primaries and
Secondaries, the Operator, Amps, Zaws, and Kit Guns.
Warframe Arcanes drop from Eidolons, Isolation Vaults, Arbitrations or from Zariman Ten Zero for standing. Operator and Amp
Arcanes can be bought from Quill Onkko, Little Duck or Zariman Ten Zero for Standing. Primary and Secondary Arcanes can be
acquired from Steel Path Acolytes or be bought from Zariman Ten Zero for standing. Zaw Arcanes can only be acquired from Plague
Star. Kitgun Arcanes can be bought from Rude Zuud for Standing or Isolation Vaults.
Weapons can only hold one Arcane at a time, regardless of Arcane level, Kitguns can equip one Primary/Secondary arcane and a
Kitgun arcane. Warframes and the Operator can hold two Arcanes at max, Amps can equip 1 arcane but you must use a Amp Arcane
Adapter to unlock the second slot.
All Arcanes, at any fusion level, can be traded between players.
Cephalon Simaris
Cephalon Simaris is one of the ancient Cephalon AIs created by the Orokin. He is obsessed with how living things function and fight.
He can be found in his Sanctuary in any Relay.


Simaris asks the Tenno to help him with Synthesis, or the scanning and capture of beings from the Origin System, in order to study
them. Simaris will have a daily Synthesis target every 24 hours. Scanning a set number of these targets will award the player with
Standing and a reward from Simaris’ drop table, usually Endo.
Scanning targets requires a Synthesis Scanner, a modified version of the Codex Scanner. It can be bought from Simaris’ offerings
for credits. Simaris also offers Synthesis Traps, which will trap and suspend a Synthesis target for a short period of time.
When starting a mission with a target present, Simaris will inform you when you enter the mission. By looking through a Synthesis
Scanner, you can see a trail of blue and white floating prints that will lead to the target. Each target has 4 scannable points on its
body. Each one must be scanned once to fully capture the target.
Scanning anything other than the target will reward a small amount of Standing, even if the item being scanned has already been
completed in the Codex.
Simaris’ offerings include unique and powerful mods, weapons, mod transmute cores, Scanner modifications, and Captura Scenes.
It also includes the Simulacrum access key.
The Simulacrum
Cephalon Simaris’ Simulacrum is a simulator the Tenno can use to test their weapons and abilities in. You must obtain the
Simulacrum access key from Simaris’ offerings for 50,000 Standing in order to access it.
Within, you will find a small datascape tileset, with an Arsenal, spawning console, and infinite health, energy, and ammo pickups on
a raised platform. The spawning console has the ability to spawn up to 20 enemies at once. The enemies available are ones that
have been fully scanned into the Codex. You can then modify if the enemies can move or not, their level, and give yourself
invincibility from their attacks.
There is a second room you can unlock called the “Ballroom”, it can be unlocked from the “”Nights of Naberus”” Event for 55 Mother
Tokens. It as all the options of the original Simulacrum but the enemies spawn in one area instead of three.


Captura
Captura is a somewhat hidden feature for taking screenshots. It can be found in any Warframe’s appearance menu, in the upper
right as a camera icon. Captura allows you to enter a specific tile or location, and gives extra options for camera, lighting, filters, and
angles.
Captura Scenes can be bought from Syndicates, NPCs, as rewards from missions, or traded between players. You cannot use
Captura without having at least one scene.
When entering Captura, you can open the Menu with [G]. This will pause the scene and everything in it, and gives you a free camera
separate from your Warframe view. From there you can edit lighting, filters, and field of view for the optimum angle. From there you
can screenshot through Warframe or a third-party source.
A full squad can join one Captura Scene, for multi-Warframe screenshots. Only the host can access the Menu though.


Etiquette
1.
Don’t go into a mission without knowing what your frame can do, and what it’s supposed to do.
2.
Don’t ignore the chat. Lots of bad things can happen when the chat is ignored.
3.
Stick with your team, affinity is shared. Don’t hallway-hero (sit in one hallway and kill things without your team).
4.
Don’t use Life Support in survival missions if it’s over 70%, they all restore 30%. Preferably restore it at 40, so if 2 players try
to restore at the same time, none gets wasted.
5.
Wait for people at elevators/checkpoints, last in gets to send it off.
6.
If you see a cephalon fragment/rare drop, mark it with your waypoint [G]. Rare drops have a large gold or green line/vertical
beam of light that extends upward from them. Even if you don’t see it, you can mark its general area.
7.
If you see flickering, try to regroup with allies. This usually marks an Assassin or hit-squad, hard to kill enemies that will hunt
you down.
8.
Unless you’re playing with friends, or they say so, starting the timer on a mission in the lobby before everyone is ready is a
jackass move.
9.
During Excavation missions, carry power cells with you when going to the next Excavator.
10. If you can’t do a Spy, say so, it’s better to learn than to constantly mess it up every time.
11. Pubs are pubs, don’t expect them to play the way you want, ask if they can do something different if it’s hindering the
mission.
12. If you’re getting ready to close the game but want to play one or two more missions, don’t play endless missions. Most
people want a full rotation, i.e. 20 waves / 20 mins / 4 Excavators.
13. When doing things on the Plains of Eidolon, Orb Vallis or Deimos, if you’re the host please don’t exit randomly. You’ll mess
up other people’s drops.
Missions
Nearly everything in Warframe is accomplished by completing missions. Mission nodes are available on the Star Chart, and more
missions become available as you complete them. There are 5 types of missions; Non-endless, Endless, Special, Bounties, and
Archwing.
Non-Endless Mission Types
Common:
●
Exterminate - Eliminate a set number of enemies.
●
Capture - Find, damage, and capture a target.


●
Mobile Defense - Carry a datamass to 3 consecutive terminals. At each terminal, install the data mass and defend until it
completes its hack.
●
Rescue - Locate, release, protect, and escort out a friendly NPC. (Specter blueprints are a unique drop to this mission type).
●
Sabotage - Find and sabotage an enemy facility/resource/ship. (Cache hunting is unique to this mission type).
●
Spy - Infiltrate 3 vaults and hack the data within each.
●
Assassination - Find and eliminate a VIP target (Boss fight).
Uncommon:
●
Assault - Infiltrate a fortified fortress and put its high-powered cannon out of commission.
●
Hijack - Find and escort an enemy vehicle to extraction.
●
Hive - Infested Sabotage, find and destroy the 5 tumors around a hive to destroy it. Repeat two more times. (Includes cache
hunting).
●
Pursuit - Archwing only. Track down, pursue, and disable an enemy ship.
Unique:
●
Rathuum Arena - Eliminate more of the enemy team before they do the same.
●
Abyssal Zone - Eliminate the required amount of enemies and bring a “Defixio” to Extraction. Requires an Abyssal Beacon to
enter, Abyssal Beacons can be bought from any of the pledged Syndicate’s after achieving Rank 2. Upon picking up a
Defixio, The player will receive a random debuff for the duration that the Defixio is carried, such as Energy Drain or you take
damage as you cast abilities. Each person in the squad needs to bring a Defixio to extraction. (4 player squads 4 Defixios
and 3 player squads need 3 etc)
Endless Mission Types
Common
●
Defense - Defend a cryopod or NPC against waves of enemies. Extraction available every 5 waves.
●
Survival - Survive against a constant stream of enemies while slowly losing Life Support. Life Support is gained from enemy
pickups, lockers, chests, and Life Support capsules. Extraction available anytime after 5 minutes.
●
Excavation - Power and defend drills extracting precious artifacts. Each drill requires 5 power cells to fully power. Extraction
available anytime after 2 drills are completed.


●
Interception - Capture and defend 4 control points against a constant stream of enemies, before they do the same.
Extraction available after every successful 100% hack.
●
Defection - Find and escort a squad of friendly NPCs to the extraction point. Extraction available after two squads are
rescued.
●
Disruption - Collect colored keys dropped from Amalgam enemies, and use them to activate the 4 corresponding conduits.
Protect the conduits from Demolysts that seek to destroy them. Each conduit will trigger a random effect on activation,
which can buff you, create an environmental hazard, or buff enemies.
Uncommon
●
Infested Salvage (Oestrus, Eris) - Power and defend 4 anti-infested modules against a constant stream of enemies to clear
clouds from hacking modules. Extraction available after every successful 100% hack.
●
Kuva Survival (Taveuni, Kuva Fortress) - Similar to survival. Apply kuva catalysts to Life Support capsules to harvest Kuva.
●
Void Flood (Everview Arc, Zariman Ten Zero) - Players must collect Vitroplast pickups floating around the area or dropped
from enemies, which they must deposit into a Void Rupture. Once three Ruptures are sealed, one or multiple Thrax
Centurions and Thrax Legates will appear and must be defeated.
●
Void Cascade (Tuvul Commons, Zariman Ten Zero) - Periodically, a Void-possessed Exolizer will spawn, contaminated by
multiple Void rifts. The contaminated Exolizer has a barrier that forces Transference on entry, The rifts must be closed using
the Operator/Drifter's Void damage Amp or Void Sling, which will spawn a Void Manifestation above the Exolizer.
Destroying the manifestation will purge the Exolizer, deactivate the Transference-disrupting field, and spawn a Thrax
Centurion in its place.
●
Void Armageddon (Oro Works, Zariman Ten Zero) - Tenno must fight off waves of enemies as they target one of two
Exodampers placed in separate locations in the map, cycling between them. Upon their destruction, the enemy will receive a
buff for the remainder of the round and then make their way toward the Eternal Relic which is the main defending objective.
There are constructible Armaments to assist in the protection of the Exodampers and Relic.
●
Conjunction Survival (Yuvarium and Circulus, Lua) - Very similar to a normal survival mission, however, every 5 minutes, Lua
and Hollow Thrax Centurion’s and Thrax Legatus will spawn, while they are still alive, life support drains 50% faster, similar
to normal Thrax Centurion’s and Thrax Legatus, once killed will go into spectral form, Tenno need to use the Operators Void
Beam to kill them fully, Additionally, A lone guardian will spawn, a colorless Void Dax, it will walk between life support
capsules while projecting a field, while inside this field the player gains 100% Ability strength and 50% casting speed, if you
leave the field you will keep the effect 5 seconds, You are also able to summon a Necramech if you own one, they have a 2
minute duration once summoned and go onto a 10 minute cooldown after being destroyed or the timer running out.


●
Mirror Defense (Tyana Pass) - Forever crystallized by the Warframe Citrine, Belric and Rania reside at either end of a tunnel
etched through the Void. Apart but eternally intertwined, their preserved bodies maintain this perplexing link between Mars
and Venus. But the Void draws in many curious and dangerous minds to it, threatening the very entities holding it together.
Unlike traditional Defense where enemies are fought off in waves, Mirror Defense consists of a time limit of 2 and a half
minutes for both crystals, with a 30 second downtime in between. A rotation is completed once both crystals have been
defended, or every 5 and a half minutes.
Unique:
●
Index - Eliminate enemies and collect their dropped points, and turn them into your base to score before they do the same.
Extraction available every time your team meets the point requirement.
Special Mission Types
Special missions are similar to normal ones, but have specific modifiers applied to them, along with unique rewards.
●
Alert - A limited time mission with additional loot table rewards given upon completion.
●
Dark Sector - A special mission node, there is usually at least one on every planet. They are always an endless type mission,
with infested enemies, and offer increased affinity and resources drops.
●
Nightmare Mode - Only available once all nodes are completed on a planet. A mission with increased enemy levels and one
of a specific set of modifiers active. Only mode that drops Nightmare Mods, special mods with 2 stats on them. See
Warframe (Corrupted / Advanced / Nightmare Mods)
●
Invasion - A series of regular missions where you join a faction to defeat another faction. The allied faction will provide NPC
reinforcements. Additional loot table rewards given upon completion.
●
Void Fissure - A regular mission, with the modifier of void fissures. Enemy units become corrupted and drop Reactant, which
is used to unlock relics. This is the only mission type where you unlock void relics.
●
Syndicate - A regular mission given by a Syndicate, where upon completion you receive standing from that Syndicate.
Syndicate collectibles also spawn on these missions.
●
Sortie - A special set of 3 missions with very difficult enemies. Each mission has a random game modifier. Completion of all
three missions awards a random reward from the Sortie reward table.
●
Kuva Siphon/Flood - A regular mission that has a Kuva Siphon spawn on the map. Destroying the Siphon awards kuva. Kuva
Floods are identical to Kuva Siphons, but with enemy levels being 3x higher, and double the kuva reward.
●
(Elite) Sanctuary Onslaught - Eliminate enemies to maintain kill efficiency. Zone/enemies change every 2 minutes. ESO starts
at level 60, while SO starts at level 20. Has a unique reward pool that includes relics, Vandal weapon parts, and Khora parts
(SO only).
●
Arbitration - A version of an endless Nightmare mission, with increased enemy levels, and only available after completing
every node in the Star Chart. A new Arbitration is available every hour. Every Arbitration has a random Warframe and 3
weapons, one primary, secondary and melee, that receive a 300% strength/damage boost respectively. Revives are
disabled, and rotations are twice as long. Has a unique reward pool for every instance completed. To revive, a downed
player’s team must collect 5 Arbitration points from drones, and bring them to the death site tower. The 5 points must be
deposited at the same time. Holding points will debuff the carrying Warframe.


●
Archon Hunts - A special weekly set of 3 missions with extremely difficult enemies. Every Archon Hunt has a random
Warframe and 3 weapons, one primary, secondary and melee, that receive a 300% strength/damage + 500 Health boost
respectively. Enemies have their Health and Shields increased by 100%, and an additional 50% for each squad member up to
a maximum of 300%. Self-revive is not allowed. A player that dies is permanently out of commission, cannot be brought
back, and are not eligible for mission rewards. The third and final mission culminates into an Assassination against A Archon,
a highly difficult boss to defeat, but completing all 3 missions will result in rewards unique to archon hunts.
Mission Rotation Rewards
Some missions have specific reward tables after accomplishing/finding certain objectives. They are referred to using the letters A, B,
and C. Missions like Spy and Sabotage give their rewards consecutively, meaning all 3 objectives must be found/completed to get
to reward table C. Endless missions give their rewards on a rotation, meaning you must stay the full cycle to get to reward table C.
●
Spy Missions: Each successfully hacked terminal will give a reward from table A, B, and C respectively.
●
Sabotage Caches: Each cache found and opened will give a reward from table A, B, and C respectively.
●
Defense: Rotating cycle of A, A, B, C over 20 waves, one reward from the respective table every 5 waves.
●
Survival: Rotating cycle of A, A, B, C over 20 minutes, one reward from the respective table every 5 minutes.
●
Excavation: Rotating cycle of A, A, B, C over 4 excavators, one reward from the respective table for every completed
excavator.
●
Interception/Infested Salvage: Rotating cycle of A, A, B, C over four 100% captures, one reward from the respective table for
every completed capture.
●
Defection: Rotating cycle of A, A, B, C over 8 squad rescues, one reward from the respective table for every 2 squads
rescued.
●
Arbitrations: No matter the mission type, Arbitration missions are on the rotation A A, B B, then C until the mission ends.
●
Disruption: Based on number of conduits defended and round number.
Round
1 Conduit
2 Conduits
3 Conduits
4 Conduits
1
A
A
A
B
2
A
A
B
B
3
A
B
B
C
4+
B
B
C
C
Junctions
Junctions are special missions that have prerequisites in order to complete, and allow you to progress to new planets. They are
similar to Assassinations, but are only made up of a small room, and the guardian is an AI controlled Warframe.


Earth - Venus
Tasks:
Complete Quest: Vor’s Prize
Collect 20 mods
Apply 4 mods to a single Warframe or weapon
Upgrade any mod to rank 2 or higher through fusion
Guardian:
Level 5 Rhino with Soma and Dual Raza.
Rewards:
2,500Cr
Furis Blueprint
North Wind (unranked)
Stormbringer (unranked)
500 Salvage
Venus - Mercury
Tasks:
Defeat Jackal at Fossa
Complete 10 waves of Defense at Tessera in a single mission
Rescue a Hostage from Linea
Defeat 5 Eximus enemies in any region
Guardian:
Level 5 Volt Specter with Magnus and Heat Sword
Rewards:
Quest: Once Awake
Quest: Howl of the Kubrow
Boltor Blueprint
Fast Deflection (unranked)
Streamline (unranked)
1,000 Salvage
Earth - Mars
Tasks:
Complete Quest: Once Awake


Defeat 150 Frontier Grineer enemies on Earth
Collect 500 Rubedo in missions
Complete Suisei on Mercury
Guardian:
Level 10 Frost Specter with Tigris and Sibear
Rewards:
Quest: The Archwing
Fragor Blueprint
Void Relic Segment
Lith A2 Relic
25 Codex Scanners
Incubator Power Core
Mars - Phobos
Tasks:
Defeat 150 enemies in a single mission on Mars
Scan 3 Cephalon Fragments on Mars
Open 3 Lith Void Relics
Guardian:
Level 20 Mag Specter with Hikou and Tipedo
Rewards:
Quest: Stolen Dreams
Kraken blueprint
Cipher blueprint
Fast Hands (unranked)
Thief's Wit (unranked)
Mars - Ceres
Tasks:
Defeat The Sergeant at Iliad on Phobos
Defeat Lt Lech Kril at War on Mars
Defeat 300 Arid Grineer enemies on Mars
Refine a Void Relic once at the console in your Orbiter
Guardian:


Level 20 Trinity Specter with Paris and Cadus
Rewards:
5,000 credits
Vulkar blueprint
Fever Strike (unranked)
Swirling Tiger (unranked)
Ceres - Jupiter
Tasks:
Complete Quest: The Archwing
Defeat Vor and Kril at Exta on Ceres
Survive 10 minutes or more at Draco on Ceres
Defeat a Prosecutor on Ceres
Guardian:
Level 25 Valkyr with Afuris and Anku
Rewards:
7,500 credits
Amphis blueprint
Enhanced Durability (unranked)
Rubedo-Lined Barrel (unranked)
Cutting Edge (unranked)
Jupiter - Europa
Tasks:
Complete Quest: Stolen Dreams
Complete Teshub in the Void
Craft a Warframe Specter
Guardian:
Level 25 Nova with Kunai and Ether Daggers
Rewards:
The Limbo Theorem blueprint
Quest: The New Strange
Cestra blueprint
Physique (unranked)


Jupiter - Saturn
Tasks:
Complete Quest: The New Strange
Defeat Alad V at Themisto on Jupiter
Complete Baal on Europa
Guardian:
Level 25 Ember Specter with Magnus and Heat Sword
Rewards:
1,000 credits
Penta blueprint
Saturn - Uranus
Tasks:
Defeat Sargas Ruk at Tethys on Saturn
Open 3 Meso Void Relics
Craft a weapon requiring Mastery Rank 1 or higher
Craft a Derelict Key
Guardian:
Level 30 Equinox Specter with Boltor and Shaku
Rewards:
Lecta blueprint
Chroma Neuroptics blueprint
Uranus - Neptune
Tasks:
Complete Quest: Natah
Defeat Tyl Regor at Titania on Uranus
Complete any 5 missions on Uranus with only your melee weapon equipped
Open 3 caches during any Sabotage mission on Uranus
Guardian:
Level 30 Loki Specter with Burston and Boltace
Rewards:


Quest: The Second Dream
Gammacor blueprint
Chroma Chassis blueprint
Neptune - Pluto
Tasks:
Complete Quest: The Second Dream
Defeat Hyena Pack on Psamathe
Complete a Corpus Spy mission with 3 successful data extractions on Neptune
Guardian:
Level 30 Excalibur with Braton Vandal and Dual Skanas
Rewards:
Drakgoon blueprint
Chroma Systems blueprint
Pluto - Sedna
Tasks:
Defeat Vay Hek at Oro on Earth
Defeat 5 Sentient enemies on Lua
Collect any 1 mod from the Orokin Principle challenge rooms on Lua
Note: Buying those mods from other players does not count towards this goal.
Craft a weapon requiring Mastery Rank 5 or higher
Guardian:
Level 35 Saryn with Vectis and Karyst
Rewards:
Quest: Hidden Messages
Fang blueprint
Quest: The War Within
Pluto - Eris
Tasks:
Find and defeat Lephantis in Orokin Derelict
Open 3 Neo Void Relics
Complete 15 waves of Defense at Stöfler on Lua in a single mission


Guardian:
Level 40 Mesa with Regulators and Redeemer
Rewards:
Patient Zero blueprint
Mire blueprint
Planets with Junction to The Void
●
Phobos
●
Europa
●
Neptune
●
Sedna
Assassinations (SPOILERS)
Assassination nodes are boss fights, that are usually required to get to or complete Junctions. Each boss has unique attacks and
attributes, and drop Warframe and weapon parts.
Standard Assassination Nodes
Oro, Earth - Vay Hek Terra Frame
Councilor Vay Hek will appear in a drone-like state, which you will have to damage and follow through 4 phases. His face and
backside have weak points that can be damaged. They will be open to attack after Vay Hek uses his red shock attack. After the third
phase, Vay Hek's drone state will transform into his Terra Frame state, a large bipedal cyborg. His entire body will then be able to
be damaged.
It is recommended to use puncture and corrosive damage against Vay Hek.
Vay Hek has the chance to drop the Chassis, Neuroptics, or Systems for Hydroid upon defeat.
Fossa, Venus - Jackal
The Jackal is a variant of the Corpus Hyena proxy. It has invulnerable shields covering its body. You must disable two of its legs,
causing it to collapse, before being able to damage it.
It is recommended to use radiation damage against the Jackal.
The Jackal has the chance to drop the Chassis, Neuroptics, or Systems for Rhino upon defeat.


Tolstoj, Mercury - Captain Vor
Captain Vor will appear on a raised platform, surrounded by regular Grineer. Upon receiving enough damage, he will lock himself in
an invulnerable shield bubble and summon more Grineer around himself. He must be damaged 3 times to be defeated.
It is recommended to use radiation and viral damage against Captain Vor.
Captain Vor has the chance to drop parts for the Seer pistol.
War, Mars - Lieutenant Lech Kril
Lech Kril will appear on a raised circular platform. He utilizes cold attacks, and has invulnerable armor. You must damage the
glowing node on his back to break one of the 4 tubes connected to his body. By doing this, it will cause Kril to freeze the next time
he brings his hammer down. At this time he may be damaged anywhere on his body. All 4 tubes must be destroyed similarly. Once
all tubes are destroyed, Kril will burst in a fire nova, and all his attacks will now deal heat damage instead of cold. This is his final
phase, and he can now be damaged anywhere on his body.
It is recommended to use radiation and viral damage against Lech Kril.
Lech Kril has the chance to drop the Chassis, Neuroptics, or Systems for Excalibur upon defeat.
Iliad, Phobos - The Sergeant
The Sergeant is arguably the weakest of all the Warframe bosses. He appears as a Corpus Eximus, but with a black suit. Upon
finding him, he can be damaged anywhere and does not have phases.
It is recommended to use radiation, corrosive, and viral damage against The Sergeant.
The Sergeant has the chance to drop the Chassis, Neuroptics, or Systems for Mag upon defeat.
Exta, Ceres - Lieutenant Lech Kril and Captain Vor
Lech Kril and Vor have teamed up in this assassination node. Both act and attack, and are damaged the exact same way as
encountered previously, only you fight them at the same time.
It is recommended to kill Vor first, as he can regularly spawn Grineer reinforcements.
Lech Kril and Vor have the chance to drop the Chassis, Neuroptics, or Systems for Frost upon defeat.


Themisto, Jupiter - Alad V
Alad V is a Corpus researcher, and is guarded by his Hyena type Zanuka Proxy. Zanuka is invulnerable while Alad's shields are up.
When Alad's shields are disabled, Zanuka will rush over to him to restore his shields. During this time, Alad and Zanuka are
vulnerable to attack. If Zanuka is able to revive Alad, both its shields and Alad's will be restored. Alad cannot be defeated until
Zanuka is killed. Upon Zanuka's death, Alad will be open to attack.
It is recommended to use magnetic damage to disable both enemies' shields. Use radiation against Zanuka, and corrosive against
Alad.
Alad V has the chance to drop the Chassis, Neuroptics, or Systems for Valkyr upon defeat.
Naamah, Europa - The Raptor
The Raptor appears as 3 large Corpus drone proxies. Each will rise out of a shielded holding cell, one at a time. Once airborne, it
can be damaged at any part of its body. Once defeated, it will drop a core that can be picked up. The core must then be dropped in
one of the holding cells, thus destroying it. This is then repeated for each following Raptor. It should be noted that the explosion
that results from dropping the core does an immense amount of damage. It is recommended to get off the holding cell as soon as
the core is dropped.
It is recommended to use magnetic and radiation damage against The Raptor.
The Raptors have the chance to drop the Chassis, Neuroptics, or Systems for Nova upon defeat.
Tethys, Saturn - General Sargus Ruk
Sargus Ruk uses fire based attacks, and has invulnerable armor. You must damage the glowing white points on his armor when they
appear. There are 4 in total. After destroying the fourth, he will be able to be damaged anywhere on his body.
It is recommended to use viral and radiation damage against Sargus Ruk.
Sargus Ruk has the chance to drop the Chassis, Neuroptics, or Systems for Ember upon defeat.
Titania, Uranus - Tyl Regor
Tyl Regor is fought in 3 phases. After damaging him for one third of his health, he will jump away and spawn several Drekar Manics.
Upon defeating the final Manic, Regor will appear again. After taking away the second third of his health, he will destroy the glass
above the arena and flood the lower area. you must make your way to the upper catwalks at this point. He will then spawn several
Drekar Manics and Bombards. Upon defeating the last Manic/Bombard, Regor will appear for the final time.


It is recommended to use viral, radiation, and magnetic damage against Tyl Regor.
Tyl Regor has the chance to drop the Day/Night Chassis, Day/Night Neuroptics, Day/Night Systems, or Day/Night Blueprint for
Equinox upon defeat.
Psamathe, Neptune - The Hyena Pack
The Hyena Pack is made up of 4 Corpus Hyena proxies, each with unique attacks. They work as a team when attacking. The types
are cold, electric, heat, and IPS. They do not have any special shields or invulnerability phases. All 4 must be destroyed to complete
the mission.
It is recommended to use magnetic and radiation damage against the Hyena Pack.
The Hyena Pack has the chance to drop the Chassis, Neuroptics, or Systems for Loki upon defeat.
Hades, Pluto - Ambulas
To access this mission, you must have 20 Animo Nav Beacons in your inventory. These are dropped from regular Ambulas proxies
on mission nodes on Pluto. On successful completion of the Assassination, 10 Animo Beacons will be refunded.
In the boss arena, Ambulas' will rise one by one from underground platforms to attack you. You must damage each until it is
disabled, then hack it. A timer will display when a Corpus dropship will come to collect the Ambulas. 4-6 hacked Ambulas' are
required to complete the mission. Letting the Corpus collect 3 unhacked Ambulas' will result in mission failure. Corpus
reinforcements will try to revive the Ambulas' once hacked, so each one must be defended until the dropship can take it away.
It is recommended to use Magnetic and Radiation damage against the Ambulas.
Ambulas has the chance to drop the Chassis, Neuroptics, or Systems for Trinity upon defeat.
Merrow, Sedna - Kela De Thaym
You must have 25 Judgment Points in order to access this mission. Judgment Points can be acquired from Rathuum Arena nodes.
To access the arena, 4 rotating panels in a circular room must be shot at to activate all 4 buttons. The buttons will turn from orange
to green when activated. After a short time period, the buttons will revert to orange, so all must be activated quickly. Once all 4
buttons on a panel are activated, the panel will stop spinning. All 4 panels must be stopped to enter the boss arena. While
activating the panels, Grineer Rollers will regularly spawn in the room.


Kela De Thaym can be damaged in 3 phases. She will immediately appear upon entering the arena. After losing one third of her
health, she will jump back to her observation platform, where she is immune to damage. An orbital barrage will start, with large
target marks appearing on the ground, signaling where the rockets will land. While this is happening, 4 panels identical to the ones
used to enter the arena appear around the center platform. These must be activated in the same way. Rollers will also spawn at this
point. Once all 4 panels are stopped, Kela De Thaym will re-enter the arena. Repeat until she is defeated.
It is recommended to use corrosive and magnetic damage against Kela De Thaym.
Kela De Thaym has the chance to drop the Chassis, Neuroptics, or Systems for Saryn upon defeat.
The Ropalolyst, Jupiter - The Ropalolyst
The Ropalolyst is a flying Sentient raid boss. In its arena, 4 large energy pillars surround the central platform. You must lure the
Ropalolyst to one of the pillars, and goad it into using its laser attack. As soon as it fires, duck behind the pillar so the laser hits it.
This overcharges that pillar. Next, damage the Ropalolysts shields with Void damage. Then get near enough to the Ropalolyst to be
able to activate it, and mount it. After 30 seconds, the Ropalolyst will kick you off, so do this step quickly. Ride the Ropalolyst so it
collides with the overcharged pillar. This will stun it and knock it back onto the central platform. Destroy one of the Synovias on its
hind legs, and then use the console on the side of the platform to activate the Terran laser, damaging it. Repeat all previous steps
two more times.
On the third time that the Ropalolyst is knocked onto the platform, its entire body is vulnerable to damage, and it will spawn
Conculysts and Battalysts to defend itself.
It is recommended to use radiation and magnetic damage against the Ropalolyst.
The Ropalolyst has the chance to drop the Blueprint, Chassis, Neuroptics, or Systems for Wisp upon defeat.
Key Based Assassinate Nodes
Mulalist Alad V Assassinate, Eris - Mutalist Alad V (SPOILERS)
You must build a Mutalist Alad V Assassinate key to access this mission. The blueprint can be found in the market, and the Nav
Coordinates are rewards for Infested Invasions or Orokin Derelict Survival/Defense.
Mutalist Alad V is the corrupted version of the boss found on Jupiter. He is invulnerable to damage when his collar is on. When he
uses his collar to attack with his electrical beam or to control another Tenno, he can be damaged. When Alad removes his collar and
throws it, and it connects with a player, that player is controlled by Alad [AI] for a short period of time. The controlled player will
attack the others, with full (modded) damage from abilities and weapons. This is his most dangerous attack, as well equipped
players can insta-kill their entire team if controlled.


It is recommended to use corrosive and magnetic damage against Mutalist Alad V.
Mutalist Alad V has the chance to drop the Chassis, Neuroptics, or Systems for Mesa upon defeat.
Jordan Golem Assassinate, Eris - Jordas Golem (SPOILERS)
The Jordas Golem can only be accessed at the end and after completing the Jordas Precept quest.
It is made up of two phases. The first phase involves killing a modified Juggernaut. It appears as a larger, green version of the
standard Juggernaut, but with less health. The second phase is Archwing based. Jordas Golem appears as a huge, infested ship. Only
its rear engines can be damaged. It has an immense amount of health, and takes a large amount of firepower to defeat.
It is recommended to use either the Velocitus or the Grattler, modded for Radiation damage against Jordas.
The Jordas Golem has the chance to drop the Chassis, Neuroptics, or Systems for Atlas upon defeat.
Orokin Derelict Assassinate, Orokin Derelict - Lephantis
You must build an Orokin Derelict Assassinate key to do this mission. The Key blueprint can be found in the Orokin lab in the clan
dojo.
Lephantis appears as a huge, 3 headed infested entity, with each head representing a faction - Corpus, Grineer, and Infested. The
fight has 2 phases. In the first phase, each head will periodically burst from the ground and attack you. When a head attacks, it
becomes vulnerable to attack. Only the pink areas are able to be damaged. When a head's health is depleted, it will stop rising from
the ground. Once all 3 heads are defeated, the second phase will start. The floor will collapse, and the torso and legs of Lephantis
will be visible. Each head must be destroyed in the same way as in the first phase.
It is recommended to use corrosive and blast damage against Lephantis.
Lephantis has the chance to drop the Chassis, Neuroptics, or Systems for Nekros upon defeat.
The Conclave
The Conclave is a neutral Faction led by Teshin. It is made up of the only PvP game modes of Warframe, along with unique Faction
rewards.
Conclave Game Modes


●
Annihilation - Free for all, every player killed drops a red Oro pickup. First player to collect 25 Oros, or the player with the
most after 10 minutes wins.
●
Team Annihilation - 4 v 4 Deathmatch, every player killed drops a red Oro pickup. First team to collect 50 Oros, or the team
with the most after 10 minutes wins.
●
Cephalon Capture - 4 v 4 Capture the Flag. A team must steal the enemy Cephalon from the enemy base and bring it to their
base to score. First team to reach the score limit wins.
●
Lunaro - 4 v 4 sport game, similar to Football (American Soccer). No weapons are used. A player must take control of the
Lunaro sphere and get it into the enemy goal to score. First team to reach the score limit wins.
Conclave game modes allow for any Warframes and weapons to be used, but PvE mods cannot be used. There are special Conclave
PvP mods that can be acquired through the Faction or regular gameplay that can be equipped in your Conclave arsenal.
Weapons and Warframe abilities are modified in the Conclave for balancing reasons. Some weapons and abilities may perform
differently from how you are used to them in regular missions, and some abilities may be disabled entirely. Warframes also have
modified health, shield, and armor values in the Conclave.
It should be noted that due to the uniqueness and lack of content in the Conclave, it is regularly under-populated and games take
much longer to find than in the Star Chart.
Equipment
Warframes
Warframes function as the classes of Warframe. Each one comes equipped with unique passives and abilities, with different
strengths and weaknesses.
Q: If I potato/use a Orokin Reactor on a Warframe, is it permanent?
A: Yes.
Q: Can I use multiple potatoes/reactors on my Warframe?
A: No.
Q: Do I have to wait until lvl 30 to potato my Warframe?
A: No, once used it will always double your mod capacity. So if you potato it at lvl 3 it gains +3, but when you level it to 30, it will
give +30.
Q: Do I have to potato my frame after every forma?


A: No, potatoes are permanent. Putting a forma on an item will reset its level to 0 but it will let you add a polarity slot of your choice
to it.
Q: Does a Warframe keep any potatoes or forma installed if I sell it?
A: No, selling a Warframe deletes that instance of it. Building a Warframe of the same type would just be creating a new instance,
and upgrades will have to be done again.
Q: What’s this locked mod slot beside the aura?
A: That’s an exilus slot, unlocked by an exilus adaptor. You can only put exilus mods into it. (See modding for exilus mods)
Q: I found a Warframe that I like, where do I find the blueprints/parts for it?
A: Here is a list of places to get them from, sorted by name. They are dropped by bosses on an Assassinate node, via Quests, from
missions, from specific enemies, or in your Clan Dojo.
Ne - Neuroptics, Ch - Chassis, Sy - System
Frame
Main Blueprint
Components
Frame
Main Blueprint
Source
Ash
Market
Neptune ProximaNe
Pluto ProximaCh
Venus ProximaSy
Mesa
Market
Mutalist Alad VNe Ch Sy
Atlas
Jordas Precept
Quest
Jordas Golem AssassinationNe Ch Sy
Mirage
Market
Hidden Messages QuestNe Ch Sy
Banshee
Dojo (Clan)
Dojo (Clan)Ne Ch Sy
Nekros
Market
LephantisNe Ch Sy
Baruuk
Purchased from
Little Duck on
Fortuna
Purchased from Little Duck on
FortunaNe Ch Sy
Nezha
Tenno Lab Dojo
(Clan)
Tenno Lab Dojo (Clan)Ne Ch Sy
Caliban
Market
Narmer Bounty 50-70Ne Ch Sy
Nidus
Last Gambit Quest
Infested SalvageNe Ch Sy
Chroma
New Strange Quest
Uranus JunctionNe
Neptune JunctionCh
Pluto JunctionSy
Nova
Market
RaptorsNe Ch Sy
Citrine
Mirror Defense
Mirror DefenseNe Ch Sy
Ember
Market
Sargus RukNe Ch Sy
Nyx
Market
Phorid, during Infested InvasionsNe
Ch Sy


Equinox
Market
Tyl RegorNe Ch Sy
Oberon
Market
Earth ProximaNe Sy.
Saturn ProximaCh
Excalibur
Market
Lieutenant Lech Kril Ne Ch Sy
Octavia
Octavia’s Anthem
Quest
Orokin Derelict SurvivalNe
Music Puzzle on LuaCh
Cache on Lua Crossfire
ExterminateSy
Frost
Market
Lech Kril and VorNe Ch Sy
Protea
Deadlock Protocol
Quest
Granum VoidNe
Extended Granum VoidCh
Nightmare Granum VoidSy
Gara
Saya’s Vigil Quest
Cetus Bounty lvl 20-40Ne
Cetus Bounty lvl 5-15Ch
Cetus Bounty lvl 10-30Sy
Revenant
Mask of the
Revenant Quest
Cetus Bounty lvl 40-60Ne
Cetus Bounty lvl 30-50Ch
Cetus Bounty lvl 20-40Sy
Garuda
Vox Solaris Quest
Fortuna Bounty lvl 20-40Ne
Fortuna Bounty lvl 5-15Ch
Fortuna Bounty lvl 10-30Sy
Rhino
Market
JackalNe Ch Sy
Gauss
Market
Sedna, Disruption, Rotation CNe Ch Sy
Saryn
Market
Kela de ThaymNe Ch Sy
Grendel
Market
Locators can be bought at a relay
with 25 virus essence each
Sevagoth
Call of the
Tempestarii Quest
Void Storms on Veil Poxima, Pluto
Proxima or Neptune ProximaNe Ch Sy
Gyre
Zariman bounty lvl
110-115
Zariman bounty lvl
90-95
Zariman bounty lvl 50-55Ne
Zariman bounty lvl 60-65Ch
Zariman bounty lvl 70-75Sy
Styanax
Purchased from
Chipper for Stock
Purchased from Chipper for
StockNe Ch SY
Harrow
Chains of Harrow
Quest
Kuva Fortress, SurvivalNe Sy or SpyNe
Void fissure corrupted enemyCh
DefectionSy
Titania
Silver Grove Quest
Silver Grove QuestNe Ch Sy
Hildryn
Purchased from
Little Duck on
Fortuna
Exploiter OrbNe Ch Sy
Trinity
Market
AmbulasNe Ch Sy
Hydroid
Market
Councilor Vay HekNe Ch Sy
Valkyr
Market
Alad VNe Ch Sy
Inaros
Sands of Inaros
quest
Sands of Inaros quest
Vauban
Market
Nightwave OfferingsNe Ch Sy
Ivara
Spy Vaults
Volt
Tenno Lab Dojo
Tenno Lab Dojo (Clan)Ne Ch Sy


(Clan)
Khora
Normal Sanctuary
Onslaught
Normal Sanctuary OnslaughtNe Ch Sy
Voruna
Conjunction Survival
Conjunction SurvivalNe Ch Sy
Kullervo
Acrithis’ Wares
Acrithis’ WaresNe Ch Sy
Wisp
Ropalolyst
RopalolystNe Ch Sy
Lavos
Purchased from
Father on Necralisk
Purchased from Father on
NecraliskNe Ch Sy
Wukong
Tenno Lab Dojo
(Clan)
Tenno Lab Dojo (Clan)Ne Ch Sy
Limbo
Market
Limbo Theorem questNe Ch Sy
Xaku
Heart of Deimos
Quest
Necralisk Bounty lvl 15-25Ne
Necralisk Bounty lvl 40-60Ch
Necralisk Bounty lvl 30-40Sy
Loki
Market
Hyena PackNe Ch Sy
Yareli
Waverider Quest
Ventkid’s Bash Lab Dojo (Clan)Ne Ch
Sy
Mag
Market
The SargeantNe Ch Sy
Zephyr
Tenno Lab Dojo
(Clan)
Tenno Lab Dojo (Clan)Ne Ch Sy
Q: What are Prime Warframes?
A: Lore wise, they’re prototypes (the original frames). Gameplay wise, they give minor buffs to shields / armor / health / energy,
have alternate mod polarities, and come with a unique skin. Otherwise they’re basically the same as the normal ones.
Q: How do I get Prime Warframes?
A: Farm for the relics where the parts are sealed in, and unlock the relic to get the part. Prime Warframes have the same parts as
regular; blueprint, chassis, neuroptics, and systems. Prime Warframe blueprints can also be traded between players, or bought with
real currency in Prime Access or Prime Unvaulting packs. Occasionally, Twitch Prime will have a Prime Warframe available to
subscribers.
Warframe Roles
Definition
●
AOE DMG - High damage capability based on room clearing (Nuke Frame).
●
Focused DMG - High damage capability based on per hit damage.
●
CC - Crowd control; stuns, stops, sleep, slows, etc.
●
Tank - Can take large amounts of damage.
●
Defender - Can provide shields or barriers that protect allies and/or keep enemies out.
●
Buff/Debuff (Support) - Roles that provide buffs to teammates and allies, and/or debuffs to enemies.
●
Stealth - Can become invisible, and/or put enemies to sleep.
●
Heals Self - Has the ability to give health to themselves.


●
Heals Allies - Heals teammates, allies, and objectives.
●
Utility - Has innate abilities (passives) that can assist in completing missions.
●
Ease of use - How easy it is to play compared to other frames. The lower the number, the easier it is to play.
X denotes roles, A denotes Augment is required for role.
Name
AOE
DMG
Focused
DMG
CC
Tank
Defender
Buff
Debuff
Stealth
Heals
Self
Heals
Allies
Utility
Ease of Use
Ash
A
X
X
4
Atlas
X
X
X
X
X
6
Banshee
X
X
X
X
7
Baruuk
X
X
X
7
Caliban
X
X
X
X
5
Chroma
X
X
X
7
Citrine
X
X
X
X
X
5
Dagath
X
X
X
X
X
X
7
Ember
X
X
X
4
Equinox
X
X
X
X
X
X
X
X
10
Excalibur
X
X
X
3
Frost
X
X
X
A
X
2
Gara
X
X
X
X
X
A
X
6
Garuda
X
X
X
X
4
Gauss
X
X
X
X
X
3
Grendel
X
X
X
X
X
5
Gyre
X
X
X
4
Harrow
X
X
X
X
X
7
Hildryn
X
X
X
X
8


Hydroid
X
X
A
X
3
Inaros
X
X
X
X
x
6
Ivara
X
X
X
X
X
7
Khora
X
X
X
X
X
4
Kullervo
X
X
X
X
X
5
Lavos
X
X
X
X
X
9
Limbo
X
X
X
X
X
7
Loki
X
A
X
X
1
Mag
X
X
X
X
6
Mesa
X
X
X
X
2
Name
AOE
DMG
Focused
DMG
CC
Tank
Defender
Buff
Debuff
Stealth
Heals
Self
Heals
Allies
Utility
Ease of Use
Mirage
X
X
X
X
X
X
X
X
6
Nekros
X
A
X
2
Nezha
X
X
X
A
X
X
4
Nova
X
X
X
5
Nidus
X
X
X
X
X
X
5
Nyx
X
X
X
4
Oberon
X
X
A
X
X
X
3
Octavia
X
X
X
X
X
7
Protea
X
X
X
X
X
6
Qorvex
X
X
X
X
X
8
Revenant
X
X
X
X
X
3
Rhino
X
X
X
X
1


Saryn
X
A
A
X
4
Sevagoth
X
X
X
X
X
X
X
7
Styanax
X
X
X
X
X
3
Titania
X
X
X
X
8
Trinity
X
X
X
X
X
6
Valkyr
X
X
X
X
X
2
Vauban
X
X
X
7
Volt
X
X
X
X
4
Voruna
X
X
X
X
X
7
Wisp
X
X
X
X
X
X
X
X
X
2
Wukong
X
X
X
X
3
Xaku
X
X
X
X
X
8
Yareli
X
X
X
X
X
10
Zephyr
X
X
A
X
5
Warframe Abilities
List of all Warframe passives, abilities, and Augments, and weapons.
(Exalted Weapon) - A weapon unique to a specific Warframe, can be upgraded with normal mods and equipment.
Signature Weapon - A standard weapon introduced with a specific Warframe that has additional effects/passives when wielded by
that Warframe.
Ash
Passive - Slash procs dealt by Ash deal 25% more damage and last 50% longer.
Ability 1 - Shuriken - Launches a spinning blade, dealing moderate damage.


Augment - Seeking Shuriken - Temporarily reduces the armor of those hit by Shuriken.
Ability 2 - Smoke Screen - Drops a smoke bomb that stuns enemies and obscures their vision, and renders Ash invisible for a short
time.
Augment - Smoke Shadow - Can temporarily cloak nearby enemies as well as himself, Also increasing Critical Chance while
Invisible.
Ability 3 - Teleport - Teleports to a target, bringing him into melee range and makes enemies vulnerable to finishers.
Augment - Fatal Teleport - Automatically performs a finisher on teleport target, dealing 200% extra damage. If the finisher kills the
target, 50% of energy is refunded.
Ability 4 - Blade Storm - Press once to mark targets in crosshair, press again to project clones of Ash to attack marked targets. Join
in by using 3.
Augment - Rising Storm - Increases duration of the Melee Combo Counter when Blade Storm is used, +10 Seconds of Combo
Duration.
Atlas
Passive - Atlas is immune to knockdown effects while on the ground.
Augment - Rubble Heap - Landside costs no energy, Deals 2x Damage and Travels 2x quicker when above 1400 Rubble
Ability 1 - Landslide - Bash enemies with a sliding punch, and repeat to continue the combo. Petrified enemies hit with this ability
drop Rubble when killed. Rubble heals Atlas and bolsters his armor.
Augment - Path of Statues - Leaves a petrified path for a short period.
Ability 2 - Tectonics - Summon a rock wall, activate again to sent the wall crashing forward.
Augment - Tectonic Fracture - Increases number of walls available, but can no longer crash them down.
Ability 3 - Petrify - Enemies targeted will become fossilized. Walls will become petrified and do increased damage when crashed
forward.
Augment - Ore Gaze - Fossilized enemies are scanned into the Codex and have a chance to drop extra loot.
Ability 4 - Rumblers - Summon two elemental stone golems. Summoning petrifies enemies near Atlas. When defeated or timed
out, Rumblers collapse into a pile of Rubble.
Augment - Titanic Rumbler - Turns the two golems into one stronger golem. Modified Rumbler has increased stats, and will
occasionally smash the ground to knockdown enemies.
Signature Weapon - Tekko - Additional 6% Status Chance.


Banshee
Passive - All equipped weapons, including Gunblades and Sentinel weapons, are considered silent and do not alert enemies when
fired.
Ability 1 - Sonic Boom - Emits a shockwave that pushes targets in range. Those not killed are stunned.
Augment - Sonic Fracture - Sonic Boom temporarily strips a portion of the target’s armor.
Ability 2 - Sonar - Sends out a wave of acoustic energy that marks any enemies in range with glowing weak spots. Shooting these
spots will have increased critical damage.
Augment - Resonance - Triggers an additional Sonar pulse when an enemy is killed by hitting a weak point. Any additional points
revealed by extra pulses(s) will have the remaining duration of the original pulse.
Ability 3 - Silence - Surrounds Banshee in an aura that limits enemies’ response to attacks.
Augment - Savage Silence - Multiplies the damage of standing finisher damage on affected enemies.
Ability 4 - Sound Quake - Banshee channels acoustic energy and shakes the ground, dealing constant damage and staggering
enemies in range.
Augment - Resonating Quake - Banshee places the quake at her location instead of channeling it. Damage is increased at
epicenter, but decreases as the shockwave spreads.
Baruuk
Passive - Using his abilities, Baruuk raises his restraint meter, providing damage reduction.
Ability 1 - Elude - Dodge all incoming projectiles when not attacking.
Ability 2 - Lull - Emits an energy wave that puts nearby enemies to sleep. Enemies awoken by damage remain disoriented for a
short time. In addition, all waking enemies return to an unalerted state.
Augment - Endless Lullaby - Killing a lulled enemy will retrigger Lull for the remaining duration, Passive +50% Lull Duration.
Ability 3 - Desolate Hands - Summons orbiting daggers that destroy enemy weapons. Combine with Lull to double the effective
range.
Ability 4 - Serene Storm - Equips his fist and feet as melee weapons. This ability uses restraint meter instead of energy. (Exalted
Weapon)
Augment - Reactive Storm - Serene Storm has increased status chance and changes it damage type to match the strongest
weakness of the enemy.


Caliban
Passive - Caliban and his allies near him gain adaptive resistances to damage types attacking Caliban
Ability 1 - Razor Gyre - Become a Spinning vortex, hold the [Attack] button to accelerate.
Ability 2 - Sentient Wrath - Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are
helplessly lifted into the air, where they take amplified damage for a short time.
Ability 3 - Lethal Progeny - Call on Caliban's Sentient aspect to produce up to three Conculyst comrades to fight by his side, and
repair his shields.
Ability 4 - Fusion Strike - Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout
from the blast will strip the armor and shields from all enemies that touch it.
Chroma
Passive - Chroma’s energy color determines his ability starting effects. Red, brown, and yellow hues denote Heat. Blue and purple
hues denote Electric. Green, teal, and dark yellow hues denote Toxin. White, gray, and black hues denote Cold but can still be
changed during the mission using Spectral Scream. Chroma has an extra midair jump.
Ability 1 - Spectral Scream - Exhale a constant stream of elemental energy.
Augment - Afterburn - Launches an elemental projectile on ability deactivation. The longer the ability is active, the more damage
the projectile deals.
Ability 2 - Elemental Ward - An offensive area-of-effect is created. Chroma and his allies receive defensive buffs when inside the
aura.
Augment - Everlasting Ward - Allows Chroma and his allies to retain the buffs when moving outside the Aura.
Ability 3 - Vex Armor - While active, when shields are hit Chroma gains armor. When health is hit Chroma gains a damage boost.
Maximum increases are dependant on damage taken and ability rank.
Augment - Vexing Retaliation - Vex Armor detonates upon receiving 150 damage, Damage type changes whether Health or Shield
was damaged.
Ability 4 - Effigy - Chroma turns his outer armor into an immovable sentry that uses Spectral Scream against enemies in range.
While the sentry is active, Chroma gains speed but loses armor.
Augment - Guided Effigy - Allows Chroma to move his sentry. While moving, does increased damage. When it comes to a stop, the
sentry stuns nearby enemies.


Citrine
Passive - Citrine grants nearby allies health regeneration over time. Pick up a Health Orb to increase the amount of health
regeneration by 0.1 permanently up to 25 health per second
Ability 1 - Fractured Blast - Slash and stagger enemies with a crystal blast that inflicts Bleed. Enemies afflicted with this Status
Effect have an increased chance of dropping Health and Energy Orbs.
Ability 2 - Preserving Shell - Citrine guards herself and nearby allies with a crystalline shell that gradually decays. Kills and assists
increase the defensive power of the shell.
Ability 3 - Prismatic Gem - Deploy a gem that shoots prismatic beams. The gem targets enemies that are taking weapon damage
from Citrine and her allies. Its beams inflict Heat, Cold, Toxin, and Electricity Status Effects. Status Chance and Status Duration
increase for nearby allies.
Ability 4 - Crystallize - Citrine summons crystal fractals. The fractals rush forward, seeking enemies. Enemies touched by the
fractals are paralyzed crystalline growths. Hit the growths to deal Critical Damage.
Dagath
Passive - Dagath has a 35% chance that energy and health orbs will give 300% more.
Ability 1 - Wyrd Scythes surround Dagath and seek out nearby enemies. Those struck are slowed and suffer Viral Damage with a
guaranteed Status Effect. The scythes also spread Doom and extend its duration.
Ability 2 - Condemn nearby enemies to their doom. A portion of the initial damage Dagath deals is revisited upon them by a Wyrd
Scythe. They also suffer Viral Damage.
Ability 3 - Supercharge Dagath’s weapons with extra Critical Damage. The effects are doubled on Doomed enemies. Escape fatal
blows by briefly assuming a spectral form.
Ability 4 - Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed
enemies.
Ember
Passive - Ember gains 5% extra Ability Strength for every enemy burning with an active Heat status effect within a 50 meters
radius.


Ability 1 - Fireball - Charge and release a fireball that ignites enemies and leaves behind a path of flame.
Augment - Fireball Frenzy - Hold To cast grants all allies within range additional heat damage to weapons.
Ability 2 - Immolation - Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full
strength. Cast again to extinguish the flame.
Augment - Immolation Radiance - Allies within Affinity range will receive 50% of Immolation's Damage Reduction.
Ability 3 - Fire Blast - Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Augment - Healing Flame - Each enemy hit heals Ember by 25 to 50 depending on current Immolation level.
Augment - Purifying Flames - Allies hit by the expanding ring of fire will be granted 4s of Status Immunity.
Ability 4 - Inferno - Command a flaming comet to crash down in front of ember, engulfing enemies with a fire that can spread
through their ranks.
Augment - Firequake - Enemies killed while under the effect of Inferno have a 15% chance to drop an energy orb.
Equinox
Passive - Converts 10% of health orbs into energy, and 10% of energy orbs into health. Equinox has two forms, Day and Night. This
doubles her ability count, depending on the form used. Equinox’s energy color determines which form she will start with in a
mission; bright hues for Day, dark hues for Night.
Ability 1 - Metamorphosis - Switch forms, temporarily gaining bonus shields and armor when switching to Night form, and gaining
bonus damage and speed when switching to Day form.
Augment - Duality - When performing Metamorphosis, Equinox’s other form splits off as a Specter that uses the last weapon
Equinox had equipped when switching.
Ability 2 - Rest & Rage - In Night form, targets are put to sleep. In Day form, targets become enraged and take more damage, but
can also move faster and deal more damage.
Augment - Calm & Frenzy - Enemies killed while asleep or enraged will spread the effect to nearby enemies.
Ability 3 - Pacify & Provoke - In Night form, nearby allies take reduced damage from enemies. In Day form, nearby allies gain
increased Ability Strength.
Augment - Peaceful Provocation - Pacify converts damage done to Equinox and allies into an aura that slows enemies. Provoke
converts damage done to enemies into additional Ability Strength.
Ability 4 - Mend & Maim - In Night form, allies are healed with each nearby enemy killed in the aura. In Day form, all enemies within
the aura take constant slash damage. Damage done by Equinox is stored, and deactivating the ability deals the stored damage to
all enemies within the aura, with decreasing effectiveness the farther away they are.


Augment - Energy Transfer - Conserves a percentage of stored hitpoints from Maim after deactivation. Ability remains active when
using Metamorphosis.
Excalibur (Umbra)
Passive - Deals 10% damage and attacks 10% faster when wielding sword, dual sword, nikana, or rapier type weapons.
Passive (Umbra only) (SPOILERS) - Going into Operator mode turns Umbra into a Specter.
Ability 1 - Slash Dash - Rapidly rush to target with a slash attack.
Augment - Surging Dash - Each enemy hit adds to the Melee Combo Counter.
Augment - Purging Slash - Allies in the path of Slash Dash have debuffs removed and Shields restored.
Ability 2 - Radial Blind - Emits a bright flash of light, blinding all enemies in range for a short time. Blinded enemies are susceptible
to finishers.
Augment - Radiant Finish - Increases damage dealt by finishers to enemies affected by Radial Blind.
Ability 3 - Radial Javelin - Launches javelins at nearby enemies, dealing damage and pinning them to walls.
Augment - Furious Javelin - Increases melee damage for every enemy hit by Radiant Javelin.
Ability 4 - Exalted Blade - Summons an energy sword that does increased damage. (Exalted Weapon)
Augment - Chromatic Blade - Exalted Blade’s damage type is changed depending on Excalibur’s energy color. Status Chance is
increased.
Frost
Passive - Any enemy that strikes Frost with a melee attack has a 10% chance to become temporarily frozen.
Ability 1 - Freeze - Launches an ice projectile that freezes targets for a short time.
Augment - Freeze Force - Hold to cast will grant all allies within 15m additional Cold damage to all attacks.
Ability 2 - Ice Wave - Sends a wave of ice in current facing direction, dealing damage to enemies caught in it.
Augment - Ice Wave Impedance - Leaves a trail of frozen ground after casting, slowing enemies who walk over it.
Ability 3 - Snow Globe - Creates a protective sphere around Frost that protects against projectiles. Allied projectiles also cannot
pierce it.
Augment - Chilling Globe - Any enemies that enter the sphere have a chance of being frozen.
Ability 4 - Avalanche - Sends a wave of ice at all enemies in range, freezing and shattering them. Any surviving enemies lose armor.
Augment - Icy Avalanche - Grants allies within range of Avalanche a protective coating.


Gara
Passive - When standing in light, Gara has a chance to blind nearby enemies, making them vulnerable to finisher attacks.
Ability 1 - Shattered Lash - Attacks the target with a stream of shattered glass, or hold for an arcing strike.
Augment - Shattered Storm - When Gara breaks her Mass Vitrify ring with Shattered Lash, enemies struck by the glass suffer
Splinter Storm at 100% Strength.
Ability 2 - Splinter Storm - Gara’s armor splinters into a cloud of shattered glass. Any enemies within the aura take damage and
impairs their weapons. Allies who contact the cloud become fortified against damage.
Augment - Mending Splinters - Fortified allies receive healing in addition to damage resistance.
Ability 3 - Spectrorage - Traps enemies in a carousel of mirrors. Enemies will attack their reflections. Destroyed mirrors and
collapsing the carousel causes damage.
Augment - Spectrosiphon - Enemies that die within Spectrorage have a 50% chance to drop an energy orb.
Ability 4 - Mass Vitrify - Creates an expanding ring of molten glass that crystallizes enemies it passes through. Ring can be stopped
at any time until max range is reached. Crystallized enemies slow in movement and attack speed until completely frozen. Stopped
ring is hardened to stop projectiles. Ring is split into sections that can be individually destroyed. Casting Shattered Lash at any
point on the ring explodes it outward, causing high damage.
Signature Weapon - Fusilai - Increased projectile speed.
Signature Weapon - Volnus - Additional slam radial damage.
Signature Weapon - Astilla - Additional 80 ammo pool.
Garuda
Passive - The lower Garuda’s health gets, the more damage she inflicts. When no melee weapon is equipped in the arsenal, Garuda
will use her talons. (Exalted Weapon)
Ability 1 - Dread Mirror - Targets one enemy and turns their life-force into a shield that captures damage. Captured damage is
turned into a projectile above Garuda that can be launched by holding [1].
Augment - Dread Ward - Become invulnerable for 8s when Dread Mirror kills a target.
Ability 2 - Blood Altar - Impales targeted enemy on talons and siphons health for Garuda and her allies.
Ability 3 - Bloodletting - Sacrifices health to generate energy.
Augment - Blood Forge - Garuda's equipped weapon is reloaded up to 100% when casting.


Ability 4 - Seeking Talons - Charge to expand the targeting area, release to send Garuda’s talons at each target in area. Surviving
enemies are Bleed proc’d.
Augment - Blending Talons - Tap to perform a 9m AoE around Garuda. Garuda's Talons gain 100% additional Combo Count Chance
when hitting targets affected by Bleed Status.
Signature Weapon - Nagantaka - 1m innate Punch-Through.
Gauss
Passive - Moving and reviving teammates charges Gauss’ battery. Shield recharge rate is increased up to 80%, and recharge delay is
reduced up to 80% based on battery charge level.
Ability 1 - Mach Rush - Engage a hyper sprint that knocks down enemies and charges Gauss’ battery. Running into solid objects
generates a shockwave that knocks down and does damage. Hold the ability to sprint continuously.
Augment - Mach Crush - Impact shockwave leaves behind a vacuum that sucks in enemies within 8m.
Ability 2 - Kinetic Plating - While active, converts a portion of Kinetic damage (physical, heat, cold, and blast) into energy. Cannot
be staggered or knocked down while active. Damage resistance gained is relative to battery charge level.
Ability 3 - Thermal Sunder - Tap to charge Gauss’ battery and inflict cold procs on nearby enemies. Hold to drain the battery and
inflict heat damage.
Augment - Thermal Transfer - Allies in range gain 75% bonus Elemental Damage for 30s.
Ability 4 - Redline - While active, increases fire rate, attack speed, reload speed, and holster rate based on battery charge level.
When Gauss’ battery is charged past the red line, electric arcs emit from Gauss causing damage, and explode when the ability is
deactivated.
Signature Weapon - Acceltra - Reload speed is increased while sprinting.
Signature Weapon - Akarius - Reload speed is increased while sprinting.
Grendel
Passive - Glutton, Devouring his prey whole, Grendel slowly digests the enemies he swallowed. For each enemy still alive in his
belly, Grendel passively gains 250 Armor points. Also adds jiggle physics.
Ability 1 - Feast- Swallow an enemy whole and store it in Grendel’s gut. Hold to vomit out stored enemies covering them in toxic
bile.
Augment - Gourmand - Instead of Energy, consumes 200 Health on cast. Glutton grants an additional 150 Armor per enemy.


Ability 2 - Nourish- Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that
attack or are attacked by Grendel suffer DmgViralSmall64.pngViral Damage and energy sources provide more energy. These buffs
extend to squad mates.
Augment - Heart Nourishment - Clear Status Effects and gain 5s of Status Immunity for each victim in Grendel's stomach.
Ability 3 - Pulverize- Grendel curls into a ball. He heals over time as he rolls, knocking over anyone in his path. Jumping slams
Grendel into the ground and generates a damaging shockwave.
Augment - Catapult - [Secondary Fire] to launch Grendel in your aim direction. Costs 5 Energy. Crouch to slow down.
Ability 4 - Regurgitate - Violently puke out a bile soaked enemy from Grendel’s gut, turning the consumed into a toxic projectile.
Signature Weapon - Masseter - Immune to crowd-control procs while doing Heavy Attacks.
Gyre
Passive - Gyre's abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x
Critical Damage against that enemy. Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
Ability 1 - Arcsphere - Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to
nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.
Ability 2 - Coil Horizon - Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
Ability 3 - Cathode Grace - Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of
Cathode Grace. Casting is on a cooldown.
Augment - Cathode Current - Eliminating an enemy while Cathode Grace is active will release an additional discharge from
Rotorswell with 200% Damage and extend its duration by the same amount.
Ability 4 - Rotorswell - Gyre's mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies.
When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.
Signature Weapon - Alternox - Gains 20% Multishot
Harrow
Passive - Harrow possesses a 200% Overshield capacity, making max shield capacity 2,400. Spawns with max Energy.
Ability 1 - Condemn - Casts a wave of chains forward that stops enemies who are contacted. Each enemy held gives Harrow shields.


Augment - Tribunal - Other players will trigger 100% of the effects of Penance and Thurible when attacking chained enemies.
Ability 2 - Penance - Harrow sacrifices his own shields to boost his reload and fire rate, while converting damage inflicted on
enemies into health for himself and nearby allies.
Ability 3 - Thurible - Channel energy into the Thurible to generate an energy buff for Harrow and nearby allies. The more energy
channeled, the more energy given. After channeling, every enemy killed will give the channeled amount of energy. Headshot kills
will give double the amount.
Augment - Warding Thurible - Reduces damage taken by allies within Thurible’s range when channeled, and grants extra energy
charge if those allies are damaged.
Ability 4 - Covenant - Protects nearby allies with an energy shield that absorbs all damage and converts it into a critical chance buff
for all under the Covenant. Headshots receive twice the buff. Critical chance is additive.
Augment - Lasting Covenant - Increases Covenant’s buff duration each time an enemy is killed with a headshot.
Signature Weapon - Knell - Knell has a 2 round mag.
Hildryn
Passive - Damage to Shields does not affect Health. No damage bypasses Overshields.
Ability 1 - Balefire - Equips a chargeable launcher weapon. (Exalted Weapon)
Augment - Balefire Surge - Fully charged direct hits restore 250 Shield to Hildryn. Impact with Nullifier Shields will destroy them
and restore 750 Shield.
Ability 2 - Shield Pillage - Steal shields and armor from nearby enemies to increase Hildryn’s shields and overshields.
Augment - Blazing Pillage - Enemies affected by Haven will be set ablaze for 200 Heat damage and restore 50 additional Shields
to Hildryn.
Ability 3 - Haven - Create a shield aura around allies. Enemies who approach the aura take damage.
Ability 4 - Aegis Storm - Gain the ability to fly and hover while equipping Hildryn’s unique archgun. Nearby enemies are blasted
into the air where they will create an Energy Orb every few seconds. When Shields runs out the enemies are smashed into the
ground. (Exalted Weapon)
Hydroid
Passive - Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%


Ability 1 - Tempest Barrage - Area around Hydroid is bombarded with water projectiles, dealing damage and staggering enemies.
Augment - Viral Tempest - Each projectile of the barrage has a chance to inflict a Viral proc.
Ability 2 - Tidal Surge - Crash through enemies in the facing direction in a wave of water. Cleansing all negative status effects.
Augment - Tidal Impunity -
Ability 3 - Plunder - Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies
affected by Corrosion Status offer a greater increase.
Augment - Rousing Plunder - Allies within Affinity range regain Health.
Ability 4 - Tentacle Swarm - Raises a leviathan that spawns a number of tentacles that erupt from the ground and other surfaces.
The tentacles will continue to writhe and attack enemies in range. Affected enemies are impaled on the tentacles, ragdolled, and
take damage over time.
Augment - Pilfering Swarm - Each enemy affected by a tentacle has a 100% additional drop chance.
Inaros
Passive - Instead of bleeding out when downed, Inaros enters a sarcophagus. Aiming at an enemy or ally will siphon health from
them, allowing Inaros to revive himself. Inaros can also be revived normally.
Inaros does not have shields.
Ability 1 - Desiccation - Blasts enemies in facing direction with a wave of sand, that blinds them, and causes damage over time. 25%
of damage dealt over time is converted to health for Inaros. Blinded enemies are open to finishers, performance of which instantly
bestows any potential health on Inaros.
Augment - Dessication’s Curse - Killing a blinded enemy with a finisher has a 100% chance of summoning a Sand Shadow. All Sand
Shadows deal 2x damage.
Ability 2 - Devour - Hold to trap target in quicksand and devour them. This regenerates Inaros’ health and ultimately creates a
friendly Sand Specter.
Ability 3 - Sandstorm - Become a whirlwind of sand that ragdolls enemies and devours those trapped in quicksand.
Augment - Elemental Sandstorm - Sandstorm gains 50% Ability Range and has a 100% chance of inflicting Status Effects based on
the Damage Types and mods on the equipped Melee Weapon.
Ability 4 - Scarab Swarm - Charge to convert health into Scarab armor. Discharge to blast nearby enemies with a Scarab swarm.
Survivors have their health drained and bestowed on nearby allies.
Augment - Negation Swarm - Scarab Armor protects Inaros from Status Effects, consuming 3% Bonus Armor for each effect
resisted.


Ivara
Passive - Detect enemies within 20m and display their position on the minimap.
Ability 1 - Quiver - Ivara can cycle through her 4 tactical arrows.
●
Cloak - Creates a bubble that grants invisibility to allies within it.
●
Dashwire - Fires a zipline into aimed spot and directly behind. Ivara and her allies can then mount the zipline.
●
Noise - Emits a loud sound on impact, attracting any nearby unattracted enemies to it.
●
Sleep - All enemies around point of impact are put to sleep for a short time.
Augment - Empowered Quiver - Dashwire grants allies 100% Critical Damage. Cloak arrow has a 100% chance to prevent Status
Effects.
Augment - Power of Three - Quiver fires three arrows and consumes 20 more Energy.
Ability 2 - Navigator - Assume control of a projectile to guide it towards its target. This applies to most projectile based weapons.
Projectile is slowed and damage is multiplied.
Augment - Piercing Navigator - Each hit increases the projectile's Critical Chance by 10% up to a max of 50%. +3 Projectile Punch
Through.
Ability 3 - Prowl - Become invisible and steal loot from unsuspecting enemies. Headshots deal increased damage while invisible.
Ivara moves slower while invisible, and cannot perform parkour tricks.
Augment - Infiltrate - Ivara is able to bypass laser barriers and gains 25% Movement Speed.
Ability 4 - Artemis Bow - Summon Ivara’s bow to use as your primary weapon. Shoots 7 arrows in a line. Line orientation is
dependant on charge time. (Exalted Weapon)
Augment - Concentrated Arrow - Fires a single arrow that has +50% Critical Chance on Headshots and explodes in a 7m radius.
Removes Punch Through.
Khora
Passive - Khora has her exclusive Kavat Venari, who acts as a standalone Companion. A normal companion can be used in
conjunction with Venari. (Exalted Weapon)
Ability 1 - Whipclaw - Attack enemies with a whip slash in facing direction.
Augment - Accumulating Whipclaw - Hitting 3 enemies will grant a 35% stacking Damage Bonus to subsequent Whipclaws. Bonus
will decay after 10s.
Ability 2 - Ensnare - Bind target in a metal trap, that will pull other nearby enemies in. Casting Whipclaw on the trap will refresh,
allowing it to capture more enemies.


Ability 3 - Venari - Command Venari to focus on a target, enemy or ally. Hold to cycle between Attack, Protect, and Heal postures. If
Venari is killed, use this ability to instantly revive her.
Augment - Venari Bodyguard - Venari dies in Khora’s place. Respawn timer increased to 150s. Killing enemies decreases the timer
by 4s.
Ability 4 - Strangledome - Create a dome of chain that grabs and traps any enemies in range, and does damage over time. Enemies
outside the trap will shoot their trapped comrades to hasten their deaths. Cast Whipclaw on the dome to do additional damage to
trapped enemies.
Augment - Pilfering Strangledome - Enemies held in Strangledome have a 65% chance of dropping additional loot.
Kullervo
Passive - Kullervo boasts +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed on all melee weapons.
Ability 1 - Wrathful Advance - Kullervo charges a Heavy Attack then teleports to his target and strikes. Doing so will increase
Critical Chance for a few seconds. Holding the ability key will Teleport Kullervo a set distance in the direction of his crosshair.
Ability 2 - Recompense - Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each
dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from
struck enemies.
Ability 3 - Collective Curse - Kullervo sends forth a curse that binds enemies. When a cursed enemy takes damage, every other
cursed enemy also suffers a portion of that damage.
Ability 4 - Storm of Ukko - Kullervo summons down a barrage of arrows at his location.
Lavos
Passive -
●
Purifying himself from all ailments, Lavos cleanses all active negative Status Effects and gains status immunity for 10
seconds upon collecting an Energy or Universal Orb. Lavos can only collect a single Energy or Universal Orb every 5
seconds.
●
Lavos has no energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to
cast with a cooldown in between uses. The Ability Efficiency stat will instead affect the cooldown reduction effect from
Transmutation Probe.
●
Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons to imbue a
Primary Elemental damage type (Toxin, Cold, Electricity, and Heat respectively) into the mixing vial displayed above Lavos'
ability icons. Imbuement has no cost nor cooldown between uses.


Ability 1 - Ophidian Bite - Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue the next ability
cast with Toxin damage.
Augment - Swift Bite - Reduce Ability cooldowns by 4s when at least 4 enemies are hit. Ophidian Bite is granted 30% additional
Ability Range.
Ability 2 - Vile Rush - Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next ability
cast with Cold damage.
Ability 3 - Transmutation Probe - Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and
ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces other
ability cooldowns. Hold to imbue the next ability cast with Electricity damage.
Ability 4 - Catalyze - Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element
afflicting an enemy. Hold to imbue the next ability cast with Heat damage.
Signature Weapon - Cedo - Applies Shotgun Ammo Mutation Mod
Limbo
Passive - Limbo has access to the Rift Plane, an alternate dimension to the Material Plane. Use [SHIFT] to shift between planes.
Limbo can remain indefinitely in either plane, but cannot attack or interact with enemies or items in the opposite plane. Limbo
cannot roll.
Ability 1 - Banish - Casts a wave of Rift Energy that damages enemies in Limbo’s facing direction, and banishes them outside of
Limbo’s current plane of existence.
Augment - Rift Haven - Allies banished to the rift will have 25% of their Maximum Health restored every second.
Ability 2 - Stasis - Freezes Rift Bound enemies. While active, enemy projectiles are frozen in mid-air, and resume their original
trajectory when Stasis ends.
Ability 3 - Rift Surge - Affected enemies are imbued with Rift energy. When killed, the energy is transferred to a nearby enemy
outside the Rift. Affected enemies that leave the Rift perform a Radial Banish, forcing nearby enemies into the Rift.
Augment - Rift Torrent - Limbo deals 30% Extra Damage for each enemy affected by Rift Surge while in the rift.
Ability 4 - Cataclysm - Tears open a pocket of Rift Plane in a dome around Limbo. When duration ends or is reactivated, the dome
collapses on itself, dealing damage to any enemies within. Allies regain energy while in the dome, and cannot be damaged by
enemies outside the dome.


Augment - Cataclysmic Continuum - Duration increased by 1s for each enemy killed.
Loki
Passive - Loki’s wall latch time is 10 times longer than any other Warframe’s.
Ability 1 - Decoy - Deploys a holographic copy, drawing enemy fire.
Augment - Savior Decoy - If Decoy is active and Loki take fatal damage, the damage is absorbed by the Decoy and it switches
places with Loki. Can also cast Decoy faster.
Augment - Deceptive Bond - 50% of damage Loki takes is transferred to Decoy, and vice versa.
Ability 2 - Invisibility - Loki turns invisible for a short time.
Augment - Hushed Invisibility - Reduces noise level of weapons fired by Loki while invisible.
Ability 3 - Switch Teleport - Loki swaps places with target. Can be cast on enemies and allies. Any enemy teleported will be
disoriented.
Augment - Safeguard Switch - Switch with an enemy for 3s invulnerability. Switch with an ally to give ally 6s invulnerability. Switch
also removes negative status effects on Loki and allies.
Ability 4 - Radial Disarm - Releases a wave of energy, forcing all affected enemies to revert to melee combat.
Augment - Irradiating Disarm - Enemies will be affected by Radiation for 9s.
Mag
Passive - Bullet jumping pulls nearby items to Mag.
Ability 1 - Pull - A magnetic force pulls enemies towards Mag, stunning them and bringing them within melee range.
Augment - Greedy Pull - Makes Pull attract pickup items in addition to enemies.
Ability 2 - Magnetize - Creates a magnetic field around a target, pulling nearby enemies in and dealing damage over time. The field
reacts to projectiles and shards created by Polarize to do additional damage.
Augment - Magnetized Discharge - Magnetize can be manually detonated by recasting the ability. Enemies within have a chance to
be disarmed on detonation.
Ability 3 - Polarize - Emits an energy pulse that depletes enemy shields and armor, creating shards that deal damage when mixed
with Magnetize. Shields of allies touched by the pulse are restored.
Augment - Counter Pulse - Polarize jams enemy weapons and disables Robotic enemies for a short time.
Ability 4 - Crush - Magnetizes nearby enemies, causing them to collapse in on themselves. Deals high damage.


Augment - Fracturing Crush - Crush reduces enemy armor and temporarily immobilizes survivors.
Mesa
Passive - Mesa gains a health bonus when not having a melee weapon equipped. She also gains increased efficiency with
secondary weapons, gaining 10% fire rate with dual wielded sidearms and 20% reload speed with single sidearms.
Ability 1 - Ballistic Battery - When activated, stores damage caused by guns. When activated again, damage stored is discharged
on next gunshot.
Augment - Ballistic Bullseye - The shot gains a +50% Final Critical Chance bonus, based on the amount charged.
Ability 2 - Shooting Gallery - Gives an ally extra damage while jamming the weapons of nearby enemies. This power will randomly
bounce between all allies.
Augment - Muzzle Flash - After 6 kill assists by a player with Shooting Gallery, Mesa's next shot will blind enemies within 12m for
6s.
Ability 3 - Shatter Shield - Envelops Mesa in an energy barrier, reflecting back incoming bullet damage and insulating Mesa from
damage.
Augment - Staggering Shield - Reflected bullets have a chance to stagger enemies. The base 50% chance increases with power
strength.
Ability 4 - Peacemaker - Mesa draws her Regulator pistols, and fires upon any target in her reticle. Reticle shrinks as more shots are
fired. This ability must be aimed. (Exalted Weapon)
Augment - Mesa’s Waltz - Mesa can move at 50% Speed while using Peacemaker.
Mirage
Passive - Mirage has 25% faster bullet jump speed, and 50% faster maneuver speed.
Ability 1 - Hall of Mirrors - Mirage creates an entourage of doppelgangers that confuse the enemy. Each doppelganger fires the
same weapon as Mirage at reduced damage.
Augment - Hall of Malevolence - The damage of your doppelgangers is increased by 5% every time you kill an enemy.
Ability 2 - Sleight of Hand - Trap nearby objects with a jewel that bursts with Radial Blind when touched in darkness, or a Radial
Explosion when touched in light. Hall of Mirrors doppelgangers will lay a smaller version of the jewel when active.
Augment - Explosive Legerdemain - Ammo and Orbs pickups are turned into proximity mines that deal 1000 Damage with a 100%
Status Chance.


Ability 3 - Eclipse - Standing in light, Mirage deals increased damage. Standing in shadow, Mirage becomes harder to see and gains
damage resistance.
Augment - Total Eclipse - While active, allies within 15m benefit from Eclipse.
Ability 4 - Prism - Emits an energy prism that fires lasers in all directions, damaging any enemy that comes into contact. Activating
again detonates the prism, blinding any nearby enemies.
Augment - Prism Guard - Prism follows above Mirage. Duration changed to 4s.
Nekros
Passive - Nekros regenerates 5 points of health any time an enemy dies within 10m of him.
Ability 1 - Soul Punch - Shoots a deathly blast that turns the targets soul into a piercing projectile.
Augment - Soul Survivor - Use on a downed ally to revive them with 30% Health.
Ability 2 - Terrify - Causes all nearby enemies to run away in terror.
Augment - Creeping Terrify - Affected enemies have 60% reduced Movement Speed.
Ability 3 - Desecrate - Forces fallen enemies nearby to dissolve, with a chance of dropping additional loot.
Augment - Despoil - No longer consumes Energy, but consumes 10 Health per corpse instead.
Ability 4 - Shadows of the Dead - Summons shadow versions of the most powerful fallen enemies from the current mission to fight
for Nekros.
Augment - Shield of Shadows - Each Shadow within 50m take 6% of the Damage done to Nekros in his stead.
Nezha
Passive - Nezha has reduced friction on the ground, allowing him to preserve momentum from movement for longer, and increases
the speed and distance of his slide.
Augment - Controlled Slide - Disable Nezha's passive ability. Increase Ability Strength by 15%.
Ability 1 - Fire Walker - Leaves a trail of flames behind Nezha, burning enemies and cleansing allies of Status Effects. Teleporting
while active will blast the landing area with a ring of fire.
Augment - Pyroclastic Flow - Accumulate 250% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10s.
Ability 2 - Blazing Chakram - Throw a flaming ring that ignites enemies, making them more vulnerable to damage. Flaming
enemies drop Restorative Orbs on death. Charge to amplify the power of the ring, and reactivate to teleport to the ring’s location.
Augment - Reaping Chakram - Each enemy hit increases the ring's Damage by 2x and the chance for enemies to drop Health Orbs
on death by +0.25x.


Ability 3 - Warding Halo - Creates a damage insulating ring of fire, that also stuns and damages nearby enemies. When damage
prevention runs out, Nezha experiences a brief period of invulnerability.
Augment - Safeguard - Can now be cast on allies with 50% effectiveness.
Ability 4 - Divine Spears - Impale enemies in range with spears that erupt from the ground. Activate again to send pierced enemies
slamming back to the ground.
Nidus
Passive - Can gain Mutation Stacks, a unique buff that augments his abilities. If Nidus takes fatal damage with at least 15 Mutation
Stacks, those 15 stacks are consumed, granting him 5s of invulnerability and 50% health restore.
Augment - Abundant Mutation - Nidus gains an additional 200 max stacks of Mutation. Undying has a 30s cooldown.
Ability 1 - Virulence - Rupture the ground with a damaging fungal growth in a wave in the facing direction. Enemies hit restores
Nidus’ energy. Damage increases with Mutation Stack count.
Augment - Teeming Virulence - Hitting 4 enemies with Virulence grants 120% Primary Weapon Critical Chance for 15s.
Ability 2 - Larva - Spawn an infested mass of tentacles that latches onto nearby enemies and pulls them in.
Augment - Larva Burst - Reactivate Larva to detonate and deal 600 Toxin damage in a 8m radius. This damage stacks for every
enemy grabbed by the Larva.
Ability 3 - Parasitic Link - Bind to a enemy or allied target. For allies, the host and Nidus gain increased ability strength. Linked
enemies take the damage inflicted on Nidus.
Ability 4 - Ravenous - A field of infestation grows around Nidus, spawning maggots that swarm nearby enemies and consume
them. Maggot damage is buffed from Mutation Stacks, and each enemy consumed adds to the Mutation Stack.
Augment - Insatiable -Nidus has a chance for additional Mutation stacks while in the infestation. The base 60% chance increases
with power strength, and multiple stacks are possible above 100%
Nova
Passive - Whenever Nova is knocked down, she emits a field that will knock down and damage enemies in a 6m radius.
Ability 1 - Null Star - Creates anti-matter particles that that orbit Nova and strike any enemies that come within range.
Augment - Neutron Star - On recast, remaining particles seek out enemies and deal 240 Heat Damage with guaranteed Status
effect in 8m. The search radius also doubles.


Ability 2 - Antimatter Drop - Launches a particle of contained energy that will detonate on impact. Any projectiles shot into it will
be absorbed and increase its damage.
Augment - Antimatter Absorb - Absorbs enemy bullets within 5m, increasing the power of the explosion from Nova's particle of
antimatter.
Ability 3 - Worm Hole - Creates a portal allowing instantaneous travel from the portal origin to its max range.
Augment - Escape Velocity - Allies that travel through wormhole gain a 50% Speed bonus for 7s.
Ability 4 - Molecular Prime - Unleashes a wave of anti-matter energy, priming all enemies caught in the wave. Primed enemies
move and attack slower, and take 2x more damage. Enemies that are killed while Primed explode, inflicting Blast damage on
nearby enemies.
Augment - Molecular FIssion - When killed, primed enemies will restore a Null Star charge and have a 100% chance of restoring an
additional one.
Note: Ability Strength under 100% will cause enemies to move and attack faster.
Nyx
Passive - Enemies affected by any of Nyx’s abilities have a chance to become disarmed.
Ability 1 - Mind Control - Nyx takes over the mind of her target, confusing them and making them fight against their comrades.
Augment - Mind Freak - Controlled target inflicts +500% Damage.
Ability 2 - Psychic Bolts - Launch a cluster of homing force bolts that deal damage on impact.
Augment - Pacifying Bolts - Throw an additional 3 force bolts. Enemies struck are confused for 10s.
Ability 3 - Chaos - With a psychic blast, Nyx confuses all enemies in range, causing them to attack random factions.
Augment - Chaos Sphere - Enemies entering the Effect Range will be inflicted with Chaos. Effect Range lasts for 50% of the ability
duration and shrinks over time.
Ability 4 - Absorb - Nyx extends a aura of energy that absorbs all incoming damage, and stores it. Deactivating the ability will
release the damage in an area blast. Nyx cannot move or attack while Absorb is active.
Augment - Assimilate - Nyx can move at 50% Speed while using Absorb, but the area is reduced by half.
Augment - Singularity - Create a ring every 3s that drags in enemies at 15m/s.
Oberon
Passive - Allied pets receive +25% health, shield, and armor links. Pets receive one instant revive per mission.
Ability 1 - Smite - Focuses energy within a target and then projects it, damaging both the target and surrounding enemies.


Augment - Smite Infusion - Hold to cast will grant all allies within 15m an additional 100% Radiation Damage to their attacks for
40s.
Ability 2 - Hallowed Ground - Sanctifies the ground around Oberon, inflicting damage to enemies who step on it.
Augment - Hallowed Eruption - Reactivate to deal all Remaining Damage and Radiation Status. Passive: +100% Hallowed Ground
Duration.
Ability 3 - Renewal - Healing waves of energy emit from Oberon to allies, regenerating health over time.
Augment - Phoenix Renewal - Taking fatal damage while under the effects of Renewal will instead Heal you or allies to 50%
Health. This effect triggers only once for each ally every 90s.
Ability 4 - Reckoning - Lifts enemies into the air and slams them back into the ground, dealing damage. Enemies killed by this
ability have a chance of dropping a health orb.
Augment - Hallowed Reckoning - Reckoning gains +40% range. A 3m radius around each affected enemy grants bonus armor to
allies and deals 300 damage per second to enemies.
Octavia
Passive - You can customize Octavia’s Mandachord song in the Appearance menu, changing the way her abilities work and sound.
Ability 1 - Mallet - Beats damage into enemies in time to the percussion section of the Mandachord. Damage inflicted on the mallet
increases its output damage.
Augment - Partitioned Mallet - Create an additional Mallet with 20% reduced range.
Ability 2 - Resonator - Launches a rollerball that charms enemies to follow and attack it. Beat is timed to the bass section of the
Mandachord. If a Mallet is active, the Resonator will pick it up and move it with it.
Augment - Conductor - Reactivate the ability to command Resonator to move to your aim point at 150% Speed.
Ability 3 - Metronome - Grants buffs to Octavia and her allies in the aura. Beat is timed to the melody section of the Mandachord.
Crouch to the beat to gain invisibility, shoot to the beat to gain multishot, jump to the beat to gain a speed boost, melee attack to
the beat to gain a melee damage buff.
Ability 4 - Amp - Draws power from sound within its aura to provide and amplify a damage buff for Octavia and her allies. Also
doubles the damage and range of nearby mallets. Mallet, Resonator, Metronome, and gunshots all add to sound.
Signature Weapon - Tenora - Headshot kills with alt fire have a 20% chance to instantly refill magazine.
Signature Weapon - Pandero - Headshot kills with alt fire increase reload speed by 20%.


Protea
Passive - After casting three abilities, Protea empowers her next ability cast with an additive 100% ability strength bonus.
Ability 1 - Grendage Fan -
●
(TAP) Shrapnel Vortex: Creates a slashing, staggering swirl of shrapnel.
●
(HOLD) Shield Satellites: Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies
and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability.
Ability 2 - Blaze Artillery - Deploys an artillery unit to blast plasma charges at enemies it faces. Each enemy hit increases the power
of subsequent plasma attacks.
Ability 3 - Dispensary - Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack
and energy orb.
Augment - Repair Dispensary - Hold to create a dispensary that will revive the sentinel or companion Moa of a player within 14m
every 60s.
Ability 4 - Temporal Anchor - Drops a Temporal Anchor which, after a short duration, Protea rewinds to trigger a temporal
implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in
that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her. Protea is knocked down and the anchor
vanishes.
Qorvex
Passive - All Primary, Secondary, Glaives and Gunblades receive 3m Punch through.
Ability 1 - Chyrinka Pillar - Summon a Chyrinka Pillar that slows enemies. It pulses Radiation Damage with a guaranteed Status
Effect.
Ability 2 - Containment Wall - Qorvex summons walls that slam together, damaging all enemies caught between them and
inflicting Radiation Status.
Ability 3 - Disometric Guard - Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an
enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Ability 4 - Crucible Blast - Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a
guaranteed Status Effect. Enemies affected by Radiation Status explode in a chain reaction.


Revenant
Passive - When Revenant’s shield is depleted, he emits a Radial Blast that knocks down nearby enemies.
Ability 1 - Enthrall - Converts target into a thrall. Thralls turn on their comrades and can turn others into thralls. On death, they
dissolve into a damaging pillar of energy.
Ability 2 - Mesmer Skin - Gain a sentient energy shield that redirects damage. Redirected damage stuns enemies. Stunned enemies
can be Enthralled for no energy cost.
Augment - Mesmer Shield - Revenant receives +50% Mesmer Skin Strength and allies within Affinity Range are granted a
maximum of 5 charges.
Ability 3 - Reave - Dash through enemies as a wall of sentient energy, stealing shields and health from those contacted. This effect
is enhanced for thralls.
Augment - Blinding Reave - Enemies hit are blinded by fog for 10s.
Ability 4 - Danse Macabre - Float from the ground and emit a series of energy beams that extend from Revenant’s raised hand to
the ground at an angle. The beams will modify their damage type based on enemy resistances. Incoming damage is redirected into
the beams. Hold the Fire Button to increase the damage and range of the beams, at the cost of more energy.
Signature Weapon - Phantasma - Has 15 magazine capacity.
Signature Weapon - Tatsu - Charge cap of 9.
Rhino
Passive - When Rhino falls from a great height, or falls quickly enough, he will create a shockwave on impact, knocking down and
damaging enemies in a 6m radius.
Ability 1 - Rhino Charge - Rhino charges forward, causing damage and sending contacted enemies flying.
Augment - Ironclad Charge - Each enemy hit increases Rhino's Armor Rating by 50% for 10s.
Ability 2 - Iron Skin - Rhino hardens his armor, insulating himself from all damage.
Augment - Iron Shrapnel - Recasting Iron Skin will cause it to detonate, dealing 100% of its remaining Health as Puncture Damage,
and knocking down enemies.
Ability 3 - Roar - Grants Rhino and all nearby allies increased damage for a short time.
Augment - Piercing Roar - Roar gains +40% range. Enemies within 25m are knocked down and suffer 10 stacks of Puncture Status
effect.


Ability 4 - Rhino Stomp - Rhino stomps the ground, sending enemies into a stasis.
Augment - Reinforcing Stomp - Iron Skin Health is replenished by 4% for each enemy affected.
Saryn
Passive - Status Effects inflicted by Saryn and her weapons last 25% longer.
Ability 1 - Spores - Inflict a target with a pox of Corrosive spores. Destroying the spores or host spreads them to nearby enemies.
The longer the Spores are active, the more damage they deal.
Augment - Venom Dose - Hold to cast will grant all allies within 15m an additional 100% Corrosive Damage to their attacks for 40s.
Augment - Revealing Spores - Infected enemies within 40m will show up on the Minimap. +40 Enemy Radar
Ability 2 - Molt - Saryn sheds her skin, leaving a decoy behind to draw enemy fire.
Augment - Regenerative Molt - After casting Molt, Saryn regenerates 50 Health/s for 10s.
Ability 3 - Toxic Lash - While active, attacks deal additional Toxin damage. This effect is doubled for melee strikes. Instantly burst
spores with attacks while active.
Augment - Contagion Cloud - Create 5m toxic clouds, dealing 300 Toxin Damage/s for 12s with every kill. Damage is twice as
strong for Melee kills.
Ability 4 - Miasma - Releases a wave of Viral damage that affects all enemies in range, dealing damage over time. Enemies infected
with Spores receive more damage.
Sevagoth
Passive -
●
When Sevagoth is the player's equipped Warframe, Sevagoth's Shadow is available for customization with its own Upgrade,
Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank 10.
●
When Sevagoth is the player's equipped Warframe, Shadow Claws is available for customization with its own Upgrade tab
in the Arsenal loadout screen after reaching Warframe Rank 10.
●
On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself.
Control the Shadow to collect the souls of 5 enemies by casting Consume via the ability, quick melee, or fire weapon buttons
with a targeted enemy on the aiming reticle, reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive
Sevagoth by interacting with his tombstone.
Ability 1 - Reap - Sevagoth's Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death's Harvest over
time. The souls of the dead fill the Death Well.


Ability 2 - Sow - Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted
enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well.
Ability 3 - Gloom - Summon a radial pulse wave that ensnares and slows enemies, siphoning their lifeforce for the Death Well.
Allies within the wave steal health with each attack.
Ability 4 - Exalted Shadow - When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the
enemy asunder with a collection of Melee-focused Abilities.
Shadow Ability 1 - Embrace - Ghostly hands pull enemies into a flailing mass.
Shadow Ability 2 - Consume - Dash through enemies and rip out their souls to heal Shadow.
Shadow Ability 3 - Death’s Harvest - Inflict nearby enemies with a harrowing condition.
Shadow Ability 4 - Reunite - Sevagoth and his Shadow become one.
Signature Weapon - Epitaph - Gains 20% Headshot Bonus
Styanax
Passive - Styanax's weapon Critical Chance bonus increases by 1% per 40 Shield points, based on his current total including
Overshields. Passive bonus is doubled on Speargun primary Weapons.
Ability 1 - Axios Javelin - Throw an Axios Javelin. When the javelin impales an enemy against a wall, surrounding enemies are pulled
into the area and suffer a burst of damage.
Ability 2 - Tharros Strike - Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and
armor. Styanax regenerates health for every enemy struck.
Ability 3 - Rally Point - Draw enemy attention to Styanax. His resolve uplifts him and nearby allies, regenerating the squad's energy
over time. Styanax and his allies also regenerate shields for every kill assist they contribute.
Ability 4 - Final Stand - Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to
nearby enemies wherever they land. Direct hits to enemies deal greater damage.
Signature Weapon - Afentis - Unkown


Titania
Passive - TItania has +25% bullet jump distance. Bullet jumping creates an aura on the ground that grants the same effect to allies
who bullet jump from the aura.
Ability 1 - Spellbind - Enemies in range are suspended in the air. Nearby allies become immune to Status Effects.
Augment - Spellbound Harvest - Hitting at least 4 enemies with Spellbind will grant Titania 50 energy and 40% more range on the
next cast of Spellbind.
Ability 2 - Tribute - Extract an offering from a target that becomes a random ability buff. Survivor’s attacks are weakened. Buffs
consist of:
●
Dust - Reduces enemy accuracy
●
Thorns - Reflects a portion of damage taken
●
Entangle - Slows enemies
●
Full Moon - Increases Companion’s damage
Ability 3 - Lantern - Creates a swarm of razorflies that transform a target into a floating beacon, attracting enemies to it, and then
exploding.
Augment - Beguiling Lantern - Grants 100% bonus damage to attracted enemies.
Ability 4 - Razorwing - Shrink down to a pixie-like size, and gain access to Titania’s dual pistols, Dex Pixia, and her sword, Diwata.
While in this state, Archwing controls and mechanics are used. (Exalted Weapon)
Augment - Razorwing Blitz - Flight Speed increased by 25% and Fire Rate increased by 25% for 8s when using abilities. Stacks up
to 4x.
Trinity
Passive - Trinity revives fallen allies 20% faster, and from further away.
Ability 1 - Well of Life - Turns target into a source of health. Can gain health by damaging the target.
Augment - Pool of Life - On death, marked enemies will drop 4 Health Orbs with a 100% chance of dropping an Energy Orb.
Ability 2 - Energy Vampire - Turns target into a source of energy that emits waves of energy over time.
Augment - Vampire Leech - Excess Energy replenishes Shields by 150%.
Ability 3 - Link - Any damage taken while link is activated will be inflicted on a nearby enemy instead.
Augment - Abating Link - Reduces Armor Rating by 60% on enemies targeted by Link.


Ability 4 - Blessing - Restores the health and shields of Trinity and all allies within Trinity’s affinity range, while also giving some
damage resistance.
Augment - Champion’s Blessing - Gain Primary and Secondary Critical Chance for 12s for each percent you heal on allies up to
350%.
Valkyr
Passive - Valkyr has no touchdown animation, and recovers from knockdowns 50% faster.
Ability 1 - Rip Line - Valkyr throws out a hook. If she hits an enemy, she pulls them to her. If she hits a surface, she pulls herself to the
point of impact.
Augment - Swing Line - After using Rip Line, the next 4 Rip Lines will have no Energy cost while Airborne. +20% Parkour Velocity
Ability 2 - Warcry - Valkyr lets out a cry that increases ally’s melee speed while slowing down nearby enemies.
Augment - Eternal War - While active, Warcry's duration is increased by 2s for each Melee Kill.
Ability 3 - Paralysis - Valkyr sacrifices her shields, stunning and damaging enemies around her.
Augment - Prolonged Paralysis - Affected enemies are pulled towards Valkyr and the stun duration is increased by 200%.
Ability 4 - Hysteria - Valkyr becomes enraged and unleashes her claws. In this state Valkyr is invulnerable, but can only use her
claws. (Exalted Weapon)
Augment - Enraged - Damage increased by 200%, Critical Chance increased by 200%. Hysteria lasts for 15s, and receives a
matching cooldown.
Augment - Hysterical Assault - Aim and then attack to leap onto enemies up to 50m away.
Vauban
Passive - Vauban inflicts 25% extra damage with his weapons and abilities, against enemies that are incapacitated and unable to
move.
Ability 1 - Tesla Nervos - Deploy a roller drone that attaches itself to enemies and delivers bursts of arcing electricity to anything in
the immediate area.
Augment - Tesla Link - While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled
into a 8m burst of Electricity on death.
Ability 2 - Minelayer - Cycle through 4 deployable trap mines.
●
Tether Coil - Immobilizes and groups enemies together.
●
Flechette Orb - Fires out deadly nails in all directions.
●
Vector Pad - Accelerates enemies and allies in the pad's direction.


●
Overdriver - latches onto the nearest ally and boosts their weapon damage.
Ability 3 - Photon Strike - Drop a targeting beacon that calls in a devastating laser artillery strike.
Augment - Photon Repeater - After successfully hitting at least 5 enemies, the next cast will fire a second strike.
Ability 4 - Bastille - Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse
all Bastilles into a single damaging vortex.
Augment - Repelling Bastille - Enemies within the Bastille have a 100% chance to be repelled every 4s. Vortex's duration is
increased by 70% of its Maximum Duration for each additional Vortex thrown into it.
Volt
Passive - Traveling on the ground will build static electricity, which is then converted into Electric damage on Volt’s next attack.
Ability 1 - Shock - Launches an electric projectile that stuns and damages target, and chains to nearby enemies.
Augment - Shock Trooper - Hold to cast will grant all allies within 15m an additional 100% Electricity Damage to their attacks for
40s.
Ability 2 - Speed - Gains a buff to movement and melee attack speed for Volt and nearby allies.
Augment - Shocking Speed - Enemies within 3m while sprinting under the effects of Speed will take 300 Electricity Damage with a
guaranteed Status effect.
Ability 3 - Electric Shield - Deploys a barrier of electricity that blocks incoming damage. Volt can pick up and carry a smaller version
of the shield.
Augment - Transistor Shield - Allies can pick up Electric Shield. 300% of damage absorbed will be added to Volt's Static Discharge.
Volt can also cast Electric Shield while holding a Shield
Ability 4 - Discharge - Paralyze nearby enemies with an electric wave. Electricity will chain between enemies in range, and deal
damage over time.
Augment - Capacitance - Converts 3% of Damage dealt into Shields split between Volt and Squadmates.
Voruna
Passive - Hold down the ability button to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist
indefinitely until switched, undergoing a cooldown, or revoked by holding down the ability key again; while a passive is selected,
the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her.
●
Shroud of Dynar increases Parkour velocity.
●
Fangs of Raksh grants complete resistance to new Status Effects.
●
Lycath's Hunt imbues Voruna's melee weapon with additive 90% Heavy Attack Efficiency.


●
Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout and rendering her
invulnerable for 3 seconds and restoring all of her shields and health. Ulfrun's passive undergoes a minute cooldown after
his sacrifice or when swapped out.
Ability 1 - Shroud of Dynar - Dynar shrouds Voruna with invisibility and accelerates her speed. Invisibility ends when Voruna
attacks. For a short time, melee attacks have increased Critical Damage and Status Chance and inflict Bleed. Melee kill an enemy
during this time to extend the buff.
Ability 2 - Fangs of Raksh - Raksh's fangs tear into your enemies. 5 random Status Effects are applied at 10 Stacks each on an
enemy. On target's death, spread the Status Effects to other nearby enemies.
Ability 3 - Lycath’s Hunt - Lycath hunts to sustain the pack. There is a chance for enemies killed by melee attacks to drop health
orbs and enemies killed by headshots to supply energy orbs. Increase the duration of Lycath's hunt by killing enemies affected by 5
or more Status Effects.
Ability 4 - Ulfrun’s Descent - Voruna drops to all fours and prepares 5 brutal charges that lock onto enemies. Ulfrun, the most
powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby
enemies that are inflicted by Status Effects. Lethal attacks double the damage of Voruna’s remaining charges.
Wisp
Passive - Wisp is invisible while airborne unless you attack.
Ability 1 - Reservoirs - Deploy one of three buff Motes, Each will attach to Wisp and buff herself and allies within range.
●
Haste - Grants increased movement and attack speed.
●
Vitality - Increases maximum health and heals over time.
●
Shock - Stuns nearby enemies.
Augment - Fused Reservoirs - Adds a fourth reservoir that gives the effects of all three. Costs 200% more Energy.
Ability 2 - Will-O-Wisp - Cast forward a spectral image of Wisp to distract enemies. Activate again to quickly travel to the image’s
position. Hold to have the image travel faster, and teleport to its position on release.
Ability 3 - Breach Surge - Opens a dimensional breach that stuns nearby enemies, and causes them to release Surge sparks when
damaged. Wisp may also target a Reservoir to teleport to it and double the range of the surge.
Augment - Critical Surge - Teleporting to a Reservoir costs 50% Energy and grants 10% Critical Chance to Primary Weapons per
meter traveled for 9s. Maximum of 250% Critical Chance.
Ability 4 - Sol Gate - Direct a plasma energy beam forward, dealing heavy damage.


Wukong
Passive - Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3
of these techniques per mission to avoid death 3 times. Each technique will make Wukong avoid entering bleedout upon taking
fatal damage, invulnerable for 2 seconds, restore 50% health, and provide a unique buff.
Ability 1 - Celestial Twin - Shedding part of himself, Wukong creates a twin to fight by his side. Attack at range and the twin will
melee, pull a blade and the twin will lay down covering fire. Use again to command the twin to attack a target with increased
damage.
Augment - Celestial Stomp - Hold to command the twin to perform a slam attack suspending enemies in the air within 20m for 25
Energy.
Ability 2 - Cloud Walker - Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while
healing Wukong and his twin.
Augment - Enveloping Cloud - Allies within 4m of the cloud become invisible to enemies for 14s.
Ability 3 - Defy- Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt
back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
Ability 4 - Primal Fury - Wukong summons his Iron Staff. (Exalted Weapon)
Augment - Primal Rage - Killing an enemy increases Critical Chance by 15%. The increase decays by 1%/s
Xaku
Passive - Shifting their pieces unpredictably, Xaku has a 25% chance to harmlessly phase through incoming enemy weapon attacks,
while protected by a 25% damage reduction against area of effect damage. Passive dodge chance and area damage reduction both
raise to 75% while The Vast Untime is activated.
Ability 1 - Xata’s Whisper - Wield Void damage for all attacks from equipped weapons when activated.
Ability 2 - Grasp of Lohk - Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament.
Damage output increases based on enemy level. The number of weapons grabbed also determines the damage multiplier for The
Lost: Deny's Void beam.
Augment - Vampiric Grasp - When a stolen weapon deals damage to an enemy affected by The Lost: Gaze or The Vast Untime,
Xaku heals by 25.
Ability 3 - The Lost - Cycle through a trio of lost Warframe powers.
●
Accuse - Manifest a Void fissure to corrupt enemies into allies.


●
Gaze - Grasp targets in Void tendrils that capture damage and inflict it when the target is released.
●
Deny - Annihilate with a beam of Void energy, wiping Sentient resistances.
Augment - The Relentless Lost - Casting The Lost increases Ability Strength for The Lost by 35% and increases Ability Efficiency for
The Lost by 15% . The bonus can stack up to 3x and resets if you can cast the same ability twice in a row.
Ability 4 - The Vast Untime - Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new,
swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage. Xaku's other active abilities'
duration is frozen in time and resumes once The Vast Untime expires.
Signature Weapon - Quassus - Daggers become more accurate.
Yareli
Passive - Whenever Yareli moves for at least 1.5 seconds, she gains the Critical Flow buff that increases Critical Chance on her
secondary Weapon by 200%. Critical Flow lasts until Yareli stops moving.
Ability 1 - Sea Snares - Form five water globules that seek out enemies and expand on contact, simultaneously damaging and
immobilizing their victims.
Ability 2 - Merulina - Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli
by absorbing a large portion of incoming damage.
Augment - Merulina Guardian - Enemies eliminated during Sea Snares heal 20% of Merulina's health. Upon healing, gain +200%
Reload Speed and Fire Rate on Secondary weapons for 20s.
Ability 3 - Aqua Blades - Summon a trio of orbiting aquatic blades that deal damage when they come into contact with enemies.
Augment - Surging Blades - Activate Aquablades while in use or during cooldown to hurl a single blade. Thrown blades gain 10%
damage when any Aquablade hits an enemy. No cost to throw while riding Merulina.
Ability 4 - Riptide - Drag enemies into a crushing maelstrom and then blow them away in a watery burst. Each enemy trapped in the
vortex increases the burst’s damage.
Zephyr
Passive - Zephyr has improved midair aerodynamics, and falls slower.
Augment - Target Fixation - Disable Zephyr's reduced airborne gravity. Increase Ability Strength by 15%.
Ability 1 - Tail Wind - From the ground, charge and release to launch into an airborne hover. While in air, tap to dash forward, or aim
down and tap to dive bomb to the ground.


Augment - Target Fixation - Each enemy hit increases Tail Wind Damage by 100%. Damage resets upon being on ground for 2s.
Casting Tail Wind also resets your Double Jump/Bullet Jump.
Ability 2 - Airburst - Generate an air burst projectile that explodes on contact and ragdolls enemies. Launch Airbursts into
tornadoes to increase their size.
Augment - Airburst Rounds - Each enemy hit by Airburst increases secondary damage by 40% for 14s.
Ability 3 - Turbulence - Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Augment - Jet Stream - Turbulence increases Movement Speed by 40% and Projectile Speed by 100% for Zephyr and her allies.
Ability 4 - Tornado - Create a series of tornadoes that seek and engulf enemies. Tornadoes will deal elemental damage based on
enemies they absorb.
Augment - Funnel Clouds - Creates 8 additional tornadoes. All tornadoes are 50% their original size and won't pick up enemies.
Frame Etiquette
When playing with certain frames, try to work with them, often you’ll do much better and the mission will be much easier.
●
Banshee
○
Shoot the massive glowing spots. Deals quite a lot of damage.
●
Chroma
○
Let Chroma run out first, much better if they shoot him rather than you. Also, stand near him to gain buffs.
●
Equinox
○
If day or night, try to stay in her aura (swirly thing around her). It either gives power strength buffs, heals, or reduces
enemy damage.
●
Frost
○
Stay in the globe if you don’t want to get shot at.
○
Can cast globe multiple times to add armor to it.
○
For Frosts, clean up your globes (by pressing 1 on it while you’re on the outside) and don’t globe interception points.
●
Gara
○
Colour your energy less bright. Super bright colours are annoying when it comes to mass vitrify.
○
If possible, help keep allies alive. Your 2 can be cast on them so they also receive damage reduction.
●
Harrow
○
If it’s a team based Harrow, with a large circle around him, let him get kills. Gives everyone, including him, energy. If
you kill them, neither you nor the Harrow will get the energy
●
Hydroid
○
Shoot into the puddle. Also try to help him out by killing Nullifiers.
○
Puddles can heal you if the Hydroid has the augment.
●
Inaros


○
If you’re the Inaros, stop leeching health of allies while downed.
○
Try not to spam Sandstorm, it makes targets really difficult to hit and messes up melee combos.
●
Ivara
○
Staying in the bubble gives you invisibility.
●
Limbo
○
For Limbos, don’t always stasis everything unnecessarily. It’s generally not needed.
○
Rolling removes the rift.
●
Nekros
○
When playing with a Nekros, use slash based weaponry. It breaks the bodies into additional pieces and that means
more loot.
●
Nezha
○
Staying in the fire from firewalker removes debuffs.
●
Nidus
○
In longer missions, try not to mess with a Nidus and his stacks, he needs it for the later part of the game. This means
not blowing up the things in his larva unless he asks you to.
○
Stand on the grass if health is needed.
●
Nyx
○
Don’t shoot at a Nyx’s absorb unless she’s trying to leech or AFK.
○
For Nyxes, when playing a defense or intercept, you can remove mind control by pressing 1. Stops the wait for the
last enemy to die
●
Oberon
○
Stand near him for healing, and stand on the grass to get Iron Renewal
●
Octavia
○
Crouch to the beat to get invisibility, jump to get movespeed, shoot to get multishot, and melee to get extra damage.
●
Saryn
○
Shoot spores on enemies.
●
Titania
○
Don’t knock away her lantern (glowing enemy that looks like it has a vortex on it).
●
Trinity
○
For Trinities, keep your player list up by pressing [Z] and watch your allies’ health.
○
For Trinities, even if you’re an EV Trin or a Blessing, you can still cast the rest of your skills.
○
Stay near and protect Trinity to gain health and energy.
●
Volt
○
Electric shield works 2 ways.
○
Backflipping (aim + back + roll) removes speed.
Warframes and Companions Scheduled to be Vaulted
●
Currently Unknown


Prime Frames, Companions, and Archwings Rotation - Currently Available
*Everything is assumed Prime
●
Nyx (Permanent)
●
Valkyr (Permanent)
●
Chroma
●
Baruuk
●
Frost
●
Garuda
●
Grendel
●
Hildryn
●
Khora
●
Mag
●
Revenant
●
Zephyr
Prime Resurgence - Currently Available
See “”Prime Resurgence”” for details.
●
Frost Prime
○
Latron Prime
○
Reaper Prime
●
Zephyr Prime
○
Tiberon Prime
○
Kronen Prime
●
Chroma Prime
○
Rubico Prime
○
Gram Prime
●
Mag Prime
○
Boar Prime
○
Dakra Prime
Vaulted Frames, Companions, and Archwings - Currently Unavailable
*Everything is assumed Prime
Excalibur (Permanent)
Ash
Atlas
Banshee
Chroma
Ember
Equinox
Frost
Gara
Hydroid
Inaros
Ivara


Limbo
Loki
Mag
Mesa
Mirage
Nekros
Nezha
Oberon
Octavia
Rhino
Saryn
Titania
Vauban
Wukong
Zephyr
Odonata
Carrier
Dethcube
Helios
Wyrm
Odonata
Next Warframes to be Primed
This list is based on Warframe release order, then the pattern Male Male Female Female. These will be released in Prime Access.
This list is an estimate and changes may happen.
●
Wisp
●
Gauss
●
Grendel
●
Protea
●
Xaku(?)
●
Lavos
●
Sevagoth
●
Yareli
●
Gyre
●
Caliban
●
Styanax
Q: What does it mean for something to be “vaulted”?
A: It means the relics for the vaulted item can no longer be obtained in the regular game. However, relics and parts already owned
do not go away, and Primed items can still be traded.
Q: If a frame gets vaulted, do I get to keep the frame?
A: Yes, of course!
Q: You said nothing about Excalibur Prime, is he still farmable?
A: No, he’s not in the Prime Vault and he’s not farmable. He was part of the Founder’s package back when the game was first
released. He is currently unobtainable by any means. He will most likely never be obtainable ever again.
Q: How does vaulting work?
A: All relics that will be vaulted will be removed from drop tables. Anything else you have, you will keep. This includes the relics
themselves, the items, parts and crafted items.


Q: Will the vault be reopened?
A: Currently it works on a monthly “Prime Resurgence” Rotation, every month or so, a new duo of warframes and a few weapons
will be obtainable. You can purchase the relics needed to unlock these Primes from Varzia on Maroo’s Bazaar for Aya, which can be
obtained as a reward from any drop table that rewards relics.
Fashion Frame and Cosmetics (SPOILERS)
Fashion Frame is the act of combining different color, armor, and skin combinations on a Warframe to make it look cool and unique,
or to fit a theme. The term also applies to weapons, Companions and Operators. This is considered an endgame, optional activity,
as almost all of the cosmetics and colors necessary for Fashion Frame cost Plat or real currency.
When pertaining to colors, an item’s secondary energy color is unlocked after a Forma is applied to that item. Primary and
secondary energy is fused into a two-tone effect. Warframes, weapons, Syandanas, and companions can have secondary energy
colors.


There are three types of cosmetic items; Deluxe, Tennogen, and Prime Access.
●
Deluxe items are created by DE and always cost Plat. They include Warframe skins, weapon skins, armor packs, Companion
armor, Operator armor, Operator accessories, Syandanas, and Sugatras.
●
Tennogen items are created by digital artists with creative permissions from DE. Tennogen items always cost a
predetermined amount of real currency, 30% of which goes to the artist/creator of the item. Tennogen items include
Warframe skins, weapons skins, Operator accessories, and Syandanas.
●
Prime Access items are always included in the Accessories Pack of a Prime Access, and are available only as long as the
Prime Access is. They are not obtainable in any other way. The Accessories Pack costs real currency, and can either be
bought on its own or as part of the Tier 3 Prime Access pack. Prime Access items can include helmets for the newly Primed
Warframe, Prime armor sets, Primed Operator armor, Primed Operator accessories, Prime Syandanas, and Prime Sugatras.
Regalia
There are 3 types of Regalia; Emblems, Sigils, and glyphs.
Emblems are equipped in the Regalia section of the Warframe appearance menu, and include the Clan and Alliance emblems, along
with any Event emblems earned. They appear on your Warframe’s left and right shoulders. Only the Clan and Alliance emblems can
be purchased.
Sigils are equipped in the Regalia section of the Warframe appearance menu, and include the Assassin and Syndicate sigils. They
appear on your Warframe’s chest and back. Sigils cannot be purchased, but are occasionally available in Prime Access.
Glyphs are equipped in the Profile section of the [ESC] menu. They appear next to your name and gear in the squad list. Glyphs can
be earned, bought with platinum, redeemed with access codes, or awarded by other players/streamers. Your equipped glyph is also
what appears when using the Glyph gear item.
Weapons
Q: Should I potato/use an orokin catalyst on x?
A: A general rule of thumb is if you feel that it’s good, potato it. However, it’s a pretty good idea NOT to potato/upgrade the mk 1
weapons and to experiment before you potato a weapon.
Q: If I potato / use a catalyst on a weapon is it permanent?
A: Yes.
Q: Can I use multiple potatoes / catalysts on my weapon?
A: No.


Q: Do I have to wait until lvl 30 to potato / catalyst my weapon?
A: No, once used it will always double your mod capacity. So if you potato it at lvl 3 it gains +3, and if you level it to 30, it will give
+30.
Q: How do I use forma? I heard you can upgrade weapons with it.
A: On a lvl 30 or maxed piece of equipment, go to upgrade, on the bottom right side, there should be an action button. Once you
click on it, you have a choice to forma your weapon to give it another polarity.
Q: What are Prime weapons?
A: Lore wise, they’re prototypes (the original weapons). Gameplay wise, they give minor buffs to its stats. Otherwise they’re
basically the same as the normal ones with a different aesthetic.
Q: How do I get Prime weapons?
A: Farm for the relics where the parts are sealed in, and unlock the relic to get the part. Prime weapons have a multitude of parts
needed to build, depending on the weapon and type. Prime weapon blueprints can also be traded between players, or bought with
real currency in Prime Access or Prime Unvaulting packs. Occasionally, Twitch Prime will have a Prime weapon available to
subscribers.
Q: What does it mean for something to be “vaulted”?
A: It means the relics for the vaulted item can no longer be obtained in the regular game. However, relics and parts already owned
do not go away, and Primed items can still be traded.
Q: Which weapons do I need to build other weapons?
A: See this chart: Might be outdated, need to check!


Q: What weapons should I get first?
A: See the suggested List below.
The Suggested Beginner Weapon List
These weapons are handpicked for 3 distinct categories. They are easy to obtain, easy to mod and easy to use. When we say this, it
means that stuff like the Prisma Grakata don’t belong, since they aren’t always available. Neither are weapons with immensely
expensive mod requirements (ie Maiming Strike > 2 Primed mods). Preference should be paid to weapons that are available early
(Pre MR7).
The Following is a Suggested list of beginner weapons and do not represent the best weapons in the game.


Primaries
●
DMR - Latron MR 0 & Veldt MR 8
The Latron is a good all around starter weapon, it boasts high accuracy and fire rate but has a high recoil. Veldt on the other
hand is more akin to a sniper without being one, high dmg and fire rate make it a no brainer for the Tenno marksman.
●
Rifle - Baza MR7 & Soma MR 6
The Baza is a low damage, high fire rate smg that has damage fall off like a shotgun but has a high crit chance and is innately
silenced, and is solid for most of the Star Chart.
The Soma is a cross between an assault rifle and an LMG, a small spool up but high fire rate and good crit rate like the Baza,
in addition to a high mag size.
●
Shotgun - Hek MR4 & Tigris MR 7
The Hek and its variants are a great early game shotgun that don't require much to make it work. Good mag size and decent
damage make it a good choice for early game. The Tigris is a double barrel pain train, fast reload speed and low spread are
only a few things that make this shotgun good.
●
Bow - Dread MR5 & Rakta Cernos MR12
The Dread is one of the easiest bows to get but it still packs a huge punch. With a single crit mod, high crit chance and slash
damage. The Rakta Cernos on the other hand fires much faster than the dread, but has the impact damage type which isn't
as good as slash.
●
Sniper - Rubico MR6 & Vectis MR 2
The Rubico is a good all around sniper, boasting one of the highest crit multipliers of any gun, as well as a decent mag size.
The Vectis and its Prime counterpart have the highest status of any sniper but have to be constantly reloaded.
Secondaries
●
Shotgun - AkBronco MR2 & Bronco MR0
The Bronco and its dual series are the only pocket shotguns pre-MR7 that are easy to get. It packs a punch with decent all
rounder stats, with the exception of a really small clip. With the resources that are needed to craft it, Neurodes, Alloy Plates,
Ferrite and Polymer Bundles, it’s pretty feasible to obtain it early.
●
Burst Pistol - Sicarus MR3 & Kraken MR 0
The Sicarus is a burst fire, highly accurate pistol that also has a good crit chance. The only downside to the Sicarus is the low
mag capacity. The kraken on the other hand is a status pistol that fires a double shot on every trigger pull with the downside
being high recoil.
●
SMG - Afuris MR2 & Akstiletto MR 8
Both secondary smgs that are recommended have fast fire rate, and they boast solid damage with good accuracy.
●
Beam Weapon - Atomos MR5 & Nukor MR 4
Both weapons are extremely good early game and have the potential to be taken into late game with certain mod loadouts.
Melee
●
Polearm - Orthos (Prime) MR2 & Tonbo MR3


Both the Orthos and Tonbo have good range and are fast, great for clearing a group of enemies. They also have good status,
and should be modded for slash procs.
●
Whip - Lecta MR0 & Atterax MR2 & Scoliac MR6
All whips are a great melee choice, as they have high attack speed and extremely long range with good damage.
●
Hammer - Jat Kittag MR5
Great with quick attacks, continuous use, finishers etc. High damage, moderate range.
●
Greatsword - Galatine MR3 & Gram MR 2
Extremely high damage, very slow attack speed.
●
Fist Weapon - Hirudo MR7 & Ankyros MR 0
The Hirudo can deal lifesteal attacks and is extremely fast. The Ankyros is a gateway weapon that you need to turn into
other fist weapons.
●
Nikana - Nikana MR4 & Nikana Prime MR 0
Overall great stats, especially attack speed and crit. Easily usable throughout any mission. Use it to finish off enemies easily,
as it blends combat together very well. Moderate damage, speed, and range. The Prime version of the nikana is better in
almost every stat but is just harder to farm for.
Prime Weapon Rotations - Currently Available
*Everything is assumed Prime
Primary:
Braton (Permanent)
Burston (Permanent)
Cernos (Permanent)
Paris (Permanent)
Fulmin
Nagantaka
Phantasma
Secondary:
Akbronco (Permanent)
Bronco (Permanent)
Hikou (Permanent)
Lex (Permanent)
Afuris
Hystrix
Zylok
Melee:
Fang (Permanent)
Orthos (Permanent)
Scindo (Permanent)
Venka (Permanent)
Cobra & Crane
Dual Keres
Gunsen
Masseter
Tatsu
Arch-gun:
Corvas
Larkspur


Prime Resurgence - Currently Available
See “”Prime Resurgence”” for details
●
Soma Prime
●
Vasto Prime
●
Dual Kamas Prime
Next weapons to be vaulted
●
Currently Unknown
Vaulted Weapons
*Everything is assumed Prime
Astilla
Baza
Boar
Boltor
Corinth
Latron
Panthera
Rubico
Scourge
Soma
Stradavar
Strun
Sybaris
Tenora
Tiberon
Tigris
Vectis
Zhuge
Akbolto
Akjagara
Aklex
Aksomati
Akstiletto
Akvasto
Ballistica
Euphona
Knell
Lato (Permanent)
Magnus
Pandero
Pyrana
Sicarus
Spira
Vasto
Zakti
Ankyros
Bo
Dakra
Destreza
Dual Kamas
Fragor
Galatine
Glaive
Gram
Guandao
Karyst
Kogake
Kronen
Nami Skyla
Nikana
Ninkondi
Pangolin
Reaper
Redeemer
Silva & Aegis
Tekko
Tipedo
Venka
Volnus
Q: Will the vault be reopened?


A: Currently it works on a monthly “Prime Resurgence” Rotation, every month or so, a duo of prime warframes and a few weapons
will be obtainable. You can purchase the relics needed to unlock these Primes from Varzia on Maroo’s Bazaar for Aya, which can be
obtained as a reward from any drop table that rewards relics.
Q: How does vaulting work?
A: All relics that will be vaulted will be removed from drop tables. Anything else you have, you will keep. This includes the relics
themselves, the items, parts and crafted items.
Companions
There are 3 different types of companions that can accompany you and your Warframe on missions. Each type has special precept
mods that provide unique abilities and passives. You may only have one active companion at a time. Precept mods will be used
most in the order they are placed starting with the top left being the most used and the bottom right being the least used.
Beasts
There are two species of Beast companions, Kubrows and Kavats. They are bred and managed in the Incubator segment of your
Orbiter. Each new Beast requires an Incubator Power Core, the blueprint for which is found in the Market.
Only one Beast companion may be active and available to use at a time. The others you own are stored in Stasis.
When a Beast companion is bred, it will appear as a puppy or kitten. The Beast can be kept in this state indefinitely. It must be
matured for combat in order to take on missions.
When breeding a Beast, imprints can be used instead of a random incubation. Imprints are taken from an already existing Kubrow
and Kavat. A max of two imprints can be taken from every unique Beast. These imprints can then be traded and/or reused. Two
imprints are required to breed a focused Beast. Depending on genetics from the original Beast, you can determine the new Beast’s
gender, breed, size, and fur pattern.
The Nutrio Incubator Upgrade Segment can be obtained from the Clan Dojo. It reduces egg incubation from 48 hours to 24 hours.
Kubrows
Kubrows resemble large, sturdy canines. They are unique in that they lay eggs instead of giving live birth. To breed a Kubrow, the
Howl of the Kubrow Quest must be completed, a Kubrow egg must be obtained, and the Incubator segment installed. Kubrow eggs
only drop from Kubrow Dens on Earth. They can also be bought in the Market for 10p.
Kubrow Breeds
●
Huras - Stealth
○
Hunt - Performs lunging attacks.


○
Stalk - Can cloak itself and its master.
●
Raksa - Support and CC
○
Howl - Growls, frightening nearby enemies.
○
Protect - Replenishes its master’s shields when they are depleted.
●
Sahasa - Recon and Recovery
○
Dig - Sniffs and digs up buried items.
○
Ferocity - Performs finisher attacks.
●
Sunika - Combat
○
Savagery - Performs finisher attacks.
○
Unleashed - Knocks down VIP targets.
●
Chesa - Disarm and Fetch
○
Neutralize - Makes enemies drop weapons.
○
Retrieve - Sniffs out loot in crates and on enemies.
●
Helminth Charger - Unique strain bred by draining the Helminth Cyst
○
Proboscis - Harpoons enemies and pulls them back.
○
Trample - Tackles nearby enemies.
○
Strain Mod Set - Set of 4 mods that use a cyst-stacking passive to buff their effects.
Kavats
Kavats resemble large, slim, and lanky cats. They roam wild in only the Orokin Derelict. To breed a Kavat, 10 DNA strands and the
Kavat Incubator Upgrade segment must be obtained. The segment can be found on Hyekka Masters, and the DNA strands must be
scanned off of live wild Kavats, or bought from the Market for 5p.
Kavat Breeds
●
Adarza
○
Cat’s Eye - Grants increased Crit Chance to all nearby Tenno for a short time.
○
Reflect - Occasionally reflects amplified damage back at the enemy.
●
Smeeta
○
Mischief - Becomes invisible and deploys a decoy to draw fire.
○
Charm - Occasionally gives its owner one of a variety of buffs for a short time.
❖Critical Chance set to 200%
❖Warframe ability costs are refunded on cast
❖Pickups are doubled
❖Reload instantly once
❖Negates damage received from next incoming hit, and rewards 150 overshields
❖Creates and gives one instance of current planet’s rare resource
●
Venari - Khora’s unique Kavat. Can be used in conjunction with any other companion.


●
Vasca - Vampire Kavat. Can be obtained by going to the Plains of Eidolon during the night cycle and finding a Vasca Kavat to
infect your equipped kavat with Vasca Virus. Then returning to your orbitor and obtaining a genetic code from it twice.
○
Draining Bite - Deals 400 damage and heals 10% health to the kavat.
○
Transfusion - When downed Vasca kavat sacrifices 20% of its health to raise down master.
Predasites
Predasites resemble Kubrows but a more infested version. They roam wild on Deimos and to get a Predasite you must track down
and Tranq the type you want, There are 3 sub species of Predasites. Instead of using the incubator segment you make them similar
to Vulpaphylas and MOAs, You are able to “revivify” them using a modular 3 component system, The Weakened Version of the
subspecies you want(They become weakened when attacked by roaming infested), A Mutagen and a Antigen.
Mutagen, Antigen and the “Revivification” option are all from the Son on The Necralisk. They must also be gilded to gain mastery,
rename and apply forma to them, they can still have a potato/reactor applied to them without being gilded.
Predasites Subspecies
●
Vizier
○
Acidic Spittle - Every 5s spit acidic tar at an enemy within 30m, blinding them for 12s and dealing Corrosive Damage.
○
Latric Mycelium - Release a trail of spores every 8s that heal the companion and its allies for 300 health over 5s.
●
Medjay
○
Infectious Bite - A Finisher Attack that deals +200% Finisher Damage and infects the target with a Virus that grows 4
volatile pustules that store damage and explode after 3 seconds dealing all damage stored.
○
Paralytic Spores - Charge an enemy within 30m dealing 160 damage and releasing spores that stun enemies within
16m for 3s, leaving them open to Finisher Attacks. 10s Cooldown
●
Pharaoh
○
Endoparasitic Vector - Transmit an endoparasite to an enemy within 30m. Tentacles spawn from it, clinging to
enemies within 5m slowing them as they move further from the parasite, and dealing Viral Damage over 5s. 11s
Cooldown
○
Anabolic Pollination - Release a cloud of spores that persists for 6s increasing Toxin Damage by +100%. 16s
Cooldown
Mutagen blueprints can bought from Son on The Necralisk and change resistances and alters how the animal looks
●
Leptosam - Grants Proto Shield Resistances - No visual changes
●
Chiten - Grants Alloy Armor Resistances - Tail grows scales
●
Arioli - Grants Cloned Flesh Resistances - Infestation grows through the tail
●
Monachod - Grants Robotic Resistances - Cartilage Exoskeleton


Antigen blueprints can bought from Son on The Necralisk and changes the initial polarity and laters how the animal looks
●
Iranon - Initial Polarity is
Varazin - No visual Changes
●
Elasmun - Initial Polarity is
Madurai - Infestation grows through the horn
●
Ibexan - Initial Polarity is
Naramon - Infestation grows through the jaw
●
Tethron - Initial Polarity is
Penjaga - Infestation grows through the spine
Vulpaphylas
Vulpaphylas resemble Kavats but a more infested version. They roam wild on Deimos and to get a Vulpaphyla you must track down
and Tranq the type you want, There are 3 sub species of Vulpaphyla. Instead of using the incubator segment you make them similar
to Predasites and MOAs, You are able to “revivify” them using a modular 3 component system, The Weakened Version of the Animal
you want((They become weakened when attacked by roaming infested), A Mutagen and a Antigen.
Mutagen, Antigen and the “Revivification” option are all from the Son on The Necralisk. They must also be gilded to gain mastery,
rename and apply forma to them, they can still have a potato/reactor applied to them without being gilded.
Vulpaphyla Subspecies
●
Crescent
○
Crescent Charge - Charge an enemy within 10m dealing Puncture Damage and lifting them for 8s. While lifted,
damage against them is amplified by 100%.
○
Crescent Devolution - Devolves into its larval form upon death, and charges at enemies dealing Puncture Damage.
Respawns into its true form after 30s.
●
Panzer
○
Viral Quills - Launches 6 quills at enemies within 20m, each dealing Viral Damage with 40% Status Chance. If the
target is affected by a Viral Status, a Spore is added. 4s cooldown.
○
Panzer Devolution - Devolves into its larval form upon death, and spits quills at enemies dealing Viral Damage.
Respawns into its true form after 30s.
●
Sly
○
Survival Instinct - Increase their Master's Evasion by +40% until their next attack or after 8s whenever they kill an
enemy. Cooldown: 5s.
○
Sly Devolution - Devolves into its larval form upon death, increasing its Master's Evasion by 20% for 8s after they kill
an enemy. Respawns into its true form after 30s.
Mutagen blueprints can bought from Son on The Necralisk and change resistances and alters how the animal looks
●
Adra - Grants Proto Shield Resistances - No visual changes
●
Elsa - Grants Alloy Armor Resistances - Tail manifests a chitinous shell
●
Zarim - Grants Cloned Flesh Resistances - Tail mutates into a tentacle mass


●
Phijar - Grants Robotic Resistances - Tail skin recedes, leaving exposed flesh
Antigen blueprints can bought from Son on The Necralisk and changes the initial polarity and laters how the animal looks
●
Desus - Initial Polarity is
Varazin - No visual Changes
●
Virox - Initial Polarity is
Madurai - Tumorous Jaw Growth
●
Plagen - Initial Polarity is
Naramon - Scaled Mane
●
Poxi - Initial Polarity is
Penjaga - Shoulder Protrusions
Sentinels
Sentinels are the first type of Companions available to the player. They have varied precepts and weapons depending on the
Sentinel used. Each Sentinel will come with a Sentinel weapon, but that Sentinel is not limited to using that weapon. They do not
need to be maintained and their weapons can be swapped in the arsenal, however they do take mods from the same weapon types
as primaries. This means that any mods used on a rifle cannot be used on a Sentinel rifle.
Sentinels - Weapons
●
Carrier & Carrier Prime - Sweeper & Sweeper Prime
○
Ammo Case - Increases max ammo and will convert other types of ammo into current weapon ammo after 2s.
○
Looter -Destroys loots crates with 12m.
●
Dethcube & Dethcube Prime - Deth Machine Rifle & Deth Machine Rifle Prime
○
Energy Generator - After assisting in10 kills Dethcube will drop an energy orb.
○
Vaporize - Dethcube will make a high damage attack to an enemy that gets close.
●
Diriga - Vulklok
○
Arc Coil - Unleashes a shock attack to enemies in range.
○
Electro Pulse - Will continuously stun an enemy in range.
●
Djinn - Stinger
○
Reawaken - The sentinel will revive itself after 90s.
○
Thumper - Attacks the first visible enemy in 60m.
○
Fatal Attraction - Pulls enemy closer and does an AOE
●
Helios & Helios Prime - Deconstructor & Deconstructor Prime
○
Investigator - Will scan objects and enemies in range at the cost of one codex scanner per scan.
○
Detect Vulnerability - Will reveal weak spots on targets already fully scanned.
●
Nautilus - Verglas
○
Auto Omni - Repairs nearby Railjack hull damages and extinguishes fire
○
Nautilus forces enemies within 30m of the target into clusters for easier targeting.
●
Oxylus - Multron
○
Scan Aquatic Lifeforms - Reveals hotspots within 100m and applies Luminous Dye to fish within 40m.
○
Scan Matter- Resource containers within 60m are revealed on the Minimap for 8s every 30s.
○
Botanist - Oxylus Sentinel will scan plants within 50m over 2s. This consumes codex scanner charges.


●
Shade & Prisma Shade - Burst Laser
○
Ghost - Cloaks owner when enemies are within 10m. The cloak is disrupted if owner attacks.
○
Ambush - Increases damage after breaking invisibility from ghost.
○
Revenge - Ghost will not attack an enemy unless its owner is damaged, will also not attack while ghost is active.
●
Taxon - Artax
○
Molecular Conversion - Attacks an enemy and converts the damage to shields.
●
Wyrm & Wyrm Prime - Laser Rifle & Laser Rifle Prime
○
Negate - prevents Status Effects from applying to its owner once every 5s.
○
Crowd Dispersion - Stuns in a 10m AOE.
MOAs
MOA companions are a modular Companion introduced with Fortuna. They are repurposed Corpus Proxies. All MOA part blueprints
can be bought from Legs for Standing.
MOAs are built from 4 different components - the Model, Core, Gyro, and Bracket. There are currently 3 Models, 3 Cores, and 7
Gyros to choose from, with only one Bracket. Models determine the MOA’s precept mods, the Core and Gyro determine additional
health, shield, and armor buffs. The Bracket determines the MOA’s legs.
Each of the MOA Models can give 6k standing after Gilding.
Like Kit Guns and Zaws, MOA Companions must be Gilded in order to further upgrade and customize them. Gilding requires a max
level MOA, 10 Training Debt-Bonds, and 5k Standing. You cannot install a Potato or Forma, or customize colors until the MOA is
Gilded.
MOA Models
●
Lambeo - Defensive
○
Stasis Field - Creates a defensive bubble that reduces enemy projectile speed and damage.
○
Shockwave Actuators - Occasionally emits a shockwave that knocks down surrounding enemies.
●
Oloro - Tactical
○
Tractor Beam - Increases Warframe aim glide duration and reduces their gravity.
○
Security Override - Allows MOA to hack consoles, and gives it a chance to mind control robotic enemies within 30m
after a successful hack.
●
Para - Offensive
○
Whiplash Mine - Deploys a mine that tethers all enemies in range. After 3s, all tethered enemies get pulled into the
mine.
○
Anti-Grav Grenade - Fires a grenade that reverses gravity in an area, inflicting Impact damage and causing enemies
to float upwards.
●
Nychus - Close Quarter Combat


○
Blast Shield - Increases Overshields of the Moa. Leap at an enemy within 10m dealing Impact Damage and knocking
down other enemies within 5m and resets Overshields.
○
Hard Engage - Engages enemies within 10m with melee attacks, dealing Impact Damage. Melee attacks are
enhanced by Mods equipped in the Moa's weapon.
Note: MOA precept mods are not locked by type, meaning all MOAs can use any precept mods.
MOA Cores
Health
Shields
Armor
Drex
+5.0%
+7.5%
+2.5%
Alcrom
+5.0%
+5.0%
+5.0%
Krisys
+5.0%
+2.5%
+7.5%
Lehan
+7.5%
+0.0%
+7.5%
MOA Gyros
Health
Shields
Armor
Aegron
-2.5%
+2.5%
+5.0%
Atheca
+10.0%
-2.5%
-2.5%
Harpen
+2.5%
+5.0%
-2.5%
Hextra
+5.0%
+2.5%
-2.5%
Munit
+5.0%
-2.5%
+2.5%
Phazor
-2.5%
+5.0%
+2.5%
Trux
+2.5%
-2.5%
+5.0%
Tyli
+5.0%
-5.0%
+5.0%
MOA Brackets
Effect
Drimper
A basic bracket with no polarized Mod slots.


Gauth
An armoured bracket featuring a Mod slot with a Naramon polarity.
Jonsin
A flexible bracket featuring a Mod slot with a Madurai polarity.
Tian
An armoured bracket featuring a Mod slot with a Vazarin polarity.
Hona
An armoured bracket featuring a Mod slot with a Naramon polarity.
Archwing
Archwing is a unique mission type involving a special vehicle, called Archwing. There are 4 different Archwing flight suits, and one
Primed one, along with a roster of primary and melee weapons. The Archwing suit acts like a Warframe, with 4 unique abilities.
Archwing missions are spread throughout the Star Chart, and resemble regular missions, such as exterminate, interception and
mobile defense. During these missions only Archwing abilities, weapons, and mods can be used. Your Warframe and weapon
loadout does not matter, and can’t be used. The only way to get Archwing mods is by doing Archwing missions.
Archwing parts and blueprints can be found in your Clan Dojo. Archwing weapon parts and blueprints can be found in Syndicate
reward tables.
Archwings:
●
Odonata - General use
○
Ability 1 - Energy Shell - Forms a protective energy shell around the Warframe. Shots fired through the shield gain
50% Heat damage and 200% Critical Multiplier
Augment - Energy Field - Energy Shell applies to allies within 140m.
○
Ability 2 - Disarray - Drops flare beacons confusing incoming guided missiles.
○
Ability 3 - Seeking Fire - Fires a large volley of homing missiles.
○
Ability 4 - Repel - The Warframe emits a massive pulse of energy, stunning nearby enemies and sending them flying.
●
Itzal - Stealth and Support
○
Ability 1 - Arch Line - Launch a tethered hook that either pulls enemies close, or pulls the Warframe toward any
stationary objects it hooks onto.
○
Ability 2 - Penumbra - Activates a cloaking field that hides the Warframe and any nearby allies who remain
stationary.
○
Ability 3 - Cosmic Crush - Forms a miniature black hole that sucks in all nearby objects before rupturing in a massive
shock wave.
Augment - Cold Snap - The black hole saps the area of heat, freezing enemies in range. Enemies near the black hole
are completely frozen for 5s.


○
Ability 4 - Fighter Escort - Deploys drones that fight alongside the Warframe, each detonating in a destructive blast
when killed.
●
Amesha - Buffs and Healing
○
Ability 1 - Watchful Swarm - Tiny drones orbit the Warframe or an ally, and intercept enemy fire.
○
Ability 2 - Benevolent Decoy - Creates beacons that draw enemy fire, converting the damage into healing pulses.
○
Ability 3 - Warding Grace - Renders the Warframe and nearby allies immune to Status Effects, while slowing nearby
enemies.
○
Ability 4 - Vengeful Rush - All damage taken is transformed into Energy, while abilities gain enhanced range,
duration and power. Affects the caster and nearby allies.
●
Elytron - Damage
○
Ability 1 - Bloomer - Fires a high-yield, remotely detonated explosive projectile capable of latching onto targets.
○
Ability 2 - Core Vent - Vents out the Archwing's propulsion core, confusing enemy projectiles and causing them to
detonate.
Augment - Afterburner - Shooting the gas cloud with Blast Damage ignites exhaust fumes for 12s. Enemies passing
through the flames take 500 Heat Damage.
○
Ability 3 - Thumper - Creates a localized storm of punishing explosions.
○
Ability 4 - Warhead - Launches a plodding missile capable of unleashing a massive explosion.
The only Primed Archwing currently is Odonata Prime.
Archwing Primaries:
●
Cortege - Beam, 5 Kills unlocks a secondary attack that releases a trio of grenades
●
Corvas (Prime) - Shotgun, Charge for a high damage attack
●
Cyngas - Burst fire
●
Dual Decurion - Dual wield Rifles
●
Prisma Dual Decurion - Variant with increased stats
●
Fluctus - Plasma waves, punch through up to 250m
●
Grattler - Explosive shell based flak cannon
●
Kuva Grattler - Variant with increased stats
●
Imperator - Automatic hitscan rifle
●
Imperator Vandal - Variant with increased stats
●
Kuva Ayanga - Rapid fire explosive rounds that travel in an arc
●
Larkspur - Chain weapon with explosive projectile alternate fire
●
Maulson - Automatic heavy rifle, 5 Kills unlocks a secondary attack that releases a powerful laser
●
Morgha - Grenade Launcher, 5 Kills unlocks a secondary attack that a mortar
●
Phaedra - Automatic hitscan rifle
●
Velocitus - Charge shot sniper weapon
Archwing Melee:


●
Agkuza - Hooked longsword
●
Centaur - Sword and shield
●
Ironbride - Exalted Arch-Melee
●
Kaszas - Large Scythe
●
Knux - Extendable fist gauntlets
●
Onorix - Greataxe
●
Rathbone - Hammer
●
Veritux - Greatsword
●
Prisma Veritux - Variant with increased stats
Gear
Gear items are buildable equipment that can be used in-game. Some notable gear items include health, energy, and ammo restores,
ciphers, fishing spears, mining lasers, and Specters.
Q: How do I access my gear?
A: The default binding is “Q”
Q: How much gear can I bring along?
A: You have 12 main slots which can be hotkeyed, and infinite slots after that which have to be rotated to in missions. Technically,
you can have every piece of gear with you on a mission. However, consumable gear items have a limit to how many you can bring
on one mission. For example, ciphers max out at 200, so if you own 500, only 200 will be delegated to your gear wheel in a
mission.
Q: What should I normally bring?
A: Generally, bring ciphers (for hacking consoles), energy, health, and ammo consumables (aka pizzas or pancakes), and codex
scanners. Everything else is determined by preference or need.
Q: What are Specters?
A: Specters are a deployable AI that can be used in missions. They will follow and defend you until killed or the missions ends, or
you can set them to defend an area using [E]. Warframe Specter blueprints are rewarded from Rescue missions, while other
Specters come from Syndicates. Warframe Specters can copy your loadouts, and will use the weapons you assign them when
deployed.
Mods
Collecting and upgrading your arsenal with mods allows for ultimate customization. Mods appear as cards, and can be found,
earned, and traded in game.


Q: What are mods?
A: Mods are items that you can slot into your weapons, frames and companions that augment stats or add additional effects.
Modding can be as simple as giving additional crit to a weapon, adding health to a frame, or as complex as building a frame for a
certain ability. Mods are your power through the game, and are the reason why basically anything will scale. Without them, you’re
immensely weak compared to the enemies you face.
Q: Can I get more than x slots to hold mods?
A: There is no way to increase the amount of mods your Warframe/ Weapon can hold, the only exception would be via Exilus Slots,
however those are only usable once.
Q: I have a brown mod, is there a silver or gold mod that’s better than it?
A: Better versions of any specific mods are uncommon. Mods are designed to each have a unique ability. Instead of having better
versions of a mod, mods are upgradeable through fusion. However, all Primed mods are direct upgrades to their non-prime
counterparts.
Q: How does Status and Elements work? Are they optional?
A: Elements are very highly recommended, and Status procs are immensely helpful. See Damage for more information.
Q: Should I max ‘x’? (Primed mod/mod/rank 10)
A: Generally, you don’t need to max mods especially if you’re starting out. Getting to a R6-R8 is slightly better since it provides you
more bang for your buck. (See question right below why R6’s don’t need as much Endo).
Q: How does mod ranking work?
A: A mod will have a base Endo and Credit cost according to its rarity (Common, Uncommon, Rare and Legendary). This cost
roughly doubles for every rank that you upgrade it to, so it’s exponential. This means that the last 2 ranks of a R10 mod usually takes
about 75% of the mod’s total cost.
Endo Cost
0
1
2
3
4
5
6
7
8
9
10
Common
0
10
30
70
150
310
630
1,270
2,550
5,110
10,230
Uncommon
0
20
60
120
240
480
960
1,920
3,840
7,680
15,360
Rare
0
30
90
210
450
930
1,890
3,810
7,650
15,330
30,690
Legendary
0
40
120
280
600
1240
2,520
5,080
10,200
20,440
40,920
Percentage
0
.1953125
.390625
.78125
1.5625
3.125
6.25
12.5
25
50
100


Credit Cost
0
1
2
3
4
5
6
7
8
9
10
Common
0
483
1,449
3,381
7,245
14,973
30,429
61,341
123,165
246,813
494,109
Uncommon
0
966
2,898
6,762
14490
29946
60858
122682
246330
493626
988218
Rare
0
1,449
4,347
10,143
21,735
44,919
91,287
184,023
369,495
740,439
1,482,327
Legendary
0
1,932
5,796
13,524
28,980
59,892
121,716
245,364
492,660
987,252
1,976,436
Percentage
0
.1953125
.390625
.78125
1.5625
3.125
6.25
12.5
25
50
100
By ranking something to R6, you get 7/11ths (63.63%) of the benefit for only 6.25% of the cost. It’s similar to R8, having 9/11th
(81.81%) of the benefit for 25% of the total cost.
Q: What’s that mod slot right above the main modding slots on melee weapons?
A: That’s the stance mod slot. Think of it similar to an Aura for Warframes. It gives you more mod capacity and changes the way that
your melee works in terms of combos and attacks.
Q: What are some of the important mods?
A: See charts below.
Warframe Mods (Basic)
Mod Name
Effect
Drops from
Redirection
+Shields
●
Corpus Scavenger Drone
●
Grineer Draga
●
Grineer Darek Draga
●
Grineer Shock Draga
●
Grineer Elite Arid Lancer
●
Grineer Elite Frontier Lancer
●
Grineer Elite Lancer
●
Infested Ancient Disruptor
●
Infested Brood Mother
●
Infested Juggernaut Behemoth
●
Infested Tar-Mutalist MOA
●
Orokin Void Containers
Vitality
+Health
●
Alad V
●
Captain Vor
●
Lynx Osprey
●
Lynx Turret
●
Mutalist Alad V
●
Tyl Regor


●
Corpus Drone
●
Corpus Nemes
●
Corpus Oxium Osprey
●
Grineer Arid Hellion
●
Grineer Arid Lancer
●
Grineer Carabus
●
Grineer Drekar Elite Lancer
●
Grineer Drekar Lancer
●
Grineer Drekar Scorpion
●
Grineer Frontier Heavy Gunner
●
Grineer Frontier Hellion
●
Grineer Frontier Lancer
●
Grineer Frontier Regulator
●
Grineer Hellion
●
Grineer Lancer
●
Grineer Regulator
●
Orokin Void Containers
●
Spy 2.0 Reward
Steel Fiber
+Armor
●
Tyl Regor
●
Infested Crawler
●
Tier 1/2/3 Survival Reward
Flow
+Energy
●
Grineer Bailiff
●
Grineer Bailiff Defector
●
Grineer Arid Butcher
●
Grineer Butcher
●
Grineer Frontier Butcher
●
Grineer Drahk Master
●
Grineer Hyekka Master
●
Grineer Manic
●
Grineer Drekar Manic
●
Infested Chroma
●
Infested Mesa
●
Orokin Void Containers
●
Tier 3 Survival Reward
Intensify
+Power Strength
●
Alad V
●
Mutalist Alad V
●
Captain Vor
●
Stalker
●
Shadow Stalker
●
Infested T3 Defense Reward
●
Tier 1 Survival Rotation C
●
Tier 1 Excavation Rotation C
●
Orokin Void Containers
Stretch
+Power Range
●
Councilor Vay Hek
●
Lieutenant Lech Kril
●
Phorid
●
Raptor
●
Corpus Leech Osprey
●
Corpus Sapping Osprey
●
Corpus Shockwave MOA
●
Orokin Void Container
●
Corpus T3 Defense Reward
●
Grineer T3 Defense Reward


●
Tier 3 Survival Reward
●
Spy Reward
Streamline
+Power Efficiency
●
Jordas Golem
●
Grineer Arid Heavy Gunner
●
Grineer Arid Lancer
●
Grineer Drekar Lancer
●
Grineer Drekar Elite Lancer
●
Grineer Drekar Scorpion
●
Grineer Frontier Heavy Gunner
●
Grineer Frontier Hellion Grineer Frontier Lancer
●
Grineer Hellion
●
Grineer Lancer
●
Orokin Void Containers
●
Grineer T3 Defense Reward
●
Spy 2.0 Reward
Continuity
+Power Duration
●
General Sargas Ruk
●
Orokin Void Containers
●
Corpus T3 Defense Reward
●
Spy 2.0 Reward
Rush
+Sprint Speed
●
Corpus Fusion MOA
●
Orokin Void Container
●
Tier 1 Defense
●
Grineer Capture Reward
●
Spy 2.0 Reward
Corrupted, Advanced and Nightmare Mods
Mod Name
Effect
Location
Type
Vigor
+Shields +Health
Nightmare Missions
Warframe
Armored Agility
+Sprint Speed + Armor
Nightmare Missions
Warframe
Constitution
+Knockdown Recovery
Nightmare Missions
Warframe
Fortitude
+Knockdown Resist
+Shield recharge rate
Nightmare Missions
Warframe
Streamlined Form
+Weapon swap speed
+Slide speed
-Friction
Nightmare Missions
Warframe
Hammer Shot
+Crit Damage
+Status Chance
Nightmare Missions
Rifle
Shred
+Punch Through
Nightmare Missions
Rifle


+Fire Rate
Accelerated Blast
+Fire Rate
+Puncture Damage
Nightmare Missions
Shotgun
Seeking Fury
+Reload Speed
+Punch Through
Nightmare Missions
Shotgun
Wildfire
+Magazine Capacity
+Heat Damage
Nightmare Missions
Rifle
Chilling Reload
+Cold +Reload
Nightmare Missions
Shotgun
Blaze
+ Damage +Heat
Nightmare Missions
Shotgun
Ice Storm
+Cold Damage
+Magazine Capacity
Nightmare Missions
Pistol
Stunning Speed
+Status Chance
+Reload Speed
Nightmare Missions
Pistol
Lethal Torrent
+Multishot
+Fire Rate
Nightmare Missions
Pistol
Drifting Contact
+Melee Combo
+Status Chance
Nightmare Missions
Melee
Focus Energy
+Channeling Efficiency
+Electricity
Nightmare Missions
Melee
Rending Strike
+Puncture Damage
+Slash Damage
Nightmare Missions
Melee
Animal Instinct
+Loot Radar
+Enemy Sense
Nightmare Missions
Beast
Transient Fortitude
+Strength -Duration
Orokin Derelict Vault
Warframe
Overextended
+Range
-Strength
Orokin Derelict Vault
Warframe
Narrow Minded
+Duration -Range
Orokin Derelict Vault
Warframe
Fleeting Expertise
+Efficiency -Duration
Orokin Derelict Vault
Warframe
Blind Rage
+Strength -Efficiency
Orokin Derelict Vault
Warframe


Vile Acceleration
+Fire Rate -Damage
Orokin Derelict Vault
Rifle
Heavy Caliber
+Damage -Accuracy
Orokin Derelict Vault
Rifle
Critical Delay
+Crit Chance -Fire Rate
Orokin Derelict Vault
Rifle
Vile Precision
-Recoil -Fire Rate
Orokin Derelict Vault
Rifle
Depleted Reload
+Reload -Mag capacity
Orokin Derelict Vault
Sniper
Tainted Mag
+Mag cap -Reload
Orokin Derelict Vault
Shotgun
Tainted Shell
-Spread -Fire Rate
Orokin Derelict Vault
Shotgun
Frail Momentum
+Fire Rate -Damage
Orokin Derelict Vault
Shotgun
Critical Deceleration
+Crit Damage
-Fire Rate
Orokin Derelict Vault
Shotgun
Burdened Magazine
+Mag Cap + Reload
Orokin Derelict Vault
Shotgun
Vicious Spread
+Damage +Spread
Orokin Derelict Vault
Shotgun
Magnum Force
+Damage -Accuracy
Orokin Derelict Vault
Pistol
Tainted Clip
+Mag Cap -Reload
Orokin Derelict Vault
Pistol
Creeping Bullseye
+Crit Chance -Fire Rate
Orokin Derelict Vault
Pistol
Anemic Agility
+Fire Rate -Damage
Orokin Derelict Vault
Pistol
Hollow Point
+Crit Damage -Damage
Orokin Derelict Vault
Pistol
Spoiled Strike
+Damage
-Attack Speed
Orokin Derelict Vault
Melee
Corrupt Charge
+Channeling Damage
-Channeling Efficiency
Orokin Derelict Vault
Melee
Catalyzing Shields
-Shields, Grants 1.33
Shield Gate
Orokin Derelict Vault
Warframe
Rage
Energy when Damaged
Grineer Napalms
Orokin Void Containers
Warframe


Adaptation
+Damage Resistance on
damaged, stackable
Arbitrations
Warframe
Rolling Guard
+Rolling removes statuses
and grants invulnerability
Arbitration Vender
Warframe
60/60 Elemental Mods
Mod Name
Effect
Location
Type
High Voltage
+Electric
+Status Chance
Hive Caches: Rotation C
Rifle
Rime Rounds
+Cold
+Status Chance
T2 Spy or Lua Spy: Rotation C
Rifle
Thermite Rounds
+Heat
+Status Chance
T3 Spy or Kuva Fortress Spy: Rotation C
Rifle
Malignant Force
+Toxin
+Status Chance
Corrupted Vor
Rifle
Shell Shock
+Electric
+Status Chance
Hive Caches: Rotation C
Shotgun
Frigid Blast
+Cold
+Status Chance
T3 Spy or Kuva Fortress Spy: Rotation C
Shotgun
Scattering Inferno
+Heat
+Status Chance
T2 Spy or Lua Spy: Rotation C
Shotgun
Toxic Barrage
+Toxin
+Status Chance
Corrupted Vor
Shotgun
Jolt
+Electric
+Status Chance
Baro Ki Teer
Pistol
Frostbite
+Cold
+Status Chance
T3 Spy or Kuva Fortress Spy: Rotation C
Pistol
Scorch
+Heat
Baro Ki Teer
Pistol


+Status Chance
Pistol Pestilence
+Toxin
+Status Chance
Corrupted Vor
Pistol
Voltaic Strike
+Electric
+Status Chance
Baro Ki Teer
Melee
Vicious Frost
+Cold
+Status Chance
T1 Spy
Melee
Volcanic Edge
+Heat
+Status Chance
T1 Spy
Melee
Virulent Scourge
+Toxin
+Status Chance
Corrupted Vor
Melee
Charged Bullets
+Electric
+Status Chance
Profit-Taker Orb
Arch Gun
Hypothermic Shell
+Cold
+Status Chance
Profit-Taker Orb
Arch Gun
Magma Chamber
+Heat
+Status Chance
Profit-Taker Orb
Arch Gun
Contamination Casing
+Toxin
+Status Chance
Profit-Taker Orb
Arch Gun
Ion Infusion
+Electric
+Status Chance
Fomorian Sabotage
Arch Melee
Cryo Coating
+Cold
+Status Chance
Fomorian Sabotage
Arch Melee
Searing Steel
+Heat
+Status Chance
Fomorian Sabotage
Arch Melee
Infectious Injection
+Toxin
+Status Chance
Fomorian Sabotage
Arch Melee
Shock Collar
+Electric
+Status Chance
Orb Vallis Hyena
Beast
Frost Jaw
+Cold
Orb Vallis Hyena
Beast


+Status Chance
Flame Gland
+Heat
+Status Chance
Orb Vallis Hyena
Beast
Venom Teeth
+Toxin
+Status Chance
Orb Vallis Hyena
Beast
Weapon mods (Basic)
These are the much more basic mods, and once you get all of these, you’re basically able to mod any weapon into the late game.
Effect
Primary
Shotgun
Pistol
Melee
Damage
Serration
Point Blank
Hornet Strike
Pressure Point
Multishot
Split Chamber(Galvanized)
Hell’s Chamber(Galvanized)
Barrel Diffusion(Galvanized)
N/A
Crit Chance
Point Strike
Blunderbuss
Pistol Gambit
True Steel
Crit Damage
Vital Sense
Ravage
Target Cracker
Organ Shatter
Fire Rate
Speed Trigger
Shotgun Spazz
Gunslinger
Fury
Punch Through
Metal Auger
Seeking Force
Seeker
N/A
Range
Sinister Reach
N/A
Ruinous Extension
Reach
Flight Speed
Terminal Velocity
Fatal Acceleration
Lethal Momentum
Whirlwind
Silencing
Hush
Silent Battery
Suppress
N/A
Elementals
Infected Clip
Hellfire
Cryo Rounds
Stormbringer
Contagious Spread
Incendiary Coat
Chilling Grasp
Charged Shell
Pathogen Rounds
Heated Charge
Deep Freeze
Convulsion
Fever Strike
Molten Impact
North Wind
Shocking Touch
Element + Stat
Malignant Force
Thermite Rounds
Rime Rounds
High Voltage
Toxic Barrage
Scattering Inferno
Frigid Blast
Shell Shock
Pistol Pestilence
Scorch
Frostbite
Jolt
Virulent Scourge
Volcanic Edge
Vicious Frost
Voltaic Strike
Elementals are color coded Toxin,Heat,Cold,Electric


Weapon Mods Advanced
These mods are harder to get and are generally used for specific builds or to replace beginner mods in some cases.
Effect
Primary
Shotgun
Secondary
Melee
Crit chance
Argon Scope(Galvanized)
Laser Sight
Hydraulic
Crosshairs(Galvanized)
Maiming Strike
(Slide attack only)
Crit damage
Bladed Rounds
Shrapnel Shot
Sharpened Bullets
None
Punch Through
Shred
(Adds fire rate)
Seeking Fury
(Adds reload speed)
Seeker
Reach
Multishot
Vigilante Armaments
None
Lethal Torrent
(Adds Fire rate)
None
Damage per
Status Type
Galvanized Aptitude
Galvanized Savvy
Galvanized Shot
Condition Overload
Fire Rate/
Attack Speed
Shred
(Adds punch through)
Accelerated Blast
(Increases Puncture)
Lethal Torrent
(Adds Multishot)
Berserker
Gladiator Vice
Primed Mods
Q: Where do I get them?
A: Generally, you buy them from Baro Ki’Teer or you trade for them.
Q: Do I need them?
A: You can progress through the game without them, so no. These are mainly just for min-maxers and optimizers to squeeze every
little bit out of a build.
Q: I can’t trade for or get Primed Vigor, Fury, Shred or Sure Footed what gives?
A: Those can only be gained from the Daily Login reward and are locked to prevent people from making smurfs to farm it.
Q: How expensive are they to upgrade?
A: All Primed Mods can go to Rank 10, and will cost 40,920 Endo and 1,976,436 credits each to go from 0-10. It is recommended to
save Legendary Fusion Cores for Primed mods.
Q: What are the ones that have already been released?
A: All blue come from Baro, the green ones come from the daily tribute, purple ones are from a quest.


*Everything is assumed Primed
●
Ammo Stock
●
Animal Instinct
●
Bane Of (Faction)
●
Charged Shell
●
Chilling Grasp
●
Cleanse (Faction)
●
Continuity
●
Cryo Rounds
●
Expel (Faction)
●
Fast Hands
●
Fever Strike
●
Firestorm
●
Flow
●
Fulmination
●
Fury - 200 days ,400 days, 600
or 900 days
●
Heated Charge
●
Heavy Trauma
●
Magazine Warp
●
Morphic Transformer
●
Pack Leader
●
Pistol Ammo Mutation
●
Pistol Gambit
●
Point Blank
●
Pressure Point
●
Quickdraw
●
Ravage
●
Reach
●
Regen
●
Rifle Ammo Mutation
●
Rubedo Lined Barrel
●
Shotgun Ammo Mutation
●
Shred - 200 days ,400 days,
600 or 900 days
●
Slip Magazine
●
Smite (Faction)
●
Sniper Ammo Mutation
●
Sure Footed - 200 days ,400
days, 600 or 900 days
●
Tactical Pump
●
Target Cracker
●
Vigor - 200 days ,400 days,
600 or 900 days
●
Sacrificial Pressure
●
Sacrificial Steel
●
Umbral Fiber
●
Umbral Intensify
●
Umbral Vitality
How to Mod - Warframes
Muffin’s over-oversimplified guide to modding Warframes. (Starchart only, Endurance has some different builds for minmaxxing)
1.
Determine it’s best stats, and what it’s most suited for.
a.
i.e. a Valkyr has high innate armor and health, but very little shield.
b.
Inaros has a tons of health, but no shields, so don’t mod for shields.
c.
Volt generally has a ton of shields, so maxxing it, would be helpful.
2.
Get your survivability mods.
a.
These refer to mods which help you survive. If you feel that you don’t die too much feel free to skip.
b.
Quick Thinking, Vitality, Redirection, Vigor, Steel Fiber, Armored Agility, Adaptation, Health Conversion
c.
If your job is to tank, or your abilities depend on either Armor or Health, it’s wise to mod for that first.
3.
Get your core mods.
a.
These refer to the mods that make or break a certain build.
b.
If your build calls for an augment, then that will be its core mod. If it does not, then skip this section.
4.
Check the stats your skill needs then upgrade your Power Strength, Range, Duration and Efficiency.
a.
Determine which of the skills need the most modding. This determines the order of how you’ll mod.
i.
Modding an EV means -Duration>+Range>+Strength where efficiency doesn’t matter too much.
ii.
A Hysteria Valkyr only benefits from +Efficiency and -Range, +Strength should come second to that.


iii.
It’s possible to get under 100% on any given stat. Play around with your build to see which stats are less
needed than others.
How to Mod - Weapons
1.
Start with your “mandatory” mods (Damage & Multishot)
2.
Check out the stats, if it’s above 15% crit chance build for crit, if above 15% status build for status
a.
Hybrid builds exist, although it might be easier to forego and focus on one side
3.
Build it either for Pure Damage, Crit, Status, Hybrid
a.
Damage - Add Elementals, tons of them
b.
Crit - Crit chance & Damage
c.
Status - Preferably the dual stat elemental + status.mods
d.
Hybrid - Mix and match until you run out of mod space
4.
If there are still slots not full, add utility mods, reload, punch through and whatever else you might want.
Distant Observer has one of the most easily understandable guides for this
Riven Mods
Q: What are Riven mods? How do I unveil them?
A: Riven Mods are rare and powerful mods that appear as purple mod cards. They start out as a ??? riven, in this state it not take up
a riven slot. Upon equipping a riven it becomes Veiled, in this state you must complete the challenge on the riven in order to unlock
it. Riven mods come in 8 variants, each a specific weapon type; melee, zaw, pistol, kitgun, rifle, shotgun, companion weapon and
archgun. A riven can only be equipped to a weapon of its type. When the riven is unveiled, a random weapon of that type is rolled.
With the weapon comes a minimum of 2, and up to 4 random stats; a maximum of 3 positive stats and a maximum of 1 negative
stat. Fusing the mod will increase these stats, and all rivens cap at 8 fuses.
Q: How do I get them?
A: You get one by finishing TWW, the rest are via Sorties, Archon Hunts, Arbitrations, Events, Twitch Drops, Riven Slivers, Steel Path
Offerings, or trading.
Q: What’s this number at the bottom right of the Riven?
A: The number of times it has been rerolled using kuva.
Q: If I complete a Riven challenge, do I have to finish the mission?
A: No, you can abort the mission and still unveil the Riven if you have completed its challenge.
Q: Does having a negative effect make the positives better?
Q: Does having multiple positives but no negative make them worse?


A: Yes, and yes. Positives and negatives are mixed and make a Riven stronger than another. A riven with 2 positives and 1 negative
gives the strongest positives of that kind, while 3 positives with no negative give the weakest positives of that kind.
Q: My Riven has a higher/lower X than his, is this a bug?
A: Rivens stats are completely random, and fall within a range of possible numbers based on disposition. One riven might get
+101.3% damage and another might get +99.8% damage. This means that it’s virtually impossible to have a Riven that’s exactly the
same as another.
Q: How can I reroll Rivens?
A: Farm kuva from kuva siphon and flood missions, from kuva survival, bounties, and Sorties, and reroll the riven in the mod menu.
Q: Can I continue to reroll it forever or is there a cap?
Q: Does the Kuva scale infinitely?
A: There is no cap to how many times a riven can be rolled. However, the kuva costs will keep increasing until 9 rolls, where it caps
at 3500 kuva.
Q: Can I reroll the weapon they’re for?
A: No, but you can get Riven Transmuters to roll 4 unveiled rivens into a new random veiled riven.
Q: Does the MR lock on the Riven mod do anything?
A: MR requirement is just that, an MR requirement. The riven cannot be equipped until the player who owns it is the MR listed on
the card. The MR requirement on a Riven also raises the base Endo and credit trade-in value.
Q: How do I trade a Riven?
A: Trading Rivens works just like all other trading. The MR requirement on a Riven does not affect tradeability. However, players
cannot receive any type of riven until they are MR8, veiled or otherwise.
Q: If I own a veiled riven and a new weapon shows up, can it roll into the new weapon?
A: No, a veiled riven obtained before a new weapon comes out will not have the new weapon in its roll table.
Q: What are the various stats of the Riven?
A: See the table below. All of these stats can be both positive and negative.
Asterisks show melee exclusive stats.
Ammo Maximum
Base Damage
Punch Through
Additional Combo
Count Chance
Critical Chance on
Slide Attack
Heavy Attack Efficiency


Chance to not gain
Combo Count
Critical Damage
Multishot
Damage Vs Grineer
Finisher Damage
Range
Damage Vs Infested
Fire rate / Attack
Speed
Status Chance
Heat Damage
Impact Damage
Zoom
Electricity Damage
Initial Combo
Recoil
Critical Chance
Magazine Capacity
Combo Duration
Damage Vs Corpus
Melee Damage
Reload Speed
Cold Damage
Projectile Speed
Status Duration
Toxin Damage
Puncture Damage
Slash Damage
Q: What are the best stats for a riven?
A: This depends on the weapon and your preferences, but it’s generally agreed upon that damage, multishot, crit chance, and crit
damage are the best. For melee weapons, crit on slide and range are highly sought after as well.
Q: How do I display Rivens in chat?
A: Just type [Riven Mod] to bring up a screen or type the whole name out with brackets [Braton Lexicon]
Q: What can and cannot change when you roll a Riven?
Can change
Cannot Change
Type of stats
MR Cap
Number of stats, i.e. 2 Stats becoming 4
Polarity


Values of stats
Weapon
Q: Can I get rivens for Zaws and Kit Guns?
A: Yes. Rivens are available for all the Zaw strike and Kit Gun chambers. They will be displayed as Zaw Riven and Kitgun Riven.
Trading and Loot
Trading is the act of swapping items and premium currency between players in-game. Trading can be started through the Trade
Chat, a personal message, or some third party sites.
The requirements to trade are being at least MR2, and having access to Maroo’s Bazaar on Mars or a Clan Dojo.
Trading in Warframe is referred to as a Free-Market. This means the developers of the game have no say or influence on the price of
player owned in-game items, besides the ones in the Market. Prices are entirely dictated by the player-base, and will often change
without notice depending on rarity, availability, supply, and demand.
Trade Terms
You’ll need to learn the way the traders talk!
●
WTS - Want to sell
●
WTB - Want to buy
●
WTT - Want to trade (usually for equal value).
●
WTTF - Want to trade for
●
HM / hm - How much
●
PC - Price check, if you know the price, give that guy a heads up!
●
p / plat / :platinum: - Plat, the in game trade currency (and premium currency).
●
PM - Personal message , right click their name and select message or type /w [name] [message].
●
PMO - PM offers
●
OBO - Or best offer, willing to take offers less than listed price.
●
[item / item name] - shows a clickable link for said item / mod / part.
●
ea - each
●
Prime Junk - Mostly any Prime part you don’t care about, they’re usually sold in sets of 5 (Prices range from 2-4p per part,
written 5:10p or 5:20p).
●
b/o or Buyout - Usually a very high price, used in tandem with offers. Just means they will immediately sell the item to you, if
you meet the buyout price.
●
Maxed - Referring to a mod or Arcane that is the max level or fusion.
●
Unranked - Referring to a mod or Arcane that has not been leveled.


●
Low Roll - Any roll count of a riven as long as it’s lower than the 9th roll.
●
Junk / Trash Riven - Any Riven with terrible ‘junk’ stats, possibly overrolled past 9.
●
Riven w/ Negative - Rivens with a negative have better stats, generally ‘good’ negatives are zoom & occasionally recoil.
●
Sweets / Sweeteners - Deal sweeteners, anything from another mod or some Primed junk, to an Ayatan sculpture or star.
Examples: (NOT AN ACCURATE REPRESENTATION OF PRICES)
WTS > [Bronco Prime Blueprint] 5p ea
WTB > [Volt Prime] Set PM offers
PC > [Trinity Prime Systems]
/w BestTraderEver How much for that Ash Prime BP?
/w ThatOneTenno WTB your Primed Flow for 50p
WTT > Maiming Strike for Maxed Vitality
WTS > Prime Junk 5:15p
HM for Arcane Grace Set?
WTTF > Unranked [Prime Flow] PM offers
WTS > Great low roll Braton Riven mod [Braton Zeti-saticron] +Damage +Multishot +Reload -Zoom PM offers or Buyout @ 500p
As a general rule of thumb, format your posts. You can type them into a browser or Notepad and paste them into the Trade Chat.
The better looking and legible your post, the higher chance someone will notice it. Now that we have chat filters, it is immensely
important that you spell things correctly. For example, if someone has a filter of [Nova Prime] Chassis, then having ‘Nova P Chass’ in
your sale post will not trigger it.
Trading Etiquette
1.
Don’t say WTB Plat, that’s basically saying, “Want to buy money/currency”. Try selling something instead.
2.
If someone offers you something but you don’t like it, say “No” or “No thanks” don’t leave other people waiting. If it seems
decent, try to haggle.
3.
When someone asks for something at a specific price, don’t ask them for offers. They already gave you a price
4.
Don’t spam people if they don’t reply immediately, odds are, they might be in a mission or trading with someone else, or
have decided they’re not interested. Around 3 minutes would be a good time to reask.
5.
Do thank the buyer/seller. At the least, say it in chat.
6.
When buying something, don’t ask multiple people for the same thing, or inform them if you’ve already bought it.
7.
Haggling is fine, but If you’ve settled on a price, don’t try to change it.
8.
If you’re the one hosting a trade, don’t leave the dojo immediately after it’s done. Host Migration errors can sometimes force
restarts and delete traded items (even on your side). Wait for the person to leave first as often as possible.
9.
The seller is the host. He/she will be the one to invite.
10. Do not try to work around other people’s filters. For example, the people that exclude WTB, generally don’t want to buy
anything, so why waste your time trying to sell to them?


11. If you see someone saying PMO or Offers, don’t reply with hm or how much. That goes against the entire point of offers.
Research the item they’re selling, and make them a fair offer.
12. Optional good deed - if you see someone selling something for well below the accepted price, i.e. selling a Primed Mod for
10p, ask them if they know the actual price of the item. If they don’t, tell them the item’s current price. Otherwise you’re
setting them up to get robbed.
Trading
Q: Where do I go to trade?
A: Maroo’s Bazaar (on Mars) or in your Clan Dojo.
Q: What are tradable things?
A: Check this table
Tradeable
Not Tradeable
Relics and Keys
Built Warframes
Arcanes
Built weapons
Mods (except daily reward mods)
Potatoed / Forma’d/leveled Event/Syndicate Weapons
Fish and Gems (not alloys)
Any parts for a non-Prime/specialized Warframe/weapon
Event/Syndicate Weapons with 0 Affinity (no potato/forma)
Resources not involved with mining or fishing
Prime Parts UNBUILT
Crafted Prime Parts
Prime Blueprints
Cosmetics
Landing Craft Blueprints UNBUILT
Legendary Cores
Ayatan Sculptures and Stars
Captura Backgrounds
Q: Can I trade syndicate syandanas?
A: No, you can only obtain those for syndicates you’ve personally maxed out.
Q: What is trading tax?
A: It’s the tax on the buyer and seller on what they’re trading. It’s usually pretty low, however some clans have a premium tax.


IT IS NOT A HIDDEN FEE, NOR IS IT HACKED IN.
Primed mods and legendary tier items (Legendary Core and Legendary Arcanes) are the only items with 1M tax.
Q: Can you trade across regions?
A: Yes, as long as you can invite them to a Dojo or Maroo’s Bazaar and meet the trade prerequisites (mr2+ & have more than 1 trade)
they can trade with you.
Q: How many trades do I get?
A: You get as many trades as your MR. Your trade count will reset to your MR at the Daily Reset.
Q: How many items can I trade?
A: You can trade up to 6 items per trade instance. Items (except platinum) are not stackable and must be placed one at a time.
Q: Why does this item I’m trying to trade for say MR locked?
A: Many items, particularly Prime parts, are MR locked to players. This means they are not buildable until the player reaches the MR
shown for the item. This also means you cannot receive items that are above your MR level. Note that this only occurs for Prime
blueprints, not the individual parts of the Prime item. For example, if you are MR8, you can receive the stock for Tigris Prime, but not
the Tigris Prime blueprint.
Q: What is this blue text on the screen?
Q: How do I link items?
A: Simply try to type it with brackets [], a small popup will show you what is allowed to be linked.
Q: How do I display Rivens in chat?
A: Just type [Riven Mod] to bring up a screen or type the whole name out with brackets [Braton Lexicon].
Platinum
Q: What is Platinum? And what do I do with it?
A: Platinum is Warframe’s premium in-game currency, which means it can be bought with real life currency and used in game. Its
primary purpose is for purchasing items, equipment, and cosmetics in the Market (it is not recommended to buy items, as all items
and equipment excluding some cosmetics are farmable in game). Platinum can also be traded between players, usually for items
(see Trading above).
Q: Why should I pay money for Plat?
A: Technically you shouldn’t, but if there’s a particular Warframe/weapon/cosmetic/equipment that you want immediately, then you
use Plat for that. Also, since Warframe is free to play and doesn’t run advertisements, buying Plat and premium cosmetics is Digital
Extreme’s primary revenue source. So buying anything directly supports the Devs.


Q: My first 50 Plat is untradeable, what gives?
Q: Why do I have untradable Plat?
A: Any starting Platinum will be untradable. This is to prevent account creation for Plat farming. Most if not all other Plat that you
earn will always be usable for everything, including trading.
Q: What should I use my starting Plat on?
A: Generally, slots, potatoes (orokin reactors / catalysts) then cosmetics in that order. You’ll be able to get more Plat via trading with
others later.
A good choice is 1 Warframe slot (20p) and 2 Weapon slots (12x2=24) Thus equaling 44 Plat.
Here’s a basic priority list
●
Slots (Weapons and Warframe)
●
Potatoes (Get a good set of comfort weapons with potatoes)
●
Color Packs (Some good first palettes are the rest of Classic, Classic Saturated, Tenno, and Orokin)
●
Cosmetics (These are visual changes only and offer no benefit to gameplay)
●
Everything else; Weapons, frames, forma packs, etc.
Q: Should I buy Plat for the game immediately? I’m enjoying the game and I want to help support it.
A: Go ahead and buy, however it’s much better for you to wait for a 50% or 75% discount from the daily login reward. But still, if you
feel the need to contribute, it’s better for the game as a whole. Alternatively, if you do want to support the game, the Prime
Accesses are an option.
Q: How do I “earn” Plat? How do I “farm” Plat?
A: Plat is the in-game premium currency and the only way to get it is to either buy it from DE with real money or trade for it. There is
no way to “farm Plat”, in the strictest sense of the phrase. See Trading for ways to gain Plat through trading.
Q: Should I spend plat on rushing items in the foundry?
A: Short Answer is no. Taking the time and waiting for items to finish building in the foundry is great incentive to take a break and
helps you not get burned out by rushing the game.
A: If you are stretched for time, or are generally impatient, then rush what you think is important.
Resources
Q: Where can I get “x” resource?
A: Every planet has 4 set resources that can drop from enemies on that planet’s nodes.
General Resources
Planet
Resource 1
Resource 2
Resource 3
Resource 4


Earth
Ferrite
Rubedo
Detonite Ampules
Neurodes
Venus
Polymer Bundles
Circuits
Alloy Plates
Fieldron Samples
Mercury
Ferrite
Polymer Bundles
Detonite Ampules
Morphics
Mars
Salvage
Gallium
Morphics
Fieldron Samples
Phobos
Alloy Plates
Plastids
Rubedo
Morphics
Ceres
Alloy Plates
Circuits
Detonite Ampules
Orokin Cells
Sedna
Alloy Plates
Salvage
Rubedo
Detonite Ampules
Jupiter
Alloy Plates
Salvage
Hexenon
Neural Sensors
Saturn
Nano Spores
Plastids
Detonite Ampules
Orokin Cells
Uranus
Polymer Bundles
Plastids
Detonite Ampules
Gallium
Europa
Rubedo
Control Module
Morphics
Fieldron Samples
Eris
Nano Spores
Plastids
Mutagen Samples
Neurodes
Neptune
Ferrite
Nano Spores
Control Modules
Fieldron Samples
Pluto
Alloy Plates
Plastids
Rubedo
Morphics
Void
Ferrite
Rubedo
Argon Crystals
Control Modules
Lua
Ferrite
Rubedo
Detonite Ampules
Neurodes
Deimos
Nano Spores
Mutagen Samples
Orokin Cells
Neurodes
Kuva
Fortress
Salvage
Circuits
Neural Sensors
Detonite Ampules
Zariman
Alloy Plate
Ferrite
Voidgel Orb
Entrati Lanthorn
Rare Resources
Tellurium - Any Archwing mission (which also includes most of Uranus).
Nitain Extract - Nora Night (3-4 every 24 hours), Sabotage (Third cache has an absurdly low chance), Ghouls Bounties.
Cryotic - Excavations.
Oxium - Oxium Ospreys.


Kuva - Special missions near or in the Kuva Fortress, Cetus Bounties, and Sorties.
Endo - Uncommon drop for some enemies, reward from missions, Ayatan Treasures.
Hexanon - Uncommon drop from Amalgams, tiered reward for Disruption.
Thrax Plasm - Common drop from Thrax Centurion or Thrax Legatus
Special Resources
Ducats - Given by selling Prime parts and blueprints, consoles can be found in relays.
Ayatan Stars - Cyan and Amber variants, found in crates, boxes, or lockers in any mission. Can be traded for Endo or placed in
Ayatan Sculptures. The Amber Star is much rarer than the Cyan.
Ayatan Sculpture - A rare and beautiful artifact of Orokin origin. Can be filled with Ayatan Stars to animate it and be used as a
decoration, or sold to Maroo for Endo.
Lephantis Nav Coordinates - Resource needed to craft the Orokin Derelict Assassination key. Dropped from enemies and containers
in the Orokin Derelict.
Mutalist Alad V Nav Coordinates - Resource needed to craft the Mutalist Alad V Assassination key. Awarded for completing Infested
Invasions, Rotation B on Orokin Derelict Survival/Defense missions, and a low chance of dropping from the third cache in Hive.
Voidplumes - A rare metallic misty object, The shape changes depending on what type of Plume it is, There are 8 Voidplumes in a
Zariman mission, 1 Crest, 2 Vanes and the rest have 25% chance to become Vanes or 75% chance to become Downs, Quill’s Are
obtained from Zariman Bounties.
Vainthorn - Mission Reward from Abyssal Zone Node, 6-8 will be rewarded upon mission completion regardless of Defixio’s
extracted. 8, 11, 12 will be rewarded from the Steel Path variant.
Market/Event Resources
Forma - Changes the polarity of a mod slot on an item. Resets the item to unranked when used.
Warframe/Weapon Exilus Adapter - Unlocks the Exilus slot on Warframes or Weapons.
Umbral Forma - Changes the polarity of a mod slot on an item to the Umbral polarity. Resets the item to unranked when used.
Aura Forma - Allows the Aura slot of a Warframe to accept any Aura mod, and have the polarity drain boost. Resets the item to
unranked when used.
Plains of Eidolon Resources
Nistlepod - High areas (usually north eastern mountain) in the Plains
Iradite - Everywhere in the plains, however, they are affected by level. Higher bounties reward more Iradite per formation broken.
Maprico - On bushes everywhere in the Plains.
Kuaka Spinal Claw - On kuaka thistles everywhere in the Plains.
Grokdul - Anywhere in a Grineer base on the plains.
Cetus Wisp - Small totem-like creature that can be found near Plains water sources, or as rewards from Bounties. Spawns more
often at night.
For resources regarding fish, see Plains Fishing.
For resources regarding mining, see Plains Mining.


Orb Vallis Resources
Mytocardia Spores - Found in sacs on the floors of giant mushroom forests.
Gorgaricus Spores - Found by shooting off purple sacs from underneath the giant mushrooms.
Tepa Nodule - Taken from plants that grow on the mountainsides and caves of the Vallis.
Thermal Sludge - Found in Corpus bases and outposts.
Debt Bonds (training, shelter, medical, advances, familial) - Ticker clients, Bounties, Profit-Taker.
Toroids (Calda, Sola, Vega) - Enemies at Enrichment Labs, Temple of Profit, Spaceport respectively. Also drops from Scyto, Kyta, and
Mite Raknoids respectively.
Gyromag, Atmos, Repeller Systems - Rewards from Heist bounties, Vox Solaris offerings.
For resources regarding fish, see Vallis Fishing.
For resources regarding mining, see Vallis Mining.
Cambion Resources
Ganglion - Grows from Fleshy Tendrils out of the ground, Shoot to obtain.
Pustulite - Found by shooting brown infested sacs, Normally found in caves.
Lucent Teroglobe - Found by shooting grey metal outcrops.
Scintillant - Obtained from Bounties, Isolation Vaults and Enemy Necramechs.
Vome Residue - Found by shooting glowing blue orbs during the Vome Cycle.
Fass Residue - Found by shooting glowing red orbs during the Fass Cycle.
Orokin Matrix (Orientation, Ballistics and Animus) - Obtained from Isolation Vaults and Arcana Isolation Vaults.
Arcanes (Theorem and Residual) - Obtained from Isolation Vaults and Arcana Isolation Vaults.
For resources regarding fish, see Cambion Fishing
For resources regarding mining, see Cambion Mining
Q: My booster isn’t doing anything help!
Q: Difference between Resource Booster and Resource Drop Booster?
A: Resource Boosters will always apply a 2x multiplier to whatever resource you get. This includes fishing, mining, and kuva
missions. They do not affect rewards from mission drop tables.
Resource Drop Booster doubles the chance resources will drop from enemies, boxes etc. A Resource Drop booster will not double
kuva. Resource Drop boosters have no noticeable effect on fish or mining point spawns.
Q: I farmed Argon Crystals and they’re suddenly missing. What happened?
A: Argon naturally decays. It basically halves every day. So if you have 12 on the first day, on the second you’ll have 6, then 3 then 2
then 1 then none.
Q: Where’s the best place to farm x?
A: Generally the answer will always be the Dark Sector of the planet you need the resource of, and if it doesn’t have any, just do a
survival.


Q: What are ducats?
A: Ducats are another form of currency in the game, however you can only use them with Baro Ki’Teer, the Void Trader. You get
ducats from going to the relays and trading Prime parts in for them at the Ducat Kiosk on either side of the central aisle.
Q: What is Aya?
A: Aya is a rare resource gained as a mission/bounty reward, it can be traded to Prime Warframe and Weapon Relics from Varzia in
Maroo's Bazaar.
Q: Can Kavats increase the amount of Kuva you get?
A: Yes, but only the Smeeta Kavat breed with the Charm mod has a chance to double the Kuva you receive.
Void Relics
Void Relics are special, upgradeable containers that can be found throughout the Star Chart. They predominantly drop Prime
Warframe and Weapon parts, but can also drop Forma blueprints.
Q: Where do I find relics?
A: Relics are a common drop on most endless missions. Relic packs can also be bought from the Market and from all 6 main
Syndicates. Relics can also be traded between players.
Q: What does it mean for parts to be common and rare?
A: Every relic contains 3 common parts (bronze), 2 uncommon parts (silver), and 1 rare part (gold). Common parts have a high
chance of dropping, uncommon have a moderately-low chance of dropping, and rare parts have a low chance of dropping.
Q: What does refining a relic mean?
A: When doing Void missions, you collect Void Traces from dead Corrupted enemies. You can use these Traces to refine a Void relic
and increase the chances of getting uncommon and rare drops, while decreasing the chances for getting common drops. It takes 25
Traces for an Exceptional relic, 50 for a Flawless, and 100 for a Radiant.
Chances of getting one specific Drop
Refine Level (VT is Void Traces)
Common Drops x3
Uncommon Drops x2
Rare Drops x1
Intact
25.55%
11%
2%
Exceptional (25 VT)
23.33%
13%
4%
Flawless (50 VT)
20%
17%
6%
Radiant (100 VT)
16.67%
20%
10%


Relic Drop Tables
All parts are essentially Prime, and thus will not have the “Prime” for redundancy purposes. Simply search your desired part with no
Prime necessary. All lines indicated with red are vaulted until further notice, THIS IS NOT BEING UPDATED FOR THE MOMENT!
Item = In Rotation
Item = Vaulted
Lith
Common
Common
Common
Uncommon
Uncommon
Rare
A3
Rubico Receiver
Orthos Handle
Lex BP
Tiberon BP
Akbolto Barrel
Akjagara Barrel
C4
Burston BP
Forma BP
Paris Lower Limb
Braton Stock
Orthos Blade
Chroma Neuro
C5
Forma BP
Saryn Neuro
Spira BP
Valkyr Neuro
Venka BP
Cernos Lower Limb
K2
Braton Barrel
Rubico Receiver
Zephyr Neuro
Braton Receiver
Forma BP
Kogake Gauntlet
L1
Destreza Handle
Kogake Boot
Forma BP
Equinox Neuro
Zhuge BP
Limbo Neuro
M4 Akjagara BP
Equinox Chassis
Paris BP
Destreza BP
Stradavar Barrel
Mesa Neuro
V6
Cernos Grip
Nikana BP
Venka Blades
Forma BP
Saryn BP
Valkyr Chassis
W1
Gram Blade
Mirage Neuro
Forma BP
Fang Handle
Akbolto Link
Wukong BP
A1
Braton Barrel
Forma BP
Vasto Receiver
Vectis BP
Saryn Neuro
Akstiletto BP
A2
Lex Barrel
Forma BP
Valkyr BP
Cernos BP
Akbronco Link
Akstiletto BP
B1
Mag Neuro
Ankyros BP
Forma BP
Boltor Receiver
Rhino Neuro
Boar Stock
B2
Forma BP
Paris Lower Limb
Tigris Stock
Orthos Blade
Braton Receiver
Ballistica BP
B3
Burston BP
Forma BP
Limbo Systems
Orthos Blade
Cernos String
Ballistica BP
B4
Ankyros BP
Forma BP
Nyx BP
Rhino Neuro
Scindo BP
Boltor BP
B5
Banshee Neuro
Lex Receiver
Oberon Chassis
Rubico Stock
Orthos Blade
Ballistica BP
B6
Fang BP
Lex Barrel
Limbo Systems
Orthos BP
Redeemer BP
Ballistica BP
C1
Fang Blade
Nova Neuro
Nova Systems
Forma BP
Kavasa Band
Carrier Cerebrum
C2
Bronco Receiver
Paris Upper Limb
Venka Blades
Nami Skyla Handle
Akbolto Barrel
Cernos Lower Limb
C3
Lex BP
Silva & Aegis Hilt
Sybaris BP
Helios BP
Braton BP
Chroma Neuroptics
F1
Forma BP
Paris BP
Fang Blade
Odonata BP
Scindo BP
Fragor BP


F2
Odonata Systems
Hikou Stars
Paris Upper Limb
Fang Handle
Burston Barrel
Vauban BP
G1
Latron BP
Frost Chassis
Reaper Handle
Forma BP
Ember Systems
Glaive BP
G2
Bo BP
Latron Stock
Wyrm Cerebrum
Loki Chassis
Frost Systems
Glaive BP
H1
Bronco BP
Paris BP
Saryn Systems
Nami Skyla Handle
Akstiletto Barrel
Helios Cerebrum
H2
Lex Barrel
Forma BP
Zephyr Neuro
Orthos BP
Oberon BP
Helios Cerebrum
K1
Fang BP
Burston Stock
Odonata Harness
Trinity BP
Tigris Barrel
Kavasa Buckle
M1
Lex Receiver
Boar Receiver
Forma BP
Dakra BP
Soma BP
Mag BP
M2 Dakra Handle
Nova Neuro
Soma Barrel
Boar Barrel
Forma BP
Mag BP
M3 Forma BP
Paris BP
Silva & Aegis Hilt
Oberon BP
Rubico Stock
Mesa Neuro
N1
Nekros Chassis
Bronco BP
Fang Blade
Forma BP
Akbronco Link
Nova Chassis
N2
Paris Upper Limb
Spira BP
Carrier Systems
Kavasa Band
Helios BP
Nekros Systems
N3
Sybaris Stock
Burston Receiver
Valkyr BP
Forma BP
Braton BP
Nekros BP
O1
Rubico Receiver
Burston BP
Ballistica Lower
Limb
Forma BP
Akbolto Barrel
Oberon Neuro
O2
Volt BP
Bo Ornament
Wyrm Cerebrum
Forma BP
Loki Chassis
Odonata Wings
P1
Fang Blade
Helios Carapace
Sybaris Stock
Forma BP
Braton Receiver
Pyrana BP
P2
Burston BP
Forma BP
Tipedo BP
Ballistica Receiver
Gram BP
Pyrana BP
S1
Paris String
Hikou BP
Bronco BP
Forma BP
Paris Grip
Spira Pouch
S2
Carrier Systems
Akbronco BP
Nyx BP
Kavasa Band
Forma BP
Soma Stock
S3
Carrier Systems
Akbronco BP
Paris String
Soma Receiver
Ash BP
Spira Pouch
S4
Lex BP
Forma BP
Paris BP
Kavasa Collar
Trinity Chassis
Saryn BP
S5
Carrier Carapace
Burston Receiver
Fang Blade
Galatine Handle
Akbronco Link
Spira Blade
S6
Forma BP
Fang Blade
Dual Kamas BP
Valkyr Neuro
Kavasa Band
Spira Pouch
S7
Galatine Blade
Lex BP
Mirage Chassis
Paris Grip
Akbolto Link
Sybaris Barrel
T1
Akbronco BP
Burston BP
Forma BP
Valkyr Neuro
Ballistica Upper
Limb
Tigris BP
T2
Forma BP
Valkyr BP
Lex Barrel
Silva & Aegis BP
Braton BP
Tiberon Stock
V1
Paris Upper Limb
Paris Lower Limb
Burston Stock
Forma BP
Volt Systems
Fragor Handle
V2
Fang BP
Lex Barrel
Paris Lower Limb
Paris Upper Limb
Forma BP
Vauban Systems


V3
Paris Lower Limb
Cernos Upper Limb Braton BP
Helios Systems
Tigris Barrel
Valkyr Systems
V4
Spira BP
Nekros Chassis
Venka Blades
Helios BP
Tigris Barrel
Vauban Chassis
V5
Akbronco BP
Banshee Neuro
Lex BP
Ballistica Upper
Limb
Akbolto Barrel
Valkyr Systems
Z1
Fang Handle
Akbronco BP
Mirage Neuro
Cernos BP
Forma BP
Zephyr Systems
Z2
Akbronco BP
Nami Skyla BP
Forma BP
Helios Systems
Silva & Aegis BP
Zephyr Systems
Meso
Common
Common
Common
Uncommon
Uncommon
Rare
A2 Zhuge Grip
Tipedo BP
Forma BP
Zephyr Chassis
Equinox BP
Akbolto Receiver
E2
Bronco BP
Destreza Handle
Pyrana Barrel
Akbolto Link
Rubico Stock
Equinox Systems
K2 Mirage Chassis
Paris String
Orthos Handle
Chroma Chassis
Wukong Systems
Kronen Blade
N7 Limbo Systems
Pyrana Barrel
Kronen BP
Forma BP
Gram BP
Ninkondi Handle
N8 Valkyr BP
Forma BP
Cernos Upper Limb
Cernos String
Valkyr Neuro
Nikana Hilt
T1
Fang BP
Braton Stock
Burston Receiver
Forma BP
Paris Upper Limb
Tiberon Barrel
T3
Lex Barrel
Forma BP
Paris Lower Limb
Limbo BP
Chroma Chassis
Tiberon Stock
Z3 Chroma BP
Forma BP
Stradavar Receiver
Akjagara Link
Rubico Barrel
Zephyr Systems
A1
Ballistica Lower
Limb
Orthos Handle
Sybaris Stock
Forma BP
Kronen Handle
Akjagara Barrel
B1
Dakra Handle
Orthos Handle
Forma BP
Mag Chassis
Orthos BP
Boar Stock
B2 Braton BP
Oberon Chassis BP
Silva & Aegis Hilt
Kronen Handle
Hydroid BP
Banshee Chassis
B3 Forma BP
Nova Systems
Soma BP
Darka BP
Mag Chassis
Boar Stock
C1
Nova Neuro
Forma BP
Saryn Systems
Scindo Handle
Ash BP
Carrier Cerebrum
C2 Cernos Upper Limb Bronco BP
Galatine Blade
Valkyr Neuro
Odonata BP
Carrier Cerebrum
C3 Burston Stock
Lex BP
Nami Skyla BP
Helios BP
Saryn BP
Cernos Lower Limb
D1
Orthos Handle
Lex BP
Forma BP
Forma BP
Orthos Blade
Dual Kamas Blade
D2 Forma BP
Lex Receiver
Paris Lower Limb
Helios Systems
Valkyr Neuro
Destreza Blade
D3 Akbolto BP
Fang Handle
Braton Stock
Kronen Handle
Nami Skyla Handle
Destreza Blade


E1
Bo Ornament
Frost Chassis
Latron Barrel
Forma BP
Wyrm Systems
Ember BP
F1
Bronco Receiver
Paris Lower Limb
Saryn Systems
Nekros Neuro
Dual Kamas Handle Fragor BP
F2
Latron Stock
Ember Chassis
Sicarus Barrel
Reaper Blade
Forma BP
Frost BP
F3
Ember Neuro
Loki BP
Reaper Handle
Forma BP
Glaive Disk
Frost BP
G1
Braton Barrel
Forma BP
Venka Blades
Ballistica String
Silva & Aegis Blade
Galatine BP
H1
Hydroid Chassis
Mirage Neuro
Paris BP
Fragor BP
Oberon BP
Helios Cerebrum
K1
Cernos Upper Limb Nekros Chassis
Orthos Handle
Akstiletto Barrel
Tigris Receiver
Kogake Gauntlet
M1 Dakra Handle
Boltor Barrel
Ankyros Gauntlet
Boar Barrel
Rhino Chassis
Mag BP
M2 Fang Blade
Kogake Boot
Paris String
Akjagara Link
Silva & Aegis Blade
Mirage BP
M3
Ballistica Lower
Limb
Gram Blade
Paris String
Kogake BP
Equinox Neuro
Mirage BP
N1
Fang Handle
Braton Stock
Fang BP
Forma BP
Dual Kamas Handle Nyx Neuro
N2 Hikou BP
Bronco BP
Fang Handle
Ash Neuro
Forma BP
Vauban Neuro
N3 Burston Stock
Bronco BP
Braton Barrel
Euphona Barrel
Carrier Cerebrum
Nekros BP
N4 Paris Upper Limb
Saryn Neuro
Orthos Handle
Forma BP
Oberon BP
Nikana Blade
N5 Braton Stock
Forma BP
Lex Receiver
Hydroid BP
Tigris Receiver
Nekros Systems
N6 Boltor Barrel
Forma BP
Hikou Pouch
Rhino Chassis
Scindo Handle
Nyx Neuro
O1
Forma BP
Akbronco BP
Paris Lower Limb
Akstiletto Link
Cernos String
Oberon Neuro
O2 Tiberon Receiver
Paris Lower Limb
Cernos Upper Limb
Mirage Systems
Akbronco Link
Oberon Neuro
O3 Forma BP
Loki Neuro
Odonata Systems
Wyrm Systems
Volt Chassis
Odonata Wings
P1
Bronco Receiver
Chroma BP
Oberon Chassis
Ballistica Receiver
Silva & Aegis BP
Pyrana BP
R1
Tiberon Receiver
Paris Upper Limb
Braton BP
Ballistica String
Akbronco Link
Rubico BP
S1
Nova Systems
Paris BP
Tigris Stock
Paris Upper Limb
Odonata BP
Soma Stock
S2 Paris String
Bronco BP
Galatine Blade
Paris Grip
Forma BP
Saryn Chassis
S3 Valkyr BP
Nekros Chassis
Akbronco BP
Ash BP
Forma BP
Spira Pouch
S4 Fang BP
Banshee Neuro
Galatine Blade
Fang Handle
Trinity BP
Saryn BP
S5 Burston Stock
Braton Barrel
Lex Barrel
Forma BP
Saryn Neuro
Sybaris Barrel
S6 Galatine Blade
Helios Carapace
Valkyr BP
Cernos Strings
Tigris Receiver
Spira Blade
S7 Cernos Upper Limb Forma BP
Venka Blades
Nami Skyla Handle
Paris Grip
Sybaris Barrel


S8 Gram Blade
Forma BP
Bronco Receiver
Burston Barrel
Ballistica Upper
Limb
Sybaris Barrel
S9 Lex Barrel
Spira BP
Braton BP
Forma BP
Saryn Neuro
Spira Pouch
T2
Lex Barrel
Paris Lower Limb
Forma BP
Tigris Receiver
Banshee BP
Tiberon Stock
V1
Burston BP
Spira BP
Carrier BP
Braton BP
Forma BP
Vectis Receiver
V2 Vasto Receiver
Paris BP
Ash Chassis
Forma BP
Volt Chassis
Nikana Blade
V3 Carrier BP
Forma BP
Spira BP
Kavasa Band
Volt Chassis
Valkyr Systems
V4 Carrier BP
Lex Barrel
Forma BP
Valkyr Neuro
Ash Neuro
Vauban Chassis
V5 Bronco BP
Cernos Grip
Spira BP
Euphona Barrel
Silva & Aegis BP
Venka Gauntlet
Z1
Burston Receiver
Forma Blueprint
Fang Blueprint
Limbo BP
Helios BP
Zephyr BP
Z2 Braton BP
Redeemer Blade
Sybaris BP
Hydroid BP
Rubico Barrel
Zephyr Systems
Neo
Common
Common
Common
Uncommon
Uncommon
Rare
A2
Pyrana Barrel
Kronen BP
Limbo Systems
Forma BP
Zephyr Chassis
Akbolto Receiver
C1
Limbo Systems
Kronen BP
Mesa Chassis
Pyrana Receiver
Redeemer BP
Chroma Systems
M2 Akbronco BP
Burston Stock
Forma BP
Bronco Barrel
Limbo BP
Mesa Systems
R2
Ninkondi BP
Braton Stock
Forma BP
Tiberon BP
Paris Grip
Rubico BP
S12 Fang Blade
Redeemer Blade
Paris Upper Limb
Mirage Systems
Wukong Chassis
Stradavar BP
S13 Saryn Systems
Spira BP
Nikana BP
Cernos BP
Forma BP
Saryn Chassis
Z2
Akbolto BP
Braton Stock
Lex BP
Mesa BP
Pyrana Receiver
Zephyr BP
Z3
Bronco Receiver
Zephyr Neuro
Forma BP
Akjagara Receiver
Mesa BP
Zhuge Barrel
A1
Carrier Systems
Braton Barrel
Forma BP
Cernos String
Vectis BP
Akstiletto BP
B1
Paris String
Trinity Systems
Bronco Receiver
Vectis Stock
Burston Barrel
Banshee Chassis
B2
Tigris Stock
Braton Stock
Fang BP
Venka BP
Forma BP
Banshee Chassis
B3
Boar BP
Forma BP
Rhino Systems
Mag Chassis
Dakra Blade
Boltor BP
B4
Hydroid Chassis
Burston Stock
Forma BP
Kronen Handle
Tigris Barrel
Banshee Systems


B5
Braton Barrel
Ballistica Lower
Limb
Forma BP
Oberon BP
Destreza BP
Banshee Systems
D1
Mag Systems
Vasto Barrel
Boar BP
Trinity Neuro
Forma BP
Dakra Blade
E1
Frost Neuro
Loki Neuro
Wyrm BP
Forma BP
Reaper Blade
Ember BP
F1
Ember Chassis
Sicarus Barrel
Sicarus BP
Bo Handle
Forma BP
Frost BP
G1
Mirage Neuroptics Forma BP
Kogake Boot
Hydroid Neuroptics Paris Grip
Gram Handle
H1
Burston Receiver
Fragor Head
Orthos Handle
Banshee BP
Tigris Barrel
Hydroid Systems
H2
Euphona BP
Burston Stock
Fang BP
Ballistica Receiver
Rubico Barrel
Hydroid Systems
K1
Euphona BP
Silva & Aegis Hilt
Valkyr BP
Helios BP
Zephyr Chassis
Kogake Gauntlet
K2
Chroma BP
Braton Barrel
Banshee Neuroptics Akbolto Link
Mirage Systems
Kogake Gauntlet
L1
Mirage Chassis
Euphona BP
Kronen BP
Ballistica Receiver
Silva & Aegis Blade
Limbo Chassis
M1
Paris String
Akbolto BP
Bronco BP
Euphona Barrel
Helios BP
Mirage BP
N1
Hikou Stars
Vectis Barrel
Forma BP
Soma Receiver
Kavasa Collar BP
Nyx Chassis
N2
Lex BP
Fang BP
Vasto Barrel
Forma BP
Nova BP
Vauban Systems
N3
Lex Barrel
Odonata Systems
Paris String
Fang Handle
Ash Neuro
Nekros Systems
N4
Paris String
Ash Chassis
Braton Stock
Forma BP
Venka BP
Nikana Blade
N5
Saryn Systems
Forma BP
Helios Carapace
Ash Systems
Akstiletto Link
Nikana BP
N6
Bronco Receiver
Galatine Blade
Cernos Upper Limb
Sybaris Receiver
Trinity BP
Nikana Hilt
N7
Trinity Neuro
Euphona BP
Venka Blades
Banshee BP
Valkyr Neuro
Nekros Systems
N8
Paris String
Hydroid Chassis
Sybaris BP
Forma BP
Akbolto Link
Nami Skyla Blade
N9
Boar BP
Dakra Handle
Mag Neuro
Forma BP
Soma Receiver
Nova Chassis
N10 Forma BP
Redeemer Blade
Zephyr Neuro
Ballistica Upper
Limb
Tipedo Ornament
Nami Skyla Blade
O1
Forma BP
Odonata Harness
Volt BP
Aklex BP
Volt Systems
Odonata Wings BP
R1
Ankyros Gauntlet
Forma BP
Hikou BP
Boltor Receiver
Nyx Chassis
Rhino BP
S1
Carrier Carapace
Lex Barrel
Soma BP
Trinity Chassis
Forma BP
Saryn BP
S2
Burston Stock
Paris Lower Limb
Nova Systems
Nyx Systems
Paris Upper Limb
Saryn Chassis
S3
Soma Barrel
Carrier BP
Burston Receiver
Forma BP
Vasto BP
Spira Blade
S5
Latron Receiver
Ember Neuro
Reaper BP
Glaive Disc
Frost Systems
Sicarus Receiver


S6
Burston BP
Forma BP
Trinity Neuro
Tigris Receiver
Kavasa Buckle
Silva & Aegis Guard
S7
Banshee
Neuroptics
Fang Blade
Helios Carapace
Ballistica Receiver
Sybaris Receiver
Silva & Aegis Guard
S8
Bronco Receiver
Forma BP
Hydroid Chassis
Fragor BP
Nikana BP
Spira Pouch
S9
Akjagara BP
Bronco BP
Mirage Neuro
Destreza BP
Forma BP
Silva & Aegis Guard
S10 Lex BP
Saryn Systems
Braton Stock
Spira Blade
Nikana Blade
Saryn Chassis
S11
Bronco Receiver
Fang Blade
Hydroid Chassis
Forma BP
Kronen Handle
Stradavar BP
T1
Forma BP
Dual Kamas BP
Burston BP
Banshee BP
Fragor Handle
Tigris BP
V1
Nyx BP
Forma BP
Dual Kamas BP
Bronco Barrel
Volt BP
Nova Chassis
V2
Fang Handle
Braton Stock
Galatine Blade
Galatine Handle
Forma BP
Vauban BP
V3
Galatine Blade
Paris String
Carrier Systems
Tigris Receiver
Forma BP
Vauban Neuro
V4
Cernos Grip
Tigris Stock
Bronco Receiver
Saryn Neuro
Ash Neuro
Venka Gauntlet
V5
Helios Carapace
Paris String
Silva & Aegis Hilt
Forma BP
Burston Barrel
Vauban Neuro
V6
Burston Stock
Cernos Grip
Forma BP
Fragor Handle
Mirage Systems
Vauban Chassis
V7
Akbolto BP
Forma BP
Pyrana Barrel
Banshee BP
Cernos BP
Valkyr Chassis
V8
Loki BP
Odonata Harness
Wyrm BP
Forma BP
Bo Handle
Volt Neuro
Z1
Orthos Handle
Nekros Chassis
Paris BP
Forma BP
Galatine Handle
Zephyr BP
Axi
Common
Common
Common
Uncommon
Uncommon
Rare
D1
Braton BP
Chroma BP
Tiberon Receiver
Forma BP
Zhuge Receiver
Destreza Blade
G2 Wukong Neuro
Akbolto BP
Burston Receiver
Redeemer BP
Tipedo Ornament
Gram Handle
L5 Fang BP
Burston BP
Rubico Stock
Kronen Handle
Akbronco Link
Limbo Chassis
M1 Zhuge String
Lex Barrel
Mesa Chassis
Rubico Barrel
Orthos BP
Mirage BP
P1
Forma BP
Equinox Chassis
Akjagara BP
Kogake BP
Ninkondi Chain
Pyrana BP
R2 Destreza Handle
Forma BP
Lex Receiver
Chroma Chassis
Mirage Systems
Redeemer Handle
S5 Saryn Systems
Venka Blades
Cernos Grip
Forma BP
Nikana Blade
Spira Pouch
T2 Kogake Boot
Mirage Neuro
Stradavar Stock
Burston Barrel
Forma BP
Tipedo Handle


V9 Valkyr BP
Saryn Neuro
Mirage Neuro
Spira Blade
Valkyr Systems
Venka Gauntlet
A1
Trinity System
Fragor Head
Braton Stock
Akstiletto Barrel
Dual Kamas Handle Nikana BP
A3 Braton Barrel
Helios Carapace
Kogake Boot
Cernos String
Hydroid Neuro
Akbolto Receiver
A4 Braton Stock
Forma BP
Zephyr Neuro
Ballistica String
Fang Handle
Akbolto Receiver
A5 Forma BP
Vasto Barrel
Vasto Receiver
Akvasto Link
Vasto BP
Akvasto BP
B1
Euphona BP
Ash Chassis
Fang Blade
Cernos BP
Kavasa Buckle
Banshee System
B2 Fragor Head
Sybaris BP
Fang Blade
Forma BP
Orthos BP
Banshee System
C1
Trinity Neuro
Vectis Barrel
Lex Receiver
Orthos BP
Forma BP
Cernos Lower Limb
C2 Forma BP
Trinity Systems
Braton BP
Silva & Aegis Blade
Fragor Handle
Cernos Lower Limb
C3 Helios Carapace
Forma BP
Hydroid Chassis
Pyrana Receiver
Banshee Blueprint
Chroma Systems
C4 Braton BP
Hydroid Chassis
Pyrana Barrel
Kogake BP
Sybaris Receiver
Chroma Systems
E1
Latron Barrel
Sicarus BP
Frost Neuro
Glaive Blade
Forma BP
Ember BP
E2 Paris BP
Lex Receiver
Braton Stock
Forma BP
Bronco Barrel
Euphona Receiver
G1
Nekros Chassis
Saryn Systems
Paris BP
Kavasa Collar
Forma BP
Galatine BP
H1
Forma BP
Fragor Head
Vectis Barrel
Akstiletto Receiver
Trinity Chassis
Helios Cerebrum
H2 Oberon Chassis
Lex Receiver
Fang Handle
Trinity Chassis
Akstiletto Barrel
Helios Cerebrum
H3 Kronen BP
Cernos Grip
Helios Carapace
Burston Barrel
Forma BP
Hydroid System
H4 Mesa Chassis
Mirage Chassis
Paris Upper Limb
Akbolto Link
Forma BP
Hydroid Systems
K1
Odonata Harness
Hikou Pouch
Lex Barrel
Forma BP
Akstiletto Receiver
Kavasa Buckle
K2 Orthos Handle
Sybaris BP
Forma BP
Cernos String
Galatine Handle
Kronen Blade
K3 Cernos Grip
Paris BP
Tiberon Receiver
Banshee BP
Pyrana Receiver
Kronen Blade
K4 Paris BP
Forma BP
Sybaris Stock
Destreza BP
Kogake BP
Kronen Blade
K5
Ballistica Lower
Limb
Braton BP
Forma BP
Equinox BP
Hydroid BP
Kronen Blade
L1
Latron BP
Reaper BP
Wyrm Carapace
Forma BP
Glaive Blade
Loki System
L2 Orthos Handle
Braton BP
Nami Skyla BP
Tiberon BP
Forma BP
Limbo Neuroptics
L3
Fang Handle
Kronen BP
Nami Skyla BP
Akjagara Receiver
Zephyr Chassis
Limbo Chassis
L4 Forma BP
Bo Ornament
Wyrm Carapace
Odonata BP
Volt Systems
Loki Systems
N1 Braton BP
Forma BP
Fang Blade
Akstiletto Link
Odonata Wings
Ash System


N2 Carrier Carapace
Lex Receiver
Bronco BP
Forma BP
Ash Neuro
Nikana Hilt
N3 Paris Upper Limb
Dual Kamas BP
Forma BP
Volt BP
Bronco Barrel
Nekros BP
N4 Cernos Upper Limb Galatine Blade
Nekros Chassis
Fragor Handle
Hydroid Neuro
Nikana Hilt
N5 Euphona BP
Lex Barrel
Oberon Chassis
Helios Systems
Nekros Neuro
Nami Skyla Blade
N6 Lex Receiver
Nikana BP
Braton Barrel
Braton Receiver
Saryn BP
Nikana Hilt
O1 Euphona BP
Paris BP
Forma BP
Akstiletto Receiver
Galatine Handle
Oberon System
O2 Galatine Blade
Paris String
Fang Blade
Tiberon BP
Helios Systems
Oberon System
O3 Burston Stock
Destreza Handle
Forma BP
Venka BP
Zephyr Chassis
Oberon System
O4 Destreza Handle
Zephyr Neuro
Lex BP
Tiberon BP
Gram BP
Oberon Systems
R1
Boltor Stock
Mag Systems
Boar Receiver
Dakra BP
Ankyros Blade
Rhino BP
S1
Forma BP
Bronco Receiver
Bronco BP
Akbronco Link
Trinity BP
Scindo Blade
S2 Latron Receiver
Loki BP
Wyrm BP
Ember System
Forma BP
Sicarus Receiver
S3 Boltor Stock
Hikou Stars
Rhino Systems
Ankyros Blade
Nyx Systems
Scindo Blade
S4 Boar Receiver
Forma BP
Mag Systems
Dakra Blade
Nova BP
Soma Stock
T1
Vectis Barrel
Odonata Harness
Saryn System
Akstiletto Receiver
Burston Barrel
Tigris BP
V1
Odonata System
Carrier Systems
Dual Kamas BP
Volt Neuro
Forma BP
Vauban Chassis
V2 Hikou Pouch
Trinity Systems
Mag Neuro
Braton Receiver
Boar Barrel
Vectis Stock
V3 Trinity Neuro
Vasto Barrel
Trinity System
Orthos BP
Braton Receiver
Vectis Stock
V4 Paris BP
Trinity Systems
Odonata Harness
Cernos BP
Forma BP
Vectis Stock
V5 Venka Blades
Dual Kamas BP
Forma BP
Braton Receiver
Tigris Receiver
Valkyr Chassis
V6
Ballistica Lower
Limb
Braton BP
Forma BP
Fang Handle
Galatine Handle
Valkyr Chassis
V7 Lex Barrel
Nami Skyla BP
Valkyr BP
Kogake BP
Silva & Aegis BP
Venka Gauntlet
V8 Forma BP
Lex Receiver
Odonata System
Volt Chassis
Odonata BP
Volt Neuro


Factions
Friendly Factions
There are a number of factions and people willing to help you on your journey through the Solar System. These can include the
factions listed below, however Syndicates can be friend or foe, and aren’t included here..
Tenno
The Tenno are you, the Warframes, under the care and guidance of the Lotus. It is your privilege and your burden to keep the
balance of power in the Origin system.
Cephalon Simaris
Cephalon Simaris is a Cephalon construct that resides within the Sanctuary Enclave, a room found in all Tenno Relays. A seeker of
knowledge, his ultimate goal is to "immortalize" creatures through the process known as Synthesis, that deconstructs a being into
data for storage within the Sanctuary. Talk with Simaris
Ostron
The hardy people of the Plains of Eidolon, they’ve made a community in the shadow of an abandoned Orokin tower and called it
Cetus. They ask you for assistance in their constant struggle against the Grineer. Talk with Konzu.
Quills
Led by Quill Onkko, the Quills study the sentients who still roam the Plains. Onkko seeks your fighting prowess in getting closer to
these dangerous beings. Talk with Onkko.
Solaris United
The people of Fortuna are forever enslaved in debt to their Corpus overlords. The Solaris United have banded together to push
back. These cybernetically modified rebels request your help in furthering their cause. Talk with Eudico.
Vox Solaris
Where Solaris United is the face of the rebellion, Vox Solaris is the hidden, anonymous personnel group that handles the
underground dealings and shady operations. Their true purpose is yet to be revealed. Talk with Little Duck.


Entrati
The Entrati are an elusive family that reside inside the enclave of Necralisk, on Deimos. They were highly renowned during the
Orokin Era for being the first ones to create technologies that harnessed the power of the Void. Today, the sole survivors of the clan
are a single dysfunctional household that dwells on the Cambion Drift. Talk with Mother
Necraloid
Necraloids are Entrati machines operated by Cephalons, serving as loyal servants to the Entrati family. To fully access this
Syndicate, the player must complete the Heart of Deimos quest and The War Within. Talk with Loid.
The Holdfasts (SPOILERS)
The Holdfasts are the four last survivors of the adult crew of the Zariman Ten Zero and conducting their operations within the
Chrysalith. Returned to life by the mysterious powers of the Void, they have fought off conversion into Void Angels. While not
strictly human anymore, instead being Void manifestations resurrected through the Conceptual Embodiment of the memories of the
original Zariman Crew, they retain their human mindset and guide the Tenno in preventing the further degradation of the Zariman.
Speak with Quinn.
Khal’s Garrison
Kahl's Garrison is a resistance movement that fights against Narmer. Led by Kahl-175 with the support of Daughter and the Tenno,
he sets up his base at the Drifter's Camp, preparing a campaign to free his Grineer brothers and the Origin System from Narmer.
Speak with Khal.
NPC
There are a number of friendly NPCs throughout the game that provide the Tenno with different forms of aid or services.
●
The Lotus - A mysterious being who guides Tenno on their journey.
●
Ordis - A Cephalon who assists in ship and mission operations.
●
Darvo - A Corpus rebel who resides in Relays. He sells various items for Platinum at a discount from Market cost.
●
Baro Ki’Teer - Known as the Void Trader, he appears every 2 weeks on a Friday with a large selection of items to buy for
Ducats and/or credits. He is the only in-game purveyor of Primed Mods and Prisma Weapons.
●
Maroo - A shady thief who has a heavy interest in Ayatan artifacts. She will buy your Ayatan Treasures for Endo.
●
Clem - One of Darvo’s connections, he is an undercover soldier who spies on the Grineer. Will give you unique missions.
●
Nora Night - Host of the Nightwave radio station.
Enemy Factions
The Solar System is awash with large, dangerous, fanatical groups that all want to see the Tenno as a long forgotten memory.


Grineer
The Grineer are a vast army of genetically modified, cloned humans, who are plagued by debilitating defects from over extension of
DNA. They are born and raised into fanatical dedication to the two Grineer Queens, and wish to exploit Warframes as
superweapons. They use mass produced, simple but deadly weaponry, and have heavy armor that can block the majority of damage
they receive. Grineer never use proto-shields. Recommended to use puncture and corrosive damage types.
Enemies to Prioritize
●
Heavy Gunner - High armor, high health, high damage.
●
Hyekka Master - Very high armor, high health, can spawn up to 4 Hyekkas.
●
Bombard - Very high armor and health, fires homing rockets.
●
Napalm - Very high armor and health, fires incendiary grenades that leave a burning orb on impact.
●
Manic - High armor and health, can teleport and ignore damage, very high damage melee attacks.
●
Nox - Extremely high armor and health, wields a sticky grenade launcher that applies toxin and cold procs. Only weak spot is
its head, which is protected by a fortified glass helmet. Breaking the helmet releases the noxious gasses within.
●
Prosecutor - The Grineer specialty unit, with very high health and the only unit with a shield. There are 4 types of prosecutors,
each one uses a specific elemental shield, of heat, cold, toxin, or electricity. Whichever element the shield is is the only
damage type that will hurt them.
Grineer Controlled Planets
●
Earth (including Plains of Eidolon)
●
Mercury
●
Mars
●
Ceres
●
Saturn
●
Uranus
●
Sedna
●
Kuva Fortress
●
Lua (contested)
●
Zariman (rotates)
Corpus
The Corpus are slaves to their greed. The highest ranking Corpus leaders are merchants and traders, who deploy an army of
crewmen and moa proxies to both work for them and fight for them. The Corpus prefer high tech energy based weapons, and use
high capacity, damage absorbing proto-shields. Corpus units rarely if ever have any type of armor. Recommended to use slash,
impact, toxin, gas, radiation, and magnetic damage.


Enemies to Prioritize
●
Nullifier Crewman - Deploys an energy bubble around them, which stops or negates any Warframe abilities if exposed to it.
●
Comba/Scrambus - These units are taller than regular crewman, and have specialized hover shoes allowing them to move
very fast. They have an aura around their helmets that disrupt Warframe abilities and HUD.
●
Shield Osprey - A flying support unit, this osprey will regenerate nearby allies’ shields very quickly. Take out this unit before
engaging the rest.
●
Bursa - The Corpus specialty unit, there are three types of bursas, which are a heavy defensive proxy. Each one sits low to the
ground, and has a shield equipped to its front which negates all damage. It can only be damaged reliably from the back.
Once it is disabled, you can hack the console on its back and have it fight for you.
Corpus Controlled Planets
●
Venus (including Orb Vallis)
●
Phobos
●
Jupiter
●
Europa
●
Neptune
●
Pluto
●
Lua (contested)
●
Zariman (rotates)
Infested
The Infested are the remains of Corpus, Grineer, and other biological organisms that have been infected by the Technocyte Virus, a
pathogen that wiped out the ancient Orokin civilization. The Technocyte is a hive mind, and relentlessly attacks anything that
invades its spawning nests. Nearly every unit attacks exclusively with melee, though a few units have ranged attacks. Infested units
have very high health, rarely armor, and never have proto shields. They are weak to slash, puncture, heat, corrosive, and gas
damage.
Enemies to Prioritize
●
Volatile Runner - An orange Corpus crewman shaped infested that will charge you and explode in a suicide bomb style.
●
Swarm Mutalist Moa - A blue and purple Corpus proxy shaped infested that launches swarms of infested spores that cause
minor damage and reduce invisibility. Any infested units that hit the spores gain armor.
●
Tar Mutalist Moa - A blue, red, and purple Corpus proxy shaped infested that launches globs of bright yellow mucus, that
slows you down and causes heavy damage when in contact.
●
Ancient - A heavy infested melee unit, it comes in three types; healer, disruptor, and toxic. The healer (green) provides
damage resistance to allies, the disruptor (dark green and pink) drains your Warframe’s energy, and the toxic (dark green
and neon green) creates toxic clouds that deal heavy damage and buffs allies’ toxin damage.


●
Juggernaut - The infested specialty unit, and arguably the most dangerous unit in the game. It is a quadruped infested tank,
with armor so high that any damage done to the exterior does zero damage. It has high damage ranged and charge attacks.
The only way it can be damaged is when it rears up on its hind legs. Its stomach is its weak point.
Infested Controlled Planets
●
Eris
●
Deimos
Corrupted/Orokin
The Corrupted are the remnants of the ancient Orokin civilization. They are brainwashed, augmented forms of Corpus, Grineer, and
Infested units, roaming the abandoned halls of Orokin towers, protecting that which they were programmed to. And they will
defend their masters’ homes savagely.
All corrupted act like their normal counterparts, but are upgraded with higher health, armor, and shields. Their weapons are also
upgraded to Orokin Prime energy weapons. Each unit is still susceptible to their faction’s weaknesses. Corrupted units can only be
encountered in the Void, or Void Fissure missions.
Recommended to target the same enemy types of their original faction.
The only Corrupted controlled area is The Void.
Sentients (SPOILERS)
The Sentients are ancient beings that were a large part of the destruction of the Orokin Empire. They have several variants, and all
have either damage resistance or damage adaptation. They can be encountered on the Plains of Eidolon, Uranus, and Lua. Some
Sentients include the Oculysts, Battalysts, Eidolons and the Shadow Stalker.
Amalgams (SPOILERS)
The Amalgams are a hybrid of Corpus and Sentient Technology, developed by Alad V. They employ mixed attacks similar to their
Corpus and Sentient counterparts. Amalgams can only be found on Jupiter. They are susceptible to corrosive, radiation, and
magnetic attacks.
Syndicates
Syndicates are Factions that can be joined by the Tenno, and provide unique purchasable rewards. There are 6 main Syndicates,
each with their own goals, friends, and enemies. Each Syndicate considers 3 other Syndicates as Allied, Opposed, or Enemy. The 2
remaining are neutral.


A Syndicate’s standing is based on Reputation, and each Syndicate has their own Reputation ranking system. You can join as many
Syndicates as you’d like, but keep in mind that if a Syndicate is Opposed or an Enemy with another, then gaining Reputation with
that Syndicate will lose Reputation in the other. If your Reputation with a Syndicate drops below 0, you become an Enemy to them
and they will periodically send out hit squads to kill you in missions, much like Assassins.
To advance in a Syndicate, you must max out Reputation with each of the 5 levels. You gain reputation by equipping the chosen
Syndicate’s sigil to your Warframe. Only one sigil may be equipped on a Warframe at a time. A portion of the affinity you earn will
then be converted into Reputation. Each level will require an offering to advance. These offerings range from credits, resources,
potatoes, and Prime parts. Each level unlocks more rewards from that Syndicate’s reward table.
Steel Meridian
The Steel Meridian are made up of deserters and opposers to the Grineer Regime. They constantly fight a guerilla war against them,
and are sworn protectors of the few colonies that still survive on Earth.
Arbiters of Hexis
The Arbiters of Hexis are a disciplined, dogmatic, ruthless cult of warriors and clerics who seek justice and order in the Origin
System. They see the Tenno as the ultimate key to this goal.
Cephalon Suda
Suda is one of the ancient artificial intelligences created during the Great War, a Cephalon. She despises violence and destruction,
and her thirst for knowledge is unparalleled. She finds the Tenno intriguing.
The Perrin Sequence
The Perrin Sequence are a splinter group of brilliant and powerful merchants, who shun the Corpus to further their own goals. They
wish to bring prosperity and direction to the Origin System.
Red Veil
The Red Veil are an organization dedicated to destruction. They see mass corruption all around them, and wish to heal the system
through a great and violent purge. Bound by honor to their cause, they do not regard life as precious, but as an obstacle.
New Loka
New Loka are worshipers of the Human life and what it once was. They wish to see the restoration of humanity and the
repopulation of Earth. Their belief is that humanity will rise once again and end the age long conflict that plagues the Origin
System.
Syndicate Alignments
Syndicate
Allied (+50% Rep)
Opposed (-50% Rep)
Enemy (-100% Rep)


Steel Meridian
Red Veil
New Loka
Perrin Sequence
Arbiters of Hexis
Cephalon Suda
The Perrin Sequence
Red Veil
Cephalon Suda
Arbiters of Hexis
Red Veil
New Loka
Perrin Sequence
New Loka
Arbiters of Hexis
Steel Meridian
Red Veil
Steel Meridian
Cephalon Suda
Arbiters of Hexis
New Loka
Perrin Sequence
Steel Meridian
Cephalon Suda
Because of these Alignments, it is recommended to ally with 3 Syndicates, the 3 on the left of the menu, or the 3 on the right, for
ease of use.
Q: What do syndicates do?
A: Syndicates allow Tenno access to their reward lists, which include important things like Warframe/weapon augment mods, gear
consumables, relic packs, Archwing weapon parts, Spectres, unique Syndicate weapons, Captura scenes, and more.
Q: Can I trade syndicate syandanas?
A: No, you can only obtain those for syndicates you’ve personally maxxed out.
Q: If I drop below my rank after paying tribute, do I still have to pay tribute again?
A: Yes, if you lose a rank then you will have to pay tribute to get it back.
Q: Which is the best syndicate? What syndicate do I choose?
A: That’s subjective, choose which one you like the most, or which one you like the rewards for most.
Q: How many syndicates can I max?
A: 6, however that takes intense micromanagement. 4 is the easiest to max without extreme effort. The combinations are as
follows:
Steel Meridian, Cephalon Suda, Arbiters of Hexis and Red Veil
or
Red Veil, New Loka, Steel Meridian and Perrin Sequence
(Bolded are the ones most used to retain 4)
Keep the SM/RV sigil and do CS/NL missions respectively.
Q: Is there any downside to getting Syndicates mad/angry/negative?
A: The slighted Syndicate will occasionally send Death Squads after you, similar to Assassins. You can tell which Syndicate is
attacking from flickering lights and a message from the attacking Syndicate. You also don’t have access to their rewards.


Q: What’s the difference of the “x Squad” vs the “x Platoon”?
A: Just numbers, usually the squad has 3-5, while the Platoon has 5-8.
Q: I joined this syndicate, but the other one has the mod I want. Can I switch over?
A: Anytime. Just pay the tribute and advance to the other goal. Alternatively you can just trade for the mod.
Q: If I reach my daily standing cap and do a Syndicate mission do I get more standing?
A: Yes. Syndicate missions reward standing regardless of your cap.
Q: What do Insignia / Seed / Quittance / Datum / Medallion / Mark do?
Q: What do Defender Insignia / Bountiful Seed / Executive Quittance / Intriguing Datum / Lawful Medallion / Honored Mark do?
Q: What do General Insignia / Flawless Seed / Partner Quittance / Genius Datum / Maxim Medallion / Exalted Mark do?
Q: How do I find them? How do I get them?
A: Collectively, they’re called Syndicate Medallions, and they can be redeemed at any non Earth relay at their respective Syndicates
for standing in their particular syndicate. You can get them by doing Syndicate missions, they usually spawn 8 per mission.
Q: How do I start earning standing with my Syndicate?
A: Just to the right of the Navigation is a menu you can interact with to select a Syndicate, from there you can pledge yourself to the
syndicate you choose, A percent of affinity you gain during missions goes towards ranking up your chosen Syndicate. You can
change at anytime.
Q: Why did my Syndicate weapon suddenly explode?
A: All Syndicate weapons, and weapons that can be upgraded with a Syndicate mod, have what is called a Syndicate Radial Effect.
Each effect gives buffs and damage depending on the Syndicate the weapon/mod is from. To gain the effect, you must gain affinity
with the weapon that will then be converted into points and fill a gauge in the lower right hand of your HUD. Once the weapon’s
gauge is filled, usually 1,000 points, the effect will be released and the gauge reset.
Syndicate
Effect Name
Damage Type
Restore Type
Temporary Buff
Steel Meridian
Justice
Blast
25% Health
+25% Base Armor
Arbiters of Hexis
Truth
Gas
25% Health
+25% Base Parkour
Speed
Cephalon Suda
Entropy
Magnetic
25% Base Energy
+25% Base Energy
The Perrin Sequence
Sequence
Radiation
25% Shield
+50% Base Shields
Red Veil
Blight
Viral
25% Base Energy
+10% Base Movement


Speed
New Loka
Purity
Corrosive
25% Health
+25% Base Health
Field Bosses (Assassins)
A Field Boss is a specialized enemy that can randomly appear in any standard mission, similar to Syndicate Death Squads (mission
exceptions are Syndicate missions, Archwing missions, Free Roam missions, Arenas, (Elite) Sanctuary Onslaught, and
Assassinations). Assassins appear with the sole intent of killing their target. Even if you have others in a squad, an Assassin will only
attack its target, unlike Syndicate Death Squads which attack everyone. You can check which Assassin is after you on the front page
of your Profile, in the Marked for Death section.
Shadow Stalker
The Shadow Stalker is the most common Assassin. He will occasionally mark you for death after completing any Assassination
mission, of any faction. This appears as a message in your Inbox. Once marked for death, the Stalker has a chance to appear on any
mission node or type at any time.
The Stalker appears as a modified dark grey and orange Excalibur, wielding a greatsword. He attacks similarly to Excalibur as well.
Similar to Sentients, the Stalker gains resistance to damage as it is received. Switch up your tactics as you take him down. If the
Stalker succeeds in defeating his target, he will disappear without dropping any rewards and the defeated player will need to be
revived.
The Stalker has a chance of dropping a number of powerful weapons, mods, landing craft parts, and resources.
Zanuka Hunter
The Zanuka is a proxy controlled by Alad V. It is an Assassin whose death mark appears after completing 5 Invasions against the
Corpus in a row. It will only appear in missions where you are fighting the Corpus.
The Zanuka appears as a grey, medium sized proxy similar in size to a Hyena, but smaller than a Jackal. It employs an automatic
plasma gun and a frost bomb, along with melee attacks.
Should the Zanuka Hunter damage its target enough, it will pounce upon its victim and transport them to a holding facility, where a
hidden mini-mission will begin. You must escape Alad V’s facility and recover your confiscated equipment.
The Zanuka has a chance of dropping Detron blueprints and parts, Orokin cells, and landing craft parts.


Grustrag Three
The Grustrag Three are a team of enhanced, insane Grineer super-soldiers. They are an Assassin whose death mark appears after
completing 5 Invasions against the Grineer in a row. They will only appear in missions where you are fighting the Grineer.
The Three appear as large Grineer Marines, with streamlined armor and open helmets. They each employ different fighting tactics.
●
Leekter carries a large axe and flashbangs
●
Shik Talk uses a handheld rocket launcher and a riot shield
●
Vem Tabook carries a shotgun that fires electro-traps
Each of the Three also has a Carabus Sentinel, armed with a laser rifle.
Should the Three succeed in defeating their target, their Sentinels will form a shield around the victim, preventing team revives. A
Grustrag Bolt will then be attached to the victim’s Warframe. The Bolt reduces that frame’s damage against Grineer by 50%. A
blueprint for a Bolt Release will be in the victim’s inventory upon leaving the mission.
The Grustrag Three have a chance of dropping rare mods, Brakk blueprints and parts, Endo, and landing craft parts.
The Wolf of Saturn Six
The Wolf is the most powerful of the inmates to escape the maximum security Grineer prison, Saturn Six. He led the uprising that
released himself and his inmates on the Origin System. He became available to encounter during Series 1 of Nightwave.
The Wolf appears as a very large Grineer individual, similar in look to one of the Grustrag Three, but with different armor. He wields
his Wolf Sledge, and primarily uses melee attacks. He can also attack with energy projectiles similar to that of Excalibur’s Exalted
Blade, and will occasionally perform a spin attack that pulls any nearby Warframes to him.
The Wolf has an extremely high amount of health and Alloy armor. He is also completely immune to Status effects and Warframe
abilities. It is recommended to keep distance from him, and to use weapons with high puncture and radiation damage.
The Wolf can appear in any player-based mission, and does not require or have a death mark associated with him. His arrival is
preceded by the standard flashing lights and a wolf-like howl. In addition, if another Assassin has already appeared or is set to
appear in a mission, The Wolf will not spawn.
Acolytes (Steel Path)
Acolytes spawn in any non-archwing and non-assassination Steel Path missions, Acolytes can spawn in 3-7 minute intervals, This
includes non-endless missions, in non-endless missions a max of 3 Acolytes spawn.


Acolytes have quite a lot of Health and Shields with some Armor, They are only able to receive up to 4 stacks of any status effect
(Except Impact which can stack to 6) and Radiation only amplifies the damage the Acolyte receives but does not enable friendly fire,
Acolytes also have a mechanic which lowers your damage the higher your damage per second is, so high damage weapons such as
DMRs and Snipers are normally better against them, They also get a 40% damage resistance from the start.
Acolytes resemble different warframes, Angst is a modified Valkyr, Malice is a modified Frost, Mania is a modified Loki, Misery is a
modified Oberon, Torment is a modified Mesa and Violence is a modified Limbo.
Acolytes drop 2 Steel Essence and one random Primary or Secondary Arcane upon defeat.
Kuva Liches
Kuva Liches are Grineer Assassin enemies that are unique to the player who created them. They are very powerful, and are designed
to be a challenge for mid to end game players. Only players who have finished The War Within quest can spawn a Lich. They are
defeated through solving an icon puzzle and trial and error.
Its menu, upon creation, is in the lower right corner of the Menu or Navigation UI, next to the Nightwave/Resource box. You are only
able to have Either a Sister or a Liche, not both.
The Parazon
The Parazon is a unique gear item that is given to players during the tutorial of the game. It is always automatically equipped in all
missions. It can be found and altered in the Arsenal section of your Orbiter. It can hold up to 3 mods that give bonuses to hacking
and mercy kills. Mercy kills can be performed on any regular enemy with the activate button (default [X]) once their health is almost
depleted. They are similar to sneak attacks, however a mercy kill will always instantly kill the enemy. The Parazon also holds up to 3
Requiem Mods, which are required to kill Kuva Liches and Sisters of Parvos.


Requiem Mods and Relics
Requiem Mods are 8 unique mods that can only be slotted into the Parazon. They are obtained from Requiem Relics. Requiem
Relics have a chance to drop from Lich Thralls, Sister Hounds and Kuva Siphons, and are a guaranteed drop from Kuva Floods. They
are opened similarly to Prime Relics, on select Kuva Fortress missions. They can be refined like normal relics as well. Requiem Relics
drop the Requiem Mods (Which are always an uncommon drop), as well as Riven Slivers, Kuva, Ayatan Amber Stars, and Exilus
Adapter blueprints.
There is also a 9th Requiem Mod, Oull, It is able to act as ANY Requiem mod, meaning if you put it into the first slot, that slot is now
going to be correct, it doesn’t matter what is required. Oull has a drop chance of 25% when the Kuva Lich or Sisters of Parvos flees
after using the correct Requiem Sequence. This Requiem only drops for the person whose Lich/Sister is downed.
Lich Larvlings
Lich Larvlings have a chance to spawn on any level 20+ Grineer mission. They are marked by a unique red icon, and are preceded by
yellow flashing lights. Damaging them completely then mercy killing them with the Parazon will create a Lich. If in a party, only the
player who lands the final blow on the larvling will have the option to mercy kill it.


Lich Thralls
In your Lich's influenced zones, Lich Thralls will have a chance to spawn. 3-15 can spawn depending on the mission type, with longer
missions spawning more. They can be damaged as normal, but will not die upon losing all their health. Instead they will drop to a
knee, allowing you to mercy kill them with the Parazon. If not mercy killed, they will remain on the map indefinitely until the mission
ends. Upon death, the Thrall will provide a Requiem Murmur, which is needed to discover which Requiem Mod is needed to kill your
Lich. Kuva Thralls have a 5% chance to drop a Requiem Relic upon death.
Warframe Progenitors
IMPACT
HEAT
COLD
ELECTRICITY
TOXIN
MAGNETIC
RADIATION
Baruuk
Chroma
Frost
Banshee
Atlas
Citrine
Ash
Gauss
Ember
Gara
Caliban
Dagath
Harrow
Equinox
Grendel
Inaros
Hildryn
Excalibur
Ivara
Hydroid
Garuda
Rhino
Kullervo
Revenant
Gyre
Khora
Lavos
Loki
Sevagoth
Nezha
Styanax
Limbo
Nekros
Mag
Mirage
Wukong
Protea
Titania
Nova
Nidus
Mesa
Nyx
Zephyr
Vauban
Trinity
Valkyr
Oberon
Xaku
Octavia
Wisp
Volt
Saryn
Yareli
Voruna
Qorvex
Depending on the Warframe used to kill the Kuva Larvling, the subsequent Lich will have modified stats. It will have randomized
resistances and weaknesses, and the Kuva weapon they wield will gain an elemental stat bonus, from 25-60%, that corresponds to
the Warframe used to kill the larvling. The Lich will also gain visual attributes based on the chosen Warframe, namely that
Warframe's helmet mounted on the Lich's shoulder pauldron.
Kuva Weapons
There are 19 unique Kuva weapons, majority a variant of an existing Grineer weapon. They level similarly to the Paracesis, in that
they are mastered at level 40 as opposed to level 30. The additional levels are gained through Forma, with each added raising the
weapon's max level by 2, until reaching 40 (5 total Forma required). Each level will give 100 mastery points as normal, with the
weapon providing a max of 4,000 mastery points.


Fighting the Kuva Lich
Once you have a Lich created, it will have a chance to appear like other Assassin enemies, and is preceded by yellow flashing lights.
However, it can only appear in Lich controlled missions.
The Kuva Lich has 4 damage bars, one shield and 3 health. Once the shield is depleted, the first damage bar (right side) can be
drained. Once a damage bar is completely drained, the Lich will go to one knee and start rapidly regaining health. The player who
the Lich belongs to must attempt to mercy kill the Lich during this phase, else the Lich will rise again with that damage bar
replenished, and will have to be fought again. If the player has the correct Requiem Mod slotted into their Parazon, the Lich will
stand back up and the next damage bar can be attacked. If the player has the incorrect Requiem Mod, then the Lich will flee and
Level up.
To defeat their Lich, the player must get all 3 Requiem Mods correct, in order. Each time the player is killed by their Lich, a log will
be recorded in the Lich Menu of which Mods were used, and which one failed. If for instance the first mod was incorrect, it will be
highlighted red with a slash through it. If a mod was not tested, it will be grey. If a mod succeeded, it would be gold. Through trial
and error, a player can discover the correct mods and their order simply by getting killed by their Lich. However, the correct mods
can be discovered quicker.
By killing Thralls, players will receive Requiem Murmurs. Gaining 130 murmurs in 3 stages will reveal all 3 required Requiem Mods
to kill the Lich. The first stage requires 30 murmurs, the second another 30, and the third 70. The mods will not be given in the
correct order though, that has to be tested and found by the player through combat with their Lich.
Each time a player fails to defeat their Lich, it will level up, gaining increased damage and health, and increases the level of enemies
on influenced nodes. The Lich maxes out at level 5. Lich missions start at level 55 and max out at level 110. It will also spread their
influence to an adjacent planet, and their rage level will increase. The higher a Lich's rage level, the more likely it is to spawn in a
mission. The rage levels are Indifferent - Annoyed - Fuming - Furious - Enraged.
Upon completion of a Lich influenced mission, the player's Lich will steal some of the player's loot. This is random, and can include
up to 50% of resources and credits, mods, items, blueprints, and rewards. Upon defeat, the Kuva Lich will reward the player with all
stolen loot up to that point.
It should be noted that if in a party, only one member of the group has to have the selected mission be influenced by their Lich for it
to become an influenced node for the entire party. Killing a Thrall will provide a murmur to each player, and any of the player's
Liches have a chance to spawn.
Once you have correctly put all 3 Requiem mods in the right order and attempt to kill your Lich, it will flee one last time but not
increase in Level, You are required enter your railjack and find the node with the Lich on it, It will be marked on the Navigation


Menu, once you start the mission you are tasked to kill your Lich one last time. If you are in a group you are tasked to kill all active
Liches in the group.
When Lich has been completely defeated, players have two options. They can either Vanquish or Convert it. Vanquishing the Lich
awards the player with the Lich's Kuva weapon and all stolen loot. Converting the Lich awards the player with all the stolen loot,
and gives it the chance to appear in missions as an ally. PLayers will not be awarded the Kuva weapon if the Lich is converted.
Sisters of Parvos
Sisters of Parvos are Corpus Super Soldiers that are unique to the player who created them, very similar to Kuva Liches. They are
very powerful, and are designed to be a challenge for mid to end game players. Only players who have finished The War Within and
Call of the Tempestarii quests can spawn a Sister. They are defeated through solving an icon puzzle and trial and error.
Its menu, upon creation, is in the lower right corner of the Menu or Navigation UI, next to the Nightwave/Resource box. You are only
able to have Either a Sister or a Lich, not both.
The Parazon
The Parazon is a unique gear item that is given to players during the tutorial of the game. It is always automatically equipped in all
missions. It can be found and altered in the Arsenal section of your Orbiter. It can hold up to 3 mods that give bonuses to hacking
and mercy kills. Mercy kills can be performed on any regular enemy with the activate button (default [X]) once their health is almost
depleted. They are similar to sneak attacks, however a mercy kill will always instantly kill the enemy. The Parazon also holds up to 3
Requiem Mods, which are required to kill Kuva Liches and Sisters of Parvos.


Requiem Mods and Relics
Requiem Mods are 8 unique mods that can only be slotted into the Parazon. They are obtained from Requiem Relics. Requiem
Relics have a chance to drop from Lich Thralls and Kuva Siphons, Sister Hounds, and are a guaranteed drop from Kuva Floods. They
are opened similarly to Prime Relics, on select Kuva Fortress missions. They can be refined like normal relics as well. Requiem Relics
drop the Requiem Mods (Which are always an uncommon drop), as well as Riven Slivers, Kuva, Ayatan Amber Stars, and Exilus
Adapter blueprints.
There is also a 9th Requiem Mod, Oull, It is able to act as ANY Requiem mod, meaning if you put it into the first slot, that slot is now
going to be correct, it doesn’t matter what is required. Oull has a drop chance of 25% when the Kuva Lich or Sisters of Parvos flees
after using the correct Requiem Sequence. This Requiem only drops for the person whose Lich/Sister is downed.
Sister Candidate
After the completion of The War Within and Call of the Tempestarii quests, the player may encounter a Candidate after completing
the Granum Void in any Corpus Ship tileset while qualifying for Rank 1 rewards of Nightmare Difficulty (using a Zenith Granum
Crown; not to be confused with Nightmare Mode which is a different mission modifier).


To enter the Granum Void, players are required to gain a Granum Crown, the quest The Deadlock Protocol has to be completed in
order to gain the Crowns, in missions with the Corpus Ship Tileset an enemy named The Treasurer will spawn within 2-4 minutes in
non-endless missions and 5-8 minutes in endless missions, The Treasurer will only spawn once per mission and the Crown type is
depending on the level of the mission, to gain a Zenith Granum Crown for the Sister Candidate the mission has to be a level 31+.
By choosing to kill the Sister Candidate with a Parazon Mercy kill, the player causes a Sister to rise in the Origin System, thus
becoming the Progenitor of that Sister, and the Warframe used for this is recognized as the Progenitor Warframe. In a squad, only
the last player who damaged the Candidate may perform the Mercy kill. If no one takes the mercy action, the Candidate will
despawn after 30 seconds. This does not interrupt the normal course of the mission. Upon return to the Orbiter, regardless of
whether the mission was completed or aborted, the player will receive communications from the newly created Sister. The Sister's
profile can be accessed from either the Orbiter's Navigation console, or on the Main Menu, through a banner on the lower right
corner of the screen.
When the player is within Mercy distance, the downed Candidate will display an icon and name of the Tenet Weapon the created
Sister will wield. The displayed weapon is always random, meaning players can run a mission multiple times before Mercy killing
her with their weapon of choice. If the Candidate is ignored, the displayed weapon will not show up again for any subsequent
Candidates (only if the mission is finished properly) until the entire weapon pool is rejected.
Mechanized Hounds
In your Sister’s influenced zones, Mechanized Hounds will have a chance to spawn. 3 can spawn in a single mission. They can be
damaged as normal, but will not die upon losing all their health. Instead they are opened to parazon finishers, allowing you to
mercy kill them. If not mercy killed, they will remain on the map indefinitely until the mission ends. Upon death, the Hound will
provide a Requiem Murmur, which is needed to discover which Requiem Mod is needed to kill your Sister. Mechanized Hounds have
a 5% chance to drop a Requiem Relic upon death.
Warframe Progenitors
IMPACT
HEAT
COLD
ELECTRICITY
TOXIN
MAGNETIC
RADIATION
Baruuk
Chroma
Frost
Banshee
Atlas
Citrine
Ash
Gauss
Ember
Gara
Caliban
Dagath
Harrow
Equinox
Grendel
Inaros
Hildryn
Excalibur
Ivara
Hydroid
Garuda
Rhino
Kullervo
Revenant
Gyre
Khora
Lavos
Loki
Sevagoth
Nezha
Styanax
Limbo
Nekros
Mag
Mirage
Wukong
Protea
Titania
Nova
Nidus
Mesa
Nyx


Zephyr
Vauban
Trinity
Valkyr
Oberon
Xaku
Octavia
Wisp
Volt
Saryn
Yareli
Voruna
Dagath
Depending on the Warframe used to kill the Sister Candidate, the subsequent Sister will have modified stats. It will have
randomized resistances and weaknesses, and the Tenet weapon they wield will gain an elemental stat bonus, from 25-60%, that
corresponds to the Warframe used to kill the Candidate. The Sister will also gain visual attributes based on the chosen Warframe,
namely that Warframe's helmet mounted on the Sister’s shoulder pauldron.
Tenet Weapons
There are 14 unique Tenet weapons, some a variant of an existing Corpus weapon. They level similarly to the Paracesis, in that they
are mastered at level 40 as opposed to level 30. The additional levels are gained through Forma, with each added raising the
weapon's max level by 2, until reaching 40 (5 total Forma required). Each level will give 100 mastery points as normal, with the
weapon providing a max of 4,000 mastery points.
Fighting the Sister of Parvos
Once you have a Sister created, it will have a chance to appear like other Assassin enemies, and is preceded by yellow flashing
lights. However, it can only appear in Sister controlled missions.
The Sister has 4 damage bars, one shield and 3 health. Once the shield is depleted, the first damage bar (right side) can be drained.
Once a damage bar is completely drained, the Sister will go to one knee and start rapidly regaining health. The player who the
Sister belongs to must attempt to mercy kill the Sister during this phase, else the Sister will rise again with that damage bar
replenished, and will have to be fought again. If the player has the correct Requiem Mod slotted into their Parazon, the Sister will
stand back up and the next damage bar can be attacked. If the player has the incorrect Requiem Mod, then the Sister will despawn
and level up.
To defeat their Sister , the player must get all 3 Requiem Mods correct, in order. Each time the player fails an attempt, a log will be
recorded in the Sister Menu of which Mods were used, and which one failed. If for instance the first mod was incorrect, it will be
highlighted red with a slash through it. If a mod was not tested, it will be gray. If a mod succeeded, it would be gold. Through trial
and error, a player can discover the correct mods and their order simply by getting killed by their Sister . However, the correct mods
can be discovered quicker.
By killing Hounds, players will receive Requiem Murmurs. Gaining 130 murmurs in 3 stages will reveal all 3 required Requiem Mods
to kill the Sister. The first stage requires 30 murmurs, the second another 30, and the third 70. The mods will not be given in the
correct order though, that has to be tested and found by the player through combat with their Sister.


Each time a player fails an attempt to kill their Sister, it will level up, gaining increased damage and health, and increases the level
of enemies on influenced nodes. The Sister maxes out at level 5. Sister missions start at level 55 and max out at level 110. It will also
spread their influence to an adjacent planet, and their rage level will increase. The higher a Sister’s rage level, the more likely it is to
spawn in a mission. The rage levels are Indifferent - Annoyed - Fuming - Furious - Enraged.
Upon completion of a Sister influenced mission, the player's Sister will steal some of the player's loot. This is random, and can
include up to 50% of resources and credits, mods, items, blueprints, and rewards. Upon defeat, the Sister of Parvos will reward the
player with all stolen loot up to that point.
It should be noted that if in a party, only one member of the group has to have the selected mission be influenced by their Sister for
it to become an influenced node for the entire party. Killing a Hound will provide a murmur to each player, and any of the player's
Sistershave a chance to spawn.
Once you have correctly put all 3 Requiem mods in the right order and attempt to kill your Sister, it will flee one last time but not
increase in Level, You are required enter your railjack and find the node with the Sister on it, It will be marked on the Navigation
Menu, once you start the mission you are tasked to kill your Sister one last time. If you are in a group you are tasked to kill all active
Sisters in the group.
When Sister has been completely defeated, players have two options. They can either Vanquish or Convert it. Vanquishing the Lich
awards the player with the Sister’s Tenet weapon and all stolen loot. Converting the Sister awards the player with all the stolen
loot, and gives it the chance to appear in missions as an ally. PLayers will not be awarded the Tenet weapon if the Sister is
converted.
Relays
Throughout the Star Map exists Relays, friendly outposts that all Tenno can utilize. They appear as a mission node, and must have
all missions completed for it to be accessible.
Current Relays
●
Strata, Earth
●
Larunda, Mercury
●
Kronia, Saturn
●
Orcus, Pluto
Unique Relays
●
Maroo’s Bazaar, Mars


Destroyed Relays
●
Vesper, Venus
●
Leonov, Europa
●
Kuiper, Eris
*These relays pertain to the PC version of Warframe, not the console versions.
Maroo’s Bazaar is where you go to turn Ayatan Treasures into Endo. It is also a public trading hub, but doesn’t contain any elements
of other relays.
Relays are destroyed when a Razorback Armada or Balor Fomorian are not defeated.
Each Relay has a number of NPCs, interactables, and locations within them. These include Syndicate NPCs, where you can trade in
Syndicate Medallions for Standing, Darvo and Clem, Cephalon Simaris’ Sanctuary (which includes the Simulacrum), the Conclave
Access, a Navigation room, and Ducat trading posts. Every existing Relay (besides the Bazaar) can be visited by Baro Ki’Teer on his
biweekly visit. Tenno cannot trade with each other in Relays (besides the Bazaar).
Clans, Dojos, and Alliances
Clans
A clan is a foundable group in-game that any player can join. All clans have a Clan Dojo with many useful rooms that can be built.
Clans also contain the Trading Hub, allowing for trades to be done with anyone in the Dojo.
The Research Labs only exist in Dojos, where over 180 weapon, Warframe, and equipment blueprints can be purchased. These
blueprints must be researched using resources, which any clan member can donate.
Labs
●
Tenno Lab - Allows for research of Warframes and Tenno-based weaponry.
●
Energy Lab - Allows for research of energy and Corpus-based weaponry.
●
Chem Lab - Allows for research of firearm and Grineer-based weaponry.
●
Bio Lab - Allows for research of elemental and Infested-based weaponry.
●
Orokin Lab - Contains the Dragon Keys and Solar Rail parts (Solar Rails are discontinued).
To start a clan, go to the Clan Tab in the Communication Menu. To join a clan, a member of an already established clan with the
Recruiter permission sends an invite to your inbox. Ask in Recruiting Chat or on forums to find the right clan for you.


Clan leaders have the ability to create and submit a unique clan emblem. This emblem can then be equipped on your Warframes
and companions, in the Regalia section of the Appearance tab.
Note that DE does not interfere with Clan affairs, all activity happens between Clan members and staff.
There are 5 capacity levels for Clans, each one affecting maximum member count and research costs.
●
Ghost: All clans start at this level, have a max member count of 10, and have the lowest research cost.
●
Shadow: Max member count of 30, has 3x the research cost of a Ghost.
●
Storm: Max member count of 100, has 10x the research cost of a Ghost.
●
Mountain: Max member count of 300, has 30x the research cost of a Ghost.
●
Moon: Max member count of 1,000, has 100x the research cost of a Ghost.
It is highly recommended to finish the research for a new clan while in the Ghost or Shadow sizes, as obtaining resources at higher
Clan levels is extremely expensive.
A Clan can have up to 9 unique Hierarchies, with each one having access to 12 roles. The Hierarchy names and roles can be
customized by the Clan Founder, or those with the Ruler role.
Clan Roles
●
Ruler - Can add/remove permissions of others.
●
Recruiter - Can invite people to the clan.
●
Regulator - Can kick members from the clan.
●
Promotor - Can promote members up to their own rank or below.
●
Architect - Can add new rooms to the Dojo.
●
Dojo Decorator - Can add new decorations to rooms in the Dojo.
●
Treasurer - Can use the Clan Vault and change the Clan Tax.
●
Tech - Can start a research project in labs.
●
Tactician - Can start research of Solar Rails and deploy them (currently discontinued).
●
Chat Moderator - Can kick or suspend members from clan chat.
●
Herald - Can edit the Message of the Day (MOTD) for the clan.
●
Fabricator - Can purchase blueprints from clan labs.
The Clan Vault is a buildable decoration that allows any member to donate credits, resources, or decorations to be used in research
projects or building projects. Anything put in the Vault cannot be refunded, and cannot be used for any player’s personal needs.
The Clan tax is a secondary trade tax that can be employed. Any credits gained from the Clan Tax in a trade go into the Clan Vault.
The Clan Tax can be 0-100% of the regular trade tax.


As Clan Chat is the only available chat medium for a Clan, many Clans use third party sites for communication. The most popular of
these is Discord. It is common for Clans who are recruiting to require a member to also have a Discord account.
Alliances
An Alliance is a group of clans. Alliances used to be able to battle each other using Solar Rails to try to win Dark Sector Missions,
but that feature has since been removed. Currently the only benefits to being in an Alliance is access to the Alliance Chat, and the
ability to donate resources to other allied clans. Alliances are created as large communities for players to access and socialize in.
Creation of an Alliance is done in the Clan Menu. Like Clans, Alliances can have unique emblems that can be equipped on your
Warframes and companions. The maximum size of an Alliance is 4,000 members, based on clan sizes within the alliance. For
example, a Ghost Clan will count as 10 members, while a Mountain Clan will count as 300 members, regardless of the actual
number of members within the given clan.
Main Storyline Quests
Awakening
Awakening is the introduction quest designed to allow players to familiarize themselves with the basics of Warframe control and
combat. Players are given a choice between various starting Warframes: Excalibur, Mag, and Volt, along with a small selection of
weapons.
Requirements: First Login
NOTE: For returning players, If you skipped this quest when this quest was introduced, it will be considered completed and will not
affect future quest unlocks.
Rewards:
●
First Warframe (Excalibur, Mag Or Volt)
●
First Primary Weapon (MK1-Braton or MK1-Paris)
●
First Secondary Weapon (Lato or MK1-Kunai)
●
First Melee Weapon (Skana or MK1-Bo)
Vor’s Prize
Vor's Prize is the second main storyline quest that occurs immediately after Awakening, designed to guide new players through the
game so that they can familiarize themselves with the various systems involved.


Requirements: Awakening Quest
NOTE: For returning players, If you skipped this quest when the quest system was introduced, it will be considered completed and
will not affect future quest unlocks.
Rewards:
●
Orbiter Ship Segments
●
Basic Mods
●
25,000 Credits
Once Awake
Once Awake is the third main storyline Quest that also introduces new players to the infested faction, spy missions, and defense
missions.
Requirements: Completion of the Mercury Junction
Rewards:
●
Molten Impact
●
Heat Sword Blueprint
The Archwing
The fourth main Quest is The Archwing that introduces players to Archwings. This questline also introduces Orokin Sabotage and
Excavation missions.
Requirements: Completion of the Mars Junction
Rewards:
●
Odonata Archwing
●
Imperator (Archwing Weapon)
●
Veritux (Archwing Weapon)
●
Access to the other Archwings
Stolen Dreams
The fifth main Quest is Stolen Dreams. Search for Arcane Codices artifacts that several factions have a great interest in. The Lotus
learns that the Grineer have unearthed some treasure and promptly gets it stolen by Maroo.


Requirements: Completion of the Phobos Junction
Rewards:
●
Ether Daggers Blueprint
●
Orokin Catalyst
The New Strange
The sixth main Quest is The New Strange and continues after the events of the Stolen Dreams quest.
Requirements: Complete Stolen Dreams Quest and the Europa Junction
Rewards:
●
Chroma Blueprint
●
Access to the Sanctuary Onslaught
Natah
The seventh main Quest is Natah and involves the mystery behind a strange drone and hints to the identity of the Lotus.
Requirements: Be at least Mastery Rank 2
Rewards:
●
Exilus Adapter
●
Access to Exilus Adapter blueprint
The Second Dream
The eighth main Quest and first cinematic Quest is The Second Dream. This quest is a continuation of Stolen Dreams and Natah.
The Second Dream yields a large amount of lore and is suggested by many to do with both sound and music turned on.
Requirements: Completion of Natah Quest, Neptune Junction and be at least Mastery Rank 5
Rewards:
●
Broken War
●
Unlocks the Focus Tree
●
Access to Lua


●
Scar Sigil
●
Shadow Stalker
Rising Tide
A main Quest and which tasks the player with collecting the parts they need to construct a Railjack, an Orokin warship dating back
to the Old War, in preparation for the Sentient threat.
Requirements: Completed The Second Dream Quest
Rewards:
●
Railjack
The War Within
The ninth main Quest and the second cinematic Quest is The War Within. This questline continues the events of The Second Dream,
and explores the origin of the Twin Queens, Teshin, and the Zariman Ten-Zero Incident. Like The Second Dream, this Quest contains
a large amount of lore and is suggested to do with both sound and music on.
Requirements: Complete The Second Dream Quest, the Sedna Junction, and be at least Mastery Rank 5
Rewards:
●
Broken Scepter
●
Orvius Blueprint
●
Riven Mod
●
Grineer Queens Glyph
●
Personal Quarters Segment blueprint
Apostasy Prologue
A mini Quest and prologue to The Sacrifice, with new insight into Margulis, Ballas, and the Lotus.
Requirements: Complete Chains of Harrow Quest and install the Personal Quarters Segment.
Rewards: None


The Sacrifice
The tenth main Quest is The Sacrifice, where the Operator tracks down and unlocks the secrets of the Umbra Warframe, while
contesting with his memories of Ballas and the Old War.
Requirements: Complete Apostasy Prologue Quest
Rewards:
●
Excalibur Umbra
●
Skiajati
●
Umbral Mods
●
Excalibur Umbra Sunder Helmet
●
Umbra’s Courtyard Captura Scene
●
Excalibur Umbra’s animation sets for all Warframes.
Chimera Prologue
Chimera Prologue is a short main Quest that serves as the first act of the Prelude to War. It explores the fate of Ballas after the
events of the Sacrifice.
Requirements: Complete The Sacrifice Quest
Rewards:
●
Paracesis Blueprint
●
Ropalolyst unlocked
Erra
Erra is a short main Quest that serves as the second act of the Prelude to War. The quest shows the Operator's flashback regarding
The Old War, while they witness a meeting, and introduces Natah's brother, Erra, who is preparing for the war.
Requirements: Complete Chimera Prologue Quest
Rewards:
●
Shedu Blueprint


The Maker
The Maker is a short main Quest that serves as the third act of the Prelude to War. This quest is simply a cutscene where Erra urges
Natah to "finish the war" in spite of her doubts surrounding Erra's supposed death and the "maker" Ballas.
Requirements: Complete Erra
Rewards:
●
None
The New War
The New War is the eleventh main Quest where the Sentients return to wage an all-out war against the Tenno for complete
domination of the Origin System.
Requirements:
●
Own a Railjack
●
Own a Necramech
●
Completed Prelude to War Quest
Rewards:
●
●
Sirocco Amp
●
Sirocco Amp Skin
●
Nataruk
●
Rumblejack
●
A Lost Time Decoration
●
Ballas' Narmer Staff Decoration
●
The Drifter Camp Captura Scene
●
3 Day Affinity Booster
●
3 Day Credit Booster
●
Access to Narmer Bounties
Angels of the Zariman
Angels of the Zariman is a main Quest where the Zariman Ten Zero has emerged from the Void, haunted by nightmares of the past.


Requirements: Complete The New War Quest
Rewards:
●
1 Voidplume Pinion
●
Operator Voidshell Set
●
Drifter Voidshell Set
●
Access to the Dormizone
●
Access to The Holdfasts Syndicate
●
Access to Chrysalith Bounties
Veilbreaker
Veilbreaker is a main quest where Narmer has recovered as a Murex emerges near Deimos, but Grineer Kahl-175 breaks free from
Narmer's control and continues to fight to free his brothers.
Requirements: Complete The New War Quest
Rewards:
●
Archon Hunt Access
●
Kahl's Garrison Access
●
Break Narmer Access
●
Helminth Archon Shard Segment Blueprint
Whisper in The Walls
Deep within the Necralisk, a dormant precept known as The Kalymos Sequence has been activated. You must return to Deimos and
investigate Albrecht’s hidden, subterranean Laboratories for any clues he may have left behind.
Requirements: Complete The New War & Heart of Deimos Quests
Rewards:
●
Qorvex Blueprint
●
Grimoire
●
Melee Upgrade Segment
●
Melee Arcane Adapter
●
Mentor’s Legacy Mod


Side Quests
These are optional quests that can be done at any time after being unlocked.
Howl of the Kubrow
Tasks the Tenno with finding all the equipment and resources necessary to create a Kubrow.
Awards the Incubator Upgrade segment and a Kubrow egg.
A Man of Few Words
The Tenno are contacted by Darvo, a Corpus defector who works as a merchant in the Relays. He asks for your help in rescuing a
Grineer contractor who works for him.
Awards a new weekly mission and access to the Clem Clone Specter.
Warframe Quests
Each of these quests rewards a Warframe blueprint, and some will reward the entirety of the Warframe.
Hidden Messages
Attempt to decipher the meaning behind a series of cryptic poems discovered from an ancient Orokin artifact.
Awards the Mirage Warframe.
The Limbo Theorem
Piece together the meaning behind a mysterious theorem.
Awards the Limbo Warframe.
Patient Zero
Find and locate the infected Alad V to stop his plans of dominating the Origin System.
Awards the Mesa Warframe blueprint.
The Jordas Precept
Investigate the distress calls of a lone Cephalon, who seeks to eradicate the infestation.
Awards the Atlas Warframe blueprint.


Sands of Inaros
Search out hidden treasures buried on Mars for Baro Ki’Teer.
Awards the Inaros Warframe.
The Silver Grove
New Loka calls the Tenno for aid in uncovering an ancient, mysterious power.
Awards the Titania Warframe.
The Glast Gambit
Ergo Glast of The Perrin Sequence pits the Tenno against Nef Anyo's schemes as they attempt to unearth the mysteries behind the
people known as the Mycona and the Infested.
Awards the Nidus Warframe Blueprint.
Octavia’s Anthem
Cephalon Suda seeks the Tenno’s assistance in satisfying her music obsession.
Awards the Octavia Warframe blueprint.
Chains of Harrow
The Red Veil contracts the Tenno to reveal the mysteries of an abandoned Steel Meridian ship, and the horrors that lie within.
Awards the Harrow Warframe blueprint.
Saya’s Vigil
Investigate the mystery behind a long lost Eidolon researcher and the Ostron People.
Awards the Gara Warframe blueprint.
Mask of the Revenant
Discover the secrets behind a decorative mask, and a Warframe left behind in the Plains.
Rewards the Revenant Warframe blueprint.
Vox Solaris
Reignite the Solaris United rebellion against Nef Anyo and the Corpus on Venus.
Awards the Garuda Warframe blueprint.


Heart of Deimos
Cambion Drift Landscape that has been overrun by the Infested and the Entrati Orokin family that seeks to maintain the Heart of
Deimos.
Awards the Xaku Warframe blueprint and Voidrig Blueprints.
The Waverider
This quest features a comic of Yareli, a Warframe that originated K-Driving and inspired the Ventkids.
Completing this quest awards the blueprint for Yareli.
The Deadlock Protocol
Nef Anyo seeks to gain control of the Corpus by claiming to have found an heir to their Founder, Parvos Granum.
Completing this quest awards the blueprint for Protea and the Xoris Glaive.
Call of the Tempestarii
Corpus captain Vala Glarios seeks out the void vessel called the Tempestarii and if the player has completed The War Within, they
will also gain access to the Sisters of Parvos.
Completing this quest rewards the blueprint for Sevagoth.
Events
Events are limited time, cycling missions with unique rewards, mission types, and lore. All events are scheduled, and once finished
will usually start again after a few months.
Fomorian Invasion
The Fomorian Invasion is one of two constantly revolving events. Their status is increased when a player completes a Grineer
Invasion. Their status can be viewed in the navigation menu.
A Fomorian is a massive Grineer battleship. During the event, Tenno must defeat a Balor Fomorian, the strongest class of the ship.
When the event starts, a Fomorian Disruptor blueprint will be delivered to your inventory. It must be built and equipped in your gear
wheel. Omega Isotopes are a required resource to build it, and these can be farmed on whichever planet the Fomorian is orbiting.
All players must have an equipped Disruptor to start the mission. One Disruptor is used per mission attempt.
This mission is Archwing only. It is recommended to have decent gear before attempting.
Procedure:


1.
Approach Balor Fomorian while avoiding its laser cannon. Warning signs will appear on HUD when the cannon is charged.
2.
Avoid the enemy units and Zeplens. Zeplens will try to trap you in an impenetrable bubble to be targeted by the cannon.
Destroying the Zeplen allows for escape.
3.
Destroy the two shield generators on either side of the Fomorian’s fuselage.
4.
Fly into the Fomorian and activate your Fomorian Disruptor to disable the shields around its power core.
5.
Inflict as much damage as possible to the core for 30 seconds. The 16 nodes around the core can be destroyed for an
additional damage multiplier.
6.
A warning signal will initiate, fly out of the Fomorian as quickly as possible. You have 30 seconds before it explodes to get at
least 1400m away. However, only one Tenno needs to escape for the mission to finish successfully.
7.
The damage dealt in a single run will be subtracted from the Fomorian’s total health. The event ends when the Fomorian’s
health hits zero.
If the Fomorian is not destroyed by the time the event timer is up, the closest relay will be destroyed by it.
Rewards:
●
Completing the mission 3 times results in 200,000 credits and an orokin catalyst/reactor
●
Completing the mission once results in one reward from the Fomorian drop table. This includes Endo, Imperator Vandal
parts, and dual stat elemental mods for Archwing.
Razorback Armada
The Razorback Armada is the second of two constantly revolving events. Their status is increased when a player completes a
Corpus Invasion. Their status can be viewed in the navigation menu.
The Razorbacks are upgraded Corpus proxies. During the Event, the Tenno must defeat as many of them as possible.
When the event starts, a Razorback Cipher will be delivered to your inventory. It must be built and equipping in your gear wheel.
Cryptographic Alu is required to build it, and these can be farmed from any Corpus Archwing mission.
All players must have the Cipher to start the mission. One Cipher is used per mission attempt.
Procedure:
1.
Use Cipher to enter battle arena
2.
Disable laser barriers around borders of arena using consoles on balconies to release Bursas
3.
Damage bursas, and hack them
4.
Wait for Bursas to incapacitate Razorback, then attack as normal.
5.
Repeat until Razorback is defeated
6.
With each successful run, the Armada health will go down. The event ends when the Armada’s health hits zero.
If the Razorback Armada is not destroyed by the time the event timer is up, the closest relay will be destroyed by it.
Rewards:
●
Completing the mission 3 times results in 200,000 credits and an orokin catalyst/reactor


●
Completing the mission once results in one reward from the Razorback drop table. This includes Gorgon Wraith parts,
puncture damage mods, and dual stat heat elemental mods for Archwing.
Plague Star
“The Plains are being overrun by the Infested, we must destroy the Boil to save Cetus!”
What you need to know:
Doing the bounty given by Konzu rewards 1k Standing for the event. You may increase it by getting Eidolon Phylaxis and Infested
Catalysts and using them during the second stage (mixing). Adding Phylaxis increases enemy level, and adding Catalysts spawns
additional Hemocytes during the final stage, allowing it to drop Hunter Set mods and giving increased Standing. For every Phylaxis
or Catalyst added, the bounty will reward an additional 250 standing, for a maximum of 3,000 standing. A maximum of 4 of each
mixer can be added.
Procedure:
1.
Start the bounty by talking to Konzu.
2.
Phase 1 - Enter the Plains, and grab the toxin from the marked cave.
3.
Phase 2 - Wait for a Grineer camp to be marked, and open the vault in it.
4.
Insert the toxin. This is when the Catalysts and Phylaxis can be inserted as well.
5.
Defend the mixer against Grineer reinforcements.
6.
Phase 3 - Take the completed toxin out, and bring it to the marked Grineer drone.
7.
Insert the toxin into the drone, and escort it to the boil.
8.
Phase 4 - Kill infested around the boil to raise the bounty gauge. Depending on the amount of Catalysts used, the gauge
must reach a certain percentage to spawn a Hemocyte.
9.
Kill the Hemocyte.
10. Repeat steps 8-9 until the gauge reaches 100%.
Tips:
-The Hemocytes are weak to corrosive damage.
-They can be slowed down/sped up by Nova’s Molecular Prime ability.
-They can be stunned by Rhino’s stomp.
-You can deal massive amounts of damage and stay out of range of its attacks by using Titania’s Razorwing.
-The Grineer drone can be teleported by Nova’s portals.
Q: Where do I get Eidolon Phylaxis?
A: From Nakak (little mask girl in Cetus), it’s an infinitely reusable BP.
Q: Where do I get Infested Catalysts?
A: Research in your clan, it’s an infinitely reusable BP.


Q: Standing needed for event?
A: Ranks:
●
1k - to Collaborator (Pick Eidolon Phylaxis from Rank up rewards)
●
3k - to Defender
●
6k - to Champion
Rewards:
●
5k - Exodia Epidemic x10
●
5k - Exodia Contagion x10
●
1.5k - Fulmination
●
1.5k - Sacrifice
●
500 - Emblem
●
3k - Snipetron
●
3k - Ether Daggers
●
2k - Plague Awkin BP
●
2k - Plague Kripath BP
●
2k - Plague Keewar BP
●
2k - Plague Bokwin BP
Total: 37.5k = 38 Runs without any Phylaxis / Catalysts OR 13 fully modified runs to receive all rewards.
Acolytes
The Stalker’s Acolytes are back and ready to kill some Tenno. Fight back and claim glorious glorious mods
What you need to know:
●
Each Acolyte will first need to be located before they can be fought.
●
Head to any mission on the Starchart and start exploring. When you enter an Acolyte room, it will flicker and a fight will
start.
●
Now that the node where the acolyte is located, everyone can start fighting it. Deal damage to it until it ‘dies’ and after a
certain threshold, it will disappear and will need to be found again.
●
After killing the Acolyte (on the Starchart ’s nav menu) that Acolyte (ie Angst, Misery etc) will not be found in the event again,
until the event returns.
Note
●
If the player being targeted by an Acolyte is killed, there will be no reward.
●
If the player / team takes too long to kill it, it will drop no reward.
Droplist


Common 51.52%
Uncommon 22.22%
Uncommon 22.22%
Rare 4.04% Not Found
Angst
Fire Rate
Mods
Body Count
-
Melee
-
Combo Duration
Spring Loaded Chamber
-
Rifle
-
On Reload
-
Fire Rate while Aiming
Repeater Clip
-
Shotgun
-
On Reload
-
Fire Rate while Aiming
Pressurized Magazine
-
Pistol
-
On Reload
-
Fire Rate while Aiming
Mania
Status
Mods
Catalyzer Link
-
Rifle
-
On Ability Use
-
Status Chance while
Aiming
Weeping Wounds
-
Melee
-
Status Chance %
Multiplied by Combo
Counter
Embedded Catalyzer
-
Pistol
-
On Ability Use
-
Status Chance while
Aiming
Nano Applicator
-
Shotgun
-
On Ability Use
-
Status Chance while
Aiming
Torment
Crit
Chance
Mods
Hydraulic Crosshairs
-
Pistol
-
On Headshot
-
Crit Chance while
Aiming
Laser Sights
-
Shotgun
-
On Headshot
-
Crit Chance while
Aiming
Blood Rush
-
Melee
-
Crit Chance %
multiplied by Combo
Counter
Argon Scope
-
Rifle
-
On Headshot
-
Crit Chance while
Aiming
Violence
Crit
Damage
Mods*
Shrapnel Shot
-
Shotgun
-
On Kill
-
Crit Damage while
Aiming
Sharpened Bullets
-
Pistol
-
On Kill
-
Crit Damage while
Aiming
Bladed Rounds
-
Rifle
-
On Kill
-
Crit Damage while
Aiming
Maiming Strike
-
Melee
-
On Slide
-
Crit Chance
Malice
Accuracy
Mods^
Focused Defense
-
Melee
-
Channeling Efficiency
-
Armor on Channel
Targeting Subsystem
-
Pistol
-
On Hit
-
Accuracy while Aiming
Guided Ordnance
-
Rifle
-
On Hit
-
Accuracy while Aiming
Narrow Barrel
-
Shotgun
-
On Hit
-
Accuracy while Aiming
Misery
Drops all of the above mods. Very very diluted pool.
* Except for Maiming Strike
^ Except for Focused Defense
The Pyrus Project
The Tenno and Steel Meridian have banded together against Vay Hek and Sargus Ruk to rebuild what was lost long ago.
This event was created to rebuild the Strata Relay orbiting Earth. It is not known now if this event will be repeated.


What to do:
●
Find and donate 30 Pyrus Essence. Can be dropped by Essence Carriers on Earth, Mercury, Saturn and Ceres.
●
Defeat the Grustrag Three. The Three can spawn in any regular mission on Earth, Mercury, Saturn and Ceres, but do not drop
anything from their reward table during the event.
●
Complete a Simaris Daily Synthesis Task
●
Contribute 5 Relay Struts. Reusable blueprint for the struts is delivered on start of the event. Trembera Essence, required to
build the struts, can be found on Earth, Mercury, Saturn and Ceres.
●
Win back the relay from Sargus Ruk


Rewards:
●
Ember Reprise Noggle
●
Veiled Pistol Riven Mod
●
Zylok Pistol
Ghoul Purge
Ghoul Purge is a recurring event that happens once every few weeks, located on the Plains of Eidolon on Earth, While the event is
active the plains are going to be populated by enemies called Ghouls, they will remain until enough Ghouls have been killed.
When the event starts, Konzu will offer two more Ghoul Purge themed Bounties, Completing a bounty counts toward the
completion of the event.
These bounties are quite similar to normal ones, the main difference is objectives are more focused on Ghouls themselves.
The rewards included within these event bounties are as follows:
Hunter Set Mods
Quartakk
Breath of The Eidolon
Nitain Extract
Buried Debts
The Buried Debts involves using coolant cells to seal Thermia Fractures that have broken out across the Vallis. It also grants access
to the Exploiter Orb raid boss fight, where the parts for Hildryn can be acquired.
Thermia Fractures
Standard Procedure:
1.
Kill a coolant Raknoid. These spawn around the Exploiter Orb.
2.
Pick up the coolant cell and take it to an open fissure on the Vallis.
3.
Insert the cell and defend it while it seals the fissure.
4.
Remove the cell when the fissure is sealed and take it to the next open fissure.
5.
Repeat until 4 fissures have been sealed, or the coolant cell is destroyed.
Each sealed fissure will give one fissure point. Sealing four fissures using one coolant cell will award three bonus points, for a total
of seven. Every four fissures sealed will give one Diluted Thermia (this is influenced by boosters).


Players have the option of increasing the difficulty of the fractures, while also reducing defense time and increasing points gained.
Advanced Procedure:
1.
Kill a coolant Raknoid. These spawn around the Exploiter Orb.
2.
Pick up the coolant cell and take it to an open fissure on the Vallis.
3.
Within 30 seconds, add additional coolant cells to the fissure (maximum of 4).
4.
With each additional canister, 50 seconds will be removed from the fracture timer. It will also increase your Vallis alert level
and increase the frequency of Burps (see below).
5.
Remove the cell(s) when the fissure is sealed and take it the next open fissure.
6.
Repeat until 4 fissures have been sealed, or the coolant cell is destroyed.
When adding additional coolant cells, the fracture will occasionally (every 5-15 seconds) emit a random Burp.
Burp effects:
●
Creates a Nullifier bubble around the fracture.
●
Emits a damage burst with 100% radiation proc chance.
●
Increases the damage of nearby enemies.
●
Spawns Thermic Raknoids.
●
Spawns Eximus units.
●
Increases the current Vallis enemy level.
In addition, for every coolant cell added to a fracture, it will increase the mission score by 1 (max of 4).
Fracture Point Rewards:
●
Buried Debts Emblem @ 5 points
●
Amalgam Shotgun Spazz and Amalgam Serration @ 25 points
●
Amalgam Barrel Diffusion and Amalgam Organ Shatter @ 50 points
●
Buried Debts Sigil @ 75 points
●
Opticor Vandal @ 100 points
*Amalgam mods cannot be equipped on Exalted Weapons.
Exploiter Orb
Procedure:
1. (Requirements for fight) Collect at least one Diluted Thermia.
2. Go into the cave at the end of the arch above Harindi Crater.
3. Go through the door into Deck 12. The second closed door will be the mission start point.
4. Make your way into the facility. In the main room, on the upper deck, right next to where the Vent Kid door would be in Fortuna, is
a console. Insert a Diluted Thermia to start phase one of the fight.


5. The Exploiter will drop in from an opening in the ceiling, and cling to the walls. Shoot the rocks supporting her to make her come
down.
6. Damage one of the four vents on her back. This will cause her to ice over the remaining vents, making them impervious to
damage.
7. Pick up Thermia capsules from one of the three boilers on the ground floor of the main room.
8. Use [ALTERNATE FIRE] to throw the canister at the frozen vents on the Exploiter. As soon as a capsule is thrown, shoot it with a
weapon to make it explode. The vent will now have less ice on it.
9. Repeat steps 7 and 8 again to remove all the ice (two capsules per vent). Destroy the vent using your weapons.
10. Repeat steps 7-9 on the remaining vents.
11. After a period of time, the Exploiter will jump up onto the middle balconies and hang suspended, unable to be damaged. She will
then spawn Coolant Raknoids to attack you. Kill the Raknoids and wait for her to come down.
12. Destroy the last of her vents.
13. The Exploiter will escape to the outside. Leave Deck 12 from the way you came.
14. The Exploiter will spawn outside the entrance to the cave, and phase two of the fight will begin. A small gauge will appear
underneath your minimap. This is her heat sensor. It must be fully filled to damage her again.
15. Kill Coolant Raknoids that approach the Exploiter to keep them from cooling her systems.
16. The Exploiter will occasionally slam her torso on the ground, creating Thermia fractures. Pick up Coolant Capsules from slain
Raknoids and place them in the fractures to create Thermia capsules. As in step 8, throw these at the Exploiter and shoot them to
increase her temperature. It is best to aim for her leg joints and central turret.
17. Once her temperature gauge is completely filled, jump onto her body. An animation will play showing your Warframe removing
one of her processing units.
18. Damage the area where you removed the processing unit.
19. Repeat steps 15-18 for the second processing unit.
20. Repeat steps 15-18 for her central processing unit.
21. Once the third unit is removed and the area destroyed, the Exploiter is defeated. Loot will drop from the back of the Orb.
22. Once the loot is dropped, the Exploiter will self-destruct after 10 seconds, downing anybody in range. It is recommended to let
the Orb explode before collecting the loot.
23. Return to Fortuna.
The mission to fight the Exploiter can be started by visiting Eudico in the back room.
It is recommended to bring quick frames to navigate the large fighting area of the second phase. It is also recommended to bring
secondary weapons with either high fire rates or spreads to make shooting the Thermia capsules easier.
Due to the Exploiter’s cold-based attacks, it is recommended to use the Insulation mod and/or Arcane Warmth to resist the slowing
effects.
During the first phase, the Exploiter will continuously spawn swarms of the small raknoids. Bring an AOE frame or AOE weapon to
deal with them easily.


Rewards:
●
One of Hildryn's parts (Chassis, Neuroptics, or Systems)
●
One Lazulite Toroid
●
Random assortment of Fortuna based items, including parts from fish, gems, minerals, and spores
●
Exploiter Orb Articula
●
Shocking Step Ephemera Blueprint
Gargoyle’s Cry
This Event last for 28 days, While this Event is active, the mission node “Effervo” on Deimos is altered slightly, having a bonus
objective, Eliminating a Void Angel, gathering the murmur eyes and killing The Fragmented Boss drops 2 addition rewards, A Curse
that depends on which Boss you killed.
●
Curse of Knowing from The Fragmented Suzerain,
●
Curse of Seeing from The Fragmented Anchorite,
●
Curse of Hearing from The Fragmented Zelator.
Finishing the mission without killing the void angel results in the curse being stolen, 1 curse drops on normal Star Chart, 2 on Steel
Path, and 2 of each curse if you complete the secret boss.
The second resource is called “Grotesque Splinters”, 1-3 get dropped on normala Star Chart, 3-5 on Steel Path, The secret boss
dropping the same amount as Steel Path, no extra drops.
To use these resources you are required to place a “Jahu Gargoyle” within your dojo, interacting with the Gargoyle allows you to
deposit the Curses you have gained, the amount required to increase your tier depends on the type of the clan as follows. You can
only deposit a max of this amount, if you have left over curses, wait until next week and deposit them.
CLAN TIER
GHOST
SHADOW
STORM
MOUNTAIN
MOON
Terracotta
6 (2x each
Curse)
18 (6x each
Curse)
30 (10x each
Curse)
90 (30x each
Curse)
300 (100x
each Curse)
Bronze
12 (4x each
Curse)
36 (12x each
Curse)
60 (20x
each Curse)
180 (60x each
Curse)
600 (200x
each Curse)


Silver
18 (6x each
Curse)
54 (18x each
Curse)
90 (30x
each Curse)
270 (90x each
Curse)
900 (300x
each Curse)
Gold
24 (8x each
Curse)
72 (24x each
Curse)
120 (40x
each Curse)
360 (120x each
Curse)
1200 (400x
each Curse)
The Gargoyle also offers you to buy items using the “Grotesque Splinters”, the items offered are Cavia Sigils, Cavia Color Palette,
Clan Sigils, The Ballroom Simulacrum, Fluctus Rahk Skin, Prominence Wisp Totem, Ceti Lacera Blueprint, Basmu Blueprint, Stance
Forma Blueprint and Trials/Eidolon Arcanes. As well as the Krios Signa, however, it is only purchasable once the community has
gathered enough Curses. This shop is available for an extra 28 days after the event ends.
Expansions
Plains of Eidolon and Cetus
The Plains of Eidolon is DE’s first open-world expansion for Warframe. It features a large, explorable, non-procedurally generated
map with tons of activities and missions to do, along with an all new Relay in the form of a town. The Plains are controlled by the
Grineer.
Q: How does one get standing?
Q: Why are there no sigils for me to equip for standing?
A: Do bounties (essentially PoE missions), fish or mine. The former gives straight up standing, while the latter gives resources you
can trade for standing.
Q: What is that massive thing that roams around at night? Can I kill it?
Q: Can I kill the large thing that moves around at night?
Q: What are the small blue things that roam around at night? Why can’t I damage it after awhile? (SPOILERS)
A: Those are all sentients, and you need your Operator to kill them. They drop cores, which are used to trade for standing at the
Quills.
Q: What are the Quills, and where are they? (SPOILERS)
A: You need to have finished the quest Saya’s Vigil first. Go to Hok’s anvil and take the path around the left, when you see the rocks,
hug them until you see a door similar to TWW, go into Operator Mode and the door will open.
Q: What are those small things that float around?


A:
If these are the ones you’re talking about, they’re Cetus Wisps. You cannot hurt or scan them, but you can pick them
up by walking on/through them. They’re used as a resource.
Q: Where do I obtain ‘x’?
A: Odds are it’s all fishing/mining parts. Otherwise it’s a resource found on the Plains in plants or containers. Just try your hand in
those and see where it leads. (See lists below)
Q: How do I exit the Plains?
A: Go out the way you came. Go back to the door to Cetus and it will load you back into the town.
Q: What’s this Ghoul Purge alert?
A: The Ghoul Purge is a mini-event for the Plains of Eidolon that comes around every couple of weeks or so. It adds two new
bounties to Konzu’s list, and spawns the Grineer Ghoul enemy on the Plains. These bounties and enemies have unique rewards,
weapons, and lore that can be looted and found.
Plains Bounties
Bounties are offered by Konzu. There are 5 different levels available, each with increased difficulty, more Standing, and better
rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active to gain its reward
drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a
reward will be given. You can leave the Plains in the middle of a Bounty and still receive the rewards gained so far.
Plains Fishing
Fishing is an activity done at nearly any water source in the Plains. It provides resources and standing for the Ostron.
Q: How do I fish?
A: Go get a spear from Fisher Hai-Luk near the start of Cetus, and equip it in your gear wheel (only one spear needs to be present in
the wheel, the other spears, bait, and dye are included with it). Stand by any body of water in the plains with the spear out and
listen. When you hear a bubbling noise, start looking. When you see a fish, simply spear it.
Q: Are the dyes worth it?
A: Yes. Dyes illuminate fish in fishing sources, and last for 3 minutes. Being able to see fish helps you learn how they swim and
where they spawn, which is invaluable experience. It also helps immensely when fishing at night.
Q: How does bait work?
Q: How long does bait last?
A: It simply increases the spawn rate, making fish spawn more often when the bait is out. It also increases the spawn rate of much
rarer fish, of which some still spawn without bait, and some that spawn only with bait. Throw bait into hotspots, which are small


white bubbling patches on the surface of the water, that move around constantly. Bait lasts 3 minutes, and do not work outside
hotspots.
Q: Is there any benefit to getting more spears?
A: Yes, each fish is weak to a certain spear, and can be one-hit by it. Using the wrong spear on a fish will cause it to only take
damage, and additional hits are needed for a successful catch.
Q: Does the resource booster work with fish?
A: Yes. Having a resource booster will give two fish for every one caught. However, having a resource drop chance booster has no
radical effect on fish spawns.
Q: Why are the fish different sizes?
A: There are 3 different sizes of fish; small, medium and large. Each size increase gives slightly more resources than the last, and are
worth more standing.
Q: Why can’t I find a certain fish?
A: It’s probably because you're either using the wrong bait, or you’re looking for the fish at the wrong time of day. Check the chart
below if you’re still lost.
Q: What do you get from fishing?
A: Fish give resources necessary for making many Ostron items, and can be a source of standing for the Ostron. Each fish has their
own unique resource drop, but all drop fish scales, fish meat, and fish oil.
List of all fish
Fish
Biome
Activity
Time
*Spear
^Bait
Needed
Unique
Resources
Standing
Small
Standing
Medium
Standing
Large
Mawfish
Lake
Day
Any
No
Mawfish
Bones
25
35
50
Charc Eel
Lake
Day/Night
Any
No
Charc
Electroplax
25
35
50
Khut-Khut
Pond
Day
Any
No
Khut-Khut
Venom Sac
25
35
50
Yogwun
Pond
Day
Any
No
Yogwun
Stomach
25
35
50
Mortus
Pond
Day/Night
Lanzo
No
Mortus
100
125
200


Lungfish
Peram
Horn
Goopolla
Ocean
Day/Night
Any
No
Goopolla
Spleen
25
35
50
Tralok
Ocean
Day
Tulok
Peram
No
Tralok Eyes
100
125
200
Sharrac
Ocean
Day/Night
Lanzo
Tulok
Twilight
Sharrac
Teeth
100
125
200
Karkina
Ocean
Day/Night
Lanzo
Tulok
Twilight
Karkina
Antenna
100
125
200
Murkray
Ocean
Day/Night
Lanzo
Murkray
Murkray
Liver
500
650
1000
Norg
Lake
Night
Peram
Norg
Norg Brain
500
650
1000
Cuthol
Pond
Night
Lanzo
Cuthol
Cuthol
Tendrils
500
650
1000
Glappid
Ocean
Night
Peram
Glappid
Seram
Beetle Shell
1200
1500
2000
*Note: Cetus fish cannot be caught with Fortuna spears, but Cetus spears will capture a damaged fish in Fortuna. The Fortuna
Stunna spear, however will shock Cetus fish into submission.
^Note: Peppered bait will attract any fish that are active during the day, but is usually not needed.
Plains Mining
Mining is an activity that can be done anywhere on the Plains. It provides resources and standing for the Ostron.
Q: How do I mine?
A: Obtain a mining laser from Old Man Suumbaat in Plains of Eidolon (a pickaxe icon on the map), and equip it in your gear wheel.
When equipping it on the plains; a new UI will appear. On the left, number of ores in range, on the right, how far or close you are to
an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue
streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire button, and try
to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to the middle of the
box, the better the mining rating.


Q: What is the mining rating?
A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you
match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the
typical resources, and has a chance of additionally dropping a rare gem on blue spots.
Q: Why do some spots have two boxes, one big and one small?
A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the
mining spot.
Q: Are there any differences between the mining lasers?
A: Each laser has a different range to detect ores, with the standard being 20m, the focused being 40m, and the advanced being
60m. Only the advanced laser can trigger the smaller optional hitboxes to obtain rare gems. {The Fortuna mining laser can also be
used, and acts identically to the advanced laser).
Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint?
A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Suumbaat to refine the base
resources into usable resources.
Ores in Plains
●
Auron
●
Coprun
●
Ferros
●
Pyrol
Gems in Plains - Standing
●
Azurite, Devar - 50
●
Veridos - 75
●
Crimzian - 100
●
Sentirum, Nyth - 400


Plains Animal Conservation
Animal conservation involves the tracking and capture of various wild species found on the Plains. Master Teasonai offers gear
items called Echo Lures that can mimic the calls of endangered wildlife that roam the Vallis. Track, call, and tranquilize the animals
to save them.
Procedure
●
Buy a Tranquilizer Rifle from The Business on Fortuna for 500 Standing.
●
Buy an Echo Lure from Master Teasonai with Standing.
●
Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it.
●
Equip your Tranq Rifle in the Plains. New purple points will be added to your map. These are animal tracking points.
●
Find a point and activate it.
●
Follow the faintly glowing tracks to the rainbow colored rock. This is the call point.
●
Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch.
●
The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box.
●
If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through
the scope, allowing you to see it through objects.
●
Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it.
Rewards
Each successful capture will award a Tag from each animal, and an amount of Ostron Standing depending on Capture Rating. 5
Tags of one species can be traded in to Master Teasonai to receive stuffed animal decorations, also known as Floofs. Having one
tag of every species and type can be traded for an emblem.
Capture Rating
Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating
is based on speed at which animal is captured after return call is received, and whether or not the animal was alerted to your
presence.
Animal Types
●
Kuakas - "A timid rodent that is easily frightened."
●
Condrocs - "A carrion-eater and opportunistic bird-of-prey. Condrocs gather, feed upon carrion, and occasionally, hunt in
groups known as 'committees'. Several committees will be led by an Emperor."
●
Mergoos - "An avian of ridiculous appearance found along coastal regions and around large bodies of water. Mergoo circle
and squawk at the sight of marine predators. Many an Ostron fisher owes their lives to these odd little birds. Killing one is
considered very bad luck."
Standing per Animal


Species
Perfect
Good
Bad
Plains Kuaka
400
300
200
Ashen Kuaka
600
450
300
Ghost Kuaka
1,200
900
600
Common Condroc
800
600
400
Rogue Condroc
1,200
900
600
Emperor Condroc
1,800
1,350
900
Coastal Mergoo
1,200
900
600
Woodland Mergoo
2,400
1,800
1,200
Splendid Mergoo
3,600
2,700
1,800
Notes
●
Animals can be killed, and will not provide any Standing or tags if they are.
●
Shooting the Tranq Rifle and missing will NOT alert animals.
●
Sleep based Warframes can use their abilities in place of the Tranq Rifle.
●
Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use.
●
Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him.
●
Invisibility abilities will hide your presence from animals.
●
By equipping a certain Lure, only tracking points of that species will appear on your map.
●
If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will
appear.
Zaws
A Zaw is a modular melee weapon with customizable stats influenced by the parts used to build one. Most Zaw parts blueprints are
bought with Standing from Hok in Cetus. The rest are obtained from Plague Star. Your Ostron Standing determines which parts are
available.
Zaws are made from 3 parts - the Strike, Hilt, and Link. One of each of these is needed to build a Zaw, along with a small amount of
Credits. The Strike determines the damage of the Zaw, the Hilt determines the type of weapon, and the Link determines the
modifiers of speed, damage, crit chance, and status chance.


Every Zaw Strike can give 3k MR, but must be Gilded first. Gilding a Zaw is done by Hok, and requires a level 30 Zaw. Gilding costs
5k Standing and 2 Cetus Wisps, and slightly increases its base stats. A Zaw cannot be upgraded with a Forma or Potato until it is
Gilded.
Plague Zaw parts only come from the Plague Star reward tables, and are not purchasable from Hok.
Zaw Strikes
Strike
Type
Damage
Impact
Puncture
Slash
Viral
Damage
Speed
Crit
Chance
Crit Multi
Status
Chance
Balla
Dagger/Staff
68
3.4
40.8
23.8
N/A
+0.083
18%
2.0x
18%
Cyath
Machete/Polearm
72
14.4
3.6
54.0
N/A
+0.000
18%
2.0x
18%
Dehtat
Rapier/Polearm
68
6.8
34.0
27.2
N/A
+0.083
18%
2.0x
18%
Dokrahm
Scythe/Heavy Blade
68
10.2
23.8
34.0
N/A
+0.083
18%
2.0x
18%
Kronsh
Machete/Polearm
86
60.2
N/A
25.8
N/A
-0.067
18%
2.0x
18%
Mewan
Sword/Polearm
86
21.5
30.1
34.4
N/A
-0.067
18%
2.0x
18%
Ooltha
Sword/Staff
72
7.2
28.8
36.0
N/A
+0.000
18%
2.0x
18%
Rabvee
Machete/Hammer
86
51.6
4.3
30.1
N/A
-0.067
18%
2.0x
18%
Sepfahn
Nikana/Staff
72
7.2
18.0
46.8
N/A
+0.000
20%
2.0x
20%
Plague
Keewar
Scythe/Staff
79
22.0
11.0
26.0
20.0
-0.033
18%
2.0x
22%
Plague
Kripath
Rapier/Polearm
70
10.0
25.0
15.0
20.0
+0.033
22%
2.2x
18%
Zaw Grips
Grip
Type
Damage Bonus
Base Speed
Jayap
Two-handed
+14
0.917
Korb1
One-handed
+28
0.783
Kroostra
Two-handed
+14
0.850


Kwath
One-handed
+14
0.850
Laka
One-handed
+0
0.917
Peye
One-handed
-4
1.000
Seekalla
Two-handed
-4
1.000
Shtung
Two-handed
+28
0.783
Plague Akwin
One-handed
-2
0.950
Plague Bokwin
Two-handed
+7
0.883
Zaw Links
Link
Speed Bonus
Critical Chance Bonus
Status Chance Bonus
Damage Bonus
Jai
+0.083
N/A
N/A
-4
Ruhang
-0.067
N/A
N/A
+14
Jai II
+0.167
N/A
N/A
-8
Ruhang II
-0.133
N/A
N/A
+28
Vargeet Jai
+0.083
+7
-4
-4
Vargeet Ruhang
-0.067
+7
-4
+14
Ekwana Jai
+0.083
-4
+7
-4
Ekwana Ruhang
-0.067
-4
+7
+14
Vargeet II Jai
+0.083
+14
-8
-4
Vargeet II Ruhang
-0.083
+14
-8
+14
Ekwana II Jai
+0.083
-8
+14
-4
Ekwana II Ruhang
-0.083
-8
+14
+14
Vargeet Jai II
+0.167
+7
-4
-8
Vargeet Ruhang II
-0.133
+7
-4
+28


Ekwana Jai II
+0.167
-4
+7
-8
Ekwana Ruhang II
-0.133
-4
+7
+28
Tusk Thumpers
Tusk Thumpers are a Grineer quadruped vehicle that spawns on the Plains during the Day cycle, either in free roam or in bounties.
They are heavily armored and quite agile, able to leap great distances. They employ blaster cannons and ground-based seismic
attacks. They will pop up from underground much like Ghouls, or spawn randomly during Plains bounty phases.
There are 3 variants of Thumpers; standard, Bull, and Doma. Each additional variant is larger, and has additional health and armor.
To defeat a Thumper, the plates on each of its knees must be damaged and knocked off. A green spot will be exposed. Damage the
green area until it closes itself. Repeat with all 4 legs.
Thumpers drop a random variety of common, uncommon, and rare Plains resources on death. The standard thumper has 400%
resources drop, the Bull has 600%, and the Doma has 800%. The Bull and Doma also have a chance to drop the Korrudo blueprint.
All Thumpers have a chance to drop Augur, Gladiator, and Vice set mods.
Thumper floof variants can be bought from Nakak in Cetus for standard resources.
Eidolon Hunting (SPOILERS)
Eidolons are huge sentients that roam the Plains at night. They are a very difficult enemy and should not be taken lightly.
Q: How does one hunt an Eidolon?
A: Procedure:
1.
Get Eidolon lures from Grineer camps (2 for Teralyst, 3 each for Gantulyst and Hydrolyst) and power them up by killing
Vomvalysts (until they’re ethereal, being near the lure sucks them in) or by killing the vomvalyst and picking up the small orb
it drops, and delivering it to the lure. The lure will make a sound cue when it’s full. Skipping this step makes the Eidolon
teleport when you destroy a weak point, and denies a brilliant eidolon shard at the end of the fight.
2.
Break the Eidolon’s purple shield with your Operator’s amp, until the Eidolon flashes red.
3.
Shoot with normal weapons the weak spots, or Synovias. The Teralyst’s are located on its biceps and knees. The Gantulyst
and Hydrolyst are similar, but have 6 Synovias, with additional ones being located around the shoulder joints. Only one may
be destroyed at a time, and damage done to other Synovias do not carry over.
4.
Once a Synovia is destroyed, the Eidolon will fall to its knee and emit a 5 pulse magnetic wave, and will then regenerate its
shield. Repeat step 2~3 until all Synovias are destroyed.


5.
Once all Synovias are destroyed, the Eidolon will lay down and emit a scream, attracting Vomvalysts to its location. Destroy
the Vomvalysts as they approach, as the more that fuse with the Eidolon, the more health it will have in the final battle.
6.
When the healing phase is complete, the Eidolon will stand, and continue to attack. At this point, any part of the Eidolon can
be damaged by normal weapons. Damage it until its health bar disappears. This ends the hunt and rewards are spawned.
Q: What attacks does the Eidolon use?
A: All 3 Eidolons have a set list of attacks:
●
Ground Stomp - Sends out a yellow pulse that pushes back Warframes and Operators up to 100m. Can be avoided by
jumping.
●
Gun Swing - Quickly sweeps its arm in a 270 degree arc, while shooting out blue projectiles from its hand that explode on
impact.
●
Ground Smash - Stomps down on the ground, emitting glowing blue streaks in the ground that will damage and stagger.
This attack can track you.
●
Seeking Bullets - Emits a ball of energy above its head, which then splits into many small blue seeking missiles.
●
Tree Swing - Quickly swings its arm in a wide arc. Deals heavy damage and knocks down.
●
Star Fall - Raises its arm upward and fires into the sky, causing a rain of seeking projectiles to fall down.
●
Energy Spikes - Upon destruction of a limb, the Eidolon will emit 5 wave pulses of magnetic energy. High damage and
removes all Warframe energy.
The Gantulyst and Hydrolyst have additional attacks. The Gantulyst gains alternate laser attacks and a large shield, and can easily
destroy lures. The Hydrolyst gains alternate lightning attacks and can create Vomvalyst spawning portals.
Q: What Warframes do I use to hunt an Eidolon?
A: Warframes that provide innate damage boosts or give passive abilities to allies, like Rhino and Harrow, are the best to use
against the Eidolons. Healing frames like Trinity and Oberon are useful in keeping allies alive and protecting the lures. Damage
frames like Mesa and Saryn cannot target the Eidolon Synovias, and should not be used. Melee frames like Wukong and Atlas
should also be avoided, as the Synovias are very difficult to hit with melee attacks.
It should be noted that shooting through Volt’s shields will double Amp damage.
Q: What Weapons do I use to hunt an Eidolon?
A: Any weapon with high burst damage, such as DMRs (Latron, Tiberon) or Snipers (Lanka, Rubico). Eidolons have Alloy Armor, and
are weak to Radiation damage, so mods and weapons that provide Radiation are highly recommended. Weapons with low range,
such as Shotguns or Beam weapons are not recommended, due to the danger and bad angle of getting close to the Eidolon.
Automatic weapons are not recommended, due to the Eidolon’s erratic movements making consecutive shots difficult, lowering
DPS.
Q: What Amps do I use to hunt an Eidolon?
A: The old meta is the 2 2 3 Amp, the Schwaak, Shraksun, and Lohrin. The new meta after Fortuna update 2 is 6 2 7, the Lega,
Shraksun, and Certus. Otherwise, any Amp combination other than the Mote Amp will work when hunting Eidolons.


Q: The Eidolon got its shields back while fighting it, what gives?
A: The Vomvalysts can regenerate the Eidolon’s shield when not dealt with. Make sure to kill them when you see them.
Q: How does one do a Tridolon?
A: It’s the same as the above, only you fight 3 Eidolons instead of one. To spawn the next Eidolon, go to the shrine on the final rock
on Gara Tote Lake, and place the Brilliant Eidolon Shard from the previous fight on the shrine. Once all players in the instance place
their shards, the next Eidolon will spawn in the water in front of the rock. Keep in mind the other two Eidolons require 3 lures to
capture and have 6 Synovias to destroy, along with different attacks.
Q: What does killing an Eidolon give?
A: Defeating an Eidolon in any way awards an Eidolon Shard and a number of Sentient Cores, usually around 20-30. Capturing an
Eidolon awards a Brilliant Eidolon Shard. Capturing a Hydrolyst awards an extra Brilliant Eidolon Shard. Capturing a Gantulyst or
Hydrolyst also awards a Radiant Eidolon Shard. All 3 Eidolons have a chance to drop a physical damage mod for weapons, and an
Arcane from the standard Arcane list. Teralysts have a very low chance to drop a rare Arcane, a low chance to drop an uncommon
Arcane, and a high chance of dropping a common Arcane. Gantulysts and Hydrolysts have a moderate chance to drop rare Arcanes,
a high chance to drop uncommon Arcanes, and a low chance to drop common Arcanes. The Gantulyst and Hydrolyst also drop one
Riven Transmuter each. In addition, completing the Teralyst Bounty awards 1,000 Ostron Standing, while completing the three
Teralyst bounty awards 5,000 Ostron Standing.
Q: What do I do with Eidolon shards?
Q: What do I do with Brilliant/Radiant Eidolon shards?
A: Regular Eidolon Shards are used in ranking up with the Quills, and for crafting some blueprints.
Brilliant Eidolon Shards can be converted into 25,000 focus for your current school, or used to unlock Waybound Nodes.
Radiant Eidolon Shards can be converted into 40,000 focus for your current school.
Q: What do the terms in recruiting chat mean?
A: Players use many different terms when creating squads for Eidolon hunting. One of these is H 5x3. The H stands for Hosting, and
the first number is how many times that player wants to kill all three Eidolons, which is the second number. So a 5x3 is 5 sets, or 5
Tridolons. A 4x3 is hunting 4 Tridolons, and so on.
VS stands for Void Strike, an ability in the Madurai school. It increases your damage for a set number of following shots, and works
with amps. UW or UW Chroma stands for Unairu Wisp, an ability in the Unairu school. It spawns a tiny wisp when you hit an enemy
with void blast. When picked up, the wisp provides double damage for your amp. CP stands for Corrosive Projection, the aura mod
that lowers enemy armor. CD stands for Coaction Drift, which increases aura effectiveness.
Amps (SPOILERS)
Amps are a modular weapon wielded by your Operator. They replace the default void beam that is used after The War Within. Amps
and their part blueprints are obtained from Quill Onkko in Cetus.


Amps are built using three parts - the Prism, Scaffold, and Brace. The Prism determines primary fire, the Scaffold determines
alternate fire, and the Brace gives augments and passives. The Mote Amp is the default Amp, and can be built as one complete unit.
It fires similarly to the void beam.
Amp Prisms
Tier
Name
Description
1
Raplak
Semi auto, accurate long range void beams.
2
Schwaak
Semi auto, limited range, wide angle flak blast, has innate Punch Through.
3
Granmu
3 round burst arcing void grenades, explodes on impact.
4
Rahn
Rapid fire automatic void beams.
Amp Scaffolds
Tier
Name
Description
1
Pencha
Chargeable void beam.
2
Shraksun
Double shot short range flak grenade, explodes on impact or at range limit.
3
Klebrik
Continuous tendril of void energy, seeks and connects to nearest target.
4
Phahd
Powerful glaive shots seek and bounce off targets.
Amp Braces
Tier
Name
Description
1
Clapkra
+40 Amp energy pool
2
Juttni
-1 second Amp Recharge delay
3
Lohrin
+12% Amp Crit and Status chance
4
Anspatha
+20% Amp energy pool, -0.5s Amp Recharge delay, +45/s Energy recharge rate
Numbers represent Amp level. Each set of Prism, Scaffold, and Brace are unlocked as Quill Ranking progresses. So the first set
unlocked are considered the 1 1 1, the second set are 2 2 2, and so on. When making a mixed Amp, numbers are mixed and ordered


as needed, such as 3 2 4, which is the third Prism, the second Scaffold, and the fourth Brace. All Amps are referred to in this number
system, for speed and convenience.
Amps are primarily used for fighting Sentients, as Void damage ignores Sentient damage resistance. Also, the Eidolon’s shields are
only affected by Operator Amps. For this reason, the most commonly used Amps are X 2 3, as in any Prism, the Shraksun Scaffold,
and the Lohrin Brace, as this combination provides the most damage when hunting Eidolons. In addition, Amps can be used to
destroy Kuva Clouds in Kuva Siphon missions.
Amps, like Zaws and Kit Guns, can be Gilded for a slight increase in stats, and the ability to apply custom colors and Arcanes. Each
of the Prisms will provide 3k MR after Gilding.
Orb Vallis and Fortuna
Fortuna is Warframe’s second and most recent open-world expansion. It features another large, open map that is not procedurally
generated. Orb Vallis’ map is roughly 5 times the size of Plains of Eidolon, and features many of the same activities. Orb Vallis is
controlled and operated by the Corpus.
Vallis Bounties
Bounties are offered by Eudico. There are 5 different levels available, each with increased difficulty, more Standing, and better
rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active for its reward drops.
Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a reward
will be given. You can leave the Vallis in the middle of a Bounty and still receive the rewards gained so far.
Vallis Fishing
Fishing is an activity done at nearly every water source in Orb Vallis. The servofish found in these sources can be used for resources,
or traded for Fortuna Standing.
The process of hunting for fish remains largely the same as the Plains of Eidolon, however the spear technique is slightly changed.
Once you hit a servofish, a horizontal gauge with a red target box appears, with a line moving from left to right. You must press the
[FIRE BUTTON] when the line is within the box to shock the fish, allowing you to collect it. If you miss, the fish will be set free, and
you must spear it again.
Q: How do I fish?
A: Talk to The Business in Fortuna and buy the Shockprod fishing spear for 500 Standing, equip it in your gear wheel, and pull it out
near a water source in the Vallis.
Q: Do Cetus Dyes work in Fortuna?


A: Yes, they work the exact same.
Q: How does bait work?
Q: How long does bait last?
A: It simply increases the spawn rate, making fish spawn more often when the bait is out. It also increases the spawn rate of much
rarer fish, of which some still spawn without bait, and some that spawn only with bait. Throw bait into hotspots, which are small
white bubbling patches on the surface of the water, that move around constantly. Bait lasts 3 minutes, and do not work outside
hotspots.
Q: What’s the difference between the Shockprod and Stunna Spear?
A: The Stunna spear works the same as the Shockprod, except when you successfully shock a fish, any nearby fish are stunned by its
blast for a short period of time (about 30 seconds). These fish will slowly float and can’t be startled, and when speared, their target
box is twice as large as normal. (This effect works on fish in the Plains, however the target fish will not be successfully speared).
Q: Does the resource booster work with fish?
A: Yes. Having a resource booster will give two fish for every one caught. However, having a resource drop chance booster has no
radical effect on fish spawns.
Q: Why can’t I find a certain fish?
A: It’s probably because you're either using the wrong bait, you’re looking in the wrong water biome, or you’re looking for the fish at
the wrong temperature time. Check the chart below if you’re still lost.
Q: What do servofish points mean?
A: There are 3 different kinds of servofish; basic, adorned, and magnificent. Each type increase gives slightly more common
resources than the last, and are worth more standing.
Q: What do you get from Fishing?
A: Servofish give resources necessary for making many Fortuna items, and can be a source of standing for Fortuna. Each servofish
has their own unique resource drop, but all drop scrap.
List of All Fish
Servofish
Biome
Activity
Bait Needed
Unique
Resources
Standing
Basic
Standing
Adorned
Standing
Magnificent
Eye-Eye
Pond
Warm
Narrow
Spectrum
Rotoblade
45
60
100
Scrubber
Cave
All
Broad
Spectrum
Exa Brain
35
45
70


Echowinder
Lake
Warm
Broad
Spectrum
Anoscopic
Sensor
35
45
70
Mirewinder
Cave
All
Mirewinder
Parallel Biode
45
60
100
Longwinder
Lake
Warm
Longwinder
Lathe
Coogulant
200
300
500
Brickie
Pond, River
Warm
Broad
Spectrum
Muon Battery
35
45
70
Tink
Pond, River
Cold, Freezing
Broad
Spectrum
Dissipator
Coil
35
45
70
Sapcaddy
Lake
Cold, Freezing
Broad
Spectrum
Venedo Case
35
45
70
Kriller
Lake
Warm
Kriller
Thermal Laser
45
60
100
Recaster
Pond
Cold, Freezing
Narrow
Spectrum
Neural Relay
45
60
100
Tromyzon
Pond
Cold, Freezing
Tromyzon
Entroplasma
200
300
500
Charamote
Cave
All
Charamote
Sagan
Module
200
300
500
Synathid
Cave
All
Synathid
Ecosynth
Analyzer
600
800
1000
Vallis Mining
Mining in Orb Vallis is identical to mining in the Plains. A cutter drill is required to be equipped in your gear wheel in order to mine.
Fortuna and Cetus cutters will work in either location. Mining provides resources that can be used in building items from Fortuna or
traded for standing.
Q: How do I mine?
A: Obtain a mining laser from Smokefinger in Fortuna, and equip it in your gear wheel. When equipping it on the Vallis; a new UI
will appear. On the left, number of ores in range, on the right, how far or close you are to an ore. Simply listen to the beeping, the
faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue streaks are gems. When you see one, aim,
and a series of glowing spots will appear on the ore. Hold down the Fire button, and try to get the rising gauge into the middle of
the white box, and release (see picture below). The closer the gauge is to the middle of the box, the better the mining rating.


Q: What is the mining rating?
A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you
match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the
typical resources, and has a chance of additionally dropping a rare gem on blue spots.
Q: Why do some spots have two boxes, one big and one small?
A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the
mining spot.
Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint?
A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Smokefinger to refine the base
resources into usable resources.
Ores in Orb Vallis
●
Axidite
●
Travoride
●
Venerol
●
Hesperon
Gems in Orb Vallis - Standing
●
Phasmin, Noctrul - 50
●
Goblite - 200
●
Amaryst - 500
●
Zodian, Thyst - 1000
Vallis Animal Conservation
Animal conservation involves the tracking and capture of various wild species found on the Vallis. The Business offers gear items
called Echo Lures that can mimic the calls of endangered wildlife that roam the Vallis. Track, call, and tranquilize the animals to save
them.
Procedure


●
Buy a Tranquilizer Rifle from the Business with 500 Standing.
●
Buy an Echo Lure from The Business with Standing.
●
Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it.
●
Equip your Tranq Rifle in the Vallis. New purple points will be added to your map. These are animal tracking points.
●
Find a point and activate it.
●
Follow the faintly glowing tracks to the rainbow colored rock. This is the call point.
●
Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch.
●
The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box.
●
If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through
the scope, allowing you to see it through objects.
●
Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it.
Rewards
Each successful capture will award a Tag from each animal, and an amount of Solaris United Standing depending on Capture
Rating. 5 Tags of one species can be traded in to The Business to receive stuffed animal decorations, also known as Floofs. Having
one tag of every species and type can be traded for an emblem.
Capture Rating
Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating
is based on speed at which animal is captured after return call is received, and whether or not the animal was alerted to your
presence.
Animal Types
●
Pobbers - "Native to the fungal forests of Venus, the Pobber is a skittish rodent possessed of an objectionable odor. Always
found in groups, they flee at the slightest hint of trouble. They are a primary food source for the Virmink and Sawgaw."
●
Virminks - "Sleek and silky, the adorable appearance of the Venusian Virmink belies its aggressive demeanor. Favoring rocky
landscapes Virmink packs nose the air, scenting for Pobbers - their primary food source."
●
Sawgaws - “Soar Gore, as the Solaris call it, this crimson-faced bird of prey circles and stalks the cliffs and fungal groves of
Venus, searching for rodent prey.”
●
Bolarolas - "Favoring thunder, lightning and cratered-out areas Bolarolas are all about defense. Their armored plates protect
them from most predators, tucking-and-rolling to make good their escape.
●
Horrasques - “This hideous creature is terrible to behold but will not attack unless provoked. When it does, its roar will shake
the bowels of even the most steadfast tracker.”
●
Stover - "The Stover is a kind of proto-Kubrow that resurrected when Venus thawed. When grouped in a pack, Stovers are
relentless opponents."
●
Kubrodons - "The apex predator of the Venusian plains. These massively framed beasts travel in groups and mark the
territory surrounding Orokin cooling towers as their own. Kubrodons are a danger best avoided."
Standing per Animal


Species
Perfect
Good
Bad
Sunny Pobber
400
300
0
Delicate Pobber
600
450
300
Subterranean Pobber
800
600
0
White Breasted Virmink
600
450
0
Dusky Headed Virmink
800
600
400
Red Crested Virmink
1,000
750
0
Flossy Sawgaw
800
600
400
Alpine Monitor Sawgaw
1,200
900
600
Frogmouthed Sawgaw
1,800
1,350
900
Spotted Bolarola
1,000
750
0
Black Banded Bolarola
1,500
1,250
0
Thorny Bolarola
2,500
1,875
0
Dappled Horrasque
1,200
900
600
Swimmer Horrasque
2,400
1,800
0
Stormer Horrasque
3,600
2,700
1,800
Sentinel Stover
1,600
1,200
800
Fuming Dax Stover
3,200
2,400
1,600
Fire-Veined Stover
6,400
4,800
3,200
Brindle Kubrodon
2,000
1,500
1,000
Vallis Kubrodon
4,000
3,000
0
Kubrodon Incarnadine
8,000
6,000
0
Notes


●
Animals can be killed, and will not provide any Standing or tags if they are.
●
Shooting the Tranq Rifle and missing will NOT alert animals.
●
Sleep based Warframes can use their abilities in place of the Tranq Rifle.
●
Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use.
●
Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him.
●
Invisibility abilities will hide your presence from animals.
●
By equipping a certain Lure, only tracking points of that species will appear on your map.
●
If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will
appear.
Kit Guns
Kit Guns are the modular weapons of Fortuna, similar to Zaws in Cetus. Kit Gun parts blueprints are offered by Rude Zuud for
Solaris United Standing. New parts are available as Solaris United rank is increased. Kit Guns are made from 3 parts; Chamber, Grip,
and Loader.
Kit Gun Chambers will provide 3k MR each. Like Zaws, Kit Guns must be Gilded to gain MR. Gilding is available to any Kit Gun that
has been maxed at level 30, and costs 5k Standing and 10 Shelter Debt-Bonds. Gilding also allows you to rename your Kit Gun.
Unguilded Kit Guns cannot have Potatoes, Formas, or Arcanes installed on them.
Chambers - Determines how the Kit Gun fires.
●
Catchmoon - Semi-automatic, fires a large, wide explosive blast with innate punch through.
Damage type: Impact, Heat
●
Gaze - Automatic, fires a constant laser beam.
Damage type: Puncture, Radiation
●
Rattleguts - Automatic, fires a rapid stream of energy projectiles.
Damage type: Slash, Puncture, Radiation
●
Tombfinger - Semi-automatic, fires a large, heavy energy projectile.
Damage type: Impact, Puncture, Radiation
Grips - Determines the Kit Gun’s damage, fire rate, and beam range.
+ good, ++ great, - bad, -- very bad
Damage
Fire Rate
Beam Range
Ramble
-
+
+
Lovetap
+
-
-
Gibber
--
++
++


Haymaker
++
--
--
Loaders - Determines the Kit Gun’s magazine size, reload speed, Crit Chance and Status Chance.
+ good, ++ great, - bad, -- very bad
Magazine Capacity
Reload Speed
Critical Chance
Status Chance
Bashrack
+
-
+
-
Bellows
++
--
N/A
N/A
Deepbreath
+
-
N/A
N/A
Flutterfire
-
+
--
++
Killstream
-
+
++
--
Ramflare
+
-
--
++
Slap
-
+
N/A
N/A
Slapneedle
-
+
+
-
Sparkfire
+
-
-
+
Splat
+
-
++
--
Stitch
++
--
+
-
Swiftfire
-
+
-
+
Thunderdrum
++
--
-
+
Zip
--
++
N/A
N/A
Zipfire
--
++
-
+
Zipneedle
--
++
+
-


K-Drive & Ventkids
K- Drives are hoverboard vehicles that were added in the Fortuna Update. These K-Drives are slower than Archwing, so if you’re
looking for the best mobility vehicle go with Archwing. That being said, K-Drives are one of the most fun ways to kill time in
Warframe.
Q: How do I get a K-Drive?
A: Once you complete the initial Fortuna quest Vox Solaris you will receive a K-Drive Launcher. You will be able to equip this in your
gear wheel. Once it is equipped in your gear wheel you should be able to launch a K-Drive in both open world areas.
Q: Where do I get more K-Drives?
Q: How do I get Ventkid standing?
A: The Ventkids can be accessed after completing Vox Solaris. Their main vendor is Roky. Ventkid standing is earned by completing
tricks in the Vallis or by winning races found on the map. The standing can then be used to buy K-Drive parts and mods. A K-Drive is
made up of four parts; a board, reactor, nose, and jet. These must be crafted then brought to and assembled by Roky. Boards with
random parts can alternatively be bought already completed for Platinum.
Q: Do K-Drive parts matter?
A: Parts do not have any impact on how the K-Drive performs. Only the board matters as it provides MR.
Q: Can I level up my K-Drive?
Q: Do K-Drives get MR?
A: Yes, the board of a K-Drive is what earns MR, a maximum of 3k per board. K-Drives receive affinity from doing tricks and
completing races on the Vallis, and like all other pieces of equipment, can level to 30.
Q: Can I mod my K-Drive?
A: Yes, all K-Drive mods can be bought from Roky for standing. The K-Drive itself can be modded in your Arsenal’s vehicle section.
Profit Taker
Orb Mothers are giant Corpus Raknoids that protect key operational sites. They are the raid boss fight of the Orb Vallis, similar to
Eidolons. There are currently two, the Profit-Taker Orb that can be found at the Enrichment Labs, and the Exploiter Orb that patrols
around the Temple of Profit. Only the Profit-Taker can currently be fought.
In order to fight the Profit-Taker, you must first be at the rank of Old Mate with Solaris United. From there, you go to the hidden back
room behind Eudico to receive the Heist bounty missions. There are 4 bounties currently, that must be completed subsequently. The
fourth bounty is fighting the Profit-Taker itself. After completing all 4 once, you may go back and play them again in any order to
receive their drop rewards.


The third bounty awards the Gravimag System, which is a gear item that allows you to equip one primary Archwing weapon while in
missions. The Gravimag may be equipped to only one weapon, and is not cycleable. The weapon must have an Orokin Catalyst
equipped to equip the Gravimag. Archwing weapons are the only weapons that can damage the Orb. The Gravimag must be
equipped in your gear wheel to use in missions.
Additional Gravimags can be researched and purchased in the Tenno Lab in Clan Dojos, or bought from the Market for 20p.
Procedure:
1.
Find Profit-Taker on the Orb Vallis map.
2.
Take out shields using displayed element(s) (See below).
3.
Completely damage all 4 legs with Archwing weapon.
4.
Damage the head with Archwing weapon.
5.
At 75% health, the Orb will launch 4 pylons into the ground around itself, within 100m. The pylons are protected by a
physical barrier that nullifies all gunfire, but can be passed through with no effect.
6.
Destroy all pylons, Orb is invulnerable while pylons are intact.
7.
Take out shield and legs again, continue to damage head.
8.
At 50% health, the Orb will fully regain its shields and will deal more damage.
9.
Take out shield, take out legs, damage the head.
10. At 25% health, the Orb will deploy 6 pylons with the same properties as the previous 4.
11. Once the 6 pylons are destroyed, the Orb will fully regain its shields again.
12. Take out shield, take out legs, destroy the head and defeat the Orb. This step must be completed in 5 minutes or less.
13. The Orb overcharges from its shielding satellite, and self destructs, instantly downing anything in a 300m radius. Run to a
safe distance then return to collect drops. There is a delay of one minute between defeating the Orb and its self destruction.
The Orb Mother’s shields have a unique damaging procedure, due to Sentient resistance. The shields can be damaged by any
regular weapon; normal, Archwing, or Exalted, but cannot be damaged by True or Void damage. Displayed on the Orb’s front
faceplate will be a symbol of a specific damage type. The shield will be invulnerable to all damage except the displayed damage
type. The type encompasses all physical and elemental damage, but does not include Void or True damage. This includes dual
elemental types. Keep in mind that dual elemental types will not work if a single element is displayed, even if the single element is
included in the dual element. For example, if the displayed element is toxin, then the shield will only be damaged by toxin, not
corrosive or gas or viral.
The shield damage type can be changed in 3 ways. If enough damage is dealt from one damage type, the Orb will rapidly shift to
another. Shooting the Orb with any type of Void damage, Amp or otherwise, will change the damage type. There is a cooldown of 10
seconds after using this method before the type can be changed again. If enough time passes without either of these changes, the
damage type will change by itself.


Warframe abilities that target or deal AOE damage do not affect the Orb’s shields or body whatsoever. This includes Mesa’s
Peacemaker, Banshee’s Soundquake, Saryn’s Miasma, etc. Warframe abilities that are weaponized do work, such as Excalibur’s
Exalted Blade, Titania’s Dex Pixia, and Ivara’s Artemis Bow. This can be used as an advantage, as these weapons can hold
additional damage types. Warframe abilities/augments that provide damage buffs, such as Rhino’s Roar and Chroma’s Vex Armor,
work against the Orb. Warframe abilities/augments that apply status effects to allies’ weapons, such as Saryn’s Spores or Frost’s
Freeze, do work in providing additional elemental damage types against the shield.
It should be noted that the Profit-Taker will summon Corpus reinforcement to help defend itself. These enemies will move and
attack around the Profit-Taker, and will put up reinforcement beacons as normal. The enemies range from level 40-60 and should
be dealt with regularly.
Amps (SPOILERS)
See Plains of Eidolons Amps for general information on Amps.
Upon completing Vox Solaris, the player will unlock a secret backroom behind Eudico’s chair. This is the same room where the
Profit-Taker bounties are found. Here you can talk to Little Duck in Operator form to view Vox Solaris standing, trade Toroids for
Standing, and purchase Operator cosmetic blueprints, Arcanes, and Amp parts.
With the Profit-Taker update, Vox Solaris added 3 new Amp Prisms, Scaffolds, and Braces.
Amp Prisms
Tier
Name
Description
5
Cantic
3-round burst, accurate long range beams.
6
Lega
Automatic energy flamethrower.
7
Klamora
Automatic, limited range, wide angle energy blast.
Amp Scaffolds
Tier
Name
Description
5
Exard
Rapid fires explosive projectiles, will use entire Amp energy pool in one fire instance.
6
Dissic
Lobs an explosive charge, that explodes and launches child grenades around the initial
impact zone.
7
Propa
Launches an explosive that travels a short distance, stops, then explodes in a wide radius.
Can be triggered early by enemies within the travel radius.


Amp Braces
Tier
Name
Description
5
Suo
+100 Amp energy pool, +2s Amp recharge delay
6
Plaga
-20 Amp energy pool, -1.5s Amp recharge delay
7
Certus
+20% Amp critical chance
Cambion Drift and Necralisk
Drift Bounties
Bounties are offered by Mother. There are 5 different levels available, each with increased difficulty, more Mother Tokens, and
better rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active for its reward
drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a
reward will be given. You can leave the Cambion Drift in the middle of a Bounty and still receive the rewards and standing gained
so far.
Mother Tokens are the bounty method of standing gain, You get more tokens the higher tier bounty you select.
If all the bonus objectives are completed (i.e. the bonus objective is completed for each stage), an additional reward will be given
out at the final stage, drawing from the drop table of the final stage.
In addition to the standard 3-, 4-, and 5-stage bounties, Mother also has endless bounties. These contain 3 normal bounty stages
per rewards cycle, with both enemy level and token rewards increasing every cycle.
Cambion Drift Fishing
Fishing is an activity done at nearly every exocrine source in Cambion Drift. The fish found in these sources can be used for
resources, or traded for Daughter Tokens.
Fish in Deimos' Cambion Drift can be caught with spears from both Fortuna and Cetus. However, these spears cannot pass through
the 'exocrine' through which the infested fish can swim freely; for optimal fishing on Deimos, there are two new spears that can pass
through the exocrine and thus catch fish more easily. The Spari Fishing Spear can be bought for 500 Standing from Daughter. The
Spari is capable of piercing the Infested exocrine in the Cambion Drift, allowing it to catch Cambion Drift fish underwater.


There are Infested, Orokin/Infested hybrids, and pure Orokin fish that are capable of flight, and can be caught using any fishing
spear when they emerge from the exocrine. Players can engage in spearfishing to catch these Infested biomes, which can then be
used as resources to craft various Entrati items or gifted to Daughter to earn Daughter Tokens.
List of All Fish
Fish Name
Location
Activity
Bait
Rarity
Resource
Cyrptosuctos
Surface
Fass
None
Common
Pustulent Cognitive
Nodule
Amniophysi
Cave
Fass/Vome
None
Common
Waxen Sebum
Deposit
Barbisteo
Cave
Fass/Vome
None
Common
Dendrite Blastoma
Kymaeros
Surface
Fass/Vome
None
Common
Saturated Muscle
Mass
Lobostriscid
Surface
Vome
None
Common
Parasitic Tethermaw
Ostimyr
Surface (Hotspot)
Fass
Fass Residue
(Recommended)
Uncommon
Saturated Muscle
Mass
Duroid
Cave (Hotspot)
Fass/Vome
Vome Residue
(Recommended)
Uncommon
Biotic Filter
Viteospina
Cave
Fass/Vome
Fass Residue
(Recommended)
Uncommon
Dendrite Blastoma &
Spinal Core Section
Glutinox
Surface
Vome
Fass Residue
(Recommended)
Uncommon
Sporulate Sac
Aquapulmo
Surface (Hotspot)
Vome
Processed Fass Residue
(Recommended)
Rare
Biotic Filter &
Cognitive Nodule
Flagellocanth
Surface (Hotspot)
Fass/Vome
Processed Fass Residue
(Recommended)
Rare
Ocular Stem-Root
Chondricord
Cave (Hotspot)
Fass/Vome
Vome Residue
(Recommended)
Rare
Spinal Core Section
Myxostomata
Cave (Hotspot)
Fass/Vome
Processed Vome Residue
(Required)
Rare
Cranial Foremount


Cambion Drift Mining
Mining in the Cambion Drift is identical to mining in the Plains and Orb Vallis. A cutter drill is required to be equipped in your gear
wheel in order to mine. Fortuna and Cetus cutters will work in all locations. Mining provides resources that can be used in building
items from Necralisk or traded for standing.
Q: How do I mine?
A: Obtain a mining laser from Smokefinger in Fortuna (There is no Necralisk specific Mining laser), and equip it in your gear wheel.
When equipping it on the Combion Drift, a new UI will appear. On the left, number of ores in range, on the right, how far or close
you are to an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are
ores, blue streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire
button, and try to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to
the middle of the box, the better the mining rating.
Q: What is the mining rating?
A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you
match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the
typical resources, and has a chance of additionally dropping a rare gem on blue spots.
Q: Why do some spots have two boxes, one big and one small?
A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the
mining spot.
Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint?
A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Smokefinger to refine the base
resources into usable resources.
Ores in Cambion Drift
●
Adramalium
●
Bapholite
●
Namalon


●
Thaumica
Gems in Orb Vallis - Standing
●
Dagonic, Tiametrite - 50
●
Heciphron - 200
●
Necrathene - 500
●
Embolos, Xenorhast - 1000
Cambion Drift Animal Conservation
Animal conservation involves the tracking and capture of various wild species found on the Drift. The Business offers gear items
called Echo Lures that can mimic the calls of endangered wildlife that roam the Cambion Drift. Track, call, and tranquilize the
animals to save them.
Procedure
●
Buy a Tranquilizer Rifle from Son with 500 Standing.
●
Buy an Echo Lure from Son with Standing.
●
Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it.
●
Equip your Tranq Rifle in the Cambion Drift. New purple points will be added to your map. These are animal tracking points.
●
Find a point and activate it.
●
Follow the faintly glowing tracks to the rainbow colored rock. This is the call point.
●
Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch.
●
The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box.
●
If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through
the scope, allowing you to see it through objects.
●
Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it.
Rewards
Each successful capture will award a Tag from each animal, and an amount of Necralisk Standing depending on Capture Rating. 5
Tags of one species can be traded with Son to receive stuffed animal decorations, also known as Floofs. Having one tag of every
species and type can be traded for an emblem.
Capture Rating
Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating
is based on speed at which the animal is captured after the return call is received, and whether or not the animal was alerted to your
presence.


All species in the wild can appear in groups of 1-3. When called from a lure, Cryptilex, Avichaea, and Undazoas can appear in groups
of 2-4.
Animal Types
●
Cryptilex - "A Burrowing Cryptilex. Insects are the base of Deimos' food webs, that's why conservation of even these humble
creatures is so vital"
●
Vulpaphyla - “The Crescent is the most pugnacious subspecies of Vulpaphyla, they will rush anything they perceive as a
threat.”
●
Predasite - “A skittish creature, the Vizier Predasite will unleash a spume of acid before scurrying away.”
●
Avichaeas - "A prehistoric bird-like creature that often congregates in small groups.”
●
Velocipods - “A sluggish highlands insect that's capable of bursts of speed when threatened.”
●
Undazoa - "A shy, bizarre-looking, semi-aquatic creature that seldom attacks unless provoked."
●
Nexiferas - "Due to its remarkable strength, this Nexifera can cause seismic shocks when hitting the ground."
Each a Perfect Capture rewards 3x Tags of the Animal you caught, A good capture rewards 2x and a Bad Capture rewards 1x
The Nexiferas and Velocipods have no Echo-Lure, instead must be found out in the wild, The Nexiferas are found inside cave
complexes, hanging on the ceiling. A neon green puddle appears below them, which when walked over will prompt the Nexifera to
dive and attack, then retract and burrow into the ceiling. Their armored carapace neutralizes tranquilizing shots, forcing Tenno to
bait them to descend and reveal their fleshy tendrils attached to the ceiling.
The Velocipods are gentle and do not attack, nor do they try to run away, even allowing Tenno to mount them like a K-Drive. They
are typically found at higher altitudes and may be resting on the rocks, or if they are more active, will be at junctions in waterways.
Some Sub Species of animals only spawn during one of the two cycles, Vome and Fass.
Crescent Vulpaphyla only spawn during Vome, Panzer Vulpaphyla only spawn during Fass.
Medjay Predasite only spawn during Vome, Pharaoh Predasite only spawn during Fass.
Sporule Avichaea only spawn during Vome, Viscid Avichaea only spawn during Fass.
Howler Undazoa only spawn during Vome, Vaporous Undazoa only spawn during Fass.
Notes
●
Animals can be killed, and will not provide any Standing or tags if they are.
●
Shooting the Tranq Rifle and missing will NOT alert animals.
●
Sleep based Warframes can use their abilities in place of the Tranq Rifle.
●
Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use.
●
Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him.
●
Invisibility abilities will hide your presence from animals.
●
By equipping a certain Lure, only tracking points of that species will appear on your map.


●
If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will
appear.
Kit Guns
Kit Guns are modular weapons obtained in Fortuna or Necralisk. Kit Gun parts blueprints are offered by Rude Zuud for Solaris
United Standing or from Father for Necralisk Standing. New parts are available as Solaris United rank and Necralisk rank is
increased. Kit Guns are made from 3 parts; Chamber, Grip, and Loader.
Isolation Vaults
The Cambion Drift has numerous Isolation Vaults that are hidden deep within Deimos. To access them, players must start an
"Isolation Vault" Bounty from Mother either from inside the Necralisk or from Mother's various outposts within the Drift.
There are 3 Isolation Vaults accessible to players, You must finish the past tier Isolation Vault to permanently unlock the next tier.
The Tiers are, Tier 1 - Level 30-40, Tier 2 - Level 40-50, Tier 3 - Level 50-60.
All Vault Bounties are structured the same, 3 Stages and A bonus Stage that is available to all players who have finished “The War
Within” Quest and unlocked Transference.
1.
Stage 1
1.1.
Players are tasked to collect Fass or Vome Residue depending on the current Cycle.
1.1.1.
6 Residue if in a group of 1-2, 12 if in a group of 3-4.
1.2.
Once all Residue is collected it must be taken to a Bait station.
1.2.1.
When the bait station starts working, It will attract the infested to start attacking it. The bait station needs to
be defended for 90 seconds.
1.3.
When the Concoction is made, A player needs to take it out of the bait station and throw it towards the infested door.
1.3.1.
If the concoction is thrown anywhere other than the door, you are required to restart the bait station, but you
do not need to get more residue.
2.
Stage 2
2.1.
Once you have opened the infested door, you are tasked to explore deeper in, but it is extremely toxic, even to
warframes.
2.1.1.
A toxic gauge will appear and increase slowly and can only be lowered by killing marked enemies. You are
required to keep the toxic level below 100 for 90 seconds.
2.1.2.
Marked enemies drop Pickups that reduce the toxicity by 10, Stronger enemies start to appear 30 seconds
after starting.
3.
Stage 3
3.1.
The Isolation Vault is blocked by a Necramech, Incredibly Powerful Sentient Mecha Suits, Players are tasked to
Eliminate the Necramech(s).


3.1.1.
The amount of Necramechs changes depending on the Tier of the Vault, 1 for Tier 1, 2 for Tier 2 and 3 for Tier 3.
3.1.2.
After all Necramech(s) are destroyed, Players are able to leave via an Esophage marked as an Extraction
Symbol, or attempt the bonus stage for extra rewards.
4.
Bonus Stage
4.1.
If players are able to find the Vault door within the underground and shoot the Reactive Crystal with Void Damage
from the Operators Amp.
4.2.
An NPC named Loid will spawn, who will go around and activate the door’s keys.
4.2.1.
Players are required to defend Loid from attacking infested.
4.2.1.1.
Players are able to heal Loid by Void Sling or Amp Shots, Healing him for 500 Health each Time.
4.3.
Once Loid has finished activating all the keys, He will return to the Vault Door.
4.3.1.
Once there, Players are tasked to solve the Requiem Cipher, the players are given a short moment to
memorize the pattern on the door before interacting with the nearby Crystals with Void Damage.
4.3.1.1.
It must be solved in order and from top to bottom.
4.3.1.2.
Failing does not change the order, instead you are given 3 tries to complete the cipher, if failed all 3
times, the vault is locked and the whole Isolation Vault must be completed again.
4.4.
Now the Cipher has been completed, the Vault door opens and players are able break all the containers and pick up
all the resources within the Vault, Additionally an extra reward will be provided from the Bounties Drop Table.
Arcana Bounties are unlocked after completing the first Isolation Vault, they are similar to normal Necralisk Bounties but add some
new objectives as well, they can be started by interacting with Mother just outside an Isolation Vault.
The rewards from Arcana Bounties are more focused on Arcanes and Damaged Necramech parts.
Higher level bounties are unlocked by completing the prior Arcana Bounty, similar to Isolation Vaults.
Necramechs
Necramechs are bipedal war machines manufactured by the Entrati, They can be found across the Cambion Drift and inside the
Isolation Vaults, The ones in the vaults are sentient and will attack on site, however the ones found on the surface can either be
Active or not, depending on the cycle, Fass for inactive, Vome for active, You are able to take control of a inactive Necramech by
using Transference (From ”The War Within” Quest) while aiming towards the fallen Necramech.
You are also able to craft Necramechs and when owned by the player you are able to apply mods and customize the mech and
weapons. To obtain Necramech blueprints you are required to finish “The Heart of Deimos” Quest, the rewards will give you a
blueprint for each component and the main blueprint for the Voidrig Necramech, for more blueprints you are required to reach Rank
2 with the Necraloid Syndicate, or Rank 3 for the Bonewidow Necramech.
The component blueprints require the damaged version of the part you are trying to make, for example to craft an Engine you need
a Damaged Necramech Engine, these broken parts are obtained from killing the Necramechs inside the Isolation Vaults or can be
rewarded from the Arcana Isolation Vault Bounties. The blueprints also require Gems and Ores from mining, The blueprints for


these are obtained from the open world Syndicates, the required ranks are as follows, Rank 1 with Solaris United, Rank 2(3 for the
Bonewidow) with Ostron and Rank 2 with Entrati.
There are 2 Necramechs you are able to craft, Voidrig and Bonewidow, Their abilities are:
Voidrig
●
Ability 1 - Necraweb - Hurl a canister of gravitation fluids to create a wide mire that will significantly slow enemies traveling
across it. Alternatively, the canister can be shot in mid-air to create a fiery conflagration.
●
Ability 2 - Storm Shroud - Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close
combat. Enemies that strike the shroud will suffer for their impudence.
●
Ability 3 - Gravemines - Launch a pattern of charged mines all around you. Each mine detonates in a violent blast when
touched, damaging enemies in a three-meter radius.
●
Ability 4 - Guard Mode - Take a stationary stance to deploy maximum firepower and gain increased structural integrity for a
time.
Bonewidow
●
Ability 1 - Meathook - Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact
site.
●
Ability 2 - Shield Maiden - Raise Bonewidow's shield to block incoming forward damage. While active, bash enemies with a
Maiden's Kiss.
●
Ability 3 - Firing Line - Sweep surrounding enemies into the line of fire with a force beam.
●
Ability 4 - Exalted Ironbride - Summon a devastating exalted blade.
Animal Revivification
Within the Necralisk you are able to obtain pets that are made with 3 components, a weakened Vulpahyla or Predasite, a mutagen
and an antigen, the mutagen and antigen blueprints are obtained from the Son, and a weakened Vulpahyla or Predasite is obtained
from Animal Conservation, to obtain a weakened one, the animal has to be attacked by the wild infestest, after which you are
required to tranq it, then capture it.
The Mutagen and Antigen for the Vulpaphyla and Predasites are as follows
Vulpaphyla:
Mutagen Name
Resistance Gained
Visual Effects
Adra
Proto Shield Resistance
None
Elsa
Alloy Armor Resistance
Tail manifests a chitinous shell


Zarim
Cloned Flesh Resistance
Tail mutates into a tentacle mass
Phijar
Robotic Resistance
Tail skin recedes, leaving exposed flesh
Antigen Name
Initial Polarity
Visual Effects
Desus
Varazin
None
Virox
Madura
Tumorous Jaw Growth
Plagen
Naramon
Scaled Mane
Poxi
Penjaga
Shoulder Protrusions
Predasites:
Mutagen Name
Resistance Gained
Visual Effects
Leptosam
Proto Shield Resistance
None
Chiten
Alloy Armor Resistance
Tail grows scales
Arioli
Cloned Flesh Resistance
Infestation grows through the tail
Monachord
Robotic Resistance
Cartilage Exoskeleton
Antigen Name
Initial Polarity
Visual Effects
Iranon
Varazin
None
Elasmun
Madura
Infestation grows through the horn
Ibexan
Naramon
Infestation grows through the jaw
Tethron
Penjaga
Infestation grows through the spine
The Zariman


Albrecht’s Laboratories and Sanctum Anatomica
Cavia Bounties
5 Bounties are available from Fibonacci, Each bounty correlates to one of the 5 missions available from Albrecht’s Laboratories,
each tier increases the level of the enemies ranging from 55 to 120, to finish one of these bounties you are required to finish the
mission as well as complete a side objective, ranging from “Kill 2 Rogue Voidrigs” to “Destroy 60 Decorations”.
The Rewards from completing these bounties include Qorvex components, Manodel Blueprint, Focus Lenses, Voca and the basic
rewards such as Endo and Credits.
Voca
Within missions on the Albrecht’s Laboratories tileset, there are 8 Voca around the map that can be found, with 3 different Tiers,
Shrill, Bellow and Echo, these resources can be traded in for Standing at Loid or are used to rank up your Cavia rank, these can also
be obtained from Bounties, the tier of the Voca obtained from bounties depends on the tier of the bounty.
Mission Types
There are 5 mission types that can be selected from either the Navigation Menu or when within Sanctum Anatomica by going
towards the loading area just past Tagfer.
Alchemy
The goal of this mission type is to mix 2 of the base elements(Electricity, Heat, Cold, Toxin) into one of the combined Elements(Viral,
Corrosive, etc), you will be guided to a Crucible within the mission, killing enemies has a chance to drop 1 of the random base
elements on the ground called Amphors, you are required to pick these up and use the Alternate Attack keybind to throw the
Amphors at the Crucible. After filling both elements to 100%, the Crucible will begin mixing, during this process, the pressure will
begin to build, there will be a “sweet spot” where you want to keep the pressure to complete the mixing process quicker, to lower
the pressure you need to shoot pressure valves around the Crucible. Your whole team will also have a buff while the crucible is
mixing.
The Rewards for completing this mission include Tennokai Mods, Mandonel Components, Relics and the usual basic resources,
endo and credits. This is an Endless mission, new rewards after every Crucible rotation.


Assissination
This Assissination mission is quite different than others, the first objective is to find a Vitreum, marked as your objective, then collect
a Atropos Probe scattered around the Vitreum and insert it into the Vitreum, it will begin to countdown, this countdown will pause
when there are enemies within the circle surrounding the Vitreum, once the countdown finish you will need to fetch Murmur Eyes,
you just need to walk into them to pick them up, these eyes are timed however, if not picked up within the time limit, they will
disappear and need to be revealed again with the Vitreum, you will need to repeat this process a few times, eventually moving
towards a new Vitreum, if you are in a squad you are able to start multiple Vitreums at the same time.
After collecting enough Murmur Eyes, your objective will be to eliminate The Fragmented. There are 3 types, Suzerain, Zelator, or
Anchorite. Rewards include Melee Arcanes, Stela and Mods. Killing the boss will finish the objective and point towards Extraction.
Mirror Defense
The goal of this mission is a mix of Defense and Mobile Defense, your first objective is to locate the Vitreum, once you get close
enough the mission will start and a countdown will appear, you need to defend it for 2:30 minutes, these glyphs will appear within
the room that you are able to pick up to deploy defensive turrets around the objective and give it overshields, once successfully
defended, you will have 30 seconds to travel to the other defense target, the Auricle, you will tasked to defend the target for
another 2:30 minutes, after which you will given the option to leave or stay for another cycle.
The Rewards include Tome mods for the Grimoire Weapon and Mandonel Components, as well as the usual credits and endo
rewards. This is an Endless mission, new rewards after defending both targets.
Survival
Normal Survival Mission, You have a draining life supply that can only be refilled from support modules that drop from enemies,
every so often you will have a support capsule drop down, interacting with this refills 30% of your life support, last as long as you
can.
The Rewards are usual survival rewards with the addition of Mandonel Components. This is an Endless Mission and rewards are
given every 5 minutes.
Exterminate
Normal Exterminate Mission, You are tasked to kill a specific number of enemies.
The Rewards are usual exterminate rewards with the addition of Mandonel Components.


Tileset Mechanics
Whispers
Floating Grimoires can be found throughout the tileset, spawning a hostile Operator doppelganger miniboss called a Whisper. This
miniboss has two health bars, upon depleting the first health bar it becomes protected by a Whisper Grimoire that spawns at
another part of the tileset while attempting to recover its lost health. Its defeat awards a Melee Arcane Enhancement and an
Albrecht's Notes Fragment.
Necramech
Vintage Computers are new hacking consoles that can summon the player's personally owned Necramech into the field. Each
computer can only be used once and shares a universal cooldown.
Lohk Surges
Lohk Surges are Void interactables that provide a range of buffs to Tenno:
●
Secondaries have guaranteed red crits.
●
Any Health Orbs picked up grant 25 max Health for the rest of the mission.
●
Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission.
●
1% life leech and guaranteed DmgSlashSmall64 Slash procs on all damage.
●
No Energy cost on abilities and increase Casting Speed.
●
200% extra Affinity gain.
●
Infinite ammo and 50% fire rate.
Interacting with a surge will spawn an Eximus unit. The surges last 45 seconds and have a 10 minute cooldown. Up to three Lohk
Surges can spawn in a mission.
Other Resources and Information
Twitch Prime
By connecting your Twitch Prime account to your Warframe account, you will periodically receive Twitch rewards for Warframe in
the form of free gear and items. In addition, during scheduled Warframe streams, you can receive a Twitch Drop or randomly
selected reward if you watch while signed into your connected account(You don’t need Twitch Prime for Twitch Drops).


Prime Access
Prime Access occurs whenever a Warframe’s Prime variant is revealed. This typically happens every 4 months. Prime Access brings
with it the new Primed Warframe, new Primed weapons, and new Primed cosmetic items. The Warframe and weapon parts are
added to the current relic drop tables, and the Prime Access pack becomes available for purchase with real currency.
The Prime Access pack always comes in 4 different levels:
●
Level 1 includes the two new Prime weapons, and 1050p
(49.99USD,100 value)
●
Level 2 includes the new Prime Warframe, both Prime weapons, two glyphs of the Primed Warframe, and 2625p
(79.99USD,205 value)
●
Level 3 includes the new Prime Warframe, both prime weapons, two glyphs of the Primed Warframe, 3990p, and the Prime
Accessories Pack (see below)
(139.99 USD, $380 value)
●
The Prime Accessories Pack includes a new Primed Syandana/Sugatra, a new Primed Armor Set or Operator Armor Set, a 90
day affinity booster and a 90 day credit booster.
($49.99 USD, 110value)NotethatwhiletheweaponsandWarframesareinthedroptablesanddonotrequirepurchasetoattain,theglyphsandcosmeticsintheAccessPackareuniquetoitandcanonlybeobtainedbypurchasingthecorrectlevelofthePack.OncealevelofPrimeAccessispurchased,youmayreturnandbuyadditionallevelsatthecosttheywouldbeintotal.Forexample,ifyouboughtthelevel1packfor49,99, then returned to buy the level 2 pack, the level 2 pack would cost 29.99insteadof79.99,
and would not include the items and Plat that were already in the level 1 pack.
Helpful Sites
https://warframe.com
Main site for Warframe
https://digitalextremes.zendesk.com
Support page for DE
https://warframe.fandom.com/wiki/WARFRAME_Wiki
Primary wiki page for Warframe
https://warframe.market
Main buying/trading site
https://riven.market
Best riven trading site


https://hub.warframestat
Displays alerts, fissures, events, timers, and other helpful
info
framedex.net
Interactable table of every MR related item in the game
http://warframe-builder.com
Experiment with weapon and Warframe builds in this
interactive site
https://tenno.zone
Up to date relics list, Prime parts, platinum values, and
ducat pricing
https://semlar.com
Multi-use site, includes game updates, riven pricing,
kitgun/zaw builds, item pricing, fishing info, and more
https://www.reddit.com/r/Warframe/
The Warframe Reddit page.
About the Handbook
This handbook is written with the new or returning player in mind, but can be used by any Tenno, old or new. Its design is to give
the need to know/good to know information with as little fluff as possible. Its purpose is for quick information access, instead of
sifting through pages of Wiki articles or long drawn out YouTube videos.
The Warframe Handbook was originally created and written by DapperMuffin back in the early days of Warframe. After some
sharing around Reddit, it became the most used and accessed unofficial guide for Warframe. Around 2016, Warframe server
outages began popping up in Muffin’s area, and he wasn’t able to access the game. Since then the old Warframe Handbook hasn’t
been updated, but was still seen by hundreds of players every day.
In mid-2018, Je2ture gained creative rights from DapperMuffin to revise the old Handbook to match the current game build. After
some initial editing and updating, he recruited help from his clan, ZER0 TW0, who helped him finish it. It was then released for
public viewing in early December of 2018, with an able team behind it ready to update as needed.
The original V2.0 team left the project in late October 2021. The project lay dormant for a year until Aer started updating the
document again in October of 2022. -Apocalypto- also took ownership of the project from Je2ture at this time.
Today, the Warframe Handbook remains the most used unofficial text guide for Warframe. We hope you find it useful, and pass it on
to your friends and fellow players. From all of us here on the team, we wish you happy farming, Tenno!


Discord
Join our Discord Server to see information on updates, ask questions, and give any suggestions
and comments. We’d love to hear from you!
Warframe Handbook Discord Link
If you’d like to become a part of our team, message -Apocalypto-#9001 on Discord.
Acknowledgments & Credits
This Handbook was a labor of love passed down and written by many players. Thanks must be given to the people that sacrificed
their time and knowledge to teach and help others.
DapperMuffin
Original Warframe Handbook Author
Je2ture
Project Leader, Writer, and Editor
-Apocalypto-
Lead Writer and Editor
Aer
Lead Writer and Editor
King Acainen
Co-Writer and Editor
T2k5
Contributor
AmicusBob
Contributor
Decaying Dreamer
Contributor
BurntBladeBruno
Contributor
Spartenwarp0
Contributor
Of_The_Fearless
Contributor
Special thanks to the clan of ZER0 TW0 and Digital Extremes.
Original LaTeX notation
Warframe Handbook 2.0 Public Edition
BY Je2ture, -Apocalypto-, and Friends.
Status:
Updating some outdated information while trying to keep up on recent updates.
Last Handbook Update:
December 15th, 2023
Announcements:
As of 4th October 2022, Aer is updating the Handbook and it will take a while so patience would
be much appreciated! <3
I’m using this to keep track of updates I wanna make, Message me on Discord (Aer#3702) if you
have any suggestions! <3
If you would like to become an updater/editor/writer, please join our Discord and/or message
apoc98 to apply!
Disclaimer:
By reading this handbook, you acknowledge that it contains spoilers and other information which may alter or ruin your gameplay experience. All spoilers are
clearly marked. While this handbook has been specifically made for the new or returning player in mind, it still has to contain said spoilers, as it is information
that might be useful to anyone. We are not responsible if you spoil the game for yourself or others by using this handbook.
The information and notation used in this handbook is for the PC version of Warframe, and may or may not translate directly to the console versions of
Warframe.
Warframe, its affiliates, and all content referenced within this handbook is owned by Digital Extremes.
To view the handbook properly, go to the Google Docs menu: View →Uncheck Print Layout
(Use Ctrl + F or the Outline on the side to find topics quickly)
It is strongly suggested that if you’re a new or returning player you read through all of Getting Started.


Quick Links & Commonly Accessed
Last Major Update
Last Mainline Update:
Current Hotfix
Update 35: Whispers in the Walls
Update 35: Whispers in the Walls
Hotfix 35.0.3
Events
Modding
Plains of Eidolon
Fortuna
Quick Start
[DE]’s Droptables
Planet Resource
Cambion Drift
Prime Farming
Current Prime Warframe Rotations & Vault
Current Prime Weapon Rotations & Vault
Lith Loot Tables
Meso Loot Tables
Neo Loot Tables
Axi Loot Tables
Warframe Path
Trading & Resources
Equipment
Beginner Weapon List
Mechanics
Mastery Rank Tests
Warframe Roles
Frame Etiquette
Game Etiquette
Kuva Liches
Sisters of Parvos
Paradox Path
Teshin’s Cave
Gamemodes
Orowyrm
Side Objectives
Drifter Intrinsics
Drifter Combat
Getting Started
Common and Newbie Questions
Q: What kind of game is Warframe?


A: Warframe is a 3rd person hack and slash shooter with parkour, with some RPG, MMO and Rogue-Lite elements. But most people
tend to just say space ninjas with magic.
Q: What’s the difference between the Warframe Path and the Paradox Path?
A: When first launching the game, you get a choice between two starting points, the Warframe Path and the Paradox Path, the only
difference is the start, the Warframe Path is more looter shooter focused, and the Paradox Path is more of a rogue-lite system. After
playing for some time the start you pick will not matter.
Q: Which path should I pick?
A: The Warframe path is the traditional start and is focused more on looting and gaining resources, however the Paradox Path is
more focused on rouge-lite mechanics, however picking one path will still allow you to progress in the other one early on.
Q: Is Warframe pay-to-win (P2W)? Am I at a disadvantage if I don’t pay/have Platinum (Plat/premium currency)?
A: No, Warframe is pay-to-skip. Almost everything in the game is obtainable without Plat and the rest can be traded for. There are a
few exceptions to this rule, but they are mainly cosmetics. You can also trade items you’ve found in-game for Plat.
Q: My first 50 Plat is untradeable, what gives?
Q: Why do I have untradable Plat?
A: Any starting Platinum will be untradable. This is to prevent account creation for Plat farming. Most if not all other Plat that you
earn will always be usable for everything, including trading.
It should be noted that any Plat gained from DE directly, i.e. from streams/giveaways/partners, can also not be traded.
Q: What should I use my starting Plat on?
A: Generally, slots, potatoes (orokin reactors/catalysts) then cosmetics in that order. You’ll be able to get more Plat via trading with
others later.
A good choice is the “Complete Starter Slot Bundle” available in the market, it includes 2 Warframe Slots, 2 Weapons Slots and 2
Companion Slots for 45 Platinum!
Q: Are there any forms of dedicated servers?
Q: Any servers in x region?
A: All games played on Warframe with the exception of Relays or Clans (hubs) are hosted peer to peer. If your connection isn’t
good, generally as with any kind of connection based game, you will have a hard time.
Q: Is there a solo mode?
A: Technically, everything in the game can be completed solo. In fact, some do it for a challenge. However, there are some parts of
the game that could necessitate a friend or two, and most missions will definitely be easier with a fellow Tenno at your side.
Q: Is there a campaign mode?
A: Yes. A few quests have a campaign, with story and lore reveals. These are unlocked as you progress through the game.


Q: Is there an offline mode?
A: Playing ‘offline’ is impossible. The game will not start without an internet connection. However, playing pseudo offline is
possible, by playing in solo mode.
Q: Is Warframe cross-platform?
A: Yes! Crossplay is currently Live! Everything from PC to Playstation to Xbox to Nintendo Switch, You can match and play along
with anyone from any platform!
Q: Is Warframe cross-save?
A: The most recent update, 35.0.3 has started an extremely early way of cross-save, within 2023 there should be complete
cross-save!
Q: What Warframe should I pick as my starter?
Q: What’s the best starter Warframe?
A: Warframes are basically your classes, they have different abilities that change the way you play the game. As a rule of thumb,
none of the starter Warframes are “better” or “best”, they cater to your playstyle.
●
Excalibur or Excal is the Warrior, which likes getting in people’s faces, hack n slash.
●
Mag is basically the Mage, using her abilities for nuking, CC (Crowd Control) and utilities.
●
Volt is a Hybrid that features damaging CC and various utilities (speed/shield).
If you can’t choose, go with the one you think looks the coolest.
Q: Can I get the other Warframes if I pick x?
A: Yes, you can get them later in the game.
Q: I just finished the tutorial with Vor, how do I advance through the game?
A: Complete mission nodes (the flashing blue ones), get to junctions and finish their goals. Buy weapon and Warframe blueprints
from the Market for Credits.
Q: I’m lost, what should I do?
A: Tons of stuff! You can play missions on different planets, unlocking nodes. Buy and craft things from the market. Find Quests
from Junctions and play through them. Find mods and fill your mod collection. Search for Ayatan Treasures and collectibles. Join a
clan. Hop on the chats and find others to get lost with you. Play the game and find out!
Q: Why do the mission levels kinda look the same?
A: Warframe’s missions are procedurally-generated. The game has a set number of rooms, called a tileset, that are randomly linked
together every time you start a mission. So the rooms look the same, but the layout is always different.
Q: What is my level?


A: There are 2 kinds, Mastery level and item level. For Mastery, press escape, and click on profile. The number on the first page is
your Mastery Level. For item level, go to the Arsenal or press [ESC] →Arsenal and select an item, the level will be under the item’s
name.
Q: What is Forma?
A: It’s used in crafting a variety of items and can add additional mod polarities to items, while also resetting the item’s level.
Q: What is a polarity?
A: See Polarities
Q: What is taxi-ing?
A: For players that don’t have all the nodes unlocked, a taxi is a player with that node unlocked, and can host a mission on that node
for up to 3 others. Generally, once a person has taxi’d someone over, they will leave so that they may taxi others.
Q: What are Syndicates?
A: See Syndicates
Q: What is a Potato / Orokin Reactor / Orokin Catalyst?
A: They double the amount of mod capacity that your frame (Reactor) or weapon (Catalyst) has. They are nicknamed potatoes due
to their shape.
Q: Until what time can I still invite friends to my missions if I’ve started it?
A: Any time the objective hasn’t been (partially) finished, depending on the mode. For example, Exterminates stop invites around a
third of completion through, while endless missions can be invited to about halfway into the first iteration.
Q: What is this scanner I can click on in my ship?
A: It’s basically a space radio, it doesn’t do much. It’s mostly there for ambient noise, and bits of lore can be found if you listen
closely enough.
Q: Offline segment? What’s that?
A: You haven’t unlocked it as part of your ship. Continue playing, you’ll find them gradually as you progress.
Q: Why is my screen/lights flickering?
A: An Assassin or Syndicate is after you. Try to stick with your allies or warn them so they can help you.
For Assassins, see section Assassins.
For Syndicates, see section Syndicates.
Q: What are these glowing blue hexagons?
Q: What is a Cephalon Fragment?


Q: What is a Somachord Tone?
A: They’re scannable items which provide lore (and music!) when unlocked.
Q: I just got a weapon from a Quest. Should I keep it, or sell it?
A: Keep all items given from Quests due to the fact you will only get them once.
Terms
General Terms
AFK - Away from Keyboard/Not present.
CC - Crowd Control, which means anything that slows, stops, or incapacitates enemies.
Support - Allies with abilities that help their team rather than kill.
DPS - Damage per Second, also refers to the Damage role.
Buff/Debuff - Boosts allies/hinders enemies.
Proc - As in Programmed Random Occurrence, ie when a crit/status happens.
HP - Hitpoints/Health.
Armor - Damage Reduction
Overguard - Additional Health protection and Knockdown Immunity
Energy - Used for abilities, basically mana.
Host - The player who is hosting the session, and whose internet connection is supporting the rest.
HUD - Heads up display, where information is displayed on screen.
PUB/Pubs - Public/Public players.
Farm/Farming - Doing the same thing over and over to gain a lot of a resource.
Meta - The Most Effective Tactic Available, or the generally accepted normality of any subject.
Tenno - General term for players, also your player’s race.
Space Mom - Lotus (voiced by [DE] Rebecca) was given the nickname of Space Mom.
Game, Mission, and Chat Terms
Affinity - Experience for your items.
Alert - Limited time mission.
AW - Archwing
Baro - Baro Ki’Teer (Biweekly Void Trader).
DE - Digital Extremes, also Developer.
Cephalon - The term for artificial intelligence of the Warframe universe.
Forma - An item, which when used on a lvl 30 weapon or frame, gives it another polarity and resets its rank to 0.
[type] Pizza/Pancake - A consumable gear item for health, energy, or ammo.
H - Have/Hosting


LF - Looking for
MR - Mastery Rank
Daily Reset - The time where everything based on a daily timer resets, 00:00 GMT.
Scale/Scaling - The way damage done compares to enemy health/damage resistance.
Polarity - Halves the mod drain of a mod with the same polarity.
Tactical Alert - Mini events, they usually give decent rewards.
Sortie - Unique daily mission set with a game modifier and set reward table.
TSD - The Second Dream, a main quest.
TWW - The War Within, a main quest.
Capacity - Referring to how much mod drain is available to use on a piece of gear.
IPS - Referring to Impact, Puncture and Slash, the 3 main types of “Physical Damage”.
Elementals - Referring to Cold, Toxin, Heat and Electricity, the 4 basic types of “Elemental Damage”.
Dual Elementals - Referring to Blast, Corrosive, Gas, Magnetic, Viral, and Radiation, the 6 types of combined Elements.
Companion - Referring to your Sentinel, Kubrow, Kavat, or MOA.
Taxi- A service of taking a person or group to a mission node they don’t have access to.
LS - Life support, a pickup in survival missions.
Item Terms
Potato - Orokin Catalyst (Blue) / Orokin Reactor (Gold), doubles the mod capacity of your weapon/Warframe.
O Cells - Orokin Cells, a rare resource. Are sometimes called Raw Potatoes.
Cabbages - Relics, contain Prime parts.
Tomatoes - Exilus Adaptors, used to unlock an additional mod slot on your Warframe.
Chili - Kuva, a rare resource.
Alertium - Nickname for the rare resource Nitain Extract, as Nitain used to be available most often in alerts.
Frame Terms - (Referring to Warframes and specific abilities)
EB - Exalted Blade [Excalibur]
EV - Energy Vampire [Trinity]
Globe - Snowglobe [Frost]


Slowva /Speedva - Nova and specific builds to her ability Molecular Prime.
Despros - The Desecrate ability of Nekros using the Despoil augment that makes the ability use health instead of energy.
Pilfdroid - The Tentacle Swarm ability of Hydroid using the Pilfering Swarm augment that gives additional loot drops.
IR - Irradiating Disarm, an augment for Loki
Mission Terms
Ext - Exterminate
Def - Defense
MD - Mobile Defense
Exc - Excavation
Sab - Sabotage
S1, S2, S3 - Referring to Sorties and it’s 3 stages
Arbie - Arbitration Alerts, highly difficult endless missions with a set rewards table
Hunt - Archon Hunts, highly difficult late game weekly missions with special rewards
PoE - Plains of Eidolon
OV - Orb Vallis
Specific Mods
CP - Corrosive Projection (Aura).
CL - Covert Lethality (only for daggers, allows for insta-kill on finisher).
CE - Concealed Explosives (only for throwing stars, adds explosions).
Maiming/Memeing - Maiming Strike, a rare and powerful mod for melee weapons.
CO - Condition Overload, which multiplies your damage (stacking) for every status afflicted onto an enemy.
CD - Coaction Drift, an Exilus mod that augments Aura mod stats.
Warframe Mechanics
Orbiter
Your Orbiter is your home, and in-game hub with access to everything in the game. It includes your Navigation Console, Arsenal,
Mod Collection, Foundry, Stasis Chamber, Relic Console, Market, Codex, Conclave access, and Syndicate boards.
You navigate your consoles by simply walking up to them, or by using your Main Menu. You unlock consoles by completing Quests
and Mission Nodes.


(SPOILERS) There are 3 back rooms to your ship - The Helminth, Operator, and Personal Quarters. The Helminth contains the
equipment to remove Helminth Cysts, and for Subsuming Abilities or Invigorations, and can only be accessed by a fully infected
Warframe or Nidus. The Operator Room contains the menus for customizing your Operator and accessing the Focus schools. The
Personal Quarters is a decoratable room, and includes the Somachord where you can play music you’ve found from Somachord
Tones.
All rooms and areas in your Orbiter can be customized, recolored, and decorated. Consoles cannot be moved.
HUD and UI
Menu UI
Upper left:
●
Glyph, current MR level, Username, MR symbol, game privacy status, invite players
●
Warframe [level]
●
Aura (if equipped)
●
Primary weapon [level]
●
Secondary weapon [level] (if no Aura equipped)
Scroll over User tab:
➢Glyph, current MR level, Username, MR symbol
➢Show Profile button
➢Warframe [level]
➢Aura (if equipped)
➢Primary weapon [level]
➢Secondary weapon [level]
➢Melee Weapon [level]
➢Companion [level]
➢Dragon key (if equipped)
Upper Right:


●
Current Boosters active
●
Pending friend requests
●
Number of items completed in the Foundry
●
Number of unopened inbox messages
●
Credit count
●
Plat count
Lower left - Chat Menu, press [T] to open
●
Squad chat - For your current party.
●
Clan chat - Only available if you’re in a Clan, for Clan members only.
●
Alliance chat - Only available if your clan is in an Alliance, for Alliance members only.
●
Region chat - Available for players in your region, asking questions can trigger the bot (unavailable while in missions).
●
Recruiting chat - Find a squad for a mission, or recruit for a Clan/Alliance (unavailable while in missions).
●
Trading chat - Trade for in-game items (unavailable while in missions).
Main Menu
●
Navigation - Access the Star Chart
●
Equipment:
➢Arsenal - Access your Warframes and equipment.
➢Foundry - Access your blueprints, resources, and Arcanes.
➢Incubator - Access your Kubrows and Kavats, or raise more.
➢Inventory - View all of your items.
➢Void Relic Refinement - View or refine your void relics.
➢Mods - View, fuse, or sell your mods. Can also access your Ayatan Treasures.
➢Abilities - View the abilities of your current Warframe.
➢Specters - View your current specter loadouts
➢Landing Craft - Choose, decorate, and customize your landing craft
●
Operator (SPOILERS) - Allows you to access your Operator’s appearance menu, equipment, and Focus menu.
●
Market - Access the in-game marketplace
●
Communication - Access friends list, mail inbox, and clan menu (if in one)
●
Quests - View list of all Quests
●
Profile
➢Codex - View information and lore on everything in the game
➢My Profile - View your personal stats, including equipment use, MR progress, Syndicate progress, challenges, and
wishlist
➢Syndicates - View and interact with the 6 Syndicates
➢Leaderboards - View current, daily, and weekly leaderboard standings
➢Glyph - View, buy, and change your glyphs
➢Logout - Takes you back to the login screen


●
Options - View and customize game options, including keybinds, display properties, audio preferences, and gameplay
settings.
●
Exit Game - Closes Warframe and returns you to your Desktop
In-game HUD
Upper left - Mini-map, press M for large map, current Objective Status
Lower left - Chat Menu, press T to open.
Upper Right:
●
Blue number is shields, Red number is health
●
Any symbols next to shields are ongoing ability effects or procs, from yourself or teammates.
●
Warframe name and level
●
Companion shields and health (if equipped)
●
Companion name and level (if equipped)
Lower Right:
●
Current ammo in magazine/total ammo left
●
Selected weapon and level
●
4 Abilities
●
Energy bar (dark blue is energy capacity, light blue is current energy)
●
Energy amount


Movement System
One of the primary selling points of Warframe is its unique, fluid movement system. You can make your Warframe do a number of
parkour tricks, which can be chained together into what is called the Movement System.
Basic elements of movement
●
[W] [A] [S] [D] move up, left, down, right.
●
[SPACE] to jump.
●
[SHIFT] to roll/dodge, hold to sprint.
●
[CTRL] to crouch, hold while moving to slide.
●
[RIGHT MOUSE CLICK] hold to aim, hold to aim-glide when in mid-air, hold when on a wall to wall latch.
●
[E] to quick melee, slam attack when in mid-air.
Basic Chained Movement
Learn these well before attempting Advanced Chain Movement.
●
[SPACE] [SPACE] to double jump.
●
Hold [CTRL] then press [SPACE] to bullet jump (will fly towards mouse direction).
●
[SPACE] [SHIFT] to jump then roll forward.
●
[SPACE] hold [CTRL] to jump then slide as you hit the ground.
●
Hold [CTRL], then press [SHIFT] to slide then roll.
Note: There is no fall damage, but falling from a great height will cause you to stagger when you hit the ground. You can avoid this
by rolling or sliding as you touch down, or by using aim-glide or double jump to slow your descent.
Advanced Chained Movement
●
Hold [CTRL] then press [SPACE] [SPACE] to bullet jump, then double jump.
●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] to bullet jump, then double jump, then roll forward.
●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [CTRL] to bullet jump, then double jump, then roll forward, then slide
as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [RIGHT MOUSE CLICK] to bullet jump, then double jump, then roll
forward, then aim-glide.


●
Hold [CTRL] then press [SPACE] [SPACE] [SHIFT] hold [RIGHT MOUSE CLICK] hold [CTRL] to bullet jump, then double jump,
then roll forward, then aim-glide, then slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] to bullet jump, then double jump, then mid-air melee propel.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [CTRL] to bullet jump, then double jump, then mid-air melee propel, then
slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] to bullet jump, then double jump, then mid-air
melee propel, then aim-glide.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] hold [CTRL] to bullet jump, then double jump, then
mid-air melee propel, then aim-glide, then slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] [E] hold [RIGHT MOUSE CLICK] press [Shift] hold [CTRL] to bullet jump, then double
jump, then mid-air melee propel, then aim-glide, then roll forward, then slide as you hit the ground.
●
Hold [CTRL] then press [SPACE] [SPACE] look down [E] to bullet jump, double jump, and ground slam.
●
Hold [RIGHT MOUSE CLICK] hold [S] press [SHIFT] to backflip.
●
Hold [CTRL] then press [SPACE] [SPACE] hold [RIGHT MOUSE CLICK] hold [S] press [SHIFT] to bullet jump, then double jump,
then aim-glide, then backflip.
These are just a few of the possible movement combos in Warframe. Discover them all for yourself!
Damage
Physical Damage
The main type of damage in Warframe is physical damage, split into three different types - Impact, Puncture, and Slash. It is
commonly referred to as IPS damage. Most weapons and some Warframe abilities have at least one of these damage types, with
the weapons usually having all 3. Each damage type has a Status Effect, also known as a Proc. See Status below.
Elemental Damage
The secondary type of damage in Warframe is Elemental damage, which is split into 4 base elements; Heat, Cold, Electric, and
Toxin. These damage types are rarer on weapons, and more common on Warframe abilities. However, these elements can be
added to weapons using mods.


The 4 base elemental types can be combined to create 6 combined Elemental damage types:
●
Heat + Cold = Blast
●
Electric + Toxin = Corrosive
●
Heat + Toxin = Gas
●
Cold + Electric = Magnetic
●
Heat + Electric = Radiation
●
Cold + Toxin = Viral
All 10 Elemental damage types have a Status Effect, or Proc, that they can inflict. See Status Below.
Other Damage
There are two other types of damage usable by the player, True and Void.
True damage is a hidden damage type, and has no damage modifier versus any kind of health, and it ignores armor reduction and
shields. A few examples of true damage are Finisher attacks and Bleed procs.
(SPOILERS) Void damage is only used by Operators, Amps and Xaku. It guarantees stun against drone type Sentients, and resets
Sentient damage reduction(Except Xaku).


Status
Every damage type has a Status Effect, or Proc, that it can inflict. These are damage/effect over time and their effectiveness is based
on the base damage of the damage type, and the Status Chance and Status Duration of the item inflicting damage. No Proc lasts
infinitely. The damage type with the highest amount of damage will always be the most likely to Proc, with lesser damage numbers
losing likeliness as damage lessens. If Status goes over 100% the chance to Proc is guaranteed and any percent over 100 has a
chance to proc another Status effect.
Physical Damage Procs
●
Impact - Stagger - Causes victims to flinch and stagger’s movement, while increasing the threshold for Finishers.
●
Puncture - Weakened - Cause victim’s attacks to deal less damage.
●
Slash - Bleed - Affected victims take damage over time, which is True damage.
Base Elemental Damage Procs
●
Heat - Ignite - Sets enemies ablaze and deals damage over time, while also removing half armor.
●
Cold - Freeze - Reduces victim’s movement speed and fire rate.
●
Electric - Tesla Chain - Sends an electric surge through the victim and to all enemies within a 3m radius of the victim, dealing
damage over time and stunning.
●
Toxin - Poison - Infects the victim and causes damage over time. This damage bypasses shields.
Combined/Special Elemental Damage Procs
●
Blast - Inaccuracy - Reduces the accuracy of the afflicted target..
●
Corrosive - Corrosion - Strips the victim’s armor by 20%, then by another 6% per stack (80% cap) .
●
Gas - Toxic Cloud - Produces a small cloud around the affected victim in a 3m radius that deals Toxin damage. Each
additional stack increases range. Because it is an innate Toxin, it bypasses shields.
●
Magnetic - Disrupt - Enhanced damage. First Magnetic status effect deals 100% additional shield damage, Subsequent
stacks add 25% capped at 325%.
●
Radiation - Confusion - Causes the victim to become confused and randomly attack any enemy or ally within range. This also
causes their allies to attack them.
●
Viral - Virus - Amplifies damage to the health of the afflicted target.
●
Void - Bullet Attractor - creates a small 5 meter field centered on where the target was shot for 3 seconds, Making all bullets
that enter this field go directly to where the Status Effect was Proced
Damage Type vs Enemy Type Multipliers
Damage
Type
Flesh
Cloned
Flesh
Fossil
Infested
Infested
Flesh
Sinew
Machine
Robotic
Object
Shield
Proto
Shield
Ferrite
Armor
Alloy
Armor
Impact
-25%
-25%
+25%
+50%
+25%


Puncture
+25%
+25%
-20%
-50%
+50%
+15%
Slash
+25%
+25%
+15%
+25%
+50%
-25%
IGN
IGN
-15%
-50%
Cold
-25%
-50%
+25%
+50%
+25%
Electricity
+50%
+50%
-50%
Heat
+25%
+25%
+50%
-50%
Toxin
+50%
-50%
-25%
-25%
IGN
IGN
Blast
+50%
-50%
+75%
-25%
Corrosive
+75%
-50%
+75%
Gas
-25%
-50%
+75%
+50%
IGN
IGN
Magnetic
+75%
+75%
-50%
Radiation
-75%
-50%
+50%
+25%
-25%
+75%
Viral
+50%
+75%
-50%
-25%
True
IGN
IGN
IGN
IGN
Void
*IGN = Ignores on Proc
Multishot
Multishot is the chance a weapon will fire an extra projectile for no extra ammo cost. It is widely considered the most powerful
damage buff.
Multishot is rated on a percentage scale.
At 50% Multishot, a weapon will always fire one round for every fire instance, and has a 50% chance of firing 2 rounds.
At 100% Multishot, a weapon will always fire two rounds for every fire instance.
At 150% Multishot, a weapon will always fire two rounds for every fire instance, and has a 50% chance to fire 3 rounds.
At 200% Multishot, a weapon will always fire 3 rounds for every fire instance.
Etc.
Multishot will display an increase in damage stats similar to damage, but this is “fake” damage based on the chance of firing an
extra shot, and is not the actual damage that can occur.


Multishot will show an increase in Status Chance, but this is ‘fake’ Status Chance. If you achieve 100% Status WITH multishot mods,
then that guaranteed Status Proc applies to ONE shot in the multishot volley. For Status to apply to all shots, 100% Status Chance is
needed BEFORE multishot is applied.
Punch Through
Punch Through is a mechanic that can exist in fireable or thrown weapons. It is the maximum depth of material that a projectile can
penetrate. Once a projectile encounters a surface too thick to penetrate, it will stop as normal. It is typically given through mods,
but some weapons have innate Punch Through.
Punch Through is rated by punch distance in meters.
●
0.1m of PT is enough to pierce a Shield Lancer’s riot shield.
●
1.0m of PT is enough to pierce any openable door, any soft cover, and any small enemy unit.
●
1.2m of PT is enough to pierce through any regular enemy unit, or 2 small enemy units.
●
2.1m of PT is enough to pierce through two of any regular enemy unit, or 4 small enemy units.
Punch Through will not work on large or damage-locked bosses, Frost and Arctic Eximus shields, and Nullifier bubbles. It will also
not work on walls that separate mission tiles, only doors.
Melee 3.0
Other than gunplay, Warframe is known for its addictive melee elements. The current way melee works in the game is referred to as
Melee 3.0. Melee 2.0 was phased out of the game in March of 2019. Additional patches are set to change the way melee functions.
Melee 2.0 - 3.0 changes:
●
Increased slam attack speed and range of knockdown effect.
●
Removed quick melee animations and replaced the action with instant melee weapon swap and attack.
●
Aiming or firing will re-equip the last used primary/secondary weapon instantly, and perform the action.
●
Blocking is now automatic when facing an enemy.
There are many melee weapon types available for use, all with their own strengths, weaknesses, and playstyle.
Melee Weapon Types:
●
Sword
●
Dual Sword
●
Sword and Shield
●
Dagger
●
Dual Dagger
●
Machete


●
Nikana
●
Two Handed Nikana
●
Rapier
●
Scythe
●
Heavy Scythe
●
Nunchaku
●
Polearm
●
Staff
●
Heavy Blade
●
Hammer
●
Gunblade
●
Blade and Whip
●
Fist Weapon
●
Sparring Weapon
●
Claw
●
Glaive
●
Warfan
●
Tonfa
●
Whip
●
Assault Saw
When you have a melee weapon in your loadout, but are wielding your primary or secondary, you can instantly switch to your melee
weapon and attack with [E]. This is good for instant counterattack in close quarters or when out of ammo. Firing or aiming will
re-equip your last weapon.
When your melee weapon is equipped, you can block/parry incoming attacks and bullets by facing the attacking enemy with your
melee weapon out. You are also able to Heavy Attack using [Alternate Attack] button, or if you are mid air and aim down you will do
a Heavy Slam Attack, Both Heavy Attacks deal increased damage depending on the Combo, but consuming all of the current
combo.
Melee Finisher attacks are a stealth based melee attack. All unalerted/disoriented/blind/asleep enemies have the option to have a
finisher attack performed on them. Finishers do extremely high damage when done correctly.
When your melee weapon is equipped, you have access to your Stance Mod. Stance Mods are rare mods that modify the attack
patterns and combos of your melee weapon. They are equipped in your Upgrade menu, in the special slot above the regular 8 mod
slots. Only one Stance Mod may be equipped at a time. Keep in mind Stance Mods only work for the weapon types displayed on
their card. So a Sword Stance will not be equippable on a Rapier, and a Polearm Stance will not be equippable on a Heavy Blade.
Additionally, equipping a Stance Mod will provide extra mod capacity for the weapon, equal to the amount of drain on the card.


Consecutive melee attacks will build your Melee Combo Counter. The more hits landed in a short period of time, the higher the
Heavy damage multiplier becomes. Not hitting an enemy for a short period will reset the counter. Mods can be applied that extend
the time before the counter resets, such as Body Count and Drifting Contact.
Affinity
Q: What is Affinity?
A: Affinity is essentially XP. It is not Mastery, however it leads to Mastery.
Q: How do I get Affinity?
A: When you kill something, complete a mission objective, or complete a challenge, you will gain Affinity for your equipment. The
white bold number with a plus next to it that appears after killing an enemy or completing a challenge/objective is the amount of
Affinity earned from that action.
Q: This guy has all the kills, am I not gonna get XP?
A: Don’t be sad/angry when someone “killsteals”, any Affinity they gain will also be passed to you as long as you’re within 50m of
them.
Q: How much Affinity is needed to max something?
A: You need 900k affinity to max a Warframe and 450k to max a weapon (from unranked to 30).
If an item is maxed with Affinity, it will still gain the Affinity it is due in missions, but will not go up any more in level.
Q: Does everything get Affinity at the same rate?
A: How Affinity is spread:
●
Kill with ability - All Affinity on kill goes to the Warframe.
●
Kill with a weapon - Half to Warframe and half to weapon.
●
Completing a Challenge - Affinity split across all your gear.
●
Kills by allied Tenno - All the Affinity is split consistently across all your gear (Warframe/weapons). 25% to Warframe and
75% split across remaining weapons. Companions do not detract Affinity from this, although they will get their own Affinity
split half across the weapon and the companion.
●
Kills by companion (Ability) - All Affinity goes to companion, the owner gets no Affinity.
●
Kills by companion (Weapon) - Split evenly between companion weapon and companion itself, the owner gets no Affinity.
Mastery
Mastery is not Affinity, Affinity is XP for items. Mastery is a total of what you’ve leveled.
Q: How do I get Mastery?


A: Mastery is gained through leveling anything. This means weapons, Warframes, vehicles, companions, etc. A small amount of
Mastery is also awarded upon completing a Star Chart node for the first time.
Q: How much Mastery is earned for leveling up items?
A: Each maxed Warframe, companion, or Archwing gives 6k to your mastery, or 200 per level. All weapons and K-Drives give 3k, or
100 per level.
Q: How much Mastery is needed to level up?
A: Each mastery rank takes 2500 to max, with every additional rank adding 5000. So, Rank 1 takes 2500, Rank 2 takes 7500, Rank 3
takes 12500, and so on. Legendary Rank 1 and above require the same amount of mastery as 29 to 30
Q: It says my Mastery requirement is maxed, what do I do now?
A: Once you max out all the Mastery for your current MR level, you can rank up by completing an MR Test (see below).
Q: I’ve maxed out the Mastery requirement for my current MR, but I kept leveling items after I capped. Did I lose that MR?
A: Mastery DOES carry over to the next rank, even if you haven't completed the test yet. Once the test is finished, all carryover MR
earned from the previous rank will be instantly added to your current rank.
Q: I forma’d this weapon, and it got reset to level 0. Will I get Mastery from it again?
Forma’d equipment DOES NOT add to Mastery, despite what anyone says. Only the first time leveling an item will count towards
Mastery.
Q: I have two weapons that have the same name, do they both get Mastery?
Other variants of items give mastery, i.e. Braton gives 3k, Braton Prime will give 3k, and Mk1 Braton will give 3k for a total of 9k. But
once you level up an item, i.e. Lato, leveling up another Lato will not give Mastery.
Q: I sold a weapon before it was max level, did I lose any remaining Mastery for it?
A: The game records how much you’ve leveled a weapon no matter if it is in your inventory or not. If you leveled a weapon to level
10 and sold it, the game records that you earned 1,000 Mastery from that weapon. If you attain the weapon again, the game will not
reward Mastery until the weapon reaches level 11 and so on.
Q: Why should I care about Mastery?
A: Benefits of Mastery:
●
Gives your weapons and Warframes a flat starting bonus mod capacity of your MR.
○
A MR5 person has equipment that starts at 5/5 capacity.
○
A MR23 person has equipment that starts at 23/23 capacity.
○
This can be affected by a potato, doubling it.
○
This does not mean you go over the limit, 30 or 60 will still be the mod cap, not accounting for auras or stances.
●
Changes your max limit of Void Traces.


●
Allows you access to certain Relays.
●
Allows access to certain equipment/quests.
●
Allows you to use certain levels of Riven Mods.
●
Increases your Daily Syndicate Standing capacity.
●
More trades a day (starting at MR2). Your Mastery rank +1 equals the number of trades you can do.
●
Gives you “loadout” slots every other rank which allows easy equipment switching.
●
Changes your Mastery Sigil to a different emblem every 3 ranks, and a different color every rank.
Mastery Rank Tests
Once you max out all the MR for your current level (can be seen in profile), you will qualify for your next Mastery Rank Test. Each
test is different from the last, but are not different between players. Every player must pass the same challenge. Keep in mind, MR
tests are solo only, and there is a 24 hour limit set on MR tests. So if you fail a test, you cannot reattempt until 24 hours have
passed. In addition, you cannot gain more than one Mastery Rank per 24 hours. The player's next Mastery Rank test will also be
available for practice and, if eligible, for rank up in Cephalon Simaris' Relay room. All previous levels of Mastery Tests may be
practiced at any time.
Mastery Rank 1 Test
Exterminate Test (Primary)
This test requires players to exterminate three waves of enemies with their primary weapon.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 3, 5 and 8 level 1-2 enemies within
1:00, 2:00 and 3:00 minutes for each wave respectively.
It is recommended that you bring a fully leveled and modded primary weapon to this test.
Mastery Rank 2 Test
Exterminate Test (Secondary)
This test requires players to eliminate three waves of enemies with their secondary weapon.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 8, 12 and 16 level 5-6 enemies
within 0:45, 1:00 and 1:15 for each wave respectively.
It is recommended that you bring a fully leveled and modded secondary weapon to this test.
Mastery Rank 3 Test
Exterminate Test (Melee)
This test requires players to eliminate three waves of enemies with their melee weapon.
The player starts in the center of a room encircled by four pillars. From here they must eliminate 5, 7 and 9 level 15 enemies within
0:45, 1:00 and 1:15 for each wave respectively.


It is recommended that you bring a fully leveled and modded melee weapon to this test.
Mastery Rank 4 Test
Survival Test
This test requires players to endure an unlimited onslaught of level 12-15 Infested for a given period of time.
The player starts in the center of a room surrounded by several walls and platforms. From here they must survive for 1:30.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 5 Test
Terminal Hacking Test
This test requires players to hack six terminals within a time limit of 1:45.
The player starts in the center encircled by terminals. From here they must hack three Grineer terminals and three Corpus terminals
to pass the test.
It is recommended that you fully understand hacking before attempting this test.
Mastery Rank 6 Test
Target Tracking Test
This test requires players to track targets quickly and accurately.
The player starts the test standing on a brightly lit circular platform in a dark room encircled with metallic spheres. The player's
camera will be turned toward the first target at the beginning of each round. Upon shooting the first target, lines will connect unlit
spheres in succession before stopping at another target, this process will repeat itself until the test has ended.
It is recommended to bring an accurate and/or high fire rate hitscan weapon to this test.
Mastery Rank 7 Test
Timed Exterminate Test
This test requires players to eliminate three waves of enemies within 1:00.
The player starts in the center of a white room with pillars circling the center. Level 15-18 Grineer, Corpus, and Infested units will
spawn in waves and must be dispatched before time ends.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 8 Test
Movement Test
This test requires players to jump across several platforms, with a varying distance between each one. Shooting the red orbs that
appear spawns the next platform. Players have three tries to complete the test; any fall from the platforms counts as a try.


It is recommended to fully understand the movement system of Warframe before attempting this test.
Mastery Rank 9 Test
Stealth Test
This test requires players to make use of cover and track enemy movements in order to assassinate targets without detection using
melee weapons only.
Players start in a room equipped with only their melee weapon. They make their way through three stages with increasing numbers
of enemies and increasingly complex patrol routes. Successful elimination of all enemies in a stage will unlock the next. All enemies
are level 1 and can be insta-killed by a takedown.
Players are allowed three tries. Alerting an enemy counts as a try and will reset the stage. Falling off a platform does not count as a
try. Also, there is no time limit.
It is recommended to bring a fast Warframe to this test, and to study the enemy movements closely. Keep in mind there is no time
limit.
Mastery Rank 10 Test
Disappearing Platform Test
This test requires players to eliminate targets at range, while maneuvering on platforms in a 3x3 grid that will permanently
disappear after a few seconds of standing on them.
The player will spawn in on a normal platform and the test will begin once you enter the grid area. You must kill all enemies
spawning periodically atop five elevated platforms which line the far end of the grid. Once the player steps on a platform it will
begin flashing increasing in speed until it disappears 8 seconds later. All enemies are level 1.
Players have three chances to complete the test. Falling from the tileset counts as a try.
It is recommended to bring a high fire rate hitscan or high range beam weapon to this test.
Mastery Rank 11 Test
Time Trial Test
This test requires players to make their way through an obstacle course while shooting red orbs to increase the amount of time they
have to finish the course. Each orb adds 3.5 seconds of time.
It is recommended to use a fast Warframe for this test.
Mastery Rank 12 Test
Carousel Test
This test requires players to eliminate enemies while being aware of their surroundings.
Players start on a platform facing a carousel-like structure with two disks connected with a large pillar at their centers. Between the
disks are a set of lasers which separate the quadrants of the disks and slowly rotate around the disks, essentially circling the
"carousel".


The object of the test is to reach the carousel, eliminate 16 enemies spawning on the outer disk, all while avoiding the moving lasers.
All enemies are level 1.
It is recommended to bring a high fire rate hitscan or high range beam weapon to this test.
Mastery Rank 13 Test
Advanced Disappearing Platform Test
This test requires players to eliminate enemies while remaining extremely mobile.
Players start facing a number of platforms surrounded by walls which can be run across. Once the player touches a platform, it
begins to flash increasingly rapidly and will disappear after a few seconds. The platforms are arranged with one in each corner, and
three stacked vertically in the center.
Players have three tries to eliminate all enemies on surrounding platforms. Each fall counts as a try and returns all previously
exhausted platforms. All enemies are level 1.
It is recommended to bring a high fire rate hitscan or high range beam weapon to this test. A nuke Warframe can also be used to
make this test trivial.
Mastery Rank 14 Test
Advanced Exterminate Test
This test requires players to eliminate three waves of enemies of levels 15-20.
The player starts on the first level of a tower with multiple cover points and must eliminate targets until they are warped to the next
level. There are three waves with Grineer, Infested, and Corpus units respectively.
It is recommended to bring a nuke Warframe to this test, and/or a high damage beam or hitscan weapon.
Mastery Rank 15 Test
Interception Test
This test requires players to capture and hold points in an Interception mission. All enemies are levels 15-18.
It is recommended to bring a fast or nuke Warframe to this test, and/or a long range hitscan weapon.
Mastery Rank 16 Test
Defense Test
This test requires players to defend a Cryopod for 3 waves. Enemies are Corpus, levels 24-27, and each wave will spawn 8/12/16
enemies respectively.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 17 Test


Advanced Timed Exterminate Test
This test requires the player to kill 30 level 25-28 Infested targets within a time limit. The player starts at 20 seconds. Meleeing the
white orbs that appear on the map grants an additional 7 seconds each.
It is recommended to bring a fast or nuke Warframe to this test, and/or a high damage beam or hitscan weapon.
Mastery Rank 18 Test
Advanced Defense Test
This test requires the player to defend a Cryopod for 5 waves. Enemies are Corpus, levels 25-28.
It is recommended to bring a defensive or nuke Warframe to this test.
Mastery Rank 19 Test
Stealth Rescue Test
This test requires the player to destroy six security orbs around a large tileset, and then escort a rescue target to the extraction
point, all without being detected by the patrolling Grineer Lancers. All Lancers are level 15.
It is recommended to bring a fast Warframe to this test.
Mastery Rank 20 Test
Archwing Time Trial Test
This test requires the player to fly between two platforms in Archwing mode before the timer runs out. There is a series of rings
between the two platforms that grant additional time of 2 seconds when flown through. The player starts out with 10 seconds.
It is recommended that you understand Archwing mechanics and flight patterns before attempting this test.
Mastery Rank 21 Test
Timed Exterminate Test
This test requires the player to kill 35 level 25-28 Grineer enemies before the timer runs out. The player must destroy white orbs
with their melee weapon to extend the timer, which spawn in random locations around the map.
It is recommended to bring a fast or nuke Warframe to this test, and/or a high damage beam or hitscan weapon.
Mastery Rank 22 Test
Arena Test
This test consists of three rounds requiring the player to kill 12/18/24 level 40 Executioners. The player is given 3 respawns before
the mission will fail. Executioners will spawn in pairs, a maximum of 6 simultaneously. The first round has a speed boost modifier,
the second round has a health drain modifier (drains 100 health periodically until you have 3 health, killing enemies restores all
health) and the third round has a scaling enemies modifier. Falling out of the map uses one respawn.


It is recommended to bring high survivability Warframes and high burst damage weapons to this test.
Mastery Rank 23 Test
Mobile Point Capture Test
This test requires the player to capture 6 mobile control points before the timer runs out by standing within a radius as they move
along set paths. Various types of level 40-45 Grineer enemies, including Manics, will spawn throughout the map, attacking the
player as they capture the points. Capture progress will quickly decay while the player is outside of the white radius. Each point will
gradually turn green and then stop moving upon reaching 100%.
It is recommended to use Rhino with an Iron Skin and speed build, or Limbo with a speed build, so as to ignore the enemies and
concentrate on the points.
Mastery Rank 24 Test (SPOILERS)
Operator Test
This test requires the player to use their Operator to destroy an orb in the center of a small arena, while being attacked by level 15
Infested Brood Mothers and maggots. The player is given 3 respawns before the mission will fail.
It is recommended to periodically kill the Brood Mothers, and Void Blast any maggots on or around your Operator.
Mastery Rank 25 Test
Deployable Archwing Exterminate Test
This test requires the player to use an Archwing deployed by the Archwing Launcher to traverse a multitude of floating platforms,
killing 50 level 25-28 Grineer enemies, both grounded and airborne, before the timer runs out. The player can extend the remaining
time by melee attacking the white orbs that spawn on these platforms.
It is recommended to use long distance or AOE weapons to kill enemies from a distance or quickly, as the map is quite large.
Mastery Rank 26 Test
Advanced Mobile Point Capture Test
This test requires the player to capture 6 mobile control points within 5 minutes by standing within a radius as they move along set
paths, while under constant fire from level 40-45 Grineer. Unlike the MR23 test, the capture points in this test move up and down as
well as horizontally, and change speed much more rapidly. Capture progress will quickly decay while the player is outside of the
white radius. The point will gradually turn green and then stop moving upon reaching 100%.
It is recommended to use Rhino with an Iron Skin and speed build, or Limbo with a speed build, so as to ignore the enemies and
concentrate on the points.
Mastery Rank 27 Test


Point Collection Test
This test requires the player to collect 100 points from the map and enemies, and turn them into a pad on one side of the map. The
player has 5 minutes to accomplish this. Blue orbs will occasionally spawn on the map and are worth 1 point each. Red orbs will
drop from red enemies and will spawn rarely, and are worth 3 points each. The more points that are collected, the higher the
enemies’ levels will be. Using Vacuum or Fetch will make collecting points easier.
It is recommended to use Rhino with Iron Skin, or a nuke frame, so as to either ignore the blue enemies and prioritize the red
enemies, or to kill all enemies and only focus on collecting points.
Mastery Rank 28 Test
Condensed Thermia Extermination Test
This test requires the player to eliminate 60 enemies. The enemies are invulnerable, requiring the player to pick up containers of
Condensed Thermia that spawn every 30 seconds. These canisters must be thrown at enemies to make them vulnerable. The
containers destabilize 15 seconds after spawning in. A maximum of 7 canisters will spawn; if 60 enemies are not killed after the last
canister, the test will fail. No other timer is active for this test. This test uses game mechanics first seen in the Exploiter Orb fight but
adapted for extermination.
It is recommended to throw the canisters into clusters of enemies to maximize their effectiveness.
Mastery Rank 29 Test
Advanced Timed Extermination Test.
This test requires the player to eliminate 100 enemies, with enemy levels starting at 50 and ending at 110. The player is given a
14-second countdown timer to kill waves of enemies, each enemy kill resets the timer by 2 seconds. Every 10 enemies killed the test
conditions get harder:
●
10 enemies: enemy level +10
●
20 enemies: enemy level +20
●
30 enemies: enemy health +50%
●
40 enemies: enemy level +30
●
50 enemies: max timer -3s
●
60 enemies: enemy level +40
●
70 enemies: enemy armor +50%
●
80 enemies: enemy level +50
●
90 enemies: enemy level +60
Mesa, combined with some Energy Restores, can make this test trivial.


Mastery Rank 30 Test
Advanced Survival Test
This test requires the player to kill in each of 5 stages a number of level 60-100 enemies from all different factions, then a level
90-130 Arbitration Drone together with 1-9 level 100-140 Eximus “bosses”, and finally interact with the Life Support Capsule all while
under Survival-Style conditions (albeit with a much accelerated depletion timer and an instant failure upon depletion). After killing
the bosses, the player must activate a single use Life Support Capsule to trigger the next stage - including one final capsule after
killing the stage 5 bosses to past the test
●
Stage 1: 20 enemies, level 60, 2 bosses:
○
Arbitration Shield Drone (Level 90)
○
Napalm (Level 100 Eximus)
●
Stage 2: 25 enemies, level 60-70, 4 bosses:
○
Vapos Nullifier (Level 110 Eximus)
○
Terra Crewman (Level 110 Eximus)
○
All bosses from stage 1 respawning at levels 100-110
●
Stage 3: 30 enemies, level 70-80, 6 bosses:
○
Juno Shield Osprey (Level 120 Eximus)
○
Corrupted Bombard (Level 120 Eximus)
○
All bosses from stage 2 respawning at levels 110-120
●
Stage 4: 35 enemies, level 80-90, 8 bosses:
○
Corrupted Heavy Gunner (Level 130 Eximus with Steel Path modifications)
○
Brood Mother (Level 130 Eximus)
○
All bosses from stage 3 respawning at levels 120-130
●
Stage 5: 40 enemies, level 90-100, 10 bosses:
○
Nox (Level 140 Eximus with Steel Path modifications)
○
Tusk Mortar Bombard (Level 140 Eximus)
○
All bosses from stage 3 respawning at levels 130-140
Legendary Rank 1 Test
Legendary Exterminate Test (Primary)
This test requires players to exterminate three waves of level 80-85 Terra Corpus with their primary weapon. All Warframe abilities
and the Operator are disabled.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 15, 30 and 45 enemies within 1:00,
1:30 and 2:00 for each wave respectively.


Legendary Rank 2 Test
Legendary Exterminate Test (Secondary)
This test requires players to exterminate three waves of level 80-85 Tusk Grineer with their secondary weapon. All Warframe
abilities and the Operator are disabled.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 10, 20 and 30 enemies within 1:00,
1:30 and 2:00 for each wave respectively.
Shields, Health, and Energy
Shields
Shields protect your health and keep regenerating when you’re not taking damage. Shields will always start regenerating after 3
seconds of not taking damage. This is your primary defense in most situations.
Q: Why is my shield bar suddenly purple?
A: Those are overshields, usually granted to you by Sentinel or Warframe abilities and mods. They essentially raise your maximum
shield capacity.
Q: Do my shields benefit from Armor?
A: No, only health benefits from armor.
Q: I’m losing health and my shields are still max, what gives?
A: It means your Warframe is being affected by a Status proc. This will happen when you step in the green clouds of the infested,
you will get hit by toxin damage. Toxin damage will go directly to health in damage, ignoring shields.
Health
Health is your hitpoints in the game and your secondary form of defense just after your shields. Any attacks that break your shields
will bleed into your health pool. If your health goes down to 0 you are downed, and need to be revived by allies or manually. Keep
in mind you only have 4 manual revives per mission, after which you fail or are dead permanently for the remainder of the mission.
Team revives do not count as one of the 4 revives. If all members of a squad are downed or are down simultaneously, they all will
need to manually revive. Armor applies to health, and the higher your armor is the more damage reduction you can get.
Q: Does my health regenerate?
A: No, but some Sentinel or Warframe abilities, equippable items, or mods like Rejuvenation (Aura), Lifestrike, etc. will allow you to
heal.
Q: Why is my health bar suddenly gray?


A: You are invulnerable while it’s gray, but I’d suggest getting out of danger if you can before the invulnerability runs out.
Invulnerability occurs with some Warframe abilities, after being revived, and in other special cases.
Overguard
Overguard is displayed by a light green number above your shields and health, denoted by an X symbol as well. Overguard has the
same mechanics as health, in addition it grants knockdown immunity. All damage reduction methods effect Overguard like Armor,
Adaption and such.
Q: How can I get Overguard on my Warframe?
A: Only a few abilities currently grant Overguard, Currently these are Rhino’s Iron Skin, Atlas’ Rumbled Augment Mod, Frost’s Icy
Avalanche Augment Mod and Kullervo’s Recompense.
Q: Do enemies have Overguard?
A: Yes, however only Eximus enemies have Overguard, Eximus enemies are normal enemies but have additional health, ability
immunity and special telegraphed attacks.
Armor
Armor is what it sounds like. This stat reduces the damage taken to Health, but not shields. Both enemies and Players can possess
armor.
Q: What does armor look like?
A: Enemies that have armor are given a yellow health bar. Armor cannot be physically seen on your Warframe.
Q: Can I reduce or remove an enemy’s armor?
A: You can strip away or negate an armor value by using certain abilities or damage procs, thus turning an enemy’s health bar red.
The most common is inflicting a corrosive proc, which reduces enemy armor by 26% for 8 seconds and each proc after the first
reduces 6% more armor up to a max of 80% at 10 stacks.
Q: Why should I care about armor when I can just max out Health or Shields?
A: Unlike Health or Shields, armor has a scaling return, which means it passively gets better as missions get harder. It follows a
basic formula and scales better the later or longer missions last.
Q: What does the basic Damage Reduction Formula look like?
A: The damage reduction from armor is as follows:
Damage Reduction=Net Armor/(Net Armor +300)
A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in


total. At 600, you receive only 33% (reduction is 600 ÷ 900 = 66.7%) of a weapon's outgoing damage. At 900 armor, inflicted
damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.
Energy
Energy is essentially mana. It’s the resource needed to use your abilities in the game. Without it, you cannot use your abilities.
Q: Where do I get more energy in-game?
A: Energy orbs drop from enemies, boxes, crates and in the lockers that you open. Like health, some Sentinel or Warframe abilities,
equippable items, or mods like Energy Siphon (Aura), Energy Conversion, etc. will allow you to gain more energy.
Q: Will I be able to make my own energy later?
A: Yes, via craftable energy pads, passive abilities, and some Warframe abilities.
Powers and Abilities
Powers are the 4 abilities that each frame gets (a few can have additional hidden abilities). They define the frame and shape their
individual playstyles. Some will be more suited to support, while others will be suited to taking heavy gunfire, or stunning entire
areas. Either way, learning about abilities is one the most important parts of the game.
Warframe abilities are similar to that of other games, where one ability is like ‘an Ultimate’, or Ult, and is more powerful than the
rest. A Warframe’s Ult is almost always their 4th ability.
Q: Are all powers different?
A: For different Warframes yes, but for the different types of the same Warframes they’re the same. That all changes when Augment
mods are involved.
Q: Why does another Player’s Ability/Power function differently from mine?
A: The Warframe’s build, and Augment mods. Some abilities have Augments which change the way they work.
For a more in-depth analysis, see Warframe Abilities.


Critical Hits (Crits)
Q: What is a Critical Hit?
A: A Critical Hit is when an attack engages the Critical Multiplier of a weapon, dealing an increased amount of damage based on the
multiplier. It appears as a different colored damage number.
Q: What happens when my crit goes above 100%?
A: Depending on how high your crit chance is, it will first go to level 1, yellow, then level 2, orange, then level 3, red. Yellow crits
occur anywhere from 1% to 199% crit chance. Orange crits occur between 101% and 299% crit chance, and red crits occur after 200%
crit chance. The first level of crit will engage your crit multiplier, each new level of crit will continually increase your crit multiplier.
There are higher levels of crit, however red is the final color of the crit. Every tier of red crit after the first will have a ! mark next to
the damage to show how many tiers above the base red crit you are, up to 3.
Q: How does the crit formula work?
A: Crit Multiplier = Crit Level x (Base Crit Multiplier - 1) + 1
Crits are graded to the percentage of the crit chance. At <100%, you have the given chance to crit at level 1. At 100%+ you always crit
at level one and have a chance to get a level 2 crit.
So if you have 150% crit chance & 3x crit damage, you get a 100% chance for a lvl 1 crit, and 50% for a lvl 2. Plug in the numbers and
let the crit work out.
Level 2: 2 x (3-1) + 1 = 5x Crit multiplier
Level 1:
1 x (3-1) + 1 = 3x Crit Multiplier
Q: What is a purple crit?


A: When damage numbers are purple, it is not displaying a crit level. Rather, purple damage hits are shown when your weapon does
damage to an enemy’s overshields.
Polarities
Polarities are found on mods and the Arsenal upgrade menu. When a mod is applied to a mod slot without a polarity, the drain on
the card will cost exactly that. When a mod and a mod slot have the same polarity, the mod’s drain is halved. When a mod is
applied to a slot with a different polarity, the drain is increased by 25% (there are some exceptions to this system).
There are 3 main polarities. They are known as the:
(V polarity) aka Madurai
(Dash polarity) aka Naramon
(d polarity) aka Vazarin
There are 4 alternate polarities. They are known as the:
(Scratch polarity) aka Zenurik
(r polarity) aka Unairu
(Y polarity) aka Penjaga
(U polarity) aka Umbra
(O polarity) aka Aura
Matching the polarity will reduce drain by 50%, rounded up.
ex. 11V →V Polarity = 5.5 = 6 Mod drain
Not matching the polarity will increase drain by 25%, rounded up.
ex. 10d →- Polarity = 12.5 = 13 Mod drain
Some mod slots have an opposite, positive effect. These occur on Warframe Aura slots and Melee Stance slots.
When applying an Aura/Stance mod to a Warframe/melee weapon, the drain of the mod is ADDED to the Warframe/melee
weapon’s total mod drain. The additional drain is doubled when used with a matching polarity, while 25% added drain is lost when
using the wrong polarity.


Crafting and the Foundry
Crafting blueprints is the backbone of Warframe. All crafting and resource management is done in the Foundry.
Q: How long do things take to build?
A: Blueprint crafting time ranges anywhere from 10 seconds to 3 days. Building any Warframe takes 3 days. Building any weapon
takes either 12 or 24 hours. Keys and other rare gear items and resources typically take 8-12 hours to build. Smaller gear items,
consumables, and general resource blueprints usually take one minute to one hour to complete.
Q: Do things craft only when I’m in the game?
A: No, the crafting timers are real world, and are tracked by the game engine. This means that if you start a blueprint that takes 24
hours at 12:00 PM on a Tuesday, then it will finish crafting at 12:00 PM on Wednesday.
Q: Should I rush “x”?
A: Generally no, but that’s personal preference. If you have Platinum to spare, and really want the item, go ahead. But generally, the
Platinum used to rush something can be used to buy other more helpful or important things.
Q: Is there any way to queue crafting?
A: No. You can craft as many things as you’d like at one time, but you cannot craft more than one of the same item at a time. For
example, if you’re building Rhino, then you can also build Nova, but you cannot build another Rhino.
Q: I farmed Argon Crystals and they’re suddenly missing. What happened?
A: Argon Crystals naturally decay. Your total amount halves every day until you have none left. So if you have 12 on the first day, on
the second you’ll have 6, then 3 then 2 then 1 then none. This is the only resource that decays.
Q: If I cancel something that’s crafting, will I get everything back?
A: Yes, you will get all resources and credits back, but if you go and try to build it again, it will once again take the full amount of
time.
The Codex
The Codex is your journal to Warframe. It includes your Quest List, along with all your discovered weapons, Warframes,
companions, mods, and relics. It also includes short tutorials on in-game mechanics and missions.
By using a Codex Scanner, or other scanning tools such as the Helios sentinel, you can scan items and enemies in missions to have
them added to your codex. Each item takes a set amount of scans before their information is viewable, from 1-24. Scanning enemies
will reveal lore, their weaknesses, attacks, locations, and potential drops.


Scanning Cephalon Fragments will unlock lore which is viewable in the Codex.
Nightwave
Nightwave is the new alert system introduced with update 24.3.0. It features a new NPC, Nora Night, who is a radio show host that
can be accessed using your Orbiter’s scanner.
Nightwave is introduced in Series. The current Nightwave series is - Nora's Mix Volume 2. This mini-series lacks an involved story,
serving as an interim gap between Nora's Mix Volume 1 and Series 4 for rank rewards. Each Series lasts approximately 10-11 weeks,
with each Series having a different story and rewards.
For each Series, you must complete Daily and Weekly challenges, known as Acts. These Acts are given by Nora Night to earn
Nightwave standing. Every 10,000 standing gives a different reward. Daily challenges give 1,000 standing each, while Weekly
challenges give 4,500 standing. Elite Weekly challenges are more difficult missions that award 7,000 standing each. Daily missions
reset at 00:00 GMT every day, while weekly missions reset at 00:00 GMT on Sundays.
Any Weekly and Elite Weekly Acts that have not been completed before the next week's rotation will be put on reserve. Once the
player has fewer than 3 current weekly Acts left to complete, any missed Acts from previous weeks will be available and marked as
Recovered, three at a time. Once all missed Acts have been completed, they will no longer appear, and any further Acts can be
recovered in the future week rotations.
Like Riven challenges, some Nightwave challenges can be obtained across several missions, with mission success not being
required, unless the challenge says it must be done in one instance.
Nora’s Mix Volume 4
Rewards
Rank
Standing (Cumulative)
Reward
1
10,000
Nora’s Mix Vol. 2 Cred x 150
2
20,000
Orowyrm Rage Sigil
3
30,000
Orokin Catalyst x2
4
40,000
Emissary Operator Collection
5
50,000
Weapon Slot x2
6
60,000
Nora’s Mix Vol. 4 Cred x 50


7
70,000
Gamma Color Picker
8
80,000
Noggle Statue - Octavia
9
90,000
Sentient Surge, Ocucor Augment Mod
10
100,000
Kuva x20,000
11
110,000
Nora’s Mix Vol. 4 Cred x 50
12
120,000
Forma x3 (Built)
13
130,000
Eukar Claw Skin
14
140,000
Frakta Shoulder Guard
15
150,000
Warframe Slot
16
160,000
Nora’s Mix Vol. 4 Cred x 50
17
170,000
Saturn Six Armor Bundle
18
180,000
Exilus Warframe Adapter
19
190,000
Baruuk Doan Silhouette Glyph
20
200,000
Arcane Trickery x3
21
210,000
Nora’s Mix Vol. 4 Cred x 50
22
220,000
Rakta Syandana
23
230,000
Sentient Barrage, Battacor Augment Mod
24
240,000
Nora’s Mix Vol. 4 Cred x 50
25
250,000
Hero of Duviri Display
26
260,000
Forma x3 (Built)
27
270,000
Spore Ephemera
28
280,000
Fabled Gene-Masking Kit
29
290,000
Umbral Forma (Built)


30
300,000
Drifter Keeler Suit Collection
Prestige Rank 1-150
300,000+10,000 for
every rank
Nora’s Mix Vol. 2 Cred x 15
Wolf Cred is a currency used to purchase Nightwave offerings. Offerings are on a 7 day cycle and change every time the Weekly
challenges reset. Their rewards include:
●
Aura mods
●
Weapon skins
●
Weapon blueprints
●
Warframe alternate helmets (No Tennogen)
●
Warframe Augments
●
Decorations
●
Orokin Catalysts/Reactors
●
Wolf Beacon
●
Nitain Extract x 5
●
Kuva x 10,000
●
Vauban parts
Daily Reward
The Daily Reward is a tribute system in Warframe, awarding players every 24 hours when they log in. The Daily Reward resets at
00:00 GMT.
Q: If I skip a day, will the daily reward reset?
A: Nope, it’s cumulative. This means that if you play every other day for 10 days, you’ll get 5 Daily Rewards.
Q: What do I get out of it?
A: Usually a small amount of a random resource. Before 50 days, a weapon/Warframe blueprint will occasionally be awarded.
Rarely you can receive a short random booster, with length determined by the amount of days played. Even more rarely you can
receive a one-use Platinum discount coupon, lasting 48 hours, and ranging from 20%-75% off Market priced Platinum. Every 50
days there’s a milestone that will reward you with a cache (usually a potato + sigil), a special weapon, or a unique Primed mod.
These caches, weapons or mods do not change from person to person and cannot be traded, so those items cannot be account
farmed.


Pickups
Throughout the game, enemies and containers will drop items that can be picked up by walking over them. These range from
resources, to ammo, to health and energy.
Ammo Pickups
●
Gray box with orange line - Secondary Ammo
●
Gray box with purple line - Primary Ammo
●
Gray box with Yellow line - Heavy Ammo, Refills archguns or resets cooldowns of archguns
●
Gray box with no line - Universal Ammo (only found in Arena and Conclave missions, and the Simulacrum).
Replenish Pickups
●
Red pulsing orb - Restores 50 Health
●
Blue spiked orb - Restores 25 Energy
●
Red and Blue orb - Universal Orb, Restores 25 Energy and 25 Health
●
Yellow diamond orb - Grants 100 Affinity
Resource Pickups
●
Orange item with orange line/vertical beam of light - General resources
●
Flat cylinders - Uncommon resources
●
Green item with green line/vertical beam of light - Rare resources
●
Dark blue/black orb - Nav coordinate
●
Blue and bronze pile - Credits
Special Pickups
●
Grey and blue circle - Mod
●
White/purple circle with purple line - Blueprint
●
Blue and grey box - Life support (only in survival missions)
●
Green orb - Credit or Affinity booster, extremely rare
Interactable Pickups
These must be interacted with to pick up.
●
Slightly floating medallion - Syndicate Medallions (only found in Syndicate missions).
●
Slightly floating and misty metallic object - Voidplume (only found in Zariman Missions)
●
Tall cylinder with green line - Power core, used in Excavation and specialized missions.
●
Small glowing blue or orange star - Ayatan Star


Terminals and Hacking
Throughout Warframe, you will need to utilize your reflexes and problem-solving abilities to hack through terminals. Hacking is
required to open locked doors, deactivate alarms, release a hostage, retrieve items from consoles, retrieve data from vaults, and
more. When hacking, there is a set time limit. If the hack is not completed successfully, you will be kicked out of the hack menu and
will have to try again from the start.
There are 3 types of console puzzles - Grineer, Corpus and Narmer(Spoilers).
Grinner
Grineer consoles appear as a circle with 3-8 slots stretching from the center to the outside. A cursor rotates the outside of the circle
at a constant rate. You must press the [SPACE BAR] when the cursor is over one of the slots to activate it. The slot will then light up
yellow and move into the center slightly. Once all slots have been activated, the terminal is successfully hacked. Activating a slot
again after it has already been activated will move it back out to the edge, and you will have to hit it again.
On advanced Grineer Consoles, the cursor will be faster and will change direction after each successful slot activation.


Corpus
Corpus consoles appear as a series of 2-7 hexagonal pieces, each with a series of lines originating from the center. You must match
the lines to each other by rotating the hexagons, so that all the lines are connected. [LEFT MOUSE CLICK] will rotate the hexagons
clockwise, while [RIGHT MOUSE CLICK] will rotate them counter-clockwise. Once all lines are connected, the hack is successful.
Narmer
Pic WIP (Message Aer#3702 on Discord if you have a high definition image of the narmer console :) TY)
Narmer's consoles only appear in The New War, Archon Hunts, and Break Narmer and are solved by selecting dots across a split
screen with an inverted-movement cursor.
Ciphers are buildable gear items that, when equipped in your gear wheel, can be used when activating a console to instantly
complete the hack. Ciphers cannot be used with Narmer Consoles, Sortie Missions and some event missions. Ciphers can be
instantly used by pressing [Y] while in a hack screen.


Helminth
Cyst
The Helminth Cyst is a growth that can appear on any Warframe. It appears as a small pink boil, and takes 7 real days to mature.
You can tell when it is mature when a pink tendril emerges from the center of the growth. Once mature, the Cyst can be removed in
your Infested room by the Helminth.
The Cyst is gained from coming into contact (playing a game) with another Warframe who has the Cyst. Once removed, however,
that Warframe can never gain the Cyst again.
Draining the Cyst while breeding a Kubrow will turn it into a Helminth Charger, a unique strain.
Having the Cyst does not affect anything in your loadout, as it is just cosmetic. Many consider removing it necessary, as it does not
match with many color schemes or skins.
Subsume
The Helminth also has the option of “subsuming” an ability from one warframe onto another, with a few restrictions however.
To unlock the subsume option, players are required to purchase the blueprint and build the “Helminth Segment” From Son in the
Necralisk for 15,000 Standing, Requiring Mastery Rank 8 and Rank 3 with the Entrati. You may also purchase a pre-built version
from the market for 300 platinum.
After the segment is built and installed, you may enter the Helminth room at any time (Not requiring a cyst to enter anymore), You
may also sit in the chair at any time, allowing to swap an ability from another frame, However to choose an ability from another
Warframe you need to subsume that specific Warframe, Equip the Warframe you want to subsume and walk into the room, sit in the


chair and select the “Subsume Warframe” option, Showing what ability will be gained and a warning: Your Warframe will be
consumed in the process. You will lose the warframe you subsume but gain the option to swap the ability to another frame, There
are limitations on this
●
You can not change which ability is subsumed. For example, when you subsume Wisp, It will show her 3rd ability, Breach
Surge, or for Loki, it will show his 1st ability, Decoy, which are not changeable and are chosen by the developers.
●
You can not subsume Prime Warframes or Umbra Warframes, Such as Loki Prime or Excalibur Umbra.
●
It will take 23 hours for the Warframe to be subsumed and their ability will be available for use on other frames. Only one
frame can be subsumed at once.
After subsume a warframe, you may now take any frame you own and walk into the Helminth room and sit in the chair, The UI will
show you every ability you can have unlocked and can swap, To do this however costs a resource called “Secretions”, There 7 Types
of secretions and you have fill each one with the “Feed Helminth” button, Each type requires different resources, For Example, Bile,
Costs resources such as Cryotic, Argon Crystals, Morphics, Thermal Sludge and more.
Feeding the Helminth these resources will increase the type they are in, when the required percent is met you are able to subsume a
new ability onto your current frame. There are also some restrictions on this.
●
You can only subsume an ability over another one, Your warframe will always have 4 abilities, this does not add 1, just
replaces one
●
Only one damage boosting ability can be used on a frame at a time, For example, Trying to subsume Rhino’s Roar onto
Chroma, I can only replace his Vex Armor.
●
You may only subsume one ability at a time, you can not subsume 2 abilities onto 1 frame, it was a limit of 1 ability per frame
per loadout slot.
Invigorations
Invigorations are a way to buff your Warframes, 3 Warframes are randomly selected(even ones you don’t own) with one offense
buff and one utility buff, these buffs last 7 days after invigorating your Warframe.
To obtain the Invigoration segment, it requires you be Mastery rank 8 and Rank 5 - Family with the Entrati and it can be purchased
from the Son on Necralisk, or you can be purchased from the market for 300 platinum from the “Helminth Segments Bundle”.
Invigorations will cost 20-90% of 2 random secretion categories.
After every Invigoration, a counter near the bottom of the screen counts up, when you reach 10 Invigorations you are able to change
one of the randomly chosen Warframes to the current one equipped, allowing you to have some control of who gets Invigorations.
The buffs you can obtained from Invigorations are as follows


Offense
Utility
Ability Duration +100%
Armor +1000
Ability Range +100%
Energy Max +200%
Ability Strength +200%
Energy Regen +2
Primary Crit Chance +200%
Health +1000
Primary Damage +250%
Health Regen +25/s
Secondary Crit Chance +200%
Jump Resets +5
Melee Crit Chance +200%
Sprint Speed +75%
Melee Damage +250%
Parkour Velocity +75%
Ability Efficiency +75%
Reload Speed +75%
Status Immunity
Just a little note, each Warframe has a different “weighting” to be selected per week, which means some Warframes will appear
more often than others, these are based on how much each frame is played by the community. The list is as follows
2.00
Atlas • Banshee • Garuda • Grendel • Harrow • Hydroid • Nyx
1.00
Ash • Baruuk • Chroma • Ember • Equinox • Excalibur • Frost • Hildryn • Inaros • Ivara • Lavos • Limbo • Loki •
Mag • Mirage • Nekros • Nezha • Nidus • Nova • Oberon • Octavia • Protea • Revenant • Rhino • Sevagoth •
Titania • Trinity • Valkyr • Vauban • Xaku • Yareli • Zephyr
0.75
Gauss
0.50
Khora • Mesa • Saryn • Volt • Wisp • Wukong
Archon Shards
Archon Shards can be obtained from Archon Hunts(Section WIP)


Incarnon
Incarnons are a type of weapon that require the player to get headshots to fill a bar just below the crosshair, pressing the alternate
fire button to “activate” Incarnon mode, within Incarnon mode the way the weapons fires changes drastically, using an ammo pool
that can not be refilled using ammo pickups. Each weapon also has a few upgrade “slots” that allow you to change how the weapon
handles.
There are 2 types of Incarnon Weapons, Zariman and Incarnon Genesis.
Zariman - Blueprints for these weapons can be obtained from Cavalero in The Crysalith, requiring standing from The Holdfasts
syndicate, the blueprints can be traded between players.
Incarnon Genesis - Instead of blueprints for weapons, these weapons require Adapters obtained from the Steel Path version of The
Circuit, these adapters require the base weapon to be installed on, such as the Braton Genesis Adapter requiring a Braton, Braton
Prime or Braton Vandal, installing these adapters can be accomplished at Cavalero for a cost of Duviri resources.
Evolutions - Every Incarnon weapon, Zariman and Incarnon Genesis, has Evolutions available, Genesis weapons have 4, Zariman
have 5, After obtaining the Incarnon Weapon, visiting Cavalero allows the player to see a challenge that has to be completed to
evolve the weapon, doing such allows the player to choose between 3 upgrades to the weapon, ranging from a small stat boost to
a major mechanic that changes how the weapon handles.
The list of Incarnon Genesis Weapons are as follows, The Schedule Repeats after reaching Week 7.
Steel Path
Circuit Week 1
Steel Path
Circuit Week 2
Steel Path
Circuit Week 3
Steel Path
Circuit Week 4
Steel Path
Circuit Week 5
Steel Path
Circuit Week 6
Steel Path
Circuit Week 7
Primary
Braton
Boar
Latron
Boltor
Torid
Soma
Zylok
Primary
Paris
Gorgon
Strun
Miter
Burston
Dread
Secondary
Lato
Gammacor
Furis
Lex
Dual Toxocyst
Vasto
Despair
Secondary
Kunai
Angstrum
Bronco
Atomos
Melee
Skana
Anku
Bo
Magistar
Dual Ichor
Ack & Brunt
Sibear
Melee
Furax
Ceramic Dagger
Nami Solo
Hate


Warframe Path Quick Start Guide
Few things a newbie should do/understand:
1.
Finish Vor’s Prize, which unlocks all the basic segments & components you need.
2.
Head to Venus Junction to receive the Taxon Sentinel and Vacuum, helps immensely in getting your loot.
3.
Run Bosses (Mission Credits + Frame BP) and Dark Sectors for credits.
4.
After you max (lvl 30) your weapons, try to attain their upgrades, Braton does better than the mk1, so does the Strun, etc etc.
5.
Try to rush to Maroo’s Bazaar on Mars, for the weekly ayatan quest. This is a massive injection of Endo early in the game.
6.
Don’t burn yourself out trying to climb MR too fast. Take your time and enjoy the game.
I have to say that this one is done completely solo, as in, with no one to help me. If you do get someone to help you, great!
However, to find and progress through the game I find this to be the most efficient route.
Color Guide: Super Important, Important, Optional, Notes
●
Tutorial - Vor’s Prize
■
Arsenal Segment
○
Retrieve Comms Segment
■
Broken Pressure Point, Serration and Hornet Strike
■
Comms Segment
○
Liberate Arms Dealer
■
Broken Continuity, Intensify, Stretch, Redirection and Vitality
■
Mod Segment
○
Locate the Foundry Segment
■
Broken Bane of Grineer, Corpus and Infested
■
Foundry Segment
○
Find the Resource Cache
■
Broken Equilibrium, Enemy Sense and Flow
■
Morphics, Polymer Bundles and Salvage
○
Obtain the nav segment
■
Galleon Nav Coordinates
●
While on Earth if you’re having difficulty ‘winning’ Plains of Eidolon, simply go to Cetus, near the gate. There is a man called
Konzu, finish his first bounty to ‘clear’ Plains of Eidolon.
●
Venus Junction [Collect 20 Mods, Complete Vor’s Prize, Apply 4 Mods, Upgrade a mod to R2, Defeat an Eximus on Earth]
○
2.5k creds
○
Furis BP
○
Taxon BP


○
North Wind
○
Stormbringer
○
500 Salvage
●
Try to get a “proper” set of unbroken mods on Mercury
○
Serration via Spy 2.0 or Grineer Scorpions
○
Hornet Strike via Spy 2.0 (at this stage of the game)
○
Pressure Point - Super common, by this stage you’ll have a proper one regardless, unless you’re super unlucky
○
Point Blank - Get them from infested crawlers, will be useful if you want to use shotguns later
●
Mercury Junction [Defeat Jackal on Fossa, 10 waves Tessera 1 mission, Rescue Hostage from Linea, Defeat 10 Eximi on Venus]
○
Once Awake [Quest]
○
Howl of the Kubrow [Quest]
○
Boltor BP
○
Broken Streamline, Fast Deflection
○
1000 Salvage
●
Finish all the nodes on Mercury. By unlocking all nodes on a planet, you unlock Nightmare Mode, and the ability to plant
Extractors in that planet.
●
Nightmare mode - A mission with a game modifier, higher level enemies and 3x damage multiplier. These missions at your
level should be a challenge and should be treated as such. Do the objective, get out. These missions drops nightmare mods
on completion, which are a set of rare mods with 2 stats on them, i.e. firerate & punch-through (Shred), Reload Speed & Cold
(Chilling Reload), etc.
●
Visit your first relay - For PC, this is Mercury, PS4 on Earth and XBone on Venus
○
Visit Cephalon Simaris, who’ll induct you into the hunt, useful for bits on endo and various other equipment.
○
Check our various - various syndicates, you’ll be getting into them soon
●
Once Awake [Quest]
○
Investigate Bio Weapon - Mercury, M Prime
○
Exterminate the Infestestation - Mercury, Terminus
■
Molten Impact
○
Defend the Cascade Bomb - Mercury, Lares
■
Heat Sword
●
Visit Maroo’s Bazaar - Get your first Ayatan Sculpture, something you’ll need in the early game.
○
As much as possible try to finish these as quickly as possible. Try not to deal with enemies and focus on the objective.
○
If you get the Void, hope for some rare mods in the treasure room of the Ayatan Sculpture, you’ll see more of this
later when you have permanent access to the void.
○
If you get the Derelicts, stay a little bit, it’s pretty good for Neurodes, Nano Spores and O Cells for this stage of the
game
■
Alternatively, if you want to use shotguns, stay awhile to farm Point Blank here!
●
Mars Junction [Complete Once Awake, Defeat 150 Frontier Grineer on Earth, Collect 500 Rubedo, Complete Suisei, Mercury]
○
Codex Scanner
○
The Archwing [Quest]


○
Fragor BP
○
Void Relic Segment
○
Lith S1 Relic
●
Archwing [Quest]
○
Intro
■
Odonata Blueprint
○
Recover the Orokin Archive Venus, Tessera
■
Orokin Archive
○
Extract the Odonata Archwing Wings BP Venus, Aphrodite
■
Odonata Wings BP
○
Extract the Odonata Archwing Harness BP Earth, Mantle
■
Odonata Harness BP
○
Extract the Odonata Archwing System BP Venus, E Gate
■
Odonata System BP
○
Build the Odonata
○
Find Corpus intelligence about the Balor Formorians - Venus, Montes
●
Now that you’ve got Archwing finished, go back to Venus, Earth and Mars to complete them. To unlock extractors and
nightmare mode
●
Howl of the Kubrow [Quest]
●
People keep asking how to find cephalon fragments, I get that and understand. Little bastards are hard to find
at times. If you’re having immense difficulty in locating those things, try getting Thief’s Wit (Mod) or Animal
Instinct (Mod) and keep a lookout on the minimap, this blue thing is what you’re looking for:
Otherwise it’s much better to keep a lookout for them in normal missions. They’re blue polygons that are
larger than energy orbs. If you’re looking, you can’t miss them.
●
Phobos Junction [Defeat 150 enemies in a single mars mission, scan 3 cephalon fragments, open 3 lith void relics]
○
Stolen Dreams [Quest]
○
Kraken BP
○
Fast Hands
○
Cipher BP
○
Thief’s Wit
●
Stolen Dreams - This is your introduction to the spy game mode
○
Capture Maroo - Mars, Tharsis
○
Take an Arcane Codex - Venus, Unda
○
Take the Grineer Arcane Codices - Mercury, Pantheon
○
Take the Corpus Arcane Codices - Phobos, Roche
○
Find the Arcane Machine - Mars, Alator ←Where you left off
■
Scan Arcane Boiler
■
Ether Daggers BP
■
Orokin Catalyst


●
An expedition into the Void. Here’s an important place to go to for your basic unbroken mods. As a checklist, you can look
for the following mods, although this is optional. Treasure rooms in the void contain most of the mods that form the
backbone of modding. I highly recommend you search for them.
○
Barrel Diffusion
○
Hell’s Chamber
○
Split Chamber
○
Vital Sense
○
Continuity
○
Flow
○
Intensify
○
Streamline
●
Your first crafted Warframe, Rhino. Go back to Venus, Fossa and farm yourself all the parts of Rhino, Neuroptics, Chassis and
Systems if you haven’t already. With Phobos, you’ll find the last resource needed to craft Rhino, Plastids.
●
Ceres Junction [Defeat the Sergeant at Iliad, Phobos, Defeat Lt. Kril at War, Mars, Defeat 300 Arid Grineer on Mars, Refine a
Void Relic once] > Trinity Spectre is very tough, get a high powered weapon
○
5k Credits
○
Vulkar BP
○
Fever Strike
○
Swirling Tiger
●
Jupiter Junction [Complete Archwing Quest, Defeat Vor and Kril at Exta on Ceres, Survive 10m at Draco, Defeat a Prosecutor
on Ceres.]
○
7.5k Credits
○
Amphis BP
○
Rubedo Lined Barrel
○
Enhanced Durability
○
Cutting Edge
●
Europa Junction [Complete Stolen Dreams, Complete Teshub, Void, Craft a Warframe Specter]
○
Physique
○
Cestra
○
Limbo Theorem
○
The New Strange
Right now this should really get you more than started when it comes to playing Warframe. If you’ve made it this far it’s already
taken you through about half the game, and puts you where it’s going to start getting a bit more exciting.


Paradox Mechanics
Gamemodes
The Duviri Experience
Duviri as it was intended to be played. Story (Spiral) and side objectives together. You will be given a series of tasks through a
guided story featuring the many colorful characters residing in the Paradox.
The Duviri Experience is the whole of Duviri, no limitations, Warframe and Drifter combat together as well as all side objectives.
When starting the mission, you arrive at Teshin’s Cave, you get to select your Warframes, Weapons, level up intrinsics, choose your
drifter weapon and customize your Kaithe.
After selecting your wanted Warframe and weapons, continue into the portal and you’ll be transported to The Duviri, You will be
tasked to complete an random objective, such as “Herd Tamms” or “Enter The Undercroft”, after completing the objective, every
player in the squad will be awarded a decree, some Drifter intrinsics and some Duviri resources, repeat this a total of 5 times(similar
to a bounty on open worlds in the Origin System).
You will then be tasked to defeat an Orowyrm, the only way to gain Pathos clamps and a way to summon Acrithis.
The Lone Story
The Lone story is the exact same as The Duviri Experience but without the side objectives, this is the recommended mission to
select if you want to farm Pathos Clamps.
The Circuit
The Circuit is a Warframe only gamemode, containing solely The Undercroft, with rewards that rotate weekly, such as Arcanes,
Incarnon Adapters, Warframes and their Augments and mods.
There are 2 modes to The Circuit, Normal and Steel Path.
The Normal mode grants Warframe parts, Augments, Rare, Uncommon and Common mods, Common Arcanes, Weapon Blueprints,
Credits, Endo and Duviri Resources.
Upon selecting the Normal mode, you are shown a set of 3 Warframes to choose from, choosing one(You can not change your
selection after confirming, so pick wisely) out of the 3 allows you to unlock that Warframes blueprints, to unlock each reward


requires you to complete stages of The Circuit, Tier 2, 5, 7, 8 and 10 are Warframe Parts, and an Augment for the said Warframe. The
remaining tiers are randomly chosen from a set of rewards such as rare, uncommon and common mods, common arcanes, credits
and more. After completing all tiers, you can still gain rewards for completing more tiers, these rewards are either 1500 Credits or
250 Endo.
The Steel Path mode grants Incarnon Genesis Adapters, Legendary Duviri Arcanes, Steel Essence, Kuva, Endo, Riven Slivers, Exilus
Adapters, Forma Blueprints, Riven Mods, 3-Day Boosters and Duviri Resources.
Upon Selecting the Steel Path mode, you are show a set of 5 Incaron Genesis Adapters, choosing two(You can not change your
selection after confirming, so pick wisely) out of the 5 allows you to unlock those adapters to turn the weapon into a incarnon
version of it, to unlock each rewards requires you to complete stages of The Circuit, Tier 2, 5, 9 and 10 will reward with 1 Legendary
Duviri Arcane, First Incarnon Genesis Selected, 25 x Steel Essence, Second Incarnon Genesis Selected respectively. The remaining
tiers are randomly chosen from a set of rewards such as Kuva, Endo, Riven Slivers, Exilus Adapters, Forma Blueprints, Riven Mods,
3-Day Boosters and Duviri Resources. After completing all 10 tiers, you can still gain rewards such as Duviri Arcanes, Endo and
Credits.
Starting the mission(either Normal or Steel Path) will take you to Teshin’s Cave, There you will pick your Warframe and Weapons,
All Drifter intrinsics will work while in The Circuit.
Decree Fragments are found while in The Circuit, they are glowing blue orbs of light that make a sound when close to them, there
are 3 fragments scattered across the stage, picking up all 3 will grant all players 3 Drifter intrinsics, Duviri resources and a decree.
Upon completing a stage within The Circuit you will be awarded progress towards your Circuit rewards.
●
Stage 1: 100 Circuit Progress
●
Stage 2: 110 Circuit Progress
●
Stage 3: 125 Circuit Progress
●
Stage 4: 145 Circuit Progress
○
PLUS one-time daily bonus of 50 Circuit Progress for reaching Stage 4
●
Stage 5 and onwards: 170 Circuit Progress
Steel Path Stages will contribute the same amount of Circuit Progress as the Normal Path, but will require higher amounts of Circuit
Progress per Tier.
Refer to The Undercroft for all gameplay information.
Teshin’s Cave
Teshin’s Cave is where your “homebase” of sorts, here you are able to select your loadout, drifter weapons, warframe, level up your
intrinsics and custom your kaithe.


You are able to customize your loadout by choosing from a set of randomly selected warframes and weapons, at least 1 option from
each slot will be something you don’t own, everything randomly selected will be the most basic form of the weapon (no prime
versions, syndicate or kuva/tetra versions), at base rank intrinsics, you will have 3 warframe options and one of each weapon
category with one additional weapon from any category, however ranking up intrinsics gives more options for warframes and
weapons to choose from. Your loadout options change after every spiral, or after extracting or defeating an Orowyrm.
If you are below Mastery rank 3, you only have a few basic warframes that can be selected, you are also able to learn about a
warframe by walking up and pressing configure to see each ability and passive as well as the mods currently configured. If you own
the warframe and have at least 1 mod equipped in a mod config, it will allow you to select it.
If you do not own the warframe or weapon, there will be a default set of mods for that warframe/weapon, warframes will have 6
basic mods that are the same across all warframes(Flow, Continuity, Streamline, Stretch, Intensify, and Vitality) and 2 mods based
on their strongest stat, weapons will have 3 mods based on their weapon type(Serration, Split Chamber, and Vigilante Armaments
for Primaries, or Pressure Point, Fury and Reach for Melees), 3 mods based on their strongest stats and 2 mods to increase
damage(Physical and Elemental Damage). All warframes and weapons use config A for its appearance, or default if you don’t own
the warframe or weapon.
If you go to the far left of Teshin’s Cave, you are able to gather a small amount of Duviri resources for free. Every 20 Hours, 6
Random plants from the Duviri will grow and mature, Walking towards the plants will automatically gather all the resources. The 20
hour timer will only countdown once the plants have been gathered. If you enter Teshin’s Cave with a squad, each individual squad
member has access to their own plants and will see their growth progress.
If you go into Duviri without selecting anything, it will be randomly selected for you as well as the configs.
You are able to see what Warframes and Weapons are in Teshin’s Cave while in the Navigation Menu, you are able to hover over the
Warframe Icon and Weapon Icon to see a preview of the items you are going to see within Teshin’s Cave.
The Spirals
The Spirals affect the Duviri landscape, enemies and the Orowyrm, The Spiral rotates every 2 hours, and the each one changes the
following aspects of Duviri:
1.
Joy, Tale Of “The Harbinger of Joy”
a.
The Enemies do Void Damage, causing their attacks to take new form; from devastating waves of Void energy to
health leeching pulses on impact.
b.
The Archarbor is available.
c.
The Amphitheater is available.
2.
Anger, Tale Of “The Prince of Fire”


a.
The Enemies do Heat Damage, causing their attacks to take new form; from molten fireballs that explode on impact
to trails of flames left behind by charging enemies.
b.
The Amphitheater is available.
c.
Kullevro’s Hold is available.
3.
Envy, Tale of “The Covetous Courtier”
a.
The Enemies do Toxin Damage, causing their attacks to take new form; from acid-goo projectiles that splash on
impact to acid geysers.
b.
The Archarbor is available.
c.
The Amphitheater is available.
4.
Sorrow, Tale of “The Sorrowful Soprano”
a.
The Enemies do Cold Damage, causing their attacks to take new form; from ice spikes erupting from the ground to
frozen areas of a chilling aura.
b.
The Archarbor is available.
c.
Kullevro’s Hold is available.
5.
Fear, Tale of “The Fearful Conspirator”
a.
The Enemies do Electricity Damage, causing their attacks to take new form; from continuous beams of electricity
arcs to teleportation maneuvers.
b.
The Amphitheater is available.
c.
Kullevro’s Hold is available.
Drifter Intrinsics
You earn intrinsic points by completing tasks in Duviri. There are 4 categories you are able to level up, Combat, Riding, Opportunity
and Endurance.
Each level of Intrinsics also grants 1,500 Mastery experience, granting 60,000 after leveling everything up.
COMBAT
Improve the Drifter’s
fighting skills..
RIDING
Enhance Kaithe-riding.
OPPORTUNITY
Give the Drifter better
luck and more options.
ENDURANCE
Boost the Drifter’s powers
of survival.


RANK 1
Deadly Decrees
Each active Decree
grants +10% Damage.
Summon Kaithe
Tap your first ability to
summon your Katihe.
Expanded Decrees
Decree selections offer
one additional option.
Fortifying Decrees
Each active Decree
grants +25 Health to
Drifter.
RANK 2
Adrenaline Surge
In Duviri, Restorative
boosts movement speed
for 5 seconds.
Cavalier Strength
Increased resistance to
being dismounted by an
enemy.
Expanded Arsenal
Gain two additional
weapon choices in
Teshin’s Cave.
Restorative Decree
Gaining a Decree fully
restores Health and
Energy.
RANK 3
Transference Sync
Unlock Transference
Surge, the ability to
briefly summon a
Warframe in Duviri by
pressing your fifth ability
when the Transference
bar is full.
Hoof Stomp
While riding a Kaithe,
press your third ability to
command your Kaithe to
stomp, knocking
enemies back and
reducing their armor.
Lucky Opener
Gain a free Decree when
you enter Duviri.
Determination
One additional Revive is
available in Duviri.
RANK 4
Swifter Strike
In Duviri, Drifter Power
Strike cooldown is
reduced by 30%.
Fast Travel
Use the map to fast
travel to central Duviri
locations and Materliths.
Warframe Abundance
Gain one additional
Warframe option in
Teshin’s Cave.
Deft Defender
Parry grants +25 Health.
Precise Parry grants +50
Health.
RANK 5
Swifter Abilities
In Duviri, Drifter ability
cooldown is reduced by
20%.
Smooth Path
Plants and rocks are
marked on the map when
you ride your Kaithe.
Treasure Finder
+50% chance to receive
Rare Decrees.
Born Survivor
+50% additional Health.
RANK 6
Neural Pulse
In Duviri, the Guiding
Hand ability will expose a
weak point on enemies
for 10s. Hitting a weak
point will deal 3x
Steadfast Dismount
While riding a Kaithe,
press your fourth ability
to dismount and gain
150 Overguard. 150
second cooldown
Fresh Hand
Discard offered Decrees
and get a new selection,
up to 3 times per Duviri
visit.
Precision Power
On precise parry, gain
extra charge for
Transference Surge.


damage.
between uses.
RANK 7
Weaponmaster
In Duviri, weapon critical
hit chance increases by
+20% additively.
Endurance Racer
Reduce cooldown
between dashes.
Maximized Arsenal
Gain two additional
weapon choices in
Teshin’s Cave.
Sharpshooter’s Bounty
Landing a headshot
restores +10 Health/s for
5s.
RANK 8
Transference Synergy
Increase Transference
Surge duration by 50%.
Unique Identity
Name your Kaithe.
Warframe Diversity
Gain one additional
Warframe option in
Teshin’s Cave.
Tenacity
One additional Revive is
available in Duviri.
RANK 9
All Rank 9
Intrinsics
apply
outside of
Duviri
Muscle Mass
Drifter deals +25%
damage. In the Origin
System, both Drifter and
Operator receive this
boost.
Equestrian Bond
Receive Kaithe Summon
for Origin System Open
World missions.
High Value Vendor
Acrithis’s stock now
includes one Arcane per
day.
Tough As Old Boots
Gain +5 Health/s as
Drifter. In the Origin
System, both Drifter and
Operator receive this
boost.
RANK 10
Overpowering Abilities
In Duviri, using an Ability
increases damage by
150% for 3 seconds.
Herd Travel
Use the map to fast
travel to other Drifters.
Stranger in Black
An unlikely ally will
occasionally appear in
Teshin’s Cave as a
playable Warframe.
Cheat Death
Fatal damage leaves you
at 20% Health and
invulnerable for 3
seconds. 200 second
cooldown.
Drifter Combat
Drifter combat is a very key part in the Duviri, every Drifter has access to a basic melee attack(“Shoot” Keybind), the basic melee
attack is important within the flow of combat, you are also able to do a heavy attack(“Heavy Melee” Keybind), which does more
damage but requires a long wind up, in combination with these, you are able to use the quick ranged attack(“Aim down sight”
Keybind + “Shoot” Keybind), doing so will quickly pull out your Sirocco and shoot a single shot, this is able to interrupt some attacks
as well as do a little bit of damage, holding down the “Aim down sight” keybind will also bring up your weapon to block incoming
attacks, some attacks can not be blocked however.


As well as the basic attacks, there is also an attack called “Power Strike”(Aim down sight” Keybind + “Heavy Melee” Keybind), these
powerful attacks have a cooldown which can be seen below the aiming reticle.
Holding down the switch weapon keybind will pull out your Sirocco, allowing you to aim more precisely as well as shoot faster, but
you lose the ability to use your melee weapon.
Pressing the reload keybind, you lock onto the enemy closest to your reticle, doing so will forcely lock your reticle to that enemy,
using your mouse wheel you are able to quickly change which enemy you have selected, pressing the keybind again will unlock your
reticle. Target Lock also works on Conservation animals.
When you have your melee weapon selected you are able to parry attacks, to do so you need to press the block keybind as the
attack lands to block any damage you were going to take and open the enemy to a finisher or stun them for a short time.
There are currently 5 drifter weapons to pick from, you start off with the “Sun & Moon”, however you are able to unlock more by
defeating the Orowyrm which drops Pathos Clamps, with those you are able to unlock more weapons.
●
Sun & Moon
○
Power Strike sends forth two arcs of explosive energy.
●
Syam
○
Power Strike unleashes a flurry of deadly slashes.
●
Azothane
○
Power Strike plunges Azothane into the ground to summon five celestial blades that temporarily fight alongside
Drifter and then explode.
●
Edun
○
Power Strike stuns and blinds enemies by surrounding them with a cloud of dust.
●
Sampotes
○
Power Strike slams Sampotes into the ground to damage enemies with a shockwave.
Every drifter has access to 4 abilities that aid them in combat or exploration.
Ability 1 - Summon Kaithe - Summon your Kaithe. Cast again to dismount. Dismounting can also be performed by melee attacking
and can occur when taking damage from enemies.
Ability 2 - Guiding Hand - Cast to release a guiding light that will lead you to the next main objective, or other side objectives in the
area. Guiding Hand will prioritize Conservation targets once a Conservation encounter has started.


Ability 3 - Restorative - Cast to restore 100 Health to Drifter and clear Status Effects.
Ability 4 - Smoke Screen - Cast to throw a smoke grenade that releases smoke in a 10 meter radius, turning Drifter and teammates
invisible while inside of it.
There is a wide set of options that allow you to make your drifter personal, while in Teshin’s Cave head over to the mirror on the left
side, there you are able to customize nearly every part of your drifter.
Kaithe
Upon finishing the Duviri Quest, you unlock your own Kaithe to use while in the Duviri, if you get to intrinsic level 9 of Riding, you
can also use it in open worlds in the Origin System.
To summon your Kaithe, simply use your first ability while as the Drifter, after summoning your Kaithe, you are able to sprint using
the “Sprint” keybind and the “Crouch” keybind to slow down, you can start flying by “Bullet Jumping”(“Crouch” Keybind + “Jump”
Keybind), however if the Kaithe is airborne, simply tap the “Sprint” keybind to start flying, and if you summon your Kaithe while your
Drifter is airborne, the Kaithe will automatically start flying.
Upon taking flight, your Kaithe will simply glide forward and allow you to look around without changing directions. Holding any
directional input (forward, left, right, sprint) will put Kaithe into free mode, where you can use the reticle to move about freely
through the air (vertically and horizontally). Releasing directional input will put Kaithe back into glide mode.
You can press the “Jump” keybind to ascend and the “Crouch” keybind to descend, as well as tapping the “Sprint” keybind your
Kaithe will do a roll. You are also able to hold down the “Sprint” keybind to move faster while in the air.
The Kaithe also has 4 abilities like your Drifter.
Ability 1 - Dismount Kaithe - Dismount from your Kaithe. Dismounting can also be performed by melee attacking and can occur
when taking damage from enemies.
Ability 2 - Guiding Hand - Drifter maintains their Guiding Hand ability while riding Kaithe to spawn a helpful wisp that guides
toward primary objectives and gives Duviri a little color, even if only temporarily.
Ability 3 - Hoof Stomp - Kaithe aggressively stomps into the ground, even from flight, creating a shockwave to stagger and damage
all enemies in the area. Requires Rank 3 Riding Intrinsic


Ability 4 - Steadfast Dismount - While riding a Kaithe, use your 4th ability to gain 150 OVERGUARD (a defense mechanism that
grants 150 additional Health protection and provides Knockdown Immunity as long as there is an amount remaining). 150 second
cooldown between uses. Requires Rank 6 Riding Intrinsic
While in Teshin’s Cave, you are also able to customize your Kaithe, simply walk up to your Kaithe on the left side. There are 4 slots
you can choose from when making your Kaithe your own, Pedigree, Chamfrons, Tails, Saddles. There are “” slots for customizing the
colors of your Kaithe. Upon reaching intrinsic rank 8 in Riding, you can also name your Kaithe.
Decrees
Decrees are a way of upgrading your Drifter and Warframe, after leaving The Duviri or The Undercroft, All decrees will be reset.
Decrees will be awarded after completing Main Stages, Side Objectives or stages of The Undercroft, everyone in the squad is
awarded a decree. All active decrees will work for both Drifter and Warframe alike.
Upon earning a decree, you can choose from 3 randomly chosen options, each one unique. Upon selecting one, it becomes active
immediately, a lot of decrees have tiers, selecting a decree you already own will upgrade it(only if that decree has multiple tiers).
You may occasionally be presented with a “Rare” decree in your selection, as indicated by its gold border. “Rare” as it pertains to
decrees simply means that they offer double the stat upgrades of a normal decree (up to the maximum amount of stacks).
Spiteful Decrees are similar to corrupted mods, you can easily differentiate Spiteful Decrees and Normal Decrees by there dark,
blue-ish outline and red overlay around the icon of the Decree, these decrees have a strong bonus but require you to sacrifice a
percent of Armor, Health, Status Duration, Increased Damage or Accuracy.
When unlocking intrinsic level 6 in Opportunity allows you to “reroll” your chosen decrees up to 3 times per Duviri adventure, level
3 grants you a free decree at the start of every Duviri adventure and level 1 grants 4 options to choose from instead of 3.
You can view all active decrees while in the pause menu.
A list of decrees can be found here.
The Undercroft
The Undercroft is place where your choice of Warframe and weapons become important, upon entering an Undercroft portal, you
will be controlling the Warframe you chose while in Teshin’s Cave as well as the weapons you picked, You will not be using you
Drifter while in the Undercroft, it is purely a Warframe and Operator section. Enemies found in The Undercroft come from both the
Origin System and The Duviri. The mission type is randomly selected from a set of 5 game modes.
●
Defense (Defend 3 waves)
●
Survival (Survive 5 Minutes)
●
Excavation (Excavate 300 Cryotic)


●
Void Flood (Seal 5 Ruptures)
●
Exterminate (Kill required number of Enemies, Captain Vor may also spawn during this mission, he must be defeated to
continue.)
After completing a “rotation” of a gamemode, Each player will earn a decree, 6 Drifter intrinsics and a random Duviri Resource.
You also gain some innate qualities while in The Undercroft, such as
●
Players have innate Enemy Sense (enemy location is displayed in mini-map).
●
Players cannot use their Gear Wheel, nor equip Companions of either the Furry or Robotic persuasion
●
Exalted Equipment (including Exalted Companions like Venari) are used in the Undercroft, and will use the builds in your
selected Mod Configs for your Warframe (i.e. it will use your custom Mod Configs if you choose them, or Default Mods
should you go that route instead).
●
Players use the Focus School and Operator Equipment of their active loadout upon entering Teshin’s Cave, including their
choice of Operator or Drifter (for those who know what that means).
●
Energy Pickups spawn at certain locations across Undercroft Tiles. Search them out for an added boost to your Energy pool.
●
Rune Marrow is found only in the Undercroft. Look for Runic Compact deposits scattered around to unearth this Resource.
The Circuit takes place solely in The Undercroft but still requires you to pick a Warframe and weapons from Teshin’s Cave.
Orowyrm
Orowyrm’s are the boss of the Duviri, they are the final part to your expedition and allow you to purchase new melee weapons for
your drifter as well as a good source of intrinsics, but be careful they do require quite a bit of effort to defeat!
Normal Orowyrm
Phase 1
●
After completing the 6 main objectives while in The Duviri, you are directed towards the nearest Materlith that requires you
to pick up an Orvius that is being held up by a little friend.
●
Afterwards you are tasked to get on your Kaithe and ride towards the Orowyrm which comes out of a portal, the Orowyrm
will shoot giant orbs at you, throwing your Orvius at it will destroy it and turn it into a “booster” of sorts, going through these
wind tunnels will boost you forward, allowing you to catch up to the Orowyrm.
●
When you near the Orowyrm, you can use the Orvius to attach to it, you can jump off and grapple closer to the head until you
are on the closest point to the front, you can press the “Interact” keybind to control the Orowyrm.
●
Once you are in control of the wyrm you are required to destroy 2 pillars using your fire breath, after destroying both pillars,
you need to direct the wyrm into a portal.
Phase 2


●
You get teleported to an arena, where you have control of your warframe and weapons, the Orowyrm will have 3 rings that
light up, you need to shoot these rings until they are all destroyed.
●
After destroying the first set of 3 rings, you will be tasked to kill enemies, afterwards you tasked to destroy another set of 3
rings
●
Finally you need to kill a few “Wyrmlings”, and finally destroy the final set of 3 rings.
After all that you are rewarded with 10 Pathos Clamps, 15 Drifter intrinsics and a rare decree.
Acrithis will also spawn there allowing you to trade Duviri resources for a wide range of equipment.
Steel Path Orowyrm
Phase 1
●
After completing the 6 main objectives while in The Duviri, you are directed towards the nearest Materlith that requires you
to pick up an Orvius that is being held up by a little friend.
●
Afterwards you are tasked to get on your Kaithe and ride towards the Orowyrm which comes out of a portal, the Orowyrm
will shoot giant orbs at you, throwing your Orvius at it will destroy it and turn it into a “booster” of sorts, going through these
wind tunnels will boost you forward, allowing you to catch up to the Orowyrm.
●
When you near the Orowyrm, you can use the Orvius to attach to it, but before you can take control of the Orowyrm you
need to rotate a set of rings around the body of the wyrm, to do this you need to grapple to each ring and use the “Interact”
keybind to rotate them, there is marker on the HUD to know how much you rotate each ring.
●
Once you are in control of the wyrm you are required to destroy 2 pillars using your fire breath, after destroying both pillars,
you need to direct the wyrm into a portal.
Phase 2
●
You get teleported to an arena, where you have control of your warframe and weapons, the Orowyrm will have 3 rings that
light up, you need to shoot these rings until they are all destroyed.
●
After destroying the first set of 3 rings, you will be tasked to mount your Kaithe in the center of the arena, you will need to fly
to the outermost ring to dodge a massive “laser” that will insta-kill you, as well as the floor, stay on your Kaithe and kill all
Wyrmlings you can see, you also need to dodge a few lasers that come out horizontally from the inner laser, after all that,
you need to destroy the set of 3 rings around the wyrm again. (Archguns will spawn in the center that you can pick up to
make destroying the rings easier if needed)
●
Finally you need to kill a few remaining Wyrmlings, and finally destroy the final set of 3 rings, however in this stage of the
fight there are a lot of area of effect attacks and all are quite dangerous.
After all that you are rewarded with 15 Pathos Clamps, 22 Drifter intrinsics and a rare decree.
Acrithis will also spawn there allowing you to trade Duviri resources for a wide range of equipment.


Kullervo’s Hold
Kullervo’s Hold is an island that appears in Duviri during the Anger, Fear and Sorrow Spirals. Kullervo’s fight unfolds in three stages,
each requiring you to defeat Kullervo as he exits his holding cells.
Fighting Kullervo has a chance of being a main Spiral stage in The Lone Story/The Duviri Experience and can also be completed as a
side objective in The Duviri Experience.
Head to Kullervo’s Hold island and speak to The Warden overlooking the cells. Selecting “Confront Kullervo” will begin the fight.
Tread carefully, Kullervo is a fearsome opponent and his attacks are infused with Elemental Damage based on the active Spiral. It is
recommended to enter the fight with at least 5 Decrees selected.
Defeating Kullervo will award all players in the squad with A Decree, Duviri Intrinsics, Duviri Resources and a random amount of
“Kullervo’s Bane'', but Kullervo’s Bane will only be awarded if the Orowyrm has been defeated within the current Duviri run, or will
be awarded if you defeat the Orowyrm after defeating Kullervo. The amount of Kullervo’s Bane awarded is either 4, 5, 6 in Normal
and 5, 7, 8 in Steel Path.
You are able to trade Kullervo’s Bane for Kullervo’s Blueprints, components and the blueprint for the Rauta Shotgun, from Acrithis’
Wares under the “Kullervo’s Archive” option.
Side Objectives
Side objectives are a way to gain Decrees and Duviri resources or they can appear as a main objective, these types of side
objectives are described as such at the bottom of the paragraph.
Maw Feeding
Maw feeding is the fishing equivalent in Duviri, but takes on a new form, to Maw feed, you need to find a transference pad near
ponds/lakes, once you interact with one of these pads, you will take control of a Maw, you need to “chomp” on some fish, getting
near one will automatically eat it, however attacking will also eat nearby fish, pressing “Sprint” will make the Maw move faster, and
pressing “Jump” will boost the Maw forward eating any fish in the way. There is also a timer you have to watch out for, however if
you fail or succeed, you are able to fish in the same pond indefinitely.
Eating 10 fish will give fishing related resources to everyone in the squad, reaching 15 (Marked on the hud) grants you some extra
fishing resources as well as a Decree and some Drifter Intrinsics.(but only once a mission)
The resources you can gain by fishing are
●
Nacreous Pebble
●
Ariette Scale


●
Maw Fang
Conservation
Conservation is also a little different in The Duviri, instead of tracking animals, you are told an animal is nearby over a transmission
by a Duviri citizen named “Koral”.
These void corrupted creatures are also easily noticeable by the red beams they put out, if you don’t get spotted, you can get
behind the creature and slowly crouch towards them, using the “Interact” keybind to help get rid of the corruption, however if you
do get spotted, simply shoot the floating blue orbs, afterwards you able to press the “Interact” keybind to get rid of the corruption,
afterwards the creature will lead you to a chest you can open, however the best part is that you are now able to pet these said
creatures.
Shawzin Playing
Shawzins can be found near populated parts of Duviri, once you pick up a Shawzin, you are given the option of “Normal” or
“Virtuoso”, completing a song on any difficulty will reward a Decree, 3 Intrinsics, and Resources, once per Shawzin Song per Duviri
visit.
After completing a song at once location, you will no longer be able to earn a Decree at that location, you are required to travel to
another Shawzin location to earn another Decree.
You are also able to earn a Shawzin by completing 12 unique songs on Virtuoso difficulty!
You are unable to start playing the Shawzin if there are enemies within 50 meters.
Kaithe Racing
Start the race by entering the first gate, once crossed the timer countdown begins. Clear all of the required gates to complete the
race. Each successful gate crossed adds 3 seconds to the time to complete the race. Shooting the targets also grants 3 seconds of
additional time. There is no penalty for skipping gates, but you do miss out on gaining those extra seconds.
Successfully completing a Kaithe race rewards Drifter Intrinsics, a Decree and Duviri resources. The more players from the squad
join into the race and complete it, the better the rewards are for the whole team.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Komi
Komi is a popular board game within The Duviri, it resembles a popular game in East Asia called “Go”, Komi has a board of 9x9 and
the goal is to capture enemy pieces by surrounding it.


The rules are simple:
●
Surround enemy stones to capture them.
●
Block the enemy from surrounding your own stones.
●
You cannot block or surround stones using diagonal placements.
●
Immediately after a capture, you cannot place a stone in the same spot from which the stone was captured.
●
Capture 10 stones to win the match.
Komi Tips:
●
Place stones near other stones to shore up your position and create capture opportunities.
●
Loosely connected clusters of stones offer flexibility, but they also leave you more vulnerable.
●
Start at the center of the board to give yourself plenty of room to respond to your opponent.
●
Focus on large captures as you approach the end of the match.
●
You can strategically sacrifice stones to create capture opportunities.
●
Connected stones are your strongest defense.
●
Cast a wide net in the early game to limit your opponent’s maneuverability.
●
Do your best to accomplish more than one strategic goal with each stone you place.
You are unable to start a game of Komi if there are enemies within 50 meters.
Tamm Herding
Tamm Herding is a simple task, 3-12 Tamms (Depending on how many people are in the squad) have gotten out of their pen, simply
get behind a Tamm and it will run away from you, direct it towards the pen and that’s it.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Rescue Prisoners
Rescue Prisoners simply requires you to stay within a sphere around a Duviri citizen, killing all Dax enemies that get within the
sphere, killing Dax speeds up the objective slightly, all of this can be seen just below the mini-map on your HUD.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Shrines
Shrines require you to interact with them and defeat any enemies that attack you, there are 3 waves, one enemy from each wave
will drop a shrine part, after killing all 3 waves, the shrine will be completed.
This objective can be a main objective during The Duviri Experience or The Lone Story.


Power Lines
Power Lines requires you to shoot floating power points in order to complete this objective, finally open the chest at the power line
itself.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Enigmas
Enigmas are Duviri based puzzles, to start one of these puzzles, you need to find a Glyph(Will find an image!!), certain puzzles
require 2 players to begin but these will only ever appear while there are at least 2 players in the squad.
These reward you with a Decree, 3 Intrinsics, and Resources, and a small chance to earn Cinta blueprints, A Warframe Primary bow,
as well as an Enigma Gyrum, earned solely from Enigmas and can be used to purchase the Watchful Paragrimm Decoration in
Acrithis’ Wares.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Chests
Chests can be unlocked multiple ways, such as a Power Lines objective, Duviri specific hacking puzzles or killing some enemies
defending the chest, opening one rewards a Decree, some Drifter intrinsics and Duviri resources.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Lost Belongings
Search caves to find Duviri Citizens belongings, killing all Liminus that keep the belongings to themselves, finishing will reward all
players in the squad with Duviri resources, Drifter Intrinsics, and a Decree.
This objective can be a main objective during The Duviri Experience or The Lone Story.
Undercroft Portals
These Undercroft portals look quite a bit different to normal ones, looking black with a almost glass material in the center,
randomly 3 are selected to “activate”, going from black to a normal undercraft portal but with red tints as well as a Dominus Thrax
icon in the center, requiring 7 Decrees to enter (The free on from Rank 3 Opportunity Intrinsic does not count).
These portals lead to a normal Undercroft mission, except for increased enemies levels, +25 for Normal mode and +75 Steel Path,


as well as having an increased Eximus enemies, similar to an Eximus Stronghold Sortie modifier.
Once completing the mission, Portal then goes black again, unable to enter, as well as rewarding the whole squad with a Rare
Decree, Drifter Intrinsics and one of the following Arcanes. However on Steel Path, you are awarded with a Rare Decree, Drifter
Intrinsics and one of the following Arcanes.
This objective can not be a main objective during The Duviri Experience or The Lone Story.
Recover Paragrimm’s Tomes
Finding a small table with a owl looking creature and chair next to it, will allows you to look through the eyes of the Paragrimm to
find tomes and mark them for collection, after recovering all the marked tomes, will award all players in the squad Duviri resources,
Drifter Intrinsics, and a Decree.
This objective can not be a main objective during The Duviri Experience or The Lone Story.
Acrithis
Paradox Path Quick Start Guide
Few things a newbie should do/understand:
1.
Finish The Duviri Paradox Quest(temp link), which explains the mechanics of the Duviri.
●
Tutorial - The Duviri Paradox
○
The Spiral
■
Sirocco
■
Excalibur, Mag or Volt
■
Sun & Moon
○
The Prince of Fire
○
The Harbinger of Joy
○
The Covetous Courier
○
Shades of the Undercraft
○
The Execution
●
After completing the quest, you will be rewarded with the Sun & Moon blueprint (Warframe) and the Stance mod Mountain’s
Edge, as well as the option to leave Duviri and start the warframe quest “Awakening”, if they choose to stay, They are able to
leave to the origin system via the Dormizone.
●
Duviri can continue to be explored with three unique game modes, accessed from the navigation console in the Warframe
path or through the Dormizone.


○
The Circuit: A Warframe-only gamemode where you battle through an endless chain of missions in the Undercroft
with rotating weekly rewards.
○
The Duviri Experience: Duviri as it was intended to be played. Story and side objectives together. You will be given a
series of tasks through a guided story featuring the many colorful characters residing in the Paradox.
○
The Lone Story: Just the spiral’s story. Duviri devoid of all side objectives. Focus all of your attention on the
story-telling as it happens in real time! The Lone Story offers the same challenges and rewards as The Duviri
Experience for completing the story stages.
●
You can stay in Duviri and gain intrinsics, new melee weapons, play all the side objectives and much much more or leave and
come back at any time.
If you choose to leave and start the “Awakening” Quest, please follow the Warframe Starter Guide
Advanced Mechanics
Stealth
As Space Ninjas, many Warframes are capable of advanced stealth capabilities. While it is fun to run and gun your way through the
Star Chart, it is sometimes necessary to slow down and sneak your way through enemy lines.
Sight and sound are what determines your stealth capability. The enemies have 3 levels of alertness - unalerted, on-guard, and
alerted. When enemies see you, see a comrade killed by you, or hear your weapon, they will become on-guard. If no additional
stimulus is given for a short time, they will return to unalerted. But if they continue to see or hear things, they will become alerted
and attempt to either search you out, or activate the alarms. Once alarms are on, all enemies will become alerted, no matter what
they have seen or heard. This can be disabled by hacking the alarms.
You can avoid alerting enemies in two ways - staying out of sight, or not making sound. Warframes such as Loki and Ash have the
ability to turn invisible, which will keep you out of sight of enemies. Killing enemies and firing weapons will still make their
comrades on-guard. Many weapons come innately silenced, and all melee weapons are considered silent. But all weapons in the
game can be silenced using mods. However, projectile and explosive weapons, even if silenced, can still alert enemies once their
payload is delivered or explodes. In addition, Syndicate Procs from Syndicate weapons cannot be silenced, and will alert enemies if
used.
Alarms can also be triggered by tripping a sensor, camera, or trap. These can be seen from their sweeping detector beams, as
bumps in the floor, or energy walls. Invisible Warframes will not trip cameras, but will trip energy walls and traps.
Disabled and unconscious enemies cannot detect anything to make them alerted. Sleep Warframes such as Equinox and Ivara can
put enemies to sleep, and walk right past them.


Enemy line of sight and sound are influenced by direction and distance. If you kill an enemy when their comrade’s back is turned,
they won’t become suspicious. If you shoot an enemy with an unsilenced weapon a distance away from other enemies, they also
will not become suspicious.
Running, jumping, using abilities, and using gear items will not alert enemies.
Focus (Spoilers)
Q: How do I unlock the Focus trees?
A: After the completion of “The Second Dream” questline.
Q: Which is the best school?
A: That’s mostly opinion based. However, as a quick rundown, here are the schools and their main benefit.
●
Naramon - Combos and Speed
●
Zenurik - Energy
●
Madurai - Damage
●
Unairu - Armor and Defense
●
Vazarin - Instant Revives & Healing
It’s best to choose the school you’re probably going to use the most.


Q: It says Quills need to be unlocked?
A: After the completion of the Plains of Eidolon questline Saya’s Vigil, you speak to the Quills’ leader (North of Konzu) in Cetus. After
that you will be able to upgrade your focus tree(s).
Q: How do lenses work? Why am I not getting focus?
A: Lenses must be equipped to a Warframe or weapon, then used in a mission to gain focus. Lenses change a small percentage of
affinity past lvl 30 to focus. So if you’ve forma’d something, or it’s not level 30, it gains no focus.
Q: Where do I get lenses?
A: You can buy Greater Lens blueprints from the market for credits, or already built ones for plat. Eidolon Lens blueprints and
regular lenses are rewards from PoE’s bounties, while Fortuna bounties only give regular lenses. Lenses can also be traded.
Q: I have a Greater Lens, but I can’t trade it and it doesn't show in the trade menu. What gives?
A: Greater lenses cannot be traded in any way. They can only be obtained in the market or via bounties.
Q: Which school is best for x frame?
Q: What lens should I equip for x frame?
A: It doesn’t really matter. The lenses are only there to gain focus, the effects are universal as long as you equip it. Some schools will
benefit some Warframes more than others, but no school hinders any Warframes.
Q: Can I have more than one school or school’s abilities active at the same time?
A: No, only one school’s passives and abilities may be active at the same time. Your current active school is labeled as Primary and
is at the bottom of the school wheel. However, each school has two nodes called Waybounds, that if unbound using a Brilliant
Eidolon Shard, may be used with other schools. This means you can have up to 8 extra passives/abilities active with your primary
school.
Q: Will I lose my potato/forma/lens if I forma/potato/lens it?
A: Anything that you put on, will stay on the Warframe/weapon. If it’s potatoed before, it stays potatoed. The only one that changes,
is if you put a lens onto a piece of equipment that already has a lens. You then lose the old lens, as it gets replaced.
Q: What are Amps? What do they do?
A: See Amps.
Q: How do I unbound a passive?
A: Firstly check if the node has ‘waybound’ on it. If it does, you can unbind it by maxing it out, then using 750k focus and a Brilliant
Shard to unlock it for any other school.


Arcanes (Spoilers)
Arcanes are fusible upgrade items, similar to mods. They all provide an additional effect, buff, or passive when equipped. The
Arcane menu can be accessed from the Foundry. Arcanes come in 3 rarities, common, uncommon, and rare. All Arcanes can be
fused with copies of themselves to increase their effects.
Arcanes come in either 3 or 6 levels, with each level requiring more copies to upgrade. Level 0 Arcanes need only one copy to use.
Level 0 requires 1 Arcane in total, Level 1 requires 3 total, Level 2 is 6 total, Level 3 is 10 total, Level 4 is 15 total, Level 5 is 21 total.
An Arcane can only be equipped to a specific piece of equipment. There are Arcanes available for Warframes, Primaries and
Secondaries, the Operator, Amps, Zaws, and Kit Guns.
Warframe Arcanes drop from Eidolons, Isolation Vaults, Arbitrations or from Zariman Ten Zero for standing. Operator and Amp
Arcanes can be bought from Quill Onkko, Little Duck or Zariman Ten Zero for Standing. Primary and Secondary Arcanes can be
acquired from Steel Path Acolytes or be bought from Zariman Ten Zero for standing. Zaw Arcanes can only be acquired from Plague
Star. Kitgun Arcanes can be bought from Rude Zuud for Standing or Isolation Vaults.
Weapons can only hold one Arcane at a time, regardless of Arcane level, Kitguns can equip one Primary/Secondary arcane and a
Kitgun arcane. Warframes and the Operator can hold two Arcanes at max, Amps can equip 1 arcane but you must use a Amp Arcane
Adapter to unlock the second slot.
All Arcanes, at any fusion level, can be traded between players.
Cephalon Simaris
Cephalon Simaris is one of the ancient Cephalon AIs created by the Orokin. He is obsessed with how living things function and fight.
He can be found in his Sanctuary in any Relay.


Simaris asks the Tenno to help him with Synthesis, or the scanning and capture of beings from the Origin System, in order to study
them. Simaris will have a daily Synthesis target every 24 hours. Scanning a set number of these targets will award the player with
Standing and a reward from Simaris’ drop table, usually Endo.
Scanning targets requires a Synthesis Scanner, a modified version of the Codex Scanner. It can be bought from Simaris’ offerings
for credits. Simaris also offers Synthesis Traps, which will trap and suspend a Synthesis target for a short period of time.
When starting a mission with a target present, Simaris will inform you when you enter the mission. By looking through a Synthesis
Scanner, you can see a trail of blue and white floating prints that will lead to the target. Each target has 4 scannable points on its
body. Each one must be scanned once to fully capture the target.
Scanning anything other than the target will reward a small amount of Standing, even if the item being scanned has already been
completed in the Codex.
Simaris’ offerings include unique and powerful mods, weapons, mod transmute cores, Scanner modifications, and Captura Scenes.
It also includes the Simulacrum access key.
The Simulacrum
Cephalon Simaris’ Simulacrum is a simulator the Tenno can use to test their weapons and abilities in. You must obtain the
Simulacrum access key from Simaris’ offerings for 50,000 Standing in order to access it.
Within, you will find a small datascape tileset, with an Arsenal, spawning console, and infinite health, energy, and ammo pickups on
a raised platform. The spawning console has the ability to spawn up to 20 enemies at once. The enemies available are ones that
have been fully scanned into the Codex. You can then modify if the enemies can move or not, their level, and give yourself
invincibility from their attacks.
There is a second room you can unlock called the “Ballroom”, it can be unlocked from the “”Nights of Naberus”” Event for 55 Mother
Tokens. It as all the options of the original Simulacrum but the enemies spawn in one area instead of three.


Captura
Captura is a somewhat hidden feature for taking screenshots. It can be found in any Warframe’s appearance menu, in the upper
right as a camera icon. Captura allows you to enter a specific tile or location, and gives extra options for camera, lighting, filters, and
angles.
Captura Scenes can be bought from Syndicates, NPCs, as rewards from missions, or traded between players. You cannot use
Captura without having at least one scene.
When entering Captura, you can open the Menu with [G]. This will pause the scene and everything in it, and gives you a free camera
separate from your Warframe view. From there you can edit lighting, filters, and field of view for the optimum angle. From there you
can screenshot through Warframe or a third-party source.
A full squad can join one Captura Scene, for multi-Warframe screenshots. Only the host can access the Menu though.


Etiquette
1.
Don’t go into a mission without knowing what your frame can do, and what it’s supposed to do.
2.
Don’t ignore the chat. Lots of bad things can happen when the chat is ignored.
3.
Stick with your team, affinity is shared. Don’t hallway-hero (sit in one hallway and kill things without your team).
4.
Don’t use Life Support in survival missions if it’s over 70%, they all restore 30%. Preferably restore it at 40, so if 2 players try
to restore at the same time, none gets wasted.
5.
Wait for people at elevators/checkpoints, last in gets to send it off.
6.
If you see a cephalon fragment/rare drop, mark it with your waypoint [G]. Rare drops have a large gold or green line/vertical
beam of light that extends upward from them. Even if you don’t see it, you can mark its general area.
7.
If you see flickering, try to regroup with allies. This usually marks an Assassin or hit-squad, hard to kill enemies that will hunt
you down.
8.
Unless you’re playing with friends, or they say so, starting the timer on a mission in the lobby before everyone is ready is a
jackass move.
9.
During Excavation missions, carry power cells with you when going to the next Excavator.
10. If you can’t do a Spy, say so, it’s better to learn than to constantly mess it up every time.
11. Pubs are pubs, don’t expect them to play the way you want, ask if they can do something different if it’s hindering the
mission.
12. If you’re getting ready to close the game but want to play one or two more missions, don’t play endless missions. Most
people want a full rotation, i.e. 20 waves / 20 mins / 4 Excavators.
13. When doing things on the Plains of Eidolon, Orb Vallis or Deimos, if you’re the host please don’t exit randomly. You’ll mess
up other people’s drops.
Missions
Nearly everything in Warframe is accomplished by completing missions. Mission nodes are available on the Star Chart, and more
missions become available as you complete them. There are 5 types of missions; Non-endless, Endless, Special, Bounties, and
Archwing.
Non-Endless Mission Types
Common:
●
Exterminate - Eliminate a set number of enemies.
●
Capture - Find, damage, and capture a target.


●
Mobile Defense - Carry a datamass to 3 consecutive terminals. At each terminal, install the data mass and defend until it
completes its hack.
●
Rescue - Locate, release, protect, and escort out a friendly NPC. (Specter blueprints are a unique drop to this mission type).
●
Sabotage - Find and sabotage an enemy facility/resource/ship. (Cache hunting is unique to this mission type).
●
Spy - Infiltrate 3 vaults and hack the data within each.
●
Assassination - Find and eliminate a VIP target (Boss fight).
Uncommon:
●
Assault - Infiltrate a fortified fortress and put its high-powered cannon out of commission.
●
Hijack - Find and escort an enemy vehicle to extraction.
●
Hive - Infested Sabotage, find and destroy the 5 tumors around a hive to destroy it. Repeat two more times. (Includes cache
hunting).
●
Pursuit - Archwing only. Track down, pursue, and disable an enemy ship.
Unique:
●
Rathuum Arena - Eliminate more of the enemy team before they do the same.
●
Abyssal Zone - Eliminate the required amount of enemies and bring a “Defixio” to Extraction. Requires an Abyssal Beacon to
enter, Abyssal Beacons can be bought from any of the pledged Syndicate’s after achieving Rank 2. Upon picking up a
Defixio, The player will receive a random debuff for the duration that the Defixio is carried, such as Energy Drain or you take
damage as you cast abilities. Each person in the squad needs to bring a Defixio to extraction. (4 player squads 4 Defixios
and 3 player squads need 3 etc)
Endless Mission Types
Common
●
Defense - Defend a cryopod or NPC against waves of enemies. Extraction available every 5 waves.
●
Survival - Survive against a constant stream of enemies while slowly losing Life Support. Life Support is gained from enemy
pickups, lockers, chests, and Life Support capsules. Extraction available anytime after 5 minutes.
●
Excavation - Power and defend drills extracting precious artifacts. Each drill requires 5 power cells to fully power. Extraction
available anytime after 2 drills are completed.


●
Interception - Capture and defend 4 control points against a constant stream of enemies, before they do the same.
Extraction available after every successful 100% hack.
●
Defection - Find and escort a squad of friendly NPCs to the extraction point. Extraction available after two squads are
rescued.
●
Disruption - Collect colored keys dropped from Amalgam enemies, and use them to activate the 4 corresponding conduits.
Protect the conduits from Demolysts that seek to destroy them. Each conduit will trigger a random effect on activation,
which can buff you, create an environmental hazard, or buff enemies.
Uncommon
●
Infested Salvage (Oestrus, Eris) - Power and defend 4 anti-infested modules against a constant stream of enemies to clear
clouds from hacking modules. Extraction available after every successful 100% hack.
●
Kuva Survival (Taveuni, Kuva Fortress) - Similar to survival. Apply kuva catalysts to Life Support capsules to harvest Kuva.
●
Void Flood (Everview Arc, Zariman Ten Zero) - Players must collect Vitroplast pickups floating around the area or dropped
from enemies, which they must deposit into a Void Rupture. Once three Ruptures are sealed, one or multiple Thrax
Centurions and Thrax Legates will appear and must be defeated.
●
Void Cascade (Tuvul Commons, Zariman Ten Zero) - Periodically, a Void-possessed Exolizer will spawn, contaminated by
multiple Void rifts. The contaminated Exolizer has a barrier that forces Transference on entry, The rifts must be closed using
the Operator/Drifter's Void damage Amp or Void Sling, which will spawn a Void Manifestation above the Exolizer.
Destroying the manifestation will purge the Exolizer, deactivate the Transference-disrupting field, and spawn a Thrax
Centurion in its place.
●
Void Armageddon (Oro Works, Zariman Ten Zero) - Tenno must fight off waves of enemies as they target one of two
Exodampers placed in separate locations in the map, cycling between them. Upon their destruction, the enemy will receive a
buff for the remainder of the round and then make their way toward the Eternal Relic which is the main defending objective.
There are constructible Armaments to assist in the protection of the Exodampers and Relic.
●
Conjunction Survival (Yuvarium and Circulus, Lua) - Very similar to a normal survival mission, however, every 5 minutes, Lua
and Hollow Thrax Centurion’s and Thrax Legatus will spawn, while they are still alive, life support drains 50% faster, similar
to normal Thrax Centurion’s and Thrax Legatus, once killed will go into spectral form, Tenno need to use the Operators Void
Beam to kill them fully, Additionally, A lone guardian will spawn, a colorless Void Dax, it will walk between life support
capsules while projecting a field, while inside this field the player gains 100% Ability strength and 50% casting speed, if you
leave the field you will keep the effect 5 seconds, You are also able to summon a Necramech if you own one, they have a 2
minute duration once summoned and go onto a 10 minute cooldown after being destroyed or the timer running out.


●
Mirror Defense (Tyana Pass) - Forever crystallized by the Warframe Citrine, Belric and Rania reside at either end of a tunnel
etched through the Void. Apart but eternally intertwined, their preserved bodies maintain this perplexing link between Mars
and Venus. But the Void draws in many curious and dangerous minds to it, threatening the very entities holding it together.
Unlike traditional Defense where enemies are fought off in waves, Mirror Defense consists of a time limit of 2 and a half
minutes for both crystals, with a 30 second downtime in between. A rotation is completed once both crystals have been
defended, or every 5 and a half minutes.
Unique:
●
Index - Eliminate enemies and collect their dropped points, and turn them into your base to score before they do the same.
Extraction available every time your team meets the point requirement.
Special Mission Types
Special missions are similar to normal ones, but have specific modifiers applied to them, along with unique rewards.
●
Alert - A limited time mission with additional loot table rewards given upon completion.
●
Dark Sector - A special mission node, there is usually at least one on every planet. They are always an endless type mission,
with infested enemies, and offer increased affinity and resources drops.
●
Nightmare Mode - Only available once all nodes are completed on a planet. A mission with increased enemy levels and one
of a specific set of modifiers active. Only mode that drops Nightmare Mods, special mods with 2 stats on them. See
Warframe (Corrupted / Advanced / Nightmare Mods)
●
Invasion - A series of regular missions where you join a faction to defeat another faction. The allied faction will provide NPC
reinforcements. Additional loot table rewards given upon completion.
●
Void Fissure - A regular mission, with the modifier of void fissures. Enemy units become corrupted and drop Reactant, which
is used to unlock relics. This is the only mission type where you unlock void relics.
●
Syndicate - A regular mission given by a Syndicate, where upon completion you receive standing from that Syndicate.
Syndicate collectibles also spawn on these missions.
●
Sortie - A special set of 3 missions with very difficult enemies. Each mission has a random game modifier. Completion of all
three missions awards a random reward from the Sortie reward table.
●
Kuva Siphon/Flood - A regular mission that has a Kuva Siphon spawn on the map. Destroying the Siphon awards kuva. Kuva
Floods are identical to Kuva Siphons, but with enemy levels being 3x higher, and double the kuva reward.
●
(Elite) Sanctuary Onslaught - Eliminate enemies to maintain kill efficiency. Zone/enemies change every 2 minutes. ESO starts
at level 60, while SO starts at level 20. Has a unique reward pool that includes relics, Vandal weapon parts, and Khora parts
(SO only).
●
Arbitration - A version of an endless Nightmare mission, with increased enemy levels, and only available after completing
every node in the Star Chart. A new Arbitration is available every hour. Every Arbitration has a random Warframe and 3
weapons, one primary, secondary and melee, that receive a 300% strength/damage boost respectively. Revives are
disabled, and rotations are twice as long. Has a unique reward pool for every instance completed. To revive, a downed
player’s team must collect 5 Arbitration points from drones, and bring them to the death site tower. The 5 points must be
deposited at the same time. Holding points will debuff the carrying Warframe.


●
Archon Hunts - A special weekly set of 3 missions with extremely difficult enemies. Every Archon Hunt has a random
Warframe and 3 weapons, one primary, secondary and melee, that receive a 300% strength/damage + 500 Health boost
respectively. Enemies have their Health and Shields increased by 100%, and an additional 50% for each squad member up to
a maximum of 300%. Self-revive is not allowed. A player that dies is permanently out of commission, cannot be brought
back, and are not eligible for mission rewards. The third and final mission culminates into an Assassination against A Archon,
a highly difficult boss to defeat, but completing all 3 missions will result in rewards unique to archon hunts.
Mission Rotation Rewards
Some missions have specific reward tables after accomplishing/finding certain objectives. They are referred to using the letters A, B,
and C. Missions like Spy and Sabotage give their rewards consecutively, meaning all 3 objectives must be found/completed to get
to reward table C. Endless missions give their rewards on a rotation, meaning you must stay the full cycle to get to reward table C.
●
Spy Missions: Each successfully hacked terminal will give a reward from table A, B, and C respectively.
●
Sabotage Caches: Each cache found and opened will give a reward from table A, B, and C respectively.
●
Defense: Rotating cycle of A, A, B, C over 20 waves, one reward from the respective table every 5 waves.
●
Survival: Rotating cycle of A, A, B, C over 20 minutes, one reward from the respective table every 5 minutes.
●
Excavation: Rotating cycle of A, A, B, C over 4 excavators, one reward from the respective table for every completed
excavator.
●
Interception/Infested Salvage: Rotating cycle of A, A, B, C over four 100% captures, one reward from the respective table for
every completed capture.
●
Defection: Rotating cycle of A, A, B, C over 8 squad rescues, one reward from the respective table for every 2 squads
rescued.
●
Arbitrations: No matter the mission type, Arbitration missions are on the rotation A A, B B, then C until the mission ends.
●
Disruption: Based on number of conduits defended and round number.
Round
1 Conduit
2 Conduits
3 Conduits
4 Conduits
1
A
A
A
B
2
A
A
B
B
3
A
B
B
C
4+
B
B
C
C
Junctions
Junctions are special missions that have prerequisites in order to complete, and allow you to progress to new planets. They are
similar to Assassinations, but are only made up of a small room, and the guardian is an AI controlled Warframe.


Earth - Venus
Tasks:
Complete Quest: Vor’s Prize
Collect 20 mods
Apply 4 mods to a single Warframe or weapon
Upgrade any mod to rank 2 or higher through fusion
Guardian:
Level 5 Rhino with Soma and Dual Raza.
Rewards:
2,500Cr
Furis Blueprint
North Wind (unranked)
Stormbringer (unranked)
500 Salvage
Venus - Mercury
Tasks:
Defeat Jackal at Fossa
Complete 10 waves of Defense at Tessera in a single mission
Rescue a Hostage from Linea
Defeat 5 Eximus enemies in any region
Guardian:
Level 5 Volt Specter with Magnus and Heat Sword
Rewards:
Quest: Once Awake
Quest: Howl of the Kubrow
Boltor Blueprint
Fast Deflection (unranked)
Streamline (unranked)
1,000 Salvage
Earth - Mars
Tasks:
Complete Quest: Once Awake


Defeat 150 Frontier Grineer enemies on Earth
Collect 500 Rubedo in missions
Complete Suisei on Mercury
Guardian:
Level 10 Frost Specter with Tigris and Sibear
Rewards:
Quest: The Archwing
Fragor Blueprint
Void Relic Segment
Lith A2 Relic
25 Codex Scanners
Incubator Power Core
Mars - Phobos
Tasks:
Defeat 150 enemies in a single mission on Mars
Scan 3 Cephalon Fragments on Mars
Open 3 Lith Void Relics
Guardian:
Level 20 Mag Specter with Hikou and Tipedo
Rewards:
Quest: Stolen Dreams
Kraken blueprint
Cipher blueprint
Fast Hands (unranked)
Thief's Wit (unranked)
Mars - Ceres
Tasks:
Defeat The Sergeant at Iliad on Phobos
Defeat Lt Lech Kril at War on Mars
Defeat 300 Arid Grineer enemies on Mars
Refine a Void Relic once at the console in your Orbiter
Guardian:


Level 20 Trinity Specter with Paris and Cadus
Rewards:
5,000 credits
Vulkar blueprint
Fever Strike (unranked)
Swirling Tiger (unranked)
Ceres - Jupiter
Tasks:
Complete Quest: The Archwing
Defeat Vor and Kril at Exta on Ceres
Survive 10 minutes or more at Draco on Ceres
Defeat a Prosecutor on Ceres
Guardian:
Level 25 Valkyr with Afuris and Anku
Rewards:
7,500 credits
Amphis blueprint
Enhanced Durability (unranked)
Rubedo-Lined Barrel (unranked)
Cutting Edge (unranked)
Jupiter - Europa
Tasks:
Complete Quest: Stolen Dreams
Complete Teshub in the Void
Craft a Warframe Specter
Guardian:
Level 25 Nova with Kunai and Ether Daggers
Rewards:
The Limbo Theorem blueprint
Quest: The New Strange
Cestra blueprint
Physique (unranked)


Jupiter - Saturn
Tasks:
Complete Quest: The New Strange
Defeat Alad V at Themisto on Jupiter
Complete Baal on Europa
Guardian:
Level 25 Ember Specter with Magnus and Heat Sword
Rewards:
1,000 credits
Penta blueprint
Saturn - Uranus
Tasks:
Defeat Sargas Ruk at Tethys on Saturn
Open 3 Meso Void Relics
Craft a weapon requiring Mastery Rank 1 or higher
Craft a Derelict Key
Guardian:
Level 30 Equinox Specter with Boltor and Shaku
Rewards:
Lecta blueprint
Chroma Neuroptics blueprint
Uranus - Neptune
Tasks:
Complete Quest: Natah
Defeat Tyl Regor at Titania on Uranus
Complete any 5 missions on Uranus with only your melee weapon equipped
Open 3 caches during any Sabotage mission on Uranus
Guardian:
Level 30 Loki Specter with Burston and Boltace
Rewards:


Quest: The Second Dream
Gammacor blueprint
Chroma Chassis blueprint
Neptune - Pluto
Tasks:
Complete Quest: The Second Dream
Defeat Hyena Pack on Psamathe
Complete a Corpus Spy mission with 3 successful data extractions on Neptune
Guardian:
Level 30 Excalibur with Braton Vandal and Dual Skanas
Rewards:
Drakgoon blueprint
Chroma Systems blueprint
Pluto - Sedna
Tasks:
Defeat Vay Hek at Oro on Earth
Defeat 5 Sentient enemies on Lua
Collect any 1 mod from the Orokin Principle challenge rooms on Lua
Note: Buying those mods from other players does not count towards this goal.
Craft a weapon requiring Mastery Rank 5 or higher
Guardian:
Level 35 Saryn with Vectis and Karyst
Rewards:
Quest: Hidden Messages
Fang blueprint
Quest: The War Within
Pluto - Eris
Tasks:
Find and defeat Lephantis in Orokin Derelict
Open 3 Neo Void Relics
Complete 15 waves of Defense at Stöfler on Lua in a single mission


Guardian:
Level 40 Mesa with Regulators and Redeemer
Rewards:
Patient Zero blueprint
Mire blueprint
Planets with Junction to The Void
●
Phobos
●
Europa
●
Neptune
●
Sedna
Assassinations (SPOILERS)
Assassination nodes are boss fights, that are usually required to get to or complete Junctions. Each boss has unique attacks and
attributes, and drop Warframe and weapon parts.
Standard Assassination Nodes
Oro, Earth - Vay Hek Terra Frame
Councilor Vay Hek will appear in a drone-like state, which you will have to damage and follow through 4 phases. His face and
backside have weak points that can be damaged. They will be open to attack after Vay Hek uses his red shock attack. After the third
phase, Vay Hek's drone state will transform into his Terra Frame state, a large bipedal cyborg. His entire body will then be able to
be damaged.
It is recommended to use puncture and corrosive damage against Vay Hek.
Vay Hek has the chance to drop the Chassis, Neuroptics, or Systems for Hydroid upon defeat.
Fossa, Venus - Jackal
The Jackal is a variant of the Corpus Hyena proxy. It has invulnerable shields covering its body. You must disable two of its legs,
causing it to collapse, before being able to damage it.
It is recommended to use radiation damage against the Jackal.
The Jackal has the chance to drop the Chassis, Neuroptics, or Systems for Rhino upon defeat.


Tolstoj, Mercury - Captain Vor
Captain Vor will appear on a raised platform, surrounded by regular Grineer. Upon receiving enough damage, he will lock himself in
an invulnerable shield bubble and summon more Grineer around himself. He must be damaged 3 times to be defeated.
It is recommended to use radiation and viral damage against Captain Vor.
Captain Vor has the chance to drop parts for the Seer pistol.
War, Mars - Lieutenant Lech Kril
Lech Kril will appear on a raised circular platform. He utilizes cold attacks, and has invulnerable armor. You must damage the
glowing node on his back to break one of the 4 tubes connected to his body. By doing this, it will cause Kril to freeze the next time
he brings his hammer down. At this time he may be damaged anywhere on his body. All 4 tubes must be destroyed similarly. Once
all tubes are destroyed, Kril will burst in a fire nova, and all his attacks will now deal heat damage instead of cold. This is his final
phase, and he can now be damaged anywhere on his body.
It is recommended to use radiation and viral damage against Lech Kril.
Lech Kril has the chance to drop the Chassis, Neuroptics, or Systems for Excalibur upon defeat.
Iliad, Phobos - The Sergeant
The Sergeant is arguably the weakest of all the Warframe bosses. He appears as a Corpus Eximus, but with a black suit. Upon
finding him, he can be damaged anywhere and does not have phases.
It is recommended to use radiation, corrosive, and viral damage against The Sergeant.
The Sergeant has the chance to drop the Chassis, Neuroptics, or Systems for Mag upon defeat.
Exta, Ceres - Lieutenant Lech Kril and Captain Vor
Lech Kril and Vor have teamed up in this assassination node. Both act and attack, and are damaged the exact same way as
encountered previously, only you fight them at the same time.
It is recommended to kill Vor first, as he can regularly spawn Grineer reinforcements.
Lech Kril and Vor have the chance to drop the Chassis, Neuroptics, or Systems for Frost upon defeat.


Themisto, Jupiter - Alad V
Alad V is a Corpus researcher, and is guarded by his Hyena type Zanuka Proxy. Zanuka is invulnerable while Alad's shields are up.
When Alad's shields are disabled, Zanuka will rush over to him to restore his shields. During this time, Alad and Zanuka are
vulnerable to attack. If Zanuka is able to revive Alad, both its shields and Alad's will be restored. Alad cannot be defeated until
Zanuka is killed. Upon Zanuka's death, Alad will be open to attack.
It is recommended to use magnetic damage to disable both enemies' shields. Use radiation against Zanuka, and corrosive against
Alad.
Alad V has the chance to drop the Chassis, Neuroptics, or Systems for Valkyr upon defeat.
Naamah, Europa - The Raptor
The Raptor appears as 3 large Corpus drone proxies. Each will rise out of a shielded holding cell, one at a time. Once airborne, it
can be damaged at any part of its body. Once defeated, it will drop a core that can be picked up. The core must then be dropped in
one of the holding cells, thus destroying it. This is then repeated for each following Raptor. It should be noted that the explosion
that results from dropping the core does an immense amount of damage. It is recommended to get off the holding cell as soon as
the core is dropped.
It is recommended to use magnetic and radiation damage against The Raptor.
The Raptors have the chance to drop the Chassis, Neuroptics, or Systems for Nova upon defeat.
Tethys, Saturn - General Sargus Ruk
Sargus Ruk uses fire based attacks, and has invulnerable armor. You must damage the glowing white points on his armor when they
appear. There are 4 in total. After destroying the fourth, he will be able to be damaged anywhere on his body.
It is recommended to use viral and radiation damage against Sargus Ruk.
Sargus Ruk has the chance to drop the Chassis, Neuroptics, or Systems for Ember upon defeat.
Titania, Uranus - Tyl Regor
Tyl Regor is fought in 3 phases. After damaging him for one third of his health, he will jump away and spawn several Drekar Manics.
Upon defeating the final Manic, Regor will appear again. After taking away the second third of his health, he will destroy the glass
above the arena and flood the lower area. you must make your way to the upper catwalks at this point. He will then spawn several
Drekar Manics and Bombards. Upon defeating the last Manic/Bombard, Regor will appear for the final time.


It is recommended to use viral, radiation, and magnetic damage against Tyl Regor.
Tyl Regor has the chance to drop the Day/Night Chassis, Day/Night Neuroptics, Day/Night Systems, or Day/Night Blueprint for
Equinox upon defeat.
Psamathe, Neptune - The Hyena Pack
The Hyena Pack is made up of 4 Corpus Hyena proxies, each with unique attacks. They work as a team when attacking. The types
are cold, electric, heat, and IPS. They do not have any special shields or invulnerability phases. All 4 must be destroyed to complete
the mission.
It is recommended to use magnetic and radiation damage against the Hyena Pack.
The Hyena Pack has the chance to drop the Chassis, Neuroptics, or Systems for Loki upon defeat.
Hades, Pluto - Ambulas
To access this mission, you must have 20 Animo Nav Beacons in your inventory. These are dropped from regular Ambulas proxies
on mission nodes on Pluto. On successful completion of the Assassination, 10 Animo Beacons will be refunded.
In the boss arena, Ambulas' will rise one by one from underground platforms to attack you. You must damage each until it is
disabled, then hack it. A timer will display when a Corpus dropship will come to collect the Ambulas. 4-6 hacked Ambulas' are
required to complete the mission. Letting the Corpus collect 3 unhacked Ambulas' will result in mission failure. Corpus
reinforcements will try to revive the Ambulas' once hacked, so each one must be defended until the dropship can take it away.
It is recommended to use Magnetic and Radiation damage against the Ambulas.
Ambulas has the chance to drop the Chassis, Neuroptics, or Systems for Trinity upon defeat.
Merrow, Sedna - Kela De Thaym
You must have 25 Judgment Points in order to access this mission. Judgment Points can be acquired from Rathuum Arena nodes.
To access the arena, 4 rotating panels in a circular room must be shot at to activate all 4 buttons. The buttons will turn from orange
to green when activated. After a short time period, the buttons will revert to orange, so all must be activated quickly. Once all 4
buttons on a panel are activated, the panel will stop spinning. All 4 panels must be stopped to enter the boss arena. While
activating the panels, Grineer Rollers will regularly spawn in the room.


Kela De Thaym can be damaged in 3 phases. She will immediately appear upon entering the arena. After losing one third of her
health, she will jump back to her observation platform, where she is immune to damage. An orbital barrage will start, with large
target marks appearing on the ground, signaling where the rockets will land. While this is happening, 4 panels identical to the ones
used to enter the arena appear around the center platform. These must be activated in the same way. Rollers will also spawn at this
point. Once all 4 panels are stopped, Kela De Thaym will re-enter the arena. Repeat until she is defeated.
It is recommended to use corrosive and magnetic damage against Kela De Thaym.
Kela De Thaym has the chance to drop the Chassis, Neuroptics, or Systems for Saryn upon defeat.
The Ropalolyst, Jupiter - The Ropalolyst
The Ropalolyst is a flying Sentient raid boss. In its arena, 4 large energy pillars surround the central platform. You must lure the
Ropalolyst to one of the pillars, and goad it into using its laser attack. As soon as it fires, duck behind the pillar so the laser hits it.
This overcharges that pillar. Next, damage the Ropalolysts shields with Void damage. Then get near enough to the Ropalolyst to be
able to activate it, and mount it. After 30 seconds, the Ropalolyst will kick you off, so do this step quickly. Ride the Ropalolyst so it
collides with the overcharged pillar. This will stun it and knock it back onto the central platform. Destroy one of the Synovias on its
hind legs, and then use the console on the side of the platform to activate the Terran laser, damaging it. Repeat all previous steps
two more times.
On the third time that the Ropalolyst is knocked onto the platform, its entire body is vulnerable to damage, and it will spawn
Conculysts and Battalysts to defend itself.
It is recommended to use radiation and magnetic damage against the Ropalolyst.
The Ropalolyst has the chance to drop the Blueprint, Chassis, Neuroptics, or Systems for Wisp upon defeat.
Key Based Assassinate Nodes
Mulalist Alad V Assassinate, Eris - Mutalist Alad V (SPOILERS)
You must build a Mutalist Alad V Assassinate key to access this mission. The blueprint can be found in the market, and the Nav
Coordinates are rewards for Infested Invasions or Orokin Derelict Survival/Defense.
Mutalist Alad V is the corrupted version of the boss found on Jupiter. He is invulnerable to damage when his collar is on. When he
uses his collar to attack with his electrical beam or to control another Tenno, he can be damaged. When Alad removes his collar and
throws it, and it connects with a player, that player is controlled by Alad [AI] for a short period of time. The controlled player will
attack the others, with full (modded) damage from abilities and weapons. This is his most dangerous attack, as well equipped
players can insta-kill their entire team if controlled.


It is recommended to use corrosive and magnetic damage against Mutalist Alad V.
Mutalist Alad V has the chance to drop the Chassis, Neuroptics, or Systems for Mesa upon defeat.
Jordan Golem Assassinate, Eris - Jordas Golem (SPOILERS)
The Jordas Golem can only be accessed at the end and after completing the Jordas Precept quest.
It is made up of two phases. The first phase involves killing a modified Juggernaut. It appears as a larger, green version of the
standard Juggernaut, but with less health. The second phase is Archwing based. Jordas Golem appears as a huge, infested ship. Only
its rear engines can be damaged. It has an immense amount of health, and takes a large amount of firepower to defeat.
It is recommended to use either the Velocitus or the Grattler, modded for Radiation damage against Jordas.
The Jordas Golem has the chance to drop the Chassis, Neuroptics, or Systems for Atlas upon defeat.
Orokin Derelict Assassinate, Orokin Derelict - Lephantis
You must build an Orokin Derelict Assassinate key to do this mission. The Key blueprint can be found in the Orokin lab in the clan
dojo.
Lephantis appears as a huge, 3 headed infested entity, with each head representing a faction - Corpus, Grineer, and Infested. The
fight has 2 phases. In the first phase, each head will periodically burst from the ground and attack you. When a head attacks, it
becomes vulnerable to attack. Only the pink areas are able to be damaged. When a head's health is depleted, it will stop rising from
the ground. Once all 3 heads are defeated, the second phase will start. The floor will collapse, and the torso and legs of Lephantis
will be visible. Each head must be destroyed in the same way as in the first phase.
It is recommended to use corrosive and blast damage against Lephantis.
Lephantis has the chance to drop the Chassis, Neuroptics, or Systems for Nekros upon defeat.
The Conclave
The Conclave is a neutral Faction led by Teshin. It is made up of the only PvP game modes of Warframe, along with unique Faction
rewards.
Conclave Game Modes


●
Annihilation - Free for all, every player killed drops a red Oro pickup. First player to collect 25 Oros, or the player with the
most after 10 minutes wins.
●
Team Annihilation - 4 v 4 Deathmatch, every player killed drops a red Oro pickup. First team to collect 50 Oros, or the team
with the most after 10 minutes wins.
●
Cephalon Capture - 4 v 4 Capture the Flag. A team must steal the enemy Cephalon from the enemy base and bring it to their
base to score. First team to reach the score limit wins.
●
Lunaro - 4 v 4 sport game, similar to Football (American Soccer). No weapons are used. A player must take control of the
Lunaro sphere and get it into the enemy goal to score. First team to reach the score limit wins.
Conclave game modes allow for any Warframes and weapons to be used, but PvE mods cannot be used. There are special Conclave
PvP mods that can be acquired through the Faction or regular gameplay that can be equipped in your Conclave arsenal.
Weapons and Warframe abilities are modified in the Conclave for balancing reasons. Some weapons and abilities may perform
differently from how you are used to them in regular missions, and some abilities may be disabled entirely. Warframes also have
modified health, shield, and armor values in the Conclave.
It should be noted that due to the uniqueness and lack of content in the Conclave, it is regularly under-populated and games take
much longer to find than in the Star Chart.
Equipment
Warframes
Warframes function as the classes of Warframe. Each one comes equipped with unique passives and abilities, with different
strengths and weaknesses.
Q: If I potato/use a Orokin Reactor on a Warframe, is it permanent?
A: Yes.
Q: Can I use multiple potatoes/reactors on my Warframe?
A: No.
Q: Do I have to wait until lvl 30 to potato my Warframe?
A: No, once used it will always double your mod capacity. So if you potato it at lvl 3 it gains +3, but when you level it to 30, it will
give +30.
Q: Do I have to potato my frame after every forma?


A: No, potatoes are permanent. Putting a forma on an item will reset its level to 0 but it will let you add a polarity slot of your choice
to it.
Q: Does a Warframe keep any potatoes or forma installed if I sell it?
A: No, selling a Warframe deletes that instance of it. Building a Warframe of the same type would just be creating a new instance,
and upgrades will have to be done again.
Q: What’s this locked mod slot beside the aura?
A: That’s an exilus slot, unlocked by an exilus adaptor. You can only put exilus mods into it. (See modding for exilus mods)
Q: I found a Warframe that I like, where do I find the blueprints/parts for it?
A: Here is a list of places to get them from, sorted by name. They are dropped by bosses on an Assassinate node, via Quests, from
missions, from specific enemies, or in your Clan Dojo.
Ne - Neuroptics, Ch - Chassis, Sy - System
Frame
Main Blueprint
Components
Frame
Main Blueprint
Source
Ash
Market
Neptune ProximaNe
Pluto ProximaCh
Venus ProximaSy
Mesa
Market
Mutalist Alad VNe Ch Sy
Atlas
Jordas Precept
Quest
Jordas Golem AssassinationNe Ch Sy
Mirage
Market
Hidden Messages QuestNe Ch Sy
Banshee
Dojo (Clan)
Dojo (Clan)Ne Ch Sy
Nekros
Market
LephantisNe Ch Sy
Baruuk
Purchased from
Little Duck on
Fortuna
Purchased from Little Duck on
FortunaNe Ch Sy
Nezha
Tenno Lab Dojo
(Clan)
Tenno Lab Dojo (Clan)Ne Ch Sy
Caliban
Market
Narmer Bounty 50-70Ne Ch Sy
Nidus
Last Gambit Quest
Infested SalvageNe Ch Sy
Chroma
New Strange Quest
Uranus JunctionNe
Neptune JunctionCh
Pluto JunctionSy
Nova
Market
RaptorsNe Ch Sy
Citrine
Mirror Defense
Mirror DefenseNe Ch Sy
Ember
Market
Sargus RukNe Ch Sy
Nyx
Market
Phorid, during Infested InvasionsNe
Ch Sy


Equinox
Market
Tyl RegorNe Ch Sy
Oberon
Market
Earth ProximaNe Sy.
Saturn ProximaCh
Excalibur
Market
Lieutenant Lech Kril Ne Ch Sy
Octavia
Octavia’s Anthem
Quest
Orokin Derelict SurvivalNe
Music Puzzle on LuaCh
Cache on Lua Crossfire
ExterminateSy
Frost
Market
Lech Kril and VorNe Ch Sy
Protea
Deadlock Protocol
Quest
Granum VoidNe
Extended Granum VoidCh
Nightmare Granum VoidSy
Gara
Saya’s Vigil Quest
Cetus Bounty lvl 20-40Ne
Cetus Bounty lvl 5-15Ch
Cetus Bounty lvl 10-30Sy
Revenant
Mask of the
Revenant Quest
Cetus Bounty lvl 40-60Ne
Cetus Bounty lvl 30-50Ch
Cetus Bounty lvl 20-40Sy
Garuda
Vox Solaris Quest
Fortuna Bounty lvl 20-40Ne
Fortuna Bounty lvl 5-15Ch
Fortuna Bounty lvl 10-30Sy
Rhino
Market
JackalNe Ch Sy
Gauss
Market
Sedna, Disruption, Rotation CNe Ch Sy
Saryn
Market
Kela de ThaymNe Ch Sy
Grendel
Market
Locators can be bought at a relay
with 25 virus essence each
Sevagoth
Call of the
Tempestarii Quest
Void Storms on Veil Poxima, Pluto
Proxima or Neptune ProximaNe Ch Sy
Gyre
Zariman bounty lvl
110-115
Zariman bounty lvl
90-95
Zariman bounty lvl 50-55Ne
Zariman bounty lvl 60-65Ch
Zariman bounty lvl 70-75Sy
Styanax
Purchased from
Chipper for Stock
Purchased from Chipper for
StockNe Ch SY
Harrow
Chains of Harrow
Quest
Kuva Fortress, SurvivalNe Sy or SpyNe
Void fissure corrupted enemyCh
DefectionSy
Titania
Silver Grove Quest
Silver Grove QuestNe Ch Sy
Hildryn
Purchased from
Little Duck on
Fortuna
Exploiter OrbNe Ch Sy
Trinity
Market
AmbulasNe Ch Sy
Hydroid
Market
Councilor Vay HekNe Ch Sy
Valkyr
Market
Alad VNe Ch Sy
Inaros
Sands of Inaros
quest
Sands of Inaros quest
Vauban
Market
Nightwave OfferingsNe Ch Sy
Ivara
Spy Vaults
Volt
Tenno Lab Dojo
Tenno Lab Dojo (Clan)Ne Ch Sy


(Clan)
Khora
Normal Sanctuary
Onslaught
Normal Sanctuary OnslaughtNe Ch Sy
Voruna
Conjunction Survival
Conjunction SurvivalNe Ch Sy
Kullervo
Acrithis’ Wares
Acrithis’ WaresNe Ch Sy
Wisp
Ropalolyst
RopalolystNe Ch Sy
Lavos
Purchased from
Father on Necralisk
Purchased from Father on
NecraliskNe Ch Sy
Wukong
Tenno Lab Dojo
(Clan)
Tenno Lab Dojo (Clan)Ne Ch Sy
Limbo
Market
Limbo Theorem questNe Ch Sy
Xaku
Heart of Deimos
Quest
Necralisk Bounty lvl 15-25Ne
Necralisk Bounty lvl 40-60Ch
Necralisk Bounty lvl 30-40Sy
Loki
Market
Hyena PackNe Ch Sy
Yareli
Waverider Quest
Ventkid’s Bash Lab Dojo (Clan)Ne Ch
Sy
Mag
Market
The SargeantNe Ch Sy
Zephyr
Tenno Lab Dojo
(Clan)
Tenno Lab Dojo (Clan)Ne Ch Sy
Q: What are Prime Warframes?
A: Lore wise, they’re prototypes (the original frames). Gameplay wise, they give minor buffs to shields / armor / health / energy,
have alternate mod polarities, and come with a unique skin. Otherwise they’re basically the same as the normal ones.
Q: How do I get Prime Warframes?
A: Farm for the relics where the parts are sealed in, and unlock the relic to get the part. Prime Warframes have the same parts as
regular; blueprint, chassis, neuroptics, and systems. Prime Warframe blueprints can also be traded between players, or bought with
real currency in Prime Access or Prime Unvaulting packs. Occasionally, Twitch Prime will have a Prime Warframe available to
subscribers.
Warframe Roles
Definition
●
AOE DMG - High damage capability based on room clearing (Nuke Frame).
●
Focused DMG - High damage capability based on per hit damage.
●
CC - Crowd control; stuns, stops, sleep, slows, etc.
●
Tank - Can take large amounts of damage.
●
Defender - Can provide shields or barriers that protect allies and/or keep enemies out.
●
Buff/Debuff (Support) - Roles that provide buffs to teammates and allies, and/or debuffs to enemies.
●
Stealth - Can become invisible, and/or put enemies to sleep.
●
Heals Self - Has the ability to give health to themselves.


●
Heals Allies - Heals teammates, allies, and objectives.
●
Utility - Has innate abilities (passives) that can assist in completing missions.
●
Ease of use - How easy it is to play compared to other frames. The lower the number, the easier it is to play.
X denotes roles, A denotes Augment is required for role.
Name
AOE
DMG
Focused
DMG
CC
Tank
Defender
Buff
Debuff
Stealth
Heals
Self
Heals
Allies
Utility
Ease of Use
Ash
A
X
X
4
Atlas
X
X
X
X
X
6
Banshee
X
X
X
X
7
Baruuk
X
X
X
7
Caliban
X
X
X
X
5
Chroma
X
X
X
7
Citrine
X
X
X
X
X
5
Dagath
X
X
X
X
X
X
7
Ember
X
X
X
4
Equinox
X
X
X
X
X
X
X
X
10
Excalibur
X
X
X
3
Frost
X
X
X
A
X
2
Gara
X
X
X
X
X
A
X
6
Garuda
X
X
X
X
4
Gauss
X
X
X
X
X
3
Grendel
X
X
X
X
X
5
Gyre
X
X
X
4
Harrow
X
X
X
X
X
7
Hildryn
X
X
X
X
8


Hydroid
X
X
A
X
3
Inaros
X
X
X
X
x
6
Ivara
X
X
X
X
X
7
Khora
X
X
X
X
X
4
Kullervo
X
X
X
X
X
5
Lavos
X
X
X
X
X
9
Limbo
X
X
X
X
X
7
Loki
X
A
X
X
1
Mag
X
X
X
X
6
Mesa
X
X
X
X
2
Name
AOE
DMG
Focused
DMG
CC
Tank
Defender
Buff
Debuff
Stealth
Heals
Self
Heals
Allies
Utility
Ease of Use
Mirage
X
X
X
X
X
X
X
X
6
Nekros
X
A
X
2
Nezha
X
X
X
A
X
X
4
Nova
X
X
X
5
Nidus
X
X
X
X
X
X
5
Nyx
X
X
X
4
Oberon
X
X
A
X
X
X
3
Octavia
X
X
X
X
X
7
Protea
X
X
X
X
X
6
Qorvex
X
X
X
X
X
8
Revenant
X
X
X
X
X
3
Rhino
X
X
X
X
1


Saryn
X
A
A
X
4
Sevagoth
X
X
X
X
X
X
X
7
Styanax
X
X
X
X
X
3
Titania
X
X
X
X
8
Trinity
X
X
X
X
X
6
Valkyr
X
X
X
X
X
2
Vauban
X
X
X
7
Volt
X
X
X
X
4
Voruna
X
X
X
X
X
7
Wisp
X
X
X
X
X
X
X
X
X
2
Wukong
X
X
X
X
3
Xaku
X
X
X
X
X
8
Yareli
X
X
X
X
X
10
Zephyr
X
X
A
X
5
Warframe Abilities
List of all Warframe passives, abilities, and Augments, and weapons.
(Exalted Weapon) - A weapon unique to a specific Warframe, can be upgraded with normal mods and equipment.
Signature Weapon - A standard weapon introduced with a specific Warframe that has additional effects/passives when wielded by
that Warframe.
Ash
Passive - Slash procs dealt by Ash deal 25% more damage and last 50% longer.
Ability 1 - Shuriken - Launches a spinning blade, dealing moderate damage.


Augment - Seeking Shuriken - Temporarily reduces the armor of those hit by Shuriken.
Ability 2 - Smoke Screen - Drops a smoke bomb that stuns enemies and obscures their vision, and renders Ash invisible for a short
time.
Augment - Smoke Shadow - Can temporarily cloak nearby enemies as well as himself, Also increasing Critical Chance while
Invisible.
Ability 3 - Teleport - Teleports to a target, bringing him into melee range and makes enemies vulnerable to finishers.
Augment - Fatal Teleport - Automatically performs a finisher on teleport target, dealing 200% extra damage. If the finisher kills the
target, 50% of energy is refunded.
Ability 4 - Blade Storm - Press once to mark targets in crosshair, press again to project clones of Ash to attack marked targets. Join
in by using 3.
Augment - Rising Storm - Increases duration of the Melee Combo Counter when Blade Storm is used, +10 Seconds of Combo
Duration.
Atlas
Passive - Atlas is immune to knockdown effects while on the ground.
Augment - Rubble Heap - Landside costs no energy, Deals 2x Damage and Travels 2x quicker when above 1400 Rubble
Ability 1 - Landslide - Bash enemies with a sliding punch, and repeat to continue the combo. Petrified enemies hit with this ability
drop Rubble when killed. Rubble heals Atlas and bolsters his armor.
Augment - Path of Statues - Leaves a petrified path for a short period.
Ability 2 - Tectonics - Summon a rock wall, activate again to sent the wall crashing forward.
Augment - Tectonic Fracture - Increases number of walls available, but can no longer crash them down.
Ability 3 - Petrify - Enemies targeted will become fossilized. Walls will become petrified and do increased damage when crashed
forward.
Augment - Ore Gaze - Fossilized enemies are scanned into the Codex and have a chance to drop extra loot.
Ability 4 - Rumblers - Summon two elemental stone golems. Summoning petrifies enemies near Atlas. When defeated or timed
out, Rumblers collapse into a pile of Rubble.
Augment - Titanic Rumbler - Turns the two golems into one stronger golem. Modified Rumbler has increased stats, and will
occasionally smash the ground to knockdown enemies.
Signature Weapon - Tekko - Additional 6% Status Chance.


Banshee
Passive - All equipped weapons, including Gunblades and Sentinel weapons, are considered silent and do not alert enemies when
fired.
Ability 1 - Sonic Boom - Emits a shockwave that pushes targets in range. Those not killed are stunned.
Augment - Sonic Fracture - Sonic Boom temporarily strips a portion of the target’s armor.
Ability 2 - Sonar - Sends out a wave of acoustic energy that marks any enemies in range with glowing weak spots. Shooting these
spots will have increased critical damage.
Augment - Resonance - Triggers an additional Sonar pulse when an enemy is killed by hitting a weak point. Any additional points
revealed by extra pulses(s) will have the remaining duration of the original pulse.
Ability 3 - Silence - Surrounds Banshee in an aura that limits enemies’ response to attacks.
Augment - Savage Silence - Multiplies the damage of standing finisher damage on affected enemies.
Ability 4 - Sound Quake - Banshee channels acoustic energy and shakes the ground, dealing constant damage and staggering
enemies in range.
Augment - Resonating Quake - Banshee places the quake at her location instead of channeling it. Damage is increased at
epicenter, but decreases as the shockwave spreads.
Baruuk
Passive - Using his abilities, Baruuk raises his restraint meter, providing damage reduction.
Ability 1 - Elude - Dodge all incoming projectiles when not attacking.
Ability 2 - Lull - Emits an energy wave that puts nearby enemies to sleep. Enemies awoken by damage remain disoriented for a
short time. In addition, all waking enemies return to an unalerted state.
Augment - Endless Lullaby - Killing a lulled enemy will retrigger Lull for the remaining duration, Passive +50% Lull Duration.
Ability 3 - Desolate Hands - Summons orbiting daggers that destroy enemy weapons. Combine with Lull to double the effective
range.
Ability 4 - Serene Storm - Equips his fist and feet as melee weapons. This ability uses restraint meter instead of energy. (Exalted
Weapon)
Augment - Reactive Storm - Serene Storm has increased status chance and changes it damage type to match the strongest
weakness of the enemy.


Caliban
Passive - Caliban and his allies near him gain adaptive resistances to damage types attacking Caliban
Ability 1 - Razor Gyre - Become a Spinning vortex, hold the [Attack] button to accelerate.
Ability 2 - Sentient Wrath - Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are
helplessly lifted into the air, where they take amplified damage for a short time.
Ability 3 - Lethal Progeny - Call on Caliban's Sentient aspect to produce up to three Conculyst comrades to fight by his side, and
repair his shields.
Ability 4 - Fusion Strike - Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout
from the blast will strip the armor and shields from all enemies that touch it.
Chroma
Passive - Chroma’s energy color determines his ability starting effects. Red, brown, and yellow hues denote Heat. Blue and purple
hues denote Electric. Green, teal, and dark yellow hues denote Toxin. White, gray, and black hues denote Cold but can still be
changed during the mission using Spectral Scream. Chroma has an extra midair jump.
Ability 1 - Spectral Scream - Exhale a constant stream of elemental energy.
Augment - Afterburn - Launches an elemental projectile on ability deactivation. The longer the ability is active, the more damage
the projectile deals.
Ability 2 - Elemental Ward - An offensive area-of-effect is created. Chroma and his allies receive defensive buffs when inside the
aura.
Augment - Everlasting Ward - Allows Chroma and his allies to retain the buffs when moving outside the Aura.
Ability 3 - Vex Armor - While active, when shields are hit Chroma gains armor. When health is hit Chroma gains a damage boost.
Maximum increases are dependant on damage taken and ability rank.
Augment - Vexing Retaliation - Vex Armor detonates upon receiving 150 damage, Damage type changes whether Health or Shield
was damaged.
Ability 4 - Effigy - Chroma turns his outer armor into an immovable sentry that uses Spectral Scream against enemies in range.
While the sentry is active, Chroma gains speed but loses armor.
Augment - Guided Effigy - Allows Chroma to move his sentry. While moving, does increased damage. When it comes to a stop, the
sentry stuns nearby enemies.


Citrine
Passive - Citrine grants nearby allies health regeneration over time. Pick up a Health Orb to increase the amount of health
regeneration by 0.1 permanently up to 25 health per second
Ability 1 - Fractured Blast - Slash and stagger enemies with a crystal blast that inflicts Bleed. Enemies afflicted with this Status
Effect have an increased chance of dropping Health and Energy Orbs.
Ability 2 - Preserving Shell - Citrine guards herself and nearby allies with a crystalline shell that gradually decays. Kills and assists
increase the defensive power of the shell.
Ability 3 - Prismatic Gem - Deploy a gem that shoots prismatic beams. The gem targets enemies that are taking weapon damage
from Citrine and her allies. Its beams inflict Heat, Cold, Toxin, and Electricity Status Effects. Status Chance and Status Duration
increase for nearby allies.
Ability 4 - Crystallize - Citrine summons crystal fractals. The fractals rush forward, seeking enemies. Enemies touched by the
fractals are paralyzed crystalline growths. Hit the growths to deal Critical Damage.
Dagath
Passive - Dagath has a 35% chance that energy and health orbs will give 300% more.
Ability 1 - Wyrd Scythes surround Dagath and seek out nearby enemies. Those struck are slowed and suffer Viral Damage with a
guaranteed Status Effect. The scythes also spread Doom and extend its duration.
Ability 2 - Condemn nearby enemies to their doom. A portion of the initial damage Dagath deals is revisited upon them by a Wyrd
Scythe. They also suffer Viral Damage.
Ability 3 - Supercharge Dagath’s weapons with extra Critical Damage. The effects are doubled on Doomed enemies. Escape fatal
blows by briefly assuming a spectral form.
Ability 4 - Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed
enemies.
Ember
Passive - Ember gains 5% extra Ability Strength for every enemy burning with an active Heat status effect within a 50 meters
radius.


Ability 1 - Fireball - Charge and release a fireball that ignites enemies and leaves behind a path of flame.
Augment - Fireball Frenzy - Hold To cast grants all allies within range additional heat damage to weapons.
Ability 2 - Immolation - Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full
strength. Cast again to extinguish the flame.
Augment - Immolation Radiance - Allies within Affinity range will receive 50% of Immolation's Damage Reduction.
Ability 3 - Fire Blast - Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Augment - Healing Flame - Each enemy hit heals Ember by 25 to 50 depending on current Immolation level.
Augment - Purifying Flames - Allies hit by the expanding ring of fire will be granted 4s of Status Immunity.
Ability 4 - Inferno - Command a flaming comet to crash down in front of ember, engulfing enemies with a fire that can spread
through their ranks.
Augment - Firequake - Enemies killed while under the effect of Inferno have a 15% chance to drop an energy orb.
Equinox
Passive - Converts 10% of health orbs into energy, and 10% of energy orbs into health. Equinox has two forms, Day and Night. This
doubles her ability count, depending on the form used. Equinox’s energy color determines which form she will start with in a
mission; bright hues for Day, dark hues for Night.
Ability 1 - Metamorphosis - Switch forms, temporarily gaining bonus shields and armor when switching to Night form, and gaining
bonus damage and speed when switching to Day form.
Augment - Duality - When performing Metamorphosis, Equinox’s other form splits off as a Specter that uses the last weapon
Equinox had equipped when switching.
Ability 2 - Rest & Rage - In Night form, targets are put to sleep. In Day form, targets become enraged and take more damage, but
can also move faster and deal more damage.
Augment - Calm & Frenzy - Enemies killed while asleep or enraged will spread the effect to nearby enemies.
Ability 3 - Pacify & Provoke - In Night form, nearby allies take reduced damage from enemies. In Day form, nearby allies gain
increased Ability Strength.
Augment - Peaceful Provocation - Pacify converts damage done to Equinox and allies into an aura that slows enemies. Provoke
converts damage done to enemies into additional Ability Strength.
Ability 4 - Mend & Maim - In Night form, allies are healed with each nearby enemy killed in the aura. In Day form, all enemies within
the aura take constant slash damage. Damage done by Equinox is stored, and deactivating the ability deals the stored damage to
all enemies within the aura, with decreasing effectiveness the farther away they are.


Augment - Energy Transfer - Conserves a percentage of stored hitpoints from Maim after deactivation. Ability remains active when
using Metamorphosis.
Excalibur (Umbra)
Passive - Deals 10% damage and attacks 10% faster when wielding sword, dual sword, nikana, or rapier type weapons.
Passive (Umbra only) (SPOILERS) - Going into Operator mode turns Umbra into a Specter.
Ability 1 - Slash Dash - Rapidly rush to target with a slash attack.
Augment - Surging Dash - Each enemy hit adds to the Melee Combo Counter.
Augment - Purging Slash - Allies in the path of Slash Dash have debuffs removed and Shields restored.
Ability 2 - Radial Blind - Emits a bright flash of light, blinding all enemies in range for a short time. Blinded enemies are susceptible
to finishers.
Augment - Radiant Finish - Increases damage dealt by finishers to enemies affected by Radial Blind.
Ability 3 - Radial Javelin - Launches javelins at nearby enemies, dealing damage and pinning them to walls.
Augment - Furious Javelin - Increases melee damage for every enemy hit by Radiant Javelin.
Ability 4 - Exalted Blade - Summons an energy sword that does increased damage. (Exalted Weapon)
Augment - Chromatic Blade - Exalted Blade’s damage type is changed depending on Excalibur’s energy color. Status Chance is
increased.
Frost
Passive - Any enemy that strikes Frost with a melee attack has a 10% chance to become temporarily frozen.
Ability 1 - Freeze - Launches an ice projectile that freezes targets for a short time.
Augment - Freeze Force - Hold to cast will grant all allies within 15m additional Cold damage to all attacks.
Ability 2 - Ice Wave - Sends a wave of ice in current facing direction, dealing damage to enemies caught in it.
Augment - Ice Wave Impedance - Leaves a trail of frozen ground after casting, slowing enemies who walk over it.
Ability 3 - Snow Globe - Creates a protective sphere around Frost that protects against projectiles. Allied projectiles also cannot
pierce it.
Augment - Chilling Globe - Any enemies that enter the sphere have a chance of being frozen.
Ability 4 - Avalanche - Sends a wave of ice at all enemies in range, freezing and shattering them. Any surviving enemies lose armor.
Augment - Icy Avalanche - Grants allies within range of Avalanche a protective coating.


Gara
Passive - When standing in light, Gara has a chance to blind nearby enemies, making them vulnerable to finisher attacks.
Ability 1 - Shattered Lash - Attacks the target with a stream of shattered glass, or hold for an arcing strike.
Augment - Shattered Storm - When Gara breaks her Mass Vitrify ring with Shattered Lash, enemies struck by the glass suffer
Splinter Storm at 100% Strength.
Ability 2 - Splinter Storm - Gara’s armor splinters into a cloud of shattered glass. Any enemies within the aura take damage and
impairs their weapons. Allies who contact the cloud become fortified against damage.
Augment - Mending Splinters - Fortified allies receive healing in addition to damage resistance.
Ability 3 - Spectrorage - Traps enemies in a carousel of mirrors. Enemies will attack their reflections. Destroyed mirrors and
collapsing the carousel causes damage.
Augment - Spectrosiphon - Enemies that die within Spectrorage have a 50% chance to drop an energy orb.
Ability 4 - Mass Vitrify - Creates an expanding ring of molten glass that crystallizes enemies it passes through. Ring can be stopped
at any time until max range is reached. Crystallized enemies slow in movement and attack speed until completely frozen. Stopped
ring is hardened to stop projectiles. Ring is split into sections that can be individually destroyed. Casting Shattered Lash at any
point on the ring explodes it outward, causing high damage.
Signature Weapon - Fusilai - Increased projectile speed.
Signature Weapon - Volnus - Additional slam radial damage.
Signature Weapon - Astilla - Additional 80 ammo pool.
Garuda
Passive - The lower Garuda’s health gets, the more damage she inflicts. When no melee weapon is equipped in the arsenal, Garuda
will use her talons. (Exalted Weapon)
Ability 1 - Dread Mirror - Targets one enemy and turns their life-force into a shield that captures damage. Captured damage is
turned into a projectile above Garuda that can be launched by holding [1].
Augment - Dread Ward - Become invulnerable for 8s when Dread Mirror kills a target.
Ability 2 - Blood Altar - Impales targeted enemy on talons and siphons health for Garuda and her allies.
Ability 3 - Bloodletting - Sacrifices health to generate energy.
Augment - Blood Forge - Garuda's equipped weapon is reloaded up to 100% when casting.


Ability 4 - Seeking Talons - Charge to expand the targeting area, release to send Garuda’s talons at each target in area. Surviving
enemies are Bleed proc’d.
Augment - Blending Talons - Tap to perform a 9m AoE around Garuda. Garuda's Talons gain 100% additional Combo Count Chance
when hitting targets affected by Bleed Status.
Signature Weapon - Nagantaka - 1m innate Punch-Through.
Gauss
Passive - Moving and reviving teammates charges Gauss’ battery. Shield recharge rate is increased up to 80%, and recharge delay is
reduced up to 80% based on battery charge level.
Ability 1 - Mach Rush - Engage a hyper sprint that knocks down enemies and charges Gauss’ battery. Running into solid objects
generates a shockwave that knocks down and does damage. Hold the ability to sprint continuously.
Augment - Mach Crush - Impact shockwave leaves behind a vacuum that sucks in enemies within 8m.
Ability 2 - Kinetic Plating - While active, converts a portion of Kinetic damage (physical, heat, cold, and blast) into energy. Cannot
be staggered or knocked down while active. Damage resistance gained is relative to battery charge level.
Ability 3 - Thermal Sunder - Tap to charge Gauss’ battery and inflict cold procs on nearby enemies. Hold to drain the battery and
inflict heat damage.
Augment - Thermal Transfer - Allies in range gain 75% bonus Elemental Damage for 30s.
Ability 4 - Redline - While active, increases fire rate, attack speed, reload speed, and holster rate based on battery charge level.
When Gauss’ battery is charged past the red line, electric arcs emit from Gauss causing damage, and explode when the ability is
deactivated.
Signature Weapon - Acceltra - Reload speed is increased while sprinting.
Signature Weapon - Akarius - Reload speed is increased while sprinting.
Grendel
Passive - Glutton, Devouring his prey whole, Grendel slowly digests the enemies he swallowed. For each enemy still alive in his
belly, Grendel passively gains 250 Armor points. Also adds jiggle physics.
Ability 1 - Feast- Swallow an enemy whole and store it in Grendel’s gut. Hold to vomit out stored enemies covering them in toxic
bile.
Augment - Gourmand - Instead of Energy, consumes 200 Health on cast. Glutton grants an additional 150 Armor per enemy.


Ability 2 - Nourish- Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that
attack or are attacked by Grendel suffer DmgViralSmall64.pngViral Damage and energy sources provide more energy. These buffs
extend to squad mates.
Augment - Heart Nourishment - Clear Status Effects and gain 5s of Status Immunity for each victim in Grendel's stomach.
Ability 3 - Pulverize- Grendel curls into a ball. He heals over time as he rolls, knocking over anyone in his path. Jumping slams
Grendel into the ground and generates a damaging shockwave.
Augment - Catapult - [Secondary Fire] to launch Grendel in your aim direction. Costs 5 Energy. Crouch to slow down.
Ability 4 - Regurgitate - Violently puke out a bile soaked enemy from Grendel’s gut, turning the consumed into a toxic projectile.
Signature Weapon - Masseter - Immune to crowd-control procs while doing Heavy Attacks.
Gyre
Passive - Gyre's abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x
Critical Damage against that enemy. Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
Ability 1 - Arcsphere - Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to
nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.
Ability 2 - Coil Horizon - Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
Ability 3 - Cathode Grace - Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of
Cathode Grace. Casting is on a cooldown.
Augment - Cathode Current - Eliminating an enemy while Cathode Grace is active will release an additional discharge from
Rotorswell with 200% Damage and extend its duration by the same amount.
Ability 4 - Rotorswell - Gyre's mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies.
When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.
Signature Weapon - Alternox - Gains 20% Multishot
Harrow
Passive - Harrow possesses a 200% Overshield capacity, making max shield capacity 2,400. Spawns with max Energy.
Ability 1 - Condemn - Casts a wave of chains forward that stops enemies who are contacted. Each enemy held gives Harrow shields.


Augment - Tribunal - Other players will trigger 100% of the effects of Penance and Thurible when attacking chained enemies.
Ability 2 - Penance - Harrow sacrifices his own shields to boost his reload and fire rate, while converting damage inflicted on
enemies into health for himself and nearby allies.
Ability 3 - Thurible - Channel energy into the Thurible to generate an energy buff for Harrow and nearby allies. The more energy
channeled, the more energy given. After channeling, every enemy killed will give the channeled amount of energy. Headshot kills
will give double the amount.
Augment - Warding Thurible - Reduces damage taken by allies within Thurible’s range when channeled, and grants extra energy
charge if those allies are damaged.
Ability 4 - Covenant - Protects nearby allies with an energy shield that absorbs all damage and converts it into a critical chance buff
for all under the Covenant. Headshots receive twice the buff. Critical chance is additive.
Augment - Lasting Covenant - Increases Covenant’s buff duration each time an enemy is killed with a headshot.
Signature Weapon - Knell - Knell has a 2 round mag.
Hildryn
Passive - Damage to Shields does not affect Health. No damage bypasses Overshields.
Ability 1 - Balefire - Equips a chargeable launcher weapon. (Exalted Weapon)
Augment - Balefire Surge - Fully charged direct hits restore 250 Shield to Hildryn. Impact with Nullifier Shields will destroy them
and restore 750 Shield.
Ability 2 - Shield Pillage - Steal shields and armor from nearby enemies to increase Hildryn’s shields and overshields.
Augment - Blazing Pillage - Enemies affected by Haven will be set ablaze for 200 Heat damage and restore 50 additional Shields
to Hildryn.
Ability 3 - Haven - Create a shield aura around allies. Enemies who approach the aura take damage.
Ability 4 - Aegis Storm - Gain the ability to fly and hover while equipping Hildryn’s unique archgun. Nearby enemies are blasted
into the air where they will create an Energy Orb every few seconds. When Shields runs out the enemies are smashed into the
ground. (Exalted Weapon)
Hydroid
Passive - Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%


Ability 1 - Tempest Barrage - Area around Hydroid is bombarded with water projectiles, dealing damage and staggering enemies.
Augment - Viral Tempest - Each projectile of the barrage has a chance to inflict a Viral proc.
Ability 2 - Tidal Surge - Crash through enemies in the facing direction in a wave of water. Cleansing all negative status effects.
Augment - Tidal Impunity -
Ability 3 - Plunder - Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies
affected by Corrosion Status offer a greater increase.
Augment - Rousing Plunder - Allies within Affinity range regain Health.
Ability 4 - Tentacle Swarm - Raises a leviathan that spawns a number of tentacles that erupt from the ground and other surfaces.
The tentacles will continue to writhe and attack enemies in range. Affected enemies are impaled on the tentacles, ragdolled, and
take damage over time.
Augment - Pilfering Swarm - Each enemy affected by a tentacle has a 100% additional drop chance.
Inaros
Passive - Instead of bleeding out when downed, Inaros enters a sarcophagus. Aiming at an enemy or ally will siphon health from
them, allowing Inaros to revive himself. Inaros can also be revived normally.
Inaros does not have shields.
Ability 1 - Desiccation - Blasts enemies in facing direction with a wave of sand, that blinds them, and causes damage over time. 25%
of damage dealt over time is converted to health for Inaros. Blinded enemies are open to finishers, performance of which instantly
bestows any potential health on Inaros.
Augment - Dessication’s Curse - Killing a blinded enemy with a finisher has a 100% chance of summoning a Sand Shadow. All Sand
Shadows deal 2x damage.
Ability 2 - Devour - Hold to trap target in quicksand and devour them. This regenerates Inaros’ health and ultimately creates a
friendly Sand Specter.
Ability 3 - Sandstorm - Become a whirlwind of sand that ragdolls enemies and devours those trapped in quicksand.
Augment - Elemental Sandstorm - Sandstorm gains 50% Ability Range and has a 100% chance of inflicting Status Effects based on
the Damage Types and mods on the equipped Melee Weapon.
Ability 4 - Scarab Swarm - Charge to convert health into Scarab armor. Discharge to blast nearby enemies with a Scarab swarm.
Survivors have their health drained and bestowed on nearby allies.
Augment - Negation Swarm - Scarab Armor protects Inaros from Status Effects, consuming 3% Bonus Armor for each effect
resisted.


Ivara
Passive - Detect enemies within 20m and display their position on the minimap.
Ability 1 - Quiver - Ivara can cycle through her 4 tactical arrows.
●
Cloak - Creates a bubble that grants invisibility to allies within it.
●
Dashwire - Fires a zipline into aimed spot and directly behind. Ivara and her allies can then mount the zipline.
●
Noise - Emits a loud sound on impact, attracting any nearby unattracted enemies to it.
●
Sleep - All enemies around point of impact are put to sleep for a short time.
Augment - Empowered Quiver - Dashwire grants allies 100% Critical Damage. Cloak arrow has a 100% chance to prevent Status
Effects.
Augment - Power of Three - Quiver fires three arrows and consumes 20 more Energy.
Ability 2 - Navigator - Assume control of a projectile to guide it towards its target. This applies to most projectile based weapons.
Projectile is slowed and damage is multiplied.
Augment - Piercing Navigator - Each hit increases the projectile's Critical Chance by 10% up to a max of 50%. +3 Projectile Punch
Through.
Ability 3 - Prowl - Become invisible and steal loot from unsuspecting enemies. Headshots deal increased damage while invisible.
Ivara moves slower while invisible, and cannot perform parkour tricks.
Augment - Infiltrate - Ivara is able to bypass laser barriers and gains 25% Movement Speed.
Ability 4 - Artemis Bow - Summon Ivara’s bow to use as your primary weapon. Shoots 7 arrows in a line. Line orientation is
dependant on charge time. (Exalted Weapon)
Augment - Concentrated Arrow - Fires a single arrow that has +50% Critical Chance on Headshots and explodes in a 7m radius.
Removes Punch Through.
Khora
Passive - Khora has her exclusive Kavat Venari, who acts as a standalone Companion. A normal companion can be used in
conjunction with Venari. (Exalted Weapon)
Ability 1 - Whipclaw - Attack enemies with a whip slash in facing direction.
Augment - Accumulating Whipclaw - Hitting 3 enemies will grant a 35% stacking Damage Bonus to subsequent Whipclaws. Bonus
will decay after 10s.
Ability 2 - Ensnare - Bind target in a metal trap, that will pull other nearby enemies in. Casting Whipclaw on the trap will refresh,
allowing it to capture more enemies.


Ability 3 - Venari - Command Venari to focus on a target, enemy or ally. Hold to cycle between Attack, Protect, and Heal postures. If
Venari is killed, use this ability to instantly revive her.
Augment - Venari Bodyguard - Venari dies in Khora’s place. Respawn timer increased to 150s. Killing enemies decreases the timer
by 4s.
Ability 4 - Strangledome - Create a dome of chain that grabs and traps any enemies in range, and does damage over time. Enemies
outside the trap will shoot their trapped comrades to hasten their deaths. Cast Whipclaw on the dome to do additional damage to
trapped enemies.
Augment - Pilfering Strangledome - Enemies held in Strangledome have a 65% chance of dropping additional loot.
Kullervo
Passive - Kullervo boasts +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed on all melee weapons.
Ability 1 - Wrathful Advance - Kullervo charges a Heavy Attack then teleports to his target and strikes. Doing so will increase
Critical Chance for a few seconds. Holding the ability key will Teleport Kullervo a set distance in the direction of his crosshair.
Ability 2 - Recompense - Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each
dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from
struck enemies.
Ability 3 - Collective Curse - Kullervo sends forth a curse that binds enemies. When a cursed enemy takes damage, every other
cursed enemy also suffers a portion of that damage.
Ability 4 - Storm of Ukko - Kullervo summons down a barrage of arrows at his location.
Lavos
Passive -
●
Purifying himself from all ailments, Lavos cleanses all active negative Status Effects and gains status immunity for 10
seconds upon collecting an Energy or Universal Orb. Lavos can only collect a single Energy or Universal Orb every 5
seconds.
●
Lavos has no energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to
cast with a cooldown in between uses. The Ability Efficiency stat will instead affect the cooldown reduction effect from
Transmutation Probe.
●
Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons to imbue a
Primary Elemental damage type (Toxin, Cold, Electricity, and Heat respectively) into the mixing vial displayed above Lavos'
ability icons. Imbuement has no cost nor cooldown between uses.


Ability 1 - Ophidian Bite - Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue the next ability
cast with Toxin damage.
Augment - Swift Bite - Reduce Ability cooldowns by 4s when at least 4 enemies are hit. Ophidian Bite is granted 30% additional
Ability Range.
Ability 2 - Vile Rush - Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next ability
cast with Cold damage.
Ability 3 - Transmutation Probe - Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and
ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces other
ability cooldowns. Hold to imbue the next ability cast with Electricity damage.
Ability 4 - Catalyze - Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element
afflicting an enemy. Hold to imbue the next ability cast with Heat damage.
Signature Weapon - Cedo - Applies Shotgun Ammo Mutation Mod
Limbo
Passive - Limbo has access to the Rift Plane, an alternate dimension to the Material Plane. Use [SHIFT] to shift between planes.
Limbo can remain indefinitely in either plane, but cannot attack or interact with enemies or items in the opposite plane. Limbo
cannot roll.
Ability 1 - Banish - Casts a wave of Rift Energy that damages enemies in Limbo’s facing direction, and banishes them outside of
Limbo’s current plane of existence.
Augment - Rift Haven - Allies banished to the rift will have 25% of their Maximum Health restored every second.
Ability 2 - Stasis - Freezes Rift Bound enemies. While active, enemy projectiles are frozen in mid-air, and resume their original
trajectory when Stasis ends.
Ability 3 - Rift Surge - Affected enemies are imbued with Rift energy. When killed, the energy is transferred to a nearby enemy
outside the Rift. Affected enemies that leave the Rift perform a Radial Banish, forcing nearby enemies into the Rift.
Augment - Rift Torrent - Limbo deals 30% Extra Damage for each enemy affected by Rift Surge while in the rift.
Ability 4 - Cataclysm - Tears open a pocket of Rift Plane in a dome around Limbo. When duration ends or is reactivated, the dome
collapses on itself, dealing damage to any enemies within. Allies regain energy while in the dome, and cannot be damaged by
enemies outside the dome.


Augment - Cataclysmic Continuum - Duration increased by 1s for each enemy killed.
Loki
Passive - Loki’s wall latch time is 10 times longer than any other Warframe’s.
Ability 1 - Decoy - Deploys a holographic copy, drawing enemy fire.
Augment - Savior Decoy - If Decoy is active and Loki take fatal damage, the damage is absorbed by the Decoy and it switches
places with Loki. Can also cast Decoy faster.
Augment - Deceptive Bond - 50% of damage Loki takes is transferred to Decoy, and vice versa.
Ability 2 - Invisibility - Loki turns invisible for a short time.
Augment - Hushed Invisibility - Reduces noise level of weapons fired by Loki while invisible.
Ability 3 - Switch Teleport - Loki swaps places with target. Can be cast on enemies and allies. Any enemy teleported will be
disoriented.
Augment - Safeguard Switch - Switch with an enemy for 3s invulnerability. Switch with an ally to give ally 6s invulnerability. Switch
also removes negative status effects on Loki and allies.
Ability 4 - Radial Disarm - Releases a wave of energy, forcing all affected enemies to revert to melee combat.
Augment - Irradiating Disarm - Enemies will be affected by Radiation for 9s.
Mag
Passive - Bullet jumping pulls nearby items to Mag.
Ability 1 - Pull - A magnetic force pulls enemies towards Mag, stunning them and bringing them within melee range.
Augment - Greedy Pull - Makes Pull attract pickup items in addition to enemies.
Ability 2 - Magnetize - Creates a magnetic field around a target, pulling nearby enemies in and dealing damage over time. The field
reacts to projectiles and shards created by Polarize to do additional damage.
Augment - Magnetized Discharge - Magnetize can be manually detonated by recasting the ability. Enemies within have a chance to
be disarmed on detonation.
Ability 3 - Polarize - Emits an energy pulse that depletes enemy shields and armor, creating shards that deal damage when mixed
with Magnetize. Shields of allies touched by the pulse are restored.
Augment - Counter Pulse - Polarize jams enemy weapons and disables Robotic enemies for a short time.
Ability 4 - Crush - Magnetizes nearby enemies, causing them to collapse in on themselves. Deals high damage.


Augment - Fracturing Crush - Crush reduces enemy armor and temporarily immobilizes survivors.
Mesa
Passive - Mesa gains a health bonus when not having a melee weapon equipped. She also gains increased efficiency with
secondary weapons, gaining 10% fire rate with dual wielded sidearms and 20% reload speed with single sidearms.
Ability 1 - Ballistic Battery - When activated, stores damage caused by guns. When activated again, damage stored is discharged
on next gunshot.
Augment - Ballistic Bullseye - The shot gains a +50% Final Critical Chance bonus, based on the amount charged.
Ability 2 - Shooting Gallery - Gives an ally extra damage while jamming the weapons of nearby enemies. This power will randomly
bounce between all allies.
Augment - Muzzle Flash - After 6 kill assists by a player with Shooting Gallery, Mesa's next shot will blind enemies within 12m for
6s.
Ability 3 - Shatter Shield - Envelops Mesa in an energy barrier, reflecting back incoming bullet damage and insulating Mesa from
damage.
Augment - Staggering Shield - Reflected bullets have a chance to stagger enemies. The base 50% chance increases with power
strength.
Ability 4 - Peacemaker - Mesa draws her Regulator pistols, and fires upon any target in her reticle. Reticle shrinks as more shots are
fired. This ability must be aimed. (Exalted Weapon)
Augment - Mesa’s Waltz - Mesa can move at 50% Speed while using Peacemaker.
Mirage
Passive - Mirage has 25% faster bullet jump speed, and 50% faster maneuver speed.
Ability 1 - Hall of Mirrors - Mirage creates an entourage of doppelgangers that confuse the enemy. Each doppelganger fires the
same weapon as Mirage at reduced damage.
Augment - Hall of Malevolence - The damage of your doppelgangers is increased by 5% every time you kill an enemy.
Ability 2 - Sleight of Hand - Trap nearby objects with a jewel that bursts with Radial Blind when touched in darkness, or a Radial
Explosion when touched in light. Hall of Mirrors doppelgangers will lay a smaller version of the jewel when active.
Augment - Explosive Legerdemain - Ammo and Orbs pickups are turned into proximity mines that deal 1000 Damage with a 100%
Status Chance.


Ability 3 - Eclipse - Standing in light, Mirage deals increased damage. Standing in shadow, Mirage becomes harder to see and gains
damage resistance.
Augment - Total Eclipse - While active, allies within 15m benefit from Eclipse.
Ability 4 - Prism - Emits an energy prism that fires lasers in all directions, damaging any enemy that comes into contact. Activating
again detonates the prism, blinding any nearby enemies.
Augment - Prism Guard - Prism follows above Mirage. Duration changed to 4s.
Nekros
Passive - Nekros regenerates 5 points of health any time an enemy dies within 10m of him.
Ability 1 - Soul Punch - Shoots a deathly blast that turns the targets soul into a piercing projectile.
Augment - Soul Survivor - Use on a downed ally to revive them with 30% Health.
Ability 2 - Terrify - Causes all nearby enemies to run away in terror.
Augment - Creeping Terrify - Affected enemies have 60% reduced Movement Speed.
Ability 3 - Desecrate - Forces fallen enemies nearby to dissolve, with a chance of dropping additional loot.
Augment - Despoil - No longer consumes Energy, but consumes 10 Health per corpse instead.
Ability 4 - Shadows of the Dead - Summons shadow versions of the most powerful fallen enemies from the current mission to fight
for Nekros.
Augment - Shield of Shadows - Each Shadow within 50m take 6% of the Damage done to Nekros in his stead.
Nezha
Passive - Nezha has reduced friction on the ground, allowing him to preserve momentum from movement for longer, and increases
the speed and distance of his slide.
Augment - Controlled Slide - Disable Nezha's passive ability. Increase Ability Strength by 15%.
Ability 1 - Fire Walker - Leaves a trail of flames behind Nezha, burning enemies and cleansing allies of Status Effects. Teleporting
while active will blast the landing area with a ring of fire.
Augment - Pyroclastic Flow - Accumulate 250% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10s.
Ability 2 - Blazing Chakram - Throw a flaming ring that ignites enemies, making them more vulnerable to damage. Flaming
enemies drop Restorative Orbs on death. Charge to amplify the power of the ring, and reactivate to teleport to the ring’s location.
Augment - Reaping Chakram - Each enemy hit increases the ring's Damage by 2x and the chance for enemies to drop Health Orbs
on death by +0.25x.


Ability 3 - Warding Halo - Creates a damage insulating ring of fire, that also stuns and damages nearby enemies. When damage
prevention runs out, Nezha experiences a brief period of invulnerability.
Augment - Safeguard - Can now be cast on allies with 50% effectiveness.
Ability 4 - Divine Spears - Impale enemies in range with spears that erupt from the ground. Activate again to send pierced enemies
slamming back to the ground.
Nidus
Passive - Can gain Mutation Stacks, a unique buff that augments his abilities. If Nidus takes fatal damage with at least 15 Mutation
Stacks, those 15 stacks are consumed, granting him 5s of invulnerability and 50% health restore.
Augment - Abundant Mutation - Nidus gains an additional 200 max stacks of Mutation. Undying has a 30s cooldown.
Ability 1 - Virulence - Rupture the ground with a damaging fungal growth in a wave in the facing direction. Enemies hit restores
Nidus’ energy. Damage increases with Mutation Stack count.
Augment - Teeming Virulence - Hitting 4 enemies with Virulence grants 120% Primary Weapon Critical Chance for 15s.
Ability 2 - Larva - Spawn an infested mass of tentacles that latches onto nearby enemies and pulls them in.
Augment - Larva Burst - Reactivate Larva to detonate and deal 600 Toxin damage in a 8m radius. This damage stacks for every
enemy grabbed by the Larva.
Ability 3 - Parasitic Link - Bind to a enemy or allied target. For allies, the host and Nidus gain increased ability strength. Linked
enemies take the damage inflicted on Nidus.
Ability 4 - Ravenous - A field of infestation grows around Nidus, spawning maggots that swarm nearby enemies and consume
them. Maggot damage is buffed from Mutation Stacks, and each enemy consumed adds to the Mutation Stack.
Augment - Insatiable -Nidus has a chance for additional Mutation stacks while in the infestation. The base 60% chance increases
with power strength, and multiple stacks are possible above 100%
Nova
Passive - Whenever Nova is knocked down, she emits a field that will knock down and damage enemies in a 6m radius.
Ability 1 - Null Star - Creates anti-matter particles that that orbit Nova and strike any enemies that come within range.
Augment - Neutron Star - On recast, remaining particles seek out enemies and deal 240 Heat Damage with guaranteed Status
effect in 8m. The search radius also doubles.


Ability 2 - Antimatter Drop - Launches a particle of contained energy that will detonate on impact. Any projectiles shot into it will
be absorbed and increase its damage.
Augment - Antimatter Absorb - Absorbs enemy bullets within 5m, increasing the power of the explosion from Nova's particle of
antimatter.
Ability 3 - Worm Hole - Creates a portal allowing instantaneous travel from the portal origin to its max range.
Augment - Escape Velocity - Allies that travel through wormhole gain a 50% Speed bonus for 7s.
Ability 4 - Molecular Prime - Unleashes a wave of anti-matter energy, priming all enemies caught in the wave. Primed enemies
move and attack slower, and take 2x more damage. Enemies that are killed while Primed explode, inflicting Blast damage on
nearby enemies.
Augment - Molecular FIssion - When killed, primed enemies will restore a Null Star charge and have a 100% chance of restoring an
additional one.
Note: Ability Strength under 100% will cause enemies to move and attack faster.
Nyx
Passive - Enemies affected by any of Nyx’s abilities have a chance to become disarmed.
Ability 1 - Mind Control - Nyx takes over the mind of her target, confusing them and making them fight against their comrades.
Augment - Mind Freak - Controlled target inflicts +500% Damage.
Ability 2 - Psychic Bolts - Launch a cluster of homing force bolts that deal damage on impact.
Augment - Pacifying Bolts - Throw an additional 3 force bolts. Enemies struck are confused for 10s.
Ability 3 - Chaos - With a psychic blast, Nyx confuses all enemies in range, causing them to attack random factions.
Augment - Chaos Sphere - Enemies entering the Effect Range will be inflicted with Chaos. Effect Range lasts for 50% of the ability
duration and shrinks over time.
Ability 4 - Absorb - Nyx extends a aura of energy that absorbs all incoming damage, and stores it. Deactivating the ability will
release the damage in an area blast. Nyx cannot move or attack while Absorb is active.
Augment - Assimilate - Nyx can move at 50% Speed while using Absorb, but the area is reduced by half.
Augment - Singularity - Create a ring every 3s that drags in enemies at 15m/s.
Oberon
Passive - Allied pets receive +25% health, shield, and armor links. Pets receive one instant revive per mission.
Ability 1 - Smite - Focuses energy within a target and then projects it, damaging both the target and surrounding enemies.


Augment - Smite Infusion - Hold to cast will grant all allies within 15m an additional 100% Radiation Damage to their attacks for
40s.
Ability 2 - Hallowed Ground - Sanctifies the ground around Oberon, inflicting damage to enemies who step on it.
Augment - Hallowed Eruption - Reactivate to deal all Remaining Damage and Radiation Status. Passive: +100% Hallowed Ground
Duration.
Ability 3 - Renewal - Healing waves of energy emit from Oberon to allies, regenerating health over time.
Augment - Phoenix Renewal - Taking fatal damage while under the effects of Renewal will instead Heal you or allies to 50%
Health. This effect triggers only once for each ally every 90s.
Ability 4 - Reckoning - Lifts enemies into the air and slams them back into the ground, dealing damage. Enemies killed by this
ability have a chance of dropping a health orb.
Augment - Hallowed Reckoning - Reckoning gains +40% range. A 3m radius around each affected enemy grants bonus armor to
allies and deals 300 damage per second to enemies.
Octavia
Passive - You can customize Octavia’s Mandachord song in the Appearance menu, changing the way her abilities work and sound.
Ability 1 - Mallet - Beats damage into enemies in time to the percussion section of the Mandachord. Damage inflicted on the mallet
increases its output damage.
Augment - Partitioned Mallet - Create an additional Mallet with 20% reduced range.
Ability 2 - Resonator - Launches a rollerball that charms enemies to follow and attack it. Beat is timed to the bass section of the
Mandachord. If a Mallet is active, the Resonator will pick it up and move it with it.
Augment - Conductor - Reactivate the ability to command Resonator to move to your aim point at 150% Speed.
Ability 3 - Metronome - Grants buffs to Octavia and her allies in the aura. Beat is timed to the melody section of the Mandachord.
Crouch to the beat to gain invisibility, shoot to the beat to gain multishot, jump to the beat to gain a speed boost, melee attack to
the beat to gain a melee damage buff.
Ability 4 - Amp - Draws power from sound within its aura to provide and amplify a damage buff for Octavia and her allies. Also
doubles the damage and range of nearby mallets. Mallet, Resonator, Metronome, and gunshots all add to sound.
Signature Weapon - Tenora - Headshot kills with alt fire have a 20% chance to instantly refill magazine.
Signature Weapon - Pandero - Headshot kills with alt fire increase reload speed by 20%.


Protea
Passive - After casting three abilities, Protea empowers her next ability cast with an additive 100% ability strength bonus.
Ability 1 - Grendage Fan -
●
(TAP) Shrapnel Vortex: Creates a slashing, staggering swirl of shrapnel.
●
(HOLD) Shield Satellites: Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies
and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability.
Ability 2 - Blaze Artillery - Deploys an artillery unit to blast plasma charges at enemies it faces. Each enemy hit increases the power
of subsequent plasma attacks.
Ability 3 - Dispensary - Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack
and energy orb.
Augment - Repair Dispensary - Hold to create a dispensary that will revive the sentinel or companion Moa of a player within 14m
every 60s.
Ability 4 - Temporal Anchor - Drops a Temporal Anchor which, after a short duration, Protea rewinds to trigger a temporal
implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in
that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her. Protea is knocked down and the anchor
vanishes.
Qorvex
Passive - All Primary, Secondary, Glaives and Gunblades receive 3m Punch through.
Ability 1 - Chyrinka Pillar - Summon a Chyrinka Pillar that slows enemies. It pulses Radiation Damage with a guaranteed Status
Effect.
Ability 2 - Containment Wall - Qorvex summons walls that slam together, damaging all enemies caught between them and
inflicting Radiation Status.
Ability 3 - Disometric Guard - Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an
enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Ability 4 - Crucible Blast - Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a
guaranteed Status Effect. Enemies affected by Radiation Status explode in a chain reaction.


Revenant
Passive - When Revenant’s shield is depleted, he emits a Radial Blast that knocks down nearby enemies.
Ability 1 - Enthrall - Converts target into a thrall. Thralls turn on their comrades and can turn others into thralls. On death, they
dissolve into a damaging pillar of energy.
Ability 2 - Mesmer Skin - Gain a sentient energy shield that redirects damage. Redirected damage stuns enemies. Stunned enemies
can be Enthralled for no energy cost.
Augment - Mesmer Shield - Revenant receives +50% Mesmer Skin Strength and allies within Affinity Range are granted a
maximum of 5 charges.
Ability 3 - Reave - Dash through enemies as a wall of sentient energy, stealing shields and health from those contacted. This effect
is enhanced for thralls.
Augment - Blinding Reave - Enemies hit are blinded by fog for 10s.
Ability 4 - Danse Macabre - Float from the ground and emit a series of energy beams that extend from Revenant’s raised hand to
the ground at an angle. The beams will modify their damage type based on enemy resistances. Incoming damage is redirected into
the beams. Hold the Fire Button to increase the damage and range of the beams, at the cost of more energy.
Signature Weapon - Phantasma - Has 15 magazine capacity.
Signature Weapon - Tatsu - Charge cap of 9.
Rhino
Passive - When Rhino falls from a great height, or falls quickly enough, he will create a shockwave on impact, knocking down and
damaging enemies in a 6m radius.
Ability 1 - Rhino Charge - Rhino charges forward, causing damage and sending contacted enemies flying.
Augment - Ironclad Charge - Each enemy hit increases Rhino's Armor Rating by 50% for 10s.
Ability 2 - Iron Skin - Rhino hardens his armor, insulating himself from all damage.
Augment - Iron Shrapnel - Recasting Iron Skin will cause it to detonate, dealing 100% of its remaining Health as Puncture Damage,
and knocking down enemies.
Ability 3 - Roar - Grants Rhino and all nearby allies increased damage for a short time.
Augment - Piercing Roar - Roar gains +40% range. Enemies within 25m are knocked down and suffer 10 stacks of Puncture Status
effect.


Ability 4 - Rhino Stomp - Rhino stomps the ground, sending enemies into a stasis.
Augment - Reinforcing Stomp - Iron Skin Health is replenished by 4% for each enemy affected.
Saryn
Passive - Status Effects inflicted by Saryn and her weapons last 25% longer.
Ability 1 - Spores - Inflict a target with a pox of Corrosive spores. Destroying the spores or host spreads them to nearby enemies.
The longer the Spores are active, the more damage they deal.
Augment - Venom Dose - Hold to cast will grant all allies within 15m an additional 100% Corrosive Damage to their attacks for 40s.
Augment - Revealing Spores - Infected enemies within 40m will show up on the Minimap. +40 Enemy Radar
Ability 2 - Molt - Saryn sheds her skin, leaving a decoy behind to draw enemy fire.
Augment - Regenerative Molt - After casting Molt, Saryn regenerates 50 Health/s for 10s.
Ability 3 - Toxic Lash - While active, attacks deal additional Toxin damage. This effect is doubled for melee strikes. Instantly burst
spores with attacks while active.
Augment - Contagion Cloud - Create 5m toxic clouds, dealing 300 Toxin Damage/s for 12s with every kill. Damage is twice as
strong for Melee kills.
Ability 4 - Miasma - Releases a wave of Viral damage that affects all enemies in range, dealing damage over time. Enemies infected
with Spores receive more damage.
Sevagoth
Passive -
●
When Sevagoth is the player's equipped Warframe, Sevagoth's Shadow is available for customization with its own Upgrade,
Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank 10.
●
When Sevagoth is the player's equipped Warframe, Shadow Claws is available for customization with its own Upgrade tab
in the Arsenal loadout screen after reaching Warframe Rank 10.
●
On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself.
Control the Shadow to collect the souls of 5 enemies by casting Consume via the ability, quick melee, or fire weapon buttons
with a targeted enemy on the aiming reticle, reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive
Sevagoth by interacting with his tombstone.
Ability 1 - Reap - Sevagoth's Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death's Harvest over
time. The souls of the dead fill the Death Well.


Ability 2 - Sow - Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted
enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well.
Ability 3 - Gloom - Summon a radial pulse wave that ensnares and slows enemies, siphoning their lifeforce for the Death Well.
Allies within the wave steal health with each attack.
Ability 4 - Exalted Shadow - When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the
enemy asunder with a collection of Melee-focused Abilities.
Shadow Ability 1 - Embrace - Ghostly hands pull enemies into a flailing mass.
Shadow Ability 2 - Consume - Dash through enemies and rip out their souls to heal Shadow.
Shadow Ability 3 - Death’s Harvest - Inflict nearby enemies with a harrowing condition.
Shadow Ability 4 - Reunite - Sevagoth and his Shadow become one.
Signature Weapon - Epitaph - Gains 20% Headshot Bonus
Styanax
Passive - Styanax's weapon Critical Chance bonus increases by 1% per 40 Shield points, based on his current total including
Overshields. Passive bonus is doubled on Speargun primary Weapons.
Ability 1 - Axios Javelin - Throw an Axios Javelin. When the javelin impales an enemy against a wall, surrounding enemies are pulled
into the area and suffer a burst of damage.
Ability 2 - Tharros Strike - Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and
armor. Styanax regenerates health for every enemy struck.
Ability 3 - Rally Point - Draw enemy attention to Styanax. His resolve uplifts him and nearby allies, regenerating the squad's energy
over time. Styanax and his allies also regenerate shields for every kill assist they contribute.
Ability 4 - Final Stand - Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to
nearby enemies wherever they land. Direct hits to enemies deal greater damage.
Signature Weapon - Afentis - Unkown


Titania
Passive - TItania has +25% bullet jump distance. Bullet jumping creates an aura on the ground that grants the same effect to allies
who bullet jump from the aura.
Ability 1 - Spellbind - Enemies in range are suspended in the air. Nearby allies become immune to Status Effects.
Augment - Spellbound Harvest - Hitting at least 4 enemies with Spellbind will grant Titania 50 energy and 40% more range on the
next cast of Spellbind.
Ability 2 - Tribute - Extract an offering from a target that becomes a random ability buff. Survivor’s attacks are weakened. Buffs
consist of:
●
Dust - Reduces enemy accuracy
●
Thorns - Reflects a portion of damage taken
●
Entangle - Slows enemies
●
Full Moon - Increases Companion’s damage
Ability 3 - Lantern - Creates a swarm of razorflies that transform a target into a floating beacon, attracting enemies to it, and then
exploding.
Augment - Beguiling Lantern - Grants 100% bonus damage to attracted enemies.
Ability 4 - Razorwing - Shrink down to a pixie-like size, and gain access to Titania’s dual pistols, Dex Pixia, and her sword, Diwata.
While in this state, Archwing controls and mechanics are used. (Exalted Weapon)
Augment - Razorwing Blitz - Flight Speed increased by 25% and Fire Rate increased by 25% for 8s when using abilities. Stacks up
to 4x.
Trinity
Passive - Trinity revives fallen allies 20% faster, and from further away.
Ability 1 - Well of Life - Turns target into a source of health. Can gain health by damaging the target.
Augment - Pool of Life - On death, marked enemies will drop 4 Health Orbs with a 100% chance of dropping an Energy Orb.
Ability 2 - Energy Vampire - Turns target into a source of energy that emits waves of energy over time.
Augment - Vampire Leech - Excess Energy replenishes Shields by 150%.
Ability 3 - Link - Any damage taken while link is activated will be inflicted on a nearby enemy instead.
Augment - Abating Link - Reduces Armor Rating by 60% on enemies targeted by Link.


Ability 4 - Blessing - Restores the health and shields of Trinity and all allies within Trinity’s affinity range, while also giving some
damage resistance.
Augment - Champion’s Blessing - Gain Primary and Secondary Critical Chance for 12s for each percent you heal on allies up to
350%.
Valkyr
Passive - Valkyr has no touchdown animation, and recovers from knockdowns 50% faster.
Ability 1 - Rip Line - Valkyr throws out a hook. If she hits an enemy, she pulls them to her. If she hits a surface, she pulls herself to the
point of impact.
Augment - Swing Line - After using Rip Line, the next 4 Rip Lines will have no Energy cost while Airborne. +20% Parkour Velocity
Ability 2 - Warcry - Valkyr lets out a cry that increases ally’s melee speed while slowing down nearby enemies.
Augment - Eternal War - While active, Warcry's duration is increased by 2s for each Melee Kill.
Ability 3 - Paralysis - Valkyr sacrifices her shields, stunning and damaging enemies around her.
Augment - Prolonged Paralysis - Affected enemies are pulled towards Valkyr and the stun duration is increased by 200%.
Ability 4 - Hysteria - Valkyr becomes enraged and unleashes her claws. In this state Valkyr is invulnerable, but can only use her
claws. (Exalted Weapon)
Augment - Enraged - Damage increased by 200%, Critical Chance increased by 200%. Hysteria lasts for 15s, and receives a
matching cooldown.
Augment - Hysterical Assault - Aim and then attack to leap onto enemies up to 50m away.
Vauban
Passive - Vauban inflicts 25% extra damage with his weapons and abilities, against enemies that are incapacitated and unable to
move.
Ability 1 - Tesla Nervos - Deploy a roller drone that attaches itself to enemies and delivers bursts of arcing electricity to anything in
the immediate area.
Augment - Tesla Link - While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled
into a 8m burst of Electricity on death.
Ability 2 - Minelayer - Cycle through 4 deployable trap mines.
●
Tether Coil - Immobilizes and groups enemies together.
●
Flechette Orb - Fires out deadly nails in all directions.
●
Vector Pad - Accelerates enemies and allies in the pad's direction.


●
Overdriver - latches onto the nearest ally and boosts their weapon damage.
Ability 3 - Photon Strike - Drop a targeting beacon that calls in a devastating laser artillery strike.
Augment - Photon Repeater - After successfully hitting at least 5 enemies, the next cast will fire a second strike.
Ability 4 - Bastille - Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse
all Bastilles into a single damaging vortex.
Augment - Repelling Bastille - Enemies within the Bastille have a 100% chance to be repelled every 4s. Vortex's duration is
increased by 70% of its Maximum Duration for each additional Vortex thrown into it.
Volt
Passive - Traveling on the ground will build static electricity, which is then converted into Electric damage on Volt’s next attack.
Ability 1 - Shock - Launches an electric projectile that stuns and damages target, and chains to nearby enemies.
Augment - Shock Trooper - Hold to cast will grant all allies within 15m an additional 100% Electricity Damage to their attacks for
40s.
Ability 2 - Speed - Gains a buff to movement and melee attack speed for Volt and nearby allies.
Augment - Shocking Speed - Enemies within 3m while sprinting under the effects of Speed will take 300 Electricity Damage with a
guaranteed Status effect.
Ability 3 - Electric Shield - Deploys a barrier of electricity that blocks incoming damage. Volt can pick up and carry a smaller version
of the shield.
Augment - Transistor Shield - Allies can pick up Electric Shield. 300% of damage absorbed will be added to Volt's Static Discharge.
Volt can also cast Electric Shield while holding a Shield
Ability 4 - Discharge - Paralyze nearby enemies with an electric wave. Electricity will chain between enemies in range, and deal
damage over time.
Augment - Capacitance - Converts 3% of Damage dealt into Shields split between Volt and Squadmates.
Voruna
Passive - Hold down the ability button to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist
indefinitely until switched, undergoing a cooldown, or revoked by holding down the ability key again; while a passive is selected,
the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her.
●
Shroud of Dynar increases Parkour velocity.
●
Fangs of Raksh grants complete resistance to new Status Effects.
●
Lycath's Hunt imbues Voruna's melee weapon with additive 90% Heavy Attack Efficiency.


●
Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout and rendering her
invulnerable for 3 seconds and restoring all of her shields and health. Ulfrun's passive undergoes a minute cooldown after
his sacrifice or when swapped out.
Ability 1 - Shroud of Dynar - Dynar shrouds Voruna with invisibility and accelerates her speed. Invisibility ends when Voruna
attacks. For a short time, melee attacks have increased Critical Damage and Status Chance and inflict Bleed. Melee kill an enemy
during this time to extend the buff.
Ability 2 - Fangs of Raksh - Raksh's fangs tear into your enemies. 5 random Status Effects are applied at 10 Stacks each on an
enemy. On target's death, spread the Status Effects to other nearby enemies.
Ability 3 - Lycath’s Hunt - Lycath hunts to sustain the pack. There is a chance for enemies killed by melee attacks to drop health
orbs and enemies killed by headshots to supply energy orbs. Increase the duration of Lycath's hunt by killing enemies affected by 5
or more Status Effects.
Ability 4 - Ulfrun’s Descent - Voruna drops to all fours and prepares 5 brutal charges that lock onto enemies. Ulfrun, the most
powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby
enemies that are inflicted by Status Effects. Lethal attacks double the damage of Voruna’s remaining charges.
Wisp
Passive - Wisp is invisible while airborne unless you attack.
Ability 1 - Reservoirs - Deploy one of three buff Motes, Each will attach to Wisp and buff herself and allies within range.
●
Haste - Grants increased movement and attack speed.
●
Vitality - Increases maximum health and heals over time.
●
Shock - Stuns nearby enemies.
Augment - Fused Reservoirs - Adds a fourth reservoir that gives the effects of all three. Costs 200% more Energy.
Ability 2 - Will-O-Wisp - Cast forward a spectral image of Wisp to distract enemies. Activate again to quickly travel to the image’s
position. Hold to have the image travel faster, and teleport to its position on release.
Ability 3 - Breach Surge - Opens a dimensional breach that stuns nearby enemies, and causes them to release Surge sparks when
damaged. Wisp may also target a Reservoir to teleport to it and double the range of the surge.
Augment - Critical Surge - Teleporting to a Reservoir costs 50% Energy and grants 10% Critical Chance to Primary Weapons per
meter traveled for 9s. Maximum of 250% Critical Chance.
Ability 4 - Sol Gate - Direct a plasma energy beam forward, dealing heavy damage.


Wukong
Passive - Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3
of these techniques per mission to avoid death 3 times. Each technique will make Wukong avoid entering bleedout upon taking
fatal damage, invulnerable for 2 seconds, restore 50% health, and provide a unique buff.
Ability 1 - Celestial Twin - Shedding part of himself, Wukong creates a twin to fight by his side. Attack at range and the twin will
melee, pull a blade and the twin will lay down covering fire. Use again to command the twin to attack a target with increased
damage.
Augment - Celestial Stomp - Hold to command the twin to perform a slam attack suspending enemies in the air within 20m for 25
Energy.
Ability 2 - Cloud Walker - Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while
healing Wukong and his twin.
Augment - Enveloping Cloud - Allies within 4m of the cloud become invisible to enemies for 14s.
Ability 3 - Defy- Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt
back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
Ability 4 - Primal Fury - Wukong summons his Iron Staff. (Exalted Weapon)
Augment - Primal Rage - Killing an enemy increases Critical Chance by 15%. The increase decays by 1%/s
Xaku
Passive - Shifting their pieces unpredictably, Xaku has a 25% chance to harmlessly phase through incoming enemy weapon attacks,
while protected by a 25% damage reduction against area of effect damage. Passive dodge chance and area damage reduction both
raise to 75% while The Vast Untime is activated.
Ability 1 - Xata’s Whisper - Wield Void damage for all attacks from equipped weapons when activated.
Ability 2 - Grasp of Lohk - Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament.
Damage output increases based on enemy level. The number of weapons grabbed also determines the damage multiplier for The
Lost: Deny's Void beam.
Augment - Vampiric Grasp - When a stolen weapon deals damage to an enemy affected by The Lost: Gaze or The Vast Untime,
Xaku heals by 25.
Ability 3 - The Lost - Cycle through a trio of lost Warframe powers.
●
Accuse - Manifest a Void fissure to corrupt enemies into allies.


●
Gaze - Grasp targets in Void tendrils that capture damage and inflict it when the target is released.
●
Deny - Annihilate with a beam of Void energy, wiping Sentient resistances.
Augment - The Relentless Lost - Casting The Lost increases Ability Strength for The Lost by 35% and increases Ability Efficiency for
The Lost by 15% . The bonus can stack up to 3x and resets if you can cast the same ability twice in a row.
Ability 4 - The Vast Untime - Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new,
swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage. Xaku's other active abilities'
duration is frozen in time and resumes once The Vast Untime expires.
Signature Weapon - Quassus - Daggers become more accurate.
Yareli
Passive - Whenever Yareli moves for at least 1.5 seconds, she gains the Critical Flow buff that increases Critical Chance on her
secondary Weapon by 200%. Critical Flow lasts until Yareli stops moving.
Ability 1 - Sea Snares - Form five water globules that seek out enemies and expand on contact, simultaneously damaging and
immobilizing their victims.
Ability 2 - Merulina - Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli
by absorbing a large portion of incoming damage.
Augment - Merulina Guardian - Enemies eliminated during Sea Snares heal 20% of Merulina's health. Upon healing, gain +200%
Reload Speed and Fire Rate on Secondary weapons for 20s.
Ability 3 - Aqua Blades - Summon a trio of orbiting aquatic blades that deal damage when they come into contact with enemies.
Augment - Surging Blades - Activate Aquablades while in use or during cooldown to hurl a single blade. Thrown blades gain 10%
damage when any Aquablade hits an enemy. No cost to throw while riding Merulina.
Ability 4 - Riptide - Drag enemies into a crushing maelstrom and then blow them away in a watery burst. Each enemy trapped in the
vortex increases the burst’s damage.
Zephyr
Passive - Zephyr has improved midair aerodynamics, and falls slower.
Augment - Target Fixation - Disable Zephyr's reduced airborne gravity. Increase Ability Strength by 15%.
Ability 1 - Tail Wind - From the ground, charge and release to launch into an airborne hover. While in air, tap to dash forward, or aim
down and tap to dive bomb to the ground.


Augment - Target Fixation - Each enemy hit increases Tail Wind Damage by 100%. Damage resets upon being on ground for 2s.
Casting Tail Wind also resets your Double Jump/Bullet Jump.
Ability 2 - Airburst - Generate an air burst projectile that explodes on contact and ragdolls enemies. Launch Airbursts into
tornadoes to increase their size.
Augment - Airburst Rounds - Each enemy hit by Airburst increases secondary damage by 40% for 14s.
Ability 3 - Turbulence - Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Augment - Jet Stream - Turbulence increases Movement Speed by 40% and Projectile Speed by 100% for Zephyr and her allies.
Ability 4 - Tornado - Create a series of tornadoes that seek and engulf enemies. Tornadoes will deal elemental damage based on
enemies they absorb.
Augment - Funnel Clouds - Creates 8 additional tornadoes. All tornadoes are 50% their original size and won't pick up enemies.
Frame Etiquette
When playing with certain frames, try to work with them, often you’ll do much better and the mission will be much easier.
●
Banshee
○
Shoot the massive glowing spots. Deals quite a lot of damage.
●
Chroma
○
Let Chroma run out first, much better if they shoot him rather than you. Also, stand near him to gain buffs.
●
Equinox
○
If day or night, try to stay in her aura (swirly thing around her). It either gives power strength buffs, heals, or reduces
enemy damage.
●
Frost
○
Stay in the globe if you don’t want to get shot at.
○
Can cast globe multiple times to add armor to it.
○
For Frosts, clean up your globes (by pressing 1 on it while you’re on the outside) and don’t globe interception points.
●
Gara
○
Colour your energy less bright. Super bright colours are annoying when it comes to mass vitrify.
○
If possible, help keep allies alive. Your 2 can be cast on them so they also receive damage reduction.
●
Harrow
○
If it’s a team based Harrow, with a large circle around him, let him get kills. Gives everyone, including him, energy. If
you kill them, neither you nor the Harrow will get the energy
●
Hydroid
○
Shoot into the puddle. Also try to help him out by killing Nullifiers.
○
Puddles can heal you if the Hydroid has the augment.
●
Inaros


○
If you’re the Inaros, stop leeching health of allies while downed.
○
Try not to spam Sandstorm, it makes targets really difficult to hit and messes up melee combos.
●
Ivara
○
Staying in the bubble gives you invisibility.
●
Limbo
○
For Limbos, don’t always stasis everything unnecessarily. It’s generally not needed.
○
Rolling removes the rift.
●
Nekros
○
When playing with a Nekros, use slash based weaponry. It breaks the bodies into additional pieces and that means
more loot.
●
Nezha
○
Staying in the fire from firewalker removes debuffs.
●
Nidus
○
In longer missions, try not to mess with a Nidus and his stacks, he needs it for the later part of the game. This means
not blowing up the things in his larva unless he asks you to.
○
Stand on the grass if health is needed.
●
Nyx
○
Don’t shoot at a Nyx’s absorb unless she’s trying to leech or AFK.
○
For Nyxes, when playing a defense or intercept, you can remove mind control by pressing 1. Stops the wait for the
last enemy to die
●
Oberon
○
Stand near him for healing, and stand on the grass to get Iron Renewal
●
Octavia
○
Crouch to the beat to get invisibility, jump to get movespeed, shoot to get multishot, and melee to get extra damage.
●
Saryn
○
Shoot spores on enemies.
●
Titania
○
Don’t knock away her lantern (glowing enemy that looks like it has a vortex on it).
●
Trinity
○
For Trinities, keep your player list up by pressing [Z] and watch your allies’ health.
○
For Trinities, even if you’re an EV Trin or a Blessing, you can still cast the rest of your skills.
○
Stay near and protect Trinity to gain health and energy.
●
Volt
○
Electric shield works 2 ways.
○
Backflipping (aim + back + roll) removes speed.
Warframes and Companions Scheduled to be Vaulted
●
Currently Unknown


Prime Frames, Companions, and Archwings Rotation - Currently Available
*Everything is assumed Prime
●
Nyx (Permanent)
●
Valkyr (Permanent)
●
Chroma
●
Baruuk
●
Frost
●
Garuda
●
Grendel
●
Hildryn
●
Khora
●
Mag
●
Revenant
●
Zephyr
Prime Resurgence - Currently Available
See “”Prime Resurgence”” for details.
●
Frost Prime
○
Latron Prime
○
Reaper Prime
●
Zephyr Prime
○
Tiberon Prime
○
Kronen Prime
●
Chroma Prime
○
Rubico Prime
○
Gram Prime
●
Mag Prime
○
Boar Prime
○
Dakra Prime
Vaulted Frames, Companions, and Archwings - Currently Unavailable
*Everything is assumed Prime
Excalibur (Permanent)
Ash
Atlas
Banshee
Chroma
Ember
Equinox
Frost
Gara
Hydroid
Inaros
Ivara


Limbo
Loki
Mag
Mesa
Mirage
Nekros
Nezha
Oberon
Octavia
Rhino
Saryn
Titania
Vauban
Wukong
Zephyr
Odonata
Carrier
Dethcube
Helios
Wyrm
Odonata
Next Warframes to be Primed
This list is based on Warframe release order, then the pattern Male Male Female Female. These will be released in Prime Access.
This list is an estimate and changes may happen.
●
Wisp
●
Gauss
●
Grendel
●
Protea
●
Xaku(?)
●
Lavos
●
Sevagoth
●
Yareli
●
Gyre
●
Caliban
●
Styanax
Q: What does it mean for something to be “vaulted”?
A: It means the relics for the vaulted item can no longer be obtained in the regular game. However, relics and parts already owned
do not go away, and Primed items can still be traded.
Q: If a frame gets vaulted, do I get to keep the frame?
A: Yes, of course!
Q: You said nothing about Excalibur Prime, is he still farmable?
A: No, he’s not in the Prime Vault and he’s not farmable. He was part of the Founder’s package back when the game was first
released. He is currently unobtainable by any means. He will most likely never be obtainable ever again.
Q: How does vaulting work?
A: All relics that will be vaulted will be removed from drop tables. Anything else you have, you will keep. This includes the relics
themselves, the items, parts and crafted items.


Q: Will the vault be reopened?
A: Currently it works on a monthly “Prime Resurgence” Rotation, every month or so, a new duo of warframes and a few weapons
will be obtainable. You can purchase the relics needed to unlock these Primes from Varzia on Maroo’s Bazaar for Aya, which can be
obtained as a reward from any drop table that rewards relics.
Fashion Frame and Cosmetics (SPOILERS)
Fashion Frame is the act of combining different color, armor, and skin combinations on a Warframe to make it look cool and unique,
or to fit a theme. The term also applies to weapons, Companions and Operators. This is considered an endgame, optional activity,
as almost all of the cosmetics and colors necessary for Fashion Frame cost Plat or real currency.
When pertaining to colors, an item’s secondary energy color is unlocked after a Forma is applied to that item. Primary and
secondary energy is fused into a two-tone effect. Warframes, weapons, Syandanas, and companions can have secondary energy
colors.


There are three types of cosmetic items; Deluxe, Tennogen, and Prime Access.
●
Deluxe items are created by DE and always cost Plat. They include Warframe skins, weapon skins, armor packs, Companion
armor, Operator armor, Operator accessories, Syandanas, and Sugatras.
●
Tennogen items are created by digital artists with creative permissions from DE. Tennogen items always cost a
predetermined amount of real currency, 30% of which goes to the artist/creator of the item. Tennogen items include
Warframe skins, weapons skins, Operator accessories, and Syandanas.
●
Prime Access items are always included in the Accessories Pack of a Prime Access, and are available only as long as the
Prime Access is. They are not obtainable in any other way. The Accessories Pack costs real currency, and can either be
bought on its own or as part of the Tier 3 Prime Access pack. Prime Access items can include helmets for the newly Primed
Warframe, Prime armor sets, Primed Operator armor, Primed Operator accessories, Prime Syandanas, and Prime Sugatras.
Regalia
There are 3 types of Regalia; Emblems, Sigils, and glyphs.
Emblems are equipped in the Regalia section of the Warframe appearance menu, and include the Clan and Alliance emblems, along
with any Event emblems earned. They appear on your Warframe’s left and right shoulders. Only the Clan and Alliance emblems can
be purchased.
Sigils are equipped in the Regalia section of the Warframe appearance menu, and include the Assassin and Syndicate sigils. They
appear on your Warframe’s chest and back. Sigils cannot be purchased, but are occasionally available in Prime Access.
Glyphs are equipped in the Profile section of the [ESC] menu. They appear next to your name and gear in the squad list. Glyphs can
be earned, bought with platinum, redeemed with access codes, or awarded by other players/streamers. Your equipped glyph is also
what appears when using the Glyph gear item.
Weapons
Q: Should I potato/use an orokin catalyst on x?
A: A general rule of thumb is if you feel that it’s good, potato it. However, it’s a pretty good idea NOT to potato/upgrade the mk 1
weapons and to experiment before you potato a weapon.
Q: If I potato / use a catalyst on a weapon is it permanent?
A: Yes.
Q: Can I use multiple potatoes / catalysts on my weapon?
A: No.


Q: Do I have to wait until lvl 30 to potato / catalyst my weapon?
A: No, once used it will always double your mod capacity. So if you potato it at lvl 3 it gains +3, and if you level it to 30, it will give
+30.
Q: How do I use forma? I heard you can upgrade weapons with it.
A: On a lvl 30 or maxed piece of equipment, go to upgrade, on the bottom right side, there should be an action button. Once you
click on it, you have a choice to forma your weapon to give it another polarity.
Q: What are Prime weapons?
A: Lore wise, they’re prototypes (the original weapons). Gameplay wise, they give minor buffs to its stats. Otherwise they’re
basically the same as the normal ones with a different aesthetic.
Q: How do I get Prime weapons?
A: Farm for the relics where the parts are sealed in, and unlock the relic to get the part. Prime weapons have a multitude of parts
needed to build, depending on the weapon and type. Prime weapon blueprints can also be traded between players, or bought with
real currency in Prime Access or Prime Unvaulting packs. Occasionally, Twitch Prime will have a Prime weapon available to
subscribers.
Q: What does it mean for something to be “vaulted”?
A: It means the relics for the vaulted item can no longer be obtained in the regular game. However, relics and parts already owned
do not go away, and Primed items can still be traded.
Q: Which weapons do I need to build other weapons?
A: See this chart: Might be outdated, need to check!


Q: What weapons should I get first?
A: See the suggested List below.
The Suggested Beginner Weapon List
These weapons are handpicked for 3 distinct categories. They are easy to obtain, easy to mod and easy to use. When we say this, it
means that stuff like the Prisma Grakata don’t belong, since they aren’t always available. Neither are weapons with immensely
expensive mod requirements (ie Maiming Strike > 2 Primed mods). Preference should be paid to weapons that are available early
(Pre MR7).
The Following is a Suggested list of beginner weapons and do not represent the best weapons in the game.


Primaries
●
DMR - Latron MR 0 & Veldt MR 8
The Latron is a good all around starter weapon, it boasts high accuracy and fire rate but has a high recoil. Veldt on the other
hand is more akin to a sniper without being one, high dmg and fire rate make it a no brainer for the Tenno marksman.
●
Rifle - Baza MR7 & Soma MR 6
The Baza is a low damage, high fire rate smg that has damage fall off like a shotgun but has a high crit chance and is innately
silenced, and is solid for most of the Star Chart.
The Soma is a cross between an assault rifle and an LMG, a small spool up but high fire rate and good crit rate like the Baza,
in addition to a high mag size.
●
Shotgun - Hek MR4 & Tigris MR 7
The Hek and its variants are a great early game shotgun that don't require much to make it work. Good mag size and decent
damage make it a good choice for early game. The Tigris is a double barrel pain train, fast reload speed and low spread are
only a few things that make this shotgun good.
●
Bow - Dread MR5 & Rakta Cernos MR12
The Dread is one of the easiest bows to get but it still packs a huge punch. With a single crit mod, high crit chance and slash
damage. The Rakta Cernos on the other hand fires much faster than the dread, but has the impact damage type which isn't
as good as slash.
●
Sniper - Rubico MR6 & Vectis MR 2
The Rubico is a good all around sniper, boasting one of the highest crit multipliers of any gun, as well as a decent mag size.
The Vectis and its Prime counterpart have the highest status of any sniper but have to be constantly reloaded.
Secondaries
●
Shotgun - AkBronco MR2 & Bronco MR0
The Bronco and its dual series are the only pocket shotguns pre-MR7 that are easy to get. It packs a punch with decent all
rounder stats, with the exception of a really small clip. With the resources that are needed to craft it, Neurodes, Alloy Plates,
Ferrite and Polymer Bundles, it’s pretty feasible to obtain it early.
●
Burst Pistol - Sicarus MR3 & Kraken MR 0
The Sicarus is a burst fire, highly accurate pistol that also has a good crit chance. The only downside to the Sicarus is the low
mag capacity. The kraken on the other hand is a status pistol that fires a double shot on every trigger pull with the downside
being high recoil.
●
SMG - Afuris MR2 & Akstiletto MR 8
Both secondary smgs that are recommended have fast fire rate, and they boast solid damage with good accuracy.
●
Beam Weapon - Atomos MR5 & Nukor MR 4
Both weapons are extremely good early game and have the potential to be taken into late game with certain mod loadouts.
Melee
●
Polearm - Orthos (Prime) MR2 & Tonbo MR3


Both the Orthos and Tonbo have good range and are fast, great for clearing a group of enemies. They also have good status,
and should be modded for slash procs.
●
Whip - Lecta MR0 & Atterax MR2 & Scoliac MR6
All whips are a great melee choice, as they have high attack speed and extremely long range with good damage.
●
Hammer - Jat Kittag MR5
Great with quick attacks, continuous use, finishers etc. High damage, moderate range.
●
Greatsword - Galatine MR3 & Gram MR 2
Extremely high damage, very slow attack speed.
●
Fist Weapon - Hirudo MR7 & Ankyros MR 0
The Hirudo can deal lifesteal attacks and is extremely fast. The Ankyros is a gateway weapon that you need to turn into
other fist weapons.
●
Nikana - Nikana MR4 & Nikana Prime MR 0
Overall great stats, especially attack speed and crit. Easily usable throughout any mission. Use it to finish off enemies easily,
as it blends combat together very well. Moderate damage, speed, and range. The Prime version of the nikana is better in
almost every stat but is just harder to farm for.
Prime Weapon Rotations - Currently Available
*Everything is assumed Prime
Primary:
Braton (Permanent)
Burston (Permanent)
Cernos (Permanent)
Paris (Permanent)
Fulmin
Nagantaka
Phantasma
Secondary:
Akbronco (Permanent)
Bronco (Permanent)
Hikou (Permanent)
Lex (Permanent)
Afuris
Hystrix
Zylok
Melee:
Fang (Permanent)
Orthos (Permanent)
Scindo (Permanent)
Venka (Permanent)
Cobra & Crane
Dual Keres
Gunsen
Masseter
Tatsu
Arch-gun:
Corvas
Larkspur


Prime Resurgence - Currently Available
See “”Prime Resurgence”” for details
●
Soma Prime
●
Vasto Prime
●
Dual Kamas Prime
Next weapons to be vaulted
●
Currently Unknown
Vaulted Weapons
*Everything is assumed Prime
Astilla
Baza
Boar
Boltor
Corinth
Latron
Panthera
Rubico
Scourge
Soma
Stradavar
Strun
Sybaris
Tenora
Tiberon
Tigris
Vectis
Zhuge
Akbolto
Akjagara
Aklex
Aksomati
Akstiletto
Akvasto
Ballistica
Euphona
Knell
Lato (Permanent)
Magnus
Pandero
Pyrana
Sicarus
Spira
Vasto
Zakti
Ankyros
Bo
Dakra
Destreza
Dual Kamas
Fragor
Galatine
Glaive
Gram
Guandao
Karyst
Kogake
Kronen
Nami Skyla
Nikana
Ninkondi
Pangolin
Reaper
Redeemer
Silva & Aegis
Tekko
Tipedo
Venka
Volnus
Q: Will the vault be reopened?


A: Currently it works on a monthly “Prime Resurgence” Rotation, every month or so, a duo of prime warframes and a few weapons
will be obtainable. You can purchase the relics needed to unlock these Primes from Varzia on Maroo’s Bazaar for Aya, which can be
obtained as a reward from any drop table that rewards relics.
Q: How does vaulting work?
A: All relics that will be vaulted will be removed from drop tables. Anything else you have, you will keep. This includes the relics
themselves, the items, parts and crafted items.
Companions
There are 3 different types of companions that can accompany you and your Warframe on missions. Each type has special precept
mods that provide unique abilities and passives. You may only have one active companion at a time. Precept mods will be used
most in the order they are placed starting with the top left being the most used and the bottom right being the least used.
Beasts
There are two species of Beast companions, Kubrows and Kavats. They are bred and managed in the Incubator segment of your
Orbiter. Each new Beast requires an Incubator Power Core, the blueprint for which is found in the Market.
Only one Beast companion may be active and available to use at a time. The others you own are stored in Stasis.
When a Beast companion is bred, it will appear as a puppy or kitten. The Beast can be kept in this state indefinitely. It must be
matured for combat in order to take on missions.
When breeding a Beast, imprints can be used instead of a random incubation. Imprints are taken from an already existing Kubrow
and Kavat. A max of two imprints can be taken from every unique Beast. These imprints can then be traded and/or reused. Two
imprints are required to breed a focused Beast. Depending on genetics from the original Beast, you can determine the new Beast’s
gender, breed, size, and fur pattern.
The Nutrio Incubator Upgrade Segment can be obtained from the Clan Dojo. It reduces egg incubation from 48 hours to 24 hours.
Kubrows
Kubrows resemble large, sturdy canines. They are unique in that they lay eggs instead of giving live birth. To breed a Kubrow, the
Howl of the Kubrow Quest must be completed, a Kubrow egg must be obtained, and the Incubator segment installed. Kubrow eggs
only drop from Kubrow Dens on Earth. They can also be bought in the Market for 10p.
Kubrow Breeds
●
Huras - Stealth
○
Hunt - Performs lunging attacks.


○
Stalk - Can cloak itself and its master.
●
Raksa - Support and CC
○
Howl - Growls, frightening nearby enemies.
○
Protect - Replenishes its master’s shields when they are depleted.
●
Sahasa - Recon and Recovery
○
Dig - Sniffs and digs up buried items.
○
Ferocity - Performs finisher attacks.
●
Sunika - Combat
○
Savagery - Performs finisher attacks.
○
Unleashed - Knocks down VIP targets.
●
Chesa - Disarm and Fetch
○
Neutralize - Makes enemies drop weapons.
○
Retrieve - Sniffs out loot in crates and on enemies.
●
Helminth Charger - Unique strain bred by draining the Helminth Cyst
○
Proboscis - Harpoons enemies and pulls them back.
○
Trample - Tackles nearby enemies.
○
Strain Mod Set - Set of 4 mods that use a cyst-stacking passive to buff their effects.
Kavats
Kavats resemble large, slim, and lanky cats. They roam wild in only the Orokin Derelict. To breed a Kavat, 10 DNA strands and the
Kavat Incubator Upgrade segment must be obtained. The segment can be found on Hyekka Masters, and the DNA strands must be
scanned off of live wild Kavats, or bought from the Market for 5p.
Kavat Breeds
●
Adarza
○
Cat’s Eye - Grants increased Crit Chance to all nearby Tenno for a short time.
○
Reflect - Occasionally reflects amplified damage back at the enemy.
●
Smeeta
○
Mischief - Becomes invisible and deploys a decoy to draw fire.
○
Charm - Occasionally gives its owner one of a variety of buffs for a short time.
❖Critical Chance set to 200%
❖Warframe ability costs are refunded on cast
❖Pickups are doubled
❖Reload instantly once
❖Negates damage received from next incoming hit, and rewards 150 overshields
❖Creates and gives one instance of current planet’s rare resource
●
Venari - Khora’s unique Kavat. Can be used in conjunction with any other companion.


●
Vasca - Vampire Kavat. Can be obtained by going to the Plains of Eidolon during the night cycle and finding a Vasca Kavat to
infect your equipped kavat with Vasca Virus. Then returning to your orbitor and obtaining a genetic code from it twice.
○
Draining Bite - Deals 400 damage and heals 10% health to the kavat.
○
Transfusion - When downed Vasca kavat sacrifices 20% of its health to raise down master.
Predasites
Predasites resemble Kubrows but a more infested version. They roam wild on Deimos and to get a Predasite you must track down
and Tranq the type you want, There are 3 sub species of Predasites. Instead of using the incubator segment you make them similar
to Vulpaphylas and MOAs, You are able to “revivify” them using a modular 3 component system, The Weakened Version of the
subspecies you want(They become weakened when attacked by roaming infested), A Mutagen and a Antigen.
Mutagen, Antigen and the “Revivification” option are all from the Son on The Necralisk. They must also be gilded to gain mastery,
rename and apply forma to them, they can still have a potato/reactor applied to them without being gilded.
Predasites Subspecies
●
Vizier
○
Acidic Spittle - Every 5s spit acidic tar at an enemy within 30m, blinding them for 12s and dealing Corrosive Damage.
○
Latric Mycelium - Release a trail of spores every 8s that heal the companion and its allies for 300 health over 5s.
●
Medjay
○
Infectious Bite - A Finisher Attack that deals +200% Finisher Damage and infects the target with a Virus that grows 4
volatile pustules that store damage and explode after 3 seconds dealing all damage stored.
○
Paralytic Spores - Charge an enemy within 30m dealing 160 damage and releasing spores that stun enemies within
16m for 3s, leaving them open to Finisher Attacks. 10s Cooldown
●
Pharaoh
○
Endoparasitic Vector - Transmit an endoparasite to an enemy within 30m. Tentacles spawn from it, clinging to
enemies within 5m slowing them as they move further from the parasite, and dealing Viral Damage over 5s. 11s
Cooldown
○
Anabolic Pollination - Release a cloud of spores that persists for 6s increasing Toxin Damage by +100%. 16s
Cooldown
Mutagen blueprints can bought from Son on The Necralisk and change resistances and alters how the animal looks
●
Leptosam - Grants Proto Shield Resistances - No visual changes
●
Chiten - Grants Alloy Armor Resistances - Tail grows scales
●
Arioli - Grants Cloned Flesh Resistances - Infestation grows through the tail
●
Monachod - Grants Robotic Resistances - Cartilage Exoskeleton


Antigen blueprints can bought from Son on The Necralisk and changes the initial polarity and laters how the animal looks
●
Iranon - Initial Polarity is
Varazin - No visual Changes
●
Elasmun - Initial Polarity is
Madurai - Infestation grows through the horn
●
Ibexan - Initial Polarity is
Naramon - Infestation grows through the jaw
●
Tethron - Initial Polarity is
Penjaga - Infestation grows through the spine
Vulpaphylas
Vulpaphylas resemble Kavats but a more infested version. They roam wild on Deimos and to get a Vulpaphyla you must track down
and Tranq the type you want, There are 3 sub species of Vulpaphyla. Instead of using the incubator segment you make them similar
to Predasites and MOAs, You are able to “revivify” them using a modular 3 component system, The Weakened Version of the Animal
you want((They become weakened when attacked by roaming infested), A Mutagen and a Antigen.
Mutagen, Antigen and the “Revivification” option are all from the Son on The Necralisk. They must also be gilded to gain mastery,
rename and apply forma to them, they can still have a potato/reactor applied to them without being gilded.
Vulpaphyla Subspecies
●
Crescent
○
Crescent Charge - Charge an enemy within 10m dealing Puncture Damage and lifting them for 8s. While lifted,
damage against them is amplified by 100%.
○
Crescent Devolution - Devolves into its larval form upon death, and charges at enemies dealing Puncture Damage.
Respawns into its true form after 30s.
●
Panzer
○
Viral Quills - Launches 6 quills at enemies within 20m, each dealing Viral Damage with 40% Status Chance. If the
target is affected by a Viral Status, a Spore is added. 4s cooldown.
○
Panzer Devolution - Devolves into its larval form upon death, and spits quills at enemies dealing Viral Damage.
Respawns into its true form after 30s.
●
Sly
○
Survival Instinct - Increase their Master's Evasion by +40% until their next attack or after 8s whenever they kill an
enemy. Cooldown: 5s.
○
Sly Devolution - Devolves into its larval form upon death, increasing its Master's Evasion by 20% for 8s after they kill
an enemy. Respawns into its true form after 30s.
Mutagen blueprints can bought from Son on The Necralisk and change resistances and alters how the animal looks
●
Adra - Grants Proto Shield Resistances - No visual changes
●
Elsa - Grants Alloy Armor Resistances - Tail manifests a chitinous shell
●
Zarim - Grants Cloned Flesh Resistances - Tail mutates into a tentacle mass


●
Phijar - Grants Robotic Resistances - Tail skin recedes, leaving exposed flesh
Antigen blueprints can bought from Son on The Necralisk and changes the initial polarity and laters how the animal looks
●
Desus - Initial Polarity is
Varazin - No visual Changes
●
Virox - Initial Polarity is
Madurai - Tumorous Jaw Growth
●
Plagen - Initial Polarity is
Naramon - Scaled Mane
●
Poxi - Initial Polarity is
Penjaga - Shoulder Protrusions
Sentinels
Sentinels are the first type of Companions available to the player. They have varied precepts and weapons depending on the
Sentinel used. Each Sentinel will come with a Sentinel weapon, but that Sentinel is not limited to using that weapon. They do not
need to be maintained and their weapons can be swapped in the arsenal, however they do take mods from the same weapon types
as primaries. This means that any mods used on a rifle cannot be used on a Sentinel rifle.
Sentinels - Weapons
●
Carrier & Carrier Prime - Sweeper & Sweeper Prime
○
Ammo Case - Increases max ammo and will convert other types of ammo into current weapon ammo after 2s.
○
Looter -Destroys loots crates with 12m.
●
Dethcube & Dethcube Prime - Deth Machine Rifle & Deth Machine Rifle Prime
○
Energy Generator - After assisting in10 kills Dethcube will drop an energy orb.
○
Vaporize - Dethcube will make a high damage attack to an enemy that gets close.
●
Diriga - Vulklok
○
Arc Coil - Unleashes a shock attack to enemies in range.
○
Electro Pulse - Will continuously stun an enemy in range.
●
Djinn - Stinger
○
Reawaken - The sentinel will revive itself after 90s.
○
Thumper - Attacks the first visible enemy in 60m.
○
Fatal Attraction - Pulls enemy closer and does an AOE
●
Helios & Helios Prime - Deconstructor & Deconstructor Prime
○
Investigator - Will scan objects and enemies in range at the cost of one codex scanner per scan.
○
Detect Vulnerability - Will reveal weak spots on targets already fully scanned.
●
Nautilus - Verglas
○
Auto Omni - Repairs nearby Railjack hull damages and extinguishes fire
○
Nautilus forces enemies within 30m of the target into clusters for easier targeting.
●
Oxylus - Multron
○
Scan Aquatic Lifeforms - Reveals hotspots within 100m and applies Luminous Dye to fish within 40m.
○
Scan Matter- Resource containers within 60m are revealed on the Minimap for 8s every 30s.
○
Botanist - Oxylus Sentinel will scan plants within 50m over 2s. This consumes codex scanner charges.


●
Shade & Prisma Shade - Burst Laser
○
Ghost - Cloaks owner when enemies are within 10m. The cloak is disrupted if owner attacks.
○
Ambush - Increases damage after breaking invisibility from ghost.
○
Revenge - Ghost will not attack an enemy unless its owner is damaged, will also not attack while ghost is active.
●
Taxon - Artax
○
Molecular Conversion - Attacks an enemy and converts the damage to shields.
●
Wyrm & Wyrm Prime - Laser Rifle & Laser Rifle Prime
○
Negate - prevents Status Effects from applying to its owner once every 5s.
○
Crowd Dispersion - Stuns in a 10m AOE.
MOAs
MOA companions are a modular Companion introduced with Fortuna. They are repurposed Corpus Proxies. All MOA part blueprints
can be bought from Legs for Standing.
MOAs are built from 4 different components - the Model, Core, Gyro, and Bracket. There are currently 3 Models, 3 Cores, and 7
Gyros to choose from, with only one Bracket. Models determine the MOA’s precept mods, the Core and Gyro determine additional
health, shield, and armor buffs. The Bracket determines the MOA’s legs.
Each of the MOA Models can give 6k standing after Gilding.
Like Kit Guns and Zaws, MOA Companions must be Gilded in order to further upgrade and customize them. Gilding requires a max
level MOA, 10 Training Debt-Bonds, and 5k Standing. You cannot install a Potato or Forma, or customize colors until the MOA is
Gilded.
MOA Models
●
Lambeo - Defensive
○
Stasis Field - Creates a defensive bubble that reduces enemy projectile speed and damage.
○
Shockwave Actuators - Occasionally emits a shockwave that knocks down surrounding enemies.
●
Oloro - Tactical
○
Tractor Beam - Increases Warframe aim glide duration and reduces their gravity.
○
Security Override - Allows MOA to hack consoles, and gives it a chance to mind control robotic enemies within 30m
after a successful hack.
●
Para - Offensive
○
Whiplash Mine - Deploys a mine that tethers all enemies in range. After 3s, all tethered enemies get pulled into the
mine.
○
Anti-Grav Grenade - Fires a grenade that reverses gravity in an area, inflicting Impact damage and causing enemies
to float upwards.
●
Nychus - Close Quarter Combat


○
Blast Shield - Increases Overshields of the Moa. Leap at an enemy within 10m dealing Impact Damage and knocking
down other enemies within 5m and resets Overshields.
○
Hard Engage - Engages enemies within 10m with melee attacks, dealing Impact Damage. Melee attacks are
enhanced by Mods equipped in the Moa's weapon.
Note: MOA precept mods are not locked by type, meaning all MOAs can use any precept mods.
MOA Cores
Health
Shields
Armor
Drex
+5.0%
+7.5%
+2.5%
Alcrom
+5.0%
+5.0%
+5.0%
Krisys
+5.0%
+2.5%
+7.5%
Lehan
+7.5%
+0.0%
+7.5%
MOA Gyros
Health
Shields
Armor
Aegron
-2.5%
+2.5%
+5.0%
Atheca
+10.0%
-2.5%
-2.5%
Harpen
+2.5%
+5.0%
-2.5%
Hextra
+5.0%
+2.5%
-2.5%
Munit
+5.0%
-2.5%
+2.5%
Phazor
-2.5%
+5.0%
+2.5%
Trux
+2.5%
-2.5%
+5.0%
Tyli
+5.0%
-5.0%
+5.0%
MOA Brackets
Effect
Drimper
A basic bracket with no polarized Mod slots.


Gauth
An armoured bracket featuring a Mod slot with a Naramon polarity.
Jonsin
A flexible bracket featuring a Mod slot with a Madurai polarity.
Tian
An armoured bracket featuring a Mod slot with a Vazarin polarity.
Hona
An armoured bracket featuring a Mod slot with a Naramon polarity.
Archwing
Archwing is a unique mission type involving a special vehicle, called Archwing. There are 4 different Archwing flight suits, and one
Primed one, along with a roster of primary and melee weapons. The Archwing suit acts like a Warframe, with 4 unique abilities.
Archwing missions are spread throughout the Star Chart, and resemble regular missions, such as exterminate, interception and
mobile defense. During these missions only Archwing abilities, weapons, and mods can be used. Your Warframe and weapon
loadout does not matter, and can’t be used. The only way to get Archwing mods is by doing Archwing missions.
Archwing parts and blueprints can be found in your Clan Dojo. Archwing weapon parts and blueprints can be found in Syndicate
reward tables.
Archwings:
●
Odonata - General use
○
Ability 1 - Energy Shell - Forms a protective energy shell around the Warframe. Shots fired through the shield gain
50% Heat damage and 200% Critical Multiplier
Augment - Energy Field - Energy Shell applies to allies within 140m.
○
Ability 2 - Disarray - Drops flare beacons confusing incoming guided missiles.
○
Ability 3 - Seeking Fire - Fires a large volley of homing missiles.
○
Ability 4 - Repel - The Warframe emits a massive pulse of energy, stunning nearby enemies and sending them flying.
●
Itzal - Stealth and Support
○
Ability 1 - Arch Line - Launch a tethered hook that either pulls enemies close, or pulls the Warframe toward any
stationary objects it hooks onto.
○
Ability 2 - Penumbra - Activates a cloaking field that hides the Warframe and any nearby allies who remain
stationary.
○
Ability 3 - Cosmic Crush - Forms a miniature black hole that sucks in all nearby objects before rupturing in a massive
shock wave.
Augment - Cold Snap - The black hole saps the area of heat, freezing enemies in range. Enemies near the black hole
are completely frozen for 5s.


○
Ability 4 - Fighter Escort - Deploys drones that fight alongside the Warframe, each detonating in a destructive blast
when killed.
●
Amesha - Buffs and Healing
○
Ability 1 - Watchful Swarm - Tiny drones orbit the Warframe or an ally, and intercept enemy fire.
○
Ability 2 - Benevolent Decoy - Creates beacons that draw enemy fire, converting the damage into healing pulses.
○
Ability 3 - Warding Grace - Renders the Warframe and nearby allies immune to Status Effects, while slowing nearby
enemies.
○
Ability 4 - Vengeful Rush - All damage taken is transformed into Energy, while abilities gain enhanced range,
duration and power. Affects the caster and nearby allies.
●
Elytron - Damage
○
Ability 1 - Bloomer - Fires a high-yield, remotely detonated explosive projectile capable of latching onto targets.
○
Ability 2 - Core Vent - Vents out the Archwing's propulsion core, confusing enemy projectiles and causing them to
detonate.
Augment - Afterburner - Shooting the gas cloud with Blast Damage ignites exhaust fumes for 12s. Enemies passing
through the flames take 500 Heat Damage.
○
Ability 3 - Thumper - Creates a localized storm of punishing explosions.
○
Ability 4 - Warhead - Launches a plodding missile capable of unleashing a massive explosion.
The only Primed Archwing currently is Odonata Prime.
Archwing Primaries:
●
Cortege - Beam, 5 Kills unlocks a secondary attack that releases a trio of grenades
●
Corvas (Prime) - Shotgun, Charge for a high damage attack
●
Cyngas - Burst fire
●
Dual Decurion - Dual wield Rifles
●
Prisma Dual Decurion - Variant with increased stats
●
Fluctus - Plasma waves, punch through up to 250m
●
Grattler - Explosive shell based flak cannon
●
Kuva Grattler - Variant with increased stats
●
Imperator - Automatic hitscan rifle
●
Imperator Vandal - Variant with increased stats
●
Kuva Ayanga - Rapid fire explosive rounds that travel in an arc
●
Larkspur - Chain weapon with explosive projectile alternate fire
●
Maulson - Automatic heavy rifle, 5 Kills unlocks a secondary attack that releases a powerful laser
●
Morgha - Grenade Launcher, 5 Kills unlocks a secondary attack that a mortar
●
Phaedra - Automatic hitscan rifle
●
Velocitus - Charge shot sniper weapon
Archwing Melee:


●
Agkuza - Hooked longsword
●
Centaur - Sword and shield
●
Ironbride - Exalted Arch-Melee
●
Kaszas - Large Scythe
●
Knux - Extendable fist gauntlets
●
Onorix - Greataxe
●
Rathbone - Hammer
●
Veritux - Greatsword
●
Prisma Veritux - Variant with increased stats
Gear
Gear items are buildable equipment that can be used in-game. Some notable gear items include health, energy, and ammo restores,
ciphers, fishing spears, mining lasers, and Specters.
Q: How do I access my gear?
A: The default binding is “Q”
Q: How much gear can I bring along?
A: You have 12 main slots which can be hotkeyed, and infinite slots after that which have to be rotated to in missions. Technically,
you can have every piece of gear with you on a mission. However, consumable gear items have a limit to how many you can bring
on one mission. For example, ciphers max out at 200, so if you own 500, only 200 will be delegated to your gear wheel in a
mission.
Q: What should I normally bring?
A: Generally, bring ciphers (for hacking consoles), energy, health, and ammo consumables (aka pizzas or pancakes), and codex
scanners. Everything else is determined by preference or need.
Q: What are Specters?
A: Specters are a deployable AI that can be used in missions. They will follow and defend you until killed or the missions ends, or
you can set them to defend an area using [E]. Warframe Specter blueprints are rewarded from Rescue missions, while other
Specters come from Syndicates. Warframe Specters can copy your loadouts, and will use the weapons you assign them when
deployed.
Mods
Collecting and upgrading your arsenal with mods allows for ultimate customization. Mods appear as cards, and can be found,
earned, and traded in game.


Q: What are mods?
A: Mods are items that you can slot into your weapons, frames and companions that augment stats or add additional effects.
Modding can be as simple as giving additional crit to a weapon, adding health to a frame, or as complex as building a frame for a
certain ability. Mods are your power through the game, and are the reason why basically anything will scale. Without them, you’re
immensely weak compared to the enemies you face.
Q: Can I get more than x slots to hold mods?
A: There is no way to increase the amount of mods your Warframe/ Weapon can hold, the only exception would be via Exilus Slots,
however those are only usable once.
Q: I have a brown mod, is there a silver or gold mod that’s better than it?
A: Better versions of any specific mods are uncommon. Mods are designed to each have a unique ability. Instead of having better
versions of a mod, mods are upgradeable through fusion. However, all Primed mods are direct upgrades to their non-prime
counterparts.
Q: How does Status and Elements work? Are they optional?
A: Elements are very highly recommended, and Status procs are immensely helpful. See Damage for more information.
Q: Should I max ‘x’? (Primed mod/mod/rank 10)
A: Generally, you don’t need to max mods especially if you’re starting out. Getting to a R6-R8 is slightly better since it provides you
more bang for your buck. (See question right below why R6’s don’t need as much Endo).
Q: How does mod ranking work?
A: A mod will have a base Endo and Credit cost according to its rarity (Common, Uncommon, Rare and Legendary). This cost
roughly doubles for every rank that you upgrade it to, so it’s exponential. This means that the last 2 ranks of a R10 mod usually takes
about 75% of the mod’s total cost.
Endo Cost
0
1
2
3
4
5
6
7
8
9
10
Common
0
10
30
70
150
310
630
1,270
2,550
5,110
10,230
Uncommon
0
20
60
120
240
480
960
1,920
3,840
7,680
15,360
Rare
0
30
90
210
450
930
1,890
3,810
7,650
15,330
30,690
Legendary
0
40
120
280
600
1240
2,520
5,080
10,200
20,440
40,920
Percentage
0
.1953125
.390625
.78125
1.5625
3.125
6.25
12.5
25
50
100


Credit Cost
0
1
2
3
4
5
6
7
8
9
10
Common
0
483
1,449
3,381
7,245
14,973
30,429
61,341
123,165
246,813
494,109
Uncommon
0
966
2,898
6,762
14490
29946
60858
122682
246330
493626
988218
Rare
0
1,449
4,347
10,143
21,735
44,919
91,287
184,023
369,495
740,439
1,482,327
Legendary
0
1,932
5,796
13,524
28,980
59,892
121,716
245,364
492,660
987,252
1,976,436
Percentage
0
.1953125
.390625
.78125
1.5625
3.125
6.25
12.5
25
50
100
By ranking something to R6, you get 7/11ths (63.63%) of the benefit for only 6.25% of the cost. It’s similar to R8, having 9/11th
(81.81%) of the benefit for 25% of the total cost.
Q: What’s that mod slot right above the main modding slots on melee weapons?
A: That’s the stance mod slot. Think of it similar to an Aura for Warframes. It gives you more mod capacity and changes the way that
your melee works in terms of combos and attacks.
Q: What are some of the important mods?
A: See charts below.
Warframe Mods (Basic)
Mod Name
Effect
Drops from
Redirection
+Shields
●
Corpus Scavenger Drone
●
Grineer Draga
●
Grineer Darek Draga
●
Grineer Shock Draga
●
Grineer Elite Arid Lancer
●
Grineer Elite Frontier Lancer
●
Grineer Elite Lancer
●
Infested Ancient Disruptor
●
Infested Brood Mother
●
Infested Juggernaut Behemoth
●
Infested Tar-Mutalist MOA
●
Orokin Void Containers
Vitality
+Health
●
Alad V
●
Captain Vor
●
Lynx Osprey
●
Lynx Turret
●
Mutalist Alad V
●
Tyl Regor


●
Corpus Drone
●
Corpus Nemes
●
Corpus Oxium Osprey
●
Grineer Arid Hellion
●
Grineer Arid Lancer
●
Grineer Carabus
●
Grineer Drekar Elite Lancer
●
Grineer Drekar Lancer
●
Grineer Drekar Scorpion
●
Grineer Frontier Heavy Gunner
●
Grineer Frontier Hellion
●
Grineer Frontier Lancer
●
Grineer Frontier Regulator
●
Grineer Hellion
●
Grineer Lancer
●
Grineer Regulator
●
Orokin Void Containers
●
Spy 2.0 Reward
Steel Fiber
+Armor
●
Tyl Regor
●
Infested Crawler
●
Tier 1/2/3 Survival Reward
Flow
+Energy
●
Grineer Bailiff
●
Grineer Bailiff Defector
●
Grineer Arid Butcher
●
Grineer Butcher
●
Grineer Frontier Butcher
●
Grineer Drahk Master
●
Grineer Hyekka Master
●
Grineer Manic
●
Grineer Drekar Manic
●
Infested Chroma
●
Infested Mesa
●
Orokin Void Containers
●
Tier 3 Survival Reward
Intensify
+Power Strength
●
Alad V
●
Mutalist Alad V
●
Captain Vor
●
Stalker
●
Shadow Stalker
●
Infested T3 Defense Reward
●
Tier 1 Survival Rotation C
●
Tier 1 Excavation Rotation C
●
Orokin Void Containers
Stretch
+Power Range
●
Councilor Vay Hek
●
Lieutenant Lech Kril
●
Phorid
●
Raptor
●
Corpus Leech Osprey
●
Corpus Sapping Osprey
●
Corpus Shockwave MOA
●
Orokin Void Container
●
Corpus T3 Defense Reward
●
Grineer T3 Defense Reward


●
Tier 3 Survival Reward
●
Spy Reward
Streamline
+Power Efficiency
●
Jordas Golem
●
Grineer Arid Heavy Gunner
●
Grineer Arid Lancer
●
Grineer Drekar Lancer
●
Grineer Drekar Elite Lancer
●
Grineer Drekar Scorpion
●
Grineer Frontier Heavy Gunner
●
Grineer Frontier Hellion Grineer Frontier Lancer
●
Grineer Hellion
●
Grineer Lancer
●
Orokin Void Containers
●
Grineer T3 Defense Reward
●
Spy 2.0 Reward
Continuity
+Power Duration
●
General Sargas Ruk
●
Orokin Void Containers
●
Corpus T3 Defense Reward
●
Spy 2.0 Reward
Rush
+Sprint Speed
●
Corpus Fusion MOA
●
Orokin Void Container
●
Tier 1 Defense
●
Grineer Capture Reward
●
Spy 2.0 Reward
Corrupted, Advanced and Nightmare Mods
Mod Name
Effect
Location
Type
Vigor
+Shields +Health
Nightmare Missions
Warframe
Armored Agility
+Sprint Speed + Armor
Nightmare Missions
Warframe
Constitution
+Knockdown Recovery
Nightmare Missions
Warframe
Fortitude
+Knockdown Resist
+Shield recharge rate
Nightmare Missions
Warframe
Streamlined Form
+Weapon swap speed
+Slide speed
-Friction
Nightmare Missions
Warframe
Hammer Shot
+Crit Damage
+Status Chance
Nightmare Missions
Rifle
Shred
+Punch Through
Nightmare Missions
Rifle


+Fire Rate
Accelerated Blast
+Fire Rate
+Puncture Damage
Nightmare Missions
Shotgun
Seeking Fury
+Reload Speed
+Punch Through
Nightmare Missions
Shotgun
Wildfire
+Magazine Capacity
+Heat Damage
Nightmare Missions
Rifle
Chilling Reload
+Cold +Reload
Nightmare Missions
Shotgun
Blaze
+ Damage +Heat
Nightmare Missions
Shotgun
Ice Storm
+Cold Damage
+Magazine Capacity
Nightmare Missions
Pistol
Stunning Speed
+Status Chance
+Reload Speed
Nightmare Missions
Pistol
Lethal Torrent
+Multishot
+Fire Rate
Nightmare Missions
Pistol
Drifting Contact
+Melee Combo
+Status Chance
Nightmare Missions
Melee
Focus Energy
+Channeling Efficiency
+Electricity
Nightmare Missions
Melee
Rending Strike
+Puncture Damage
+Slash Damage
Nightmare Missions
Melee
Animal Instinct
+Loot Radar
+Enemy Sense
Nightmare Missions
Beast
Transient Fortitude
+Strength -Duration
Orokin Derelict Vault
Warframe
Overextended
+Range
-Strength
Orokin Derelict Vault
Warframe
Narrow Minded
+Duration -Range
Orokin Derelict Vault
Warframe
Fleeting Expertise
+Efficiency -Duration
Orokin Derelict Vault
Warframe
Blind Rage
+Strength -Efficiency
Orokin Derelict Vault
Warframe


Vile Acceleration
+Fire Rate -Damage
Orokin Derelict Vault
Rifle
Heavy Caliber
+Damage -Accuracy
Orokin Derelict Vault
Rifle
Critical Delay
+Crit Chance -Fire Rate
Orokin Derelict Vault
Rifle
Vile Precision
-Recoil -Fire Rate
Orokin Derelict Vault
Rifle
Depleted Reload
+Reload -Mag capacity
Orokin Derelict Vault
Sniper
Tainted Mag
+Mag cap -Reload
Orokin Derelict Vault
Shotgun
Tainted Shell
-Spread -Fire Rate
Orokin Derelict Vault
Shotgun
Frail Momentum
+Fire Rate -Damage
Orokin Derelict Vault
Shotgun
Critical Deceleration
+Crit Damage
-Fire Rate
Orokin Derelict Vault
Shotgun
Burdened Magazine
+Mag Cap + Reload
Orokin Derelict Vault
Shotgun
Vicious Spread
+Damage +Spread
Orokin Derelict Vault
Shotgun
Magnum Force
+Damage -Accuracy
Orokin Derelict Vault
Pistol
Tainted Clip
+Mag Cap -Reload
Orokin Derelict Vault
Pistol
Creeping Bullseye
+Crit Chance -Fire Rate
Orokin Derelict Vault
Pistol
Anemic Agility
+Fire Rate -Damage
Orokin Derelict Vault
Pistol
Hollow Point
+Crit Damage -Damage
Orokin Derelict Vault
Pistol
Spoiled Strike
+Damage
-Attack Speed
Orokin Derelict Vault
Melee
Corrupt Charge
+Channeling Damage
-Channeling Efficiency
Orokin Derelict Vault
Melee
Catalyzing Shields
-Shields, Grants 1.33
Shield Gate
Orokin Derelict Vault
Warframe
Rage
Energy when Damaged
Grineer Napalms
Orokin Void Containers
Warframe


Adaptation
+Damage Resistance on
damaged, stackable
Arbitrations
Warframe
Rolling Guard
+Rolling removes statuses
and grants invulnerability
Arbitration Vender
Warframe
60/60 Elemental Mods
Mod Name
Effect
Location
Type
High Voltage
+Electric
+Status Chance
Hive Caches: Rotation C
Rifle
Rime Rounds
+Cold
+Status Chance
T2 Spy or Lua Spy: Rotation C
Rifle
Thermite Rounds
+Heat
+Status Chance
T3 Spy or Kuva Fortress Spy: Rotation C
Rifle
Malignant Force
+Toxin
+Status Chance
Corrupted Vor
Rifle
Shell Shock
+Electric
+Status Chance
Hive Caches: Rotation C
Shotgun
Frigid Blast
+Cold
+Status Chance
T3 Spy or Kuva Fortress Spy: Rotation C
Shotgun
Scattering Inferno
+Heat
+Status Chance
T2 Spy or Lua Spy: Rotation C
Shotgun
Toxic Barrage
+Toxin
+Status Chance
Corrupted Vor
Shotgun
Jolt
+Electric
+Status Chance
Baro Ki Teer
Pistol
Frostbite
+Cold
+Status Chance
T3 Spy or Kuva Fortress Spy: Rotation C
Pistol
Scorch
+Heat
Baro Ki Teer
Pistol


+Status Chance
Pistol Pestilence
+Toxin
+Status Chance
Corrupted Vor
Pistol
Voltaic Strike
+Electric
+Status Chance
Baro Ki Teer
Melee
Vicious Frost
+Cold
+Status Chance
T1 Spy
Melee
Volcanic Edge
+Heat
+Status Chance
T1 Spy
Melee
Virulent Scourge
+Toxin
+Status Chance
Corrupted Vor
Melee
Charged Bullets
+Electric
+Status Chance
Profit-Taker Orb
Arch Gun
Hypothermic Shell
+Cold
+Status Chance
Profit-Taker Orb
Arch Gun
Magma Chamber
+Heat
+Status Chance
Profit-Taker Orb
Arch Gun
Contamination Casing
+Toxin
+Status Chance
Profit-Taker Orb
Arch Gun
Ion Infusion
+Electric
+Status Chance
Fomorian Sabotage
Arch Melee
Cryo Coating
+Cold
+Status Chance
Fomorian Sabotage
Arch Melee
Searing Steel
+Heat
+Status Chance
Fomorian Sabotage
Arch Melee
Infectious Injection
+Toxin
+Status Chance
Fomorian Sabotage
Arch Melee
Shock Collar
+Electric
+Status Chance
Orb Vallis Hyena
Beast
Frost Jaw
+Cold
Orb Vallis Hyena
Beast


+Status Chance
Flame Gland
+Heat
+Status Chance
Orb Vallis Hyena
Beast
Venom Teeth
+Toxin
+Status Chance
Orb Vallis Hyena
Beast
Weapon mods (Basic)
These are the much more basic mods, and once you get all of these, you’re basically able to mod any weapon into the late game.
Effect
Primary
Shotgun
Pistol
Melee
Damage
Serration
Point Blank
Hornet Strike
Pressure Point
Multishot
Split Chamber(Galvanized)
Hell’s Chamber(Galvanized)
Barrel Diffusion(Galvanized)
N/A
Crit Chance
Point Strike
Blunderbuss
Pistol Gambit
True Steel
Crit Damage
Vital Sense
Ravage
Target Cracker
Organ Shatter
Fire Rate
Speed Trigger
Shotgun Spazz
Gunslinger
Fury
Punch Through
Metal Auger
Seeking Force
Seeker
N/A
Range
Sinister Reach
N/A
Ruinous Extension
Reach
Flight Speed
Terminal Velocity
Fatal Acceleration
Lethal Momentum
Whirlwind
Silencing
Hush
Silent Battery
Suppress
N/A
Elementals
Infected Clip
Hellfire
Cryo Rounds
Stormbringer
Contagious Spread
Incendiary Coat
Chilling Grasp
Charged Shell
Pathogen Rounds
Heated Charge
Deep Freeze
Convulsion
Fever Strike
Molten Impact
North Wind
Shocking Touch
Element + Stat
Malignant Force
Thermite Rounds
Rime Rounds
High Voltage
Toxic Barrage
Scattering Inferno
Frigid Blast
Shell Shock
Pistol Pestilence
Scorch
Frostbite
Jolt
Virulent Scourge
Volcanic Edge
Vicious Frost
Voltaic Strike
Elementals are color coded Toxin,Heat,Cold,Electric


Weapon Mods Advanced
These mods are harder to get and are generally used for specific builds or to replace beginner mods in some cases.
Effect
Primary
Shotgun
Secondary
Melee
Crit chance
Argon Scope(Galvanized)
Laser Sight
Hydraulic
Crosshairs(Galvanized)
Maiming Strike
(Slide attack only)
Crit damage
Bladed Rounds
Shrapnel Shot
Sharpened Bullets
None
Punch Through
Shred
(Adds fire rate)
Seeking Fury
(Adds reload speed)
Seeker
Reach
Multishot
Vigilante Armaments
None
Lethal Torrent
(Adds Fire rate)
None
Damage per
Status Type
Galvanized Aptitude
Galvanized Savvy
Galvanized Shot
Condition Overload
Fire Rate/
Attack Speed
Shred
(Adds punch through)
Accelerated Blast
(Increases Puncture)
Lethal Torrent
(Adds Multishot)
Berserker
Gladiator Vice
Primed Mods
Q: Where do I get them?
A: Generally, you buy them from Baro Ki’Teer or you trade for them.
Q: Do I need them?
A: You can progress through the game without them, so no. These are mainly just for min-maxers and optimizers to squeeze every
little bit out of a build.
Q: I can’t trade for or get Primed Vigor, Fury, Shred or Sure Footed what gives?
A: Those can only be gained from the Daily Login reward and are locked to prevent people from making smurfs to farm it.
Q: How expensive are they to upgrade?
A: All Primed Mods can go to Rank 10, and will cost 40,920 Endo and 1,976,436 credits each to go from 0-10. It is recommended to
save Legendary Fusion Cores for Primed mods.
Q: What are the ones that have already been released?
A: All blue come from Baro, the green ones come from the daily tribute, purple ones are from a quest.


*Everything is assumed Primed
●
Ammo Stock
●
Animal Instinct
●
Bane Of (Faction)
●
Charged Shell
●
Chilling Grasp
●
Cleanse (Faction)
●
Continuity
●
Cryo Rounds
●
Expel (Faction)
●
Fast Hands
●
Fever Strike
●
Firestorm
●
Flow
●
Fulmination
●
Fury - 200 days ,400 days, 600
or 900 days
●
Heated Charge
●
Heavy Trauma
●
Magazine Warp
●
Morphic Transformer
●
Pack Leader
●
Pistol Ammo Mutation
●
Pistol Gambit
●
Point Blank
●
Pressure Point
●
Quickdraw
●
Ravage
●
Reach
●
Regen
●
Rifle Ammo Mutation
●
Rubedo Lined Barrel
●
Shotgun Ammo Mutation
●
Shred - 200 days ,400 days,
600 or 900 days
●
Slip Magazine
●
Smite (Faction)
●
Sniper Ammo Mutation
●
Sure Footed - 200 days ,400
days, 600 or 900 days
●
Tactical Pump
●
Target Cracker
●
Vigor - 200 days ,400 days,
600 or 900 days
●
Sacrificial Pressure
●
Sacrificial Steel
●
Umbral Fiber
●
Umbral Intensify
●
Umbral Vitality
How to Mod - Warframes
Muffin’s over-oversimplified guide to modding Warframes. (Starchart only, Endurance has some different builds for minmaxxing)
1.
Determine it’s best stats, and what it’s most suited for.
a.
i.e. a Valkyr has high innate armor and health, but very little shield.
b.
Inaros has a tons of health, but no shields, so don’t mod for shields.
c.
Volt generally has a ton of shields, so maxxing it, would be helpful.
2.
Get your survivability mods.
a.
These refer to mods which help you survive. If you feel that you don’t die too much feel free to skip.
b.
Quick Thinking, Vitality, Redirection, Vigor, Steel Fiber, Armored Agility, Adaptation, Health Conversion
c.
If your job is to tank, or your abilities depend on either Armor or Health, it’s wise to mod for that first.
3.
Get your core mods.
a.
These refer to the mods that make or break a certain build.
b.
If your build calls for an augment, then that will be its core mod. If it does not, then skip this section.
4.
Check the stats your skill needs then upgrade your Power Strength, Range, Duration and Efficiency.
a.
Determine which of the skills need the most modding. This determines the order of how you’ll mod.
i.
Modding an EV means -Duration>+Range>+Strength where efficiency doesn’t matter too much.
ii.
A Hysteria Valkyr only benefits from +Efficiency and -Range, +Strength should come second to that.


iii.
It’s possible to get under 100% on any given stat. Play around with your build to see which stats are less
needed than others.
How to Mod - Weapons
1.
Start with your “mandatory” mods (Damage & Multishot)
2.
Check out the stats, if it’s above 15% crit chance build for crit, if above 15% status build for status
a.
Hybrid builds exist, although it might be easier to forego and focus on one side
3.
Build it either for Pure Damage, Crit, Status, Hybrid
a.
Damage - Add Elementals, tons of them
b.
Crit - Crit chance & Damage
c.
Status - Preferably the dual stat elemental + status.mods
d.
Hybrid - Mix and match until you run out of mod space
4.
If there are still slots not full, add utility mods, reload, punch through and whatever else you might want.
Distant Observer has one of the most easily understandable guides for this
Riven Mods
Q: What are Riven mods? How do I unveil them?
A: Riven Mods are rare and powerful mods that appear as purple mod cards. They start out as a ??? riven, in this state it not take up
a riven slot. Upon equipping a riven it becomes Veiled, in this state you must complete the challenge on the riven in order to unlock
it. Riven mods come in 8 variants, each a specific weapon type; melee, zaw, pistol, kitgun, rifle, shotgun, companion weapon and
archgun. A riven can only be equipped to a weapon of its type. When the riven is unveiled, a random weapon of that type is rolled.
With the weapon comes a minimum of 2, and up to 4 random stats; a maximum of 3 positive stats and a maximum of 1 negative
stat. Fusing the mod will increase these stats, and all rivens cap at 8 fuses.
Q: How do I get them?
A: You get one by finishing TWW, the rest are via Sorties, Archon Hunts, Arbitrations, Events, Twitch Drops, Riven Slivers, Steel Path
Offerings, or trading.
Q: What’s this number at the bottom right of the Riven?
A: The number of times it has been rerolled using kuva.
Q: If I complete a Riven challenge, do I have to finish the mission?
A: No, you can abort the mission and still unveil the Riven if you have completed its challenge.
Q: Does having a negative effect make the positives better?
Q: Does having multiple positives but no negative make them worse?


A: Yes, and yes. Positives and negatives are mixed and make a Riven stronger than another. A riven with 2 positives and 1 negative
gives the strongest positives of that kind, while 3 positives with no negative give the weakest positives of that kind.
Q: My Riven has a higher/lower X than his, is this a bug?
A: Rivens stats are completely random, and fall within a range of possible numbers based on disposition. One riven might get
+101.3% damage and another might get +99.8% damage. This means that it’s virtually impossible to have a Riven that’s exactly the
same as another.
Q: How can I reroll Rivens?
A: Farm kuva from kuva siphon and flood missions, from kuva survival, bounties, and Sorties, and reroll the riven in the mod menu.
Q: Can I continue to reroll it forever or is there a cap?
Q: Does the Kuva scale infinitely?
A: There is no cap to how many times a riven can be rolled. However, the kuva costs will keep increasing until 9 rolls, where it caps
at 3500 kuva.
Q: Can I reroll the weapon they’re for?
A: No, but you can get Riven Transmuters to roll 4 unveiled rivens into a new random veiled riven.
Q: Does the MR lock on the Riven mod do anything?
A: MR requirement is just that, an MR requirement. The riven cannot be equipped until the player who owns it is the MR listed on
the card. The MR requirement on a Riven also raises the base Endo and credit trade-in value.
Q: How do I trade a Riven?
A: Trading Rivens works just like all other trading. The MR requirement on a Riven does not affect tradeability. However, players
cannot receive any type of riven until they are MR8, veiled or otherwise.
Q: If I own a veiled riven and a new weapon shows up, can it roll into the new weapon?
A: No, a veiled riven obtained before a new weapon comes out will not have the new weapon in its roll table.
Q: What are the various stats of the Riven?
A: See the table below. All of these stats can be both positive and negative.
Asterisks show melee exclusive stats.
Ammo Maximum
Base Damage
Punch Through
Additional Combo
Count Chance
Critical Chance on
Slide Attack
Heavy Attack Efficiency


Chance to not gain
Combo Count
Critical Damage
Multishot
Damage Vs Grineer
Finisher Damage
Range
Damage Vs Infested
Fire rate / Attack
Speed
Status Chance
Heat Damage
Impact Damage
Zoom
Electricity Damage
Initial Combo
Recoil
Critical Chance
Magazine Capacity
Combo Duration
Damage Vs Corpus
Melee Damage
Reload Speed
Cold Damage
Projectile Speed
Status Duration
Toxin Damage
Puncture Damage
Slash Damage
Q: What are the best stats for a riven?
A: This depends on the weapon and your preferences, but it’s generally agreed upon that damage, multishot, crit chance, and crit
damage are the best. For melee weapons, crit on slide and range are highly sought after as well.
Q: How do I display Rivens in chat?
A: Just type [Riven Mod] to bring up a screen or type the whole name out with brackets [Braton Lexicon]
Q: What can and cannot change when you roll a Riven?
Can change
Cannot Change
Type of stats
MR Cap
Number of stats, i.e. 2 Stats becoming 4
Polarity


Values of stats
Weapon
Q: Can I get rivens for Zaws and Kit Guns?
A: Yes. Rivens are available for all the Zaw strike and Kit Gun chambers. They will be displayed as Zaw Riven and Kitgun Riven.
Trading and Loot
Trading is the act of swapping items and premium currency between players in-game. Trading can be started through the Trade
Chat, a personal message, or some third party sites.
The requirements to trade are being at least MR2, and having access to Maroo’s Bazaar on Mars or a Clan Dojo.
Trading in Warframe is referred to as a Free-Market. This means the developers of the game have no say or influence on the price of
player owned in-game items, besides the ones in the Market. Prices are entirely dictated by the player-base, and will often change
without notice depending on rarity, availability, supply, and demand.
Trade Terms
You’ll need to learn the way the traders talk!
●
WTS - Want to sell
●
WTB - Want to buy
●
WTT - Want to trade (usually for equal value).
●
WTTF - Want to trade for
●
HM / hm - How much
●
PC - Price check, if you know the price, give that guy a heads up!
●
p / plat / :platinum: - Plat, the in game trade currency (and premium currency).
●
PM - Personal message , right click their name and select message or type /w [name] [message].
●
PMO - PM offers
●
OBO - Or best offer, willing to take offers less than listed price.
●
[item / item name] - shows a clickable link for said item / mod / part.
●
ea - each
●
Prime Junk - Mostly any Prime part you don’t care about, they’re usually sold in sets of 5 (Prices range from 2-4p per part,
written 5:10p or 5:20p).
●
b/o or Buyout - Usually a very high price, used in tandem with offers. Just means they will immediately sell the item to you, if
you meet the buyout price.
●
Maxed - Referring to a mod or Arcane that is the max level or fusion.
●
Unranked - Referring to a mod or Arcane that has not been leveled.


●
Low Roll - Any roll count of a riven as long as it’s lower than the 9th roll.
●
Junk / Trash Riven - Any Riven with terrible ‘junk’ stats, possibly overrolled past 9.
●
Riven w/ Negative - Rivens with a negative have better stats, generally ‘good’ negatives are zoom & occasionally recoil.
●
Sweets / Sweeteners - Deal sweeteners, anything from another mod or some Primed junk, to an Ayatan sculpture or star.
Examples: (NOT AN ACCURATE REPRESENTATION OF PRICES)
WTS > [Bronco Prime Blueprint] 5p ea
WTB > [Volt Prime] Set PM offers
PC > [Trinity Prime Systems]
/w BestTraderEver How much for that Ash Prime BP?
/w ThatOneTenno WTB your Primed Flow for 50p
WTT > Maiming Strike for Maxed Vitality
WTS > Prime Junk 5:15p
HM for Arcane Grace Set?
WTTF > Unranked [Prime Flow] PM offers
WTS > Great low roll Braton Riven mod [Braton Zeti-saticron] +Damage +Multishot +Reload -Zoom PM offers or Buyout @ 500p
As a general rule of thumb, format your posts. You can type them into a browser or Notepad and paste them into the Trade Chat.
The better looking and legible your post, the higher chance someone will notice it. Now that we have chat filters, it is immensely
important that you spell things correctly. For example, if someone has a filter of [Nova Prime] Chassis, then having ‘Nova P Chass’ in
your sale post will not trigger it.
Trading Etiquette
1.
Don’t say WTB Plat, that’s basically saying, “Want to buy money/currency”. Try selling something instead.
2.
If someone offers you something but you don’t like it, say “No” or “No thanks” don’t leave other people waiting. If it seems
decent, try to haggle.
3.
When someone asks for something at a specific price, don’t ask them for offers. They already gave you a price
4.
Don’t spam people if they don’t reply immediately, odds are, they might be in a mission or trading with someone else, or
have decided they’re not interested. Around 3 minutes would be a good time to reask.
5.
Do thank the buyer/seller. At the least, say it in chat.
6.
When buying something, don’t ask multiple people for the same thing, or inform them if you’ve already bought it.
7.
Haggling is fine, but If you’ve settled on a price, don’t try to change it.
8.
If you’re the one hosting a trade, don’t leave the dojo immediately after it’s done. Host Migration errors can sometimes force
restarts and delete traded items (even on your side). Wait for the person to leave first as often as possible.
9.
The seller is the host. He/she will be the one to invite.
10. Do not try to work around other people’s filters. For example, the people that exclude WTB, generally don’t want to buy
anything, so why waste your time trying to sell to them?


11. If you see someone saying PMO or Offers, don’t reply with hm or how much. That goes against the entire point of offers.
Research the item they’re selling, and make them a fair offer.
12. Optional good deed - if you see someone selling something for well below the accepted price, i.e. selling a Primed Mod for
10p, ask them if they know the actual price of the item. If they don’t, tell them the item’s current price. Otherwise you’re
setting them up to get robbed.
Trading
Q: Where do I go to trade?
A: Maroo’s Bazaar (on Mars) or in your Clan Dojo.
Q: What are tradable things?
A: Check this table
Tradeable
Not Tradeable
Relics and Keys
Built Warframes
Arcanes
Built weapons
Mods (except daily reward mods)
Potatoed / Forma’d/leveled Event/Syndicate Weapons
Fish and Gems (not alloys)
Any parts for a non-Prime/specialized Warframe/weapon
Event/Syndicate Weapons with 0 Affinity (no potato/forma)
Resources not involved with mining or fishing
Prime Parts UNBUILT
Crafted Prime Parts
Prime Blueprints
Cosmetics
Landing Craft Blueprints UNBUILT
Legendary Cores
Ayatan Sculptures and Stars
Captura Backgrounds
Q: Can I trade syndicate syandanas?
A: No, you can only obtain those for syndicates you’ve personally maxed out.
Q: What is trading tax?
A: It’s the tax on the buyer and seller on what they’re trading. It’s usually pretty low, however some clans have a premium tax.


IT IS NOT A HIDDEN FEE, NOR IS IT HACKED IN.
Primed mods and legendary tier items (Legendary Core and Legendary Arcanes) are the only items with 1M tax.
Q: Can you trade across regions?
A: Yes, as long as you can invite them to a Dojo or Maroo’s Bazaar and meet the trade prerequisites (mr2+ & have more than 1 trade)
they can trade with you.
Q: How many trades do I get?
A: You get as many trades as your MR. Your trade count will reset to your MR at the Daily Reset.
Q: How many items can I trade?
A: You can trade up to 6 items per trade instance. Items (except platinum) are not stackable and must be placed one at a time.
Q: Why does this item I’m trying to trade for say MR locked?
A: Many items, particularly Prime parts, are MR locked to players. This means they are not buildable until the player reaches the MR
shown for the item. This also means you cannot receive items that are above your MR level. Note that this only occurs for Prime
blueprints, not the individual parts of the Prime item. For example, if you are MR8, you can receive the stock for Tigris Prime, but not
the Tigris Prime blueprint.
Q: What is this blue text on the screen?
Q: How do I link items?
A: Simply try to type it with brackets [], a small popup will show you what is allowed to be linked.
Q: How do I display Rivens in chat?
A: Just type [Riven Mod] to bring up a screen or type the whole name out with brackets [Braton Lexicon].
Platinum
Q: What is Platinum? And what do I do with it?
A: Platinum is Warframe’s premium in-game currency, which means it can be bought with real life currency and used in game. Its
primary purpose is for purchasing items, equipment, and cosmetics in the Market (it is not recommended to buy items, as all items
and equipment excluding some cosmetics are farmable in game). Platinum can also be traded between players, usually for items
(see Trading above).
Q: Why should I pay money for Plat?
A: Technically you shouldn’t, but if there’s a particular Warframe/weapon/cosmetic/equipment that you want immediately, then you
use Plat for that. Also, since Warframe is free to play and doesn’t run advertisements, buying Plat and premium cosmetics is Digital
Extreme’s primary revenue source. So buying anything directly supports the Devs.


Q: My first 50 Plat is untradeable, what gives?
Q: Why do I have untradable Plat?
A: Any starting Platinum will be untradable. This is to prevent account creation for Plat farming. Most if not all other Plat that you
earn will always be usable for everything, including trading.
Q: What should I use my starting Plat on?
A: Generally, slots, potatoes (orokin reactors / catalysts) then cosmetics in that order. You’ll be able to get more Plat via trading with
others later.
A good choice is 1 Warframe slot (20p) and 2 Weapon slots (12x2=24) Thus equaling 44 Plat.
Here’s a basic priority list
●
Slots (Weapons and Warframe)
●
Potatoes (Get a good set of comfort weapons with potatoes)
●
Color Packs (Some good first palettes are the rest of Classic, Classic Saturated, Tenno, and Orokin)
●
Cosmetics (These are visual changes only and offer no benefit to gameplay)
●
Everything else; Weapons, frames, forma packs, etc.
Q: Should I buy Plat for the game immediately? I’m enjoying the game and I want to help support it.
A: Go ahead and buy, however it’s much better for you to wait for a 50% or 75% discount from the daily login reward. But still, if you
feel the need to contribute, it’s better for the game as a whole. Alternatively, if you do want to support the game, the Prime
Accesses are an option.
Q: How do I “earn” Plat? How do I “farm” Plat?
A: Plat is the in-game premium currency and the only way to get it is to either buy it from DE with real money or trade for it. There is
no way to “farm Plat”, in the strictest sense of the phrase. See Trading for ways to gain Plat through trading.
Q: Should I spend plat on rushing items in the foundry?
A: Short Answer is no. Taking the time and waiting for items to finish building in the foundry is great incentive to take a break and
helps you not get burned out by rushing the game.
A: If you are stretched for time, or are generally impatient, then rush what you think is important.
Resources
Q: Where can I get “x” resource?
A: Every planet has 4 set resources that can drop from enemies on that planet’s nodes.
General Resources
Planet
Resource 1
Resource 2
Resource 3
Resource 4


Earth
Ferrite
Rubedo
Detonite Ampules
Neurodes
Venus
Polymer Bundles
Circuits
Alloy Plates
Fieldron Samples
Mercury
Ferrite
Polymer Bundles
Detonite Ampules
Morphics
Mars
Salvage
Gallium
Morphics
Fieldron Samples
Phobos
Alloy Plates
Plastids
Rubedo
Morphics
Ceres
Alloy Plates
Circuits
Detonite Ampules
Orokin Cells
Sedna
Alloy Plates
Salvage
Rubedo
Detonite Ampules
Jupiter
Alloy Plates
Salvage
Hexenon
Neural Sensors
Saturn
Nano Spores
Plastids
Detonite Ampules
Orokin Cells
Uranus
Polymer Bundles
Plastids
Detonite Ampules
Gallium
Europa
Rubedo
Control Module
Morphics
Fieldron Samples
Eris
Nano Spores
Plastids
Mutagen Samples
Neurodes
Neptune
Ferrite
Nano Spores
Control Modules
Fieldron Samples
Pluto
Alloy Plates
Plastids
Rubedo
Morphics
Void
Ferrite
Rubedo
Argon Crystals
Control Modules
Lua
Ferrite
Rubedo
Detonite Ampules
Neurodes
Deimos
Nano Spores
Mutagen Samples
Orokin Cells
Neurodes
Kuva
Fortress
Salvage
Circuits
Neural Sensors
Detonite Ampules
Zariman
Alloy Plate
Ferrite
Voidgel Orb
Entrati Lanthorn
Rare Resources
Tellurium - Any Archwing mission (which also includes most of Uranus).
Nitain Extract - Nora Night (3-4 every 24 hours), Sabotage (Third cache has an absurdly low chance), Ghouls Bounties.
Cryotic - Excavations.
Oxium - Oxium Ospreys.


Kuva - Special missions near or in the Kuva Fortress, Cetus Bounties, and Sorties.
Endo - Uncommon drop for some enemies, reward from missions, Ayatan Treasures.
Hexanon - Uncommon drop from Amalgams, tiered reward for Disruption.
Thrax Plasm - Common drop from Thrax Centurion or Thrax Legatus
Special Resources
Ducats - Given by selling Prime parts and blueprints, consoles can be found in relays.
Ayatan Stars - Cyan and Amber variants, found in crates, boxes, or lockers in any mission. Can be traded for Endo or placed in
Ayatan Sculptures. The Amber Star is much rarer than the Cyan.
Ayatan Sculpture - A rare and beautiful artifact of Orokin origin. Can be filled with Ayatan Stars to animate it and be used as a
decoration, or sold to Maroo for Endo.
Lephantis Nav Coordinates - Resource needed to craft the Orokin Derelict Assassination key. Dropped from enemies and containers
in the Orokin Derelict.
Mutalist Alad V Nav Coordinates - Resource needed to craft the Mutalist Alad V Assassination key. Awarded for completing Infested
Invasions, Rotation B on Orokin Derelict Survival/Defense missions, and a low chance of dropping from the third cache in Hive.
Voidplumes - A rare metallic misty object, The shape changes depending on what type of Plume it is, There are 8 Voidplumes in a
Zariman mission, 1 Crest, 2 Vanes and the rest have 25% chance to become Vanes or 75% chance to become Downs, Quill’s Are
obtained from Zariman Bounties.
Vainthorn - Mission Reward from Abyssal Zone Node, 6-8 will be rewarded upon mission completion regardless of Defixio’s
extracted. 8, 11, 12 will be rewarded from the Steel Path variant.
Market/Event Resources
Forma - Changes the polarity of a mod slot on an item. Resets the item to unranked when used.
Warframe/Weapon Exilus Adapter - Unlocks the Exilus slot on Warframes or Weapons.
Umbral Forma - Changes the polarity of a mod slot on an item to the Umbral polarity. Resets the item to unranked when used.
Aura Forma - Allows the Aura slot of a Warframe to accept any Aura mod, and have the polarity drain boost. Resets the item to
unranked when used.
Plains of Eidolon Resources
Nistlepod - High areas (usually north eastern mountain) in the Plains
Iradite - Everywhere in the plains, however, they are affected by level. Higher bounties reward more Iradite per formation broken.
Maprico - On bushes everywhere in the Plains.
Kuaka Spinal Claw - On kuaka thistles everywhere in the Plains.
Grokdul - Anywhere in a Grineer base on the plains.
Cetus Wisp - Small totem-like creature that can be found near Plains water sources, or as rewards from Bounties. Spawns more
often at night.
For resources regarding fish, see Plains Fishing.
For resources regarding mining, see Plains Mining.


Orb Vallis Resources
Mytocardia Spores - Found in sacs on the floors of giant mushroom forests.
Gorgaricus Spores - Found by shooting off purple sacs from underneath the giant mushrooms.
Tepa Nodule - Taken from plants that grow on the mountainsides and caves of the Vallis.
Thermal Sludge - Found in Corpus bases and outposts.
Debt Bonds (training, shelter, medical, advances, familial) - Ticker clients, Bounties, Profit-Taker.
Toroids (Calda, Sola, Vega) - Enemies at Enrichment Labs, Temple of Profit, Spaceport respectively. Also drops from Scyto, Kyta, and
Mite Raknoids respectively.
Gyromag, Atmos, Repeller Systems - Rewards from Heist bounties, Vox Solaris offerings.
For resources regarding fish, see Vallis Fishing.
For resources regarding mining, see Vallis Mining.
Cambion Resources
Ganglion - Grows from Fleshy Tendrils out of the ground, Shoot to obtain.
Pustulite - Found by shooting brown infested sacs, Normally found in caves.
Lucent Teroglobe - Found by shooting grey metal outcrops.
Scintillant - Obtained from Bounties, Isolation Vaults and Enemy Necramechs.
Vome Residue - Found by shooting glowing blue orbs during the Vome Cycle.
Fass Residue - Found by shooting glowing red orbs during the Fass Cycle.
Orokin Matrix (Orientation, Ballistics and Animus) - Obtained from Isolation Vaults and Arcana Isolation Vaults.
Arcanes (Theorem and Residual) - Obtained from Isolation Vaults and Arcana Isolation Vaults.
For resources regarding fish, see Cambion Fishing
For resources regarding mining, see Cambion Mining
Q: My booster isn’t doing anything help!
Q: Difference between Resource Booster and Resource Drop Booster?
A: Resource Boosters will always apply a 2x multiplier to whatever resource you get. This includes fishing, mining, and kuva
missions. They do not affect rewards from mission drop tables.
Resource Drop Booster doubles the chance resources will drop from enemies, boxes etc. A Resource Drop booster will not double
kuva. Resource Drop boosters have no noticeable effect on fish or mining point spawns.
Q: I farmed Argon Crystals and they’re suddenly missing. What happened?
A: Argon naturally decays. It basically halves every day. So if you have 12 on the first day, on the second you’ll have 6, then 3 then 2
then 1 then none.
Q: Where’s the best place to farm x?
A: Generally the answer will always be the Dark Sector of the planet you need the resource of, and if it doesn’t have any, just do a
survival.


Q: What are ducats?
A: Ducats are another form of currency in the game, however you can only use them with Baro Ki’Teer, the Void Trader. You get
ducats from going to the relays and trading Prime parts in for them at the Ducat Kiosk on either side of the central aisle.
Q: What is Aya?
A: Aya is a rare resource gained as a mission/bounty reward, it can be traded to Prime Warframe and Weapon Relics from Varzia in
Maroo's Bazaar.
Q: Can Kavats increase the amount of Kuva you get?
A: Yes, but only the Smeeta Kavat breed with the Charm mod has a chance to double the Kuva you receive.
Void Relics
Void Relics are special, upgradeable containers that can be found throughout the Star Chart. They predominantly drop Prime
Warframe and Weapon parts, but can also drop Forma blueprints.
Q: Where do I find relics?
A: Relics are a common drop on most endless missions. Relic packs can also be bought from the Market and from all 6 main
Syndicates. Relics can also be traded between players.
Q: What does it mean for parts to be common and rare?
A: Every relic contains 3 common parts (bronze), 2 uncommon parts (silver), and 1 rare part (gold). Common parts have a high
chance of dropping, uncommon have a moderately-low chance of dropping, and rare parts have a low chance of dropping.
Q: What does refining a relic mean?
A: When doing Void missions, you collect Void Traces from dead Corrupted enemies. You can use these Traces to refine a Void relic
and increase the chances of getting uncommon and rare drops, while decreasing the chances for getting common drops. It takes 25
Traces for an Exceptional relic, 50 for a Flawless, and 100 for a Radiant.
Chances of getting one specific Drop
Refine Level (VT is Void Traces)
Common Drops x3
Uncommon Drops x2
Rare Drops x1
Intact
25.55%
11%
2%
Exceptional (25 VT)
23.33%
13%
4%
Flawless (50 VT)
20%
17%
6%
Radiant (100 VT)
16.67%
20%
10%


Relic Drop Tables
All parts are essentially Prime, and thus will not have the “Prime” for redundancy purposes. Simply search your desired part with no
Prime necessary. All lines indicated with red are vaulted until further notice, THIS IS NOT BEING UPDATED FOR THE MOMENT!
Item = In Rotation
Item = Vaulted
Lith
Common
Common
Common
Uncommon
Uncommon
Rare
A3
Rubico Receiver
Orthos Handle
Lex BP
Tiberon BP
Akbolto Barrel
Akjagara Barrel
C4
Burston BP
Forma BP
Paris Lower Limb
Braton Stock
Orthos Blade
Chroma Neuro
C5
Forma BP
Saryn Neuro
Spira BP
Valkyr Neuro
Venka BP
Cernos Lower Limb
K2
Braton Barrel
Rubico Receiver
Zephyr Neuro
Braton Receiver
Forma BP
Kogake Gauntlet
L1
Destreza Handle
Kogake Boot
Forma BP
Equinox Neuro
Zhuge BP
Limbo Neuro
M4 Akjagara BP
Equinox Chassis
Paris BP
Destreza BP
Stradavar Barrel
Mesa Neuro
V6
Cernos Grip
Nikana BP
Venka Blades
Forma BP
Saryn BP
Valkyr Chassis
W1
Gram Blade
Mirage Neuro
Forma BP
Fang Handle
Akbolto Link
Wukong BP
A1
Braton Barrel
Forma BP
Vasto Receiver
Vectis BP
Saryn Neuro
Akstiletto BP
A2
Lex Barrel
Forma BP
Valkyr BP
Cernos BP
Akbronco Link
Akstiletto BP
B1
Mag Neuro
Ankyros BP
Forma BP
Boltor Receiver
Rhino Neuro
Boar Stock
B2
Forma BP
Paris Lower Limb
Tigris Stock
Orthos Blade
Braton Receiver
Ballistica BP
B3
Burston BP
Forma BP
Limbo Systems
Orthos Blade
Cernos String
Ballistica BP
B4
Ankyros BP
Forma BP
Nyx BP
Rhino Neuro
Scindo BP
Boltor BP
B5
Banshee Neuro
Lex Receiver
Oberon Chassis
Rubico Stock
Orthos Blade
Ballistica BP
B6
Fang BP
Lex Barrel
Limbo Systems
Orthos BP
Redeemer BP
Ballistica BP
C1
Fang Blade
Nova Neuro
Nova Systems
Forma BP
Kavasa Band
Carrier Cerebrum
C2
Bronco Receiver
Paris Upper Limb
Venka Blades
Nami Skyla Handle
Akbolto Barrel
Cernos Lower Limb
C3
Lex BP
Silva & Aegis Hilt
Sybaris BP
Helios BP
Braton BP
Chroma Neuroptics
F1
Forma BP
Paris BP
Fang Blade
Odonata BP
Scindo BP
Fragor BP


F2
Odonata Systems
Hikou Stars
Paris Upper Limb
Fang Handle
Burston Barrel
Vauban BP
G1
Latron BP
Frost Chassis
Reaper Handle
Forma BP
Ember Systems
Glaive BP
G2
Bo BP
Latron Stock
Wyrm Cerebrum
Loki Chassis
Frost Systems
Glaive BP
H1
Bronco BP
Paris BP
Saryn Systems
Nami Skyla Handle
Akstiletto Barrel
Helios Cerebrum
H2
Lex Barrel
Forma BP
Zephyr Neuro
Orthos BP
Oberon BP
Helios Cerebrum
K1
Fang BP
Burston Stock
Odonata Harness
Trinity BP
Tigris Barrel
Kavasa Buckle
M1
Lex Receiver
Boar Receiver
Forma BP
Dakra BP
Soma BP
Mag BP
M2 Dakra Handle
Nova Neuro
Soma Barrel
Boar Barrel
Forma BP
Mag BP
M3 Forma BP
Paris BP
Silva & Aegis Hilt
Oberon BP
Rubico Stock
Mesa Neuro
N1
Nekros Chassis
Bronco BP
Fang Blade
Forma BP
Akbronco Link
Nova Chassis
N2
Paris Upper Limb
Spira BP
Carrier Systems
Kavasa Band
Helios BP
Nekros Systems
N3
Sybaris Stock
Burston Receiver
Valkyr BP
Forma BP
Braton BP
Nekros BP
O1
Rubico Receiver
Burston BP
Ballistica Lower
Limb
Forma BP
Akbolto Barrel
Oberon Neuro
O2
Volt BP
Bo Ornament
Wyrm Cerebrum
Forma BP
Loki Chassis
Odonata Wings
P1
Fang Blade
Helios Carapace
Sybaris Stock
Forma BP
Braton Receiver
Pyrana BP
P2
Burston BP
Forma BP
Tipedo BP
Ballistica Receiver
Gram BP
Pyrana BP
S1
Paris String
Hikou BP
Bronco BP
Forma BP
Paris Grip
Spira Pouch
S2
Carrier Systems
Akbronco BP
Nyx BP
Kavasa Band
Forma BP
Soma Stock
S3
Carrier Systems
Akbronco BP
Paris String
Soma Receiver
Ash BP
Spira Pouch
S4
Lex BP
Forma BP
Paris BP
Kavasa Collar
Trinity Chassis
Saryn BP
S5
Carrier Carapace
Burston Receiver
Fang Blade
Galatine Handle
Akbronco Link
Spira Blade
S6
Forma BP
Fang Blade
Dual Kamas BP
Valkyr Neuro
Kavasa Band
Spira Pouch
S7
Galatine Blade
Lex BP
Mirage Chassis
Paris Grip
Akbolto Link
Sybaris Barrel
T1
Akbronco BP
Burston BP
Forma BP
Valkyr Neuro
Ballistica Upper
Limb
Tigris BP
T2
Forma BP
Valkyr BP
Lex Barrel
Silva & Aegis BP
Braton BP
Tiberon Stock
V1
Paris Upper Limb
Paris Lower Limb
Burston Stock
Forma BP
Volt Systems
Fragor Handle
V2
Fang BP
Lex Barrel
Paris Lower Limb
Paris Upper Limb
Forma BP
Vauban Systems


V3
Paris Lower Limb
Cernos Upper Limb Braton BP
Helios Systems
Tigris Barrel
Valkyr Systems
V4
Spira BP
Nekros Chassis
Venka Blades
Helios BP
Tigris Barrel
Vauban Chassis
V5
Akbronco BP
Banshee Neuro
Lex BP
Ballistica Upper
Limb
Akbolto Barrel
Valkyr Systems
Z1
Fang Handle
Akbronco BP
Mirage Neuro
Cernos BP
Forma BP
Zephyr Systems
Z2
Akbronco BP
Nami Skyla BP
Forma BP
Helios Systems
Silva & Aegis BP
Zephyr Systems
Meso
Common
Common
Common
Uncommon
Uncommon
Rare
A2 Zhuge Grip
Tipedo BP
Forma BP
Zephyr Chassis
Equinox BP
Akbolto Receiver
E2
Bronco BP
Destreza Handle
Pyrana Barrel
Akbolto Link
Rubico Stock
Equinox Systems
K2 Mirage Chassis
Paris String
Orthos Handle
Chroma Chassis
Wukong Systems
Kronen Blade
N7 Limbo Systems
Pyrana Barrel
Kronen BP
Forma BP
Gram BP
Ninkondi Handle
N8 Valkyr BP
Forma BP
Cernos Upper Limb
Cernos String
Valkyr Neuro
Nikana Hilt
T1
Fang BP
Braton Stock
Burston Receiver
Forma BP
Paris Upper Limb
Tiberon Barrel
T3
Lex Barrel
Forma BP
Paris Lower Limb
Limbo BP
Chroma Chassis
Tiberon Stock
Z3 Chroma BP
Forma BP
Stradavar Receiver
Akjagara Link
Rubico Barrel
Zephyr Systems
A1
Ballistica Lower
Limb
Orthos Handle
Sybaris Stock
Forma BP
Kronen Handle
Akjagara Barrel
B1
Dakra Handle
Orthos Handle
Forma BP
Mag Chassis
Orthos BP
Boar Stock
B2 Braton BP
Oberon Chassis BP
Silva & Aegis Hilt
Kronen Handle
Hydroid BP
Banshee Chassis
B3 Forma BP
Nova Systems
Soma BP
Darka BP
Mag Chassis
Boar Stock
C1
Nova Neuro
Forma BP
Saryn Systems
Scindo Handle
Ash BP
Carrier Cerebrum
C2 Cernos Upper Limb Bronco BP
Galatine Blade
Valkyr Neuro
Odonata BP
Carrier Cerebrum
C3 Burston Stock
Lex BP
Nami Skyla BP
Helios BP
Saryn BP
Cernos Lower Limb
D1
Orthos Handle
Lex BP
Forma BP
Forma BP
Orthos Blade
Dual Kamas Blade
D2 Forma BP
Lex Receiver
Paris Lower Limb
Helios Systems
Valkyr Neuro
Destreza Blade
D3 Akbolto BP
Fang Handle
Braton Stock
Kronen Handle
Nami Skyla Handle
Destreza Blade


E1
Bo Ornament
Frost Chassis
Latron Barrel
Forma BP
Wyrm Systems
Ember BP
F1
Bronco Receiver
Paris Lower Limb
Saryn Systems
Nekros Neuro
Dual Kamas Handle Fragor BP
F2
Latron Stock
Ember Chassis
Sicarus Barrel
Reaper Blade
Forma BP
Frost BP
F3
Ember Neuro
Loki BP
Reaper Handle
Forma BP
Glaive Disk
Frost BP
G1
Braton Barrel
Forma BP
Venka Blades
Ballistica String
Silva & Aegis Blade
Galatine BP
H1
Hydroid Chassis
Mirage Neuro
Paris BP
Fragor BP
Oberon BP
Helios Cerebrum
K1
Cernos Upper Limb Nekros Chassis
Orthos Handle
Akstiletto Barrel
Tigris Receiver
Kogake Gauntlet
M1 Dakra Handle
Boltor Barrel
Ankyros Gauntlet
Boar Barrel
Rhino Chassis
Mag BP
M2 Fang Blade
Kogake Boot
Paris String
Akjagara Link
Silva & Aegis Blade
Mirage BP
M3
Ballistica Lower
Limb
Gram Blade
Paris String
Kogake BP
Equinox Neuro
Mirage BP
N1
Fang Handle
Braton Stock
Fang BP
Forma BP
Dual Kamas Handle Nyx Neuro
N2 Hikou BP
Bronco BP
Fang Handle
Ash Neuro
Forma BP
Vauban Neuro
N3 Burston Stock
Bronco BP
Braton Barrel
Euphona Barrel
Carrier Cerebrum
Nekros BP
N4 Paris Upper Limb
Saryn Neuro
Orthos Handle
Forma BP
Oberon BP
Nikana Blade
N5 Braton Stock
Forma BP
Lex Receiver
Hydroid BP
Tigris Receiver
Nekros Systems
N6 Boltor Barrel
Forma BP
Hikou Pouch
Rhino Chassis
Scindo Handle
Nyx Neuro
O1
Forma BP
Akbronco BP
Paris Lower Limb
Akstiletto Link
Cernos String
Oberon Neuro
O2 Tiberon Receiver
Paris Lower Limb
Cernos Upper Limb
Mirage Systems
Akbronco Link
Oberon Neuro
O3 Forma BP
Loki Neuro
Odonata Systems
Wyrm Systems
Volt Chassis
Odonata Wings
P1
Bronco Receiver
Chroma BP
Oberon Chassis
Ballistica Receiver
Silva & Aegis BP
Pyrana BP
R1
Tiberon Receiver
Paris Upper Limb
Braton BP
Ballistica String
Akbronco Link
Rubico BP
S1
Nova Systems
Paris BP
Tigris Stock
Paris Upper Limb
Odonata BP
Soma Stock
S2 Paris String
Bronco BP
Galatine Blade
Paris Grip
Forma BP
Saryn Chassis
S3 Valkyr BP
Nekros Chassis
Akbronco BP
Ash BP
Forma BP
Spira Pouch
S4 Fang BP
Banshee Neuro
Galatine Blade
Fang Handle
Trinity BP
Saryn BP
S5 Burston Stock
Braton Barrel
Lex Barrel
Forma BP
Saryn Neuro
Sybaris Barrel
S6 Galatine Blade
Helios Carapace
Valkyr BP
Cernos Strings
Tigris Receiver
Spira Blade
S7 Cernos Upper Limb Forma BP
Venka Blades
Nami Skyla Handle
Paris Grip
Sybaris Barrel


S8 Gram Blade
Forma BP
Bronco Receiver
Burston Barrel
Ballistica Upper
Limb
Sybaris Barrel
S9 Lex Barrel
Spira BP
Braton BP
Forma BP
Saryn Neuro
Spira Pouch
T2
Lex Barrel
Paris Lower Limb
Forma BP
Tigris Receiver
Banshee BP
Tiberon Stock
V1
Burston BP
Spira BP
Carrier BP
Braton BP
Forma BP
Vectis Receiver
V2 Vasto Receiver
Paris BP
Ash Chassis
Forma BP
Volt Chassis
Nikana Blade
V3 Carrier BP
Forma BP
Spira BP
Kavasa Band
Volt Chassis
Valkyr Systems
V4 Carrier BP
Lex Barrel
Forma BP
Valkyr Neuro
Ash Neuro
Vauban Chassis
V5 Bronco BP
Cernos Grip
Spira BP
Euphona Barrel
Silva & Aegis BP
Venka Gauntlet
Z1
Burston Receiver
Forma Blueprint
Fang Blueprint
Limbo BP
Helios BP
Zephyr BP
Z2 Braton BP
Redeemer Blade
Sybaris BP
Hydroid BP
Rubico Barrel
Zephyr Systems
Neo
Common
Common
Common
Uncommon
Uncommon
Rare
A2
Pyrana Barrel
Kronen BP
Limbo Systems
Forma BP
Zephyr Chassis
Akbolto Receiver
C1
Limbo Systems
Kronen BP
Mesa Chassis
Pyrana Receiver
Redeemer BP
Chroma Systems
M2 Akbronco BP
Burston Stock
Forma BP
Bronco Barrel
Limbo BP
Mesa Systems
R2
Ninkondi BP
Braton Stock
Forma BP
Tiberon BP
Paris Grip
Rubico BP
S12 Fang Blade
Redeemer Blade
Paris Upper Limb
Mirage Systems
Wukong Chassis
Stradavar BP
S13 Saryn Systems
Spira BP
Nikana BP
Cernos BP
Forma BP
Saryn Chassis
Z2
Akbolto BP
Braton Stock
Lex BP
Mesa BP
Pyrana Receiver
Zephyr BP
Z3
Bronco Receiver
Zephyr Neuro
Forma BP
Akjagara Receiver
Mesa BP
Zhuge Barrel
A1
Carrier Systems
Braton Barrel
Forma BP
Cernos String
Vectis BP
Akstiletto BP
B1
Paris String
Trinity Systems
Bronco Receiver
Vectis Stock
Burston Barrel
Banshee Chassis
B2
Tigris Stock
Braton Stock
Fang BP
Venka BP
Forma BP
Banshee Chassis
B3
Boar BP
Forma BP
Rhino Systems
Mag Chassis
Dakra Blade
Boltor BP
B4
Hydroid Chassis
Burston Stock
Forma BP
Kronen Handle
Tigris Barrel
Banshee Systems


B5
Braton Barrel
Ballistica Lower
Limb
Forma BP
Oberon BP
Destreza BP
Banshee Systems
D1
Mag Systems
Vasto Barrel
Boar BP
Trinity Neuro
Forma BP
Dakra Blade
E1
Frost Neuro
Loki Neuro
Wyrm BP
Forma BP
Reaper Blade
Ember BP
F1
Ember Chassis
Sicarus Barrel
Sicarus BP
Bo Handle
Forma BP
Frost BP
G1
Mirage Neuroptics Forma BP
Kogake Boot
Hydroid Neuroptics Paris Grip
Gram Handle
H1
Burston Receiver
Fragor Head
Orthos Handle
Banshee BP
Tigris Barrel
Hydroid Systems
H2
Euphona BP
Burston Stock
Fang BP
Ballistica Receiver
Rubico Barrel
Hydroid Systems
K1
Euphona BP
Silva & Aegis Hilt
Valkyr BP
Helios BP
Zephyr Chassis
Kogake Gauntlet
K2
Chroma BP
Braton Barrel
Banshee Neuroptics Akbolto Link
Mirage Systems
Kogake Gauntlet
L1
Mirage Chassis
Euphona BP
Kronen BP
Ballistica Receiver
Silva & Aegis Blade
Limbo Chassis
M1
Paris String
Akbolto BP
Bronco BP
Euphona Barrel
Helios BP
Mirage BP
N1
Hikou Stars
Vectis Barrel
Forma BP
Soma Receiver
Kavasa Collar BP
Nyx Chassis
N2
Lex BP
Fang BP
Vasto Barrel
Forma BP
Nova BP
Vauban Systems
N3
Lex Barrel
Odonata Systems
Paris String
Fang Handle
Ash Neuro
Nekros Systems
N4
Paris String
Ash Chassis
Braton Stock
Forma BP
Venka BP
Nikana Blade
N5
Saryn Systems
Forma BP
Helios Carapace
Ash Systems
Akstiletto Link
Nikana BP
N6
Bronco Receiver
Galatine Blade
Cernos Upper Limb
Sybaris Receiver
Trinity BP
Nikana Hilt
N7
Trinity Neuro
Euphona BP
Venka Blades
Banshee BP
Valkyr Neuro
Nekros Systems
N8
Paris String
Hydroid Chassis
Sybaris BP
Forma BP
Akbolto Link
Nami Skyla Blade
N9
Boar BP
Dakra Handle
Mag Neuro
Forma BP
Soma Receiver
Nova Chassis
N10 Forma BP
Redeemer Blade
Zephyr Neuro
Ballistica Upper
Limb
Tipedo Ornament
Nami Skyla Blade
O1
Forma BP
Odonata Harness
Volt BP
Aklex BP
Volt Systems
Odonata Wings BP
R1
Ankyros Gauntlet
Forma BP
Hikou BP
Boltor Receiver
Nyx Chassis
Rhino BP
S1
Carrier Carapace
Lex Barrel
Soma BP
Trinity Chassis
Forma BP
Saryn BP
S2
Burston Stock
Paris Lower Limb
Nova Systems
Nyx Systems
Paris Upper Limb
Saryn Chassis
S3
Soma Barrel
Carrier BP
Burston Receiver
Forma BP
Vasto BP
Spira Blade
S5
Latron Receiver
Ember Neuro
Reaper BP
Glaive Disc
Frost Systems
Sicarus Receiver


S6
Burston BP
Forma BP
Trinity Neuro
Tigris Receiver
Kavasa Buckle
Silva & Aegis Guard
S7
Banshee
Neuroptics
Fang Blade
Helios Carapace
Ballistica Receiver
Sybaris Receiver
Silva & Aegis Guard
S8
Bronco Receiver
Forma BP
Hydroid Chassis
Fragor BP
Nikana BP
Spira Pouch
S9
Akjagara BP
Bronco BP
Mirage Neuro
Destreza BP
Forma BP
Silva & Aegis Guard
S10 Lex BP
Saryn Systems
Braton Stock
Spira Blade
Nikana Blade
Saryn Chassis
S11
Bronco Receiver
Fang Blade
Hydroid Chassis
Forma BP
Kronen Handle
Stradavar BP
T1
Forma BP
Dual Kamas BP
Burston BP
Banshee BP
Fragor Handle
Tigris BP
V1
Nyx BP
Forma BP
Dual Kamas BP
Bronco Barrel
Volt BP
Nova Chassis
V2
Fang Handle
Braton Stock
Galatine Blade
Galatine Handle
Forma BP
Vauban BP
V3
Galatine Blade
Paris String
Carrier Systems
Tigris Receiver
Forma BP
Vauban Neuro
V4
Cernos Grip
Tigris Stock
Bronco Receiver
Saryn Neuro
Ash Neuro
Venka Gauntlet
V5
Helios Carapace
Paris String
Silva & Aegis Hilt
Forma BP
Burston Barrel
Vauban Neuro
V6
Burston Stock
Cernos Grip
Forma BP
Fragor Handle
Mirage Systems
Vauban Chassis
V7
Akbolto BP
Forma BP
Pyrana Barrel
Banshee BP
Cernos BP
Valkyr Chassis
V8
Loki BP
Odonata Harness
Wyrm BP
Forma BP
Bo Handle
Volt Neuro
Z1
Orthos Handle
Nekros Chassis
Paris BP
Forma BP
Galatine Handle
Zephyr BP
Axi
Common
Common
Common
Uncommon
Uncommon
Rare
D1
Braton BP
Chroma BP
Tiberon Receiver
Forma BP
Zhuge Receiver
Destreza Blade
G2 Wukong Neuro
Akbolto BP
Burston Receiver
Redeemer BP
Tipedo Ornament
Gram Handle
L5 Fang BP
Burston BP
Rubico Stock
Kronen Handle
Akbronco Link
Limbo Chassis
M1 Zhuge String
Lex Barrel
Mesa Chassis
Rubico Barrel
Orthos BP
Mirage BP
P1
Forma BP
Equinox Chassis
Akjagara BP
Kogake BP
Ninkondi Chain
Pyrana BP
R2 Destreza Handle
Forma BP
Lex Receiver
Chroma Chassis
Mirage Systems
Redeemer Handle
S5 Saryn Systems
Venka Blades
Cernos Grip
Forma BP
Nikana Blade
Spira Pouch
T2 Kogake Boot
Mirage Neuro
Stradavar Stock
Burston Barrel
Forma BP
Tipedo Handle


V9 Valkyr BP
Saryn Neuro
Mirage Neuro
Spira Blade
Valkyr Systems
Venka Gauntlet
A1
Trinity System
Fragor Head
Braton Stock
Akstiletto Barrel
Dual Kamas Handle Nikana BP
A3 Braton Barrel
Helios Carapace
Kogake Boot
Cernos String
Hydroid Neuro
Akbolto Receiver
A4 Braton Stock
Forma BP
Zephyr Neuro
Ballistica String
Fang Handle
Akbolto Receiver
A5 Forma BP
Vasto Barrel
Vasto Receiver
Akvasto Link
Vasto BP
Akvasto BP
B1
Euphona BP
Ash Chassis
Fang Blade
Cernos BP
Kavasa Buckle
Banshee System
B2 Fragor Head
Sybaris BP
Fang Blade
Forma BP
Orthos BP
Banshee System
C1
Trinity Neuro
Vectis Barrel
Lex Receiver
Orthos BP
Forma BP
Cernos Lower Limb
C2 Forma BP
Trinity Systems
Braton BP
Silva & Aegis Blade
Fragor Handle
Cernos Lower Limb
C3 Helios Carapace
Forma BP
Hydroid Chassis
Pyrana Receiver
Banshee Blueprint
Chroma Systems
C4 Braton BP
Hydroid Chassis
Pyrana Barrel
Kogake BP
Sybaris Receiver
Chroma Systems
E1
Latron Barrel
Sicarus BP
Frost Neuro
Glaive Blade
Forma BP
Ember BP
E2 Paris BP
Lex Receiver
Braton Stock
Forma BP
Bronco Barrel
Euphona Receiver
G1
Nekros Chassis
Saryn Systems
Paris BP
Kavasa Collar
Forma BP
Galatine BP
H1
Forma BP
Fragor Head
Vectis Barrel
Akstiletto Receiver
Trinity Chassis
Helios Cerebrum
H2 Oberon Chassis
Lex Receiver
Fang Handle
Trinity Chassis
Akstiletto Barrel
Helios Cerebrum
H3 Kronen BP
Cernos Grip
Helios Carapace
Burston Barrel
Forma BP
Hydroid System
H4 Mesa Chassis
Mirage Chassis
Paris Upper Limb
Akbolto Link
Forma BP
Hydroid Systems
K1
Odonata Harness
Hikou Pouch
Lex Barrel
Forma BP
Akstiletto Receiver
Kavasa Buckle
K2 Orthos Handle
Sybaris BP
Forma BP
Cernos String
Galatine Handle
Kronen Blade
K3 Cernos Grip
Paris BP
Tiberon Receiver
Banshee BP
Pyrana Receiver
Kronen Blade
K4 Paris BP
Forma BP
Sybaris Stock
Destreza BP
Kogake BP
Kronen Blade
K5
Ballistica Lower
Limb
Braton BP
Forma BP
Equinox BP
Hydroid BP
Kronen Blade
L1
Latron BP
Reaper BP
Wyrm Carapace
Forma BP
Glaive Blade
Loki System
L2 Orthos Handle
Braton BP
Nami Skyla BP
Tiberon BP
Forma BP
Limbo Neuroptics
L3
Fang Handle
Kronen BP
Nami Skyla BP
Akjagara Receiver
Zephyr Chassis
Limbo Chassis
L4 Forma BP
Bo Ornament
Wyrm Carapace
Odonata BP
Volt Systems
Loki Systems
N1 Braton BP
Forma BP
Fang Blade
Akstiletto Link
Odonata Wings
Ash System


N2 Carrier Carapace
Lex Receiver
Bronco BP
Forma BP
Ash Neuro
Nikana Hilt
N3 Paris Upper Limb
Dual Kamas BP
Forma BP
Volt BP
Bronco Barrel
Nekros BP
N4 Cernos Upper Limb Galatine Blade
Nekros Chassis
Fragor Handle
Hydroid Neuro
Nikana Hilt
N5 Euphona BP
Lex Barrel
Oberon Chassis
Helios Systems
Nekros Neuro
Nami Skyla Blade
N6 Lex Receiver
Nikana BP
Braton Barrel
Braton Receiver
Saryn BP
Nikana Hilt
O1 Euphona BP
Paris BP
Forma BP
Akstiletto Receiver
Galatine Handle
Oberon System
O2 Galatine Blade
Paris String
Fang Blade
Tiberon BP
Helios Systems
Oberon System
O3 Burston Stock
Destreza Handle
Forma BP
Venka BP
Zephyr Chassis
Oberon System
O4 Destreza Handle
Zephyr Neuro
Lex BP
Tiberon BP
Gram BP
Oberon Systems
R1
Boltor Stock
Mag Systems
Boar Receiver
Dakra BP
Ankyros Blade
Rhino BP
S1
Forma BP
Bronco Receiver
Bronco BP
Akbronco Link
Trinity BP
Scindo Blade
S2 Latron Receiver
Loki BP
Wyrm BP
Ember System
Forma BP
Sicarus Receiver
S3 Boltor Stock
Hikou Stars
Rhino Systems
Ankyros Blade
Nyx Systems
Scindo Blade
S4 Boar Receiver
Forma BP
Mag Systems
Dakra Blade
Nova BP
Soma Stock
T1
Vectis Barrel
Odonata Harness
Saryn System
Akstiletto Receiver
Burston Barrel
Tigris BP
V1
Odonata System
Carrier Systems
Dual Kamas BP
Volt Neuro
Forma BP
Vauban Chassis
V2 Hikou Pouch
Trinity Systems
Mag Neuro
Braton Receiver
Boar Barrel
Vectis Stock
V3 Trinity Neuro
Vasto Barrel
Trinity System
Orthos BP
Braton Receiver
Vectis Stock
V4 Paris BP
Trinity Systems
Odonata Harness
Cernos BP
Forma BP
Vectis Stock
V5 Venka Blades
Dual Kamas BP
Forma BP
Braton Receiver
Tigris Receiver
Valkyr Chassis
V6
Ballistica Lower
Limb
Braton BP
Forma BP
Fang Handle
Galatine Handle
Valkyr Chassis
V7 Lex Barrel
Nami Skyla BP
Valkyr BP
Kogake BP
Silva & Aegis BP
Venka Gauntlet
V8 Forma BP
Lex Receiver
Odonata System
Volt Chassis
Odonata BP
Volt Neuro


Factions
Friendly Factions
There are a number of factions and people willing to help you on your journey through the Solar System. These can include the
factions listed below, however Syndicates can be friend or foe, and aren’t included here..
Tenno
The Tenno are you, the Warframes, under the care and guidance of the Lotus. It is your privilege and your burden to keep the
balance of power in the Origin system.
Cephalon Simaris
Cephalon Simaris is a Cephalon construct that resides within the Sanctuary Enclave, a room found in all Tenno Relays. A seeker of
knowledge, his ultimate goal is to "immortalize" creatures through the process known as Synthesis, that deconstructs a being into
data for storage within the Sanctuary. Talk with Simaris
Ostron
The hardy people of the Plains of Eidolon, they’ve made a community in the shadow of an abandoned Orokin tower and called it
Cetus. They ask you for assistance in their constant struggle against the Grineer. Talk with Konzu.
Quills
Led by Quill Onkko, the Quills study the sentients who still roam the Plains. Onkko seeks your fighting prowess in getting closer to
these dangerous beings. Talk with Onkko.
Solaris United
The people of Fortuna are forever enslaved in debt to their Corpus overlords. The Solaris United have banded together to push
back. These cybernetically modified rebels request your help in furthering their cause. Talk with Eudico.
Vox Solaris
Where Solaris United is the face of the rebellion, Vox Solaris is the hidden, anonymous personnel group that handles the
underground dealings and shady operations. Their true purpose is yet to be revealed. Talk with Little Duck.


Entrati
The Entrati are an elusive family that reside inside the enclave of Necralisk, on Deimos. They were highly renowned during the
Orokin Era for being the first ones to create technologies that harnessed the power of the Void. Today, the sole survivors of the clan
are a single dysfunctional household that dwells on the Cambion Drift. Talk with Mother
Necraloid
Necraloids are Entrati machines operated by Cephalons, serving as loyal servants to the Entrati family. To fully access this
Syndicate, the player must complete the Heart of Deimos quest and The War Within. Talk with Loid.
The Holdfasts (SPOILERS)
The Holdfasts are the four last survivors of the adult crew of the Zariman Ten Zero and conducting their operations within the
Chrysalith. Returned to life by the mysterious powers of the Void, they have fought off conversion into Void Angels. While not
strictly human anymore, instead being Void manifestations resurrected through the Conceptual Embodiment of the memories of the
original Zariman Crew, they retain their human mindset and guide the Tenno in preventing the further degradation of the Zariman.
Speak with Quinn.
Khal’s Garrison
Kahl's Garrison is a resistance movement that fights against Narmer. Led by Kahl-175 with the support of Daughter and the Tenno,
he sets up his base at the Drifter's Camp, preparing a campaign to free his Grineer brothers and the Origin System from Narmer.
Speak with Khal.
NPC
There are a number of friendly NPCs throughout the game that provide the Tenno with different forms of aid or services.
●
The Lotus - A mysterious being who guides Tenno on their journey.
●
Ordis - A Cephalon who assists in ship and mission operations.
●
Darvo - A Corpus rebel who resides in Relays. He sells various items for Platinum at a discount from Market cost.
●
Baro Ki’Teer - Known as the Void Trader, he appears every 2 weeks on a Friday with a large selection of items to buy for
Ducats and/or credits. He is the only in-game purveyor of Primed Mods and Prisma Weapons.
●
Maroo - A shady thief who has a heavy interest in Ayatan artifacts. She will buy your Ayatan Treasures for Endo.
●
Clem - One of Darvo’s connections, he is an undercover soldier who spies on the Grineer. Will give you unique missions.
●
Nora Night - Host of the Nightwave radio station.
Enemy Factions
The Solar System is awash with large, dangerous, fanatical groups that all want to see the Tenno as a long forgotten memory.


Grineer
The Grineer are a vast army of genetically modified, cloned humans, who are plagued by debilitating defects from over extension of
DNA. They are born and raised into fanatical dedication to the two Grineer Queens, and wish to exploit Warframes as
superweapons. They use mass produced, simple but deadly weaponry, and have heavy armor that can block the majority of damage
they receive. Grineer never use proto-shields. Recommended to use puncture and corrosive damage types.
Enemies to Prioritize
●
Heavy Gunner - High armor, high health, high damage.
●
Hyekka Master - Very high armor, high health, can spawn up to 4 Hyekkas.
●
Bombard - Very high armor and health, fires homing rockets.
●
Napalm - Very high armor and health, fires incendiary grenades that leave a burning orb on impact.
●
Manic - High armor and health, can teleport and ignore damage, very high damage melee attacks.
●
Nox - Extremely high armor and health, wields a sticky grenade launcher that applies toxin and cold procs. Only weak spot is
its head, which is protected by a fortified glass helmet. Breaking the helmet releases the noxious gasses within.
●
Prosecutor - The Grineer specialty unit, with very high health and the only unit with a shield. There are 4 types of prosecutors,
each one uses a specific elemental shield, of heat, cold, toxin, or electricity. Whichever element the shield is is the only
damage type that will hurt them.
Grineer Controlled Planets
●
Earth (including Plains of Eidolon)
●
Mercury
●
Mars
●
Ceres
●
Saturn
●
Uranus
●
Sedna
●
Kuva Fortress
●
Lua (contested)
●
Zariman (rotates)
Corpus
The Corpus are slaves to their greed. The highest ranking Corpus leaders are merchants and traders, who deploy an army of
crewmen and moa proxies to both work for them and fight for them. The Corpus prefer high tech energy based weapons, and use
high capacity, damage absorbing proto-shields. Corpus units rarely if ever have any type of armor. Recommended to use slash,
impact, toxin, gas, radiation, and magnetic damage.


Enemies to Prioritize
●
Nullifier Crewman - Deploys an energy bubble around them, which stops or negates any Warframe abilities if exposed to it.
●
Comba/Scrambus - These units are taller than regular crewman, and have specialized hover shoes allowing them to move
very fast. They have an aura around their helmets that disrupt Warframe abilities and HUD.
●
Shield Osprey - A flying support unit, this osprey will regenerate nearby allies’ shields very quickly. Take out this unit before
engaging the rest.
●
Bursa - The Corpus specialty unit, there are three types of bursas, which are a heavy defensive proxy. Each one sits low to the
ground, and has a shield equipped to its front which negates all damage. It can only be damaged reliably from the back.
Once it is disabled, you can hack the console on its back and have it fight for you.
Corpus Controlled Planets
●
Venus (including Orb Vallis)
●
Phobos
●
Jupiter
●
Europa
●
Neptune
●
Pluto
●
Lua (contested)
●
Zariman (rotates)
Infested
The Infested are the remains of Corpus, Grineer, and other biological organisms that have been infected by the Technocyte Virus, a
pathogen that wiped out the ancient Orokin civilization. The Technocyte is a hive mind, and relentlessly attacks anything that
invades its spawning nests. Nearly every unit attacks exclusively with melee, though a few units have ranged attacks. Infested units
have very high health, rarely armor, and never have proto shields. They are weak to slash, puncture, heat, corrosive, and gas
damage.
Enemies to Prioritize
●
Volatile Runner - An orange Corpus crewman shaped infested that will charge you and explode in a suicide bomb style.
●
Swarm Mutalist Moa - A blue and purple Corpus proxy shaped infested that launches swarms of infested spores that cause
minor damage and reduce invisibility. Any infested units that hit the spores gain armor.
●
Tar Mutalist Moa - A blue, red, and purple Corpus proxy shaped infested that launches globs of bright yellow mucus, that
slows you down and causes heavy damage when in contact.
●
Ancient - A heavy infested melee unit, it comes in three types; healer, disruptor, and toxic. The healer (green) provides
damage resistance to allies, the disruptor (dark green and pink) drains your Warframe’s energy, and the toxic (dark green
and neon green) creates toxic clouds that deal heavy damage and buffs allies’ toxin damage.


●
Juggernaut - The infested specialty unit, and arguably the most dangerous unit in the game. It is a quadruped infested tank,
with armor so high that any damage done to the exterior does zero damage. It has high damage ranged and charge attacks.
The only way it can be damaged is when it rears up on its hind legs. Its stomach is its weak point.
Infested Controlled Planets
●
Eris
●
Deimos
Corrupted/Orokin
The Corrupted are the remnants of the ancient Orokin civilization. They are brainwashed, augmented forms of Corpus, Grineer, and
Infested units, roaming the abandoned halls of Orokin towers, protecting that which they were programmed to. And they will
defend their masters’ homes savagely.
All corrupted act like their normal counterparts, but are upgraded with higher health, armor, and shields. Their weapons are also
upgraded to Orokin Prime energy weapons. Each unit is still susceptible to their faction’s weaknesses. Corrupted units can only be
encountered in the Void, or Void Fissure missions.
Recommended to target the same enemy types of their original faction.
The only Corrupted controlled area is The Void.
Sentients (SPOILERS)
The Sentients are ancient beings that were a large part of the destruction of the Orokin Empire. They have several variants, and all
have either damage resistance or damage adaptation. They can be encountered on the Plains of Eidolon, Uranus, and Lua. Some
Sentients include the Oculysts, Battalysts, Eidolons and the Shadow Stalker.
Amalgams (SPOILERS)
The Amalgams are a hybrid of Corpus and Sentient Technology, developed by Alad V. They employ mixed attacks similar to their
Corpus and Sentient counterparts. Amalgams can only be found on Jupiter. They are susceptible to corrosive, radiation, and
magnetic attacks.
Syndicates
Syndicates are Factions that can be joined by the Tenno, and provide unique purchasable rewards. There are 6 main Syndicates,
each with their own goals, friends, and enemies. Each Syndicate considers 3 other Syndicates as Allied, Opposed, or Enemy. The 2
remaining are neutral.


A Syndicate’s standing is based on Reputation, and each Syndicate has their own Reputation ranking system. You can join as many
Syndicates as you’d like, but keep in mind that if a Syndicate is Opposed or an Enemy with another, then gaining Reputation with
that Syndicate will lose Reputation in the other. If your Reputation with a Syndicate drops below 0, you become an Enemy to them
and they will periodically send out hit squads to kill you in missions, much like Assassins.
To advance in a Syndicate, you must max out Reputation with each of the 5 levels. You gain reputation by equipping the chosen
Syndicate’s sigil to your Warframe. Only one sigil may be equipped on a Warframe at a time. A portion of the affinity you earn will
then be converted into Reputation. Each level will require an offering to advance. These offerings range from credits, resources,
potatoes, and Prime parts. Each level unlocks more rewards from that Syndicate’s reward table.
Steel Meridian
The Steel Meridian are made up of deserters and opposers to the Grineer Regime. They constantly fight a guerilla war against them,
and are sworn protectors of the few colonies that still survive on Earth.
Arbiters of Hexis
The Arbiters of Hexis are a disciplined, dogmatic, ruthless cult of warriors and clerics who seek justice and order in the Origin
System. They see the Tenno as the ultimate key to this goal.
Cephalon Suda
Suda is one of the ancient artificial intelligences created during the Great War, a Cephalon. She despises violence and destruction,
and her thirst for knowledge is unparalleled. She finds the Tenno intriguing.
The Perrin Sequence
The Perrin Sequence are a splinter group of brilliant and powerful merchants, who shun the Corpus to further their own goals. They
wish to bring prosperity and direction to the Origin System.
Red Veil
The Red Veil are an organization dedicated to destruction. They see mass corruption all around them, and wish to heal the system
through a great and violent purge. Bound by honor to their cause, they do not regard life as precious, but as an obstacle.
New Loka
New Loka are worshipers of the Human life and what it once was. They wish to see the restoration of humanity and the
repopulation of Earth. Their belief is that humanity will rise once again and end the age long conflict that plagues the Origin
System.
Syndicate Alignments
Syndicate
Allied (+50% Rep)
Opposed (-50% Rep)
Enemy (-100% Rep)


Steel Meridian
Red Veil
New Loka
Perrin Sequence
Arbiters of Hexis
Cephalon Suda
The Perrin Sequence
Red Veil
Cephalon Suda
Arbiters of Hexis
Red Veil
New Loka
Perrin Sequence
New Loka
Arbiters of Hexis
Steel Meridian
Red Veil
Steel Meridian
Cephalon Suda
Arbiters of Hexis
New Loka
Perrin Sequence
Steel Meridian
Cephalon Suda
Because of these Alignments, it is recommended to ally with 3 Syndicates, the 3 on the left of the menu, or the 3 on the right, for
ease of use.
Q: What do syndicates do?
A: Syndicates allow Tenno access to their reward lists, which include important things like Warframe/weapon augment mods, gear
consumables, relic packs, Archwing weapon parts, Spectres, unique Syndicate weapons, Captura scenes, and more.
Q: Can I trade syndicate syandanas?
A: No, you can only obtain those for syndicates you’ve personally maxxed out.
Q: If I drop below my rank after paying tribute, do I still have to pay tribute again?
A: Yes, if you lose a rank then you will have to pay tribute to get it back.
Q: Which is the best syndicate? What syndicate do I choose?
A: That’s subjective, choose which one you like the most, or which one you like the rewards for most.
Q: How many syndicates can I max?
A: 6, however that takes intense micromanagement. 4 is the easiest to max without extreme effort. The combinations are as
follows:
Steel Meridian, Cephalon Suda, Arbiters of Hexis and Red Veil
or
Red Veil, New Loka, Steel Meridian and Perrin Sequence
(Bolded are the ones most used to retain 4)
Keep the SM/RV sigil and do CS/NL missions respectively.
Q: Is there any downside to getting Syndicates mad/angry/negative?
A: The slighted Syndicate will occasionally send Death Squads after you, similar to Assassins. You can tell which Syndicate is
attacking from flickering lights and a message from the attacking Syndicate. You also don’t have access to their rewards.


Q: What’s the difference of the “x Squad” vs the “x Platoon”?
A: Just numbers, usually the squad has 3-5, while the Platoon has 5-8.
Q: I joined this syndicate, but the other one has the mod I want. Can I switch over?
A: Anytime. Just pay the tribute and advance to the other goal. Alternatively you can just trade for the mod.
Q: If I reach my daily standing cap and do a Syndicate mission do I get more standing?
A: Yes. Syndicate missions reward standing regardless of your cap.
Q: What do Insignia / Seed / Quittance / Datum / Medallion / Mark do?
Q: What do Defender Insignia / Bountiful Seed / Executive Quittance / Intriguing Datum / Lawful Medallion / Honored Mark do?
Q: What do General Insignia / Flawless Seed / Partner Quittance / Genius Datum / Maxim Medallion / Exalted Mark do?
Q: How do I find them? How do I get them?
A: Collectively, they’re called Syndicate Medallions, and they can be redeemed at any non Earth relay at their respective Syndicates
for standing in their particular syndicate. You can get them by doing Syndicate missions, they usually spawn 8 per mission.
Q: How do I start earning standing with my Syndicate?
A: Just to the right of the Navigation is a menu you can interact with to select a Syndicate, from there you can pledge yourself to the
syndicate you choose, A percent of affinity you gain during missions goes towards ranking up your chosen Syndicate. You can
change at anytime.
Q: Why did my Syndicate weapon suddenly explode?
A: All Syndicate weapons, and weapons that can be upgraded with a Syndicate mod, have what is called a Syndicate Radial Effect.
Each effect gives buffs and damage depending on the Syndicate the weapon/mod is from. To gain the effect, you must gain affinity
with the weapon that will then be converted into points and fill a gauge in the lower right hand of your HUD. Once the weapon’s
gauge is filled, usually 1,000 points, the effect will be released and the gauge reset.
Syndicate
Effect Name
Damage Type
Restore Type
Temporary Buff
Steel Meridian
Justice
Blast
25% Health
+25% Base Armor
Arbiters of Hexis
Truth
Gas
25% Health
+25% Base Parkour
Speed
Cephalon Suda
Entropy
Magnetic
25% Base Energy
+25% Base Energy
The Perrin Sequence
Sequence
Radiation
25% Shield
+50% Base Shields
Red Veil
Blight
Viral
25% Base Energy
+10% Base Movement


Speed
New Loka
Purity
Corrosive
25% Health
+25% Base Health
Field Bosses (Assassins)
A Field Boss is a specialized enemy that can randomly appear in any standard mission, similar to Syndicate Death Squads (mission
exceptions are Syndicate missions, Archwing missions, Free Roam missions, Arenas, (Elite) Sanctuary Onslaught, and
Assassinations). Assassins appear with the sole intent of killing their target. Even if you have others in a squad, an Assassin will only
attack its target, unlike Syndicate Death Squads which attack everyone. You can check which Assassin is after you on the front page
of your Profile, in the Marked for Death section.
Shadow Stalker
The Shadow Stalker is the most common Assassin. He will occasionally mark you for death after completing any Assassination
mission, of any faction. This appears as a message in your Inbox. Once marked for death, the Stalker has a chance to appear on any
mission node or type at any time.
The Stalker appears as a modified dark grey and orange Excalibur, wielding a greatsword. He attacks similarly to Excalibur as well.
Similar to Sentients, the Stalker gains resistance to damage as it is received. Switch up your tactics as you take him down. If the
Stalker succeeds in defeating his target, he will disappear without dropping any rewards and the defeated player will need to be
revived.
The Stalker has a chance of dropping a number of powerful weapons, mods, landing craft parts, and resources.
Zanuka Hunter
The Zanuka is a proxy controlled by Alad V. It is an Assassin whose death mark appears after completing 5 Invasions against the
Corpus in a row. It will only appear in missions where you are fighting the Corpus.
The Zanuka appears as a grey, medium sized proxy similar in size to a Hyena, but smaller than a Jackal. It employs an automatic
plasma gun and a frost bomb, along with melee attacks.
Should the Zanuka Hunter damage its target enough, it will pounce upon its victim and transport them to a holding facility, where a
hidden mini-mission will begin. You must escape Alad V’s facility and recover your confiscated equipment.
The Zanuka has a chance of dropping Detron blueprints and parts, Orokin cells, and landing craft parts.


Grustrag Three
The Grustrag Three are a team of enhanced, insane Grineer super-soldiers. They are an Assassin whose death mark appears after
completing 5 Invasions against the Grineer in a row. They will only appear in missions where you are fighting the Grineer.
The Three appear as large Grineer Marines, with streamlined armor and open helmets. They each employ different fighting tactics.
●
Leekter carries a large axe and flashbangs
●
Shik Talk uses a handheld rocket launcher and a riot shield
●
Vem Tabook carries a shotgun that fires electro-traps
Each of the Three also has a Carabus Sentinel, armed with a laser rifle.
Should the Three succeed in defeating their target, their Sentinels will form a shield around the victim, preventing team revives. A
Grustrag Bolt will then be attached to the victim’s Warframe. The Bolt reduces that frame’s damage against Grineer by 50%. A
blueprint for a Bolt Release will be in the victim’s inventory upon leaving the mission.
The Grustrag Three have a chance of dropping rare mods, Brakk blueprints and parts, Endo, and landing craft parts.
The Wolf of Saturn Six
The Wolf is the most powerful of the inmates to escape the maximum security Grineer prison, Saturn Six. He led the uprising that
released himself and his inmates on the Origin System. He became available to encounter during Series 1 of Nightwave.
The Wolf appears as a very large Grineer individual, similar in look to one of the Grustrag Three, but with different armor. He wields
his Wolf Sledge, and primarily uses melee attacks. He can also attack with energy projectiles similar to that of Excalibur’s Exalted
Blade, and will occasionally perform a spin attack that pulls any nearby Warframes to him.
The Wolf has an extremely high amount of health and Alloy armor. He is also completely immune to Status effects and Warframe
abilities. It is recommended to keep distance from him, and to use weapons with high puncture and radiation damage.
The Wolf can appear in any player-based mission, and does not require or have a death mark associated with him. His arrival is
preceded by the standard flashing lights and a wolf-like howl. In addition, if another Assassin has already appeared or is set to
appear in a mission, The Wolf will not spawn.
Acolytes (Steel Path)
Acolytes spawn in any non-archwing and non-assassination Steel Path missions, Acolytes can spawn in 3-7 minute intervals, This
includes non-endless missions, in non-endless missions a max of 3 Acolytes spawn.


Acolytes have quite a lot of Health and Shields with some Armor, They are only able to receive up to 4 stacks of any status effect
(Except Impact which can stack to 6) and Radiation only amplifies the damage the Acolyte receives but does not enable friendly fire,
Acolytes also have a mechanic which lowers your damage the higher your damage per second is, so high damage weapons such as
DMRs and Snipers are normally better against them, They also get a 40% damage resistance from the start.
Acolytes resemble different warframes, Angst is a modified Valkyr, Malice is a modified Frost, Mania is a modified Loki, Misery is a
modified Oberon, Torment is a modified Mesa and Violence is a modified Limbo.
Acolytes drop 2 Steel Essence and one random Primary or Secondary Arcane upon defeat.
Kuva Liches
Kuva Liches are Grineer Assassin enemies that are unique to the player who created them. They are very powerful, and are designed
to be a challenge for mid to end game players. Only players who have finished The War Within quest can spawn a Lich. They are
defeated through solving an icon puzzle and trial and error.
Its menu, upon creation, is in the lower right corner of the Menu or Navigation UI, next to the Nightwave/Resource box. You are only
able to have Either a Sister or a Liche, not both.
The Parazon
The Parazon is a unique gear item that is given to players during the tutorial of the game. It is always automatically equipped in all
missions. It can be found and altered in the Arsenal section of your Orbiter. It can hold up to 3 mods that give bonuses to hacking
and mercy kills. Mercy kills can be performed on any regular enemy with the activate button (default [X]) once their health is almost
depleted. They are similar to sneak attacks, however a mercy kill will always instantly kill the enemy. The Parazon also holds up to 3
Requiem Mods, which are required to kill Kuva Liches and Sisters of Parvos.


Requiem Mods and Relics
Requiem Mods are 8 unique mods that can only be slotted into the Parazon. They are obtained from Requiem Relics. Requiem
Relics have a chance to drop from Lich Thralls, Sister Hounds and Kuva Siphons, and are a guaranteed drop from Kuva Floods. They
are opened similarly to Prime Relics, on select Kuva Fortress missions. They can be refined like normal relics as well. Requiem Relics
drop the Requiem Mods (Which are always an uncommon drop), as well as Riven Slivers, Kuva, Ayatan Amber Stars, and Exilus
Adapter blueprints.
There is also a 9th Requiem Mod, Oull, It is able to act as ANY Requiem mod, meaning if you put it into the first slot, that slot is now
going to be correct, it doesn’t matter what is required. Oull has a drop chance of 25% when the Kuva Lich or Sisters of Parvos flees
after using the correct Requiem Sequence. This Requiem only drops for the person whose Lich/Sister is downed.
Lich Larvlings
Lich Larvlings have a chance to spawn on any level 20+ Grineer mission. They are marked by a unique red icon, and are preceded by
yellow flashing lights. Damaging them completely then mercy killing them with the Parazon will create a Lich. If in a party, only the
player who lands the final blow on the larvling will have the option to mercy kill it.


Lich Thralls
In your Lich's influenced zones, Lich Thralls will have a chance to spawn. 3-15 can spawn depending on the mission type, with longer
missions spawning more. They can be damaged as normal, but will not die upon losing all their health. Instead they will drop to a
knee, allowing you to mercy kill them with the Parazon. If not mercy killed, they will remain on the map indefinitely until the mission
ends. Upon death, the Thrall will provide a Requiem Murmur, which is needed to discover which Requiem Mod is needed to kill your
Lich. Kuva Thralls have a 5% chance to drop a Requiem Relic upon death.
Warframe Progenitors
IMPACT
HEAT
COLD
ELECTRICITY
TOXIN
MAGNETIC
RADIATION
Baruuk
Chroma
Frost
Banshee
Atlas
Citrine
Ash
Gauss
Ember
Gara
Caliban
Dagath
Harrow
Equinox
Grendel
Inaros
Hildryn
Excalibur
Ivara
Hydroid
Garuda
Rhino
Kullervo
Revenant
Gyre
Khora
Lavos
Loki
Sevagoth
Nezha
Styanax
Limbo
Nekros
Mag
Mirage
Wukong
Protea
Titania
Nova
Nidus
Mesa
Nyx
Zephyr
Vauban
Trinity
Valkyr
Oberon
Xaku
Octavia
Wisp
Volt
Saryn
Yareli
Voruna
Qorvex
Depending on the Warframe used to kill the Kuva Larvling, the subsequent Lich will have modified stats. It will have randomized
resistances and weaknesses, and the Kuva weapon they wield will gain an elemental stat bonus, from 25-60%, that corresponds to
the Warframe used to kill the larvling. The Lich will also gain visual attributes based on the chosen Warframe, namely that
Warframe's helmet mounted on the Lich's shoulder pauldron.
Kuva Weapons
There are 19 unique Kuva weapons, majority a variant of an existing Grineer weapon. They level similarly to the Paracesis, in that
they are mastered at level 40 as opposed to level 30. The additional levels are gained through Forma, with each added raising the
weapon's max level by 2, until reaching 40 (5 total Forma required). Each level will give 100 mastery points as normal, with the
weapon providing a max of 4,000 mastery points.


Fighting the Kuva Lich
Once you have a Lich created, it will have a chance to appear like other Assassin enemies, and is preceded by yellow flashing lights.
However, it can only appear in Lich controlled missions.
The Kuva Lich has 4 damage bars, one shield and 3 health. Once the shield is depleted, the first damage bar (right side) can be
drained. Once a damage bar is completely drained, the Lich will go to one knee and start rapidly regaining health. The player who
the Lich belongs to must attempt to mercy kill the Lich during this phase, else the Lich will rise again with that damage bar
replenished, and will have to be fought again. If the player has the correct Requiem Mod slotted into their Parazon, the Lich will
stand back up and the next damage bar can be attacked. If the player has the incorrect Requiem Mod, then the Lich will flee and
Level up.
To defeat their Lich, the player must get all 3 Requiem Mods correct, in order. Each time the player is killed by their Lich, a log will
be recorded in the Lich Menu of which Mods were used, and which one failed. If for instance the first mod was incorrect, it will be
highlighted red with a slash through it. If a mod was not tested, it will be grey. If a mod succeeded, it would be gold. Through trial
and error, a player can discover the correct mods and their order simply by getting killed by their Lich. However, the correct mods
can be discovered quicker.
By killing Thralls, players will receive Requiem Murmurs. Gaining 130 murmurs in 3 stages will reveal all 3 required Requiem Mods
to kill the Lich. The first stage requires 30 murmurs, the second another 30, and the third 70. The mods will not be given in the
correct order though, that has to be tested and found by the player through combat with their Lich.
Each time a player fails to defeat their Lich, it will level up, gaining increased damage and health, and increases the level of enemies
on influenced nodes. The Lich maxes out at level 5. Lich missions start at level 55 and max out at level 110. It will also spread their
influence to an adjacent planet, and their rage level will increase. The higher a Lich's rage level, the more likely it is to spawn in a
mission. The rage levels are Indifferent - Annoyed - Fuming - Furious - Enraged.
Upon completion of a Lich influenced mission, the player's Lich will steal some of the player's loot. This is random, and can include
up to 50% of resources and credits, mods, items, blueprints, and rewards. Upon defeat, the Kuva Lich will reward the player with all
stolen loot up to that point.
It should be noted that if in a party, only one member of the group has to have the selected mission be influenced by their Lich for it
to become an influenced node for the entire party. Killing a Thrall will provide a murmur to each player, and any of the player's
Liches have a chance to spawn.
Once you have correctly put all 3 Requiem mods in the right order and attempt to kill your Lich, it will flee one last time but not
increase in Level, You are required enter your railjack and find the node with the Lich on it, It will be marked on the Navigation


Menu, once you start the mission you are tasked to kill your Lich one last time. If you are in a group you are tasked to kill all active
Liches in the group.
When Lich has been completely defeated, players have two options. They can either Vanquish or Convert it. Vanquishing the Lich
awards the player with the Lich's Kuva weapon and all stolen loot. Converting the Lich awards the player with all the stolen loot,
and gives it the chance to appear in missions as an ally. PLayers will not be awarded the Kuva weapon if the Lich is converted.
Sisters of Parvos
Sisters of Parvos are Corpus Super Soldiers that are unique to the player who created them, very similar to Kuva Liches. They are
very powerful, and are designed to be a challenge for mid to end game players. Only players who have finished The War Within and
Call of the Tempestarii quests can spawn a Sister. They are defeated through solving an icon puzzle and trial and error.
Its menu, upon creation, is in the lower right corner of the Menu or Navigation UI, next to the Nightwave/Resource box. You are only
able to have Either a Sister or a Lich, not both.
The Parazon
The Parazon is a unique gear item that is given to players during the tutorial of the game. It is always automatically equipped in all
missions. It can be found and altered in the Arsenal section of your Orbiter. It can hold up to 3 mods that give bonuses to hacking
and mercy kills. Mercy kills can be performed on any regular enemy with the activate button (default [X]) once their health is almost
depleted. They are similar to sneak attacks, however a mercy kill will always instantly kill the enemy. The Parazon also holds up to 3
Requiem Mods, which are required to kill Kuva Liches and Sisters of Parvos.


Requiem Mods and Relics
Requiem Mods are 8 unique mods that can only be slotted into the Parazon. They are obtained from Requiem Relics. Requiem
Relics have a chance to drop from Lich Thralls and Kuva Siphons, Sister Hounds, and are a guaranteed drop from Kuva Floods. They
are opened similarly to Prime Relics, on select Kuva Fortress missions. They can be refined like normal relics as well. Requiem Relics
drop the Requiem Mods (Which are always an uncommon drop), as well as Riven Slivers, Kuva, Ayatan Amber Stars, and Exilus
Adapter blueprints.
There is also a 9th Requiem Mod, Oull, It is able to act as ANY Requiem mod, meaning if you put it into the first slot, that slot is now
going to be correct, it doesn’t matter what is required. Oull has a drop chance of 25% when the Kuva Lich or Sisters of Parvos flees
after using the correct Requiem Sequence. This Requiem only drops for the person whose Lich/Sister is downed.
Sister Candidate
After the completion of The War Within and Call of the Tempestarii quests, the player may encounter a Candidate after completing
the Granum Void in any Corpus Ship tileset while qualifying for Rank 1 rewards of Nightmare Difficulty (using a Zenith Granum
Crown; not to be confused with Nightmare Mode which is a different mission modifier).


To enter the Granum Void, players are required to gain a Granum Crown, the quest The Deadlock Protocol has to be completed in
order to gain the Crowns, in missions with the Corpus Ship Tileset an enemy named The Treasurer will spawn within 2-4 minutes in
non-endless missions and 5-8 minutes in endless missions, The Treasurer will only spawn once per mission and the Crown type is
depending on the level of the mission, to gain a Zenith Granum Crown for the Sister Candidate the mission has to be a level 31+.
By choosing to kill the Sister Candidate with a Parazon Mercy kill, the player causes a Sister to rise in the Origin System, thus
becoming the Progenitor of that Sister, and the Warframe used for this is recognized as the Progenitor Warframe. In a squad, only
the last player who damaged the Candidate may perform the Mercy kill. If no one takes the mercy action, the Candidate will
despawn after 30 seconds. This does not interrupt the normal course of the mission. Upon return to the Orbiter, regardless of
whether the mission was completed or aborted, the player will receive communications from the newly created Sister. The Sister's
profile can be accessed from either the Orbiter's Navigation console, or on the Main Menu, through a banner on the lower right
corner of the screen.
When the player is within Mercy distance, the downed Candidate will display an icon and name of the Tenet Weapon the created
Sister will wield. The displayed weapon is always random, meaning players can run a mission multiple times before Mercy killing
her with their weapon of choice. If the Candidate is ignored, the displayed weapon will not show up again for any subsequent
Candidates (only if the mission is finished properly) until the entire weapon pool is rejected.
Mechanized Hounds
In your Sister’s influenced zones, Mechanized Hounds will have a chance to spawn. 3 can spawn in a single mission. They can be
damaged as normal, but will not die upon losing all their health. Instead they are opened to parazon finishers, allowing you to
mercy kill them. If not mercy killed, they will remain on the map indefinitely until the mission ends. Upon death, the Hound will
provide a Requiem Murmur, which is needed to discover which Requiem Mod is needed to kill your Sister. Mechanized Hounds have
a 5% chance to drop a Requiem Relic upon death.
Warframe Progenitors
IMPACT
HEAT
COLD
ELECTRICITY
TOXIN
MAGNETIC
RADIATION
Baruuk
Chroma
Frost
Banshee
Atlas
Citrine
Ash
Gauss
Ember
Gara
Caliban
Dagath
Harrow
Equinox
Grendel
Inaros
Hildryn
Excalibur
Ivara
Hydroid
Garuda
Rhino
Kullervo
Revenant
Gyre
Khora
Lavos
Loki
Sevagoth
Nezha
Styanax
Limbo
Nekros
Mag
Mirage
Wukong
Protea
Titania
Nova
Nidus
Mesa
Nyx


Zephyr
Vauban
Trinity
Valkyr
Oberon
Xaku
Octavia
Wisp
Volt
Saryn
Yareli
Voruna
Dagath
Depending on the Warframe used to kill the Sister Candidate, the subsequent Sister will have modified stats. It will have
randomized resistances and weaknesses, and the Tenet weapon they wield will gain an elemental stat bonus, from 25-60%, that
corresponds to the Warframe used to kill the Candidate. The Sister will also gain visual attributes based on the chosen Warframe,
namely that Warframe's helmet mounted on the Sister’s shoulder pauldron.
Tenet Weapons
There are 14 unique Tenet weapons, some a variant of an existing Corpus weapon. They level similarly to the Paracesis, in that they
are mastered at level 40 as opposed to level 30. The additional levels are gained through Forma, with each added raising the
weapon's max level by 2, until reaching 40 (5 total Forma required). Each level will give 100 mastery points as normal, with the
weapon providing a max of 4,000 mastery points.
Fighting the Sister of Parvos
Once you have a Sister created, it will have a chance to appear like other Assassin enemies, and is preceded by yellow flashing
lights. However, it can only appear in Sister controlled missions.
The Sister has 4 damage bars, one shield and 3 health. Once the shield is depleted, the first damage bar (right side) can be drained.
Once a damage bar is completely drained, the Sister will go to one knee and start rapidly regaining health. The player who the
Sister belongs to must attempt to mercy kill the Sister during this phase, else the Sister will rise again with that damage bar
replenished, and will have to be fought again. If the player has the correct Requiem Mod slotted into their Parazon, the Sister will
stand back up and the next damage bar can be attacked. If the player has the incorrect Requiem Mod, then the Sister will despawn
and level up.
To defeat their Sister , the player must get all 3 Requiem Mods correct, in order. Each time the player fails an attempt, a log will be
recorded in the Sister Menu of which Mods were used, and which one failed. If for instance the first mod was incorrect, it will be
highlighted red with a slash through it. If a mod was not tested, it will be gray. If a mod succeeded, it would be gold. Through trial
and error, a player can discover the correct mods and their order simply by getting killed by their Sister . However, the correct mods
can be discovered quicker.
By killing Hounds, players will receive Requiem Murmurs. Gaining 130 murmurs in 3 stages will reveal all 3 required Requiem Mods
to kill the Sister. The first stage requires 30 murmurs, the second another 30, and the third 70. The mods will not be given in the
correct order though, that has to be tested and found by the player through combat with their Sister.


Each time a player fails an attempt to kill their Sister, it will level up, gaining increased damage and health, and increases the level
of enemies on influenced nodes. The Sister maxes out at level 5. Sister missions start at level 55 and max out at level 110. It will also
spread their influence to an adjacent planet, and their rage level will increase. The higher a Sister’s rage level, the more likely it is to
spawn in a mission. The rage levels are Indifferent - Annoyed - Fuming - Furious - Enraged.
Upon completion of a Sister influenced mission, the player's Sister will steal some of the player's loot. This is random, and can
include up to 50% of resources and credits, mods, items, blueprints, and rewards. Upon defeat, the Sister of Parvos will reward the
player with all stolen loot up to that point.
It should be noted that if in a party, only one member of the group has to have the selected mission be influenced by their Sister for
it to become an influenced node for the entire party. Killing a Hound will provide a murmur to each player, and any of the player's
Sistershave a chance to spawn.
Once you have correctly put all 3 Requiem mods in the right order and attempt to kill your Sister, it will flee one last time but not
increase in Level, You are required enter your railjack and find the node with the Sister on it, It will be marked on the Navigation
Menu, once you start the mission you are tasked to kill your Sister one last time. If you are in a group you are tasked to kill all active
Sisters in the group.
When Sister has been completely defeated, players have two options. They can either Vanquish or Convert it. Vanquishing the Lich
awards the player with the Sister’s Tenet weapon and all stolen loot. Converting the Sister awards the player with all the stolen
loot, and gives it the chance to appear in missions as an ally. PLayers will not be awarded the Tenet weapon if the Sister is
converted.
Relays
Throughout the Star Map exists Relays, friendly outposts that all Tenno can utilize. They appear as a mission node, and must have
all missions completed for it to be accessible.
Current Relays
●
Strata, Earth
●
Larunda, Mercury
●
Kronia, Saturn
●
Orcus, Pluto
Unique Relays
●
Maroo’s Bazaar, Mars


Destroyed Relays
●
Vesper, Venus
●
Leonov, Europa
●
Kuiper, Eris
*These relays pertain to the PC version of Warframe, not the console versions.
Maroo’s Bazaar is where you go to turn Ayatan Treasures into Endo. It is also a public trading hub, but doesn’t contain any elements
of other relays.
Relays are destroyed when a Razorback Armada or Balor Fomorian are not defeated.
Each Relay has a number of NPCs, interactables, and locations within them. These include Syndicate NPCs, where you can trade in
Syndicate Medallions for Standing, Darvo and Clem, Cephalon Simaris’ Sanctuary (which includes the Simulacrum), the Conclave
Access, a Navigation room, and Ducat trading posts. Every existing Relay (besides the Bazaar) can be visited by Baro Ki’Teer on his
biweekly visit. Tenno cannot trade with each other in Relays (besides the Bazaar).
Clans, Dojos, and Alliances
Clans
A clan is a foundable group in-game that any player can join. All clans have a Clan Dojo with many useful rooms that can be built.
Clans also contain the Trading Hub, allowing for trades to be done with anyone in the Dojo.
The Research Labs only exist in Dojos, where over 180 weapon, Warframe, and equipment blueprints can be purchased. These
blueprints must be researched using resources, which any clan member can donate.
Labs
●
Tenno Lab - Allows for research of Warframes and Tenno-based weaponry.
●
Energy Lab - Allows for research of energy and Corpus-based weaponry.
●
Chem Lab - Allows for research of firearm and Grineer-based weaponry.
●
Bio Lab - Allows for research of elemental and Infested-based weaponry.
●
Orokin Lab - Contains the Dragon Keys and Solar Rail parts (Solar Rails are discontinued).
To start a clan, go to the Clan Tab in the Communication Menu. To join a clan, a member of an already established clan with the
Recruiter permission sends an invite to your inbox. Ask in Recruiting Chat or on forums to find the right clan for you.


Clan leaders have the ability to create and submit a unique clan emblem. This emblem can then be equipped on your Warframes
and companions, in the Regalia section of the Appearance tab.
Note that DE does not interfere with Clan affairs, all activity happens between Clan members and staff.
There are 5 capacity levels for Clans, each one affecting maximum member count and research costs.
●
Ghost: All clans start at this level, have a max member count of 10, and have the lowest research cost.
●
Shadow: Max member count of 30, has 3x the research cost of a Ghost.
●
Storm: Max member count of 100, has 10x the research cost of a Ghost.
●
Mountain: Max member count of 300, has 30x the research cost of a Ghost.
●
Moon: Max member count of 1,000, has 100x the research cost of a Ghost.
It is highly recommended to finish the research for a new clan while in the Ghost or Shadow sizes, as obtaining resources at higher
Clan levels is extremely expensive.
A Clan can have up to 9 unique Hierarchies, with each one having access to 12 roles. The Hierarchy names and roles can be
customized by the Clan Founder, or those with the Ruler role.
Clan Roles
●
Ruler - Can add/remove permissions of others.
●
Recruiter - Can invite people to the clan.
●
Regulator - Can kick members from the clan.
●
Promotor - Can promote members up to their own rank or below.
●
Architect - Can add new rooms to the Dojo.
●
Dojo Decorator - Can add new decorations to rooms in the Dojo.
●
Treasurer - Can use the Clan Vault and change the Clan Tax.
●
Tech - Can start a research project in labs.
●
Tactician - Can start research of Solar Rails and deploy them (currently discontinued).
●
Chat Moderator - Can kick or suspend members from clan chat.
●
Herald - Can edit the Message of the Day (MOTD) for the clan.
●
Fabricator - Can purchase blueprints from clan labs.
The Clan Vault is a buildable decoration that allows any member to donate credits, resources, or decorations to be used in research
projects or building projects. Anything put in the Vault cannot be refunded, and cannot be used for any player’s personal needs.
The Clan tax is a secondary trade tax that can be employed. Any credits gained from the Clan Tax in a trade go into the Clan Vault.
The Clan Tax can be 0-100% of the regular trade tax.


As Clan Chat is the only available chat medium for a Clan, many Clans use third party sites for communication. The most popular of
these is Discord. It is common for Clans who are recruiting to require a member to also have a Discord account.
Alliances
An Alliance is a group of clans. Alliances used to be able to battle each other using Solar Rails to try to win Dark Sector Missions,
but that feature has since been removed. Currently the only benefits to being in an Alliance is access to the Alliance Chat, and the
ability to donate resources to other allied clans. Alliances are created as large communities for players to access and socialize in.
Creation of an Alliance is done in the Clan Menu. Like Clans, Alliances can have unique emblems that can be equipped on your
Warframes and companions. The maximum size of an Alliance is 4,000 members, based on clan sizes within the alliance. For
example, a Ghost Clan will count as 10 members, while a Mountain Clan will count as 300 members, regardless of the actual
number of members within the given clan.
Main Storyline Quests
Awakening
Awakening is the introduction quest designed to allow players to familiarize themselves with the basics of Warframe control and
combat. Players are given a choice between various starting Warframes: Excalibur, Mag, and Volt, along with a small selection of
weapons.
Requirements: First Login
NOTE: For returning players, If you skipped this quest when this quest was introduced, it will be considered completed and will not
affect future quest unlocks.
Rewards:
●
First Warframe (Excalibur, Mag Or Volt)
●
First Primary Weapon (MK1-Braton or MK1-Paris)
●
First Secondary Weapon (Lato or MK1-Kunai)
●
First Melee Weapon (Skana or MK1-Bo)
Vor’s Prize
Vor's Prize is the second main storyline quest that occurs immediately after Awakening, designed to guide new players through the
game so that they can familiarize themselves with the various systems involved.


Requirements: Awakening Quest
NOTE: For returning players, If you skipped this quest when the quest system was introduced, it will be considered completed and
will not affect future quest unlocks.
Rewards:
●
Orbiter Ship Segments
●
Basic Mods
●
25,000 Credits
Once Awake
Once Awake is the third main storyline Quest that also introduces new players to the infested faction, spy missions, and defense
missions.
Requirements: Completion of the Mercury Junction
Rewards:
●
Molten Impact
●
Heat Sword Blueprint
The Archwing
The fourth main Quest is The Archwing that introduces players to Archwings. This questline also introduces Orokin Sabotage and
Excavation missions.
Requirements: Completion of the Mars Junction
Rewards:
●
Odonata Archwing
●
Imperator (Archwing Weapon)
●
Veritux (Archwing Weapon)
●
Access to the other Archwings
Stolen Dreams
The fifth main Quest is Stolen Dreams. Search for Arcane Codices artifacts that several factions have a great interest in. The Lotus
learns that the Grineer have unearthed some treasure and promptly gets it stolen by Maroo.


Requirements: Completion of the Phobos Junction
Rewards:
●
Ether Daggers Blueprint
●
Orokin Catalyst
The New Strange
The sixth main Quest is The New Strange and continues after the events of the Stolen Dreams quest.
Requirements: Complete Stolen Dreams Quest and the Europa Junction
Rewards:
●
Chroma Blueprint
●
Access to the Sanctuary Onslaught
Natah
The seventh main Quest is Natah and involves the mystery behind a strange drone and hints to the identity of the Lotus.
Requirements: Be at least Mastery Rank 2
Rewards:
●
Exilus Adapter
●
Access to Exilus Adapter blueprint
The Second Dream
The eighth main Quest and first cinematic Quest is The Second Dream. This quest is a continuation of Stolen Dreams and Natah.
The Second Dream yields a large amount of lore and is suggested by many to do with both sound and music turned on.
Requirements: Completion of Natah Quest, Neptune Junction and be at least Mastery Rank 5
Rewards:
●
Broken War
●
Unlocks the Focus Tree
●
Access to Lua


●
Scar Sigil
●
Shadow Stalker
Rising Tide
A main Quest and which tasks the player with collecting the parts they need to construct a Railjack, an Orokin warship dating back
to the Old War, in preparation for the Sentient threat.
Requirements: Completed The Second Dream Quest
Rewards:
●
Railjack
The War Within
The ninth main Quest and the second cinematic Quest is The War Within. This questline continues the events of The Second Dream,
and explores the origin of the Twin Queens, Teshin, and the Zariman Ten-Zero Incident. Like The Second Dream, this Quest contains
a large amount of lore and is suggested to do with both sound and music on.
Requirements: Complete The Second Dream Quest, the Sedna Junction, and be at least Mastery Rank 5
Rewards:
●
Broken Scepter
●
Orvius Blueprint
●
Riven Mod
●
Grineer Queens Glyph
●
Personal Quarters Segment blueprint
Apostasy Prologue
A mini Quest and prologue to The Sacrifice, with new insight into Margulis, Ballas, and the Lotus.
Requirements: Complete Chains of Harrow Quest and install the Personal Quarters Segment.
Rewards: None


The Sacrifice
The tenth main Quest is The Sacrifice, where the Operator tracks down and unlocks the secrets of the Umbra Warframe, while
contesting with his memories of Ballas and the Old War.
Requirements: Complete Apostasy Prologue Quest
Rewards:
●
Excalibur Umbra
●
Skiajati
●
Umbral Mods
●
Excalibur Umbra Sunder Helmet
●
Umbra’s Courtyard Captura Scene
●
Excalibur Umbra’s animation sets for all Warframes.
Chimera Prologue
Chimera Prologue is a short main Quest that serves as the first act of the Prelude to War. It explores the fate of Ballas after the
events of the Sacrifice.
Requirements: Complete The Sacrifice Quest
Rewards:
●
Paracesis Blueprint
●
Ropalolyst unlocked
Erra
Erra is a short main Quest that serves as the second act of the Prelude to War. The quest shows the Operator's flashback regarding
The Old War, while they witness a meeting, and introduces Natah's brother, Erra, who is preparing for the war.
Requirements: Complete Chimera Prologue Quest
Rewards:
●
Shedu Blueprint


The Maker
The Maker is a short main Quest that serves as the third act of the Prelude to War. This quest is simply a cutscene where Erra urges
Natah to "finish the war" in spite of her doubts surrounding Erra's supposed death and the "maker" Ballas.
Requirements: Complete Erra
Rewards:
●
None
The New War
The New War is the eleventh main Quest where the Sentients return to wage an all-out war against the Tenno for complete
domination of the Origin System.
Requirements:
●
Own a Railjack
●
Own a Necramech
●
Completed Prelude to War Quest
Rewards:
●
●
Sirocco Amp
●
Sirocco Amp Skin
●
Nataruk
●
Rumblejack
●
A Lost Time Decoration
●
Ballas' Narmer Staff Decoration
●
The Drifter Camp Captura Scene
●
3 Day Affinity Booster
●
3 Day Credit Booster
●
Access to Narmer Bounties
Angels of the Zariman
Angels of the Zariman is a main Quest where the Zariman Ten Zero has emerged from the Void, haunted by nightmares of the past.


Requirements: Complete The New War Quest
Rewards:
●
1 Voidplume Pinion
●
Operator Voidshell Set
●
Drifter Voidshell Set
●
Access to the Dormizone
●
Access to The Holdfasts Syndicate
●
Access to Chrysalith Bounties
Veilbreaker
Veilbreaker is a main quest where Narmer has recovered as a Murex emerges near Deimos, but Grineer Kahl-175 breaks free from
Narmer's control and continues to fight to free his brothers.
Requirements: Complete The New War Quest
Rewards:
●
Archon Hunt Access
●
Kahl's Garrison Access
●
Break Narmer Access
●
Helminth Archon Shard Segment Blueprint
Whisper in The Walls
Deep within the Necralisk, a dormant precept known as The Kalymos Sequence has been activated. You must return to Deimos and
investigate Albrecht’s hidden, subterranean Laboratories for any clues he may have left behind.
Requirements: Complete The New War & Heart of Deimos Quests
Rewards:
●
Qorvex Blueprint
●
Grimoire
●
Melee Upgrade Segment
●
Melee Arcane Adapter
●
Mentor’s Legacy Mod


Side Quests
These are optional quests that can be done at any time after being unlocked.
Howl of the Kubrow
Tasks the Tenno with finding all the equipment and resources necessary to create a Kubrow.
Awards the Incubator Upgrade segment and a Kubrow egg.
A Man of Few Words
The Tenno are contacted by Darvo, a Corpus defector who works as a merchant in the Relays. He asks for your help in rescuing a
Grineer contractor who works for him.
Awards a new weekly mission and access to the Clem Clone Specter.
Warframe Quests
Each of these quests rewards a Warframe blueprint, and some will reward the entirety of the Warframe.
Hidden Messages
Attempt to decipher the meaning behind a series of cryptic poems discovered from an ancient Orokin artifact.
Awards the Mirage Warframe.
The Limbo Theorem
Piece together the meaning behind a mysterious theorem.
Awards the Limbo Warframe.
Patient Zero
Find and locate the infected Alad V to stop his plans of dominating the Origin System.
Awards the Mesa Warframe blueprint.
The Jordas Precept
Investigate the distress calls of a lone Cephalon, who seeks to eradicate the infestation.
Awards the Atlas Warframe blueprint.


Sands of Inaros
Search out hidden treasures buried on Mars for Baro Ki’Teer.
Awards the Inaros Warframe.
The Silver Grove
New Loka calls the Tenno for aid in uncovering an ancient, mysterious power.
Awards the Titania Warframe.
The Glast Gambit
Ergo Glast of The Perrin Sequence pits the Tenno against Nef Anyo's schemes as they attempt to unearth the mysteries behind the
people known as the Mycona and the Infested.
Awards the Nidus Warframe Blueprint.
Octavia’s Anthem
Cephalon Suda seeks the Tenno’s assistance in satisfying her music obsession.
Awards the Octavia Warframe blueprint.
Chains of Harrow
The Red Veil contracts the Tenno to reveal the mysteries of an abandoned Steel Meridian ship, and the horrors that lie within.
Awards the Harrow Warframe blueprint.
Saya’s Vigil
Investigate the mystery behind a long lost Eidolon researcher and the Ostron People.
Awards the Gara Warframe blueprint.
Mask of the Revenant
Discover the secrets behind a decorative mask, and a Warframe left behind in the Plains.
Rewards the Revenant Warframe blueprint.
Vox Solaris
Reignite the Solaris United rebellion against Nef Anyo and the Corpus on Venus.
Awards the Garuda Warframe blueprint.


Heart of Deimos
Cambion Drift Landscape that has been overrun by the Infested and the Entrati Orokin family that seeks to maintain the Heart of
Deimos.
Awards the Xaku Warframe blueprint and Voidrig Blueprints.
The Waverider
This quest features a comic of Yareli, a Warframe that originated K-Driving and inspired the Ventkids.
Completing this quest awards the blueprint for Yareli.
The Deadlock Protocol
Nef Anyo seeks to gain control of the Corpus by claiming to have found an heir to their Founder, Parvos Granum.
Completing this quest awards the blueprint for Protea and the Xoris Glaive.
Call of the Tempestarii
Corpus captain Vala Glarios seeks out the void vessel called the Tempestarii and if the player has completed The War Within, they
will also gain access to the Sisters of Parvos.
Completing this quest rewards the blueprint for Sevagoth.
Events
Events are limited time, cycling missions with unique rewards, mission types, and lore. All events are scheduled, and once finished
will usually start again after a few months.
Fomorian Invasion
The Fomorian Invasion is one of two constantly revolving events. Their status is increased when a player completes a Grineer
Invasion. Their status can be viewed in the navigation menu.
A Fomorian is a massive Grineer battleship. During the event, Tenno must defeat a Balor Fomorian, the strongest class of the ship.
When the event starts, a Fomorian Disruptor blueprint will be delivered to your inventory. It must be built and equipped in your gear
wheel. Omega Isotopes are a required resource to build it, and these can be farmed on whichever planet the Fomorian is orbiting.
All players must have an equipped Disruptor to start the mission. One Disruptor is used per mission attempt.
This mission is Archwing only. It is recommended to have decent gear before attempting.
Procedure:


1.
Approach Balor Fomorian while avoiding its laser cannon. Warning signs will appear on HUD when the cannon is charged.
2.
Avoid the enemy units and Zeplens. Zeplens will try to trap you in an impenetrable bubble to be targeted by the cannon.
Destroying the Zeplen allows for escape.
3.
Destroy the two shield generators on either side of the Fomorian’s fuselage.
4.
Fly into the Fomorian and activate your Fomorian Disruptor to disable the shields around its power core.
5.
Inflict as much damage as possible to the core for 30 seconds. The 16 nodes around the core can be destroyed for an
additional damage multiplier.
6.
A warning signal will initiate, fly out of the Fomorian as quickly as possible. You have 30 seconds before it explodes to get at
least 1400m away. However, only one Tenno needs to escape for the mission to finish successfully.
7.
The damage dealt in a single run will be subtracted from the Fomorian’s total health. The event ends when the Fomorian’s
health hits zero.
If the Fomorian is not destroyed by the time the event timer is up, the closest relay will be destroyed by it.
Rewards:
●
Completing the mission 3 times results in 200,000 credits and an orokin catalyst/reactor
●
Completing the mission once results in one reward from the Fomorian drop table. This includes Endo, Imperator Vandal
parts, and dual stat elemental mods for Archwing.
Razorback Armada
The Razorback Armada is the second of two constantly revolving events. Their status is increased when a player completes a
Corpus Invasion. Their status can be viewed in the navigation menu.
The Razorbacks are upgraded Corpus proxies. During the Event, the Tenno must defeat as many of them as possible.
When the event starts, a Razorback Cipher will be delivered to your inventory. It must be built and equipping in your gear wheel.
Cryptographic Alu is required to build it, and these can be farmed from any Corpus Archwing mission.
All players must have the Cipher to start the mission. One Cipher is used per mission attempt.
Procedure:
1.
Use Cipher to enter battle arena
2.
Disable laser barriers around borders of arena using consoles on balconies to release Bursas
3.
Damage bursas, and hack them
4.
Wait for Bursas to incapacitate Razorback, then attack as normal.
5.
Repeat until Razorback is defeated
6.
With each successful run, the Armada health will go down. The event ends when the Armada’s health hits zero.
If the Razorback Armada is not destroyed by the time the event timer is up, the closest relay will be destroyed by it.
Rewards:
●
Completing the mission 3 times results in 200,000 credits and an orokin catalyst/reactor


●
Completing the mission once results in one reward from the Razorback drop table. This includes Gorgon Wraith parts,
puncture damage mods, and dual stat heat elemental mods for Archwing.
Plague Star
“The Plains are being overrun by the Infested, we must destroy the Boil to save Cetus!”
What you need to know:
Doing the bounty given by Konzu rewards 1k Standing for the event. You may increase it by getting Eidolon Phylaxis and Infested
Catalysts and using them during the second stage (mixing). Adding Phylaxis increases enemy level, and adding Catalysts spawns
additional Hemocytes during the final stage, allowing it to drop Hunter Set mods and giving increased Standing. For every Phylaxis
or Catalyst added, the bounty will reward an additional 250 standing, for a maximum of 3,000 standing. A maximum of 4 of each
mixer can be added.
Procedure:
1.
Start the bounty by talking to Konzu.
2.
Phase 1 - Enter the Plains, and grab the toxin from the marked cave.
3.
Phase 2 - Wait for a Grineer camp to be marked, and open the vault in it.
4.
Insert the toxin. This is when the Catalysts and Phylaxis can be inserted as well.
5.
Defend the mixer against Grineer reinforcements.
6.
Phase 3 - Take the completed toxin out, and bring it to the marked Grineer drone.
7.
Insert the toxin into the drone, and escort it to the boil.
8.
Phase 4 - Kill infested around the boil to raise the bounty gauge. Depending on the amount of Catalysts used, the gauge
must reach a certain percentage to spawn a Hemocyte.
9.
Kill the Hemocyte.
10. Repeat steps 8-9 until the gauge reaches 100%.
Tips:
-The Hemocytes are weak to corrosive damage.
-They can be slowed down/sped up by Nova’s Molecular Prime ability.
-They can be stunned by Rhino’s stomp.
-You can deal massive amounts of damage and stay out of range of its attacks by using Titania’s Razorwing.
-The Grineer drone can be teleported by Nova’s portals.
Q: Where do I get Eidolon Phylaxis?
A: From Nakak (little mask girl in Cetus), it’s an infinitely reusable BP.
Q: Where do I get Infested Catalysts?
A: Research in your clan, it’s an infinitely reusable BP.


Q: Standing needed for event?
A: Ranks:
●
1k - to Collaborator (Pick Eidolon Phylaxis from Rank up rewards)
●
3k - to Defender
●
6k - to Champion
Rewards:
●
5k - Exodia Epidemic x10
●
5k - Exodia Contagion x10
●
1.5k - Fulmination
●
1.5k - Sacrifice
●
500 - Emblem
●
3k - Snipetron
●
3k - Ether Daggers
●
2k - Plague Awkin BP
●
2k - Plague Kripath BP
●
2k - Plague Keewar BP
●
2k - Plague Bokwin BP
Total: 37.5k = 38 Runs without any Phylaxis / Catalysts OR 13 fully modified runs to receive all rewards.
Acolytes
The Stalker’s Acolytes are back and ready to kill some Tenno. Fight back and claim glorious glorious mods
What you need to know:
●
Each Acolyte will first need to be located before they can be fought.
●
Head to any mission on the Starchart and start exploring. When you enter an Acolyte room, it will flicker and a fight will
start.
●
Now that the node where the acolyte is located, everyone can start fighting it. Deal damage to it until it ‘dies’ and after a
certain threshold, it will disappear and will need to be found again.
●
After killing the Acolyte (on the Starchart ’s nav menu) that Acolyte (ie Angst, Misery etc) will not be found in the event again,
until the event returns.
Note
●
If the player being targeted by an Acolyte is killed, there will be no reward.
●
If the player / team takes too long to kill it, it will drop no reward.
Droplist


Common 51.52%
Uncommon 22.22%
Uncommon 22.22%
Rare 4.04% Not Found
Angst
Fire Rate
Mods
Body Count
-
Melee
-
Combo Duration
Spring Loaded Chamber
-
Rifle
-
On Reload
-
Fire Rate while Aiming
Repeater Clip
-
Shotgun
-
On Reload
-
Fire Rate while Aiming
Pressurized Magazine
-
Pistol
-
On Reload
-
Fire Rate while Aiming
Mania
Status
Mods
Catalyzer Link
-
Rifle
-
On Ability Use
-
Status Chance while
Aiming
Weeping Wounds
-
Melee
-
Status Chance %
Multiplied by Combo
Counter
Embedded Catalyzer
-
Pistol
-
On Ability Use
-
Status Chance while
Aiming
Nano Applicator
-
Shotgun
-
On Ability Use
-
Status Chance while
Aiming
Torment
Crit
Chance
Mods
Hydraulic Crosshairs
-
Pistol
-
On Headshot
-
Crit Chance while
Aiming
Laser Sights
-
Shotgun
-
On Headshot
-
Crit Chance while
Aiming
Blood Rush
-
Melee
-
Crit Chance %
multiplied by Combo
Counter
Argon Scope
-
Rifle
-
On Headshot
-
Crit Chance while
Aiming
Violence
Crit
Damage
Mods*
Shrapnel Shot
-
Shotgun
-
On Kill
-
Crit Damage while
Aiming
Sharpened Bullets
-
Pistol
-
On Kill
-
Crit Damage while
Aiming
Bladed Rounds
-
Rifle
-
On Kill
-
Crit Damage while
Aiming
Maiming Strike
-
Melee
-
On Slide
-
Crit Chance
Malice
Accuracy
Mods^
Focused Defense
-
Melee
-
Channeling Efficiency
-
Armor on Channel
Targeting Subsystem
-
Pistol
-
On Hit
-
Accuracy while Aiming
Guided Ordnance
-
Rifle
-
On Hit
-
Accuracy while Aiming
Narrow Barrel
-
Shotgun
-
On Hit
-
Accuracy while Aiming
Misery
Drops all of the above mods. Very very diluted pool.
* Except for Maiming Strike
^ Except for Focused Defense
The Pyrus Project
The Tenno and Steel Meridian have banded together against Vay Hek and Sargus Ruk to rebuild what was lost long ago.
This event was created to rebuild the Strata Relay orbiting Earth. It is not known now if this event will be repeated.


What to do:
●
Find and donate 30 Pyrus Essence. Can be dropped by Essence Carriers on Earth, Mercury, Saturn and Ceres.
●
Defeat the Grustrag Three. The Three can spawn in any regular mission on Earth, Mercury, Saturn and Ceres, but do not drop
anything from their reward table during the event.
●
Complete a Simaris Daily Synthesis Task
●
Contribute 5 Relay Struts. Reusable blueprint for the struts is delivered on start of the event. Trembera Essence, required to
build the struts, can be found on Earth, Mercury, Saturn and Ceres.
●
Win back the relay from Sargus Ruk


Rewards:
●
Ember Reprise Noggle
●
Veiled Pistol Riven Mod
●
Zylok Pistol
Ghoul Purge
Ghoul Purge is a recurring event that happens once every few weeks, located on the Plains of Eidolon on Earth, While the event is
active the plains are going to be populated by enemies called Ghouls, they will remain until enough Ghouls have been killed.
When the event starts, Konzu will offer two more Ghoul Purge themed Bounties, Completing a bounty counts toward the
completion of the event.
These bounties are quite similar to normal ones, the main difference is objectives are more focused on Ghouls themselves.
The rewards included within these event bounties are as follows:
Hunter Set Mods
Quartakk
Breath of The Eidolon
Nitain Extract
Buried Debts
The Buried Debts involves using coolant cells to seal Thermia Fractures that have broken out across the Vallis. It also grants access
to the Exploiter Orb raid boss fight, where the parts for Hildryn can be acquired.
Thermia Fractures
Standard Procedure:
1.
Kill a coolant Raknoid. These spawn around the Exploiter Orb.
2.
Pick up the coolant cell and take it to an open fissure on the Vallis.
3.
Insert the cell and defend it while it seals the fissure.
4.
Remove the cell when the fissure is sealed and take it to the next open fissure.
5.
Repeat until 4 fissures have been sealed, or the coolant cell is destroyed.
Each sealed fissure will give one fissure point. Sealing four fissures using one coolant cell will award three bonus points, for a total
of seven. Every four fissures sealed will give one Diluted Thermia (this is influenced by boosters).


Players have the option of increasing the difficulty of the fractures, while also reducing defense time and increasing points gained.
Advanced Procedure:
1.
Kill a coolant Raknoid. These spawn around the Exploiter Orb.
2.
Pick up the coolant cell and take it to an open fissure on the Vallis.
3.
Within 30 seconds, add additional coolant cells to the fissure (maximum of 4).
4.
With each additional canister, 50 seconds will be removed from the fracture timer. It will also increase your Vallis alert level
and increase the frequency of Burps (see below).
5.
Remove the cell(s) when the fissure is sealed and take it the next open fissure.
6.
Repeat until 4 fissures have been sealed, or the coolant cell is destroyed.
When adding additional coolant cells, the fracture will occasionally (every 5-15 seconds) emit a random Burp.
Burp effects:
●
Creates a Nullifier bubble around the fracture.
●
Emits a damage burst with 100% radiation proc chance.
●
Increases the damage of nearby enemies.
●
Spawns Thermic Raknoids.
●
Spawns Eximus units.
●
Increases the current Vallis enemy level.
In addition, for every coolant cell added to a fracture, it will increase the mission score by 1 (max of 4).
Fracture Point Rewards:
●
Buried Debts Emblem @ 5 points
●
Amalgam Shotgun Spazz and Amalgam Serration @ 25 points
●
Amalgam Barrel Diffusion and Amalgam Organ Shatter @ 50 points
●
Buried Debts Sigil @ 75 points
●
Opticor Vandal @ 100 points
*Amalgam mods cannot be equipped on Exalted Weapons.
Exploiter Orb
Procedure:
1. (Requirements for fight) Collect at least one Diluted Thermia.
2. Go into the cave at the end of the arch above Harindi Crater.
3. Go through the door into Deck 12. The second closed door will be the mission start point.
4. Make your way into the facility. In the main room, on the upper deck, right next to where the Vent Kid door would be in Fortuna, is
a console. Insert a Diluted Thermia to start phase one of the fight.


5. The Exploiter will drop in from an opening in the ceiling, and cling to the walls. Shoot the rocks supporting her to make her come
down.
6. Damage one of the four vents on her back. This will cause her to ice over the remaining vents, making them impervious to
damage.
7. Pick up Thermia capsules from one of the three boilers on the ground floor of the main room.
8. Use [ALTERNATE FIRE] to throw the canister at the frozen vents on the Exploiter. As soon as a capsule is thrown, shoot it with a
weapon to make it explode. The vent will now have less ice on it.
9. Repeat steps 7 and 8 again to remove all the ice (two capsules per vent). Destroy the vent using your weapons.
10. Repeat steps 7-9 on the remaining vents.
11. After a period of time, the Exploiter will jump up onto the middle balconies and hang suspended, unable to be damaged. She will
then spawn Coolant Raknoids to attack you. Kill the Raknoids and wait for her to come down.
12. Destroy the last of her vents.
13. The Exploiter will escape to the outside. Leave Deck 12 from the way you came.
14. The Exploiter will spawn outside the entrance to the cave, and phase two of the fight will begin. A small gauge will appear
underneath your minimap. This is her heat sensor. It must be fully filled to damage her again.
15. Kill Coolant Raknoids that approach the Exploiter to keep them from cooling her systems.
16. The Exploiter will occasionally slam her torso on the ground, creating Thermia fractures. Pick up Coolant Capsules from slain
Raknoids and place them in the fractures to create Thermia capsules. As in step 8, throw these at the Exploiter and shoot them to
increase her temperature. It is best to aim for her leg joints and central turret.
17. Once her temperature gauge is completely filled, jump onto her body. An animation will play showing your Warframe removing
one of her processing units.
18. Damage the area where you removed the processing unit.
19. Repeat steps 15-18 for the second processing unit.
20. Repeat steps 15-18 for her central processing unit.
21. Once the third unit is removed and the area destroyed, the Exploiter is defeated. Loot will drop from the back of the Orb.
22. Once the loot is dropped, the Exploiter will self-destruct after 10 seconds, downing anybody in range. It is recommended to let
the Orb explode before collecting the loot.
23. Return to Fortuna.
The mission to fight the Exploiter can be started by visiting Eudico in the back room.
It is recommended to bring quick frames to navigate the large fighting area of the second phase. It is also recommended to bring
secondary weapons with either high fire rates or spreads to make shooting the Thermia capsules easier.
Due to the Exploiter’s cold-based attacks, it is recommended to use the Insulation mod and/or Arcane Warmth to resist the slowing
effects.
During the first phase, the Exploiter will continuously spawn swarms of the small raknoids. Bring an AOE frame or AOE weapon to
deal with them easily.


Rewards:
●
One of Hildryn's parts (Chassis, Neuroptics, or Systems)
●
One Lazulite Toroid
●
Random assortment of Fortuna based items, including parts from fish, gems, minerals, and spores
●
Exploiter Orb Articula
●
Shocking Step Ephemera Blueprint
Gargoyle’s Cry
This Event last for 28 days, While this Event is active, the mission node “Effervo” on Deimos is altered slightly, having a bonus
objective, Eliminating a Void Angel, gathering the murmur eyes and killing The Fragmented Boss drops 2 addition rewards, A Curse
that depends on which Boss you killed.
●
Curse of Knowing from The Fragmented Suzerain,
●
Curse of Seeing from The Fragmented Anchorite,
●
Curse of Hearing from The Fragmented Zelator.
Finishing the mission without killing the void angel results in the curse being stolen, 1 curse drops on normal Star Chart, 2 on Steel
Path, and 2 of each curse if you complete the secret boss.
The second resource is called “Grotesque Splinters”, 1-3 get dropped on normala Star Chart, 3-5 on Steel Path, The secret boss
dropping the same amount as Steel Path, no extra drops.
To use these resources you are required to place a “Jahu Gargoyle” within your dojo, interacting with the Gargoyle allows you to
deposit the Curses you have gained, the amount required to increase your tier depends on the type of the clan as follows. You can
only deposit a max of this amount, if you have left over curses, wait until next week and deposit them.
CLAN TIER
GHOST
SHADOW
STORM
MOUNTAIN
MOON
Terracotta
6 (2x each
Curse)
18 (6x each
Curse)
30 (10x each
Curse)
90 (30x each
Curse)
300 (100x
each Curse)
Bronze
12 (4x each
Curse)
36 (12x each
Curse)
60 (20x
each Curse)
180 (60x each
Curse)
600 (200x
each Curse)


Silver
18 (6x each
Curse)
54 (18x each
Curse)
90 (30x
each Curse)
270 (90x each
Curse)
900 (300x
each Curse)
Gold
24 (8x each
Curse)
72 (24x each
Curse)
120 (40x
each Curse)
360 (120x each
Curse)
1200 (400x
each Curse)
The Gargoyle also offers you to buy items using the “Grotesque Splinters”, the items offered are Cavia Sigils, Cavia Color Palette,
Clan Sigils, The Ballroom Simulacrum, Fluctus Rahk Skin, Prominence Wisp Totem, Ceti Lacera Blueprint, Basmu Blueprint, Stance
Forma Blueprint and Trials/Eidolon Arcanes. As well as the Krios Signa, however, it is only purchasable once the community has
gathered enough Curses. This shop is available for an extra 28 days after the event ends.
Expansions
Plains of Eidolon and Cetus
The Plains of Eidolon is DE’s first open-world expansion for Warframe. It features a large, explorable, non-procedurally generated
map with tons of activities and missions to do, along with an all new Relay in the form of a town. The Plains are controlled by the
Grineer.
Q: How does one get standing?
Q: Why are there no sigils for me to equip for standing?
A: Do bounties (essentially PoE missions), fish or mine. The former gives straight up standing, while the latter gives resources you
can trade for standing.
Q: What is that massive thing that roams around at night? Can I kill it?
Q: Can I kill the large thing that moves around at night?
Q: What are the small blue things that roam around at night? Why can’t I damage it after awhile? (SPOILERS)
A: Those are all sentients, and you need your Operator to kill them. They drop cores, which are used to trade for standing at the
Quills.
Q: What are the Quills, and where are they? (SPOILERS)
A: You need to have finished the quest Saya’s Vigil first. Go to Hok’s anvil and take the path around the left, when you see the rocks,
hug them until you see a door similar to TWW, go into Operator Mode and the door will open.
Q: What are those small things that float around?


A:
If these are the ones you’re talking about, they’re Cetus Wisps. You cannot hurt or scan them, but you can pick them
up by walking on/through them. They’re used as a resource.
Q: Where do I obtain ‘x’?
A: Odds are it’s all fishing/mining parts. Otherwise it’s a resource found on the Plains in plants or containers. Just try your hand in
those and see where it leads. (See lists below)
Q: How do I exit the Plains?
A: Go out the way you came. Go back to the door to Cetus and it will load you back into the town.
Q: What’s this Ghoul Purge alert?
A: The Ghoul Purge is a mini-event for the Plains of Eidolon that comes around every couple of weeks or so. It adds two new
bounties to Konzu’s list, and spawns the Grineer Ghoul enemy on the Plains. These bounties and enemies have unique rewards,
weapons, and lore that can be looted and found.
Plains Bounties
Bounties are offered by Konzu. There are 5 different levels available, each with increased difficulty, more Standing, and better
rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active to gain its reward
drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a
reward will be given. You can leave the Plains in the middle of a Bounty and still receive the rewards gained so far.
Plains Fishing
Fishing is an activity done at nearly any water source in the Plains. It provides resources and standing for the Ostron.
Q: How do I fish?
A: Go get a spear from Fisher Hai-Luk near the start of Cetus, and equip it in your gear wheel (only one spear needs to be present in
the wheel, the other spears, bait, and dye are included with it). Stand by any body of water in the plains with the spear out and
listen. When you hear a bubbling noise, start looking. When you see a fish, simply spear it.
Q: Are the dyes worth it?
A: Yes. Dyes illuminate fish in fishing sources, and last for 3 minutes. Being able to see fish helps you learn how they swim and
where they spawn, which is invaluable experience. It also helps immensely when fishing at night.
Q: How does bait work?
Q: How long does bait last?
A: It simply increases the spawn rate, making fish spawn more often when the bait is out. It also increases the spawn rate of much
rarer fish, of which some still spawn without bait, and some that spawn only with bait. Throw bait into hotspots, which are small


white bubbling patches on the surface of the water, that move around constantly. Bait lasts 3 minutes, and do not work outside
hotspots.
Q: Is there any benefit to getting more spears?
A: Yes, each fish is weak to a certain spear, and can be one-hit by it. Using the wrong spear on a fish will cause it to only take
damage, and additional hits are needed for a successful catch.
Q: Does the resource booster work with fish?
A: Yes. Having a resource booster will give two fish for every one caught. However, having a resource drop chance booster has no
radical effect on fish spawns.
Q: Why are the fish different sizes?
A: There are 3 different sizes of fish; small, medium and large. Each size increase gives slightly more resources than the last, and are
worth more standing.
Q: Why can’t I find a certain fish?
A: It’s probably because you're either using the wrong bait, or you’re looking for the fish at the wrong time of day. Check the chart
below if you’re still lost.
Q: What do you get from fishing?
A: Fish give resources necessary for making many Ostron items, and can be a source of standing for the Ostron. Each fish has their
own unique resource drop, but all drop fish scales, fish meat, and fish oil.
List of all fish
Fish
Biome
Activity
Time
*Spear
^Bait
Needed
Unique
Resources
Standing
Small
Standing
Medium
Standing
Large
Mawfish
Lake
Day
Any
No
Mawfish
Bones
25
35
50
Charc Eel
Lake
Day/Night
Any
No
Charc
Electroplax
25
35
50
Khut-Khut
Pond
Day
Any
No
Khut-Khut
Venom Sac
25
35
50
Yogwun
Pond
Day
Any
No
Yogwun
Stomach
25
35
50
Mortus
Pond
Day/Night
Lanzo
No
Mortus
100
125
200


Lungfish
Peram
Horn
Goopolla
Ocean
Day/Night
Any
No
Goopolla
Spleen
25
35
50
Tralok
Ocean
Day
Tulok
Peram
No
Tralok Eyes
100
125
200
Sharrac
Ocean
Day/Night
Lanzo
Tulok
Twilight
Sharrac
Teeth
100
125
200
Karkina
Ocean
Day/Night
Lanzo
Tulok
Twilight
Karkina
Antenna
100
125
200
Murkray
Ocean
Day/Night
Lanzo
Murkray
Murkray
Liver
500
650
1000
Norg
Lake
Night
Peram
Norg
Norg Brain
500
650
1000
Cuthol
Pond
Night
Lanzo
Cuthol
Cuthol
Tendrils
500
650
1000
Glappid
Ocean
Night
Peram
Glappid
Seram
Beetle Shell
1200
1500
2000
*Note: Cetus fish cannot be caught with Fortuna spears, but Cetus spears will capture a damaged fish in Fortuna. The Fortuna
Stunna spear, however will shock Cetus fish into submission.
^Note: Peppered bait will attract any fish that are active during the day, but is usually not needed.
Plains Mining
Mining is an activity that can be done anywhere on the Plains. It provides resources and standing for the Ostron.
Q: How do I mine?
A: Obtain a mining laser from Old Man Suumbaat in Plains of Eidolon (a pickaxe icon on the map), and equip it in your gear wheel.
When equipping it on the plains; a new UI will appear. On the left, number of ores in range, on the right, how far or close you are to
an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue
streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire button, and try
to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to the middle of the
box, the better the mining rating.


Q: What is the mining rating?
A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you
match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the
typical resources, and has a chance of additionally dropping a rare gem on blue spots.
Q: Why do some spots have two boxes, one big and one small?
A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the
mining spot.
Q: Are there any differences between the mining lasers?
A: Each laser has a different range to detect ores, with the standard being 20m, the focused being 40m, and the advanced being
60m. Only the advanced laser can trigger the smaller optional hitboxes to obtain rare gems. {The Fortuna mining laser can also be
used, and acts identically to the advanced laser).
Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint?
A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Suumbaat to refine the base
resources into usable resources.
Ores in Plains
●
Auron
●
Coprun
●
Ferros
●
Pyrol
Gems in Plains - Standing
●
Azurite, Devar - 50
●
Veridos - 75
●
Crimzian - 100
●
Sentirum, Nyth - 400


Plains Animal Conservation
Animal conservation involves the tracking and capture of various wild species found on the Plains. Master Teasonai offers gear
items called Echo Lures that can mimic the calls of endangered wildlife that roam the Vallis. Track, call, and tranquilize the animals
to save them.
Procedure
●
Buy a Tranquilizer Rifle from The Business on Fortuna for 500 Standing.
●
Buy an Echo Lure from Master Teasonai with Standing.
●
Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it.
●
Equip your Tranq Rifle in the Plains. New purple points will be added to your map. These are animal tracking points.
●
Find a point and activate it.
●
Follow the faintly glowing tracks to the rainbow colored rock. This is the call point.
●
Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch.
●
The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box.
●
If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through
the scope, allowing you to see it through objects.
●
Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it.
Rewards
Each successful capture will award a Tag from each animal, and an amount of Ostron Standing depending on Capture Rating. 5
Tags of one species can be traded in to Master Teasonai to receive stuffed animal decorations, also known as Floofs. Having one
tag of every species and type can be traded for an emblem.
Capture Rating
Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating
is based on speed at which animal is captured after return call is received, and whether or not the animal was alerted to your
presence.
Animal Types
●
Kuakas - "A timid rodent that is easily frightened."
●
Condrocs - "A carrion-eater and opportunistic bird-of-prey. Condrocs gather, feed upon carrion, and occasionally, hunt in
groups known as 'committees'. Several committees will be led by an Emperor."
●
Mergoos - "An avian of ridiculous appearance found along coastal regions and around large bodies of water. Mergoo circle
and squawk at the sight of marine predators. Many an Ostron fisher owes their lives to these odd little birds. Killing one is
considered very bad luck."
Standing per Animal


Species
Perfect
Good
Bad
Plains Kuaka
400
300
200
Ashen Kuaka
600
450
300
Ghost Kuaka
1,200
900
600
Common Condroc
800
600
400
Rogue Condroc
1,200
900
600
Emperor Condroc
1,800
1,350
900
Coastal Mergoo
1,200
900
600
Woodland Mergoo
2,400
1,800
1,200
Splendid Mergoo
3,600
2,700
1,800
Notes
●
Animals can be killed, and will not provide any Standing or tags if they are.
●
Shooting the Tranq Rifle and missing will NOT alert animals.
●
Sleep based Warframes can use their abilities in place of the Tranq Rifle.
●
Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use.
●
Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him.
●
Invisibility abilities will hide your presence from animals.
●
By equipping a certain Lure, only tracking points of that species will appear on your map.
●
If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will
appear.
Zaws
A Zaw is a modular melee weapon with customizable stats influenced by the parts used to build one. Most Zaw parts blueprints are
bought with Standing from Hok in Cetus. The rest are obtained from Plague Star. Your Ostron Standing determines which parts are
available.
Zaws are made from 3 parts - the Strike, Hilt, and Link. One of each of these is needed to build a Zaw, along with a small amount of
Credits. The Strike determines the damage of the Zaw, the Hilt determines the type of weapon, and the Link determines the
modifiers of speed, damage, crit chance, and status chance.


Every Zaw Strike can give 3k MR, but must be Gilded first. Gilding a Zaw is done by Hok, and requires a level 30 Zaw. Gilding costs
5k Standing and 2 Cetus Wisps, and slightly increases its base stats. A Zaw cannot be upgraded with a Forma or Potato until it is
Gilded.
Plague Zaw parts only come from the Plague Star reward tables, and are not purchasable from Hok.
Zaw Strikes
Strike
Type
Damage
Impact
Puncture
Slash
Viral
Damage
Speed
Crit
Chance
Crit Multi
Status
Chance
Balla
Dagger/Staff
68
3.4
40.8
23.8
N/A
+0.083
18%
2.0x
18%
Cyath
Machete/Polearm
72
14.4
3.6
54.0
N/A
+0.000
18%
2.0x
18%
Dehtat
Rapier/Polearm
68
6.8
34.0
27.2
N/A
+0.083
18%
2.0x
18%
Dokrahm
Scythe/Heavy Blade
68
10.2
23.8
34.0
N/A
+0.083
18%
2.0x
18%
Kronsh
Machete/Polearm
86
60.2
N/A
25.8
N/A
-0.067
18%
2.0x
18%
Mewan
Sword/Polearm
86
21.5
30.1
34.4
N/A
-0.067
18%
2.0x
18%
Ooltha
Sword/Staff
72
7.2
28.8
36.0
N/A
+0.000
18%
2.0x
18%
Rabvee
Machete/Hammer
86
51.6
4.3
30.1
N/A
-0.067
18%
2.0x
18%
Sepfahn
Nikana/Staff
72
7.2
18.0
46.8
N/A
+0.000
20%
2.0x
20%
Plague
Keewar
Scythe/Staff
79
22.0
11.0
26.0
20.0
-0.033
18%
2.0x
22%
Plague
Kripath
Rapier/Polearm
70
10.0
25.0
15.0
20.0
+0.033
22%
2.2x
18%
Zaw Grips
Grip
Type
Damage Bonus
Base Speed
Jayap
Two-handed
+14
0.917
Korb1
One-handed
+28
0.783
Kroostra
Two-handed
+14
0.850


Kwath
One-handed
+14
0.850
Laka
One-handed
+0
0.917
Peye
One-handed
-4
1.000
Seekalla
Two-handed
-4
1.000
Shtung
Two-handed
+28
0.783
Plague Akwin
One-handed
-2
0.950
Plague Bokwin
Two-handed
+7
0.883
Zaw Links
Link
Speed Bonus
Critical Chance Bonus
Status Chance Bonus
Damage Bonus
Jai
+0.083
N/A
N/A
-4
Ruhang
-0.067
N/A
N/A
+14
Jai II
+0.167
N/A
N/A
-8
Ruhang II
-0.133
N/A
N/A
+28
Vargeet Jai
+0.083
+7
-4
-4
Vargeet Ruhang
-0.067
+7
-4
+14
Ekwana Jai
+0.083
-4
+7
-4
Ekwana Ruhang
-0.067
-4
+7
+14
Vargeet II Jai
+0.083
+14
-8
-4
Vargeet II Ruhang
-0.083
+14
-8
+14
Ekwana II Jai
+0.083
-8
+14
-4
Ekwana II Ruhang
-0.083
-8
+14
+14
Vargeet Jai II
+0.167
+7
-4
-8
Vargeet Ruhang II
-0.133
+7
-4
+28


Ekwana Jai II
+0.167
-4
+7
-8
Ekwana Ruhang II
-0.133
-4
+7
+28
Tusk Thumpers
Tusk Thumpers are a Grineer quadruped vehicle that spawns on the Plains during the Day cycle, either in free roam or in bounties.
They are heavily armored and quite agile, able to leap great distances. They employ blaster cannons and ground-based seismic
attacks. They will pop up from underground much like Ghouls, or spawn randomly during Plains bounty phases.
There are 3 variants of Thumpers; standard, Bull, and Doma. Each additional variant is larger, and has additional health and armor.
To defeat a Thumper, the plates on each of its knees must be damaged and knocked off. A green spot will be exposed. Damage the
green area until it closes itself. Repeat with all 4 legs.
Thumpers drop a random variety of common, uncommon, and rare Plains resources on death. The standard thumper has 400%
resources drop, the Bull has 600%, and the Doma has 800%. The Bull and Doma also have a chance to drop the Korrudo blueprint.
All Thumpers have a chance to drop Augur, Gladiator, and Vice set mods.
Thumper floof variants can be bought from Nakak in Cetus for standard resources.
Eidolon Hunting (SPOILERS)
Eidolons are huge sentients that roam the Plains at night. They are a very difficult enemy and should not be taken lightly.
Q: How does one hunt an Eidolon?
A: Procedure:
1.
Get Eidolon lures from Grineer camps (2 for Teralyst, 3 each for Gantulyst and Hydrolyst) and power them up by killing
Vomvalysts (until they’re ethereal, being near the lure sucks them in) or by killing the vomvalyst and picking up the small orb
it drops, and delivering it to the lure. The lure will make a sound cue when it’s full. Skipping this step makes the Eidolon
teleport when you destroy a weak point, and denies a brilliant eidolon shard at the end of the fight.
2.
Break the Eidolon’s purple shield with your Operator’s amp, until the Eidolon flashes red.
3.
Shoot with normal weapons the weak spots, or Synovias. The Teralyst’s are located on its biceps and knees. The Gantulyst
and Hydrolyst are similar, but have 6 Synovias, with additional ones being located around the shoulder joints. Only one may
be destroyed at a time, and damage done to other Synovias do not carry over.
4.
Once a Synovia is destroyed, the Eidolon will fall to its knee and emit a 5 pulse magnetic wave, and will then regenerate its
shield. Repeat step 2~3 until all Synovias are destroyed.


5.
Once all Synovias are destroyed, the Eidolon will lay down and emit a scream, attracting Vomvalysts to its location. Destroy
the Vomvalysts as they approach, as the more that fuse with the Eidolon, the more health it will have in the final battle.
6.
When the healing phase is complete, the Eidolon will stand, and continue to attack. At this point, any part of the Eidolon can
be damaged by normal weapons. Damage it until its health bar disappears. This ends the hunt and rewards are spawned.
Q: What attacks does the Eidolon use?
A: All 3 Eidolons have a set list of attacks:
●
Ground Stomp - Sends out a yellow pulse that pushes back Warframes and Operators up to 100m. Can be avoided by
jumping.
●
Gun Swing - Quickly sweeps its arm in a 270 degree arc, while shooting out blue projectiles from its hand that explode on
impact.
●
Ground Smash - Stomps down on the ground, emitting glowing blue streaks in the ground that will damage and stagger.
This attack can track you.
●
Seeking Bullets - Emits a ball of energy above its head, which then splits into many small blue seeking missiles.
●
Tree Swing - Quickly swings its arm in a wide arc. Deals heavy damage and knocks down.
●
Star Fall - Raises its arm upward and fires into the sky, causing a rain of seeking projectiles to fall down.
●
Energy Spikes - Upon destruction of a limb, the Eidolon will emit 5 wave pulses of magnetic energy. High damage and
removes all Warframe energy.
The Gantulyst and Hydrolyst have additional attacks. The Gantulyst gains alternate laser attacks and a large shield, and can easily
destroy lures. The Hydrolyst gains alternate lightning attacks and can create Vomvalyst spawning portals.
Q: What Warframes do I use to hunt an Eidolon?
A: Warframes that provide innate damage boosts or give passive abilities to allies, like Rhino and Harrow, are the best to use
against the Eidolons. Healing frames like Trinity and Oberon are useful in keeping allies alive and protecting the lures. Damage
frames like Mesa and Saryn cannot target the Eidolon Synovias, and should not be used. Melee frames like Wukong and Atlas
should also be avoided, as the Synovias are very difficult to hit with melee attacks.
It should be noted that shooting through Volt’s shields will double Amp damage.
Q: What Weapons do I use to hunt an Eidolon?
A: Any weapon with high burst damage, such as DMRs (Latron, Tiberon) or Snipers (Lanka, Rubico). Eidolons have Alloy Armor, and
are weak to Radiation damage, so mods and weapons that provide Radiation are highly recommended. Weapons with low range,
such as Shotguns or Beam weapons are not recommended, due to the danger and bad angle of getting close to the Eidolon.
Automatic weapons are not recommended, due to the Eidolon’s erratic movements making consecutive shots difficult, lowering
DPS.
Q: What Amps do I use to hunt an Eidolon?
A: The old meta is the 2 2 3 Amp, the Schwaak, Shraksun, and Lohrin. The new meta after Fortuna update 2 is 6 2 7, the Lega,
Shraksun, and Certus. Otherwise, any Amp combination other than the Mote Amp will work when hunting Eidolons.


Q: The Eidolon got its shields back while fighting it, what gives?
A: The Vomvalysts can regenerate the Eidolon’s shield when not dealt with. Make sure to kill them when you see them.
Q: How does one do a Tridolon?
A: It’s the same as the above, only you fight 3 Eidolons instead of one. To spawn the next Eidolon, go to the shrine on the final rock
on Gara Tote Lake, and place the Brilliant Eidolon Shard from the previous fight on the shrine. Once all players in the instance place
their shards, the next Eidolon will spawn in the water in front of the rock. Keep in mind the other two Eidolons require 3 lures to
capture and have 6 Synovias to destroy, along with different attacks.
Q: What does killing an Eidolon give?
A: Defeating an Eidolon in any way awards an Eidolon Shard and a number of Sentient Cores, usually around 20-30. Capturing an
Eidolon awards a Brilliant Eidolon Shard. Capturing a Hydrolyst awards an extra Brilliant Eidolon Shard. Capturing a Gantulyst or
Hydrolyst also awards a Radiant Eidolon Shard. All 3 Eidolons have a chance to drop a physical damage mod for weapons, and an
Arcane from the standard Arcane list. Teralysts have a very low chance to drop a rare Arcane, a low chance to drop an uncommon
Arcane, and a high chance of dropping a common Arcane. Gantulysts and Hydrolysts have a moderate chance to drop rare Arcanes,
a high chance to drop uncommon Arcanes, and a low chance to drop common Arcanes. The Gantulyst and Hydrolyst also drop one
Riven Transmuter each. In addition, completing the Teralyst Bounty awards 1,000 Ostron Standing, while completing the three
Teralyst bounty awards 5,000 Ostron Standing.
Q: What do I do with Eidolon shards?
Q: What do I do with Brilliant/Radiant Eidolon shards?
A: Regular Eidolon Shards are used in ranking up with the Quills, and for crafting some blueprints.
Brilliant Eidolon Shards can be converted into 25,000 focus for your current school, or used to unlock Waybound Nodes.
Radiant Eidolon Shards can be converted into 40,000 focus for your current school.
Q: What do the terms in recruiting chat mean?
A: Players use many different terms when creating squads for Eidolon hunting. One of these is H 5x3. The H stands for Hosting, and
the first number is how many times that player wants to kill all three Eidolons, which is the second number. So a 5x3 is 5 sets, or 5
Tridolons. A 4x3 is hunting 4 Tridolons, and so on.
VS stands for Void Strike, an ability in the Madurai school. It increases your damage for a set number of following shots, and works
with amps. UW or UW Chroma stands for Unairu Wisp, an ability in the Unairu school. It spawns a tiny wisp when you hit an enemy
with void blast. When picked up, the wisp provides double damage for your amp. CP stands for Corrosive Projection, the aura mod
that lowers enemy armor. CD stands for Coaction Drift, which increases aura effectiveness.
Amps (SPOILERS)
Amps are a modular weapon wielded by your Operator. They replace the default void beam that is used after The War Within. Amps
and their part blueprints are obtained from Quill Onkko in Cetus.


Amps are built using three parts - the Prism, Scaffold, and Brace. The Prism determines primary fire, the Scaffold determines
alternate fire, and the Brace gives augments and passives. The Mote Amp is the default Amp, and can be built as one complete unit.
It fires similarly to the void beam.
Amp Prisms
Tier
Name
Description
1
Raplak
Semi auto, accurate long range void beams.
2
Schwaak
Semi auto, limited range, wide angle flak blast, has innate Punch Through.
3
Granmu
3 round burst arcing void grenades, explodes on impact.
4
Rahn
Rapid fire automatic void beams.
Amp Scaffolds
Tier
Name
Description
1
Pencha
Chargeable void beam.
2
Shraksun
Double shot short range flak grenade, explodes on impact or at range limit.
3
Klebrik
Continuous tendril of void energy, seeks and connects to nearest target.
4
Phahd
Powerful glaive shots seek and bounce off targets.
Amp Braces
Tier
Name
Description
1
Clapkra
+40 Amp energy pool
2
Juttni
-1 second Amp Recharge delay
3
Lohrin
+12% Amp Crit and Status chance
4
Anspatha
+20% Amp energy pool, -0.5s Amp Recharge delay, +45/s Energy recharge rate
Numbers represent Amp level. Each set of Prism, Scaffold, and Brace are unlocked as Quill Ranking progresses. So the first set
unlocked are considered the 1 1 1, the second set are 2 2 2, and so on. When making a mixed Amp, numbers are mixed and ordered


as needed, such as 3 2 4, which is the third Prism, the second Scaffold, and the fourth Brace. All Amps are referred to in this number
system, for speed and convenience.
Amps are primarily used for fighting Sentients, as Void damage ignores Sentient damage resistance. Also, the Eidolon’s shields are
only affected by Operator Amps. For this reason, the most commonly used Amps are X 2 3, as in any Prism, the Shraksun Scaffold,
and the Lohrin Brace, as this combination provides the most damage when hunting Eidolons. In addition, Amps can be used to
destroy Kuva Clouds in Kuva Siphon missions.
Amps, like Zaws and Kit Guns, can be Gilded for a slight increase in stats, and the ability to apply custom colors and Arcanes. Each
of the Prisms will provide 3k MR after Gilding.
Orb Vallis and Fortuna
Fortuna is Warframe’s second and most recent open-world expansion. It features another large, open map that is not procedurally
generated. Orb Vallis’ map is roughly 5 times the size of Plains of Eidolon, and features many of the same activities. Orb Vallis is
controlled and operated by the Corpus.
Vallis Bounties
Bounties are offered by Eudico. There are 5 different levels available, each with increased difficulty, more Standing, and better
rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active for its reward drops.
Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a reward
will be given. You can leave the Vallis in the middle of a Bounty and still receive the rewards gained so far.
Vallis Fishing
Fishing is an activity done at nearly every water source in Orb Vallis. The servofish found in these sources can be used for resources,
or traded for Fortuna Standing.
The process of hunting for fish remains largely the same as the Plains of Eidolon, however the spear technique is slightly changed.
Once you hit a servofish, a horizontal gauge with a red target box appears, with a line moving from left to right. You must press the
[FIRE BUTTON] when the line is within the box to shock the fish, allowing you to collect it. If you miss, the fish will be set free, and
you must spear it again.
Q: How do I fish?
A: Talk to The Business in Fortuna and buy the Shockprod fishing spear for 500 Standing, equip it in your gear wheel, and pull it out
near a water source in the Vallis.
Q: Do Cetus Dyes work in Fortuna?


A: Yes, they work the exact same.
Q: How does bait work?
Q: How long does bait last?
A: It simply increases the spawn rate, making fish spawn more often when the bait is out. It also increases the spawn rate of much
rarer fish, of which some still spawn without bait, and some that spawn only with bait. Throw bait into hotspots, which are small
white bubbling patches on the surface of the water, that move around constantly. Bait lasts 3 minutes, and do not work outside
hotspots.
Q: What’s the difference between the Shockprod and Stunna Spear?
A: The Stunna spear works the same as the Shockprod, except when you successfully shock a fish, any nearby fish are stunned by its
blast for a short period of time (about 30 seconds). These fish will slowly float and can’t be startled, and when speared, their target
box is twice as large as normal. (This effect works on fish in the Plains, however the target fish will not be successfully speared).
Q: Does the resource booster work with fish?
A: Yes. Having a resource booster will give two fish for every one caught. However, having a resource drop chance booster has no
radical effect on fish spawns.
Q: Why can’t I find a certain fish?
A: It’s probably because you're either using the wrong bait, you’re looking in the wrong water biome, or you’re looking for the fish at
the wrong temperature time. Check the chart below if you’re still lost.
Q: What do servofish points mean?
A: There are 3 different kinds of servofish; basic, adorned, and magnificent. Each type increase gives slightly more common
resources than the last, and are worth more standing.
Q: What do you get from Fishing?
A: Servofish give resources necessary for making many Fortuna items, and can be a source of standing for Fortuna. Each servofish
has their own unique resource drop, but all drop scrap.
List of All Fish
Servofish
Biome
Activity
Bait Needed
Unique
Resources
Standing
Basic
Standing
Adorned
Standing
Magnificent
Eye-Eye
Pond
Warm
Narrow
Spectrum
Rotoblade
45
60
100
Scrubber
Cave
All
Broad
Spectrum
Exa Brain
35
45
70


Echowinder
Lake
Warm
Broad
Spectrum
Anoscopic
Sensor
35
45
70
Mirewinder
Cave
All
Mirewinder
Parallel Biode
45
60
100
Longwinder
Lake
Warm
Longwinder
Lathe
Coogulant
200
300
500
Brickie
Pond, River
Warm
Broad
Spectrum
Muon Battery
35
45
70
Tink
Pond, River
Cold, Freezing
Broad
Spectrum
Dissipator
Coil
35
45
70
Sapcaddy
Lake
Cold, Freezing
Broad
Spectrum
Venedo Case
35
45
70
Kriller
Lake
Warm
Kriller
Thermal Laser
45
60
100
Recaster
Pond
Cold, Freezing
Narrow
Spectrum
Neural Relay
45
60
100
Tromyzon
Pond
Cold, Freezing
Tromyzon
Entroplasma
200
300
500
Charamote
Cave
All
Charamote
Sagan
Module
200
300
500
Synathid
Cave
All
Synathid
Ecosynth
Analyzer
600
800
1000
Vallis Mining
Mining in Orb Vallis is identical to mining in the Plains. A cutter drill is required to be equipped in your gear wheel in order to mine.
Fortuna and Cetus cutters will work in either location. Mining provides resources that can be used in building items from Fortuna or
traded for standing.
Q: How do I mine?
A: Obtain a mining laser from Smokefinger in Fortuna, and equip it in your gear wheel. When equipping it on the Vallis; a new UI
will appear. On the left, number of ores in range, on the right, how far or close you are to an ore. Simply listen to the beeping, the
faster it gets the closer your crosshair is to the ore. Red streaks on rocks are ores, blue streaks are gems. When you see one, aim,
and a series of glowing spots will appear on the ore. Hold down the Fire button, and try to get the rising gauge into the middle of
the white box, and release (see picture below). The closer the gauge is to the middle of the box, the better the mining rating.


Q: What is the mining rating?
A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you
match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the
typical resources, and has a chance of additionally dropping a rare gem on blue spots.
Q: Why do some spots have two boxes, one big and one small?
A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the
mining spot.
Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint?
A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Smokefinger to refine the base
resources into usable resources.
Ores in Orb Vallis
●
Axidite
●
Travoride
●
Venerol
●
Hesperon
Gems in Orb Vallis - Standing
●
Phasmin, Noctrul - 50
●
Goblite - 200
●
Amaryst - 500
●
Zodian, Thyst - 1000
Vallis Animal Conservation
Animal conservation involves the tracking and capture of various wild species found on the Vallis. The Business offers gear items
called Echo Lures that can mimic the calls of endangered wildlife that roam the Vallis. Track, call, and tranquilize the animals to save
them.
Procedure


●
Buy a Tranquilizer Rifle from the Business with 500 Standing.
●
Buy an Echo Lure from The Business with Standing.
●
Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it.
●
Equip your Tranq Rifle in the Vallis. New purple points will be added to your map. These are animal tracking points.
●
Find a point and activate it.
●
Follow the faintly glowing tracks to the rainbow colored rock. This is the call point.
●
Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch.
●
The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box.
●
If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through
the scope, allowing you to see it through objects.
●
Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it.
Rewards
Each successful capture will award a Tag from each animal, and an amount of Solaris United Standing depending on Capture
Rating. 5 Tags of one species can be traded in to The Business to receive stuffed animal decorations, also known as Floofs. Having
one tag of every species and type can be traded for an emblem.
Capture Rating
Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating
is based on speed at which animal is captured after return call is received, and whether or not the animal was alerted to your
presence.
Animal Types
●
Pobbers - "Native to the fungal forests of Venus, the Pobber is a skittish rodent possessed of an objectionable odor. Always
found in groups, they flee at the slightest hint of trouble. They are a primary food source for the Virmink and Sawgaw."
●
Virminks - "Sleek and silky, the adorable appearance of the Venusian Virmink belies its aggressive demeanor. Favoring rocky
landscapes Virmink packs nose the air, scenting for Pobbers - their primary food source."
●
Sawgaws - “Soar Gore, as the Solaris call it, this crimson-faced bird of prey circles and stalks the cliffs and fungal groves of
Venus, searching for rodent prey.”
●
Bolarolas - "Favoring thunder, lightning and cratered-out areas Bolarolas are all about defense. Their armored plates protect
them from most predators, tucking-and-rolling to make good their escape.
●
Horrasques - “This hideous creature is terrible to behold but will not attack unless provoked. When it does, its roar will shake
the bowels of even the most steadfast tracker.”
●
Stover - "The Stover is a kind of proto-Kubrow that resurrected when Venus thawed. When grouped in a pack, Stovers are
relentless opponents."
●
Kubrodons - "The apex predator of the Venusian plains. These massively framed beasts travel in groups and mark the
territory surrounding Orokin cooling towers as their own. Kubrodons are a danger best avoided."
Standing per Animal


Species
Perfect
Good
Bad
Sunny Pobber
400
300
0
Delicate Pobber
600
450
300
Subterranean Pobber
800
600
0
White Breasted Virmink
600
450
0
Dusky Headed Virmink
800
600
400
Red Crested Virmink
1,000
750
0
Flossy Sawgaw
800
600
400
Alpine Monitor Sawgaw
1,200
900
600
Frogmouthed Sawgaw
1,800
1,350
900
Spotted Bolarola
1,000
750
0
Black Banded Bolarola
1,500
1,250
0
Thorny Bolarola
2,500
1,875
0
Dappled Horrasque
1,200
900
600
Swimmer Horrasque
2,400
1,800
0
Stormer Horrasque
3,600
2,700
1,800
Sentinel Stover
1,600
1,200
800
Fuming Dax Stover
3,200
2,400
1,600
Fire-Veined Stover
6,400
4,800
3,200
Brindle Kubrodon
2,000
1,500
1,000
Vallis Kubrodon
4,000
3,000
0
Kubrodon Incarnadine
8,000
6,000
0
Notes


●
Animals can be killed, and will not provide any Standing or tags if they are.
●
Shooting the Tranq Rifle and missing will NOT alert animals.
●
Sleep based Warframes can use their abilities in place of the Tranq Rifle.
●
Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use.
●
Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him.
●
Invisibility abilities will hide your presence from animals.
●
By equipping a certain Lure, only tracking points of that species will appear on your map.
●
If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will
appear.
Kit Guns
Kit Guns are the modular weapons of Fortuna, similar to Zaws in Cetus. Kit Gun parts blueprints are offered by Rude Zuud for
Solaris United Standing. New parts are available as Solaris United rank is increased. Kit Guns are made from 3 parts; Chamber, Grip,
and Loader.
Kit Gun Chambers will provide 3k MR each. Like Zaws, Kit Guns must be Gilded to gain MR. Gilding is available to any Kit Gun that
has been maxed at level 30, and costs 5k Standing and 10 Shelter Debt-Bonds. Gilding also allows you to rename your Kit Gun.
Unguilded Kit Guns cannot have Potatoes, Formas, or Arcanes installed on them.
Chambers - Determines how the Kit Gun fires.
●
Catchmoon - Semi-automatic, fires a large, wide explosive blast with innate punch through.
Damage type: Impact, Heat
●
Gaze - Automatic, fires a constant laser beam.
Damage type: Puncture, Radiation
●
Rattleguts - Automatic, fires a rapid stream of energy projectiles.
Damage type: Slash, Puncture, Radiation
●
Tombfinger - Semi-automatic, fires a large, heavy energy projectile.
Damage type: Impact, Puncture, Radiation
Grips - Determines the Kit Gun’s damage, fire rate, and beam range.
+ good, ++ great, - bad, -- very bad
Damage
Fire Rate
Beam Range
Ramble
-
+
+
Lovetap
+
-
-
Gibber
--
++
++


Haymaker
++
--
--
Loaders - Determines the Kit Gun’s magazine size, reload speed, Crit Chance and Status Chance.
+ good, ++ great, - bad, -- very bad
Magazine Capacity
Reload Speed
Critical Chance
Status Chance
Bashrack
+
-
+
-
Bellows
++
--
N/A
N/A
Deepbreath
+
-
N/A
N/A
Flutterfire
-
+
--
++
Killstream
-
+
++
--
Ramflare
+
-
--
++
Slap
-
+
N/A
N/A
Slapneedle
-
+
+
-
Sparkfire
+
-
-
+
Splat
+
-
++
--
Stitch
++
--
+
-
Swiftfire
-
+
-
+
Thunderdrum
++
--
-
+
Zip
--
++
N/A
N/A
Zipfire
--
++
-
+
Zipneedle
--
++
+
-


K-Drive & Ventkids
K- Drives are hoverboard vehicles that were added in the Fortuna Update. These K-Drives are slower than Archwing, so if you’re
looking for the best mobility vehicle go with Archwing. That being said, K-Drives are one of the most fun ways to kill time in
Warframe.
Q: How do I get a K-Drive?
A: Once you complete the initial Fortuna quest Vox Solaris you will receive a K-Drive Launcher. You will be able to equip this in your
gear wheel. Once it is equipped in your gear wheel you should be able to launch a K-Drive in both open world areas.
Q: Where do I get more K-Drives?
Q: How do I get Ventkid standing?
A: The Ventkids can be accessed after completing Vox Solaris. Their main vendor is Roky. Ventkid standing is earned by completing
tricks in the Vallis or by winning races found on the map. The standing can then be used to buy K-Drive parts and mods. A K-Drive is
made up of four parts; a board, reactor, nose, and jet. These must be crafted then brought to and assembled by Roky. Boards with
random parts can alternatively be bought already completed for Platinum.
Q: Do K-Drive parts matter?
A: Parts do not have any impact on how the K-Drive performs. Only the board matters as it provides MR.
Q: Can I level up my K-Drive?
Q: Do K-Drives get MR?
A: Yes, the board of a K-Drive is what earns MR, a maximum of 3k per board. K-Drives receive affinity from doing tricks and
completing races on the Vallis, and like all other pieces of equipment, can level to 30.
Q: Can I mod my K-Drive?
A: Yes, all K-Drive mods can be bought from Roky for standing. The K-Drive itself can be modded in your Arsenal’s vehicle section.
Profit Taker
Orb Mothers are giant Corpus Raknoids that protect key operational sites. They are the raid boss fight of the Orb Vallis, similar to
Eidolons. There are currently two, the Profit-Taker Orb that can be found at the Enrichment Labs, and the Exploiter Orb that patrols
around the Temple of Profit. Only the Profit-Taker can currently be fought.
In order to fight the Profit-Taker, you must first be at the rank of Old Mate with Solaris United. From there, you go to the hidden back
room behind Eudico to receive the Heist bounty missions. There are 4 bounties currently, that must be completed subsequently. The
fourth bounty is fighting the Profit-Taker itself. After completing all 4 once, you may go back and play them again in any order to
receive their drop rewards.


The third bounty awards the Gravimag System, which is a gear item that allows you to equip one primary Archwing weapon while in
missions. The Gravimag may be equipped to only one weapon, and is not cycleable. The weapon must have an Orokin Catalyst
equipped to equip the Gravimag. Archwing weapons are the only weapons that can damage the Orb. The Gravimag must be
equipped in your gear wheel to use in missions.
Additional Gravimags can be researched and purchased in the Tenno Lab in Clan Dojos, or bought from the Market for 20p.
Procedure:
1.
Find Profit-Taker on the Orb Vallis map.
2.
Take out shields using displayed element(s) (See below).
3.
Completely damage all 4 legs with Archwing weapon.
4.
Damage the head with Archwing weapon.
5.
At 75% health, the Orb will launch 4 pylons into the ground around itself, within 100m. The pylons are protected by a
physical barrier that nullifies all gunfire, but can be passed through with no effect.
6.
Destroy all pylons, Orb is invulnerable while pylons are intact.
7.
Take out shield and legs again, continue to damage head.
8.
At 50% health, the Orb will fully regain its shields and will deal more damage.
9.
Take out shield, take out legs, damage the head.
10. At 25% health, the Orb will deploy 6 pylons with the same properties as the previous 4.
11. Once the 6 pylons are destroyed, the Orb will fully regain its shields again.
12. Take out shield, take out legs, destroy the head and defeat the Orb. This step must be completed in 5 minutes or less.
13. The Orb overcharges from its shielding satellite, and self destructs, instantly downing anything in a 300m radius. Run to a
safe distance then return to collect drops. There is a delay of one minute between defeating the Orb and its self destruction.
The Orb Mother’s shields have a unique damaging procedure, due to Sentient resistance. The shields can be damaged by any
regular weapon; normal, Archwing, or Exalted, but cannot be damaged by True or Void damage. Displayed on the Orb’s front
faceplate will be a symbol of a specific damage type. The shield will be invulnerable to all damage except the displayed damage
type. The type encompasses all physical and elemental damage, but does not include Void or True damage. This includes dual
elemental types. Keep in mind that dual elemental types will not work if a single element is displayed, even if the single element is
included in the dual element. For example, if the displayed element is toxin, then the shield will only be damaged by toxin, not
corrosive or gas or viral.
The shield damage type can be changed in 3 ways. If enough damage is dealt from one damage type, the Orb will rapidly shift to
another. Shooting the Orb with any type of Void damage, Amp or otherwise, will change the damage type. There is a cooldown of 10
seconds after using this method before the type can be changed again. If enough time passes without either of these changes, the
damage type will change by itself.


Warframe abilities that target or deal AOE damage do not affect the Orb’s shields or body whatsoever. This includes Mesa’s
Peacemaker, Banshee’s Soundquake, Saryn’s Miasma, etc. Warframe abilities that are weaponized do work, such as Excalibur’s
Exalted Blade, Titania’s Dex Pixia, and Ivara’s Artemis Bow. This can be used as an advantage, as these weapons can hold
additional damage types. Warframe abilities/augments that provide damage buffs, such as Rhino’s Roar and Chroma’s Vex Armor,
work against the Orb. Warframe abilities/augments that apply status effects to allies’ weapons, such as Saryn’s Spores or Frost’s
Freeze, do work in providing additional elemental damage types against the shield.
It should be noted that the Profit-Taker will summon Corpus reinforcement to help defend itself. These enemies will move and
attack around the Profit-Taker, and will put up reinforcement beacons as normal. The enemies range from level 40-60 and should
be dealt with regularly.
Amps (SPOILERS)
See Plains of Eidolons Amps for general information on Amps.
Upon completing Vox Solaris, the player will unlock a secret backroom behind Eudico’s chair. This is the same room where the
Profit-Taker bounties are found. Here you can talk to Little Duck in Operator form to view Vox Solaris standing, trade Toroids for
Standing, and purchase Operator cosmetic blueprints, Arcanes, and Amp parts.
With the Profit-Taker update, Vox Solaris added 3 new Amp Prisms, Scaffolds, and Braces.
Amp Prisms
Tier
Name
Description
5
Cantic
3-round burst, accurate long range beams.
6
Lega
Automatic energy flamethrower.
7
Klamora
Automatic, limited range, wide angle energy blast.
Amp Scaffolds
Tier
Name
Description
5
Exard
Rapid fires explosive projectiles, will use entire Amp energy pool in one fire instance.
6
Dissic
Lobs an explosive charge, that explodes and launches child grenades around the initial
impact zone.
7
Propa
Launches an explosive that travels a short distance, stops, then explodes in a wide radius.
Can be triggered early by enemies within the travel radius.


Amp Braces
Tier
Name
Description
5
Suo
+100 Amp energy pool, +2s Amp recharge delay
6
Plaga
-20 Amp energy pool, -1.5s Amp recharge delay
7
Certus
+20% Amp critical chance
Cambion Drift and Necralisk
Drift Bounties
Bounties are offered by Mother. There are 5 different levels available, each with increased difficulty, more Mother Tokens, and
better rewards. The Bounty board will change every 2:30 hours. A Bounty mission can be repeated while it is active for its reward
drops. Each Bounty will range from having 3 to 5 tasks in order to complete the Bounty, depending on difficulty. After each task, a
reward will be given. You can leave the Cambion Drift in the middle of a Bounty and still receive the rewards and standing gained
so far.
Mother Tokens are the bounty method of standing gain, You get more tokens the higher tier bounty you select.
If all the bonus objectives are completed (i.e. the bonus objective is completed for each stage), an additional reward will be given
out at the final stage, drawing from the drop table of the final stage.
In addition to the standard 3-, 4-, and 5-stage bounties, Mother also has endless bounties. These contain 3 normal bounty stages
per rewards cycle, with both enemy level and token rewards increasing every cycle.
Cambion Drift Fishing
Fishing is an activity done at nearly every exocrine source in Cambion Drift. The fish found in these sources can be used for
resources, or traded for Daughter Tokens.
Fish in Deimos' Cambion Drift can be caught with spears from both Fortuna and Cetus. However, these spears cannot pass through
the 'exocrine' through which the infested fish can swim freely; for optimal fishing on Deimos, there are two new spears that can pass
through the exocrine and thus catch fish more easily. The Spari Fishing Spear can be bought for 500 Standing from Daughter. The
Spari is capable of piercing the Infested exocrine in the Cambion Drift, allowing it to catch Cambion Drift fish underwater.


There are Infested, Orokin/Infested hybrids, and pure Orokin fish that are capable of flight, and can be caught using any fishing
spear when they emerge from the exocrine. Players can engage in spearfishing to catch these Infested biomes, which can then be
used as resources to craft various Entrati items or gifted to Daughter to earn Daughter Tokens.
List of All Fish
Fish Name
Location
Activity
Bait
Rarity
Resource
Cyrptosuctos
Surface
Fass
None
Common
Pustulent Cognitive
Nodule
Amniophysi
Cave
Fass/Vome
None
Common
Waxen Sebum
Deposit
Barbisteo
Cave
Fass/Vome
None
Common
Dendrite Blastoma
Kymaeros
Surface
Fass/Vome
None
Common
Saturated Muscle
Mass
Lobostriscid
Surface
Vome
None
Common
Parasitic Tethermaw
Ostimyr
Surface (Hotspot)
Fass
Fass Residue
(Recommended)
Uncommon
Saturated Muscle
Mass
Duroid
Cave (Hotspot)
Fass/Vome
Vome Residue
(Recommended)
Uncommon
Biotic Filter
Viteospina
Cave
Fass/Vome
Fass Residue
(Recommended)
Uncommon
Dendrite Blastoma &
Spinal Core Section
Glutinox
Surface
Vome
Fass Residue
(Recommended)
Uncommon
Sporulate Sac
Aquapulmo
Surface (Hotspot)
Vome
Processed Fass Residue
(Recommended)
Rare
Biotic Filter &
Cognitive Nodule
Flagellocanth
Surface (Hotspot)
Fass/Vome
Processed Fass Residue
(Recommended)
Rare
Ocular Stem-Root
Chondricord
Cave (Hotspot)
Fass/Vome
Vome Residue
(Recommended)
Rare
Spinal Core Section
Myxostomata
Cave (Hotspot)
Fass/Vome
Processed Vome Residue
(Required)
Rare
Cranial Foremount


Cambion Drift Mining
Mining in the Cambion Drift is identical to mining in the Plains and Orb Vallis. A cutter drill is required to be equipped in your gear
wheel in order to mine. Fortuna and Cetus cutters will work in all locations. Mining provides resources that can be used in building
items from Necralisk or traded for standing.
Q: How do I mine?
A: Obtain a mining laser from Smokefinger in Fortuna (There is no Necralisk specific Mining laser), and equip it in your gear wheel.
When equipping it on the Combion Drift, a new UI will appear. On the left, number of ores in range, on the right, how far or close
you are to an ore. Simply listen to the beeping, the faster it gets the closer your crosshair is to the ore. Red streaks on rocks are
ores, blue streaks are gems. When you see one, aim, and a series of glowing spots will appear on the ore. Hold down the Fire
button, and try to get the rising gauge into the middle of the white box, and release (see picture below). The closer the gauge is to
the middle of the box, the better the mining rating.
Q: What is the mining rating?
A: The mining rating is what appears when you finish mining an ore spot. It is rated on a scale of 5. It is based on how well you
match the gauge to the white boxes. The higher the rating, the more resources are gained. A perfect rating of 5 will give double the
typical resources, and has a chance of additionally dropping a rare gem on blue spots.
Q: Why do some spots have two boxes, one big and one small?
A: The small box is an optional hitbox to the larger one. If it is successfully hit, a rare gem is guaranteed upon completing the
mining spot.
Q: Why are the ores and gems I’m getting different from the ones I need in my blueprint?
A: The ores and gems you mine are the unrefined versions. You have to obtain blueprints from Smokefinger to refine the base
resources into usable resources.
Ores in Cambion Drift
●
Adramalium
●
Bapholite
●
Namalon


●
Thaumica
Gems in Orb Vallis - Standing
●
Dagonic, Tiametrite - 50
●
Heciphron - 200
●
Necrathene - 500
●
Embolos, Xenorhast - 1000
Cambion Drift Animal Conservation
Animal conservation involves the tracking and capture of various wild species found on the Drift. The Business offers gear items
called Echo Lures that can mimic the calls of endangered wildlife that roam the Cambion Drift. Track, call, and tranquilize the
animals to save them.
Procedure
●
Buy a Tranquilizer Rifle from Son with 500 Standing.
●
Buy an Echo Lure from Son with Standing.
●
Equip the Tranq Rifle to your Gear Wheel. The Lures will be included with it.
●
Equip your Tranq Rifle in the Cambion Drift. New purple points will be added to your map. These are animal tracking points.
●
Find a point and activate it.
●
Follow the faintly glowing tracks to the rainbow colored rock. This is the call point.
●
Use the correct lure by pressing and holding the Fire Button. Move your viewpoint up and down to change the pitch.
●
The animal will call back. Match its call by using your Lure to emit a pitch that stays in the white box.
●
If successful, pull out your Tranq Rifle and zoom in. The rifle will emit a seeking pulse that will illuminate the animal through
the scope, allowing you to see it through objects.
●
Shoot the animal with the Tranq Rifle or use Warframe abilities to subdue it. Activate it to capture it.
Rewards
Each successful capture will award a Tag from each animal, and an amount of Necralisk Standing depending on Capture Rating. 5
Tags of one species can be traded with Son to receive stuffed animal decorations, also known as Floofs. Having one tag of every
species and type can be traded for an emblem.
Capture Rating
Each capture will be rated as Perfect, Good, or Bad. This does not influence Tags gained, but will influence Standing. Capture rating
is based on speed at which the animal is captured after the return call is received, and whether or not the animal was alerted to your
presence.


All species in the wild can appear in groups of 1-3. When called from a lure, Cryptilex, Avichaea, and Undazoas can appear in groups
of 2-4.
Animal Types
●
Cryptilex - "A Burrowing Cryptilex. Insects are the base of Deimos' food webs, that's why conservation of even these humble
creatures is so vital"
●
Vulpaphyla - “The Crescent is the most pugnacious subspecies of Vulpaphyla, they will rush anything they perceive as a
threat.”
●
Predasite - “A skittish creature, the Vizier Predasite will unleash a spume of acid before scurrying away.”
●
Avichaeas - "A prehistoric bird-like creature that often congregates in small groups.”
●
Velocipods - “A sluggish highlands insect that's capable of bursts of speed when threatened.”
●
Undazoa - "A shy, bizarre-looking, semi-aquatic creature that seldom attacks unless provoked."
●
Nexiferas - "Due to its remarkable strength, this Nexifera can cause seismic shocks when hitting the ground."
Each a Perfect Capture rewards 3x Tags of the Animal you caught, A good capture rewards 2x and a Bad Capture rewards 1x
The Nexiferas and Velocipods have no Echo-Lure, instead must be found out in the wild, The Nexiferas are found inside cave
complexes, hanging on the ceiling. A neon green puddle appears below them, which when walked over will prompt the Nexifera to
dive and attack, then retract and burrow into the ceiling. Their armored carapace neutralizes tranquilizing shots, forcing Tenno to
bait them to descend and reveal their fleshy tendrils attached to the ceiling.
The Velocipods are gentle and do not attack, nor do they try to run away, even allowing Tenno to mount them like a K-Drive. They
are typically found at higher altitudes and may be resting on the rocks, or if they are more active, will be at junctions in waterways.
Some Sub Species of animals only spawn during one of the two cycles, Vome and Fass.
Crescent Vulpaphyla only spawn during Vome, Panzer Vulpaphyla only spawn during Fass.
Medjay Predasite only spawn during Vome, Pharaoh Predasite only spawn during Fass.
Sporule Avichaea only spawn during Vome, Viscid Avichaea only spawn during Fass.
Howler Undazoa only spawn during Vome, Vaporous Undazoa only spawn during Fass.
Notes
●
Animals can be killed, and will not provide any Standing or tags if they are.
●
Shooting the Tranq Rifle and missing will NOT alert animals.
●
Sleep based Warframes can use their abilities in place of the Tranq Rifle.
●
Equinox’s Rest and Ivara’s sleep arrow can pacify all 3 Pobbers in one use.
●
Volt’s passive will generate enough damage to kill animals while using the Tranq Rifle. Do not use him.
●
Invisibility abilities will hide your presence from animals.
●
By equipping a certain Lure, only tracking points of that species will appear on your map.


●
If using location-based sound equipment or headphones, the direction of the animal’s call will be the direction where it will
appear.
Kit Guns
Kit Guns are modular weapons obtained in Fortuna or Necralisk. Kit Gun parts blueprints are offered by Rude Zuud for Solaris
United Standing or from Father for Necralisk Standing. New parts are available as Solaris United rank and Necralisk rank is
increased. Kit Guns are made from 3 parts; Chamber, Grip, and Loader.
Isolation Vaults
The Cambion Drift has numerous Isolation Vaults that are hidden deep within Deimos. To access them, players must start an
"Isolation Vault" Bounty from Mother either from inside the Necralisk or from Mother's various outposts within the Drift.
There are 3 Isolation Vaults accessible to players, You must finish the past tier Isolation Vault to permanently unlock the next tier.
The Tiers are, Tier 1 - Level 30-40, Tier 2 - Level 40-50, Tier 3 - Level 50-60.
All Vault Bounties are structured the same, 3 Stages and A bonus Stage that is available to all players who have finished “The War
Within” Quest and unlocked Transference.
1.
Stage 1
1.1.
Players are tasked to collect Fass or Vome Residue depending on the current Cycle.
1.1.1.
6 Residue if in a group of 1-2, 12 if in a group of 3-4.
1.2.
Once all Residue is collected it must be taken to a Bait station.
1.2.1.
When the bait station starts working, It will attract the infested to start attacking it. The bait station needs to
be defended for 90 seconds.
1.3.
When the Concoction is made, A player needs to take it out of the bait station and throw it towards the infested door.
1.3.1.
If the concoction is thrown anywhere other than the door, you are required to restart the bait station, but you
do not need to get more residue.
2.
Stage 2
2.1.
Once you have opened the infested door, you are tasked to explore deeper in, but it is extremely toxic, even to
warframes.
2.1.1.
A toxic gauge will appear and increase slowly and can only be lowered by killing marked enemies. You are
required to keep the toxic level below 100 for 90 seconds.
2.1.2.
Marked enemies drop Pickups that reduce the toxicity by 10, Stronger enemies start to appear 30 seconds
after starting.
3.
Stage 3
3.1.
The Isolation Vault is blocked by a Necramech, Incredibly Powerful Sentient Mecha Suits, Players are tasked to
Eliminate the Necramech(s).


3.1.1.
The amount of Necramechs changes depending on the Tier of the Vault, 1 for Tier 1, 2 for Tier 2 and 3 for Tier 3.
3.1.2.
After all Necramech(s) are destroyed, Players are able to leave via an Esophage marked as an Extraction
Symbol, or attempt the bonus stage for extra rewards.
4.
Bonus Stage
4.1.
If players are able to find the Vault door within the underground and shoot the Reactive Crystal with Void Damage
from the Operators Amp.
4.2.
An NPC named Loid will spawn, who will go around and activate the door’s keys.
4.2.1.
Players are required to defend Loid from attacking infested.
4.2.1.1.
Players are able to heal Loid by Void Sling or Amp Shots, Healing him for 500 Health each Time.
4.3.
Once Loid has finished activating all the keys, He will return to the Vault Door.
4.3.1.
Once there, Players are tasked to solve the Requiem Cipher, the players are given a short moment to
memorize the pattern on the door before interacting with the nearby Crystals with Void Damage.
4.3.1.1.
It must be solved in order and from top to bottom.
4.3.1.2.
Failing does not change the order, instead you are given 3 tries to complete the cipher, if failed all 3
times, the vault is locked and the whole Isolation Vault must be completed again.
4.4.
Now the Cipher has been completed, the Vault door opens and players are able break all the containers and pick up
all the resources within the Vault, Additionally an extra reward will be provided from the Bounties Drop Table.
Arcana Bounties are unlocked after completing the first Isolation Vault, they are similar to normal Necralisk Bounties but add some
new objectives as well, they can be started by interacting with Mother just outside an Isolation Vault.
The rewards from Arcana Bounties are more focused on Arcanes and Damaged Necramech parts.
Higher level bounties are unlocked by completing the prior Arcana Bounty, similar to Isolation Vaults.
Necramechs
Necramechs are bipedal war machines manufactured by the Entrati, They can be found across the Cambion Drift and inside the
Isolation Vaults, The ones in the vaults are sentient and will attack on site, however the ones found on the surface can either be
Active or not, depending on the cycle, Fass for inactive, Vome for active, You are able to take control of a inactive Necramech by
using Transference (From ”The War Within” Quest) while aiming towards the fallen Necramech.
You are also able to craft Necramechs and when owned by the player you are able to apply mods and customize the mech and
weapons. To obtain Necramech blueprints you are required to finish “The Heart of Deimos” Quest, the rewards will give you a
blueprint for each component and the main blueprint for the Voidrig Necramech, for more blueprints you are required to reach Rank
2 with the Necraloid Syndicate, or Rank 3 for the Bonewidow Necramech.
The component blueprints require the damaged version of the part you are trying to make, for example to craft an Engine you need
a Damaged Necramech Engine, these broken parts are obtained from killing the Necramechs inside the Isolation Vaults or can be
rewarded from the Arcana Isolation Vault Bounties. The blueprints also require Gems and Ores from mining, The blueprints for


these are obtained from the open world Syndicates, the required ranks are as follows, Rank 1 with Solaris United, Rank 2(3 for the
Bonewidow) with Ostron and Rank 2 with Entrati.
There are 2 Necramechs you are able to craft, Voidrig and Bonewidow, Their abilities are:
Voidrig
●
Ability 1 - Necraweb - Hurl a canister of gravitation fluids to create a wide mire that will significantly slow enemies traveling
across it. Alternatively, the canister can be shot in mid-air to create a fiery conflagration.
●
Ability 2 - Storm Shroud - Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close
combat. Enemies that strike the shroud will suffer for their impudence.
●
Ability 3 - Gravemines - Launch a pattern of charged mines all around you. Each mine detonates in a violent blast when
touched, damaging enemies in a three-meter radius.
●
Ability 4 - Guard Mode - Take a stationary stance to deploy maximum firepower and gain increased structural integrity for a
time.
Bonewidow
●
Ability 1 - Meathook - Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact
site.
●
Ability 2 - Shield Maiden - Raise Bonewidow's shield to block incoming forward damage. While active, bash enemies with a
Maiden's Kiss.
●
Ability 3 - Firing Line - Sweep surrounding enemies into the line of fire with a force beam.
●
Ability 4 - Exalted Ironbride - Summon a devastating exalted blade.
Animal Revivification
Within the Necralisk you are able to obtain pets that are made with 3 components, a weakened Vulpahyla or Predasite, a mutagen
and an antigen, the mutagen and antigen blueprints are obtained from the Son, and a weakened Vulpahyla or Predasite is obtained
from Animal Conservation, to obtain a weakened one, the animal has to be attacked by the wild infestest, after which you are
required to tranq it, then capture it.
The Mutagen and Antigen for the Vulpaphyla and Predasites are as follows
Vulpaphyla:
Mutagen Name
Resistance Gained
Visual Effects
Adra
Proto Shield Resistance
None
Elsa
Alloy Armor Resistance
Tail manifests a chitinous shell


Zarim
Cloned Flesh Resistance
Tail mutates into a tentacle mass
Phijar
Robotic Resistance
Tail skin recedes, leaving exposed flesh
Antigen Name
Initial Polarity
Visual Effects
Desus
Varazin
None
Virox
Madura
Tumorous Jaw Growth
Plagen
Naramon
Scaled Mane
Poxi
Penjaga
Shoulder Protrusions
Predasites:
Mutagen Name
Resistance Gained
Visual Effects
Leptosam
Proto Shield Resistance
None
Chiten
Alloy Armor Resistance
Tail grows scales
Arioli
Cloned Flesh Resistance
Infestation grows through the tail
Monachord
Robotic Resistance
Cartilage Exoskeleton
Antigen Name
Initial Polarity
Visual Effects
Iranon
Varazin
None
Elasmun
Madura
Infestation grows through the horn
Ibexan
Naramon
Infestation grows through the jaw
Tethron
Penjaga
Infestation grows through the spine
The Zariman


Albrecht’s Laboratories and Sanctum Anatomica
Cavia Bounties
5 Bounties are available from Fibonacci, Each bounty correlates to one of the 5 missions available from Albrecht’s Laboratories,
each tier increases the level of the enemies ranging from 55 to 120, to finish one of these bounties you are required to finish the
mission as well as complete a side objective, ranging from “Kill 2 Rogue Voidrigs” to “Destroy 60 Decorations”.
The Rewards from completing these bounties include Qorvex components, Manodel Blueprint, Focus Lenses, Voca and the basic
rewards such as Endo and Credits.
Voca
Within missions on the Albrecht’s Laboratories tileset, there are 8 Voca around the map that can be found, with 3 different Tiers,
Shrill, Bellow and Echo, these resources can be traded in for Standing at Loid or are used to rank up your Cavia rank, these can also
be obtained from Bounties, the tier of the Voca obtained from bounties depends on the tier of the bounty.
Mission Types
There are 5 mission types that can be selected from either the Navigation Menu or when within Sanctum Anatomica by going
towards the loading area just past Tagfer.
Alchemy
The goal of this mission type is to mix 2 of the base elements(Electricity, Heat, Cold, Toxin) into one of the combined Elements(Viral,
Corrosive, etc), you will be guided to a Crucible within the mission, killing enemies has a chance to drop 1 of the random base
elements on the ground called Amphors, you are required to pick these up and use the Alternate Attack keybind to throw the
Amphors at the Crucible. After filling both elements to 100%, the Crucible will begin mixing, during this process, the pressure will
begin to build, there will be a “sweet spot” where you want to keep the pressure to complete the mixing process quicker, to lower
the pressure you need to shoot pressure valves around the Crucible. Your whole team will also have a buff while the crucible is
mixing.
The Rewards for completing this mission include Tennokai Mods, Mandonel Components, Relics and the usual basic resources,
endo and credits. This is an Endless mission, new rewards after every Crucible rotation.


Assissination
This Assissination mission is quite different than others, the first objective is to find a Vitreum, marked as your objective, then collect
a Atropos Probe scattered around the Vitreum and insert it into the Vitreum, it will begin to countdown, this countdown will pause
when there are enemies within the circle surrounding the Vitreum, once the countdown finish you will need to fetch Murmur Eyes,
you just need to walk into them to pick them up, these eyes are timed however, if not picked up within the time limit, they will
disappear and need to be revealed again with the Vitreum, you will need to repeat this process a few times, eventually moving
towards a new Vitreum, if you are in a squad you are able to start multiple Vitreums at the same time.
After collecting enough Murmur Eyes, your objective will be to eliminate The Fragmented. There are 3 types, Suzerain, Zelator, or
Anchorite. Rewards include Melee Arcanes, Stela and Mods. Killing the boss will finish the objective and point towards Extraction.
Mirror Defense
The goal of this mission is a mix of Defense and Mobile Defense, your first objective is to locate the Vitreum, once you get close
enough the mission will start and a countdown will appear, you need to defend it for 2:30 minutes, these glyphs will appear within
the room that you are able to pick up to deploy defensive turrets around the objective and give it overshields, once successfully
defended, you will have 30 seconds to travel to the other defense target, the Auricle, you will tasked to defend the target for
another 2:30 minutes, after which you will given the option to leave or stay for another cycle.
The Rewards include Tome mods for the Grimoire Weapon and Mandonel Components, as well as the usual credits and endo
rewards. This is an Endless mission, new rewards after defending both targets.
Survival
Normal Survival Mission, You have a draining life supply that can only be refilled from support modules that drop from enemies,
every so often you will have a support capsule drop down, interacting with this refills 30% of your life support, last as long as you
can.
The Rewards are usual survival rewards with the addition of Mandonel Components. This is an Endless Mission and rewards are
given every 5 minutes.
Exterminate
Normal Exterminate Mission, You are tasked to kill a specific number of enemies.
The Rewards are usual exterminate rewards with the addition of Mandonel Components.


Tileset Mechanics
Whispers
Floating Grimoires can be found throughout the tileset, spawning a hostile Operator doppelganger miniboss called a Whisper. This
miniboss has two health bars, upon depleting the first health bar it becomes protected by a Whisper Grimoire that spawns at
another part of the tileset while attempting to recover its lost health. Its defeat awards a Melee Arcane Enhancement and an
Albrecht's Notes Fragment.
Necramech
Vintage Computers are new hacking consoles that can summon the player's personally owned Necramech into the field. Each
computer can only be used once and shares a universal cooldown.
Lohk Surges
Lohk Surges are Void interactables that provide a range of buffs to Tenno:
●
Secondaries have guaranteed red crits.
●
Any Health Orbs picked up grant 25 max Health for the rest of the mission.
●
Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission.
●
1% life leech and guaranteed DmgSlashSmall64 Slash procs on all damage.
●
No Energy cost on abilities and increase Casting Speed.
●
200% extra Affinity gain.
●
Infinite ammo and 50% fire rate.
Interacting with a surge will spawn an Eximus unit. The surges last 45 seconds and have a 10 minute cooldown. Up to three Lohk
Surges can spawn in a mission.
Other Resources and Information
Twitch Prime
By connecting your Twitch Prime account to your Warframe account, you will periodically receive Twitch rewards for Warframe in
the form of free gear and items. In addition, during scheduled Warframe streams, you can receive a Twitch Drop or randomly
selected reward if you watch while signed into your connected account(You don’t need Twitch Prime for Twitch Drops).


Prime Access
Prime Access occurs whenever a Warframe’s Prime variant is revealed. This typically happens every 4 months. Prime Access brings
with it the new Primed Warframe, new Primed weapons, and new Primed cosmetic items. The Warframe and weapon parts are
added to the current relic drop tables, and the Prime Access pack becomes available for purchase with real currency.
The Prime Access pack always comes in 4 different levels:
●
Level 1 includes the two new Prime weapons, and 1050p
($49.99 USD, $100 value)
●
Level 2 includes the new Prime Warframe, both Prime weapons, two glyphs of the Primed Warframe, and 2625p
($79.99 USD, $205 value)
●
Level 3 includes the new Prime Warframe, both prime weapons, two glyphs of the Primed Warframe, 3990p, and the Prime
Accessories Pack (see below)
(139.99 USD, $380 value)
●
The Prime Accessories Pack includes a new Primed Syandana/Sugatra, a new Primed Armor Set or Operator Armor Set, a 90
day affinity booster and a 90 day credit booster.
($49.99 USD, $110 value)
Note that while the weapons and Warframes are in the drop tables and do not require purchase to attain, the glyphs and cosmetics
in the Access Pack are unique to it and can only be obtained by purchasing the correct level of the Pack.
Once a level of Prime Access is purchased, you may return and buy additional levels at the cost they would be in total. For example,
if you bought the level 1 pack for $49,99, then returned to buy the level 2 pack, the level 2 pack would cost $29.99 instead of $79.99,
and would not include the items and Plat that were already in the level 1 pack.
Helpful Sites
https://warframe.com
Main site for Warframe
https://digitalextremes.zendesk.com
Support page for DE
https://warframe.fandom.com/wiki/WARFRAME_Wiki
Primary wiki page for Warframe
https://warframe.market
Main buying/trading site
https://riven.market
Best riven trading site


https://hub.warframestat
Displays alerts, fissures, events, timers, and other helpful
info
framedex.net
Interactable table of every MR related item in the game
http://warframe-builder.com
Experiment with weapon and Warframe builds in this
interactive site
https://tenno.zone
Up to date relics list, Prime parts, platinum values, and
ducat pricing
https://semlar.com
Multi-use site, includes game updates, riven pricing,
kitgun/zaw builds, item pricing, fishing info, and more
https://www.reddit.com/r/Warframe/
The Warframe Reddit page.
About the Handbook
This handbook is written with the new or returning player in mind, but can be used by any Tenno, old or new. Its design is to give
the need to know/good to know information with as little fluff as possible. Its purpose is for quick information access, instead of
sifting through pages of Wiki articles or long drawn out YouTube videos.
The Warframe Handbook was originally created and written by DapperMuffin back in the early days of Warframe. After some
sharing around Reddit, it became the most used and accessed unofficial guide for Warframe. Around 2016, Warframe server
outages began popping up in Muffin’s area, and he wasn’t able to access the game. Since then the old Warframe Handbook hasn’t
been updated, but was still seen by hundreds of players every day.
In mid-2018, Je2ture gained creative rights from DapperMuffin to revise the old Handbook to match the current game build. After
some initial editing and updating, he recruited help from his clan, ZER0 TW0, who helped him finish it. It was then released for
public viewing in early December of 2018, with an able team behind it ready to update as needed.
The original V2.0 team left the project in late October 2021. The project lay dormant for a year until Aer started updating the
document again in October of 2022. -Apocalypto- also took ownership of the project from Je2ture at this time.
Today, the Warframe Handbook remains the most used unofficial text guide for Warframe. We hope you find it useful, and pass it on
to your friends and fellow players. From all of us here on the team, we wish you happy farming, Tenno!


Discord
Join our Discord Server to see information on updates, ask questions, and give any suggestions
and comments. We’d love to hear from you!
Warframe Handbook Discord Link
If you’d like to become a part of our team, message -Apocalypto-#9001 on Discord.
Acknowledgments & Credits
This Handbook was a labor of love passed down and written by many players. Thanks must be given to the people that sacrificed
their time and knowledge to teach and help others.
DapperMuffin
Original Warframe Handbook Author
Je2ture
Project Leader, Writer, and Editor
-Apocalypto-
Lead Writer and Editor
Aer
Lead Writer and Editor
King Acainen
Co-Writer and Editor
T2k5
Contributor
AmicusBob
Contributor
Decaying Dreamer
Contributor
BurntBladeBruno
Contributor
Spartenwarp0
Contributor
Of_The_Fearless
Contributor
Special thanks to the clan of ZER0 TW0 and Digital Extremes.

choice A

Choose Mesa and use the Ability 4 without stoping it to shoot and kill enemies quickly.

choice B

Choose Saryn and use the Ability 4 to affect enemies in range and kill them over time.

choice C

Choose Gara and use the Ability 4 to slow down the enemies and cause damage.

choice D

Choose Limbo and use his Passive Ability to go to the Rift Plane to keep safe, and use  weapons with range damage to kill enemies.

difficulty

easy

domain

Long In-context Learning

length

medium

sub domain

User guide QA

Discussion

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See answer Answer published by the source

Artifacts

Code, notes and reproducible work shared by participants. Files are served from a separate origin.

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Source and history

Official source

initial import