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Warframe (Switch): all the updates (Archives: April – December 2023)

On this page, you will find all there is to know about the updates for Warframe on Nintendo Switch (originally released on November 20th 2018 in Europe and North America, and November 21st 2018 in Japan).

This post features the updates released between April 2023 and December 2023. For the most recent updates, check out this page instead!

Click here for more Software updates!

Warframe – Ver. 35.0.4

  • Release date: December 20th 2023 (North America, Europe) / December 21st 2023 (Japan)
  • Patch notes:

Nintendo Switch Specific Notes: 

  • Changed the Grimoire’s Alt Fire projectile to prevent frequent crashing for our Nintendo Switch Users. This is a temporary change until the Code fix can be shipped in our next Cert build.
    • This alt fire projectile no longer applies chaining electricity damage, which greatly reduces the overall damage output of this weapon. While this functionality has changed, the explosion still functions with Tome Mods. We understand that this is not an ideal situation, but due to the prevalence of the crashing, this temporary workaround was needed until the permanent fix comes in our next Cert build. Rest assured, we’ll be reverting this change once that build ships!
    • For more information about Code Fixes and Cert, check out our Warframe Lexicon!

Operation: Gargoyle’s Cry Changes and Fixes:

  • You can now access the Operation Store via Vigile Jahu Gargoyles in other players’ clans! 
    • Note: You cannot contribute to their Curse progress, but you’ll be able to purchase wares with Grotesque Splinters. 
  • Increased reward sorting importance for Curses and Grotesque Splinters so they now appear near the top of the list in the Mission Progress screen. 
  • The Fragmented Trio (Anchorite/Suzerain/Zelator) will now search out cloaked opponents if they sense a hiding enemy nearby, instead of just giving up.
    • Now, these enemies will use their area-of-effect attacks to find you if they sense you’re hidden nearby!
  • Adjusted the Fragmented Trio’s beam attack to better match its effects.
  • Adjusted secret boss’s Cascading Fragmentation ability to deal more damage and scale more aggressively, but be triggered later in the fight.
  • Fixed secret boss not dropping Stela. 
  • Fixes towards killing the Void Angel not registering in Effervo, preventing players from completing the mission.
  • Fixed Titania still being able to float if Razorwing was disabled in secret boss fight. 
  • Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent. 
  • Fixed Gargoyle’s Cry not appearing at the top of the Operation tab in the Star Chart.
  • Fixed various crashes related to host migrations on Effervo (Deimos).
  • Fixed a script error related to Operation: Gargoyle’s Cry.
  • Fixed the ability to place multiple Vigile Jahu Gargoyles in Clan Dojos.
    • These decorations have 0 capacity cost so as to not restrict Clans from placing them — as a result, they are limited to 1 per Dojo with performance concerns (and your tolerance for a certain Cavia member’s sass) in mind.  
  • Fixed Operation rewards being affected by boosters if picked up in a specific way.
  • Fixed the World State Window in your Orbiter displaying 0% progress for the Operation. Also fixed goal progress being shown here if you did not complete Whispers in the Walls.

Changes:

  • Updated the description in the confirmation window of Archon Shard Coalescent Fusion to indicate it is a permanent action. Players will now be prompted to type “Confirm” to complete the fusion.
    • “Archon Shard fusion is permanent. This action cannot be undone. Type CONFIRM to confirm.”
  • Added a waypoint marker to lore fragment drops from Mocking/Scathing Whispers. 
  • Changed Mocking/Scathing Whispers’ enemy waypoint to be white to help it stand out amongst other objective waypoints.
  • The Tennokai Mod Bundle no longer requires completion of the Whispers in the Walls Quest to purchase in the Market.
    • Players can access Tennokai without the Melee Upgrade Segment installed in their Arsenal, so we see no reason to lock it behind Quest completion. 
  • Changed Cavia Syndicate minimap markers to be yellow to improve visibility.
  • Renamed “Promotion” Clan Role to “Promoter” to be consistent with other Role naming. 
  • Updated Topaz Archon Shard Blast Damage embed bonus description to more clearly communicate the effect.
    • Now: “Gain X Health per enemy killed with Blast Damage.”
  • Added missing sound effects to the Bounty Portal in Sanctum Anatomica. 
  • Adjusted the Sanctum Anatomica elevator sound effects to have a clearer spool up and tweaked the sounds to be at less of a high pitched frequency.
  • Reduced the amount of Rogue Culvern weak points required in the Cavia bounty challenge to address players having difficulty completing it.
  • Adjusted Rogue Culvern weak point explosion to scale with level and do less damage to players. 

Optimizations:

  • Made various small server optimizations.

Fixes:

  • Fixes towards Heavy Attacking while using Transference causing players to be stuck in an endless Void Blast loop as Operator/Drifter.
    • We cannot guarantee this is a perfect fix, but after testing we hope that this issue should be less prevalent at the very least!
  • Fixed Murmur Spawners leaving behind an incredibly bright light in Albrecht’s Laboratories missions.
  • Fixed additional cases of Whispers in the Walls Quest completion inboxes not being received by players. 
    • Those who were still missing Quest rewards should see the messages in your inbox upon login!
  • Fixed The Severed Warden not counting towards “Kill x Flying Murmur Enemies” Cavia bounty challenges.
  • Fixed The Murmur Assassination (Effervo) and Alchemy (Cambire) missions on Deimos not having session lock checkpoints. Now players will not be able to join your squad once the following objectives are complete in your missions:
    • After the first Vitreum scanner is deployed on Effervo
    • After the first Crucible is filled on Cambire. 
  • Fixed enemy levels not increasing over time in Steel Path Alchemy missions.
  • Fixed failing a Netracell mission counting towards the weekly limit if the player aborted or failed the mission after the Vault was opened.
  • Fixed Topaz Archon Shard Secondary Crit buff not functioning as intended. Also fixed the Tauforged variant being capped at 50% instead of the 75%.
  • Fixed Topaz Archon Shard bonuses being capped at the value of 1 Shard regardless if multiple Shards were embedded. 
    • Now if you have 5 Topaz Shards embedded, your Secondary Crit Chance would be capped at 250% instead of only 50% before, as an example.
  • Fixed Melee Influence spreading status effects applied to invulnerable enemies. 
  • Fixed Melee Influence being able to trigger Exodia Force.
  • Fixed Critical Mutation Catabolyst Augment incorrectly applying its Critical Chance and Critical Damage buffs, leading to significantly higher than intended damage output. 
  • Fixed Hydroid’s Tentacle Swarm throwing Murmur enemies into the air instead of grabbing them. 
  • Fixed Nautilus’ Cordon Precept affecting enemies that should be immune to crowd control effects. 
  • Fixed Yareli not automatically dropping off Defixio in the Extraction zone when she is riding Merulina in Abyssal Zone missions. 
  • Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent. 
  • Fixed Voruna’s Shroud of Dynar not being extended with melee kills.
  • Fixed Aerodynamic’s Wall Latch duration stat not properly scaling with Mod Rank in the Arsenal or Mod Menu. 
    • This was a UI only bug and had no impact in-mission.
  • Fixed players not retaining rewards or Affinity from Stage 1 of the Whispers in the Walls Quest. 
    • The End of Mission screen will not appear upon extraction as a stylistic decision, but you should actually keep all that you’ve earned now!
  • Fixed Mocking/Scathing Whispers becoming invulnerable if affected by Cold procs during certain points of the fight. 
  • Fixed Loid having a nose ring in a cutscene in the Whispers in the Walls Quest.
  • Fixed a crash related to the Cataboylst Critical Mutation Augment. 
  • Fixed a wall clipping into the map on an Albrecht’s Laboratories tile. 
  • Fixed Loid missing collision in Stage 9 of Whispers in the Walls Quest.
  • Fixed animation warping for Rogue Culverins when interacting with consoles.
  • Fixed using the wrong throwing animation upon rejoining an Alchemy mission. 
  • Fixes towards new inbox message notification popping up while in Quest Complete screens. You’ll still get those notifications when you leave the screen, now they won’t ruin the moment.  
  • Fixed Vitreum scanner dispensers still rotating towards players when they are inactive. 
  • Fixed enemies on Tyana Pass spawning in front of players. 
  • Fixed only receiving the first round Mirror Defense rotation rewards when playing a bounty on Munio (Deimos).
  • Fixed Saryn’s Molt, Titania’s Razorwings, and Loki’s Decoy spawning Alchemy amphors on death.  
  • Fixed being unable to extract in Survival Bounties on Persto (Deimos) if Life Support runs out. 
  • Fixed Stalker being able to drop multiple items in Munio Mirror Defense. 

Warframe – Ver. 35.0.3

  • Release date: December 18th 2023 (North America, Europe) / December 19th 2023 (Japan)
  • Patch notes:

Additions: 

  • A teleport portal will now appear after selecting a Bounty in the Sanctum Anatomica that will take you directly to the mission start waypoint (similarly to the Zariman Bounties). 

Heart Of Deimos Quest Changes: 
Seeing as Heart of Deimos is a requirement to unlock the Whispers in the Walls Quest, the following changes have been made to make it more newer player-friendly. 

  • “Locate Father Within the Cambion Drift” Stage: 
    • Reduced the number of Jugulus that spawn after the Necramech’s final stand. 
  • “Exocrine Expedition” Stage: 
    • Reduced the number of Jugulus that spawn with the Infested enemies that must be cleared outside of the Necralisk. 
    • Reduced the amount of Infested enemies needing to be cleared outside of the Necralisk. 
    • Added the Gear Wheel binding callout to the “Equip Fishing Spear” prompt to better direct players on how they can do so. 

Changes: 

  • Adjusted push volume on Necraloid in the Whispers in the Walls Quest so that players can get closer to him. Taking notes from Simaris, I see. 
  • Made improvements to the background placement for in-game Market purchase screens.
  • Murmur Sarcophages will now display their name when hovered over with the reticle to help players identify them better!
  • Added markers to the rewards dropped from defeating the Mocking/Scathing Whispers and The Fragmented Trio. 
  • Added Summon Necramech consoles to additional tiles in the Albrecht’s Laboratories tileset. 
  • Primed Redirection can now be Chat linked! 
  • Made improvements to performance in Albrecht’s Laboratories tileset by turning off destruction effects for items that are out of view. 
  • Renamed “Duviri Slipper Chair” Dojo decoration to “Duviri Senate Chair”, and updated the description to match. 
  • Reduced the flare size of Mandonel’s charged projectile VFX. 
  • Made adjustments to the Rogue Culverin’s recovery animations. 
  • Made adjustments to the Lumbering Fragment’s animations. 
  • Updated Rogue Culverin sound effects timing to better match animation.

Netracells Changes & Fixes:

  • Increased Netracell enemy levels by +30 to bump up the difficulty slightly.
  • Fixed Netracells having Steel Path modifiers applied if the player’s Star Chart was set to Steel Path. It is intended that there is no Netracell Steel Path variant.  
  • Added additional movement sound effects to the Necramite Drones. 
  • Further fixes towards Necramites not having the intended blue pulsing effects in Netracell missions.
  • Fixes towards a crash related to Netracells.
  • (Missed note from last Hotfix) Fixed being able to clip through the map as Titania Razorwing to enter the Netracell. 

Fixes: 

  • Fixed the Secondary Critical Chance embed bonus from Topaz Archon Shards not working.  It seems the fix didn’t take! We’re looking into why this bug is still occurring to hopefully resolve in the next Hotfix.
    • We are also aware of and looking into the issue of the Tauforged version using the default 50% buff instead of the intended 75%.
  • Fixed receiving a defective blank Riven (no stats or compatibility) after activating a stackable Riven and then immediately using a Riven Cipher on it or sometimes after returning to your Orbiter after completing the unlock challenge.
    • Any existing “blank” Riven Mods you had before this hotfix should resolve themselves to their intended state on login or mission completion. 
  • Fixed various levels of function loss when casting Qorvex’s Chyrinka Pillar or Containment Wall in a nullifier field. 
  • Fixed inventory counts not updating immediately after fusing Archon Shards with Coalescent Fusion. 
  • Fixed Melee Exposure counting Transference as an Ability cast.  
    • Similarly to Arcane Power Ramp, the Arcane requires an ability be cast (Energy consumed) in order to trigger the Corrosive Damage buff on Melee strikes. 
  • Fixed being unable to progress in the Rising Tide Quest after purchasing the New War Firepower Pack or a Railjack from the in-game Market before the “Inspect the Reliquary Drive” stage.
  • Fixed Loki’s Irradiating Disarm causing several issues to the Fragmented enemies in the Whispers in the Walls Quest and the Effervo, Deimos mission. 
  • Fixed revives being reverted after Host Migration in a secret mission variant where they are disabled. 
  • Fixed boss in secret mission variant being named incorrectly for Clients after Host Migration. 
  • Fixed the amount of Vosfor received from dissolving Arcane Momentum being lower than intended. 
  • Fixed Magus Aggress’ description stating “Critical Chance” instead of “Critical Damage” as intended to the Arcane’s function since launch. Now reads: 
    • “On Warframe Melee Transference: Heavy Blades deal +300% Critical Damage for 4 consecutive attacks. Cooldown 20.”
  • Fixed Whispers in the Walls Quest tileset elements appearing in regular Albrecht Laboratories missions. 
  • Fixed Amps appearing in a Whispers in the Walls Quest cinematic.
  • Fixed a certain gate in the Whispers in the Walls Quest opening too early and also not playing sound when it does. 
  • Fixed Mocking/Scathing Whispers being killed immediately upon spawning the Fragmented Trio on Effervo (Deimos).
  • Fixed Mocking/Scathing Whispers getting stuck in some of their ability casts, causing them to be invincible and unmoving. 
  • Fixes towards the doors to Albrecht’s Laboratories not opening after beginning Bounty/Mission from the Sanctum Anatomica. 
  • Fixed being unable to pull in Murmur enemies with Sevagoth’s Shadow’s Embrace.
  • Fixed an unintended teleport volume in the Albrecht’s Laboratories tileset. 
  • Fixed Albrecht’s hands missing texture in the intro sequence of the Whispers in the Walls Quest cinematic. 
  • Fixed Velocitus Heavy Gun charged projectiles not being detected as hits if they were too close to terrain. 
  • Fixed a script error in Stage 1 of the Whispers in the Walls Quest. 
  • Fixed being able to skip the extraction cinematic in Albrecht’s Laboratories missions.
  • Fixed Albrecht’s Laboratories nodes on the Star Chart being able to matchmake into Bounty variants of those missions.
  • Fixed player Necramechs not regenerating Shields. 
  • Fixed Rogue Necramechs in Albrecht’s Laboratories not having their intended Machinery health resistances. 
  • Fixed Rogue Necramechs missing their recovery animations after being ragdolled. 
  • Fixed Violet Archon Shard’s “+% primary electric damage” stat not updating if multiple of these Shard effects were imbued in a Warframe. 
  • Fixed Qorvex’s Disometric Guard not scaling with rank. 
    • With this change, we did not increase the Ability’s stats at Rank 30, instead we have reduced the stats at lower ranks to match scaling with other Warframe Abilities. 
  • Fixed players being able to get stuck in the first stage of the Whispers in the Walls Quest. 
  • Fixed a script error related to Murmur spawners.
  • Fixed enemies unintentionally appearing in a Whispers in the Walls cinematic.
  • Fixed Velocitus Heavy Gun charged projectiles not being detected as hits if they were too close to terrain.
  • Fixed Jarka’s Ignis floating in the Drifter Camp. 
  • Fixed Xaku’s Grasp of Lohk not targeting The Fragmented Trio. 
  • Fixed a script error caused by Frost’s Freeze.
  • Fixed a hole in the Mirror Defense, Munio tileset.  
  • Fixed a script error in the final stages of the Whispers in the Walls Quest. 
  • Fixed a crash related to Mocking/Scathing Whispers.
  • Fixed a script error with The Fragmented Trio. 
  • (Missed note from last Hotfix) Fixed a rare crash going from hub to Open Zone. 

General console note: The following fix is a code fix, and for that reason we are unable to hotfix it on consoles without a Cert build (learn more about these terms in our Update Lexicon). It will be fixed in the new year!

  • Fixed Tennokai not applying to Heavy Slam Attacks. 

Warframe – Ver. 35.0.2

  • Release date: December 14th 2023 (North America, Europe) / December 15th 2023 (Japan)
  • Patch notes:

Changes: 

  • Reduced the Cavia Rank required to acquire the Helminth Coalescent Fusion Segment from 4 to 2.
    • This relates to Loid sending you an Inbox message upon reaching Rank 2 that the Segment is now available.  
  • Temporarily replaced the “Kill X Dargyn Pilots before they hit the ground” Riven challenge with “Kill X Enemies with Headshots”. 
    • There is a bug that prevents this challenge from gaining progress (as reported here), so we have replaced it while we continue to investigate. 
  • Added motion blur to Ayatan Sculptures, a particularly depressed character, and the Necramite drone in the Sanctum Anatomica. 
  • Added the Netracell rewards to the public Drop Tables.
    • The team is working on fixing other discrepancies such as missing Cavia Bounty tables, and Alchemy/Mirror Defense being listed incorrectly.  UPDATE: The information currently listed for Netracells and other Albrecht’s Labs missions is not currently accurate. We are investigating and will remedy in a future hotfix. 
  • Improved visibility of the “Dissolve Arcanes” button in the Arcane Dissolution vendor screen in the Sanctum Anatomica. 
  • Updated the Duviri Senate Seat Orbiter Decoration’s colors to differentiate it from the Dojo version, which has also been renamed to Duviri Slipper Chair. 
  • Changed Mandonel’s crosshair to remove unnecessary charge bar and fix cases of flickering. 
  • Reduced Cavia member collisions so players don’t bounce off of them.

Whispers in the Walls Quest Changes & Fixes: 

  • Energy Orbs will now drop from enemies during the Arthur segment of the quest to let you cast his abilities more often!
  • Fixed players not receiving items from the quest (notably the Grimoire) if they encountered network issues at the point they’d be delivered to their accounts. 
  • Fixed mission failing in the first stage of the quest. 
    • The quest would progress but players would see “Mission Failure” and not receive the items they had collected during the mission. 
  • Fixed the objective marker pointing to the Netracall during the quest being duplicated. 
  • Fixed cases where the waypoint markers for the Necramite Drones wouldn’t appear during the Netracell stage of the quest. 
  • Fixed being able to sell the Grimoire to prevent progression issues in the quest. 
    • If you have sold the Grimoire and are unable to progress in the quest, please create a ticket with our Support Team. 
  • Fixed being able to interact with the Grimoire as Sevagoth’s Shadow during a pivotal fight of the quest. 
  • Fixed certain VFX not appearing for Drifter during finale of quest. 
  • Fixed the door to Laboratory Navigation in the Sanctum Anatomica opening when it should be locked during certain stages of the quest. This was causing confusion since players would hear it opening but the door before leading to it was locked. 
  • Fixed a certain gate not being locked in the quest if you got there too early. 
  • Fixed a rare script error related to a camera in the Sanctum Anatomica during the quest. 
  • Fixed a several script errors in the quest. 
  • Fixed your companion’s icon showing up in the HUD during the 1999 section of the Whispers in the Walls Quest.
  • Fixed players becoming permanently slowed if they were Operator/Drifter during a certain segment of the first mission in the quest. 
  • Fixed players being able to extract early from a certain quest mission without completing the objective (and missing out on some cool cutscenes, if we do say so ourselves). 

Netracell Changes & Fixes: 

  • Necramite drones in the Netracell missions now have Health Bars to better identify them as the ones needing to be destroyed. 
  • Added an additional react sound effect to the Necramite Drones in the Netracell missions when they are hit. 
  • Added a UI sound for when the Netracell is ready to be opened. 
  • Fixed teleporting into the Netracell after clipping through the map at a certain location. It will now teleport players to the waypoint outside of the Netracell. 
  • Fixed the Necratite Drones that need to be destroyed in Netracell missions rarely having their pulsing blue VFX. Now that this has been fixed, you should be able to better identify them for destruction! 
  • Fixed the hacking progress bar in Netracell missions momentarily resetting after Host Migration. 
  • Fixed a script error when Host Migrating after hacking terminal during a Netracell mission. 

Cavia Bounties Changes & Fixes: 

Cavia Bounties offer new challenges to complete, but sometimes the tiles generated for the mission prevented players from progressing, or players otherwise had issues completing them. As a result, we have either removed or fixed the following challenges to help improve Bounty flow!

  • Temporarily removed the “Kill X Rogue Necramechs” Bounty challenge. 
    • There is an issue with Rogue Necramechs not always spawning that we are still investigating, so we have removed this challenge for the time being since it is difficult to complete while this bug is active. 
  • Temporarily removed “Kill X Flying Murmurs” challenges from Cavia Bounty rotations as only one flying Murmur enemy type was counting as progress towards it. 
    • We aim to re-add this challenge once we’re able to fix the issue. 
  • Temporarily removed the “Summon Necramech” challenge from Cavia Bounty rotations as players were unable to consistently complete them.
    • We aim to re-add this challenge once we’re able to fix the issue. 
  • Fixed not enough Murmur Sarcophages spawning in the Mirror Defense (Munio, Deimos) mission to complete the “Find X Murmur Sarcophages” Bounty challenge. 
    • We also made it so that tiles with guaranteed Murmur Sarcophage spawns will always appear in Survival (Persto, Deimos) missions to address the same issue of being unable to complete the challenge.
    • Also increased the number of Murmur Sarcophage spawns in various Albrecht’s Laboratories tiles to further improve player chances of finding them.
  • Removed the “Douse enemies in Vitriol” Bounty challenge from the Exterminate (Nex, Deimos) and Assassination (Effervo, Deimos) missions. 
    • It was possible to complete these missions before this challenge, which would make enemies stop spawning and therefore make it impossible to extract (since the Bounty challenge was not complete). 

Albrecht’s Laboratories Mission Changes & Fixes: 

  • Adjusted resource drop rates in Albrecht’s Laboratories Entrati Coffers and Murmur Sarcophages to slightly decrease rates in more common crates, and increase rates in rarer ones.
  • Fixed Stela having an unintentionally high drop rate on various Murmur enemies.
  • Fixed players being unable to select Steel Path missions in the Sanctum Anatomica’s mission selection screen. 
  • Improved the way the Auto Breach Parazon Mod interacts with the new hacking terminals to make it clearer that had been used. 
  • Improved waypoint pathfinding in Albrecht’s Laboratories missions.
  • Fixed Entrati Obols falling through the map.
  • Fixed rewards earned during the Alchemy (Cambire, Deimos) not appearing in the mission progress screen. 
  • Fixed the reward pop-up after completing a round of Survival on Persto, Deimos not occurring. Also fixed the rewards not appearing in the End of Mission screen after extracting. 
  • Fixed Alchemy Crucible progress in the UI resetting and not tracking properly after Host Migration. 
  • Fixed multiple Crucibles appearing after Host Migrations in Alchemy missions. 
  • Fixed the ground rifts that Fragmented enemies crawl out from not appearing in non-quest Albrecht Laboratories’ missions while the quest is active. 
  • Fixed the explosion preview VFX for the Vitriol Phials not appearing in Albrecht’s Laboratories if the mission was started as a Bounty or from the Laboratory Navigation.  
    • This is a new feature that was released with Update 35 that allows you to see the explosion radius by hovering your reticle over the explosive item!
  • Fixed rare care of tileset issues occurring (lighting and map holes) when transitioning between defense targets in the Mirror Defense (Munio, Deimos) mission. 
  • Fixed a script error in Assassination mission (Effervo, Deimos). 
  • Fixed several script errors from abilities cast by a certain bookbound enemy. 
  • Fixed the bookbound enemy’s avatar lingering after death. 
  • Fixed several script errors when extracting from Albrecht’s Laboratories missions. 
  • Fixed a map hole in the tileset. 
  • Fixed various minor map holes and a spot where players could get stuck in Albrecht’s Laboratories tileset. 
  • Fixed a crash in the missions. 

General Fixes: 

  • Fixed the Tyana Pass, Mars Mirror Defense mission not starting after entering the defense target’s radius. 
  • Fixed the Update Highlights screen using the previous update instead of the latest.
    • If you’d like to read through the previous updates in that screen there is a “Update History” button!
  • Fixed player’s Warframe casting a “shadow” over the Update Screen windows, resulting in players being unable to read the text.
  • Fixed Cavia members saying the wrong voice lines if players were Rank 0 in the Syndicate. 
  • Fixed lighting issue in Qorvex’s in-game Market diorama. 
  • Fixed Sevagoth’s energy VFX in the diorama for Sevagoth’s Glaukus Collection appearing black instead of the default white. 
  • Fixed Albrecht’s Notes Fragments not showing up in the order they are unlocked in the Codex. 
  • Fixed Wisp not having her custom running animation when using the Grimoire. 
  • Fixed weapons going invisible after deploying Heavy Archgun in open zones. 
  • Fixed being unable to interact with the Duviri Torch Flame Dojo Decoration after placing it.
    • Also fixed its capacity cost being 1 instead of the intended 20. 
  • Fixed several offset issues with Sevagoth’s Glaukus Skin. 
  • More fixes to come! 
  • Fixed several script errors from a particular machine in the Sanctum Anatomica. 
  • Fixed a script error when selecting a Warframe in the Arsenal. 
  • Fixed a script error in Qorvex’s Chyrinka Pillar ability. 
  • Fixed several script errors when Ranking up a Mod. 
  • Fixes towards a crash caused by Grimoire’s Alt Fire

Warframe – Ver. 35.0.1

  • Release date: December 13th 2023 (North America, Europe) / December 14th 2023 (Japan)
  • Patch notes:

Nintendo Switch Specific Note: 

  • Removed the “Web Authentication” button on Nintendo Switch. 
    • Players are directed to use this button on the console when attempting to log into www.warframe.com with a Nintendo account. Unfortunately, this button was not working as intended for a small group of players for various reasons and would simply log them out of the website instead of authorizing their accounts as intended. In order to fix this, a code fix is required (meaning we cannot hotfix to resolve this issue), so for the time being, we have removed the button in this hotfix to prevent players from getting stuck in a logout loop. What this means is that, due to us being unable hotfix the authentication issue, this small group of affected players will be unable to log into the website for the time being.

Changes: 

    • Hotdropped (already live!): We have added a bonus built Orokin Reactor to the Sanctum Supporter Pack! Install it onto your new Vaska Kavat from the Pack or save it for something else. 
      • We will be running a script to give the Orokin Reactor to those who have already purchased the pack. Script completed!
  • The Gillychap Shoulder Plate can now be purchased separately for Platinum in the in-game Market! Your new best friend and crewmate awaits you! 
    • If you desire a refund of the Sevagoth Glaukus Collection (which included the Gillychap Shoulder Plate) please create and submit a ticket to our Support Team
  • Made slight adjustments to The Hollow Vein’s animation. 
  • Made audio mix and sound adjustments for a particular machine in the Sanctum Anatomica hub and in the new Assassination mission (Effervo, Deimos). 
  • Made adjustments to Qorvex’s idle sounds. 
  • Made adjustments to the pathing of the Necramite in the Albrecht’s Laboratories tileset. 
  • Updated the Whispers in the Walls Update Screen to better direct players on how to start the Quest.
  • Added a description to Sevagoth’s Lullaby to properly communicate what it is.  

Whispers in the Walls Quest Changes & Fixes: 

  • The repair Necramite drones will no longer spawn during the “Find and Destroy the Necramite Drone To Continue” phase of the Netracell phase in the Quest as well as for all Netracell missions after quest completion. Now, only the drones that need destroying will appear to prevent confusion between the two. 
  • Increased Necramite waypoint range during the “Find and Destroy the Necramite Drone To Continue” phase of the Netracell mission, to help players suss them out easier.
  • Fixed a soft lock occurring when talking to one of the Cavia Syndicate members right after completing the Whispers in the Walls Quest. 
  • Fixed the Necramech summon consoles not being visually disabled during the Quest. 
  • Fixed a script error when picking up the Grimoire in the Quest. 
  • Fixed dialogue sync issue in the Whispers in the Walls epilogue cinematic.
  • Fixed several script errors caused by certain cinematics in the Whispers in the Walls Quest. 

Albrecht’s Laboratories Mission Fixes: 

  • Fixed case where Host and Clients could sometimes get different or no rewards at the end of Alchemy rounds. 
  • Fixed heavy spot loading occurring when opening Mission Progress screen in an Albrecht’s Laboratories mission. 
  • Fixed issue with text on wall decal in the Albrecht’s Laboratories tileset. 
  • Fixed Harrow’s Thurible VFX being extremely bright in the Albrecht’s Laboratories tileset. 
  • Fixed several script errors resulting in Host rejoining after Host Migration once defeating the voidborn creature released from the Grimoire in Albrecht’s Laboratories missions. 
  • Fixed z-fighting issue on rocks in Albrecht’s Laboratories tileset. 
  • Fixed Cavia voice lines not coming out of the center channel properly in 5.1 surround sound audio.
  • Fixed players being able to exit the map in an Albrecht’s Laboratories tile.
  • Fixed a crash related to Cavia Bounties.
  • Fixed a Cavia rank up screen not scaling up with Menu Scale settings. 

Sanctum Anatomica Fixes: 

  • Fixed interacting with the machine in the Sanctum Anatomica hub counting towards Cipher challenges and “Hacker” Nightwave Act (there is no active hacking sequence needed to interact with it!). 
  • Fixed other players in the Sanctum Anatomica being visible while interacting with the machine. 
  • Fixed the Menu Scale setting affecting the screen of the machine in the Sanctum Anatomica, which would cause the edges to appear black and the UI elements on the screen to no longer be intractable. 
  • Fixed subtitle punctuation errors when speaking to one of the vendors in the Sanctum Anatomica hub. 
  • Fixed a script error when closing the game from the Sanctum Anatomica hub. 

General Fixes: 

  • Fixed the Exilus Slot in the upgrade screen for the Melee weapon offerings in Teshin’s Cave appearing before completing the Whispers in the Walls Quest and installing the Melee Upgrade Segment. This was causing the Exilus and Stance Slots overlapping in the UI. 
  • Fixed offset issues with the Cirriped Epitaph Skin. 
  • Fixed the Vosphene Dojo Decorations icons being pixelated/warped in the preview window, making them difficult to see.  
  • Fixed an unintended sound effect at times occurring while playing Sevagoth with his Glaukus Skin equipped. 
  • Fixed the Update 35 highlights screen not popping up on login after downloading the update – be sure to check it out to learn more about the features of Whispers in the Walls. 
  • Fixed chat window appearing when the Update Screen menu is open. 
  • Fixed a script error when closing the game during the new Mirror Defense mission on Deimos. 
  • Fixed pressing back after purchasing an in-game Market item through the Update Screen not properly taking you back to the Update Screen, or reflecting the ownership of the items.
  • Fixed a script error in Xaku’s Grasp of Lohk ability. 
  • Fixed a script error in Atlas’ Rumbler ability. 
  • Fixed a script error in Qorvex’s Chyrinka Pillar ability. 
  • Fixed a script error in Wisp’s Sol Gate ability. 
  • Fixed a script error in relation to having the Focused Defense Mod equipped. 
  • Fixed a script error when talking to Konzu. 

Warframe – Ver. 35.0.0 (Whispers in the Wall)

  • Release date: December 13th 2023 (North America, Europe) / December 14th 2023 (Japan)
  • File size: 16.45 GB
  • Patch notes:

Nintendo Switch Specific Notes:

  • Optimized memory usage on Nintendo Switch.
  • Made systemic micro-optimizations to Nintendo Switch rendering.
  • Note on new fog system: Unfortunately, this system is  not available at this time on the Nintendo Switch to avoid creating issues with performance. Nintendo Switch will continue to use the previous raymarch fog system to maintain stability on the platform. 
  • Fixed Warframe Ability videos in the Ability screen at times appearing choppy when Nintendo Switch is docked.
  • Fixed the Motion Blur setting reverting to disabled when restarting the game on Nintendo Switch. 

Console Specific Note:

Batch Remove Friends is now available on console platforms! Batch removal is the process of removing several friends at once based on specific inactivity timeframes. Here’s how to use it:

  • Open the Pause Menu > Communication > Friends > Batch Remove 
  • From here, you can remove friends who have been offline for 1 year, 6 months, 3 months, 1 month, or 1 week.
  • You can opt to skip Clanmates
  • You can also input individual usernames to be skipped (i.e. friends you want to keep but who have been offline for your removal criteria).

TABLE OF CONTENTS:
There is so much to explore in Update 35: Whispers in the Walls! We highly encourage you to read the patch notes in full to learn all you can about the Whispers in the Walls update! But if you are looking for a specific topic, simply CTRL+F the following keywords to jump to its dedicated section:

  • Time-Limited In-Game Alerts: Earn Sevagoth & Epitaph!
  • Cross Platform Save Rollout (Begins Dec 14th)
  • Cross Platform Trading & Gifting
  • New Cinematic Quest: Whispers In The Walls
  • Coming Soon – Operation: Gargoyle’s Cry (Begins Dec 18th!) 
  • New Tileset: Albrecht’s Laboratories
  • Deimos Expansion: New Nodes & Mission Types
  • New Syndicate: Cavia 
  • Albrecht’s Laboratories Bounties
  • New Warframe: Qorvex 
  • New Archgun: Mandonel
  • Qorvex Collection
  • New Melee: Ekhein
  • New Secondary Weapon Type: Tome 
  • New Mods
  • New Deluxe Collection: Sevagoth Glaukus 
  • Archon Shard Expansion: Coalescent Fusion
  • Arcane Dissolution
  • New Heavy Attack System: Tennokai
  • New Player Path Improvements
  • Archgun Deployer: Heavy Weapon Changes
  • New In-Game Market Items & Bundles
  • Additions, Changes, Optimizations, Top Fixes, And General Fixes

 

TIME-LIMITED IN-GAME ALERTS: EARN SEVAGOTH & EPITAPH!

Sign in starting December 13th @ 3 PM ET until December 20th @ 3 PM ET to play the following alerts and earn the Blueprints and Components for the Sevagoth Warframe, as well as his signature Epitaph Secondary Weapon and Glyph. 

  • Alert 1 Rewards: Sevagoth Blueprint and Epitaph Blueprint 
  • Alert 2 Rewards: Sevagoth Systems and Epitaph Receiver 
  • Alert 3 Rewards: Sevagoth Chassis and Epitaph Barrel 
  • Alert 4 Rewards: Sevagoth Neuroptics and Sevagoth In-Action Glyph

CROSS PLATFORM SAVE ROLLOUT (BEGINS DEC 14TH)

STARTING DECEMBER 14TH, we will begin the rollout of Cross Platform Save across all available Platforms! 

Cross Platform Save is an upcoming optional feature that allows you to Merge or Link your accounts to unify Warframe progress across all platforms. This allows you to use a single Warframe account across any Linked or Merged platforms (with some restrictions outlined in this FAQ).

To ensure success and stability during the launch of this highly requested feature, Cross Platform Save will be made available in staggered phases.

You can check if your Account is included in the latest phase and is ready for Cross Platform Save by going to the Account Management page on www.warframe.com.

If you do not qualify for the active phase, please wait for our announcement that the next phase is live before checking again. We appreciate your patience while we roll out these features — our intention is to have Cross Platform Save in everyone’s hands in 2023.

We are excited to reach this milestone in Warframe with the arrival of Cross Platform Save allowing Tenno to access their account on any Platform they choose. We will of course monitor and respond to any issues during the rollout phases. If you would like to report an issue or share feedback, please use our dedicated Cross Platform Save sub-forums.

For errors encountered during Cross Platform Save account setup, please contact Warframe Support www.support.warframe.com.

Thank you for your cooperation and feedback while we ensure the landmark new feature is working for all Tenno!

For all the details on the Cross Platform Save rollout, including an extended FAQ, please visit: https://forums.warframe.com/topic/1374265-cross-platform-save-rollout-information-beginning-dec-14/ 

CROSS PLATFORM TRADING & GIFTING

Tenno can now trade with players on different platforms (depending on those players’ Cross Platform settings). Trading will function the same as gifting, except for trading Platinum between Nintendo Switch and other platforms, which is not available. 

To trade with friends or fellow Tenno across platforms, make sure you are using a Cross Platform Save Account (or PC account*) and have Cross Platform Play enabled via your in-game settings. TennoGuard 2FA is required to trade in-game items with fellow Tenno in Warframe, which can be enabled via the Account Management page.

*PC accounts can automatically trade with players on other platforms — provided that both players still have Cross Platform Play enabled in their settings and that any non-PC player trading with them has a Cross Platform Save Account (more information on this in the link below).

For all for the details on Cross Platform Trading & Gifting, please visit: https://forums.warframe.com/topic/1374265-cross-platform-save-rollout-information-beginning-dec-14/

 

NEW CINEMATIC QUEST: WHISPERS 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.

Whatever he was working on, you will quickly discover that his Laboratories are the source of many unknowns… 

The Whispers in the Walls Quest acts as an introduction into Warframe’s next major chapter. As with all research, discoveries often lead to more questions… 

Note to Content Creators: Content creators are able to broadcast and/or publish VODs of their Whispers in the Walls Quest experience without DMCA concerns. This does not include edited video content outside of the context of your gameplay stream which includes licensed music from the Quest.

Quest Prerequisites
You must have the following Quests completed to access the Whispers in the Walls Quest:

  • Heart of Deimos
  • The New War

Note: We have removed Mastery Rank requirements from all main story Quests (which includes those listed above) to allow players to enjoy story content without the delays that Mastery Rank gain and tests would cause (more information on that covered below in the New Player Path Improvements section below). 

Quest Rewards

  • Blueprint for the New Warframe Qorvex 
  • New Secondary Weapon: Grimoire 
    • Max Ranked and includes a Weapon Slot and pre-installed Orokin Catalyst.
  • Melee Upgrade Segment (more information in the New Heavy Melee Attack System: Tennokai section) 
  • Mentor’s Legacy Mod (more information in the New Heavy Melee Attack System: Tennokai section) 
  • Melee Arcane Adapter (more information in the New Heavy Melee Attack System: Tennokai section) 
  • Access to the Cavia Syndicate in the new Sanctum Anatomica hub on Deimos
  • Access to new Deimos nodes and mission types

 

COMING SOON – OPERATION: GARGOYLE’S CRY (BEGINS DEC 18TH!) 

The Murmur encroaches on our systems, Tenno. The Whispers beyond the Wall are a new threat; we must ensure they stay confined to Albrecht’s Laboratories 

Operation: Gargoyle’s Cry is a time-limited event, launching on December 18th @ 11 AM ET on all platforms! 

 

REQUIREMENTS AND HOW TO PREPARE

1. Complete the Whispers in the Walls Quest 

If you are new to Warframe and have not completed the Heart of Deimos and The New War Quests to be able to play the Whispers in the Walls Quest, we have made it much easier in this update to catch up! More information on that in the New Player Path Improvements section below. 

2. Be a part of a Clan and own a Clan Key 

If you aren’t already in a Clan, you can either join or create one! 

How to Join a Clan: 

  • You can either search for a Clan OR a friend can send an invite to join theirs. To search for a Clan, follow these steps:  
  • Pause Menu > Communication > Clan > Select the “Search for a Clan” option.
  • From there you can choose from the available options (Tier, language, activity level, etc.) to search for your ideal Clan.
  • Select the Clan that appeals most to you to send in a request to join, from there the Clan can accept your request if you also meet their requirements. 

How to Form a Clan:

  • Pause Menu > Communication > Clan > Select the “Form a Clan” option. 
  • Enter the name of your Clan 
  • Congrats you are now the Founding Warlord of your very own Clan! 

In both scenarios, a Clan Key is required for the Operation as you will need access to your Clan’s Dojo. Upon joining/creating a Clan, the blueprint will be added to your Foundry for you to craft it. 

3. Ensure a Clan Member has the Architect or Dojo Decorator Role

Placing a Decoration in your Clan Dojo is a key component to participating in the Operation. In order to do so, you’ll need an active Clan member with the Architect or Dojo Decorator Role! A Clan’s Founding Warlord, Warlord, General, Officer, and Sage all have this role by default. 

 

NEW TILESET: ALBRECHT’S LABORATORIES

Impressive though they may appear, the Laboratories are not without dangers of their own. You’ll find the gilded alcoves patrolled by abandoned Necramechs faithfully defending their departed master’s secretive research.

These majestic halls constitute a brand-new Warframe tileset, expanding outwards directly from the tunnels beneath the Necralisk. Gilded rooms filled with instruments are not all that can be found below… A haunting but familiar presence also lingers within the labyrinth. Weaved in with Albrecht’s place of research are vast bleak spaces where an unending storm rages on, a clear demonstration of The Man in the Walls’ influence. 

 

NEW ENEMY FACTION: THE MURMUR 
Known by many names, The Murmur are the hands (and feet, and eyes, and… you get the idea) of The Indifference. They are attempting to break through Albrecht’s Laboratories into the Origin System – something Tenno will need to stop at all costs.

 

*The image above shows The Anatomizer in the foreground and The Hollow Vein in the background. 

The Fragmented 
On the rare occasions when Murmur fragments assemble themselves into a whole, the result is a monstrous and potent entity. It may manifest in three different forms, the Suzerain, Zelator and Anchorite, with a fourth form, The Fragmented One, being the most formidable of all. Together, as heralds of the Indifference, they tether down the Strands of Khra which their bizarre master must travel. To learn more about where and how you will encounter The Fragmented, read the Assassination: The Fragmented section. 

The Severed Warden
Brutally cut from the Indifference in order to protect the greater whole, its three hands bestow the Void’s twisted blessing upon its allies, so long as they remain attached.

The Anatomizer
A vortex of clinical destruction, it hurls explosive charges, intent upon dismembering opponents as it was itself dismembered. 

The Hollow Vein
Albrecht Entrati was unsure whether this awkward composite was the result of the Indifference’s incomplete understanding of human anatomy, or an attempt at creative rearrangement thereof.

Shuffling Fragment
In its calcified chaos, the Indifference is disjointed even from itself. 

Lumbering Fragment
These sundered limbs have only partly fused. Lumbering, mindless horror is the result.

Hurling Fragment
Clings to the cliffs and walls, hurling masonry on anything unfortunate enough to be traveling below. 

Rupturing Fragment 
This lumbering fragment, unconcerned with self-preservation, is liable to rupture violently when in proximity to its target. 

 

*The image above shows the Rogue Arcocanid. 

ROGUE NECRAMECH ENEMIES
Originally designed to defend Albrecht’s Laboratories from outsiders, these Necramechs have gone rogue and will attempt to destroy any interlopers who cross their path. 

Rogue Culverin
An experimental Necramech, optimized for ranged combat, built for Albrecht Entrati by his son-in-law. It now fights alongside the very Murmur foes it was meant to repel.

Rogue Arcocanid
An experimental melee Necramech, a variant on the Tombjockey class, built for Albrecht Entrati by his son-in-law. It now fights alongside the very Murmur foes it was meant to repel.

Rogue Voidrig 
A robust, if primitive, war-engine initially developed by Albrecht Entrati’s son-in-law to fight in the Old War and now repurposed as a laboratory guardian. Confused as to who its true master is, it now sides with the Murmur, contradicting its original precepts.
 

TILESET GAMEPLAY FEATURES 
The Laboratories are brimming with instruments and research technologies that can be used to your advantage!

Summon Personal Necramech
Colorless antiques pepper the Laboratories and contain archaic hacking technology. Convince the system to let you in by matching the corresponding icons to the sequence. 

 

Inserting the incorrect sequence (red icons) will increase corruption levels, which risks failing the hacking attempt. Correctly matching the sequence will reward you by delivering your personal Necramech and your Squad’s to nearby dispensers. Once a terminal has been used, it is disabled for the rest of the mission and the ability to summon a Necramech is put on cooldown. Seek out new terminals once the cooldown has expired to once again dispatch your Necramech! 

Vitriol Phials
As one might expect, the Laboratories contain a multitude of health and safety hazards beyond the enemies that patrol the halls. Most notable being the Vitriol Phials – destroying them releases their Corrosive contents which can aid against foes but watch your step! Vitriol does not distinguish friend and foe. 

Lohk Surges 
Lohk Surges are inescapable reminders that the Void has leaked into the Laboratories… Interact with them to provide you and your squad a buff. Be wary that doing so will spawn a foe! 

TILESET COLLECTIBLES
There is much to discover in the Laboratories. If you can brave the dangers within, your searches within its long and winding corridors will prove fruitful. 

Codex Fragments: Albrecht’s Notes
Much has unfolded within the confines of Albrecht’s Laboratories and he made sure to document the events of his research in great detail. These notes are bound tightly within his Grimoire, which can materialize in the Laboratories, but be forewarned… unbinding it and looking into Albrecht’s lost notes summons something that cannot be easily banished. If you are successful in eliminating it, a note from Albrecht’s Grimoire may be left behind in its stead.

Voca
Physical manifestations of Voidtongue cries, moans, and whispers. There are three kinds of Voca: Shrill Voca, Bellow Voca, and Echo Voca. 

 

They are sought after by the Cavia and are used in the following ways:

  • Turn in for Cavia Standing in the Sanctum Anatomica hub on Deimos 
  • Exchange for Wares in the the Sanctum Anatomica hub on Deimos 
  • Used to craft Qorvex, Ekhein, and more 

Voca can be earned as rewards in Cavia Bounty drop tables and can be found throughout Albrecht’s Laboratories similarly to Syndicate Medallions (squad-wide pickups!). Each mission spawns 8 Voca for you to seek out. They emit a distinct sound when you are near them, so keep your eyes and ears open as you explore every nook and cranny. 

NEW RESOURCES
The following resources can be found by exploring Albrecht’s Laboratories, killing enemies within them, and completing the new Deimos missions. 

Entrati Obols
During the Orokin era, these obols were a commonly recognized mark of the Entrati family. Some Archimedeans even used them as good luck talismans.

Necracoil
This experimental array transmutes Void energy into high voltages with low currents.

Stela
This Void-touched stone contains an ominous essence. Stela is specifically used in Coalescent Fusion – read the Archon Shard Expansion: Coalescent Fusion section to learn more! 

Look out for a unique resource cache and destroy it to wrest the Stela from its grip. Stela can also be obtained by collecting Vosphene Glyphs in Mirror Defense on Munio, Deimos, completing Sanctum Anatomica Bounties, and defeating enemies in Albrecht’s Laboratories. 
 

DEIMOS EXPANSION: NEW NODES & MISSION TYPES

Completing the Whispers in the Walls Quest unveils five new nodes on Deimos to continue your excursions throughout Albrecht’s Laboratories. One of these new nodes feature a brand new mission type called Alchemy and four feature existing mission types (Assassination, Mirror Defense, Survival, and Exterminate) with an Entrati twist. All of these nodes are also available on The Steel Path! 

There is also a special weekly mission type called Netracell that is exclusively accessed in the Sanctum Anatomica hub on Deimos. Read on to learn more! 

 

NETRACELLS (WEEKLY)

The Netracells are secured by hazardous Keyglyphs found only in the Anchorhold. They contain highly sought after valuables and can only be opened by using the correct Keyglyph. The Keyglyphs were designed by Albrecht Entrati to open his secretive Netracells. Each one imposes a heavy burden on its carrier. An added security measure to give the lab’s defenses an advantage, should a Keyglyph fall into unknown hands.

 

*Image above shows the Anchorhold. 

Note On Difficulty: 
This game mode is intended to be very challenging, and specifically tuned for full squads. Be sure to prepare accordingly! The following restrictions apply to all Netracell missions: 

  • Empowered Enemies: Enemy Health and Shields increased by 100% and an additional 50% for each squad member, stacking to a maximum of 300%. There is also an increased chance of Eximus. 
  • Respawns: No self revive, Last Gasp penalty (activating Lasp Gasp reduces the timer by 2 seconds), and the bleedout timer shortens after each revive (to a minimum of 5 seconds). 
  • Consumables: Summons are disabled for the entire duration of the mission and each type of Restore (all sizes) has a 3 minute cooldown timer applied.

How To Access:
A specific member of the Cavia Syndicate in the Sanctum Anatomica knows how to enter the Anchorhold. Visit them and select the “Enter the Anchorhold” option to begin the hunt for a Netracell. 

A maximum of 5 Netracells can be found and unlocked per week for rewards (resets every Sunday at 0:00 UTC). You can still play the mission after you have completed the weekly allowance, you just won’t receive any rewards for doing so until the next weekly reset. 

How To Play: 
Upon entering the Anchorhold you and your squad will be required to select and carry the four randomized Keyglyphs presented. Each impose their own debilitating burden onto their bearer. 

 

There is no limit to how many Keyglyphs one person can shoulder – coordinate with your squad who will carry which type (and how many) before beginning the search.

Exit the Anchorhold by hacking the terminal located at the bottom of the stairs and begin your search for the Netracell. Terminals are located and marked on the map to help narrow down the search radius, should you require aid. Upon finding the Netracell, the security level needs to be reduced by eliminating the enemy threat before gaining access to open it up. After successfully doing so, the player with the required Keyglyph will need to interact with the console to unlock its doors. 

Collect your hard earned rewards in the Netracell and make your way to Extraction. 

Rewards
Notable rewards for opening a Netracell include:

  • Melee Arcanes (more information in the New Melee Arcanes section)
  • Melee Arcane Adapter (more information in the Melee Upgrade Segment section)
  • Archon Shards (base and Tauforged)
    • Note: Only Crimson, Azure, and Amber Shards are rewarded from Netracells. The new Archon Shard types (Violet, Topaz, and Emerald) created via Coalescent Fusion can only be obtained via the Fusion process at Helminth (learn more in the Archon Shard Expansion: Coalescent Fusion section) 
  • Guaranteed: Entrati Lanthorn

Visit the official drop tables for specifics. 

ALCHEMY (ENDLESS) 

Alchemic devices in Albrecht’s Laboratories known as Crucibles allow elemental powers to be wielded and fused into complex forces. The Cavia are is requesting your assistance to ensure they remain operative for a greater goal. 

 

How To Access: 
Select the Cambire node (normal and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica. 

How To Play:
Crucibles within the Laboratories are capable of mixing complex elements, provided you can supply the elemental forces required. Killed enemies drop Amphors full of Heat, Cold, Toxin, or Electricity. Throw Amphors into the Crucibles to mix the requested complex element to 100%. They can also be lobbed at enemies as concentrated elemental grenades!

Once you have filled it with the required elements, the Crucible will begin its mixing process and a random Crucible Overflow buff will be applied to the squad for the duration of the mix. Ensure the stability of this high powered mixing process by breaking distressed pipes to drop the pressure if it gets too high. 

Rewards
Notable rewards for successfully completing a Crucible include: 

  • New Tennokai Mods (more information in the New Heavy Attack System: Tennokai section) 
  • Mandonel Components 

Visit the official drop tables for specifics. 

 

ASSASSINATION: THE FRAGMENTED

Ready to go toe-to-toe with something that almost certainly has way more toes than you do? Seek out and destroy The Fragmented, a nightmarish assembly of Murmur fragments. 

 

How To Access: 
Select the Effervo node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica. 

How To Play:
Seek out an Atropos Probe and inject its serum into a Vitreum to begin scanning. Defend the Vitreum while it scans for Murmur’s Eyes. Prevent the scan from being interrupted by keeping the search radius around the Vitreum clear of enemies. Once Murmur’s Eyes have been exposed, they will become visible to you for a limited amount of time. Collect them quickly before they fade from view. 

Atropos Probes power the Vitreums for a limited amount of time, so once it has been depleted, new Probes and Vitreums must be found to continue the process. Collecting the required amount of Murmur’s Eyes will pinpoint The Fragmented’s location. Upon arrival, you will face off against one of the three variants (Suzerain, Zelator, or Anchorite). Dispatching it will reward you!

Rewards
Notable rewards for successfully defeating The Fragmented include:

  • New Mods (more information in the New Mods section below): 
    • Ready Steel
    • Shivering Contagion
    • Precision Intensify
    • Energy Nexus
  • New Melee Arcanes (more information in the New Melee Arcanes section below):
    • Melee Fortification 
    • Melee Retaliation 
    • Melee Exposure 
    • Melee Animosity 
    • Melee Influence
    • Melee Vortex 
  • Guaranteed: Stela

Visit the official drop tables for specifics. 

 

MIRROR DEFENSE (ENDLESS) 

The Murmur is staging an attack against Albrecht’s Laboratories! They have pinpointed the Laboratories best defenses against them and it is up to you to protect against the onslaught. 

How To Access: 
Select the Munio node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica. 

How To Play:
Protect the Vitreum and the Auricle as the enemies alternate their attacks between the two. A rotation is complete once both have been defended. 

Vosphene Glyphs are the key to triggering the Laboratories’ automated security system. Gathering the required amount will bolster the active defense target by surrounding it with offensive turrets. Doing so will also reward 3x Stela (5x on Steel Path).  

Rewards
Notable rewards for completing a round of Mirror Defense include:

  • New Tome Mods (more on information on these in the New Secondary Weapon Type: Tome section)
  • Mandonel Components 

Visit the official drop tables for specifics. 

SURVIVAL (ENDLESS) 

The Murmur is not backing down, so it’s time to whittle down their numbers.

How To Access: 
Select the Persto node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play:
Your classic Survival mission! Head into Albrecht’s Laboratories and see how long you can hold out against the Murmur and the Rogue Necramechs waiting within. 

Rewards
Notable rewards for completing a round of Survival include:

  • Mandonel Components 

Visit the official drop tables for specifics. 

 

EXTERMINATE

A section of Albrecht’s Laboratories needs to be cleared out. 

How To Access: 
Select the Nex node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play: 
Your classic Exterminate mission! Eliminate all of The Murmur and Entrati enemies to reduce the danger in this area.
 

NEW SYNDICATE: CAVIA 

Upon completion of the Whispers in the Walls Quest, you have access to Cavia, a new Syndicate located in the Sanctum Anatomica on Deimos. 

 

Build rapport with Cavia members and work your way up from the Assistant Rank. 

To avoid spoilers from The Whispers in the Walls Quest, the names of each member has been redacted in the sections below. 

Wares & Shiny Treasures Vendor
A peculiar Vendor is nested atop one of the platforms in the Sanctum Anatomica, and offers the following items that can be acquired using Standing: 

  • Qorvex Blueprint and Component Blueprints
  • Ekhein Blueprint
  • Grimoire Blueprint 
  • Helminth Coalescent Segment Blueprint
  • Melee Arcane Adapter (more information in the Melee Arcanes section) 
  • Melee Arcanes (more information in the Melee Arcanes section)  
    • Melee Influence 
    • Melee Retaliation
    • Melee Exposure
    • Melee Animosity 
    • Melee Fortification
    • Melee Vortex 
  • 5x Cavia Syndicate Sigils 
  • 5x Albrecht’s Laboratories Captura Scenes 
    • Albrecht’s Archive Scene
    • Albrecht’s Bureau Scene
    • Fragmented Gorge Scene
    • Fabrica Anatomica Scene
    • Sanctum Anatomica Scene
  • Necramech Mods – All of the Necramech Mods are now available between Necraloid and this new Vendor!
    • Necramech Redirection
    • Necramech Steel Fiber
    • Necramech Thrusters
    • Necramech Continuity 
    • Necramech Slipstream
    • Necramech Reach 
    • Necramech Blitz
    • Necramech Seismic Wave
    • Necramech Streamline 
    • Necramech Stretch 
    • Necramech Fury 
    • Necramech Hydraulics
    • Necramech Augur
    • Neramech Enemy Sense
    • Necramech Rage
    • Necramech Repair 
    • Necramech Aviator 
    • Necramech Deflection

This Vendor also enjoys all things that sparkle and shine and has Shiny Treasures available to trade for resources. Decorate your Orbiter with Entrati splendor – we promise these versions are significantly less breakable than the ones found in-mission. 

Arcane Dissolution & Voca Vendor
Located next to terminals in the Sanctum Anatomica, a key member of the Cavia stands as your access point to Arcane Dissolution (read the dedicated Arcane Dissolution section to learn more), exchanging Voca for Cavia Standing and resources for Voca. 

Bounty Giver
Contained and sodden, this grandiloquent Cavia member hands out Bounty assignments and is your contact to increase your Cavia Rank. 

Netracell Guide
Only this Cavia member knows how to enter the Anchorhold to find the Netracells located throughout Albretch’s Laboratories. Learn more about the new Netracell mission type in the Deimos Expansion: New Nodes and Mission Types section above. 
 

ALBRECHT’S LABORATORIES BOUNTIES

All of the new Deimos nodes and mission types are available as Bounties! Accessible from the Bounty giver in the Sanctum Anatomica hub on Deimos, these Bounties offer a variety of enemy levels to really test your expertise in navigating and conquering the Laboratories. 

In addition to playing the standard mission, you must also complete a special objective (for example: Eliminate 2 Rogue Voidrigs) in order to extract and complete the Bounty. 

Successfully completing a Bounty will reward you with Standing towards the new Cavia Syndicate, as well as several other potential rewards: 

  • Qorvex Blueprints (New Warframe)
  • Mandonel Blueprint (New Archgun) 
  • Voca (All variants: Shrill, Bellow, and Echo) 
  • New Resources 
    • Necracoil 
    • Stela
    • Entrati Obols 
  • Credits, Endo, Focus Lenses, Aya, and Ayatan Amber Stars. 

NEW WARFRAME: QORVEX 

Albrecht Entrati designed Qorvex to protect a Chosen Operator from the unique hazards of his lab. A Crucible Core gives Qorvex high survivability as he provides crowd control.

How to Acquire Qorvex: 
Qorvex’s Blueprint and Component Blueprints are rewarded from Cavia Bounties. They can also be acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica for Standing. The Qorvex Collection can also be purchased from the in-game Market for Platinum. 

Passive: Core Exposure
Weapons wielded by Qorvex have an additional +3 Punch Through. 

Chyrinka Pillar*
Summon a Chyrinka Pillar that slows enemies. It pulses Radiation Damage with a guaranteed Status Effect.

*This is Qorvex’s Helminth and Railjack ability. 

Containment Wall
Contain the threat. Qorvex summons walls that slam together, damaging all enemies caught between them and inflicting Radiation Status.

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.

Crucible Blast
Release a beam from Qorvex’s Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies that were already affected by Radiation Status explode in a chain reaction.

Maximum Loadout Slot Increase:
With the release of Qorvex and the Initiate Power Pack (due to the inclusion of fully built Warframes), the maximum number of purchasable Loadout Slots has been increased from 22 to 24. 

 

 

NEW ARCHGUN: MANDONEL

Mandonel fires Radiation Damage projectiles. Partially charged shots release a spread and fully charged shots release a beam that dissolves into a radiation field. Projectiles that pass through the field are empowered. 

Mandonel’s beams charge Qorvex’s Chyrinka Pillars. Fully charged shots dissolve into a radiation field. Projectiles that pass through the field gain 2x Damage, 2x Status Chance, +10% Critical Chance, +50% Critical Damage, +2 Bounce, +1m Punch Through, and increased Projectile Speed. 

How to Acquire Mandonel: 
Its Blueprint is rewarded in the Cavia Bounties and its Components are found in the drop tables for the new Endless Mission Nodes on Deimos (Persto, Munio, and Cambire). It can also be purchased fully built via the in-game Market for Platinum (also comes pre-equipped with a Gravimag!). 
 

 

QORVEX COLLECTION

Summon a guardian with the strength to face Albrecht’s Laboratories. This collection includes the Qorvex Warframe, Qorvex Raxpart Helmet, Portcull Syandana, and Mandonel Archgun (comes pre-equipped with a Gravimag).

Qorvex Raxpart Helmet
Resist the siege.

How to acquire Qorvex’ Raxpart Helmet: 
It is available for purchase in the in-game Market. As with all newly released Alt Helmets, its Blueprint will be added to the Nightwave Cred Store in the future. 

Portcull Syandana
Qorvex’s signature Syandana looks like stone but remains as light as it is stylish.

Available for purchase in the in-game Market! All of the above items can also be purchased separately. 

 

NEW MELEE: EKHEIN

Wield the timeless power of this mighty hammer. Heavy Attacks performed with Ekhein temporarily increase its Damage and Attack Speed (Trait name: Heavy Insight). 

How to Acquire Ekhein: 
Ekhein’s Blueprint is acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica. 
 

 

NEW SECONDARY WEAPON TYPE: TOME 

The Grimoire is the first of this new weapon type!

Claim the power of Albrecht Entrati’s knowledge. Its alternate attack releases a voltaic orb with guaranteed Electricity Status. 

How To Acquire The Grimoire:
Complete the Whispers In The Walls Quest. Its Blueprint can also be acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica.
 

TOME SKINS
Judge a book by its cover, Tenno. The following skins are available in the in-game Market for Tome weapons!

 

Vitreum Tome Skin
Set watchful eyes upon the battle.

 

Necratech Tome Skin
Give your tome a high-tech appearance.

TOME MODS 
Power the Grimoire with Tome Mods that enhance Warframe Abilities and reward strategic combat. 

There are two types of Tome Mods: Canticle and Invocation. Only 1 of each type can be equipped onto Tome weapons. Canticle Tome Mods are eligible for the Exilus Slot. 

The stats below are shown at Max Rank. 

 

Ris Invocation
Alternate Fire increases Ability Duration by 4% for 20s for each enemy hit. Stacks up to 15 times. 

Xata Invocation 
Alternate Fire grants 1 Energy Regen/s for 20s for each enemy hit. Stacks up to 10 times. 

Vome Invocation 
Alternate Fire increases Ability Strength by 4% for 20s for each enemy hit. Stacks up to 15 times. 

Netra Invocation 
Alternate Fire increases Ability Efficiency by 4% for 20s for each enemy hit. Stacks up to 15 times.

Fass Canticle
Killing enemies grants Allies in Affinity Range 40% Shield Recharge Rate and -28% Shield Recharge Delay for 15s. 

Khra Canticle
Enemies have a 12% chance to drop a Universal Orb on death. 

Jahu Canticle 
Killing enemies reduces the Armor and Shields of other enemies within Affinity Range by 5%. 

Lohk Canticle 
Killing enemies grants Allies within Affinity Range +30% Fire Rate for 15s. 

How to Acquire Tome Mods: 
Tome Mods are available to earn via Rotation C of the Mirror Defense node on Deimos (Munio). 

The Essential Tome Mod Bundle, which contains all of the above Tome Mods, is also available for purchase in the in-game Market (after you have completed the Whispers in the Walls Quest).  
 

NEW MODS

A new source of power surges through your Arsenal with 12 brand new Mods! Acquire them by defeating the new enemies in Albrecht’s Laboratories.  Visit the official drop tables for specifics. 

Stats below are shown at Max Rank! 

Energy Nexus (Warframe)
Warframe receives +3 Energy Regen/s.

Precision Intensify (Warframe) 
+90% Ability Strength for your 4th Ability

Ready Steel (Aura) 
Squad begins the mission with +24 Initial Combo. 

Shivering Contagion (Primary) 
Enemies affected by Cold Status have a 30% chance to spread that status to other enemies within 6m.

Radiated Reload (Rifle) 
+60% Radiation Damage
+40% Reload Speed

Atomic Fallout (Shotgun) 
+60% Radiation Damage
+60% Magazine Capacity 

Accelerated Isotope (Pistol) 
+60% Radiation Damage
+40% Fire Rate

Focus Radon (Melee) 
+60% Radiation Damage
+40% Heavy Attack Efficiency 

Containment Breach (Archgun) 
+60% Radiation Damage
+30% Multishot

Critical Meltdown (Archmelee) 
+60% Radiation Damage
+60% Critical Chance 

Bane Of The Murmur (Rifle) 
x1.3 Damage to Murmur.

Cleanse The Murmur (Shotgun) 
x1.3 Damage to Murmur.

Expel The Murmur (Pistol) 
x1.3 Damage to Murmur.

Smite The Murmur (Melee) 
x1.3 Damage to Murmur.
 

 

NEW DELUXE COLLECTION: SEVAGOTH GLAUKUS 

Sevagoth Glaukus Skin 
Rail agents told of the legendary battle between Sevagoth Glaukus and Hydroid Rakkam. Agents looked on as the pair disappeared into the Void, locked in combat. Nobody knows how much of the old railer’s tale is true. 

This skin features a custom Tombstone and Sevagoth’s Lullaby, a custom song that plays for Sevagoth’s Shadow. It also includes the Glaukus Halyard Auxiliary Attachment, the signature adornment of Sevagoth Glaukus. 

 

Gillychap Shoulder Plate
Bosun Gillychap, the brave and beloved crewmate of Sevagoth Glaukus. Always ready to follow his captain into the heart of a Void Storm. Enjoy his company as he swims around this shoulder plate reef.

Cirriped Epitaph Skin
A weapon forged in the depths.

The Sevagoth Glaukus Collection can be purchased in the in-game Market and contains all of the above as well as the Sevagoth’s Lullaby Somachord track, a custom space shanty which can be played from your Orbiter’s Somarchord!

 

ARCHON SHARD EXPANSION: COALESCENT FUSION

Archon Shard technology has been extensively researched in the Albrecht’s Laboratories and has led to the advancement in their capabilities! The process of Coalescent Fusion allows for two Archon Shards to be fused together to create a single Shard that offers a set of new embed bonuses.

Coalescent Fusion Requirements: 

  • Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest. 
  • Archon Shards: More than one of various types (base or Tauforged). 
  • New Helminth Coalescent Segment: The Blueprint is earned from the Wares & Shiny Treasures vendor in the Sanctum Anatomica.
  • Stela: New resource earned from Albrecht’s Laboratories. 

How to unlock Coalescent Fusion: 
The Helminth Coalescent Segment Blueprint can be acquired from the Wares & Shiny Treasures vendor in the Sanctum Anatomica after reaching the Researcher tier with the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.

How to use Coalescent Fusion: 

Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button. 

Step 2. Select the new Coalescent Fusion icon located on the right of the Archon Shard embed UI.

 

Step 3. Hover over one of the two slots on screen to select the Archon Shard types you’d like to fuse together. Once both slots are filled, the Shard they will fuse to create will appear in the center. Hover over this Shard to preview the stats and bonuses it offers. 

  • Base Archon Shards can only be fused with other base Shards. Likewise, Tauforged Shards can only be fused with Tauforged Shards to create a Tauforged variant.
  • To remove an Archon Shard, simply select it again. 

 

Step 4. Select the “Fuse” button to complete the process. 

  • Fusion Requirement: 50x Stela for each Fuse. 

You’ve now successfully created a new Fused Archon Shard that can be embedded into your Warframes!

Archon Shard Fusion Types
There are 3 total combinations possible when fusing the different Archon Shards: Violet, Topaz, and Emerald. Each fused Shard has their own set of embed bonuses to choose from:

Violet Archon Shard (Crimson + Azure) 

  • Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Electricity Status. 
  • Gain +30% (Tauforged: +45%) Primary Electricity Damage. Gain an additional +10% (Tauforged: +15%) per Crimson, Azure, or Violet Archon Shard equipped. 
  • Gain +25% (Tauforged: +37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles. 
  • Health pickups give +20% (Tauforged: +30%) Energy. Energy pickups give +20% (Tauforged: +30%) Health. 

Topaz Archon Shard (Crimson + Amber) 

  • Recover 1 (Tauforged: 2) Health per enemy killed with Blast Damage. Max 300 (Tauforged: 450) Health. 
  • Regenerate +5 (Tauforged: +7.5) Shields when you inflict an enemy with Blast Status. 
  • Increase Secondary Critical Chance by 1% (Tauforged: 1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (Tauforged: 75%). 
  • Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Radiation Status. 

Emerald Archon Shard (Amber + Azure) 

  • Toxin Status Effects deal +30% (Tauforged: +45%) more damage. 
  • Recover +2 (Tauforged: +3) Health each time enemies are damaged by a Toxin Status Effect. 
  • Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Corrosion Status. 
  • Increase max stacks of Corrosion Status by +2 (Tauforged: +3). 

For the fashion fans out there these new Archon Shards apply to the Shard Hex and Shard Bane Ephemeras!

General Archon Shard Changes: 

  • Each Archon Shard type now has its own icon associated with it to help identify them when making selections (primarily for our colorblind Tenno out there!). 
  • Reduced Archon Shard removal cost from 50% to 30% Bile. 
  • Updated the confirmation pop-up when removing an Archon Shard to specify the exact conditions of its removal:
    • Was: “Are you sure you want to remove the Embedded Archon Shard from this slot? Shard will be refunded and Helminth materials will be consumed.”
    • Now: “Are you sure you want to remove the Embedded Archon Shard from this slot?
      (Shard Name) will be refunded and 30% Bile will be consumed.”
  • Hovering over Archon Shards in the embed slots at Helminth will now show their embed bonuses!

ARCANE DISSOLUTION

The Albrecht Laboratory is equipped with devices that can dissolve Arcanes into Vosfor, a potent powder for alchemical processes. It is used to trade for Arcane packs from a vendor in the Sanctum Anatomica! 

The goal of Arcane Dissolution is to provide an alternative way for players to access and acquire the wide range of Arcanes found throughout Warframe. 

 

HOW TO PERFORM ARCANE DISSOLUTION

Step 1: Speak with a vendor in the Sanctum Anatomica and select the “Arcane Dissolution” option to get started. 

Step 2: Select the “Dissolve Arcanes” button 

Step 3: Select the Arcanes you’d like to dissolve. 

  • The amount of Vosfor obtained per Arcane is determined by a variety of factors, including its rarity and rank. 
  • Note: The list includes Arcanes that are currently equipped –  a warning message will pop-up to inform you if the selected Arcane is equipped. 

Step 4: Once you have chosen the Arcanes you’d like to Dissolve, hit the “Dissolve” button. 

Step 5: Return to the Arcane Dissolution menu to exchange the earned Vosfor for a variety of Arcane packs.  

ARCANE PACKS
The following Arcane Packs can be acquired from a vendor in the Sanctum Anatomica for Vosfor. Each pack is themed based on where their containing Arcanes are acquired. 

Purchasing a pack will randomly reward 3 unranked Arcanes from their list. The possibility of a certain Arcane being selected is based on its rarity and respective drop rates through gameplay means. We want to maintain the integrity of its original acquisition methods in this new alternate way to access them. 

Expand the spoilers to view the full list of Arcanes per pack!

Ostron Arcane Collection

 

Magus Husk 
Magus Vigor
Virtuos Null
Virtuos Tempo 
Exodia Triumph 
Exodia Valor 
Magus Cadence 
Magus Cloud 
Magus Replenish 
Virtuos Fury
Virtuos Strike 
Exodia Brave
Exodia Force
Exodia Hunt 
Exodia Might 
Magus Elevate
Magus Nourish 
Virtuos Ghost 
Virtuos Shadow 

Steel Arcane Collection (Arbitrations) 

 

Arcane Blade Charger
Arcane Bodyguard
Arcane Pistoleer 
Arcane Primary Charger
Arcane Tanker 
Primary Deadhead
Primary Dexterity 
Primary Merciless 
Secondary Deadhead
Secondary Dexterity 
Secondary Merciless 

Necralisk Arcane Collection

 

Arcane Double Back
Arcane Steadfast
Theorem Contagion
Theorem Demulcent 
Theorem Infection 
Primary Plated Round 
Secondary Encumber
Secondary Kinship 
Residual Boils
Residual Malodor
Residual Shock
Residual Viremia 

Eidolon Arcane Collection    

 

Arcane Consequence
Arcane Ice
Arcane Momentum
Arcane Nullifier 
Arcane Tempo
Arcane Warmth 
Arcane Acceleration
Arcane Agility 
Arcane Awakening
Arcane Deflection
Arcane Eruption 
Arcane Guardian
Arcane Healing
Arcane Phantasm
Arcane Resistance
Arcane Strike
Arcane Trickery 
Arcane Velocity 
Arcane Victory 
Arcane Aegis 
Arcane Arachne 
Arcane Avenger
Arcane Fury
Arcane Precision
Arcane Pulse 
Arcane Rage
Arcane Ultimatum 
Arcane Barrier 
Arcane Energize
Arcane Grace      

Solaris Arcane Collection 

 

Magus Accelerant 
Magus Anomaly 
Magus Drive
Magus Firewall 
Magus Overload
Virtuos Spike
Virtuos Surge
Magus Glitch
Magus Repair
Virtuos Forge
Virtuos Trojan
Pax Bolt
Pax Charge
Pax Seeker
Pax Soar
Magus Destruct
Magus Lockdown
Magus Melt
Magus Revert 

Duviri Arcane Collection

 

Arcane Intention
Magus Aggress
Arcane Power Ramp
Primary Blight
Primary Exhilarate 
Primary Obstruct
Shotgun Vendetta
Akimbo Slip Shot 
Secondary Outburst 
Arcane Reaper
Longbow Sharpshot 
Secondary Shiver 

Holdfasts Arcane Collection

 

Arcane Blessing 
Arcane Rise
Molt Augmented
Molt Efficiency 
Molt Reconstruct 
Molt Vigor 
Fractalized Reset
Primary Frostbite 
Cascadia Accuracy 
Cascadia Empowered 
Cascadia Flare
Cascadia Overcharge
Conjunction Voltage
Emergence Dissipate
Emergence Renewed
Emergence Savior
Eternal Eradicate
Eternal Logistics 
Eternal Onslaught 

NEW HEAVY ATTACK SYSTEM: TENNOKAI

With the launch of Auto Melee in Abyss of Dagath, we mentioned that we were working on a “Perfect Heavy Attack” system for Whispers in the Walls, and it is officially here! 

Recall the ancient art of Tennokai with new Tennokai Mods for your Melee Weapons. Tennokai is a long-lost melee art form, allowing Tenno to make the most out of their Heavy Attacks. With Tennokai enabled on your Melee weapon, you will have a 15% chance for a symbol to appear while performing a melee attack. If you perform a Heavy Attack while the symbol is active on your reticle, it will trigger a Tennokai Heavy Attack, which has a faster wind-up speed and does not consume any combo counter. 

With this new Tennokai system, there are a variety of Mods that allow you to further customize the frequency and effects of these Tennokai attacks. 

HOW TO ENABLE TENNOKAI:
You can enable Tennokai for your Melee Weapon by equipping any of the new Tennokai Mods onto it. Tennokai Mods can be equipped in your build as normal, or in the new Melee Exilus Slot that is unlocked via the Melee Upgrade Segment acquired upon completion of the Whispers in the Walls Quest. 
 

TENNOKAI MODS

These Mods can be earned from Rotation C of the new Alchemy game mode (Cambire, Deimos) or purchased via the Market in the Essential Tennokai Mod Bundle*. 

*The Market purchase option is not available to players until they have installed the Melee Upgrade Segment (rewarded from completing the Whispers in the Walls Quest).

Stats below are shown at Max Rank. 

Discipline’s Merit
Enables Tennokai. Opportunities occur every 4 melee hits instead of at random.

Dreamer’s Wrath 
Enables Tennokai. Increases opportunity chance by 50% and Heavy Attack critical damage by 32%.

Master’s Edge
Enables Tennokai. Increases Tennokai damage by 60%.

Condition’s Perfection
Enables Tennokai. Increases status chance by +100% on Tennokai Attacks.

Opportunity’s Reach
Enables Tennokai. Increases opportunity window to 4.0s and melee range by 3m for Tennokai attacks. 

Tenno will also receive a basic Tennokai Mod in their Inbox upon completion of The Whispers in the Walls Quest:  

Mentor’s Legacy*
Enables Tennokai. 
*This mod is not tradeable as it is a Quest reward! 
 

MELEE UPGRADE SEGMENT 

Upon completion of the Whispers in the Walls Quest, players will receive a new Melee Upgrade Segment via their in-game Inbox. Installing it will further expand your Melee Arsenal with two new upgrade options:

Melee Exilus Slots
Fuse an Exilus Weapon Adapter into your Melee weapon to unlock the new Melee Exilus Slot. Players will be able to equip the new Tennokai Mods into this slot, as well as the following newly Exilus-compatible Mods: 

  • Parry
  • Dispatch Overdrive 
  • Focused Defense
  • Guardian Derision
  • Electromagnetic Shielding
  • Whirlwind

Melee Arcane Slot
In these new Arcane Slots, players will be able to equip new Melee Arcanes, which have also been released with this update. Players can earn Melee Arcane Adapters via the Wares & Shiny Treasures Vendor in the Cavia Syndicate, Netracells, or by purchasing them in the Market for Platinum*. 

*The Market purchase option is not available to players until the completion of the Whispers in the Walls Quest.

Melee Arcanes and Zaw Arcanes
Like Kitguns, Zaws will offer both a slot for Zaw Arcanes and Melee Arcanes (once Melee Arcanes are unlocked). Zaw Arcanes cannot be used in Melee Arcane Slots, and vice versa.  

NEW MELEE ARCANES

With the new Melee Upgrade Segment, players are now able to install Arcanes into their Melee Weapons. With this Arsenal Expansion, we have added a variety of new Arcanes at the Wares & Shiny Treasures Vendor in the Cavia Syndicate. These Arcanes can also be earned from taking down The Fragmented (Effervo, Deimos), defeating the void-born creature contained in Albrecht’s Grimoire, or by completing Netracell missions. The two Legendary Tier Arcanes (Melee Influence and Melee Crescendo) are exclusive to Netracells. 

The stats below are shown at Max Rank. 

Melee Animosity
On Melee Hit: Gain 42% Critical Chance on your next Heavy Attack, up to 420%. 

Melee Duplicate (Legendary)
On Base Critical Hits: 100% chance for your attack to strike a second time. 
*Base Critical Hits (yellow by default) are all critical hits that are not “big” (orange by default) or “super” (red by default). 

Melee Retaliation
Gain 30% Melee Damage for every 200 current Shields, up to 420%. Bonus halved for Overshields.

Melee Exposure
On Ability Cast: Gain 60% Corrosive Damage on Melee strikes for 25s. Stacks up to 240%.

Melee Influence 
On Melee Electricity Status: 20% Chance for elemental Melee Status Effects to apply to enemies within 20m for 18s. Cannot refresh while active. 

Melee Fortification
On Melee kill: +210 Armor for 10s. 

Melee Crescendo (Legendary)
On Finisher Kill: Gain 6 Initial Combo for the rest of your mission.

Melee Vortex
Kill an enemy affected by Magnetic Status for a 45% chance to pull in enemies within 18m radius.
 

NEW PLAYER PATH IMPROVEMENTS

We’ve tackled New Player Path improvements from a variety of angles, and we’ll go over these adjustments point-by-point:

  • Main Quest Path Restructuring
  • Junction Task Changes
  • Rising Tide Quest Improvements
  • Mastery Rank Requirements for Progression

MAIN QUEST PATH RESTRUCTURING
The story that has guided players throughout their journey in Warframe has evolved throughout the years — to put it lightly. Quests lead players to meet the fantastic cast of characters spread throughout the Origin System, but also introduce them to various mechanics that enhance and deepen their gameplay experience. With that said, we have restructured our Quest Path to ensure that players meet the vital NPCs and are set up for success to take on The New War. 

Quests removed from the Main Quest Path

  • Stolen Dreams
  • The New Strange

With these Quests no longer considered Main Quests, applicable Junctions have had their tasks updated to no longer require these Quests — see the Junction Requirement Changes section for more details. 

Quests added to the Main Quest Path

  • Heart of Deimos 
  • Rising Tide 

Saya’s Vigil was added as a Main Quest with Abyss of Dagath in October 2023, and we intend to give Vox Solaris the same treatment in 2024. Before we do so, we will be revisiting this Quest’s difficulty level to ensure it is new player friendly. 

Here is the updated Main Quest Path as of December 2023:

  1. Awakening
  2. Vor’s Prize
  3. Saya’s Vigil
  4. Once Awake
  5. Heart of Deimos
  6. The Archwing
  7. Natah
  8. The Second Dream
  9. Rising Tide
  10. The War Within
  11. Chains of Harrow
  12. Apostasy Prologue
  13. The Sacrifice
  14. Prelude to War
  15. The New War
  16. Whispers in the Walls

With these changes, we have updated our in-game Tenno Guide to prioritize Main Quests when directing players what to do next. Our goal is to reduce player confusion and simplify their progression path — by de-prioritizing Side Quests, players are less likely to embark on Quests that may be too difficult for their current progression or otherwise serve as a distraction.

Tenno who are interested in completing Side Quests will still have access to those unlocked in their Codex! Once players have completed all Main Quests (at time of writing, up to Whispers in the Walls), the Tenno Guide will recommend any incomplete Side Quests. 

JUNCTION TASK CHANGES
Junctions are a great way for players to learn about new systems in Warframe and offer a guided path throughout the Origin System — but they can also be a frustration point if the tasks are too hard or unclear. With that in mind, we have made the following adjustments to our Junctions:

Venus Junction:
Added Orokin Reactor to Junction Rewards

  • While players have access to Orokin Reactors via Nightwave, we want to introduce a guaranteed way for new players to receive this upgrade as they continue to improve their Arsenal. 

Mercury Junction:
Removed “Defeat 5 Eximus Enemies” task. 

Mars Junction:
Removed Tasks: 

  • Defeat 150 Frontier enemies on Earth.
  • Complete Suisei on Mercury
    • In the early days of Warframe, the Junction Path encouraged players to clear all of a planet’s nodes before advancing to the next planet. Tasks that ask players to hunt a specific enemy type or clear a node that’s distant from the main Junction path reflect that goal. We now want to encourage players to stay on the main path to advance through the main quests and then clear nodes when they are interested in Steel Path.

Adjusted number of Rubedo needed for “Collect 250 Rubedo in missions” task. 

  • Task originally required 500 Rubedo. 
  • Rubedo has a low spawn-rate on Earth. This Junction task was designed to make players clear all of Earth before moving on to Mars. They can move on more quickly now while still having a light intro to Resources.

Phobos Junction:
Removed Tasks: 

  • Defeat 150 enemies in a single mission on Mars
    • There are already so many strength tests on Mars from Relic missions to the Heart of Deimos quest. We no longer felt this strength test was necessary.
  • Scan 1 Cephalon Fragment on Mars
    • This Junction Task was meant to be an introduction to Codex Scanners, but the Saya’s Vigil quest now provides a formal introduction to Scanners, so we no longer felt this task was necessary.

Moved “Refine a Void Relic once at the console in your Orbiter” task to Phobos Junction.

  • This task originally was in the Ceres Junction, but we have moved it to Phobos Junction to keep all Relic tasks in one place. 

Added Orokin Catalyst to Junction Rewards.

  • Similarly to the Reactor, this gives new players a guaranteed path to this important upgrade in their Arsenal. 

Ceres Junction:
Removed Tasks:

  • Defeat Lt Lech Kril at War on Mars
    • In the early days of Warframe, bosses like Lt Lech Kril were a staple of the Warframe experience, and we worried new players would be out of the loop if they didn’t experience them on their way to The Second Dream. Today, however, there is a lot of new content players are eager to experience, so we no longer feel new players will be left out if they choose not to fight Lt Lech Kril at this stage.
  • Defeat 300 Arid Grineer enemies on Mars
    • As mentioned above, this task encourages players to clear all of a planet’s nodes before advancing to the next planet, which is no longer the goal of the Junction Path.
  • Refine a Void Relic once at the console in your Orbiter. (Moved to Phobos Junction)

Added “Complete Quest: Heart of Deimos” task.

  • This allows players to build a relationship with the Entrati, and gets them on the path to building their Necramech for The New War Quest. 

Europa Junction:

  • Removed “Complete Quest: Stolen Dreams” task.
    • Stolen Dreams is now a side Quest and therefore isn’t vital for the new player path!

Saturn Junction:

  • Removed “Complete Quest: The New Strange” task.
    • The New Strange is now a side Quest and therefore isn’t vital for the new player path!

Uranus Junction:

  • Removed “Craft a weapon requiring Mastery Rank 1 or higher” task.
    • Our primary goal with these changes is to decouple Mastery Rank from the Main Quest experience. That way new players can advance all the way to Whispers in the Walls without worrying about the 24-hour Mastery Rank Timer. To that end, all Junction Tasks that relate to Mastery Rank have been removed.

Neptune Junction:

  • Removed “Open a Cache during any Sabotage mission on Uranus” task.
    • Searching for Caches in Sabotage missions is taught via Nightwave now, so we are removing this to reduce overall grind.

Adjusted “Complete a mission on Uranus with only your Melee weapon equipped” task.

  • This task originally required a player to do so 5 times, now they must only do it once!

Pluto Junction:
Removed tasks:

  • Defeat the Hyena Pack at Psamathe on Neptune
    • As with Lt Lech Kril mentioned above, we no longer feel new players will be left out if they choose not to fight the Hyena Pack at this stage.
  • Complete a Corpus Spy mission with 3 successful data extractions on Neptune
    • We no longer feel a player must master Spy Missions at this stage in order to advance along the Main Quest Path. Players may instead choose to sharpen their Spy Mission skills when they pursue Nightwave, the Steel Path, or Ivara Blueprints!

Sedna Junction:
Removed tasks:

  • Defeat Vay Hek at Oro on Earth
    • As with Lt Lech Kril and the Hyena Pack mentioned above, we no longer feel new players will be left out if they choose not to fight Vay Hek at this stage.
  • Collect 1 Exilus Mod from any Orokin Principle challenge room on Lua
  • The “Ascendant” Nightwave Act teaches players about these puzzles on Lua, so we chose to remove it from the Junction path.
    • Craft a weapon requiring Mastery Rank 5 or higher
    • Our primary goal with these changes is to decouple Mastery Rank from the Main Quest experience. That way new players can advance all the way to Whispers in the Walls without worrying about the 24-hour Mastery Rank Timer. To that end, all Junction Tasks that relate to Mastery Rank have been removed.

Adjusted “Defeat 2 Sentient enemies on Lua” task.

  • Originally required players to defeat 5 Sentients. Only 2 spawn per Lua mission, so this reduces the grind needed to complete this task. 

Add “Complete Quest: Rising Tide” task.

  • The other removed tasks allow players more time to focus on this new Quest requirement, which arms them with a Railjack for The New War.  

RISING TIDE QUEST IMPROVEMENTS

While Rising Tide has seen improvements over the years with the goal of reducing the overall grind, we have still heard complaints from the community about its overall difficulty for less experienced players. Since this Quest is now a required part of the Main Quest Path, we have made some adjustments to ensure it matches the expected player progression between The Second Dream and The War Within.

Starting the Quest
Players will no longer need to purchase the Railjack Cephalon Blueprint from the Market to trigger this Quest. Now, once The Second Dream is complete, players will be able to start Rising Tide in their Codex. Upon doing so, the Railjack Cephalon Blueprint will be delivered to them directly via an Inbox Message. 

Quest Mission Changes:
These changes apply to all Rising Tide recovery missions with the goal of reducing overall difficulty for players.

  • Removed solo-only requirement for these missions to allow players to squad up with a friend or matchmake with fellow Tenno. 
  • Reduced the spawn rate of enemies by half, and added a random stagger to spawn frequency so that players were not dealing with large waves of enemies at once.   
  • Slightly reduced the scanning beacon objective radius to make defending it easier.  
  • Enemies within the radius of the scanning beacon will now be marked with a red waypoint to help players identify who to target. 
  • Reduced the frequency of Cephalon Cy’s voice lines when the scanner perimeter is breached.

MASTERY RANK REQUIREMENTS FOR PROGRESSION 

Right now, Mastery Rank timers make it impossible for new players to advance to the War Within until 120 real world hours have passed due to their time gating. Our goal is for new players to be able to catch up with their Tenno friends over the course of a weekend. To that end, we have removed Mastery Rank from the Main Quest Path, which includes Junctions.

Mastery Rank requirements remain for Side Quests like The Deadlock Protocol, more advanced gameplay systems like Rivens, and features like trading. 

Astute Tenno will also have noticed that The War Within quest implicitly locked late-game content behind Mastery Rank 5, because you needed to be Mastery Rank 5 to complete Sedna Junction and unlock The War Within quest. We still want to prevent new players from diving into late-game content too quickly, so in lieu of The War Within Mastery Rank prerequisite, we have deliberately added a Mastery Rank 5 prerequisite to certain experiences:

  • Kuva Liches and Sisters of Parvos now require players to have completed The War Within and be Mastery Rank 5.
  • Kuva Siphon Missions now require players to have completed The War Within and be Mastery Rank 5.
  • Sorties now require players to have completed The War Within and be Mastery Rank 5.

We also removed the Mastery Rank 2 requirement for Natah.

  • We already removed the scanning requirement to start this Quest, but now we are reducing further friction by removing the Mastery Rank requirement outright. 

Added Mastery Rank 3 requirement for Waverider.

  • This is so as not to distract new players from their Main Quest Path, as this Quest originally became available to them upon completing Vox Solaris. 

Misc. Quest Changes:

  • Baro’s arrival inbox message will no longer appear while playing the Vor’s Prize Quest.
  • Reduced build time for the Personal Quarters segment from 12 hours to 1 hour.
    • This Segment is required to access the Apostasy Quest, so reducing the wait time aligns with our goal of reducing overall friction to complete the Main Story Quests. 
  • Added a new pop-up message directing players to equip Kinetic Siphon Traps when attempting to start “Capture Manifestations” missions in the Chains of Harrow Quest.
    • “You must equip Kinetic Siphon Traps in your Gear Wheel to play this mission. To purchase them, visit Cephalon Simaris in any Relay and explore his Offerings at the console behind him to his right”. 
    • Ordis originally offered gentle guidance for the players to acquire them, but we felt more specific instruction was helpful here for those attempting to venture forward unprepared. 

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard. 

  • Effect has a 60s cooldown. 
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap. 

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below. 

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

  • Exceptions: The Kuva Grattler, Grattler, Mausolon and Kuva Ayanga have unique Damage Resistance values when used against the Profit Taker. These are adjusted to keep their damage output the same against these foes — as these weapons did not have their damage doubled, the amount of damage resistance is balanced to account for their buffs. 
  • Corvas Prime’s damage stats were untouched so we did not implement Damage Resistance for this weapon.
  • The Orowyrm also received a 50% Damage Reduction against the Imperator to balance against its buffs. 

Heavy Weapon Stat Changes
Note:
these apply only to Archgun Deployer versions of these weapons unless otherwise specified. 

CORTEGE

  • Held: Increased from 90 to 180 Heat Damage
  • Damage / Projectile: Increased from 10 to 20 Impact Damage
  • Radial Attack: Total Damage increased from 3000 to 6000
    • Blast Damage increased from 1000 to 2000 (per projectile, of which there are 3)

CYNGAS:

  • Total Damage increased from 120 to 240
    • Impact Damage increased from 39.6 to 80
    • Puncture Damage increased from 39.6 to 80
    • Slash Damage increased from 39.6 to 80
    • Punch Through increased from 0.0m to 1.5m
  • Increased Projectile Size

DUAL DECURION
These changes apply to both the Heavy Weapon and Archwing Variants, unless otherwise specified.

  • Total Damage increased from 110 to 190 (Heavy Weapon only)
    • Impact Damage increased from 49.5 to 85.5 (Heavy Weapon only)
    • Puncture Damage increased from 30.2 to 52.2 (Heavy Weapon only)
    • Slash Damage increased from 30.2 to 52.2 (Heavy Weapon only)
  • Punch Through increased from 0.0m to 1.2m
  • Fire Rate increased from 8.33 to 10.42
  • Magazine increased from 32 to 64
  • Ammo Maximum increased from 400 to 512 (Heavy Weapon only)
  • Increased Bullet Hit Radius (Heavy Weapon only)
  • Recoil reduced by about half

PRISMA DUAL DECURIONS
These changes apply to both the Heavy Weapon and Archwing Variants, unless otherwise specified.

  • Total Damage increased from 110 to 220 (Heavy Weapon only)
    • Impact Damage increased from 49.5 to 99 (Heavy Weapon only)
    • Puncture Damage increased from 30.2 to 60.5 (Heavy Weapon only)
    • Slash Damage increased from 30.2 to 60.5 (Heavy Weapon only)
  • Punch Through increased from 0.0m to 1.2m
  • Fire Rate increased from 10 to 12.5
  • Magazine increased from 32 to 64 
  • Ammo Maximum increased from 400 to 512 (Heavy Weapon only)
  • Increased Bullet Hit Radius (Heavy Weapon only)
  • Recoil reduced by about half

CORVAS

  • Quick Shot: Total Damage increased from 440 to 880
    • Impact Damage increased from 32 to 64
    • Puncture Damage increased from 4 to 8
    • Slash Damage increased from 4 to 8
  • Charged Shot: Total Damage increased from 880 to 1760
    • Impact Damage increased from 64 to 128
    • Puncture Damage increased from 8 to 16
    • Slash Damage increased from 8 to 16
  • Punch Through increased from 0.0m to 2.4m

CORVAS PRIME:

  • Punch Through increased from 0.0m to 1.4m

FLUCTUS

  • Total Damage increased from 250 to 500
    • Impact Damage increased from 50 to 100
    • Puncture Damage increased from 25 to 50
    • Slash Damage increased from 175 to 350

GRATTLER

  • Primary: Total Damage increased from 150 to 225
    • Impact Damage increased from 15 to 22.5
    • Puncture Damage increased from 120 to 180
    • Slash Damage increased from 15 to 22.5
  • Radial Attack: Blast Damage increased from 205 to 310

KUVA GRATTLER

  • Primary: Total Damage increased from 94 to 140
    • Impact Damage increased from 9.4 to 14
    • Puncture Damage increased from 75.2 to 112
    • Slash Damage increased from 9.4 to 14
  • Radial Attack: Blast Damage increased from 155 to 235

IMPERATOR

  • Total Damage increased from 50 to 100
    • Impact Damage increased from 20 to 40
    • Puncture Damage increased from 17.5 to 35
    • Slash Damage increased from 12.5 to 25
  • Punch Through increased from 0.0m to 1.2m
  • Increased Bullet Hit Radius 

IMPERATOR VANDAL

  • Total Damage increased from 50 to 100
    • Impact Damage increased from 20 to 40
    • Puncture Damage increased from 17.5 to 35
    • Slash Damage increased from 12.5 to 25
  • Punch Through increased from 0.0m to 1.2m
  • Increased Bullet Hit Radius 

KUVA AYANGA

  • Primary: Impact Damage increased from 87 to 130
  • Radial Attack: Blast Damage increased from 187 to 280

LARKSPUR

  • Held: Total Damage increased from 90 to 180
    • Impact Damage increased from 10 to 20
    • Radiation Damage increased from 80 to 160
  • Charge: Total Damage increased from 420 to 840
    • Impact Damage increased from 140 to 280
    • Blast Damage increased from 180 to 360
    • Radiation Damage increased from 100 to 200
  • Charge – Radial Attack: Total Damage increased from 800 to 1600
    • Blast Damage increased from 400 to 800
    • Radiation Damage increased from 400 to 800

LARKSPUR PRIME

  • Held: Total Damage increased from 90 to 180
    • Impact Damage increased from 10 to 20
    • Radiation Damage increased from 80 to 160
  • Charge: Total Damage increased from 420 to 840
    • Impact Damage increased from 140 to 280
    • Blast Damage increased from 180 to 360
    • Radiation Damage increased from 100 to 200
  • Charge – Radial Attack: Total Damage increased from 800 to 1600
    • Blast Damage increased from 400 to 800
    • Radiation Damage increased from 400 to 800

MAUSOLON

  • Auto: Total Damage increased from 120 to 180
    • Impact Damage increased from 24 to 35
    • Puncture Damage increased from 48 to 70
    • Heat Damage increased from 46 to 75
  • Auto – Radial Attack: Heat Damage increased from 48 to 72
  • Charge: Total Damage increased from 1000 to 1500
    • Impact Damage increased from 100 to 150
    • Puncture Damage increased from 400 to 600
    • Heat Damage increased from 500 to 750
  • Charge – Radial Attack: Heat Damage increased from 3000 to 4500

MORGHA

  • Auto Burst: 
    • Impact Damage increased from 32 to 64
  • Auto Burst – Radial Attack: Blast Damage increased from 164 to 328
    • Increased distance at which the explosion occurs to help prevent it from exploding in your face
  • Semi: Impact Damage increased from 100 to 200
  • Semi – Radial Attack: Total Damage increased from 3600 to 7200
    • Impact Damage increased from 600 to 1200
    • Puncture Damage increased from 800 to 1600
    • Slash Damage increased from 1000 to 2000
    • Blast Damage increased from 1200 to 2400

PHAEDRA

  • Total Damage increased from 56 to 116
    • Impact Damage increased from 14 to 29
    • Puncture Damage increased from 36.4 to 75.4
    • Slash Damage increased from 5.6 to 11.6
  • Punch Through increased from 0.0m to 1.2m
  • Increased Projectile Size

VELOCITUS

  • Quick Shot: Total Damage increased from 600 to 1200
    • Impact Damage increased from 150 to 300
    • Puncture Damage increased from 150 to 300
    • Slash Damage increased from 150 to 300
    • Magnetic Damage increased from 150 to 300
  • Charged Shot: Total Damage increased from 1600 to 3200
    • Impact Damage increased from 400 to 800
    • Puncture Damage increased from 400 to 800
    • Slash Damage increased from 400 to 800
    • Magnetic Damage increased from 400 to 800
    • Increased Projectile Size
  • Punch Through increased from 0.0m to 5m

 

NEW IN-GAME MARKET ITEMS & BUNDLES
 

SANCTUM SUPPORTER PACK 
A gilded collection worthy of the Entrati family. Includes: 

  • Ekhein Hammer
  • Kalymos Kavat Gene-Masking Kit 
    • Kalymos Fur Pattern
    • Vitreum Brown Fur Color
    • Auricle Green Fur Color
    • Sanctum Red Fur Color
    • Alchemy Black Fur Color
  • Envine Signa
  • Necramite Drone
  • Albrecht 1999 Display
  • Albrecht Jahu Display
  • Grimoire Altar Decoration
    • Vasca Kavat & Precept Mods
    • Draining Bite Precept Mod
  • Transfusion Precept Mod 
  • Albrecht’s Treasures Glyph*
  • Sanctum Color Picker*
  • Too Late Emote*
  • 350 Platinum

This pack may only be purchased once per account. Items marked with an asterisk are pack exclusive, while the rest can be purchased in the in-game Market for Platinum! 

Note: The description of the pack on your platform’s store does not specify all of the exact items as you see them listed here – but rest assured that all of the items will be delivered to your account upon purchasing! We will be correcting these descriptions in the new year. Thank you! 

DONNISH DECOR PACK
Give your space an air of scholarly sophistication. Includes: 

  • Necramite Drone 
  • Albrecht 1999 Display
  • Grimoire Altar Decoration

 

WHISPERS IN THE WALLS COMMUNITY GLYPH BUNDLE
A bundle featuring themed glyphs from Community Artists SirEnarion & death_ma666ots.

  • Albrecht Hat Community Glyph
  • Man In The Wall Community Glyph

These Glyphs can also be earned in our Whispers in the Walls Twitch Drop campaign. More information can be found here: https://forums.warframe.com/topic/1374323-update-35-whispers-in-the-walls/

ADDITIONS: 

  • Over 150 new Duviri-themed Dojo Decorations have been added. 
  • Added Vosphene Dojo Decorations for each type (Fass, Jahu, Khra, Lohk, Netra, Ris, Vome, and Xata). 
  • The Legendary 4 Mastery Rank Test is now available to those eligible! 
    • Cephalon Simaris’ room in the Relays has also been fitted with new Legendary Rank pods as he was running out of room! 
  • Added the remaining buff descriptions for Warframe Abilities, Focus Abilities, Augment, Archwing Abilities, Companion Precepts, Mods (Galvanized Set, Aerial & Covert Bond, Fired Up, Adaptation), Arcanes (Steel Path Arcanes and Virtuous Shadow), Dragon Keys, Necramech Abilities, and all of the Status Effect debuffs (when applied to players).
    • To refresh your memory, in the Abyss of Dagath update we added the ability to hover over the HUD buff icons and read their descriptions. Since there are many many many buffs across Warframe it took us a bit more time to write and include descriptions for all the existing buffs – but we’re all caught up with this update! 
  • Players can now “Activate” their Stackable “???” Rivens into Veiled Rivens via their Mod Segment. Doing so will reveal the challenge required to Unveil it and take up a Riven Slot
  • Added the ability to sort by “Recent” (most recently purchased or acquired) in the Landing Craft Decoration Menu, and in the Dojo Decoration Menu (for Personal Decorations only). 
    • Note: Ayatan Sculptures will always be listed at the top, followed by the most recent.  
  • Added a “Preview Visual Effects Intensity” toggle in the Accessibility options to enable/disable the pop-up preview that appears when making changes to the Visual Effects Intensity slider. This is always disabled by default and must be toggled on each time you want to check how change will apply. 
  • Added a “Enable Ordis Orbiter Transmissions” toggle in the Audio settings. 
    • In Hotfix 34.0.4, Ordis’ transmissions were added to the “Enable Hint Transmissions” toggle but it is best suited as its own option to give players more ways to adjust their audio preferences. Be sure to check your Audio settings to enable/disable those toggles to your liking!

CHANGES

Enemy Voidrig Necramech Changes: 

These Entrati war machines have proven that they are fierce opponents, but fighting against them with their high power level requirements can feel like a bit of a trudge, which in turn also made them rather difficult for less experienced players to defeat. 

Since these foes are critical targets to earn your very own Necramech, the following changes have been made to Voidrigs (both Albrecht’s Laboratories and Isolation Vaults) to improve the combat experience for all! 

  • Voidrigs can now take damage anywhere (with damage attenuation) instead of just their weak points. Targeting their weak points will now deal increased damage!
    • This change is already live as it accidentally went out with Abyss of Dagath. The intention of the change was to make the fight much less taxing, while still maintaining some benefit to focusing attacks at their weak spots. Since they are now susceptible to all attack points, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and prevent them from being one-shot. Enemy Bonewidows will receive the same treatment in a future update.  
  • Updated the look of their weak points to better highlight them – they now appear as vials filled with a liquid substance that can be targeted and destroyed. 
  • Removed its Shields and slightly increased its Health. 
  • Voidrig ability changes: 
    • Storm Shroud now deals Electricity Damage and Status Effect in a short range. A sound effect will now play when it is cast to help communicate the incoming danger.
    • Reduced the range at which Voidrig will cast Gravemines. 
    • Improved the general readability of enemy Voidrig abilities to help players telegraph their attacks: 
    • Added VFX at the front of Voidrigs during their slide attack to communicate the damage width more clearly. 
    • Added VFX to the Gravemines’ explosions to improve visibility of the grenades and their travel range. 
    • Improved readability of Necraweb’s VFX when the canister is thrown and explodes. Also improved visibility of the explosion area in which players would be slowed.
  • Improved the way Voidrigs aim at players – in other words they will now aim their guns at you more accurately. 
  • Made several tweaks to their ambient noises. 

Helminth Changes: 

  • Added the ability to contribute the following resources to Bile Secretions:
    • Hemocyte Cystoliths
    • Enigma Gyrum
    • Kullervo’s Bane
    • Ariette Scale
    • Rune Marrow
    • Aggristone
    • Vainthorn
  • Added the ability to contribute the following resources to Biotics Secretions:
    • Connla Sprout
    • Eevani
    • Kovnik
    • Dracroot
    • Ueymag
    • Yao Shrub
    • Silphsela
    • Tasoma Extract
  • Added the ability to contribute the remaining Duviri resources to the following Secretions. 
    • Saggen Pearl (Synthetics)
    • Lamentus (Pheromones)
    • Maw Fang (Oxides)
    • Nacreous Pebble (Calx)

Nightwave Changes: 
Nightwave will now recover Permanent Weekly Acts that weren’t finished in previous weeks, allowing you to collect any missed Standing starting the next rotation. Read the official PSA for a full recap on the events that lead to this change.

Additionally, Permanent Weekly Acts are now numbered. Players can differentiate between new weeks and weeks you’ve missed. 

 

For example, if you missed two weeks of “Not a Warning Shot” at the start of Nightwave, the third week will have “Not a Warning Shot III,” with “Not a Warning Shot I” and “Not a Warning Shot II” being recoverable. This change will occur next week, the current rotation will maintain the previous naming conventions until then.

General Nightwave Changes: 

  • Updated “The Hunt Is On” Nightwave Act’s description for clarity on challenge requirements: 
    • Was: Find X Syndicate Medallions as a squad. 
    • Now: Find X Syndicate Medallions. You can search by yourself or with a squad. 

Mirage Eclipse Changes:
Tenno who are familiar with Mirage’s ability Eclipse know how temperamental it can be. Areas that look light are actually dark and vice versa, which can make it rather difficult to know how much of a bonus the ability is actually giving you at any moment. 

To address this issue, the HUD icon for Eclipse will now continuously update to show an accurate and responsive state of what effect Mirage is currently getting, rather than just showing the maximum values from standing in light or dark. We have also updated the HUD icons with names to distinguish which buff is being given: 

  • Low light environments = Lunar Eclipse
  • Bright light environments = Solar Eclipse 

This at least gives us (and you) a better tool to measure what Eclipse is really doing. 

 

With this update we started assessing how inconsistent and frustrating this ability was, and noticed a variety of problems: it didn’t work properly on the Plains of Eidolon and, super relevant for this update, it didn’t work at all with the new lighting technology in Albrecht’s Laboratories! 

We are still considering what we can do to make this ability better in the long term. Stay tuned for further changes on Eclipse.
 

General Changes:

  • Hovering your reticle over explosive barrels will now show its explosion radius! 
  • Narmer Bounties are now always available on both Venus and Earth, regardless of what time of day it is on the Plains of Eidolon!
    • Prior to this change, Narmer Bounties on the Plains of Eidolon would only appear during the day cycle and Orb Vallis during the night cycle. Instead of waiting 150 minutes for the cycle to switch and to gain access to the bounty-exclusive rewards, you can now play them at any time! 
  • Daily Tribute reward scaling is now capped at 3000 days. This is a preemptive measure! The first time 3000 days can be hit will be in March 2024. 
    • The Daily Tribute system was first introduced in Update 18.0 (2015-12-03) and if you’ve been around long enough to hit day 3000 in 2024, thanks for sticking with us! Ultimately, we want to ensure the longevity of this system by proactively putting in measures that prevent an unbalanced reward system caused by indefinite scaling.  
    • Players will continue to receive rewards beyond this milestone (and the day counter in the UI will still update by day), but the scaling for the following rewards (listed below) will no longer increase past the 3000 day multiplier. 
      • Credits
      • Endo
      • Affinity Booster 
      • Credit Booster
      • Resource Booster
      • Resource Drop Chance Booster
      • Resources
      • Forma Blueprint
  • Reduced the duration of Magnetic Status Effects when applied to players from 6 to 3 seconds and decreased the total Energy drain from 120 to 90. 
    • In addition to general feedback on Magnetic Damage being a bit harsh, the new tileset has many Magnetic Damage sources so the following changes were made to ensure it still had an impact without becoming unmanageable. 
  • To address severe performance issues caused by the unlimited amount of Status Effects stacks that could be transferred by Contagion Bond, we have added a 100x stacks total cap to the Mod. 
  • Enemies can still be inflicted with Status Effect stacks even after hitting this cap. In other words, if 100x stacks have been transferred to an enemy from Contagion Mod, they can still receive more stacks from different sources. 
  • The following items can now be purchased for Platinum in the in-game Market: 
    • Veiled Riven Cipher 
    • Primary Arcane Adapter 
    • Secondary Arcane Adapter
    • Melee Arcane Adapter 
  • Hovering over Warframe color channels in the Arsenal will now highlight the associated area! 
  • Added a message to the end of mission screen when a key-based mission (e.g. Abyssal Zone) failed due to the key-owner quitting or disconnecting: “Owner of the mission key left the squad.” 
  • Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version: 
    • Grendel Prime from 100 to 115
    • Inaros Prime from 50 to 75 
    • Ivara Prime from 75 to 100 
    • Khora Prime from 75 to 100 
    • Limbo Prime from 100 to 125
    • Nidus Prime from 50 to 75 
    • Titania Prime from 100 to 125 
  • Updated the Daily Special purchase message at Legs to indicate that Moas use Sentinel Weapons. It will now indicate if a player does not own a Sentinel Weapon to use with their new Moa.
    • “You do not own any compatible weapons for this Moa. Moas share ranged weapons with Sentinels, these weapons are included when Sentinels are purchased or built in the Foundry. Are you sure you want to purchase this Moa?”
  • Removed the Tomb Guardian from the list of spawnable enemies in the Simulacrum.
  • Since these enemies split into smaller versions of themselves upon defeat, they could result in a large number of foes spawned into the Simulacrum, leading to performance issues or crashes.
  • Updated buff description for Nova’s Escape Velocity Augment Mod to specify “Movement Speed” instead of just “Speed”. Now reads:
    • “Increased Movement Speed after traveling through Worm Hole.” 
  • The Gear Wheel now displays your respective Hot Key binding on the actual item instead of the description when opening the Gear Wheel.
  • Added on-hover tooltips to Mods with unique effects. Mods with a special mechanic will now appear bolded in its description indicating that you can hover over it to learn more about it. This applies to the following (not exhaustive): 
    • Syndicate Mods (Justice, Truth, Entropy, Blight, Purity, Sequence) 
    • The new Tennokai Mods
    • Mods that grant Overguard 
  • Reduced the delay that could occur between using a Riven Cipher and witnessing the Unveiling visual effects. 
  • Primary and Secondary Arcane descriptions now indicate that you require a Primary or Secondary Arcane Adapter in order to install said Arcane. 
  • Updated the Veiled Riven Cipher’s description to better explain its usage:
    • Was: “Identify a Veiled Riven.”
    • Now: “Use this cipher to instantly complete one Veiled Riven Challenge at the cost of consuming the cipher.”
  • Renamed “Secondary Fire” in the Controls settings to “Alternate Fire” to unify naming with Weapon and Mod descriptions
  • Sentinels will now only be Highlighted with Character Highlights if the “Self Highlight” option is toggled on. 
    • Previously, Sentinels would be affected by Ally Highlights regardless of the Self Highlight toggle. Since Sentinels hover over the Warframe’s shoulder, we now consider them to be an extension of the “Self” for the purposes of the Character Highlighting system. 
  • You can now unlock Waverider Challenges in any mission, not just Open Zones, if you have Yareli equipped and Merulina unlocked.
  • Cobra and Crane’s passive interaction with Baruuk (the first strike of this weapon will put enemies to sleep) now respects enemy CC immunity (Eximus, Bosses, Overguard, etc.).
  • Increased Garv’s armor in Cambion Drift Bounties to improve his survivability. 
  • The crystal fractals on Citrine’s Crystallize will now disappear more quickly to reduce overall visual clutter. This does not impact the duration of the Crystalline Growths on foes — we simply adjusted the ability effects where they search out foes.
  • Added sound effect to opening the Arcane Segment in the Orbiter and when equipping Arcanes. 

OPTIMIZATIONS

  • Made systemic optimizations to the Chat Linking system. 
  • Made systemic optimizations to the memory footprint for all platforms. 
  • Made systemic micro-optimizations to rendering for all platforms. 
  • Made systemic micro-optimizations to the memory footprint on all platforms.
  • Made systemic micro-optimizations to the script runtime.
  • Made micro-optimizations to loading the inventory of large accounts. 

TOP FIXES

  • Fixed loss of functionality caused by using Kullervo’s Wrathful Advance with an Archgun equipped. 
  • Fixed becoming invulnerable and gaining use of your Primary and Secondary weapons when rolling immediately after Kullervo’s Wrathful Advance. 
  • Fixed Ember’s Inferno not earning Shields from Energy spent when used with Augur Set Mods or Brief Respite. 
  • Fixed Dagath’s Rakhali’s Cavalry not applying defense reduction to Doomed enemies while they are ragdolled. 
  • Fixed being able to use Inner Might multiple times when casting Abilities via the Railjack Tactical Menu. Now, Inner Might will be used for the initial cast and go into cooldown, as intended. 
  • Fixed subsequent casts of Xaku’s The Lost and The Vast Untime Abilities not consuming Inner Might or Mystic Bond charges, allowing them to be cast for free repeatedly.
  • Fixed Excalibur Umbra being able to pass into Kuva Trokar anti-Warframe fields after using Transference (or being ejected from your Warframe). Now he will be stopped outside the bubble like all other Warframes. 
  • Fixed Exploding Barrels applying full damage to Defense objectives (moving targets, terminals etc.) As reported here: https://old.reddit.com/r/Warframe/comments/17b8u7b/why_did_this_barrel_oneshot_the_objective/
  • Fixed Exploding Barrels dealing 100% of their damage to Companions and friendly NPCs. They will now only deal the same 30% damage that players receive. 
  • Fixed Arcane Power Ramp losing its stacks upon using Transference.
  • Fixed Auto Melee persisting if the first melee of a mission is a Warframe ability (Kullervo’s Wrathful Advance, etc.)
  • Fixed Host Migrating with a dead Client sometimes resulting in a Failed mission for the returning players. 
  • Fixed using Auto Melee while entering a Cutscene resulting in being locked in a perma-melee state with no input required.
  • Fixed Clients’ Warframe rotation being replicated badly for Host after Transference.
  • Fixed Zariman Void Cascade bubble not knocking back Client Warframes.
  • Fixed Clients experiencing a loss of function if a Host Migration occurs while said Clients are in an Exolizer bubble during a Zariman Void Cascade mission. 
  • Fixed cases where enemies would ignore Clients after a Host Migration occurred. 
  • Fixed Umbra’s sentient mode ceasing to function if Clients get Host Migrated while in Operator mode.
  • Fixed Orowyrm Dive ability button appearing as “UNBOUND” during Stage 9 of the Duviri Paradox Quest. 
  • Fixed block combos not working seamlessly with auto-melee, as reported here: https://forums.warframe.com/topic/1368715-auto-melee-block-combos-cannot-be-used-without-releasing-the-melee-button/
  • Fixed the damage multiplier HUD tracker for Voruna’s Ulfrun’s Descent not updating properly for Clients. 
    • We had attempted to fix this in Hotfix 34.0.6, but it ultimately required a code fix which has been included in this update!
  • Fixed Affinity gained from killing enemies with Voruna’s Ulfrun’s Descent applying to the whole loadout, instead of to Voruna exclusively as intended (all Affinity gained from ability kills go to Warframe). 
  • Fixed an issue where Zephyr’s Tornadoes weren’t dealing their tick damage to enemies until players shot Elemental Damage into them.
  • Fixed the Pack Leader Mod not granting Companions Health or Overguard from Gunblade Melee attacks.
  • Fixed Allies and Enemy Highlighting remaining active during Quest cutscenes. They will no longer be visible during cutscenes if enabled. 
  • Fixed Parazon getting equipped in hand after Mercy-killing an Eximus enemy while auto-meleeing. 
  • Fixed Clients getting stuck loading into a Void Cascade mission indefinitely. 
  • Fixed endlessly Melee attacking in Duviri as Drifter if the “Melee with Fire Weapon Input” toggle is enabled. 
  • Fixed receiving friend requests when you have the “Receive Friend Requests From” option set to “Nobody” in your settings. 
  • Fixed Councilor Vay Hek getting stuck in a ventilation pipe in his boss arena, causing a progression stop.
  • Fixed damage numbers from attacks affected by Voruna’s Shroud of Dynar being the incorrect Critical Hit color. 
  • Fixed Warframe abilities being able to target invulnerable turrets in the Index.
    • This fixes issues where certain abilities, like Protea’s Blaze Artillery, would target the turrets despite being unable to harm them.
  • Fixed opening the pause menu while Transferring into the Orowyrm causing the player camera to detach from the Orowyrm.
  • Fixed Clients using Transference right as they get teleported to the next Circuit Stage getting teleported to the Circuit “Waiting Room” instead. 
  • Fixed Xaku’s Grasp of Lohk being able to kill enemies through doors.
  • Fixed explosive consoles created by Mirage’s Sleight of Hand causing enemies to trigger alarms when interacted with. Now these consoles will explode once enemies use them, but alarms will no longer be raised. 
  • Fixed a case of players being able to bypass the inactivity detector in the Plains of Eidolon.
  • Fixed Slingshotting into Corpus Ships in Railjack missions causing instant mission failure.
  • Fixed Magus Aggress charges being unintentionally consumed by Companion attacks.
  • Fixed Enemy Highlights not applying Archon Amar’s clones.
  • Fixed armor stripped by Hildryn’s Pillage sometimes regenerating on enemies affected by Hydroid’s Passive. 
    • We are aware of other issues related to Hydroid’s Passive and armor strip, but those require a Code Fix that did not make it in time for this update. 
  • Fixed cases of Tusk Thumpers on the Plains of Eidolon becoming invulnerable.
  • Fixed certain multishot alt-fire attacks, namely from the Arum Spinosa and Quassus, dealing unintentionally high damage to Archons.
    • Maximum Damage Per Instance was incorrectly using these weapons’ Primary (single instance) attack instead of its alt-fire (multi-instance) attack in the damage attenuation calculation – which resulted in higher than intended damage numbers for each instance. 
  • Fixed certain Sentient enemies being pushed away by Nidus’ Larva, instead of being pulled in as intended. 
  • Fixed a bug where auto-melee was preventing players from throwing throwable objects, such as Thermia Canisters, with their Melee equipped.
  • Fixed Xaku’s Grasp of Lohk weapons being able to hit enemies inside of the Arctic and Guardian Eximus’ protective bubbles.     
  • Fixed the “Invert Tap/Hold Abilities” toggle not applying to Vauban’s Bastille and Titania’s Spellbind ability.
  • Fixed a bug with long dedicated server sessions “leaking” slots (Clients partially joining a session but never connecting/disconnecting from the slot). Thank you to a dedicated Tenno out there who sent useful reports to help us nail this down!  
  • Fixed the Catabolyst sometimes skipping its reload animation which was preventing players from using its grenade throw attack. 
    • This also fixes being unable to benefit from its Critical Mutation Augment Mod, which applied buffs to its grenade. 
  • Fixed Clients being unable to skip mission intro cutscene if the Host skipped it before they loaded in. 
  • Fixed Host and Clients experiencing performance issues caused by Kubrow with the Duplex Bond Mod and a Collar equipped.
  • Fixed Ivara Prime’s jellyfish effects missing from her helmet. She has been jellified once again.  
  • Fixed being unable to progress past the “Find the Vault” stage of the Heart of Deimos Quest. 

Cross Platform Play Changes & Fixes:

  • Newly created Clans and Alliances will now have the “Cross Platform Clan” toggle enabled by default. 
    • A pop-up explaining how to disable Cross Platform Clan will occur upon creation, to ensure players are familiar with the setting. 
  • Fixed an issue where players on console were unable to add a friend on PC if they had the same account alias. 
  • Fixed players receiving an incorrect error message, “Cannot sync to Warframe database due to no internet connection.”,  when trying to send a friend request to someone with a duplicate name on another platform, for whom they already have a pending friend request.
  • Fixes towards unclear error prompts when inviting a player when you have Cross Platform Play disabled. It will now better communicate why an invite isn’t being sent due to Cross Platform Play settings between sender and receiver. 

 

GENERAL FIXES

  • Fixed a case where Zylok and Zylok Prime’s flipping firing animation triggered too frequently for Clients when viewed by Host.  
  • Fixed various armor offset issues on Grendel Prime with the Grendel Voidshell Skin equipped.
  • Fixed the first letter typed into a text box not registering if the text box is selected by a Controller, but the text input is performed by a Keyboard. 
  • Fixed various Syandanas appearing smaller on Dagath compared to other Warframes.
  • Fixed a case of Sibear’s heavy attack causing a performance hitch.
  • Fixed an issue where players could get stuck in the back half of the Railjack after the Host aborted the mission.
  • Fixed the Updates Screen button above the in-game news console being pushed off-screen if there were a lot of in-game news links.
    • Now the screen will offer players the ability to scroll should all links not fit on one page. 
  • Fixed icons of currently inflicted Status Effects not appearing over enemy heads with the “Show Enemy Names” setting toggled off. 
  • Fixed Buff Icons not updating when using the Railjack Tactical Menu. 
  • Fixed Nightwave Screen displaying the incorrect background if a player accesses it via the new Episode pop-up menu.
  • Fixed custom reticle color from HUD settings not applying to the Dorrclave and Incarnon Weapons.
  • Fixed Clients being unable to see the Status Effects spread from Contagious Bond in the UI. 
  • Fixed the End of Mission screen showing the incorrect amount of Stock earned in a Break Narmer mission (UI only issue). 
  • Fixed Client crash that could occur when trying to Abort a mission from the pause menu while transitioning to a hub. 
  • Fixed various Warframes displaying incorrect Health values when previewed in the Conclave Arsenal. 
  • Fixed an issue where Nidus’ Virulence Energy refund per enemy hit was incorrectly displayed as zero when Zenurik’s Inner Might was equipped.
  • Fixed an issue with Orb Vallis coolant shaders. 
  • Fixed inconsistent capitalization in Node names when checking with the Arbiters of Hexis which Nodes must still be unlocked to gain access to Arbitrations.
  • Fixed Heavy Attack charge up animation not respecting “Camera Tracks Melee Target” setting while the player is stationary.
  • Fixed unintended “|CONDITION|” appearing in Cascadia Empowered’s and Rising Agony Decree’s description.
  • Fixed K-Drive trick chains less than 10 seconds triggering completion for the “Keep a K-Drive trick chain alive for 10 seconds” challenge on Page 3 of the Waverider Quest. 
  • Fixed black splotches appearing at the bottom of Parazon Mods. 
  • Fixed armor offset issues with the Commodore Prime Suit. 
  • Fixed players getting stuck respawning endlessly if they are standing on top of the cannon in the Koro, Kuva Fortress mission after it has been fired. 
  • Fixed a rare crash that could occur when Clients in a squad have an Aura Mod equipped and there was Host migration.
  • Fixed Azima Alt Fire indefinitely rising upwards instead of at its fixed height. As reported here: https://forums.warframe.com/topic/1359463-azima-alt-fire-indefinitely-rises-upwards/
  • Fixed Waypoint functionality breaking if the full large-sized map was up before mounting/dismounting a K-Drive.
  • Fixed the Axio Engineer always having the enemy waypoint marker on him when spawned in the Simulacrum.
  • Fixed lingering Intrinsics screen when a player is dragged into the Duviri Circuit while the Intrinsics screen is open. 
  • Fixed rare cases where you could trigger Auto Melee while on the Kaithe.
  • Fixed Velocipods trailing under the Deimos exocrine instead of hovering on top, making it hard to Tranq or mount them.  
  • Fixed cases where dismounting and remounting a K-Drive will leave players unable to shoot their secondary weapon.
  • Fixed players who are inactive during the entirety of an Abyssal Zone mission still receiving End of Mission rewards.
  • Fixed Mods starting with a special character are incorrectly sorted in the End of Mission screen when using the French client. 
  • Fixed various buff icons appearing in the Pause menu and overlapping the menu UI. 
  • Fixed a random clothes rack spawning in the Grineer Galleon tile set.
  • Fixed a rare issue where Incarnon challenge requirements could be surpassed which prevented the next Evolution tier from being unlocked.
  • Fixed an issue in the first part of Vor’s Prize where some Grineer showed odd movements as they approached players.
  • Fixed Corpus Condor Dropships having no collision, making it difficult to land Melee attacks on the enemies within them.
  • Fixed an issue where new players would only have access to the SPROUT area in Teshin’s Cave after restarting the game.
  • Fixed getting the “Failed to Connect to Server” error message instead of “User Cannot Be Found” if you enter an account name in chat that does not exist and attempt to view its profile. 
  • Fixed the “Unable to join; Relay instance is reserved for players on another platform” error message occurring when attempting to join a Relay/Hub with Cross Platform Play Enabled. 
  • Fixed issue where markers with no background icon could stack on top of another marker. 
  • Fixed the preview description for Chat linked songs saying that it is part of the Kuva Lich Hunter Collection. 
  • Fixed hitch occurring upon opening the Index scoreboard. 
  • Fixed being able to clip through the ceiling by jumping up into various doorways in the Corpus Outpost tileset. 
  • Fixed enemies having trouble climbing up the stairs in the Grineer Forest Defense tileset. 
  • Fixed the Dax Equitem going temporarily invisible after teleporting through Gara’s Mass Vitrify. 
  • Fixed the hologram door icons for the Harbinger’s Pass and Courtier’s Bliss Dojo Rooms hovering away from the door.
  • Fixed weird behavior with the Nukor’s enlarging effect on enemy limbs.  
  • Fixed an issue where aiming at enemies with Incarnon weapons, like the Felarx, caused a brief white flash in the reticle. The reticle now remains red as intended.
  • Fixed being unable to chat link certain Companion fur colors. 
  • Fixed a crash that could occur when hovering over empty slots in the End of Mission screen. 
  • Fixed a crash that could occur when trying to enter the Cambion Drift from the Necralisk during the Heart of Deimos Quest.
  • Fixed a script error caused by the Melee Guidance Aura Mod.
  • Fixed a script error caused by Hydroid’s Tentacle Swarm.
  • Fixed a script error causing certain materials failing to fade correctly after defeating Councilor Vay Hek.
  • Fixed rocks near the elevators in the Strata relay having visible grid lines. 
  • Fixed an invisible object underneath the crashed ship in the Awakening Quest.
  • Fixed a wall panel in the Corpus Gas City tileset unloading and reloading depending on how far away you are from it.  
  • Fixed a gap in the Grineer Galleon tileset. 
  • Fixed a hole in the Grineer Forest tileset. 
  • Fixed root/rock textures clipping through the ground in the Break Narmer Junk Run mission. 
  • Fixed Clients being unable to see a specific zipline in the Plains of Eidolon. 
  • Fixed a small area on one of the floating rocks in the Undercroft being unlit. 
  • Fixed disconnected ground textures behind one of the houses in the Undercroft. 
  • Fixed some haloing on various in-game icons.
  • Fixed offset issues with the Maggor Leg Guard and Towsun variant on Inaros.
  • Fixed the Shield Gate Invulnerability stat tooltip for Sevagoth not updating based on the equipped Shield Mods.
  • Fixed an invisible wall preventing players from entering a door in Lua Spy missions. 
  • Fixed a case of a neighboring tile causing clipping in the Orokin Tower tileset. 
  • Fixes towards various cases of floating resource crates in the Grineer Galleon tileset. 
  • Fixed a texture gap in the mountain during The War Within Quest. 
  • Fixed a lighting issue in the Vay Hek assassination mission.
  • Fixed a hitch when selecting a Warframe in Teshin’s Cave.
  • Fixed Client disconnect when selecting a Warframe in Teshin’s Cave.
  • Fixed the Thunderbolt Mod causing self-damage to Ivara when equipped on her Artemis Bow.
  • Fixed a small area in Deimos where a player could fall out of the world. 
  • Fixed context action for a Zariman Mobile Defense terminal being misaligned.
  • Fixed ability to freely move the camera through the locked doors of the Sands of Inaros Quest.
  • Fixed the ability to place the camera inside your Warframe when speaking to Darvo.
  • Fixed Warframe not aligning correctly to the Void Relic segment when installing it.
  • Fixed News console in the Orbiter having a very small interaction radius.
  • Fixed the Market console screen in the Orbiter being too far forward. 
  • Fixed an issue where your Landing Craft would dock at a weird angle after quickly skipping the cutscenes while loading into Maroo’s Bazaar.
  • Fixed the Javi Evolution Scrawling Decoration laying flat in Decoration Menu and Baro Ki’Teer dioramas instead of upright as intended.
  • Fixed a script error caused by Hydroid’s on-hover Ability information. 
  • Fixed being able press “repeat mission” while already reconnecting to a disconnected squad, resulting in a crash.
  • Fixed a script error in Archon Hunt missions.
  • Fixed an issue where lightly tapping the melee input to swap from Sirocco to Melee as Drifter would not actually perform a melee swing, resulting in players being unable to quick fire for a short period of time.
  • Fixed the Waverider Challenge list still appearing in the pause menu after deselecting it as the active Quest in the Codex. 
  • Fixed the Navigation Console, Star Chart, and World State Window UI not updating at the exact moment Baro arrives. 
  • Fixed enemies falling through the map in the Helene, Saturn Defense mission.
  • Fixed casting Baruuk’s Desolate Hands ability in Teshin’s Cave targeting the kneeling Warframes, which was also causing a script error. 
  • Fixed being unable to use Wisp’s Will-O-Wisp in the Undercroft after casting it in the lobby before loading in. 
  • Fixed the HUD filling up with Blast icons if hit with Blast Damage while riding Merulina. 
  • Fixed being unable to chat link the new Tennobaum 2023 Glyphs and several crafting components. 
  • Fixed a map hole in the Grineer Asteroid tileset. 
  • Fixed a set of stairs having incorrect textures in the Corpus Outpost tileset. 
  • Fixed Panthera firing its primary and alt fire simultaneously and repeatedly after casting Wukong’s Cloud Walker.
  • Fixed the Khinn Syandana getting stuck on Yareli’s legs when equipping in Arsenal. 
  • Fixed certain parts of the Gauss’ Nitrolyst Helmet being incorrectly positioned when Redline mode is disabled.
  • Fixed the scrolling speed being far too fast in long Inbox messages. 
  • Fixed the Helium Barrels in the Corpus Gas City tileset not having collision. 
  • Fixed a script error in the Last Gasp Focus ability. 
  • Fixed a script error in Mirage’s Prism ability. 
  • Fixed performance issues caused by interactions between Wisp’s Shock Mote and Saryn’s Spores with a companion with Vicious Bond equipped.

Warframe – Ver. 34.0.8 and Ver. 34.0.8.1

  • Release date: November 9th 2023 (North America, Europe) / November 10th 2023 (Japan)
  • Patch notes:
Ver. 34.0.8

Plague Star Changes & Fixes: 

  • Updated the Eidolon Phylaxis and Infested Catalyst descriptions to inform players on where they can be acquired when Chatlinked. 
    • Eidolon Phylaxis: Nakak’s Operational Supply in Cetus
    • Infested Catalyst: Bio Lab in Clan Dojo
  • Fixed Infested not spawning in Stage 4 of Plague Star Bounties following a host migration. 
  • Fixed cases of slow Infested spawns around the Boil in Stage 4 of Plague Star due to enemies elsewhere on the Plains contributing to the spawn cap. 
  • Improved Drone pathing during Stage 3 of Plague Star, hopefully reducing cases of the Drone becoming stuck.  
  • Improved waypoint pathing inside a Plains of Eidolon cave. 
  • Fixed the Plague Star Drone being unable to move in certain cases when going through Nova’s Wormhole, resulting in players being unable to progress the Bounty. 
  • Fixed players who have not unlocked The Steel Path being able to play The Steel Path Plague Star Bounty if an eligible squadmate selects it. 
  • Fixed Grineer enemies sometimes just standing around during Stage 2 of Plague Star bounties. 

Changes: 

  • Slightly increased the hold time needed to cycle Voruna’s passives to help prevent activating/deactivating a passive by accident. 
  • Reduced the damage dealt to players by explosive barrels triggered by enemies. 
    • Barrels were applying 100% of their damage onto players instead of the intended 30%. This also fixes an issue where Kahl could get one shot if an enemy exploded a barrel next to him. 
  • Duplex Bond Clones now inherit your Companion’s Energy color. 
  • Updated the “Animator” Nightwave Act’s descriptions: 
    • General:  “Look for Ayatan Treasures for Maroo in Maroo’s Bazaar.” 
      • The previous description did not specify that the player needs to hunt for the treasure as well as turn it in at Maroo. 
    • How To: “Visit Maroo in Maroo’s Bazaar on Mars. Ask her about Ayatan Treasures and she will send you on a mission to retrieve one. You can socket Ayatan Stars into Sculptures by clicking the Ayatan Treasures button in the Mods workbench. Stars are uncommon items found in containers, while Sculptures are hidden items to search out during missions.”
      • The previous description was still using the pre-Abyss of Dagath “Fully socket 3 Ayatan Sculptures” version. 
  • Slightly reduced the VFX of Aerial Bond’s cold field.
  • Improved Duviri “Hidden Chest” objective flow to address various issues caused by Host Migrations, objective abandonment, Host / Client desync, and more. While players may not see any gameplay changes on their end, our goal with this update is to remove cases where the Chest was unable to be opened.

Fixes: 

  • Fixed Clans who had raised/lowered their Clan tier before Hotfix 34.0.7 having tech research costs in the negative. For players who were unable to craft the Infested Catalyst Blueprint for Plague Star due to this bug, you should now be able to contribute the tier-appropriate amount! 
    • Resources and Credits that were contributed to research while it was in the negative have been refunded into the Clan Vault! Note that only Clans who were still in the negative prior to this hotfix will receive the refund. For Clans who contributed back up to positive values prior to the hotfix, you can submit a ticket to support.warframe.com (be sure to use the Clan/Dojo category). 
  • Fixed being unable to accept Cross Platform players into your Clan if the requesting player had not signed in since the launch of Cross Platform Clans. 
  • Fixed Hydroid’s tentacles (at its max amount of 20) not seeking out new enemies to grab after killing enemies already in their grasp. 
  • Fixed loss of function when hovering over a Clan’s advertisement at the same time your request to join them has been accepted.
  • Fixed a Hidden Chest spawning inside of the room that only unlocks after completing the Enigma at Kullervo’s Hold.
  • Fixed the Operator/Drifter swap button appearing in the Dormizone mirror Arsenal. 
  • Fixed Tenacious Bond’s buff icon not appearing for Clients if it was equipped onto Companion before Crit Mods. 
  • Fixed the “Survival” Nightwave Act’s “How To” description stating 30 minutes need to be completed in a Survival mission instead of the intended 20. 
  • Fixed certain Prex Cards having low resolution. 
  • Fixed the Paracesis’ “Rank Bonuses” on-hover UI element overlapping with its stats in the Upgrade screen. 
  • Fixed the “Skip All” button for the Waverider Comic Pages not being localized. 
  • Fixed a texture gap in Dagath’s Hollow Dojo room. 
  • Fixed a script error in Contagious Bond that would cause the mod to cease function. 
  • Fixed a script error occurring when sorting inventories that have a large amount of items. 
  • Fixed Warframes missing their heads in the Conclave pre-game lobby when more than 2 people join. 
  • Fixed Rhino’s mustache placement being too far inside his helmet. 
  • Fixed being able to benefit from Nekros’ Shield of Shadows Augment when using Shadow Punch as a Helminth ability. 
  • Fixed the tail attachment on the Loid Sentinel Skin unintentionally spinning. 
  • Fixed a script error caused by Hydroid’s Tentacle Swarm. 
  • Fixed Arcane Awakening and Arcane Consequence buff description showing up as a file path.
  • Fixed an issue causing Clan and Alliance Emblem changes to be delayed after approval.
Ver. 34.0.8.1
  • Fixed Plague Star Steel Path bounties not rewarding any Operational Supply Standing. Oops!

Warframe – Ver. 34.0.7

  • Release date: November 2nd 2023 (North America, Europe) / November 3rd 2023 (Japan)
  • Patch notes:

Companion Changes & Fixes: 

  • Contagious Bond: Enemies inflicted by damage over time Status Effects will now spread 50% of the tick damage when killed to other enemies.
    • Prior to this change, damage over time procs would only tick 1 damage on enemies it spread to. Now, it’ll apply 50% (at max rank) of the tick damage originating from the killed enemy. 
  • The following Companion Precept Mods now benefit from Manifold Bond: 
    • Diriga’s Electro Pulse 
    • Djinn’s Fatal Attraction 
      • The ability cooldown effect from Manifold Bond already applied to Fatal Attraction, but not its Status Effect application to Companion weapons, so now it properly and wholly benefits from the Mod. 
  • Djinn’s Fatal Attraction will no longer cause affected enemies to focus fire solely on Djinn after they’ve been lured. 
    • Prior to this change, Djinn could get incapacitated very quickly after luring. Now enemies will return to their default targeting after being lured to help keep the little guy alive after doing his job. 
  • Fixed enemies killed by Contagious Bond’s spread Status Effects not granting Affinity. 
  • Fixed damage dealt to enemies from Contagious Bond’s spread Status Effects not registering for other Companion mod triggers (e.g. Energy Generator, Synth Deconstruct, etc.). 
  • Fixed performance issues caused by Dethcube (with Fired up, Firestorm, and Fire Rate and Multshots Mods) attacking enemies trapped in Zephyr’s Tornado.
  • Fixed MOA Companions permanently dying if they were ragdolled a certain way. 
  • Fixed a script error with the Mecha Mod set. 

Changes: 

  • Warframe idle audio will now be muted when in the Dojo Research menus. 

Fixes: 

  • Fixed Dagath’s Rakhali’s Cavalry stripping defenses from bosses with resistances to Warframe abilities (e.g. Eidolons and Profit-Taker). 
  • Fixed Clients receiving self-damage while shooting the Furis in Incarnon Form inside of a bullet attractor field (notably Xaku’s Whisper). 
  • Fixed raising/lowering Clan tier not properly adjusts the Research costs of active research resulting in zero/negative values.
  • Fixed getting a “Reconfiguration could not be completed. Your account has not been charged. Please try again later” error when quickly cycling a Riven back to back. 
  • Fixed the Energy numbers in the Railjack HUD and Tactical Map displaying incorrectly.
  • Fixed the “Incarnon Upgrade Available” Orbiter pop-up occurring when you already have all of the Incarnon’s upgrades unlocked.  

Warframe – Ver. 34.0.6

  • Release date: October 30th 2023 (North America, Europe) / October 31st 2023 (Japan)
  • Patch notes:

Changes: 

  • You can now sort your Friends list by “PLATFORM”. 
  • Replaced an outdated Hydroid ability tip with a new one for Plunder: “Casting Plunder removes any Corrosive Status Effects currently affecting enemies, permanently reducing their maximum Armor based on the Corrosive Status removed.”
  • Replaced one of Voruna’s ability tips with a new one for Shroud of Dynar: “Shroud of Dynar’s buff will only be extended if you earn a Melee kill within 3 seconds of exiting invisibility. Be precise and strike true.” 

Fixes: 

  • Fixed Voruna’s Shroud of Dynar invisibility breaking permanently after attacking with Ulfrun’s Descent. 
    • With this fix, its intended function has been restored to break invisibility briefly during the lunge and then reapply. 
  • Fixed the damage multiplier HUD tracker for Voruna’s Ulfrun’s Descent not updating properly for Clients. 
  • Fixed getting staggered (as Client) by the shockwaves created by Companions with Seismic Bond equipped. 
  • Fixed enemies with Overguard being pulled by Magus Anomaly. 
    • Enemies with Overguard are immune to crowd control abilities/effects, and should not be affected by Magus Anomaly until after Overguard has been removed. 
  • Fixed Air Support Charges appearing in the Foundry during Vor’s Prize. 
    • These should only appear in the Foundry once you are in the possession of the Landing Craft Foundry Segment. 
  • Fixed Fired Up’s description stating it was dealing 0% Heat Damage on weapon per hit at Rank 0, instead of the intended 0.8%. 
  • Fixed Friends list not updating after adding/removing/denying Friends if accessed from the notification bar while in Navigation. 
  • Fixed the “Rank Up!” pop-up occurring for each of the Sentinel clones created by Duplex Bond, even if your Sentinel’s weapons were already Rank 30. 
  • Fixed the Waverider Comic zooming out and not being readable after hitting the “Select” button while using a controller.
  • Fixed script error in customized UI themes. 

Warframe – Ver. 34.0.5

  • Release date: October 26th 2023 (North America, Europe) / October 27th 2023 (Japan)
  • Patch notes:

Changes:

  • Enemies affected by the Slash proc from Voruna’s Ulfrun’s Descent attacks and then killed by it will now trigger the Health Orb drop chance from her Lycath’s Hunt ability.
  • Changed Astral Bond to increase your Companion’s attack damage and grant a smaller amount of Void Damage. The intention is to have the Mod be more well-rounded for combat instances where Void damage wouldn’t necessarily be required. The intention is to have the Mod more well-rounded for all combat where Void damage wouldn’t necessarily be the focus. In cases where it would be (Eidolon Hunts), the idea is to maintain Operator/Drifter as the primary active means of stripping away their damage resistances.
    • Was: Damage dealt by Operator or Drifter grants 120% Void Damage to your Companion’s attacks for 10s. Companion Void Damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s.
    • Now: Damage dealt by Operator or Drifter grants 60% damage and 30% Void Damage to your Companion’s attacks for 10s. Companion Void Damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s.
  • Removed the breathing sounds that play when Dagath’s Grave Spirit is active. The ASMR tingles were too much to handle.
  • Made various adjustments to Dagath’s unarmed Agile and Noble animations audio mix and added a new sound to play between her Kaithe Rakhali’s neighing.
  • Made audio mix adjustments to Dagath’s vocal cast sounds.
  • Warframe idle sound effects will no longer be muted while in Vendor screens.
  • Adjusted Zephyr and Zephyr Prime’s movement speeds so that she doesn’t walk abnormally slow in non-combat areas (Orbiter, Relays, etc.).

Cross Platforms Clans & Alliance Fixes:

  • Fixed the “Add Friend” and “Invite to Clan” options missing from the chat menu for Cross Platform players.
  • Fixed being unable to add a Cross Platform player when entering their alias with their numeric suffix (e.g. VorsFanGirl#453).
    • Note: The Alias # suffix is not required to send Cross Platform Friend requests. Entering an alias without the # will pull up a list to select from if that alias is on multiple platforms.
  • Fixed being unable to place Decorations in empty Cross Platform Dojo Rooms that previously had decorations in it.
  • Fixed several issues caused by attempting to and failing to remove Decorations in Cross Platform Dojos.
  • Live since Tuesday with Hotdrop
    • Fixed being the “Enable Cross Platform Alliance” option not working.
    • Fixed accepting Cross Platform Clan requests failing.

Fixes:

  • Fixed Dagath’s Wyrd Scythes causing enemies that are crowd control immune to move in ultra slow-motion. Jackal (Circuit and Fossa Assasination) was noticeably affected by this as it slowed the fight down to a point where it could not be completed.
  • Fixed Tenacious Bond not considering Hunter Synergy’s Critical Chance-Link buff for determining if a Companion’s Critical Chance is over the 50% Threshold.
  • Fixed the Combo increase from Tandem Bond (“Companion melee hits increase your Combo by 6”) being affected by additional Melee Combo Chance sources (e.g. Quickening, Exodia Triumph, etc.).
    • As noted in the Mod’s description, Tandem Bond is intended to have a fixed Combo increase of 6 originating from your Companion’s melee hits, not your own.  
  • Fixed Viral Quills quill launch ability not triggering Mystic Bond’s “Companion uses Abilities with cooldowns 5 times” condition.
  • Fixed the “Kill X Eximus with the weapon’s Incarnon Form” challenge for the Laetum/Phenmor/Felarx resetting even after completion.
  • Fixed the map icon for Syndicate Agents in the Abyssal Zone mission disappearing when passing through certain areas of the tileset.
  • Fixed being unable to see the glyph on Sands of Inaros vessel if your Visual Effects Intensity was set too low.
  • Fixed being unable to exit the View Mission Progress screen with a controller while in The Index.
  • Fixed the travel distance of Protea’s roll being cut short while rolling in succession.
  • Fixed the Magistar Incarnon’s Crushing Verdict buff HUD icon appearing as a black square.
  • Fixed Host crashing if they initiated the Zariman elevator extraction but then were not in the elevator when the timer expired. Also fixed extraction timer starting immediately after Host migrated via the elevator and new Host spawned into it.
    • The Host will now be teleported back into the elevator when the timer they initiated has expired.
  • Fixed Rhino, Khora, Mirage, and Mesa Prime in the Conclave using their PVE stats.
  • Fixed a script error in Grendel’s Feast.
  • Fixed extra hyphen appearing in the Ropalolyst Assassination end of mission screen.

Missed note from previous Hotfix:

  • Fixes towards a crash that could occur when applying changes to Kaithe in Dagath’s Hollow.   

Warframe – Ver. 34.0.4

  • Release date: October 24th 2023 (North America, Europe) / October 25th 2023 (Japan)
  • Patch notes:

Cross Platform Friends, Clans, and Alliances have arrived! 

You can now add Friends and Clan/Alliance members from other Platforms. For each, there are steps to take in order to enable these Cross Platform features: 

  • Friends: Provided Cross Platform Play is enabled, you can now freely add friends from other Platforms. 
  • Clans: While the existing “Cross Platform Play” toggle is ON by default for players, a Clan’s Founding Warlord must enable it using the new “Enable Cross Platform Clan” setting from the Clan Management page (which is off by default). 
  • Alliances: Located in the Alliance Management Menu, enabling Cross Platform Alliances works the same way as enabling Cross Platform Clans via their management page. 

Read all of the details on Cross Platform Friends, Clans, and Alliances here: https://forums.warframe.com/topic/1369734-live-now-cross-platform-friends-clansalliances/

NOTE: To ensure there are no issues player-side with Cross Platform Friends, we highly encourage you to wait until after you have downloaded this hotfix to add new friends. Your Friends list will also appear empty until then. We will be watching for any Cross Platform related issues and reports – thank you! 

Nintendo Switch-Specific Change:

  • Returned the Motion Blur toggle in Video options. This is Off by default as it has a minor performance cost.
    • As part of the Enhanced Graphics Engine launch with Abyss of Dagath on Switch, this setting was removed as it affects performance. After reviewing feedback, we have returned it to allow Switch Tenno to toggle it on/off as desired to allow for more control over FPS on their console. 

Changes:

  • We have temporarily removed Riven Challenges with reset conditions from Riven generation, as we continue to investigate the issue of them continuously resetting even after completion (read more on that in the respective PSA). Any existing Unveiled Rivens with these challenges have had them replaced with their non-conditional version, for example: “Kill X enemies without being detected” is now “Kill X enemies”. The following two challenges in particular had their own unique issues, and have both been replaced with “Get X headshots”. 
    • Get X headshots in a single aim glide. 
    • Get X kills in a row while wall dashing or wall clinging without touching the floor. 
  • Aerial Bond can now be triggered by kills done by AOE weapons. 
  • The 25s cooldown on Dagath’s Grave Spirit ability will no longer trigger if it is deactivated by anything other than a lethal hit (ex: falling out of bounds, getting nullified by enemies, transitioning between Elite Sanctuary Onslaught Data-Conduits, etc.).  
  • Added a warning message if you attempt to buy the “Today’s Special” MOA Companion but you don’t own any weapons that it could use. 
  • Added the video preview of Hydroid’s new “Plunder” ability in his Ability screen. 

Audio Changes & Fixes:

  • Added sound effect for dropping off a Defixio at the Extraction point in the Abyssal Zone mission. 
  • Added sound effect when unveiling a Riven. 
  • Adjusted the audio mix for the Abyssal Zone mission. 
  • Ordis’ Orbiter transmissions can now be enabled/disabled via the “Enable Hint Transmission” toggle in the Audio options. 
  • Muted all Warframe idle sounds from players out of sight to reduce audio congestion in hubs (Towns, Relays, etc.). 
  • Reduced the volume of Styanax’ Rally Point and Final Stand Abilities to save your ears when casting them frequently. 
  • Fixed subtitle issues for some of Ordis’ idle and Hombask’s Zariman Mobile Defense transmissions.
     

Fixes:

  • Fixed the in-mission Resource Booster in endless Steel Path Void Fissure missions exceeding the max intended 2x when playing as Operator/Drifter. 
    • As announced in Hotfix 34.0.3, we disabled endless Steel Path Void Fissure missions as we worked on a fix. Now that it is live, we have re-enabled them to appear in the world state window! 
    • Related known issue: UI popup for Steel Essence may at times show the incorrect amount. 
  • Fixed Stock spawning behind an inaccessible area in the Veil Factory Break Narmer mission. 
  • Fixed the death animations of enemies killed by Dagath’s Wyrd Scythes being extremely slow. 
  • Fixed Reinforced Bond’s fire rate buff unintentionally applying to Melee attack speed. 
  • Fixed Reinforced Bond’s fire rate buff remaining active in the Simulacrum after changing weapons in the Arsenal.
  • Fixed the Regen Mod drastically increasing the rate of fire of Helios’ Deconstructor. 
  • Fixed Mystic Bond’s chance at a free Warframe ability cast triggering every 5 seconds instead of the intended “after Companion uses abilities with cooldowns 5 times” when equipped with the Strain Mod on a Helminth Charger. 
  • Fixed the cloned Sentinels from Duplex Bond shooting at targets that are out of their line of sight. 
  • Fixed Duplex Bond triggering when launching/deactivating Archwing in Open Landscapes. 
  • Fixed Hydroid’s Tentacle Swarm Kraken despawning before the ability has expired. A pirate needs his trusted companion to stick around to take care of these landlubbers!
  • Fixed Cyst on Voruna appearing on her head instead of her neck.
  • Fixed the buff icon for Tenacious Bond not disappearing when switching between Companions in the Simulacrum.   
  • Fixed the Nikana Elixis skin not using the correct materials for the blade.
  • Fixed The Circuit rewards selection list not being centered when switching between the Normal and Steel Path modes.
  • Fixed Arcanes acquired in mission not using the special pickup notification.
  • Fixed the Page 5 “Kill 5 enemies while mid-air/during a trick chain” challenge of the Waverider Quest being incorrect in German. 
  • Fixed a script error from waiting on “An updated version of Warframe is available” prompt for a very long time.
  • Fixed script errors resulting from Dagath’s Wyrd Scythes losing their target.
  • Fixed a script error related to talking to Saya in the Saya’s Vigil Quest.
  • Fixed a script error in Grendel’s Feast ability. 
  • Fixed a rare crash if network connection is lost during the Mask of the Revenant Quest.
  • Fixed a script error with Melee weapons in Teshin’s Cave. 
  • Fixed a script error from enemies being ragdolled by Hydroid’s Tentacle Swarm. 

Warframe – Ver. 34.0.3

  • Release date: October 20th 2023 (North America, Europe) / October 21st 2023 (Japan)
  • Patch notes:

Steel Path Endless Fissures: 
We have disabled Steel Path Fissure missions for Endless mission types (Survival, Defense, Interception, Disruption, and Excavation) due to an exploit. Our goal is to identify a fix for early next week, but in the meantime we have removed those missions from the Steel Path Fissure pool to prevent unintended behavior. 

Steel Path Fissures will still be available in the Star Chart, just for non-Endless missions only

KNOWN ISSUE: Riven Challenges Resetting 
We’re aware of an issue where Riven Challenges with a reset trigger are requiring players to maintain the challenge condition until the end of the mission, even after challenge completion. For example, with “Get X Kills In A Row While Wall Latching”, players would have their completed challenge reset the moment they touched the floor. 

At the time of writing, we have found a Code Fix for this issue (requiring Cert), but we are actively looking for a workaround that can be hotfixed. In the meantime, we are running a 2 x Veiled Riven Cipher Alert from Friday, Oct 20 at 2pm ET until Monday, Oct 23 at 9am ET to help players with affected Rivens. 

Official PSA Thread

Changes:

  • Reduced frequency of Dagath’s sound effects to help with spam fatigue.
  • Reduced screen shake effects when Dagath’s passive is triggered.  
  • Reduced the frequency of Ordis’ new transmission playing when entering the Helminth room in your Orbiter. 

Fixes:

  • Fixed being able to earn way too much Affinity from certain Riven Challenges that got missed in yesterday’s hotfix.
  • Fixed Defixio Ammo Drain debuff being able to drain Scanners in Abyssal Zone missions.
  • Fixed Medi-Pet Kit not having the intended +12 HP/s heal rate (it was using its original pre-rework +6 HP/s value). 
  • Fixed a script error in Teshin’s Cave.

Known Issue: Hydroid’s Plunder Ability video is using the old Undertow video. We’ll be replacing it next week, but until them, puddle lovers can watch it lovingly to remember old times. 

Warframe – Ver. 34.0.2

  • Release date: October 19th 2023 (North America, Europe) / October 20th 2023 (Japan)
  • Patch notes:

Added: 

  • Added description of Kullervo’s Bane to the “How To Play” section of the Seven Crimes of Kullervo update screen. 
  • Added new Ordis lines when in the Helminth Room. He really lets you know now how he truly feels about the wall-mounted infestation. 

Changes:

  • (Already live) Changed the price of the Aumen Kaithe Collection from 190 to 155 Platinum (PSA).  
    • We will be running a script to return the Platinum difference for those who purchased the Collection at its incorrect price. 
  • Adjusted Chroma’s Elemental Ward buffs to account for the Warframe Health, Energy, and Armor stat overhaul that was released with Abyss of Dagath (full details on that in the patch-notes). This was missed in the update and since has allowed for wildly unintentional values.  Since Warframe base stats were increased overall and Elemental Ward scales off of base stats, the following adjustments were made:
    • Heat (Health Buff)
      • Was: 50% / 75% / 100% / 200%
      • Now:  15% / 20% / 30% / 55%
    • Electricity (Shields Buff) 
      • Was: 50% / 65% / 75% / 100% 
      • Now: 10% / 15% / 20% / 30%
    • Cold (Armor Buff) 
      • Was: 25% / 75% / 100% / 150%
      • Now: 25% / 70% / 95% / 145% 
    • NOTE: On paper, it may look as if we’ve nerfed it when comparing the before and after, but it has actually been slightly buffed since it is scaling off of the new increased Warframe base stats. Shields have had a slight reduction in the ability’s earlier rank 0 and 1, but at rank 2 and 3 it has also been marginally increased. To give you a better idea of how this looks, let’s use good ol’ Excalibur as an example: 
      • Before Abyss of Dagath: 
        • Base Health: 100 
        • Health With Elemental Ward Buff (200%): 200
      • After Abyss of Dagath & Today’s Hotfix:  
        • Base Health: 370 
        • With Elemental Ward Buff (55%): 203.5
  • TEMPORARY: Completing Riven challenges will no longer grant Affinity. 
    • This temporary change fixes a bug that caused various issues for Riven Challenges — allowing them to be infinitely completed, or not completed at all in certain cases. The real fix that preserves this Code so it will come in our next Cert Build. 

 
Fixes:

    • Fixed Arcane Aegis exclusively triggering when not being attacked instead of when Shields are damaged. As reported here: https://forums.warframe.com/topic/1368186-arcane-aegis-massive-nerf/?do=findComment&comment=12885658 
    • Fixed Warframe getting stuck auto-meleeing after using Transference to Operator and back while auto-meleeing. Also fixed the retired Void Blast Operator attack returning and being spamming after the same sequence. This issue is still occurring! We are looking into a follow up fix. 
  • Fixed the enemy armor stripping from Dagath’s Rakhali’s Calvary not applying to Clients view.
  • Fixed case where Hounds would not attack or move if they had any of the new Bond Mods equipped. 
  • Fixed getting some small one-time Affinity popups when first loading into a mission with certain Bond Mods equipped. 
  • Fixed Shedu’s beam damage instances at times quadrupling after battery recharge.  
  • Fixed Eidolon Lures still moving after being commanded to hold position.  
  • Fixed HUD buff for Tenacious Bond not appearing and not removing itself when swapping Companions in the Simulacrum.
  • Fixed Tenacious Bond not taking Hunter Synergy’s +30% Critical Chance-Link  into account. 
  • Fixed multiple of the same Tenacious Bond buffs appearing in the HUD when entering and exiting Archwing as Khora with Venari. 
  • Fixed enemy ships in Railjack missions idly flying around instead of attacking. 
  • Fixed Crew Members not being able to drive the Railjack from the Pilot seat. 
  • Fixed Teshin butting in and overriding the intended Abyssal Zone mission transmission with his Steel Path lines. 
  • Fixed the dots under the Focus Lens icons no longer being visible (to indicate what tier of Lens it is) in the Arsenal.
  • Fixed the Nidus Voidshell Skin Helmet being available to equip when you don’t own the Skin.  
  • Fixed selected UI Theme not applying to the new Update screen. 
  • Fixes towards Clients seeing the Host’s Kaithes from Dagath’s Rakhali’s Cavalry ability being misaligned or sticking to the Host. 
  • Fixed being able to temporarily equip for-purchase UI Themes and Backgrounds that you do not own. 
  • Fixed Grendel Nian Skin’s skirt floating up when equipped on Grendel Prime. 
  • Fixed Zylok Prime reverting to its non-prime model when equipped with a Glaive. 
  • Fixed the Waverider Quest challenge button callouts missing text. 
  • Fixed the volume of one of Ordis’ new lines being too loud. 
  • Fixed repeating Ordis line when entering the Helminth room.
  • Fixed several of the Zariman Decorations not being chat-linkable (there are still some stragglers that we’ll address in future hotfixes). 
  • Fixed Spanish subtitles for Deimos and Leverian lines having numeric markers in square brackets. 
  • Fixed the universal Enemy Radar applying to Conclave – this is a PVE only feature! 
  • Fixed a script error that could occur when picking up a Defixio in the Abyssal Zone mission. 
  • Fixed a script error that could occur when players die or Clients disconnect during an Abyssal Zone mission. 
  • Fixed a script error when closing the game while you are in Teshin’s Cave. 
  • Fixed script errors in Momentus Bond. 
  • Fixed script errors in Dagath’s Wyrd Scythe and Grave Spirit. 
  • Fixed a script error in the Apostasy Prologue Quest. 
  • Fixed a script error with the Glaive reticle. 
  • Fixed several script errors in Hydroid’s Tentacle Swarm. 
  • Fixed a script error in Hydroid’s Tempest Barrage when cast on Railjack. 
  • Fixed a script error in Dagath’s Rakhali’s Calvary.

Warframe – Ver. 34.0.1

  • Release date: October 18th 2023 (North America, Europe) / October 19th 2023 (Japan)
  • Patch notes:

Changes:

  • Removed broken Public Matchmaking functionality from The Steel Path Abyssal Zone mission. The functionality was not intended and resulted in Steel Path players matchmaking with normal mission squads. Abyssal Zone is intended to function like the old Void Key “keyshare” system, where an Abyssal Beacon requires a premade squad and the player who started the mission vote gets their Beacon consumed. 
  • Increased sorting priority of Vainthorn so that it appears closer to the top of the End of Mission screen. 
  • Updated Naramon’s abilities with the new game audio mix remaster that was released with Abyss of Dagath. 

Missed Note From Abyss of Dagath: 

  • Updated our Damage Number system to add an exclamation point (!) for every Crit Tier above Super Crits, up to 3 total. Now you’ll really be able to tell when you’re doing a lot of damage!!!

Fixes:

  • Fixed Thrax and Kuva Lich Candidates getting instantly killed instead of entering their spectral/defeated states when killed by Dagath’s Wyrd Scythes. 
  • Fixed Defixios being able to spawn in an inaccessible location.
  • Fixed Momentous Bond’s bonus damage sometimes not applying correctly for Clients.
  • Fixed Duplex Bond continuing to spawn clones while the Companion is incapacitated.
  • Fixed Zenurik’s Inner Might ability not working at mission start. 
  • Fixed The Business not delivering his new inbox message upon the completion of Saya’s Vigil Quest.
  • Fixed the Flawed Antitoxin Mod being 10k Platinum instead of 10k Credits in the Steel Meridian Surplus. 
    • For those who flexed and spent the downpayment’s amount of Platinum on the Antitoxin Mod, a script has already been run to refund it! 
  • Fixed “[PH] GET ACT BOOSTERS” button and options appearing in the Nightwave screen. As reported here: https://forums.warframe.com/topic/1368200-pc-ph-get-act-boosters-button-appears-after-tuning-into-a-previous-act/#comment-12885255
    • This was explored internally, but we felt it didn’t fit with all the changes we implemented for Nightwave with Abyss of Dagath. We may revisit it one day, but for now, these are outdated ideas that slipped through with the Mainline build. 
  • Fixed not receiving Health via Health Orb pickups from a Dispensary with Repair Dispensary Augment equipped for every Warframe but Khora.
  • Fixed not being able to get close enough to Dagath’s Prex card to pick it up in Dagath’s Hollow Dojo Room.
  • Fixed missing Icon, Art, and description for the Dagath Prex Card. Also fixed not being able to Chatlink it.
  • Fixed Dagath missing her ability showcase videos.
  • Fixed Dagath’s Signature armor piece not auto-equipping on her like other signature armor pieces. 
  • Fixed being unable to equip Grendel’s Voidshell Skin onto Grendel Prime. 
  • Fixed Abyssal Zone showing a placeholder mission name in the Mission Results screen.
  • Fixed Abyssal Beacon icon appearing stretched in its Diorama. 
  • Fixed Tranq Rifle being unequipped from Host after quick meleeing. 
  • Fixed being able to chat link unreleased Weapon Augment Mods planned for the next Nora’s Mix Volume. 
  • Fixed the Acrobat, Marathon, and Quick Rest Stamina Mods appearing in the Steel Meridian Surplus. Stamina is a relic of the past and serves no function in modern day Warframe. 
  • Fixed crash caused by exiting the Arsenal. 
  • Fixed UI disappearing after failing and restarting a side objective Kaithe race in Duviri. 
  • Fixed issues with Zylok Prime’s sound effects when transforming into Incarnon Form.
  • Fixed the sound effects created by Afentis’ alt-fire field being far too loud.  
  • Fixed Jat Kittag in Break Narmer missions missing sound effects for stealth kills. 
  • Fixed issues with Energy pickups counting as negative progress towards spawning another Duplex Bond clone.
  • Fixed Clients seeing two buffs in the HUD for Tenacious Bond if Khora’s Venari and Companion both had it equipped (UI only issue).  
  • Fixed softlock that could occur when trying to abandon Simaris’ daily task screen. 
  • Fixed Nautilus missing its incapacitated animations. 
  • Fixed old despawn VFX occurring when Sentinels revive. 
  • Fixed various Buffs in the Pause menu having [PH] descriptions. 
  • Fixed Transmissions that referenced player’s Clan Name not playing.
    • This is relevant to a few older Transmissions! As an example, you may hear reference to your Clan while fighting The Sergeant or Lieutenant Lech Kril. 
  • Fixes towards a crash that could occur when melee enemies attempt to position themselves around a player. 
  • Fixed wrong dialogue playing for Ordis’ lines in the Helminth room. 
  • Fixed a script error that could occur when returning to Open World Hubs with a Companion who has Aerial Bond equipped. 
  • Fixed a script error in Hydroid’s Corroding Barrage Augment Mod. 
  • Fixed a script error caused by Converted Kuva Lich/Sister of Parvos transmissions while in The Plains of Eidolon. 
  • Fixed a script error in Hydroid’s Tidal Surge ability. 
  • Fixed several script errors in Dagath’s abilities. 
  • Fixed a script error in Dagath’s Idle Animation set.
  • Fixed several script errors with the new Bond Mods while Null Audit is also equipped. 
  • Fixed a script error when returning to Relay with a Companion that has Tenacious Bond equipped. 
  • Fixed a script error caused by an enemy getting hit by a Companion equipped withSeismic Bond. 
  • Fixed crashes caused by entering the Chrysalith Elevator while in a multiplayer Dormizone session.  
  • Fixed a script error in the Railjack UI. 
  • Fixed several script errors in Cetus. 
  • (Hot Dropped Earlier Today) Fixed getting an error when attempting to send a gift, if the receiving player has no friends. 

Warframe – Ver. 34.0.0 (Abyss of Dagath)

  • Release date: October 18th 2023 (North America, Europe) / October 19th 2023 (Japan)
  • File size: 1.24GB (+ 400MB additional download)
  • Patch notes:

Enhanced-Only Graphics Renderer on Nintendo Switch
Nintendo Switch now officially uses the Enhanced Graphics Renderer and joins the rest of the console platforms who are now also exclusively using it with the release of Abyss of Dagath. This means that the Classic Graphics Renderer has officially been retired on consoles. 

PlayStation 5 and Xbox Series X launched with Enhanced, and last-gen have been using it by default since Citrine’s Last Wish. Now that it has been brought to Nintendo Switch with the release of Abyss of Dagath, we have met our goal of unifying the rendering framework across all platforms! 

Now, all Tenno can experience the new GI volume lighting system, decal system, tattoos, facial hair, and more that help raise the overall quality of Warframe. Which is very exciting, as the next major update in 2023 for Warframe “Whispers In The Wall” was built on all its features and tools to create a stunning visual experience!

Learn more about the Enhanced Graphics Renderer on Nintendo Switch and share bug report/feedback in the dedicated post: 
https://forums.warframe.com/topic/1368105-psa-enhanced-graphics-engine-coming-to-nintendo-switch-with-abyss-of-dagath/

Nintendo Switch-Specific Notes: 

  • Made micro-optimization to rendering on Nintendo Switch. 
  • Fixed an issue on Nintendo Switch where friends could incorrectly appear in the friend’s list with a Mastery Rank of 0, regardless of their actual Rank.
  • Fixed potential performance issue when changing the Color Correction option on Nintendo Switch. 

NEW EXTERMINATE NODE: ABYSSAL ZONE

A group of initiates, sent jointly by the Pledged Syndicates need help finishing a doomed mission to recover Orokin Era Defixios from a Galleon of Grineer raiders adrift in the Abyssal Zone, looming near Ceres. These tablets were plundered from an archaeological dig site known as Villa Irillia, former home to a powerful and debaucherous Orokin couple. They possess a certain cursed energy, inflicting those who carry it in sinister ways. Cut down the Grineer forces to keep them out of their hands and to clear a path for the initiates to make their escape. All while reaping the reward that lies within the salvaged Defixios. 

Requirements: 
Achieve Rank 2 in any of the Pledged Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, The Perrin Sequence, Red Veil, and New Loka). An inbox message is sent upon doing so!

How to Play: 
Abyssal Beacons are the key to locating the Grineer Galleon in the Abyssal Zone near Ceres, otherwise perpetually obscured by darkness. Acquire them with 5,000 Standing from any of the Pledged Syndicate’s Offerings to pinpoint the Abyssal Zone Node on Ceres. Players can tackle the task either solo or with a premade squad – one Abyssal Beacon is consumed upon completing the mission (from Host in premade). 

In this mission you have two objectives:
1. Exterminate the required amount of enemies
2. Recover a Defixio by delivering it to the Extraction Point

There are a total of 8 Defixios hidden on the ship, but only one per player is required to be recovered and deposited in the Extraction Zone (4 total for full squad) to complete the mission. 

While only one Defixio per player is required, you can assist your squadmates by dropping off more in the zone after you have successfully delivered your own. Upon entering the zone, the extra Defixios will count towards your squadmates’ objective. Players carrying Defixios outside of the extraction zone when the timer runs out will also have their deposit counted. 

Syndicate Agents, desperate to escape the hellscape they found themselves in, are hiding around the Galleon and are eager to share their intel on the location of Defixios – look for their Ally map markers and interact with them to mark an area on the map where a Defixio can be found. 

Look for the telltale red glow around a Defixio to find it and pick it up. Similar to Datamasses, players carrying a Defixio will still be able to use their Secondary and Melee weapons, and can pick up or drop their payload at will. 

 

Mission Hazards: 
Finding and extracting Defixios comes at a cost, Tenno. A random debuff is applied for the duration that it is carried, making the journey to Extraction more challenging. The following debuffs can be applied: 

  • Phantom Curse: Gravity is reduced.
  • Scarcity Curse: Your Ammo depletes steadily. Battery weapons recharge slowly. 
  • Echo Curse: Take damage when you cast Abilities. 
  • Hunter Curse: Take damage as you move. Land jumps for a brief reprieve from this curse.
  • Exposure Curse: Your Shields get removed. 
  • Blood Curse: Your Health drains steadily. Killing enemies restores it. 
  • Weariness Curse: Your energy drains steadily.
  • Shadow Curse: Your light source dims steadily. Melee kills brighten it. 

Additionally, nearing the required amount of slain enemies will trigger a call for reinforcements, turning your mission into an Eximus Stronghold until you successfully extract.

Steel Path Modifiers: 
The usual Steel Path difficulty modifiers are enabled in the Abyssal Zone, but with a toxic twist! Grineer Nox reinforcements have a higher chance of spawning in The Steel Path. 

 

Reward – New Resource: Vainthorn
Completing the mission rewards 6-8x Vainthorns (8, 11, and 12 on The Steel Path) – a new resource found within Defixios. The rare thorn of an extinct rose, and a vital component in Orokin Defixios and other technology. It is used to craft Dagath and the Dorrclave.  
 

 

NEW WARFRAME: DAGATH 
Never underestimate the power and wrath of sullen sadness. Dagath’s malice deals high damage. 

Passive: Abundant Abyss
There is a 35% chance that Energy and Health Orbs will be 300% more effective on Dagath.

Wyrd Scythes
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.

Wyrd Scythes is Dagath’s Helminth ability (Altered: Diminished Slow) and Railjack ability. 

Doom
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.

Grave Spirit
Supercharge Dagath’s weapons with extra Critical Damage. The effects are doubled on Doomed enemies. Escape fatal blows by briefly assuming a spectral form.

Rakhali’s Cavalry
Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed enemies.

How To Acquire Dagath: 
Dagath can be purchased for instant access in the in-game Market for Platinum or her Blueprints can be collected from the new “Dagath’s Hollow” Dojo Room (read below to learn more) and crafted using Vainthorn earned from the new Abyssal Zone Exterminate Node. 

With the release of Dagath, the number of purchasable loadout slots has been increased from 21 to 22. 
 

 

DAGATH GANCEANN HELMET
Glory in the ghoulish splendor of a pierced skull.

How To Acquire Dagath’s Ganceann Helmet: 
The Helmet can be purchased from the in-game Market. Its Blueprint will be added to the next Nora’s Mix Series store  – we will update you in the near future on when to expect it. 

NEW WEAPON: DORRCLAVE 
After 10 kills or assists, Dorrclave enters a spectral state that doubles weapon Follow Through and guarantees Status Effects for the next 10 attacks (Buff Name: Rising Vendetta). In Dagath’s hands, each active Status Effect heals her by 6 Health. 

How To Acquire Dorrclave: 
Acquire Dorrclave’s Blueprints from the new Dagath’s Hollow Dojo Room (read below to learn more) and earn Vainthorn from the new Abyssal Zone Exterminate Node to craft its components. 

 

NEW DOJO ROOM: DAGATH’S HOLLOW 
Resurrect a Naberus legend with a new Dojo Room; Dagath’s Hollow. Here you will find the Shrine of Dagath, where you can acquire Dagath and Dorrclave’s Blueprints to be crafted in your Foundry. Interact with the pillar to listen to Grandmother tell the haunting tale of a Dax cavalry woman, her beloved steed, and the fate bestowed upon both of them by those who had once treasured her. 

The spirit of Dagath’s Kaithe Rakhali is strong here – allowing you access to your Kaithe and all of its customization options. 
 

 

GRENDEL PRIME ACCESS
The insatiable hunger of Grendel Prime is here! Join the feast and gain instant access to a new Prime Warframe, his signature Prime Weapons and Accessories as well as 90-Day Boosters and more.

Grendel Prime
Primal. Insatiable. Grendel Prime devours all who oppose him.

Zylok Prime
A lightweight weapon that packs a punch worthy of its golden design.

Masseter Prime
A greatsword for those with an insatiable hunger for victory. Grendel is immune to crowd-control when he performs Heavy Attacks with this weapon.

Exclusive Grendel Prime Glyphs

 

Grendel Prime Accessories feature: 

  • Sumbha Prime Syandana – The signature Syandana of the gilded gourmand, Grendel Prime.
  • Oni Prime Ephemera – Take on the look of a monster that can devour an enemy in a single bite.
  • 90-Day Resource Booster
  • 90-Day Affinity Booster

Instantly gain access to Grendel Prime from the in-game Market or earn Relics in-game to craft Grendel Prime, Zylok Prime, and Masseter Prime in your Foundry. 

Now that Grendel Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory.

  • Harrow Prime
  • Scourge Prime
  • Knell Prime 

With this Vaulting comes the shift of the following Syndicate Sacrifices:

  • Replaced Rank 5 Cephalon Suda sacrifice of Harrow Prime Neuroptics to Khora Prime Chassis
  • Replaced Rank 4 The Perrin Sequence sacrifice of Knell Prime Barrel to Hystrix Prime Receiver
  • Replaced Rank 5 Red Veil sacrifice of Harrow Prime Systems to Garuda Prime Systems

 
Riven Disposition Changes:
As with each round of Prime Access come updated Riven Disposition numbers, but we have taken a different approach for this update and have postponed Disposition decreases – check the full details here: https://forums.warframe.com/topic/1368075-october-2023-riven-dispositions/

 

NEW IN-GAME MARKET ITEMS & BUNDLES
Visit the in-game Market for brand new customizations and more! 

DAGATH COLLECTION
Gaze into the mirror that accuses. This collection includes the Dagath Warframe, her Dorrclave weapon, the Dagath Ganceann Helmet, and Aumen Kaithe Gear. Each item in this collection is available for purchase individually. 

Please note that Dagath’s Kaithe shoulder skull is actually an Armor Attachment, titled Dagath Armor, you can equip as desired! We’re aware of an issue that the Dagath Armor unequips itself the first time you enter the Arsenal after purchasing Dagath. Re-equipping will fix this for now! 

 

AUMEN KAITHE BUNDLE
Dress your Kaithe as Rakhali, Dagath’s noble steed. The Bundle includes the Aumen Chamfron, Aumen Saddle, and Aumen Tail. Each can also be purchased separately.

 

NEW VOIDSHELL COLLECTIONS
Adorn Mirage, Nidus, and Protea in the morphic material created during the Zariman Void Jump with their own Voidshell Skins and material structures. 

Mirage Voidshell Collection
This collection includes the Mirage Voidshell Skin and Amarast Facets material structure. 

Nidus Voidshell Collection
This collection includes the Nidus Voidshell Skin and Petrified Isos material structure. 

Protea Voidshell Collection
This collection includes the Protea Voidshell Skin and Circuit Effect material structure. 

Void Adornment Bundle V
Make the most of the morphic material created during the Zariman Void Jump. This collection includes the Mirage Voidshell Skin, Nidus Voidshell Skin, Protea Voidshell Skin, and each skin’s matching material structure.
 

 

CHILLING GLYPH BUNDLE (LIMITED TIME) 
A limited time collection of morbidly festive glyphs. Includes the Shadows of the Dead, Peeking Paragrimm, Sentinel Spooks, and More for Mummy Glyphs. Get them while the spooky season still lasts! 
 

 

AWLSPAN SYANDANA
Bring forth the look of your inner beast. 

CAVUM SENTINEL BUNDLE
A deliciously nightmarish set of accessories for your Sentinel. Includes the Cavum Sentinel Mask, Wings and Tail (these are also available to be purchased individually). 

CHIROPTERA COLLECTION
Spread your wings and hunt through the night. This collection contains chiropteran cosmetics for both you and your Sentinel (Cavum Sentinel Accessories and the Awlspan Syandana). 
 

 

NEW NABERUS LOTUS SKIN
A vampiric look for Lotus to wear during the ancient festival of death and mischief. Purchase this new permanent skin from the Lotus customization options in Personal Quarters located in your Orbiter. 
 

 

DAY OF THE DEAD V: COMPLETE COLLECTION
Enjoy every cosmetic from Day of the Dead V. Includes: 

  • Suparna Day Of The Dead Syandana
  • Vetala Day Of The Dead Shoulder Plate
  • Vetala Day Of The Dead Chest Plate
  • Vetala Day Of The Dead Ankle Plates 
  • Skiajati Day Of The Dead Skin 
  • Acceltra Day Of The Dead Skin 
  • Corvas Day Of The Dead Skin 
  • Cycron Day Of The Dead Skin 
  • Gammacor Day Of The Dead Skin II 

Each can also be purchased individually and are permanent in-game Market items.  
 

VETALA DAY OF THE DEAD ARMOR BUNDLE
Strike fear into the hearts of your enemies by cladding your Warframe in this ancient battle attire. The bundle includes: 

  • Vetala Day Of The Dead Shoulder Plate
  • Vetala Day Of The Dead Chest Plate
  • Vetala Day Of The Dead Ankle Plates 

Each can also be purchased individually and are permanent in-game Market items. 

 

DAY OF THE DEAD V: WEAPON SKIN PACK

Haunt wherever you go with new morbidly festive weapon skins. Includes:

  • Acceltra Day Of The Dead Skin 
  • Corvas Day Of The Dead Skin 
  • Cycron Day Of The Dead Skin 
  • Gammacor Day Of The Dead Skin II 
  • Skiajati Day Of The Dead Skin 

Each can also be purchased individually and are permanent in-game Market items. 

 

TENNO III COLOR PALETTE
Unlocks additional color options reflecting the default colors used on each standard Warframe in release order from Garuda to Dagath!
 

SYSTEM CHANGES AND GENERAL QUALITY OF LIFE

This section covers the following topics (in order):

  • Warframe Shield Changes
  • Base vs. Final Stats in Modding – Health / Energy / Shield / Armor Stat Overhaul
  • Focus Lens Conversion Buff
  • Nightwave Changes
  • Break Narmer Mission Improvements
  • Archon Hunt Damage Attenuation Changes 

Warframe Shield Changes
There are many avenues for Tenno to approach Warframe survivability. Usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the meta prior to this update encouraged players to reduce Shield values as much as possible to make use of Shield Gating mechanics. 

As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools – to the point where you are rewarded for having the lowest Shield stat possible. 

We have changed this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we have approached this challenge in two key ways:

Firstly – we’ve buffed Tenno Shields overall!
Previously: Tenno Shields offered a 25% resistance to all damage types.
Now: Tenno Shields will offer a 50% resistance to all damage types. 

We’ve also buffed a few Shield-specific Mods with Recharge rate in mind! 
(values below are at max rank)

  • Fast Deflection: Added -45% Shield Recharge Delay
  • Fortitude: Increased the Shield Recharge value from +80% to +100%. 
    • Also increased Chance to Resist Knockdown from +20% to +40%. 
  • Vigilante Vigor: Added -30% Shield Recharge Delay

These Mod buffs feed directly into the other half of our approach:

Secondly – we’ve reworked Shield Gating!
Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players were rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.  

As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating has been reworked. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What has changed is how this period of invulnerability scales with the amount of Shields you have. 

The changes outlined below have been made with that vision in mind:

Part 1 – Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.

Previously: Full Shields upon Shield break offered a 1.3-second window of invulnerability. 

Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break.

Part 2 – Partially Depleted Shields do not have a separate Shield Gate Duration.

Previously, shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.

Now, Partially Depleted Shields are treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!

With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!

Part 3 – We’ve added a new Corrupted Mod: Catalyzing Shields
With the changes to Shield Gating, we still wanted to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we have introduced a new Corrupted Mod: Catalyzing Shields

This Mod reduces your maximum Shields by 80% but also changes how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration scales from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.

For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:

  • 100 Shields at Shield Break: 1.33s of Shield Gating
  • 75 Shields at Shield Break: 1.0s of Shield Gating
  • 50 Shields at Shield Break: 0.67s of Shield Gating
  • 25 Shields at Shield Break: 0.34s of Shield Gating
  • 10 Shields at Shield Break: 0.33s of Shield Gating
    • As a reminder, 0.33s is the absolute minimum duration for Shield Gating!

How to acquire Catalyzing Shields: 
Since this is a new Corrupted Mod, it is obtainable via Orokin Vaults on Deimos.

An Alert for the Catalyzing Shields Mod will be available in the near future to give players faster access to this Mod to test in their builds. We will share start/end dates for that Alert soon! 

Part 4 – Decaying Dragon Keys have been updated to debuff both Shields and Shield Gating. 
With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items were previously used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we loved to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.

With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum. 

Part 5 – A few other details to cover!

  • Hildryn’s Passive has been buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
  • Updated Grenade Fan’s description to better communicate how Shield Satellites work with Shield Gating. 
    • “(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 double minimum Shield Gate invincibility time.”  
  • Shield Regeneration Delay Reduction is now capped at 80%. Many Mods have now been updated to offer this benefit, leading to the possibility of stacking Shield Regen to be faster than Shield Gate expiring. Now, players should have easier access to reducing the regeneration time, without risking issues with permanent invulnerability. 
    • Guardian Break Shield Regeneration delay reduction has been decreased from 90% to 80% at max rank as a result. We have buffed this effect’s duration 8s to 12s at max rank to compensate!
  • Updated the Shield stat on-hover description in the Upgrade Screen to describe Shield break functionality and include Shield Gate duration for your current modded max Shields.  

There are many variables that will impact the overall outcome of these Shield changes with Abyss of Dagath, and we’ll be keeping a close eye on player feedback now that this is in the community’s hands. With this update’s release, you’ll be seeing many changes in your Arsenal Upgrade screens — both for Shield changes listed above, and the following overhaul:

Base vs Final Stats in Modding – Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” – math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. 

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe – i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. 

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank – namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. 

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. 

To remedy this, we approached this problem in two ways:

1 – We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. 

So, our next step:

2 – We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. 
 

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. 

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. 

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. 

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. We will only be listing Base stats for Armor changes, unless the Warframe has a different Armor stat at Max Rank. 

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.  Here are a few outliers before we get into the nitty-gritty of it:

  • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
    • Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
  • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
    • ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.

 

Warframe Stat Changes:
Note: for those comparing Dev Workshop values and final values, the major change you will see in the stats below is a general increase in Base Rank Health and Shields. This is due to a change to how Health/Shields are earned per rank, to increase survivability of unranked Warframes, which was not properly captured in our initial Dev Workshop stats.

Spoiler

ASH
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

ASH PRIME
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

ATLAS
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 475 (from 450)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

ATLAS PRIME
Health: Base Rank – 550 (from 175) / Max Rank – 650 (from 525)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 500 (from 475)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

BANSHEE
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

BANSHEE PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

BARUUK
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

BARUUK PRIME
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

CALIBAN
Health: Base Rank – 170 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 450 (from 175) / Max Rank – 650 (from 525)
Armor: Base Rank – 290 (from 275)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

CHROMA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 370 (from 350)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

CHROMA PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 450 (from 425)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

CITRINE
Health: Base Rank – 400 (from 135) / Max Rank – 500 (from 405)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 265 (from 250)
Energy: Base Rank – 130 (from 120) / Max Rank – 180 (from 180)

EMBER
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

EMBER PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

EQUINOX
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

EQUINOX PRIME
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 200 (from 165) / Max Rank – 250 (from 248)

EXCALIBUR
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

EXCALIBUR PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

EXCALIBUR UMBRA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

FROST
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

FROST PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 550 (from 175) / Max Rank – 650 (from 525)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

GARA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

GARA PRIME
Health: Base Rank – 345 (from 120) / Max Rank – 445 (from 360)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 200 (from 190)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

GARUDA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 140 (from 120) / Max Rank – 240 (from 270)

GARUDA PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 420 (from 400)
Energy: Base Rank – 220 (from 160) / Max Rank – 320 (from 360)

GAUSS
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

GRENDEL
Health: Base Rank – 1095 (from 350) / Max Rank – 1295 (from 1050)
Shields: Base Rank – 95 (from 25) / Max Rank – 95 (from 75)
Armor: Base Rank – 370 (from 350)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

GYRE
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 550 (from 175) / Max Rank – 650 (from 525)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 190 (from 160) / Max Rank – 240 (from 240)

HARROW
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

HARROW PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 640 (from 175) / Max Rank – 740 (from 525)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

HILDRYN
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 1280 (from 450) / Max Rank – 1780 (from 1575)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)

HILDRYN PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 1380 (from 475) / Max Rank – 1880 (from 1662.5)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)

HYDROID
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

HYDROID PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 550 (from 175) / Max Rank – 650 (from 525)
Armor: Base Rank – 290 (from 275)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

INAROS
Health: Base Rank – 2110 (from 550) / Max Rank – 2310 (from 2200)
Shields: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

INAROS PRIME
Health: Base Rank – 2215 (from 575) / Max Rank – 2415 (from 2300)
Shields: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

IVARA
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

IVARA PRIME
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 250 (from 200) / Max Rank – 300 (from 300)

KHORA
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 290 (from 275)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

KHORA PRIME
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Armor: Base Rank – 345 (from 325)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

KULLERVO
Health: Base Rank – 1005 (from 325) / Max Rank – 1205 (from 975)
Shields: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)
Armor: Base Rank – 550 (from 325) / Max Rank – 650 (from 650)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

LAVOS
Health: Base Rank – 540 (from 200) / Max Rank – 740 (from 600)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 575 (from 450) / Max Rank – 675 (from 675)
Energy: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)

LIMBO
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

LIMBO PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

LOKI
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

LOKI PRIME
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

MAG
Health: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

MAG PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

MESA
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

MESA PRIME
Health: Base Rank – 400 (from 135) / Max Rank – 500 (from 405)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

MIRAGE
Health: Base Rank – 200 (from 80) / Max Rank – 300 (from 240)
Shields: Base Rank – 120 (from 80) / Max Rank – 300 (from 240)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

MIRAGE PRIME
Health: Base Rank – 200 (from 80) / Max Rank – 300 (from 240)
Shields: Base Rank – 310 (from 110) / Max Rank – 410 (from 330)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

NEKROS
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 235 (from 90) / Max Rank – 335 (from 270)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

NEKROS PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

NEZHA
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 135 (from 50) / Max Rank – 185 (from 150)
Armor: Base Rank – 200 (from 190)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

NEZHA PRIME
Health: Base Rank – 265 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 135 (from 50) / Max Rank – 185 (from 150)
Armor: Base Rank – 265 (from 250)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

NIDUS
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)
Armor: Base Rank – 350 (from 300) / Max Rank – 450 (from 450)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

NIDUS PRIME
Health: Base Rank – 550 (from 175) / Max Rank – 650 (from 525)
Shields: Base Rank – 0 (from 0) / Max Rank – 0 (from 0)
Armor: Base Rank – 425 (from 350) / Max Rank – 525 (from 525)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

NOVA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

NOVA PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

NYX
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

NYX PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

OBERON
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

OBERON PRIME
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

OCTAVIA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

OCTAVIA PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

PROTEA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

REVENANT
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 735 (from 225) / Max Rank – 835 (from 675)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

REVENANT PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 825 (from 250) / Max Rank – 925 (from 750)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

RHINO
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

RHINO PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 290 (from 275)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

SARYN
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 240 (from 225)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

SARYN PRIME
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 315 (from 300)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

SEVAGOTH
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 235 (from 90) / Max Rank – 335 (from 270)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 140 (from 125) / Max Rank – 190 (from 188)

SEVAGOTH’S SHADOW
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 135 (from 50) / Max Rank – 185 (from 150):
Armor: Base Rank – 475 (from 450)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

STYANAX
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 825 (from 250) / Max Rank – 925 (from 750)
Armor: Base Rank – 265 (from 250)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

TITANIA
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

TITANIA PRIME
Health: Base Rank – 365 (from 125) / Max Rank – 465 (from 375)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 215 (from 175) / Max Rank – 265 (from 263)

TRINITY
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

TRINITY PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

VALKYR
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 135 (from 50) / Max Rank – 185 (from 150)
Armor: Base Rank – 630 (from 600)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

VALKYR PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 135 (from 50) / Max Rank – 185 (from 150)
Armor: Base Rank – 735 (from 700)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

VAUBAN
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 160 (from 150)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

VAUBAN PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 210 (from 200)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

VOLT
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

VOLT PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

VORUNA
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 200 (from 190)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

WISP
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 180 (from 75) / Max Rank – 280 (from 225)
Armor: Base Rank – 185 (from 175)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

WISP PRIME
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 210 (from 200)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

WUKONG
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Armor: Base Rank – 265 (from 250)
Energy: Base Rank – 130 (from 120) / Max Rank – 180 (from 180)

WUKONG PRIME
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 345 (from 120) / Max Rank – 445 (from 360)
Armor: Base Rank – 290 (from 275)
Energy: Base Rank – 145 (from 130) / Max Rank – 195 (from 195)

XAKU
Health: Base Rank – 269 (from 97) / Max Rank – 359 (from 291)
Shields: Base Rank – 239 (from 89) / Max Rank – 329 (from 267)
Armor: Base Rank – 145 (from 137)
Energy: Base Rank – 160 (from 153) / Max Rank – 230 (from 230)

YARELI
Health: Base Rank – 270 (from 100) / Max Rank – 370 (from 300)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 200 (from 200) / Max Rank – 300 (from 300)

ZEPHYR
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 105 (from 100)
Energy: Base Rank – 100 (from 100) / Max Rank – 150 (from 150)

ZEPHYR PRIME
Health: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Shields: Base Rank – 455 (from 150) / Max Rank – 555 (from 450)
Armor: Base Rank – 135 (from 125)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

Warframe Mod Changes:
As promised, here is the comprehensive list of Mod changes to go with the stat changes above. 
*the values below are at Max Rank!

Spoiler

Health-Specific Mods:

  • Vitality: +100% Health (was +440%)
  • Umbral Vitality: +100% Health (was +440%)
    • +130% and +180% with set bonuses (was +550% and +770%)
    • The 2-Mod set bonus for Umbral Vitality is more substantial than it was before, so builds that use Umbral Vitality and only one other Umbral Mod should see a buff to their Health stat.
  • Archon Vitality: +100% Health (was +440%)
  • Physique: +20% Health (was +90%)
  • Gladiator Resolve: +40% Health (was +180%)
  • Nira’s Hatred: +35% Health (was +150%)

Shield-Specific Mods:

  • Redirection: +100% Shield Capacity (was +440%)
  • Augur Accord: +70% Shield Capacity (was +180%)
  • Boreal’s Hatred: +65% Shield Capacity (was +150%)

Armor-Specific Mods:

  • Steel Fiber: +100% Armor (was +110%)
  • Umbral Fiber: +100% Armor (was +110%)
    • +130% and +180% with set bonuses (was +137.5% and +192.5%)
    • The 2-Mod set bonus for Umbral Fiber is more substantial than it was before, so builds that use Umbral Fiber and only one other Umbral Mod should see a buff to their Armor stat.
  • Stand United: +25% Armor (was +25.5%)
  • Armored Agility: +40% Armor (was +45%)
  • Amar’s Hatred: +25% Armor (was +30%)
  • Gladiator Aegis: +40% Armor (was +45%)
  • Mecha Pulse: +60% Armor (unchanged) 
  • Ironclad Charge: +50% Armor (unchanged)

Energy-Specific Mods:

  • Flow: +100% Energy Max (was +150%)
  • Primed Flow: +185% Energy Max (was +275%)
  • Archon Flow: +185% Energy Max (was +275%)
  • Endurance Drift: +10% Energy Max (was +15%) 

Mods with Various Stats:

  • Vigor: +50% Shield Capacity, +50% Health (was +120% each)
  • Primed Vigor: +75% Shield Capacity, +75% Health (was +220% each)
  • Carnis Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)
  • Jugulus Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)
  • Saxum Carapace: +55% Armor, +20% Health (was +60% Armor,+90% Health)

Necramech and Archwing Changes

Necramechs and Archwings have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats. We’ve prepared the following Stat and Mod changes with this in mind.

Mod Changes:
(values shown at max rank)
 

Spoiler

Health:
Necramech Vitality: +100% Health (was +120%)
Enhanced Durability: +100% Health (was +150%)

Shields:
Necramech Redirection: +100% Shield Capacity (was +220%)
Energy Inversion: +100% Shield Capacity (was +120%)

Armor:
Necramech Steel Fiber: +100% Armor (was +90%)
Argon Plating: +100% Armor (was +90%)

Energy:
Necramech Flow: +100% Energy Max (was +150%)
Auxiliary Power: +100% Energy Max (was +90%)

Necramech Stat Changes:
 

Spoiler

 

BONEWIDOWHealth: Base Rank – 1880 (from 1800) / Max Rank – 2880 (from 3600)
Shields: Base Rank – 430 (from 300) / Max Rank – 630 (from 600)
Armor: Base Rank – 480 (from 500)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

VOIDRIG
Health: Base Rank – 1400 (from 1500) / Max Rank – 2400 (from 3000)
Shields: Base Rank – 850 (from 500) / Max Rank – 1050 (from 1000)
Armor: Base Rank – 385 (from 400)
Energy: Base Rank – 175 (from 150) / Max Rank – 225 (from 225)

 

These changes in action using Voidrig!

 

Archwing Stat Changes:

Spoiler

AMESHA
Health: Base Rank – 650 (from 400) / Max Rank – 900 (from 1200)
Shields: Base Rank – 220 (from 200) / Max Rank – 420 (from 600)
Armor: Base Rank – 195 (from 200)
Energy: Base Rank – 220 (from 200) / Max Rank – 270 (from 360)

ELYTRON
Health: Base Rank – 765 (from 450) / Max Rank – 1015 (from 1350)
Shields: Base Rank – 745 (from 450) / Max Rank – 945 (from 1350)
Armor: Base Rank – 145 (from 150)
Energy: Base Rank – 120 (from 125) / Max Rank – 170 (from 225)

ITZAL
Health: Base Rank – 200 (from 400) / Max Rank – 450 (from 600)
Shields: Base Rank – 220 (from 200) / Max Rank – 420 (from 600)
Armor: Base Rank – 50 (from 50)
Energy: Base Rank – 220 (from 200) / Max Rank – 270 (from 360)

ODONATA
Health: Base Rank – 425 (from 300) / Max Rank – 675 (from 900)
Shields: Base Rank – 430 (from 300) / Max Rank – 630 (from 900)
Armor: Base Rank – 100 (from 100)
Energy: Base Rank – 85 (from 100) / Max Rank – 135 (from 180)

ODONATA PRIME
Health: Base Rank – 650 (from 400) / Max Rank – 900 (from 1200)
Shields: Base Rank – 640 (from 400) / Max Rank – 840 (from 1200)
Armor: Base Rank – 100 (from 100)
Energy: Base Rank – 85 (from 100) / Max Rank – 135 (from 180)

These changes in action using Odonata!
 

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! 

Focus Lens Conversion Buff
Focus acquisition can take a significant time investment, especially for those who prefer more passive farming methods. Completing all of your Focus Schools acts as a long-term goal for many players, but we felt the need to mitigate the time investment slightly. 

Now, Focus Lenses will offer greater conversion rates, as follows:

  • Regular Lens: 1.25 > 2%
  • Greater Lens: 1.75 > 3%
  • Eidolon Lens: 2.25 > 4.25%
  • Lua Lens: 3.25 > 5.5%

Additionally, all Convergence Orbs now offer a flat 5,000 Focus bonus to your equipped Focus School upon pickup. 

Nightwave Changes
Nora Night has been gracing our airwaves since 2019, and word is she felt it was time for a little refresh. While many of our changes are shipping in our next Nightwave Series (as outlined in our Dev Workshop), Abyss of Dagath has brought some changes to keep Nora’s Acts fun, accessible, and as always, incentivizin’. 

Revised Nightwave Acts
In the 4 years of Nightwave history, many Acts have come and gone. This update brings revisions to existing Nightwave Acts that have been reworked with two approaches: a) to reduce the grind required to complete some Acts, and b) to expand the ways in which players can complete them!

Any existing progress on these Acts will remain intact! In the case where an Act has had its requirements reduced and you have already hit that new requirement, you may need to do a single instance of the task to trigger completion (e.g. if you had 10/20 enemies killed while sliding for the Accelerator Act prior to this update, you would have to kill one more enemy while sliding for it to be marked as complete). 

  • Accelerator: Kill 10 Enemies while Sliding (was: 20)
  • Conservationist: Complete 3 different Perfect Animal Captures in Orb Vallis (was: 6)
  • Earth Bounty Hunter: Complete 3 different Bounties in the Plains of Eidolon (was: 5)
  • Earth Fisher: Catch 3 Rare Fish in the Plains of Eidolon (was: 6)
  • Earth Miner: Mine 3 Rare Gems or Ore in the Plains of Eidolon (was: 6)
  • Eternal Guardian: Complete 2 Void Armageddon missions (was: 3)
  • Everything Old is New Again: Complete 1 Transmutations (was: 3)
  • Glider: Kill 15 Enemies while Aim Gliding (was: 20)
  • Invader: Complete 6 Invasion missions of any type (was: 9)
  • Night and Day: Collect 10 Vome or Fass Residue in the Cambion Drift. (was: 15)
  • Night Terror: Complete 5 Nightmare missions of any type (was: 10)
  • Researcher: Scan 15 Objects or Enemies (was: 25)
  • Sanctuary Researcher: Complete 3 Scans for Cephalon Simaris (was: 5)
  • Supporter: Complete 5 Syndicate missions (was: 10)
  • Survival: Complete a Survival mission reaching at least 20 minutes (was: 30)
  • Venus Bounty Hunter: Complete 3 different bounties in the Orb Vallis (was: 5)
  • Venus Fisher: Catch 3 Rare Servofish in the Orb Vallis (was: 6)
  • Venus Miner: Mine 3 Rare Gems or Ore in the Orb Vallis (was: 6)
  • Animator: Retrieve the Ayatan Statue for Maroo in Maroo’s Bazaar
    • Previously was: Fully Socket 3 Ayatan Sculptures
  • Now Boarding: Complete 3 different K-Drive races in Orb Vallis on Venus or in Cambion Drift on Deimos. 
    • Previously was limited to only Orb Vallis races.
  • Thrill Rider: Kill 20 Enemies while riding a K-Drive, Kaithe, Velocipod, Merulina
    • Expanding the eligibility of this Act to all of your trusty steeds. 
    • Previously named “Surfs Up!”
  • The Hunt is On: Find 5 Syndicate Medallions
    • Players will no longer have to be the one to pick up the Medallion for this to count.
  • The Personal Touch: Place 1 decoration in your Orbiter or Dormizone
    • Only Orbiter decorating used to count!
  • Cache Hunter: Find 6 caches across any Sabotage missions
    • Previously was: “Find all caches in 3 Sabotage missions”
  • Saver: Pick up 15,000 Credits
    • Mission credit rewards will now count towards this Act!
  • The Many Made Whole: Functionality remains, updated description to be more accurate.
    • Previously was: “Convert 10 Riven Slivers into a Riven Mod” 
    • Now: “Exchange 10 Riven Slivers for a Riven Mod” 

Introductory Nightwave Screen
The first time you log in with a Nightwave Series available (Awakening and Vor’s Prize Quests must be completed), a pop-up screen will appear highlighting various Series rewards, a brief description, and a button to visit the Nightwave menu!

We’re adding this to increase visibility of Nightwave for newer players who may be unfamiliar with Nora, and as a reminder when a new Nightwave has dropped! 

Note: The 3 Permanent Weekly Acts that were mentioned in Devstream 173 will be coming with the next Nora’s Mix Volume. 

Break Narmer Mission Improvements

Kahl’s missions are a great way to earn an extra Archon Shard every week, but there is no denying that playing the same 3 Break Narmer missions can get repetitive. After looking at Community feedback and reflecting on our own experiences after almost a year of this content being available, we’ve prepared some Quality of Life changes and a few ways to spice up these familiar missions. 

General Kahl-ity of Life Changes:

  • Kahl see more! 
    • Kahl now has Loot Radar and Enemy Radar. This will allow you to plan your offensive, and find key pick-ups to complete your Stock challenges faster!
  • Kahl go fast! 
    • Kahl’s max speed and overall walking speed have been increased.
  • Kahl earn stock! 
    • Added Stock Pickups to Break Narmer missions. 8 to 12 Stock Pickups will spawn per mission, offering 2 Stock each. These will appear on your Loot Radar and will respawn if the mission is replayed. Extraction is required to earn the picked-up Stock. 

Expanding Kahl’s Garrison:
Kahl will now find additional weapons next to his fallen Brothers as a way to add more variety to his overall gameplay. Three different weapons will spawn randomly each time you play! 

In Junk Run* and Prison Break missions, you can find the following:

  • Ogris
  • Gorvakk (new shotgun found only in Break Narmer missions!)
  • Ignis
  • Tonkor
  • Grinlok
  • Jat Kittag

*Once Kahl equips the Salvaged Kuva Ayanga in the Junk Run mission, these optional weapons are removed. Once the Tusk Thumper has been defeated, they will respawn. 

As for Sneaky Sabotage, since this mission has specific weapon restrictions, there are no plans to offer additional weapons to this mission at this time. 
 

Archon Hunt Damage Attenuation Changes
Speaking of earning Archon Shards, Damage Attenuation (or “damage pillows”) may be a familiar mechanic for those who frequent Archon Hunts each week. 

This was a hot topic, especially near the end of 2022. Since then, we’ve taken our time to assess player feedback and devise a plan to address it — and we’re finally at a place where we can execute it. 

Damage Attenuation is one tool of many to increase enemy difficulty by limiting how much damage they take from player weapons, etc. 
Our current form of Damage Attenuation has resulted in many weapons feeling lackluster due to the high attenuation values, and damage output was reduced significantly to balance out the post-attenuation modifiers — meaning that Archon fights felt like a slog if players did not use a limited set of optimal builds.

This is not a favorable outcome, so we have made the following changes:

1 – Maximum Damage Caps have increased

  • Maximum Damage per Damage Instance has been increased 
  • Maximum Damage Per Second has been increased 

Our goal is to make big hits still feel like big hits, especially for low-rate-of-fire weapons. We’re able to reduce the damage cap significantly because of the next change:
 
2 – Modifiers now apply before Damage Attenuation

Critical Multipliers (and other modifiers) applying post-damage-cap allowed for many of the One Shot builds to function, and for full transparency, we want to prevent One Shot Archon builds as much as possible. By changing where these modifiers apply, we can increase the Damage Caps to a much less punishing level for players.

Our goals with these changes are to:

  • Increase player damage output, thereby reducing the overall time to kill for Archons
  • Make “big hits” feel impactful by no longer throttling them to such an extreme degree
  • Encourage overall build diversity for Archon Hunts
  • Reduce the ability to use one-shot builds

We’re excited to see what Archon Hunts look like for players with these changes in the live build! Now that these changes have been released, we’ll be keeping a close eye on player feedback and the resulting time-to-kill for Archons to see if further iteration is needed. 

Please share any bug reports and feedback related to any and all of the above System Changes And General Quality Of Life Changes in the official Abyss of Dagath subforums.


NEW PLAYER PATH IMPROVEMENTS

This section covers the following topics (in order):

  • Removal of Flawed Mods and MK1 Weapons from Vor’s Prize
  • Early Game Inbox and Junction Adjustments
  • Universal Enemy Radar
  • Quest Improvements 
    • Including Waverider, The Glast Gambit, Natah, and Vox Solaris
  • Assassination Target Improvements
  • Cetus Wisp and Necramech Acquisition Changes

Removal of Flawed Mods and MK1 Weapons from Vor’s Prize

Flawed Mods 
Flawed Mods are a special variant of Mods that are only accessible via the Vor’s Prize Quest and were intended to be an early introduction for players to the Modding system. Over the years, we have come to understand that these Mods have the unintended effect of players investing Endo that would be better used in the non-flawed variants. 

As a result, we have removed Flawed Mods from Vor’s Prize and replaced them with the normal variants. Additionally, players who already own Flawed Mods have had them replaced with the normal variant with this update’s release — excluding the April Fool’s Flawed Ammo Drum from 2016, of course. The conversion maintained the Mod rank, so a Rank 3 Flawed Vitality has become a Rank 3 Vitality, etc. 

Any equipped Flawed Mods have been uninstalled, so be sure to check your builds if this affects you!

Flawed Mod Storage Site
After posting our initial Dev Workshop outlining the Flawed Mods removal, many players expressed their desire to keep them for a variety of reasons. Luckily for those Tenno, we managed to find the original (disposal) storage site of the Flawed Mods and have made them available to players once more.

Seek out the storage site near Cressa Tel  in Iron Wake on Earth to purchase them anew. We did our best to price these rare finds fairly, keeping in mind that these are now collector’s items of course, so they can be yours for the cost of a few (thousand) Credits!

While this is a tongue-in-cheek implementation of new Flawed Mods acquisition, we appreciate the value that these Mods offer to certain players and wanted to keep them available for those who requested it. 

Note: Due to the unique acquisition method for these Mods, players will not be able to dissolve Flawed Mods for Endo or Transmute them.

Adjusting for Increased Mod Drain
As Flawed Mods are being removed, we want to ensure that new players can still create their early builds and equip Mods onto their equipment. Since normal Mods have a higher drain than their Flawed variants, we’re approaching this problem in two ways:

Firstly, we’ve added 90k Bonus Affinity to the completion of the Vor’s Prize Quest, split up across the 6 missions. Each mission earns new players an additional 15k Affinity upon first completion only.

NOTE: With the extra Affinity earned throughout Vor’s Prize, we have removed the ability for players to attempt Mastery Rank tests until they have completed this Quest. 

Secondly, we’ve reduced the base Drain for a few core Mods by 2. This will allow these Mods to fit into early game builds more easily, but also has the benefit of reducing their overall Drain at all ranks.

Here are the Mods that have been reduced from a Drain of 4 to 2 at Rank 0:

  • Fast Deflection – new Max Rank Drain of 7
  • Redirection – new Max Rank Drain of 12
  • Enemy Sense – new Max Rank Drain of 7
  • Continuity – new Max Rank Drain of 7

MK1 Weapons
Along the lines of Flawed Mods, the less powerful MK1 variants of the Braton, Paris, Kunai, and Bo have been removed from the Vor’s Prize Quest. Now, new players will be presented with the normal variants of these weapons.

Rest assured that all MK1 weapons still remain available for purchase with Credits in the Market!
 

Early Game Inbox and Junction Adjustments

Updated Early Game Inbox Messages
Continuing with our plans for improving the new player path, we have updated the completion Inbox messages for the following Quests:

  • Vor’s Prize
    • Added new Ordis voice lines when interacting with the Mod Segment during the Quest to set expectations around Modding this early on in the game: “Ordis realizes modding may seem a tad overwhelming, but everything will soon make sense.” 
  • Saya’s Vigil
    • Added Gara’s Blueprint to this inbox message instead of it being a Quest Completion screen reward!

Following the completion of Saya’s Vigil, we have also written a new inbox from The Business directing players to visit Fortuna.

Known Issue: We have identified an issue causing this inbox message to not be delivered with this Update’s launch. We have fixed the issue and it will be coming in an upcoming hotfix.

Our goal is to better guide newly awakened Tenno through the Star Chart. At the end of Vor’s Prize, they will be directed to Cetus to learn about Codex Scanners and receive their first Warframe Blueprint with a light introduction to Resource and Blueprint acquisition. Then they will be encouraged to follow the Junction path to the next planet.
 
We have plans to continue improvements along the Junction path in future updates with the new player experience in mind.

Junctions
Speaking of Junctions, we’ve made the following adjustments to the Venus and Mercury Junctions:

Venus

  • Removal of the “Collect 20 Mods” and “Apply 4 mods to a Single Warframe or Weapon” tasks. 
    • With the removal of Flawed Mods, the “Apply 4 Mods” challenge may become more difficult. Our goal for Junction tasks is to both teach new Tenno about the game, and guide them where to go next — neither of these challenges quite fit that vision. 
  • NEW TASK: “Complete Quest: Saya’s Vigil”
    • Similar to the Inbox changes, our goal is to direct new players to Cetus early in their journey! It’s an opportunity to meet those the Tenno protect while learning about Codex Scanners and Warframe Blueprints.
  • Reduced the Rank requirement from 2 to 1 for the “Upgrade any mod through the fusion process” task. Simplified the description as well to better explain how to complete it: 
    • Was: Use ENDO to upgrade Mods at the MOD STATION in your Orbiter.
    • Now: FUSION requires ENDO and CREDITS and is available at the MODS bench in the middle-deck of your Orbiter. 

Mercury

  • Added Incubator Power Core to Junction rewards 
    • Howl of the Kubrow is a Quest unlocked from the Mercury Junction, which requires an Incubator Power Core to complete. The free path to this item was not available until the Mars Junction was completed, which we felt was confusing to many new Tenno eager to hatch their first furry friend.  

Universal Enemy Radar
Players now have a Universal Enemy Radar set to 30m to help new players navigate through their missions. Warframe is more fun when you know where your foes are, and we felt that this important mechanic no longer needed to be tied to game progression.

Existing Enemy Radar Mods will simply add to the base Enemy Radar values!
ie. your Enemy Radar with Enemy Sense equipped would now be 60m!

Quest Improvements

Waverider Quest
For those who didn’t grow up playing Tony Hawk Pro Skater, the Waverider Quest may be a stopping point for you to acquire Yareli. Simply put: the gameplay requirements are not what you see in your average Warframe mission, being K-drive focused. While we love adding variety to our game, accessibility, and enjoyment is also an important factor — especially since this is the free path to earning Yareli. 

With that in mind, we have made the following changes to the Waverider Quest:

  • We’ve reduced the number of challenges per page from 5 to 3, resulting in a whopping reduction of overall Quest requirements from 25 to 15 challenges!
  • With fewer challenges overall, we’ve reworked the remaining challenges with the focus of making them simpler and easier to complete while still showcasing the breadth of gameplay available on your K-Drive!
  • Added the Quest Challenges to the pause menu while it is active to increase visibility and reduce the inconvenience of reopening the comic every time you need to check your progress. Hovering over a challenge will also provide you with a “how-to” description, offering more details on how to complete the listed objective!
  • Added Quest icon to the prompting text lines when interacting with Boon in Fortuna, to help players identify which dialogue prompt to click to proceed with the Quest stages. 
  • The Yareli Comic is now accessible in the Vent Kids’ Clubhouse in Fortuna while the Waverider Quest is active. Instead of having to return to your Orbiter to check challenge progress, players have an additional option of visiting Boon and reading the comic there!
  • Added a “Skip All” button to the Yareli Comic Pages for players who want to skip past the narration and read the pages themselves. 

Here’s a look at what the Waverider Quest Challenges are now: 
PAGE 1:

  • Copter x 5
  • Complete a K-Drive Race
  • Kill 5 enemies with a Secondary Weapon while riding a K-Drive

PAGE 2

  • Nose Planker or Tail Planker x 5
  • Obtain 5 seconds of air-time on a K-Drive
  • Get 5 Headshot Kills with a Secondary Weapon while riding a K-Drive

PAGE 3:

  • Keep a K-Drive trick chain alive for 10 seconds
  • Frontside Rollout x 5
  • Backside Rollout x 5

PAGE 4:

  • Perform 2 x10 combos
  • Complete 2 different K-Drive races
    • This challenge is a rework of the “Earn X points in a K-Drive race” challenges, which were impossible to do for certain K-Drive races.
  • 5 slam kills with the K-Drive
    • This works if you simply land on enemies or kill them with Slam Shockwaves!
    • We’ve also buffed Slam Shockwave radial damage from 5 to 100! Direct impacts still deal 1000 damage, but now missed maneuvers will do as much damage as a bullet jump.

PAGE 5:

  • Kill 5 enemies while mid-air/during a trick chain
  • Collect a total of 10,000 race points
  • Earn 500 points in a K-Drive trick chain

Vox Solaris Quest
As we want to encourage new Tenno to venture to both Cetus and Fortuna, we’ve reduced the overall difficulty of Vox Solaris with them in mind:

MISSION 1:

  • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.
  • Increased Drone Health and Shields from 3k to 8k, respectively.
  • Reduced the number of required kills from 30 to 20.

MISSION 2:

  • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.

MISSION 3:

  • Increased Excavator shields from 500 to 3k to match Health values.

MISSION 5:

  • Reduced enemy starting level to 7 from 9.
  • Increased Coolant Tower Health and Shields from 3k to 10k, respectively. 

The Glast Gambit Quest
There’s not much we can do to stop Nef Anyo’s scheming, but we did manage to negotiate the following changes to The Glast Gambit:

  • Reduced the length of each Index round from 3 to 2 minutes. Since you have to play multiple Index rounds per mission, we felt it dragged on too long.
  • Increased the Victory Margin from 10 to 20. While Nef may be balking at your success, we understand that the original margin was a pain point for many players, and we hope this improves that!

Natah Quest
This Quest is such an important stepping stone on your Tenno’s journey, so we are not planning on making sweeping changes. However, we have a few QOL tweaks to address Quest initiation:

  • Reduced the MR requirement from 3 to 2, meaning Oculysts will now spawn in Uranus missions once you are MR 2!
  • Updated the Uranus Junction challenge description to better indicate how to start this Quest. 
    • “Unlock this Quest via a special event in Grineer missions on Uranus. These events only trigger if you are Mastery Rank 2 or above.” 
  • Reduced the number of Defense waves from 10 to 5 in the “Seal the Tomb” mission.

Misc. Quest Changes:

  • The Archwing: Reduced Odonata build time from 10 minutes to 1 minute.
  • The Limbo Theorem:  Reduced Limbo Blueprint craft times from 12 hours to 1 minute. We are also reducing the number of Proof fragments required for the Theorem Blueprints from 3 to 1. 
  • Saya’s Vigil: Removed the MR 1 requirement to access Saya’s Vigil as part of our other early game journey changes. 
  • Rising Tide: Reduced the Railjack Cephalon Blueprint build time from 10 mins to 1 min.
  • Apostasy Prologue: Added “how to unlock” hint text in Codex to guide players to complete the Chains of Harrow Quest and install the Personal Quarters Segment.

Assassination Target Improvements

With the grind reduction pass we did on Quests, we also took a moment to look at certain Assassination Targets as well. Our goals were to reduce the overall time to complete some of these fights and improve waypointing where possible.

Ambulas:

  • Reduced round timer from 120 to 90 seconds. 
  • Reduced required number of Hacked Ambulas
  • From 4 to 3 for single player squads
  • From 5 to 4 for two player squads
  • From 6 to 4 for three and four player squads. 
    For experienced squads, taking down the Ambulas could lead to long periods of waiting. With these changes, we hope to reduce the amount of overall downtime in this fight, while not making it too difficult for those who have yet to master it. 

Vay Hek:

  • Reduced Invulnerability period from 10 to 6 seconds. 
  • Increased maximum damage received before becoming invulnerable from 25% to 35%. 
    These changes should increase the frequency at which Vay Hek becomes vulnerable to damage, therefore speeding up the fight!

Tyl Regor:

  • Waypoint on Tyl Regor now disappears when he is hiding.
    • Previously it would direct players to a locked door, possibly leading to confusion.
  • Added Waypoint Markers to Manics while they are active. 

Cetus Wisp and Necramech Acquisition Changes

Another part of a Tenno’s path is improving their gear, especially once they’ve unlocked their Operator. In addition to the Focus Point acquisition changes covered above in the System Changes section, we’ve made the following tweaks to improve player acquisition for Amps and Necramechs:

  • Cetus Wisps no longer disappear! These are crucial crafting costs for many early-game Amps, and while we did add the ability to purchase this resource from Onkko at Rank 5 Quills, this change should improve player acquisition earlier on in their journey. 
    • As similar pickups like Scintillant and Toroids were added to the game, this timed mechanic for Cetus Wisps felt unnecessarily complicated in contrast. 
    • The Cetus Wisp description was changed in Update 33.6.8 and now the functionally is live to match its new state: “Most common at night, these stone lifeforms are drawn to shorelines touched by the Eidolon. They linger around lakes on the Plains of Eidolon at all hours. Their origin remains mysterious.”
  • Voidrig crafting costs have been updated to require Cambion Drift resources only. Some of the resources required investment in other Hub Syndicates and Railjack, adding further obstacles for players on their journey to their Necramech. The updated crafting changes are as follows:
    • Voidrig Casing – replaced Venerdo Alloy with 5 Cranial Foremount
    • Voidrig Engine – replaced Isos with 6 Cabochon Embolos
    • Voidrig Capsule – replaced Marquise Veridos with 50 Devolved Namalon
    • Voidrig Weapon Pod – replaced Charc Electroplax with 6 Trapezium Xenorhast
  • Added Damaged Necramech Components to Loid’s Store for purchase. Players can purchase Damaged Necramech Casings, Engines, Pods, and Weapon Pods from the Necraloid Syndicate at Rank 1 for 2,500 Standing each. 
    • With the number of components needed to build your Necramech, the drop tables may not always be in your favor. Similar to Voruna and Citrine, we are adding the ability to purchase missing components directly from a vendor as a way to offset the grind.

Please share any bug reports and feedback related to any and all of the above New Player Path Changes in the official Abyss of Dagath subforums.

 

ACCESSIBILITY & HUD IMPROVEMENTS
This section covers the following topics (in order): 

  • Character Highlighting System
  • Conservation Accessibility and QOL Improvements
  • Auto Melee 
  • Buffs and Debuffs in Pause Menu
  • New Update History Screen
  • Other UI / HUD Additions and Changes

 

Character Highlighting System
The enemies you face in Warframe tend to be well-themed to their tilesets — while this adds visual cohesion to the game, it also means that your foes can sometimes blend into the landscape. To improve enemy and ally visibility, we’ve added a new “Character Highlighting” section to our Accessibility menu. 

With this new system, players can now apply a Highlight on both enemies and allies, with a variety of customization options. Whether you want to improve avatar visibility or simply turn them a fun color (or both!), you will be able to select the hue and intensity to your liking through the various settings:

  • Enemy Highlights Toggle – Toggling this on applies the Highlight Aura to all enemies.
  • Enemy Highlight Color – Select the color of choice using the Accessibility Color Palette or any other owned Color palette.
  • Enemy Highlight Intensity – Choose how bright you’d like the Highlight to be using this sliding scale. 
  • Ally Highlights – Toggling this on applies the Highlight Aura to all allies, including but not limited to: Squad Members, Companions / Sentinels, and Specters.
  • Self Highlight – Apply the Ally Highlight settings to your player avatar.
    • This will persist anywhere you take your Warframe or Tenno, such as your Orbiter, Quests, etc!
  • Ally Highlight Color – Select the color of choice using the Accessibility Color Palette or any other owned Color palette.
  • Ally Highlight Intensity – Choose how bright you’d like the Highlight to be using this sliding scale. 

Interacting with the Color and Intensity options will preview the effect on your Warframe in the menu screen, giving you an idea of what it’ll look like in-mission!

 

A few key characteristics of note for this system:

  • “Friendly” enemy units such as those seen in Invasion missions or those affected by Revenant’s Thralls / Nyx’s Mind Control units / etc. will use the Ally Highlight settings to differentiate them from your true foes.
  • Character Highlight Settings are accessible in-mission should you need to make any tweaks on the fly!
  • Our intentions are for the majority of Quest cutscenes you will not see Character Highlights in action, except if Self Highlights are applied. Currently this is not the case and all allies and enemies are highlighted. We have a code fix that will come with our next Cert build.

Conservation Accessibility and QOL Improvements

Conservation has had a long storied history with quality of life and accessibility changes, but we can confidently say that this is the biggest batch of improvements yet! Because there’s so much to cover, we’ve broken it down per Conservation stage: 

Icons on the map:

  • The animal’s name now appears when hovering over the trail icons in the advanced map!
  • Holding your Tranq Rifle will now show the icons of the closest Trail Start Points in your minimap!
    • Only one icon will appear per animal, to help you better plan your route on foot. 
  • Each animal trail icon now uses the animal’s silhouette (instead of the generic pawprint) and is color-coded for quicker visual identification! The hue matches that of their Echo-Lure.
    • This slipped out a little earlier than planned with Echoes of Duviri (Update 33.6)!
  • Players can now select an Icon on the advanced map to spawn a special waypoint marker to the Trail Start Point. This marker will persist even after putting your Tranq rifle away!

Trail Start Points:
It all starts with scat! Unfortunately, many trail start points can blend into the landscape and otherwise be difficult to find. We’ve made the following changes with this in mind:

  • Trail Start Points will now be highlighted with a diamond marker with the Tranq Rifle equipped. Simply holding the Tranq Rifle will show these markers at 20m away, while aiming down the scope will reveal them from up to 50m away.
    • This diamond marker functionality already existed with Echo-Lures, but we are extending it to Tranq Rifles as well. 
  • Trail Start Points will now glow similar to footprints when viewed through the Tranq Rifle scope.      

Follow Tracks:

  • Updated our footprint shader to improve animal footprint visibility and address issues of them disappearing below rocky terrain.
  • Once interacting with a Trail Start Point, a yellow area highlight will appear in your minimap over the last section of the tracks you found. Additionally, we have added diamond markers at key checkpoints in the footprint path that appear when looking down the Tranq Rifle scope.
    • If you happen to lose the trail or get turned around, these two mechanics should help you!     

Locate and Tranquilize:

  • Adjusted the audio and visual cues from the Tranq Rifle to play more or less frequently depending on how far away the animal is.
    • The more often they appear, the closer you are! 
  • Ally Character Highlights will apply to Conservation targets as an extra way to distinguish them from the landscape, should you wish to use that system!
  • Added a flashing paw icon that points you in the direction of the animal when looking down the Tranquilizer scope.
    • With the successful use of the Echo-Lure, the replying animal call already comes from the direction that they spawn in. We’re adding this new visual clue for Conservationists in addition to the existing audio cue! 
    • Note: This functionality also applies to free-roaming wildlife you find on the Landscape, no Echo-Lure required!

Auto Melee 

Adding an Auto Melee button has been a frequently requested topic over the years as a way to mitigate repeated button presses. Your days of spamming E are over with the new Auto-Melee functionality! Here’s how it works:

With Auto Melee, players can trigger melee swings through the familiar repeated melee inputs, or they can simply hold the melee input button to repeatedly swing their melee weapon for as long as that input is held. Combos can be executed while auto-meleeing by simply adding the required inputs — i.e. to start Slide Attacking, simply start sliding while holding the Melee Input, etc.

In short, the Warframe melee that you know isn’t changing – the only difference is that instead of needing to press your E hundreds of times, you only need to press (and hold!) it once. 

Our goal is not to alter the main way you play Warframe melee if you prefer the precision of individual inputs – auto-meleeing is an additional way to play the game. This mechanic has been released as a permanent functionality of the Melee system, as we’ve designed this so that both individual input and auto-melee can co-exist without issue. 

Since Auto-Melee is removing a lot of the active element of meleeing, we are working on an addition to this system called “Perfect Heavy Attacks” that aim to release with Whispers in the Walls. 

Exclusions to Auto Melee
Due to the mechanics of Auto Melee mirroring that of thrown melee weapons, the following weapons will not have Auto Meleeing enabled for them:

  • All Glaive Weapon Types     
  • Wolf Sledge

 
Buffs and Debuffs in Pause Menu

The meme of players giving their squadmates enough buff indicators to look like an MMORPG screen is real and valid. Worry not! We have not changed the buffs you get, we’re simply adding the ability to see what the actual Buff and Debuff Icons mean when entering your Pause Menu:

As you can see in the screenshot above, hovering over the icon will show you the effect’s name and possibly the description. We’ve done our best to add descriptions for Arcanes, Mods, Decrees, Focus Abilities, and Weapon Abilities in time for this update. As the majority of descriptions are still being added, we ask that any bug reporting is done on incorrect or incomplete descriptions instead of missing ones! 
 

New Update History Screen 

Whether you’re jumping straight into a new Update or returning to the game after a break, our New Update History Screen is designed to contextualize and highlight the latest content. This screen offers a variety of new tools for us to showcase everything that is available in our major update releases. 

    
In the screenshot above, you’ll see various sections designed to contextualize and highlight released in the specific update, including:

  • General overview blurb for the update!
    • Familiar as this is what we’ve done for past updates. 
  • Patch highlights, which can be interacted with to reveal a pop-up window with lengthier descriptions of new features, game modes, etc., released in the update!
  • Direct link to the update notes on our website. 
  • New item showcase to highlight new content available in the market.
  • “How to Play” button that will either direct you to a tutorial or take you straight to the Star Chart to engage with the new content. 
  • Update History at the bottom of this screen, allowing you to look at Update Screens for previous releases.
    • Abyss of Dagath and the Seven Crimes of Kullervo are currently available!

Where to find this screen
This new Update History Screen will present to players the first time they log into the game following an update, but it can also be accessed any time at two locations:

  • In the pause menu above the Nightwave button.
  • Via the new banner over the News console in your Orbiter!

      
Other UI / HUD Additions and Changes

  • Added a Weapon Trait Display in the Arsenal! 
    • Weapons with specific traits or passives now display this information in the Upgrade Arsenal screen of the respective weapon. These traits were often hidden in weapon descriptions or otherwise required players to learn about them via outside sources – now you can directly see any special traits a weapon has and incorporate that knowledge into your builds. 
      • Each and every single trait was written for this update, which means some may have slipped by! Please let us know if there are weapons missing their own trait description. Thank you!
  • This new Trait display is placed where the previous “Rank Bonuses” information lived. We have moved the “Rank Bonuses” section of the Upgrade Screen just above the Ability Icons, where players can still access that information on-hover. 
  • Added a preview feature when adjusting the Visual Effects Intensity slider.
  • You can now swap Incarnon Evolutions in the Arsenal! 
    • Note: You will still need to visit Cavalero to unlock each Evolution, but once that’s done, you can swap to your heart’s delight from the comfort of your Orbiter.  
  • Updated the reticle’s reaction when hitting headshots and weak points to a much more visible and red indicator. 
  • Added a new “Damage Number” color slot for non-critical damage. Default is white but can be customized in the “Customize HUD Colors” settings.
  • Players can now see how many open Slots they own when hovering over an item that requires Slots in the Foundry! The number and slot type will appear at the bottom of the Foundry screen when hovering over an applicable Blueprint.
    • Knowing how many open Slots you have is an important part of expanding your Arsenal, but this information can be hard to find if you don’t know where to look! This change allows players to get that information much more quickly, and offers more transparency on how the Slot mechanic works for those unfamiliar with it!
  • Railjack Crew members can now be customized by hovering over their character models. Doing so will display all of the options in a single menu, a much more convenient way to personalize your team! 
  • Added a new pop-up when picking up Convergence Orbs to explain Convergence functionality. 
    • The message “Eliminate enemies to earn bonus Focus for the next 45s” will now appear briefly below the bonus Focus pop-up. For more information on the bonus Focus pop-up, read on to the Focus Lens Conversion Buff section. A follow-up message will now also appear once you have reached the daily cap. 
  • Added a “Claim Rewards” indicator on the Nightwave Button accessed via the pause menu when you have a Nightwave reward pending. 
  • Removed the ability to see how many Trades Remaining the other player has in the Trading Interface. 
    • This change was the result of fixing a bug where the Trade Remaining number was not accurate. Ultimately it was decided that this information is not really relevant for other players to know, so it was removed.
  • Added drop shadow to Buff Icons in the HUD to improve their visibility, especially when in light colored environments. 
  • Added new VFX feedback when Health and Shields are restored. The HUD color (default gray) is also customizable with the new “Restored Shields and Health” option in the Customize HUD Colors Accessibility settings.

COMPANION REWORK (PHASE 1)

This section covers the following topics (in order): 

  • Companion Immortality 
  • Companion Stat Changes
  • Companion Healing 
  • Companion Mod Changes & Additions
  • And more! 

Your furry, robotic, fleshy, and everything in between pals have received a rework! Read on to learn how the way you use, Mod, and interact with your Companions has changed in this first phase of the Companion system overhaul. 
 

Our high-level objectives for this Companion rework are:

1. Make Companions more viable in high-level gameplay by making them immortal. 
Companions can no longer die! This avoids frustrating scenarios where you are relying on your Companion to provide some feature or bonus only to have them get removed from play. The base stats of Companions have also been increased significantly to help them in difficult missions.

2. Introduce more interactive Mods that offer ways to play alongside your Companion instead of it being mostly autonomous like a specter.

3. Changes to many Companion Mods, mostly to support the first two goals of removing death states and improving basic survivability. 
Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we’ve observed are SO good that they are considered “essential.”
 

COMPANION IMMORTALITY 
We’ve all seen the memes with people giving their Companions funny names, only to see the message over and over every few minutes: “Your Companion is down!”  Dying Kavats and Kubrows have been demanding attention on your HUD, and spontaneously combusting Sentinels have been robbing you of your Vacuum and Animal Instinct for years.

All that changes with this update. Going forward, Companions will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Companions will instead become Incapacitated for a base duration of 60 seconds. All Companions will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen. Upon reviving all Companions have 5 seconds of invulnerability to get back on their feet safely! 

Here are the specifics to how each Companion behaves while Incapacitation: 

  • Kavats, Kubrows, MOAs, and Predasites will now collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
  • Sentinels cannot be manually revived, but they will fly along with you in a damaged state while performing their automatic self-revive.
  • Vulpaphylas still have their usual tricks instead, where they morph into a Sentinel-like state for a short period and then recover.
  • Khora’s Venari still uses its usual behavior of temporarily disappearing if defeated, but you can override its time-out by spending Energy to cast her Venari Ability.
  • Worth noting that Vacuum and Animal Instinct work while the Companion is Incapacitated.
  • With Incapacitation, Companions can now recover from being downed in Arbitration missions, instead of staying dead for the duration of the mission. 

Several Mods have been modified or introduced that also change when or how your Companion deals with Incapacitation – see the “Companion Mod Changes & Additions” section below for specifics.
 

COMPANION STAT CHANGES
Two broad changes have been made with regard to your Companion’s base stats to increase their staying power: 

1. Health, Shields and Armor have been refactored across the board. 
This simple numeric buff was made with the goal of increasing Companion survivability. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

2. Non-Sentinel Companions now gain their full Health and Shield values immediately when you acquire them. 
Historically Health and Shield values would increase as your Companion ranked up, which you could see as “Rank Bonuses” in the Upgrades screen. We’ve removed this behavior and simply given Companions what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Companions on more difficult missions after earning them!

Including both the removal of Companion Rank bonuses, and the base increase to stats, the following lists the stat changes for all Companions at Rank 0: 

Spoiler

Revised Kubrow Stats:

  • Huras Kubrow: 560 Health (from 150),  490 Shield (from 125), 200 Armor (from 50)
  • Raksa Kubrow: 750 Health (from 200), 390 Shield (from 100), 200 Armor (from 50)
  • Sahasa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
  • Sunika Kubrow: 830 Health (from 220), 350 Shield (from 90), 200 Armor (from 50)
  • Chesa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
  • Helminth Charger: 710 Health (from 190), 330 Shield (from 85), 200 Armor (from 50)

Revised Predasite Stats (all types):

  • 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)

Revised Vulpaphyla Stats (all types):

  • 680 Health (from 180), 370 Shield (from 95), 200 Armor (from 50)

Revised MOA Stats (all types):

  • 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
  • MOA base stats can be modified further by their components and via Gilding

Revised Kavat Stats:

  • Adarza Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
  • Smeeta Kavat: 390 Health (from 100), 230 Shield (from 60), 200 Armor (from 50)
  • Vasca Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
  • Venari: 900 Health (from 300), 350 Armor (from 350)
  • Venari Prime: 1050 Health (from 350),  450 Armor (from 450)

Revised Hound Stats:

  • Adlet Hound: 350 Health (from 100), 450 Shield (from 150), 350 Armor (from 100)
  • Garmr Hound: 350 Health (from 100), 350 Shield (from 100), 450 Armor (from 150)
  • Raiju Hound: 450 Health (from 150), 350 Shield (from 100),  350 Armor (from 100)
  • Hound base stats can be modified further by their components and via Gilding

Revised Sentinel Stats:

  • Carrier: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Carrier Prime: 650 Health (from 400), 200 Shield (from 100), 150 Armor (from 150)
  • Dethcube: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Dethcube Prime: 600 Health (from 300), 200 Shield (from 100), 150 Armor (from 150)
  • Diriga: 700 Health (from 350), 150 Shield (from 50), 80 Armor (from 50)
  • Djinn: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Helios: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Helios Prime: 700 Health (from 250), 200 Shield (from 100), 100 Armor (from 100)
  • Nautilus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Oxylus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Shade: 600 Health (from 350), 130 Shield (from 50), 80 Armor (from 50)
  • Shade Prime: 700 Health (from 350), 200 Shield (from 100), 100 Armor (from 100)
  • Prisma Shade: 600 Health (from 300), 130 Shield (from 50), 80 Armor (from 50)
  • Taxon: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Wyrm: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Wyrm Prime: 450 Health (from 225), 600 Shield (from 300), 150 Armor (from 150)

CONSISTENCY IN COMPANION HEALING

Previously, the Mod “Link Health” could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Companions were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We’ve decided to remove both of these obscure mechanics and restrictions.

Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod “Link Vitality” (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Companions have been removed:

  • Nezha’s Warding Halo
  • Trinity’s Blessing
  • Ember’s Immolation
  • Garuda’s Blood Altar
  • Gara’s Splinter Storm
  • Styanax’ Intrepid Stand
  • Mirage’s Eclipse
  • Volt’s Discharge
  • Baruuk’s Desolate Hands
  • Harrow’s Penance
  • Harrow’s Thurible
  • Equinox’ Mend & Maim
  • Sancti Magistar’s Heavy Attack Heal
  • Vazarin’s Protective Sling
     

COMPANION MOD CHANGES & ADDITIONS

Changes To Existing Mods
Several Mods have been modified to interact with how your Companion deals with Incapacitation. 

Stats below are shown at Max Rank.

Spoiler

Sentinel Survivability Mod Changes:

  • Calculated Redirection changed from max 275% Shields to max 250% Shields
  • Enhanced Vitality changed from max 220% Health to max 250% Health
  • Metal Fiber changed from max 110% Armor to max 250% Armor
  • Regen has been changed significantly. Because your Sentinels no longer die after reaching zero Health, Regen instead reduces the Incapacitation time of your Sentinel by 20 seconds, and provides 10 seconds of Invulnerability after reviving.
  • Primed Regen provides a greater benefit: Incapacitation time is reduced by 35 seconds, and provides 10 seconds of Invulnerability after reviving.
  • Sacrifice still allows your Sentinel to automatically revive you; however, the Sentinel now goes into Incapacitation instead of being destroyed. Adds 15 seconds to your Sentinel’s Incapacitation time.
  • Repair Kit has been changed from providing your Sentinel with 6 Health per second to 18 Health per second.

Companion Survivability Mod Changes:

  • Link Health has been renamed to Link Vitality, and changed from max 165% of your Warframe’s Health shared with Companion, to max 125% shared Health.
  • Link Shields has been renamed to Link Redirection, and changed from max 110% of your Warframe’s Shield shared with Companion, to max 125% shared Shield.
  • Link Armor has been renamed to Link Fiber, and changed from max 110% of your Warframe’s Armor shared with Companion, to max 125% shared Armor.
  • Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
  • Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and MOAs. Additionally, it also provides -45% Shield Recharge Delay.

Other Companion Mod Changes:

  • Djinn’s “Reawaken” has been changed. Now it will reduce Djinn’s Incapacitation time by 6 seconds for each Energy Orb you pick up. Djinn will also revive with 300 points of Overshield for each collected Orb. Djinn’s max Overshields increase by 900. 
    • Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.  
  • Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 100 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 1200 Overguard.
  • Primed Pack Leader increases Pack Leader effect to 183 Health restored per hit, and increases Overguard cap to 2200.
    • Pack Leader’s healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your Companion would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.
  • Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a revive, has been increased from 600 Health to 1800 Health.
  • Self Destruct has been modified. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. Now Sentinels cause radial damage on Incapacitation instead.
  • Loyal Companion has been reworked entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since Companion death is no longer a factor: Loyal Companion applies 75% Damage Resistance to your Warframe for 10 seconds, and causes your Companion to become invulnerable and taunt enemies to draw fire to itself for 30 seconds, if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
  • (Parazon) Hard Reset: Changed from instantly reviving your Companion if you achieved 3 Mercy Kills within 40 seconds, to reducing your Companion’s Incapacitation time by 15 seconds on each Mercy Kill.
    • We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.
  • Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds if the Sentinel has not landed a hit during that time. 
    • This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel’s weapon doesn’t need to already do Heat damage to benefit.
  • Spare Parts: Previously Spare Parts would cause Sentinels to drop rare materials on death. This Mod now causes your Sentinel to mark an enemy for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy increases their loot drop chance by 200%.
    • Since Companions no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.

New Companion Mods
Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Companion. Instead of a Mod that only affects your Companion, we looked for ways that you and your Companion could amplify each other.

The following new Mods aim to do just that!

These Mods are available to acquire at the Conservation vendors in Cetus (Master Teasonai), Fortuna (The Business), and the Necralisk (Son). 

*Stats below are shown at Max Rank. 

Available In Master Teasonai’s Offerings (Cetus): 

Tandem Bond 
Companion melee hits increase your combo by 6. Heavy Attacks increase Companion melee damage by 30% of melee damage multiplied by your combo multiplier for 30s. 

Covert Bond
Finisher and Mercy Kills grant your Companion 10s of stealth that attacks will not disrupt, up to 60s.

Mystic Bond
After your Companion uses Abilities with cooldowns 5 times, you may cast a Warframe Ability without expending Energy. 

Restorative Bond 
Health Orbs restore 60 more Health and reduce Companion Recovery by 3s. 

Available In The Business’ Offerings (Fortuna): 

Aerial Bond
Airborne kills decrease Companion Recovery timer by 3s and 9s for headshot kills. Companion creates a field of Cold that increases up to 35% Status chance and 10m radius while Warframe is airborne, lasting for 3s after returning to the ground.

Astral Bond 
Damage dealt by Operator or Drifter grants 120% Void damage to your Companion’s attacks for 10s. Companion Void damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s. 

Momentous Bond 
Killing Eximus enemies grants 120% bonus of a random Elemental Damage to your Companion for 30s and reduces Companion Recovery by 12s. 

Reinforced Bond 
If the Companion exceeds 1200 maximum shields or Overshields, then your fire rate is increased by 60%. Reloading restores 150 Overshields to your Companion.

Tenacious Bond
Headshot kills reduce Companion Recovery timer by 3s. If the Companion’s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier. 

Available In Son’s Offerings (Necralisk): 

Duplex Bond
Companion will clone itself each time you expend 100 Energy, up to 3 Clones. Clones live for 30s and their kills have a 50% chance of dropping Energy Orbs.

Seismic Bond 
While a channeled Ability is active, Companion melee attacks create a 4m shockwave for 30% of their melee damage. Damage dealt by your Companion increases your Ability Efficiency by 3% for 12 seconds. Max 10 stacks. 

Vicious Bond 
Companion melee attacks strip 15% of enemy armor. Melee attacks on enemies recently damaged by Abilities apply the effect in a 9m radius. 

Contagious Bond 
When your Companion kills an enemy afflicted with a Status Effect, 50% of the Status Effect spreads to other enemies within 9m.  

Manifold Bond (Robotic)* 
Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s.

*Work is still ongoing for this mod, we are aware of some Robotic Companion Precepts which do not trigger the bonus Status Effects.
 

FURTHER COMPANION QUALITY-OF-LIFE CHANGES
A few further changes that are worth mentioning:

  • Sentinels now avoid damage from Arson Eximus explosions if you also avoid damage with a successful dodge.
  • The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
  • Companions can now gain Overguard (behaves the same as player Overguard) and Overshield. 
  • Health and Energy conversion will now enable picking up Orbs at max capacity. This applies to the Equilibrium Mod as well. 
  • Added map icons for each Companion type to help identify their location. 
  • Reduced the amount of Alloy Plates required to craft the Kavat Incubator Upgrade Segment from 120,000 to 60,000. 
  • Improved Companion HUD information: 
    • Removed notifications for when other players’ Companions are downed (Incapacitated) to reduce HUD noise. You will now only get notified for your own Companion. 
    • Your Companion now has its very own icon in the HUD. 
  • Updated the Imprints error message to be more accurate: 
    • Was: “Cannot make imprints of pets when they have not yet matured. Wait for active pet to become an adult before creating imprint.”
    • Now: “Cannot make imprints of pets when they have not yet matured. Mature to an adult before creating imprint.”
  • Oberon’s Passive now applies to all Companion Types.
    • Previously only Kavats, Kubrows, Predasites, and Vulpaphylas would receive +25% Health, Armor, and Shield links, plus the 1 instant revive per mission.
  • Companions are no longer able to be staggered! 
    • Because staggering would often stop your pets in-place, it opened them up to being re-staggered, which then often led to their swift demise. This should fix that issue, and allow your furry and not-so-furry friends to have more impact in-mission.

Please share any bug reports and feedback related to any and all of the above Companion Changes in the official Abyss of Dagath subforums.
 

HYDROID REWORK

For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, the wait is over! Hydroid has received a rework! 

As with many of our Warframe Reworks, a Forma Inbox will be sent to all players at 11:30am ET on October 18th after Abyss of Dagath launches. 

The goal of the Hydroid rework was to keep his unique style while making him both easier to use and bringing his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it meant reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.

For a closer look at our deadly marauder of the deep, let’s dive right in!

 

Changing Impact and Magnetic Damage to Corrosive Damage and Status 

Previously, Tempest Barrage and Tidal Surge both dealt Impact damage, while Tentacle Swarm dealt Magnetic Damage. These have been changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage has been a widely used Augment Mod by Hydroid players, which caused Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level.

We felt changing Damage to Corrosive Damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive – more details on that below.

Passive Changes
Hydroid’s previous Passive had a chance to spawn a tentacle when performing a melee slam attack. We have removed that passive entirely and replaced it with an entirely new effect.

The nature of Hydroid’s previous Passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.

New Passive: Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%. 

Hydroid’s new Passive affects an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only does this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% Armor Reduction with full stacks!

To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.

You can see the Passive in action in the Ability clips below.

Removing Charge Mechanics
In an effort to make Hydroid more approachable, we have removed the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.

For example, previously, an uncharged Tentacle Swarm would have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast was previously.

This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.

Ability Changes

Tempest Barrage:

  • Damage dealt causes enemies to stagger, rather than ragdoll.
    • This should make enemies easier to kill, as they will stay in the range of Hydroid’s other abilities and be more open to Headshots. 
  • The Corroding Barrage Augment Mod has been renamed Viral Tempest and now has a chance to apply a Viral Status Effect, rather than Corrosive Status Effect. It also no longer grants Ability Strength.
    • Changing the Impact Damage of Tempest Barrage to Corrosive Damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes. In light of the punch Corrosive and Viral packs in comparison to Corrosive and Impact, the Ability Strength buff was removed for balance purposes. 
  • Added new sound effects to go with the ability.

 

Tempest Barrage staggers enemies instead of ragdoll, making them easier to target. 
 

Tidal Surge:

  • Allows some steering of the wave for more control over where Hydroid and his enemies end up when the ability is finished.
  • Exiting Tidal Surge early by jumping now also works while airborne.
  • Tidal Surge’s base speed has been increased and will no longer scale off Ability Range.
    • This change was made to ensure controlling the wave behaves consistently, including where enemies are deposited when the ability ends.
  • Tidal Surge no longer violently flings carried enemies at the end of the surge, and will instead deposit them where the surge ends. 
    • This should make Tidal Surge a better ability for grouping enemies and quick killing, as opposed to flinging them across the room.
  • Tidal Surge now applies Corrosive Status Effects to enemies based on how long they are carried by its waves.
  • Tidal Surge now cleanses all of Hydroid’s negative Status Effects.
    • This brings one of the benefits from the Tidal Impunity Augment Mod into the ability directly, granting Hydroid some survivability in his abilities with Undertow’s removal.
  • Added new sound effects to go with the ability.

 

Tidal Surge now carries enemies with the wave, depositing them where the wave ends instead of throwing them forward.

Undertow (Replaced with Plunder):

  • This ability has been removed and replaced with Plunder.
    • Undertow was an ability which we feel made Hydroid a bit less fun to play as, or play with. There are two main reasons we decided to replace this ability:
    • It forced the player to remain stationary, while many objectives rely on regular movement.
    • It absorbed enemies without instantly killing them, which could lead to instances of hiding enemies that a teammate was trying to kill.

Plunder:

  • A new ability added to Hydroid’s third ability slot.
  • All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons. 
    • This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder.
    • This means with a full stack of Corrosive Status Effects, their Armor will be removed permanently.
  • The Curative Undertow Augment Mod has been renamed Rousing Plunder and it causes Plunder to heal Hydroid and his allies within Affinity Range.

 

Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.

Tentacle Swarm:

  • Now holds enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles.
  • If a tentacle’s held enemy dies, it will move to grab a new enemy in the Tentacle Swarm’s area of effect.
  • Updated Tentacle sound and visual effects.

 

Tentacle Swarm now holds enemies still for easy targeting, rather than violently shaking them about.

Please share any bug reports and feedback related to any and all of the above Hydroid Changes in the official Abyss of Dagath subforums.

 

ZAUBA & COMMODORE PRIME SUIT CONVERSION 

 

As part of our ongoing efforts to convert Operator Skins for Drifter use, the Operator Zauba and Commodore Prime Suits can now be equipped onto your Drifter!

 

*Raven Drifter is seen in the above image. 

Future purchases of these customizations will now include the matching Drifter variants. For those of you that already own these collections, the Drifter versions will be added to your inventory upon log-in. 
 

Explosive Barrel Changes

Explosive Barrels on paper may seem like a blast, but their impact in-mission is not quite up to snuff. In this update, we’ve brought these environmental hazards back with a bang with the following changes:

  • Explosive Barrels now deal a % of an enemy’s Health to help them scale with higher level content. Players will receive a reduced amount of damage from Barrels to prevent deadly accidents — on par with the amount of damage they would have received before this change.
    • Previously, these barrels dealt a flat damage value which had little impact on high-level foes. 
  • LN2 Barrels (Cold) and Spent Radium Barrels (Radiation) will now deal full stacks of Cold and Radiation Status Effects respectively for enemies standing within the shockwave.
  • Removed the 0.35s delay before explosion upon Barrel destruction. 
  • Reduced the range of explosion from 15m to 10m and added scaling damage values based on how close the enemy is to the Barrel.
  • Improved overall VFX of the Barrel explosion to showcase the blast radius, and make the kills feel punchier. 
  • Fixed explosion line of sight checks being blocked by other enemies. Explosions will still respect environmental obstacles (walls, etc.), but now enemies within the blast radius will not survive simply because they were standing behind someone else!

Additions: 

  • Added two new Reward Options to the Steel Path Circuit Reward Path: Rivens and Kuva!
    • With Drifter Opportunity Intrinsics at Rank 9, you will be presented with reward options of a Veiled Riven or 20k Kuva in addition to the weekly Incarnon rotation for your Circuit Reward Path!
    • Just like the Incarnon Geneses, the order you pick these rewards will determine what Rank you need to complete in the Circuit to earn them.
  • Added VFX when toggling between the Normal and Steel Path modes in the Star Chart screen.
  • Added several new post-Quest voice lines to Saya in Cetus! 
  • Added a sound effect to mid-air rolls. Your aerial rolling will be silent no more!
  • Added new Ordis’ lines from the Cephalon Joke-a-Thon Contest winners. 
  • Added the Argo & Vel Blueprint to Simaris’ wares for those who own the Drifter variant!
     

Changes: 

  • Added a popup to indicate how you are friends with someone upon hovering over their alias in the Friends/Clan screen. If you are friends with someone through Warframe’s Cross Platform Play, it will appear as “Warframe Friend”. If you are friends with someone via your platforms’ friend feature, it will appear as “[Insert Platform] Friend”. 
  • Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following: 
    • Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status.  
  • Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
    • Duviri Decrees will now accept Ground Finishers (Tamm’s Fortune, Brimon’s Nerve, Molten Mettle)
    • Inaros’ Desiccation Curse augment will now create sand minions on Ground Finishers
    • Arcane Trickery will now activate from Ground Finishers
    • Arcane Ultimatum will now activate from Ground Finishers
    • Exodia Might will now activate from Ground Finishers
  • Improved the accuracy of water ripples when running through a body of water.
  • Voruna’s Ulfrun’s Descent kills will now count as Melee for synergy with Lycath’s Hunt Health orb drops. 
  • We’ve revamped how the game audio mix is handled when casting Warframe abilities and firing weapons to improve spatial sound awareness. Now, you’ll be able to hear the environment and gameplay sounds much more clearly in certain scenarios. We also fixed some issues with certain abilities and weapons causing gameplay sounds to playback too quietly. 
  • Gaining Health, Shields, and Overguard now provide more gradual feedback in the health bar instead of instantly changing.
  • Improved the Decree rerolling randomization to prevent the same Decrees from appearing again after rerolls. 
  • Improved the Incarnon UI VFX to better indicate when charges have been depleted. 
  • In preparation for the introduction of Cross Platform Play Clans, the way resources are refunded from canceling Dojo Rooms and Decorations has been changed to ensure parity between Cross Platform and non-Cross Platform Play Clans. Instead of the resources returning to the contributing players’ inventories, it will now be refunded to the Clan Vault. 
  • Buffs or mechanics that are triggered upon Health or Energy Orb pickup can now be triggered if your Health or Energy pools are at max. This includes Mods like Equilibrium!
    • If your buffs are fully stacked, you will no longer pick up these Orbs at max Health/Energy. 
  • Orokin Vaults on Deimos can now be highlighted by the Orokin Eye Air Support ability.
  • Adjusted Auto-Install prioritization based on new Warframe Health and Shield values, as well as checking for Shield Recharge Delay. 
  • Operator Amps can now interrupt Dax abilities in the Undercroft similar to how weapon fire can. 
  • Ash and Stalker (playable) can now cast Teleport on Defense objectives. 
    • This was previously fixed in Hotfix 33.0.7 due to the issues and inconsistencies with the landing spot (getting stuck in objective upon landing). We have now improved the targeting to prevent that and have re-enabled it! 
  • Updated the Imprints error message to be more accurate: 
    • Was: “Cannot make imprints of pets when they have not yet matured. Wait for active pet to become an adult before creating imprint.”
    • Now: “Cannot make imprints of pets when they have not yet matured. Mature to an adult before creating imprint.”
  • Grand Master Founder aliases are now highlighted in the Relays’ Honored Grand Masters panels. 
  • Updated Entropy Burst and Napalm Grenade’s descriptions to clarify that it applies after Mods like Rifle Aptitude by changing “Base Status Chance” to “Final Status Chance”. 
    • Was: +20 Base Status Chance, +1 ‘Entropy’
    • Now: +20 Final Status Chance, +1 ‘Entropy’ 
  • Updated some Archwing HUD assets with higher resolution ones. 
  • The Secondary Outburst Arcane has received some overall buffs! Additionally, we’ve fixed it not functioning properly and its description being inaccurate. The new description is as follows:
    • On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Chance and Critical Damage by 5/7/9/12/16/20% per Combo consumed for 30s.
  • Changed the Thermal Sunder Helminth ability to have an altered attribute of “Scaling from Heat Status on enemies capped to 10x ability damage.” 
    • A deeper dive into its Subsumed version on other Warframes showed us there was a Damage Over Time issue where Heat procs were scaling with unlimited exponential damage, therefore, we have implemented the cap. 
  • Changed the Faction Damage Mod (includes Bane, Cleanse, Expel, Smite, Railjack, and Riven Faction Stats) descriptions to use multiplier instead of percentage based stat formatting. Damage values have not changed! Just the way they are communicated. 
    • For example: Smite Corpus (at max rank) 
      • Was: “+30% Damage to Corpus.” 
      • Now: “x1.3 Damage to Corpus.” 
    • This change better communicates how Faction Damage is calculated, since calculation occurs when you hit the enemy, as opposed to when you shoot like other damage sources (since it needs to know what Faction is being hit). For that reason, multipliers apply to final damage as a whole and not just part of the formula! 
  • Updated Zariman Extraction button in the Elevator to start a 60 second Extraction timer for Hosts in endless missions. 
    • Clients will still be automatically extracted from the mission when using this button. We have added this special functionality for Hosts to allow Clients the option to extract as well, should they wish to avoid a Host Migration. 
  • Reduced Shields on Corpus Allies in the “Prison Break” Break Narmer mission to be more in line with Grineer Brothers total health values. 
  • Non-Critical Little Duck transmissions in Disruption missions can now be turned on or off with the “Enable Hint Transmissions” toggle in the Audio Options.
     

Optimizations

  • Optimized trail particles count on the Latron Incarnon Genesis’ projectile.  
  • Made systemic micro-optimizations to memory footprint for all platforms.
  • Optimized screenshot capturing to reduce the hitch time. 
  • Fixed a hitch in performance when opening the Railjack Tactical Menu. 
  • Fixed a rare issue where Clients could experience long hitches in Archwing Rush missions if remaining players stayed at spawn.
  • Made systemic micro-optimizations to memory on all platforms. 

Known Issues: https://forums.warframe.com/topic/1368148-known-issues-abyss-of-dagath/

 

Top Fixes: 

  • Fixed Hema’s magazine size shrinking when it’s used with Equinox equipped with the Duality Augment Mod. 
  • Fixed Mirage’s Eclipse not providing the Damage Reduction buff when positioned in the shadowed areas of Duviri and the Undercroft. 
  • Fixed Undercroft Jackal being overly affected by Cold Status Effects which would drastically slow down the fight. 
  • Fixed Gorgon Incarnon challenge for Evolution IV not resetting when reloading if you’re the Client.
  • Fixed Nova’s Antimatter Drop damage being inconsistent between Host and Client. 
    • With the same Mod loadout, Clients were doing significantly less damage than the Host (who had the intended damage output). 
  • Fixed Decrees going missing after reconnecting to an active Duviri or Circuit session. 
  • Fixed Host migration causing Clients in the Circuit to not receive their Decree from collecting all the Decree Fragments and completing the stage.
  • Fixed Orowyrm becoming immortal after destroying all its rings, causing a halt in progress. 
  • Fixed an issue where shooting enemies in Zephyr’s Tornadoes would not register critical hits (notably with the Stahlta). 
  • Fixed weapons with Incarnon Genesis not being offered as options in Teshin’s Cave. 
  • Fixed older accounts seeing incorrect on-screen controller callouts  for the “Chord” binding in the Shawzin Duviri side-objective. 
  • Fixed Styanax’s Intrepid Stand Augment Mod unintentionally granting mind control immunity to Nyx’s mind-controlled enemies and Revenant’s Thralls.
  • Fixed a bug where Atlas’s Tectonics wall wouldn’t respawn or roll when destroyed by enemies as a Client.
  • Fixed Chroma’s elemental damage defaulting to Heat in the Undercroft regardless of the selected emissive colors.
  • Fixed an issue in The Duviri Experience where players would lose their Decrees after Host migration.
  • Fixed a loss of function after opening the Decree menu while being staggered in The Duviri Experience. 
  • Fixed the Data Mass in The Greenway Zariman Mobile Defense mission disappearing  when attempting to pick up a Zarium Accolade.
  • Fixed freezing in place while attempting to pick up items.
  • Fixed Orokin Vaults not giving players an “Unidentified Reward” pop-up and reward in their Mission Progress Screen once players interact with the corrupted artifact. 
    • While players earned a random Corrupted Mod and Orokin Cipher through unlocking these vaults, these rewards were never used the “Unidentified Reward” pop-up that was introduced later in Warframe’s development. We’re adding it now to reduce any player confusion!
  • Fixed an issue that allowed multiple Thumper weak points to be destroyed at the same time, resulting in it becoming invulnerable. 
  • Fixed triggering Galvanized Aptitude on the Telos Boltor Incarnon granting it far more direct hit damage (at times tenfold) than intended. 
  • Fixed being able to gain Affinity from Ember’s Inferno when no enemies are within range. Affinity on Ability cast is tied to Energy cost, and since Inferno has a free-cast trait this slipped by!
  • Fixes towards the Dex Drifter/Operator Suit not taking on black and dark saturated colors very well. 
    • Pure black ended up to be more of a shiny medium silver, and saturated colores ended up with a lot of white mixed in. Only very pale colors accurately reflected player color choices prior to this fix. 
  • Fixed the Codex being accessible during The New War Quest after restarting the game. 
  • Fixed the controller button callout missing in the HUD tip to use Transference on Umbra in The Sacrifice Quest. 
  • Fixed Kullervo being unable to move as well as getting permanently stuck in walls after using Wrathful Advance’s teleport mode (hold cast). 
  • Fixed Decrees from previous session being active in a new session after aborting from Duviri. Also fixed Decrees being active in non-Duviri missions. 
  • Fixed Decree UI from your last Duviri session appearing in non-Duviri missions. 
  • Fixed the Decree reroll button disappearing in Teshin’s Cave after selecting Warframe. 
  • Fixed case where players can get stuck in a bright white screen during the transition between Circuit stages. 
  • Fixed animation bug that caused Corufell’s Heavy Attack projectiles to add to the Combo Counter. 
  • Fixed Dread Incarnon not expending its remaining charges upon switching back from Incarnon Mode. 
  • Fixed Dread Incarnon’s Stalker’s Resentment perk (with Hate and Despair Equipped: Hits increase damage by +10, stacks up to 5x. Resets on missed shot)  resetting if ANY arrow in a volley is missed. This has been changed to be much more forgiving, and will now reset if ALL arrows miss. Each projectile still contributes to the stacks. 
  • Fixed Specters ignoring ammo drops from Protea’s Dispensary. 
  • Fixed camera snapping 180 degrees upon triggering Last Grasp and Transference. 
  • Fixed Steel Path difficulty modifiers not applying to Void Angels. 
  • Fixed Ash’s Shruikens pathing being widely inconsistent when pressed up against objects (walls, etc.) when cast, causing them to not fly directly towards enemies. 
  • Fixed the Evolution IV challenge (Kill 40 enemies while airborne) for the Gammacor Incarnon (base and Synoid) tracking kills while not in the air as required. 
  • Fixed Overguard disappearing from the UI while riding K-Drive/Merulina. 
  • Fixed Excalibur Umbra sometimes ceasing to function after getting impaled by Void Angels. 
  • Fixed enemies remaining disarmed permanently from a disarming ability (e.g. Baruuk’s Desolate Hands) after Host migration. 
  • Fixed getting hit by Jackal’s gridwall attack even while taking cover in a spot below it and made other general improvements to lasers vs. obstacle interactions.  
  • Fixed Ropalolyst becoming immune after Host migration during the final stage. 
  • Fixed the Navigation and other fast travel options disappearing from the pause menu upon aborting from a Railjack mission and returning to a Featured Dojo.
  • Fixed Orowyrm having Shields unintentionally which made it impossible to defeat, even after destroying its rings. 
  • Fixed FOV settings getting reset to default upon restarting the game. 
  • Fixed Archon Nira getting downed and stuck in walls during her grapple ability. A small invulnerability phase has been added when she performs this ability to prevent this issue from occurring. 
  • Fixed enemy armor indicators not working properly with Steel Path modifiers. 
    • Maximum armor is now determined as the highest amount of modified armor the damage controller has had, rather than limited to explicit changes to the base armor rating since Steel Path doesn’t change the base armor.
  • Fixed a Host Migration issue for the Ropalolyst fight that allowed players to see a charged pillar which in reality was not charged at all!
  • Fixed a Host Migration issue for the Ropalolyst fight that could leave Clients locked in the arena after the fight. 
  • Fixed a Host Migration issue that caused a Client to lose functionality when entering The Lone Story Undercroft. 
  • Fixed a Host Migration issue where not enough enemies would spawn during a Duviri Undercroft Defense.
  • Fixed Pathocyst’s heavy charged projectile dealing the same damage as quick attack.
  • Fixed Rauta’s passive not adding Combo Counter to Melee weapons if the Melee has not already accumulated 1x Combo Counter through use.
  • Fixed being able to apply crowd control effects to the Jackal on Venus, preventing unintended behavior.
  • Fixed Braton Incarnon’s Prelude of Might perk always applying instead of on its intended trigger condition (with Critical Chance Below 50%). 
  • Fixed Hildryn missing controller rumbles for all of her abilities.

General Fixes:

  • Fixed becoming permanently stuck in Operator mode if a squadmate migrates while you are on a K-Drive or Merulina.
  • Fixed using Transference after reviving with Last Gasp would cause strange camera snapping.
  • Fixed Limbo being able to Banish Open Zone Excavators, which is inconsistent to other mission Excavators.
  • Fixed certain causes of getting punted back to the Undercroft waiting area if you died in the Undercroft having not moved.
  • Fixed the Captura Slow Motion setting applying to the pause menu UI motion and Arsenal UI motion.
  • Fixed the skybox in both the Courtier’s Bliss and Harbinger’s Pass Dojo Rooms turning default when another player is adding or destroying a Dojo Room.
  • Fixed magazine remaining in the Warframe’s left hand if the reload for the Tenet Flux Rifle is interrupted. 
  • Fixed being unable to enter the portals in Duviri (Teshin’s Cave and Undercroft) as Limbo while dashing. 
  • Fixed the extraction timer resetting after switching to Operator in the extraction zone. 
  • Fixed Saryn’s Molt lingering in the Railjack after completing a mission, which could damage nearby players when it explodes. Molts will now despawn upon returning from missions. 
  • Fixed friend invite notifications not showing up in many cases. 
  • Fixed Clients experiencing a loss of function after trying to visit the Host’s Dojo. 
  • Fixed Titania in Razorwing not rotating to match the direction players are facing when using Transference to swap between Warframe and Operator. 
  • Fixed Clients being unable to clear their Waypoint by holding the “Place Marker” input. 
  • Fixed Host getting stuck loading into Deck 12 after triggering it before Clients load into the Orb Vallis.  
  • Fixed becoming invisible after switching from Warframe to Operator quickly while inside a Sanctuary Onslaught Conduit. 
  • Fixed Ropalolyst’s health bar turning gray (UI-only issue, damage could still be dealt) after Client falls off the stage during the final sequence of the fight.
  • Fixed enemies spawned during the Steel Path Ropalolyst fight not having the Steel Path modifiers applied to them. 
  • Fixed music disappearing in the second stage of The Deadlock Protocol Quest. As reported here: https://forums.warframe.com/topic/1364528-mission-of-deadlock-protocol-the-music-disappears-a-few-seconds-after-the-briefing-starts-in-the-back-room/
  • Fixed Ammo Dispensers in the Plains of Eidolon not giving ammo if interacted with as Operator. 
  • Fixed the “Defeat Archon” objective text in Archon Hunts for Clients appearing in the Host’s language. 
  • Fixed Nightmare mode UI displaying in the Host’s language.
  • Fixed Kaithe running free in Teshin’s Cave, making it impossible to preview changes to its appearance in its dedicated spot. We have installed a carrot to the ceiling in that spot to prevent this from happening again. 
  • Fixed case where enemies spawned into the Simulacrum were overlapping one another. 
  • Fixed the Ack & Brunt clipping through itself in Teshin’s Cave. 
  • Fixed the Syam and Sun & Moon displaying and equipping incorrectly in Teshin’s Cave (attempting to select the Syam would equip the Sun & Moon and vice versa). 
  • Fixed one of the Akvasto Prime pistols appearing as its base variant in Teshin’s Cave. 
  • Fixed Tonfa weapons appearing wonky in Teshin’s Cave. 
  • Fixed issues with how arrows appear in quivers for big Bow weapons (they will no longer appear to prevent future issues). 
  • Fixed Clients getting stuck in A-pose after Host migration occurs while playing as Operator. 
  • Fixed weird number formatting issues (seen mostly in damage numbers) for certain languages that could cause decimals to appear in the wrong place. 
  • Fixed issue where Warframes and Weapons in Teshin’s Cave offerings would not show the equipped skins from their Appearance Config A. 
  • Fixed the Emotion Module preview diorama for MOA companions applying their animations to the equipped Corpus Hound, creating a MOA/Hound creature of nightmares. 
  • Fixed the textures of the Cetus door leading to the Plains of Eidolon flickering for Clients. 
  • Fixed the author for the Alliance Message of the day not updating after it’s been changed by a different player. 
  • Fixed the Verdilac ending up in a broken pose at the end of attack animations. 
  • Fixed several offset issues with multiple armor attachments when equipped onto the Mag Heirloom Skin. 
  • Fixed several offset issues with the Verv Armor Set when equipped onto certain Warframes and Skins. 
  • Fixed several offset issues with the Sorex Armor Set when equipped on most Warframes and Skins. 
  • Fixed several offset issues with the Aesopex Armour Set when equipped on many Warframes and Skins. 
  • Fixes towards lighting pops that could occur on camera cuts in cinematics. 
  • Fixed missing texture and black boxes in certain areas of the Grineer Forest tileset.
  • Fixed a script error caused by pets spawning in the Dormizone. 
  • Fixed several script errors caused by the SPROUT resource extracting system in Teshin’s Cave. 
  • Fixed an issue with ground textures in Duviri. 
  • Fixed ground texture issue in Drifter’s Camp.
  • Fixed incorrect capitalization in localized text.
  • Fixed a Railjack Tactical Menu orientation misalignment when opened alongside the map overlay.
  • Fixed Drifter occasionally using the wrong animation after death.
  • Fixed a crash that could occur when entering the Undercroft.
  • Fixed a map hole in the Orokin Void tileset, just big enough for a Razorwing Titania to fly through. 
  • Fixed a bug in Simulacrum and Captura where pausing enemy AI would not always work as intended for Tomb Guardians. 
  • Fixed a crash occurring during Helene (Saturn) mission on Steel Path.
  • Fixed Warframe and Operator sometimes posing incorrectly on the login screen, in the Orbiter, and in missions. 
  • Fixed a bug where inviting a pending friend gave a misleading “user is already a friend” message.
  • Fixed a ceiling gap in the Orokin tileset.
  • Fixed a crash occurring during the Paragrimm’s Tomes objective.
  • Fixed several offset issues with the TennoCon 2022 Armor Set when equipped on Kullervo.
  • Fixed text display issues in the in-game Market after opening a chat link. 
  • Fixed a UI-only currency formatting issue which could cause price discrepancies.
  • Fixed a UI-only numbers rounding issue on Rivens with the Initial Combo bonus stat. 
  • Fixed melee-based enemies spinning rapidly when attacking Gara’s Mass Vitrify wall. 
  • Fixed a rare crash when going from town to landscape and failing to connect.
  • Fixed cooldown timers for Ammo Dispensers in the Plains of Eidolon not counting down and refreshing.
  • Fixed collision in Unum Tower causing shapes to be broken or missing during The New War Quest. 
  • Fixed unintentionally voting “no” to a mission due to a controller binding issue when the pause menu is open.
  • Fixed an issue where new players were not receiving resources from SPROUT (Self-Perpetuating Regular Operation for Utilizing Terrain) in Teshin’s cave after completing The Duviri Paradox Quest. 
  • Fixed returning to mission after Host migration defaulting players to Warframe even if they were playing as Operator before migration occurred. 
  • Fixed an issue in The New War Quest where Operator eyes appear too bright.
  • Fixed the camera positioning for Operator face and hair customization being too low when viewing various options. 
  • Fixed an issue with the Loid Sentinel Skin equipped on the Oxylus Sentinel becoming stretched and distorted when attacking. 
  • Fixed Host migration causing Clients to return as Drifters instead of Warframes in the Orowyrm arena after defeating it. 
  • Fixed rendering issues with the Cobra & Crane melee weapon when set to “Visible While Holstered”. 
  • Fixed AI Excalibur Umbra being able to enter the “no-Warframe-zone” room in the Necralisk after using Transference.
  • Fixed a minor texture issue in one of the Undercroft tilesets. 
  • Fixed a tree clipping through the island in the Harbinger’s Pass Dojo room. 
  • Fixed being unable to change Sampotes’ energy color.
  • Fixed a rare shop rotation issue players could receive duplicate Steel Path Honors shop purchases. 
  • Fixed being unable to donate Acolyte Noggles to Clan Dojos.
  • Fixed being unable to move the Conquera Virmink Floof after it has been placed. 
  • Fixed Konzu and Saya dialogue not having subtitles when starting the Saya’s Vigil Quest. 
  • Fixed missing Dive binding callout as the Orowyrm in The Duviri Paradox Quest. 
  • Fixed Corpus allies remaining standing when downed instead of falling to the floor in “Investigate the Murex” Break Narmer missions. 
  • Fixed a noticeable hitch that could occur when opening the Mission Progress screen in Break Narmer missions.
  • Fixed a large hitch that could occur during specific cutscenes in The Sacrifice Quest. 
  • Fixed function loss caused by attempting to melee as Drifter in a specific segment of the The New War Quest, resulting in a total progression stop. 
  • Fixed being able to interact with the Spectral Drifter in “The Wild Hunt” segment of The New War Quest, resulting in a variety of unintended behaviors. 
  • Fixed various Exalted Weapons using the wrong Stance when previewed in the Arsenal. 
  • Fixed Cascadia Empowered Arcane and Wyrmling’s Aid Decree being able to trigger each other recursively. 
  • Fixed energy color not applying to Zhuge’s bow string. 
  • Fixed enemies with Overguard being affected by the Malicious Code Parazon Mod when they should be immune to crowd control effects. 
  • Fixed the Ludoplex being unable to be placed in various sections of the Orbiter. 
  • Fixes towards Companion MOAs with Security Override being unable to hack certain terminals in Jupiter Spy missions, resulting in pathing issues. 
  • Fixes towards function loss when using Transference and interacting with Merulina in rapid succession as Yareli while experiencing high latency. 
  • Fixed a script error that could occur when loading into various Captura scenes. 
  • Fixed the Domestik Dais Drone’s headpiece being doubled while moving. 
  • Fixed Gammacor being incorrectly rotated in Teshin’s Cave.
  • Fixed Spira and Spira Prime appearing too large in Teshin’s Cave.  
  • Fixed offset issues with the Impetus Prime Syandana while equipped on Wisp. 
  • Fixed being unable to open the Mods screen from the Railjack Upgrade screen in the Dry Dock. 
  • Fixed Incarnon Genesis Weapons having stretched UI icons. 
  • Fixed player names persisting above inactive Warframe while controlling Necramech if they have Lasp Gasp unlocked in their Focus School. 
  • Fixed the “Incarnon Form” UI indicator missing for the Burston Prime while it is active. 
  • Fixed the Salvaged Kuva Ayanga in the “Junk Run” Break Narmer mission duplicating and lingering on Kahl after switching to melee. 
  • Fixed the sound effects for the final Kaithe race gate not triggering for Clients when crossed. 
  • Fixed Valkyr’s Hysteria dampening too much of the player’s game sound.
  • Fixed Clients not receiving Conservation transmissions upon successful capture. Now, all Conservation transmissions are squad-wide!
  • Fixed not spawning in the Observatory when returning to the Dojo from a mission that was started in the Observatory.
  • Fixed being able to explode two Immunodes at the same time in the Veilbreaker Quest. 
  • Fixed being unable to chat link the Gotva Prime. 
  • Fixed being unable to chat link many Resource-based, Prex Card, Floof, Steel Path, Fighter and Mastery Slate Decorations (e.g. Alloy Drum Decoration). 
  • Fixed non-Duviri rewards being awarded after spawning Kaithe during The Steel Path Orowyrm fight. 
  • Fixed the description for the Hounding Kubrow Sigil missing punctuation. 
  • Fixed issues with the Void Angels’ animations after being attacked by Khora’s Venari. 
  • Fixed being unable to place Dojo Decorations if Warframe is within a certain vicinity. 
  • Fixed a small gap in a Kuva Asteroid room’s ground texture. 
  • Fixed the Thrax Centurion having walking animation issues.
  • Fixed Thrax Centurions’ Shields and Armor not resetting after using their revive ability. 
  • Fixed Waistbands attaching to Drifter’s feet when equipped onto the Clearvoy Prime Suit. 
  • Fixed Lephantis’ Grineer head disappearing briefly during cutscene. 
  • Fixed the hole in the Lephantis arena having collision after defeat, causing players to float above it. 
  • Fixed being unable to cancel the Bullet Jump animation in Lunaro. 
  • Fixed Sugatras not attaching correctly to the Venka’s left claw and most Hammer Weapons and Skins. 
  • Fixed Cavalero’s mission complete transmission playing after aborting Zariman missions via the elevator. 
  • Fixed crash related to Ropalolyst’s beam attack. 
  • Fixed the guiding light in the Apostasy Prologue Quest not moving. 
  • Fixed Pazuul Axium’s having loot markers when they are invisible. 
  • Fixed Converted Kuva Lich not firing their weapons (notably Arch-Gun Weapons) when attacked by enemies. 
  • Fixed the animations of a Converted Sister of Parvos not playing properly if they have the Tenet Diplos equipped. 
  • Fixed Steel Path Teshin transmissions playing when completing normal Zariman missions. 
  • Fixed Grand Master Founders seeing their name replaced with numbers when looking at the Honored Grand Masters panel in the Relays. 
  • Fixed Drifter’s hood getting put back on after conversing with Teshin in his Cave during The Duviri Paradox Quest. 
  • Fixed the Little Helper Hat not sitting correctly on Kubrows with the Fabled Kubrow Fur Pattern equipped.
  • Fixes towards Scorpion enemies propelling players into the air when grappling from higher elevation. 
  • Fixed the Kuva Kraken’s alt-fire not leaving behind surface hit effects. 
  • Fixed Dax Herald and Dax Arcus enemies leaping very large distances across Undercroft maps. 
  • Fixed flickering occurring in the “Prison Break” Break Narmer Mission tileset. 
  • Fixed Medusalyst Towers missing their projectile turrets if you die before reaching that room in the “Prison Break” Break Narmer Mission. 
  • Fixed rare case where the double release room could be skipped in the “Prison Break” Break Narmer Mission. 
  • Fixed an unlit wall in the Infested Ship tileset. 
  • Fixed blurry ground texture in the Undercroft Park Captura Scene, Upperhaven in Duviri, Mount Nang in the Plains of Eidolon, and the underside of some Landing Crafts during Extraction cutscene if the High Shader Quality if toggled off. 
  • Fixed Affinity showing as “Expired” in the end of mission screen when loading back into the Orbiter after completing a mission with a Quest active. 
  • Fixed the Sun & Moon missing its aerial attack slash trail VFX. 
  • Fixed Altra Sentinel Mask’s description being a filepath. 
  • Fixed offset issues with many Chest attachments when equipped on the Dex Drifter Suit. 
  • Fixed several offset issues with the Iridos Chest Plate. 
  • Fixed three Nightwave Acts planned for the next Nora’s Mix appearing in rotation without being properly hooked up. They will become available once the next Nora’s Mix has begun! 
  • Fixed the Domestik Dais Drone not roaming around the Dojo. 
  • Fixed being able to push ragdolled enemies around with beam weapons.  
  • Fixed the axis rotation arrows being unnecessarily large for the Duviri Dojo 16m Railing Dojo Decoration. 
  • Fixed Volt Prime’s details on his lower back flailing around while you run. 
  • Fixed weird animation issues when interrupting a double jump with a normal jump. 
  • Fixed Shawzin emote not deactivating when another player activates Extraction. 
  • Fixed Archwing reticle not being affected by increasing HUD scale in settings. 
  • Fixed the “Ammo Maximum” stat for Kitguns showing in the millions when viewed in the Inventory screen. 
  • Fixed Clients losing function after returning to the Host’s Dojo after a mission. 
  • Fixed Signa offset height not matching the players settings in the Look Link diorama. 
  • Fixed the “To enter Chrysalith, first invite all Squad Members to your Dormizone” pop-up occurring in the middle of the screen after changing the HUD scale. 
  • Fixed script error and squad UI becoming unresponsive as Client if Host leaves just prior to returning to Dry Dock. 
  • Fixed several agents missing walk behavior, causing them to stand still. 
  • Fixed a rare issue that allowed players to pause the game for everybody in their squad.
  • Fixed damage numbers for orbs from Kaithe races appearing above Brimon.
  • Fixed being able to bring the protective sphere from the Void Angel fight back to the Zariman.  
  • Fixed Dual-Wield Pistols counting for “The Old Ways” Nightwave Act.
  • Fixed the Intrinsics menu getting stuck on screen when squad loads into Duviri from Teshin’s Cave portal. The menu will now close when loading in to prevent this from occurring. 
  • Fixed Virminks losing their original body colors. Happy critter noises.
  • Fixed some Arcane Helmets not being allowed in Conclave and Lunaro and are purely cosmetic in Conclave game modes!
  • Fixed Last Gasp UI sometimes not appearing on subsequent uses of this ability in one mission. 
  • Fixed Diriga’s Electro Pulse Precept applying additional Electricity status effects based on FPS.
  • Fixed scaling on Star Chart Nodes sometimes causing them to appear squished or hard to see.
  • Fixed on-hover Stat descriptions in Market dioramas showing “|amount|” instead of the % value for Armor reduction. 
  • Fixed “Build Armament” menu persisting if the Pause Menu is opened while it is active. 
  • Fixed a case of screen tearing in the Veilbreaker Quest opening cinematic. 
  • Fixed a noticeable hitch when opening Navigation due to the Naberus event tab icon. 
  • Fixed squadmate names appearing in incorrect positions with HUD scaling over 100 on very low Video Resolutions. 
  • Fixed wall panel in Corpus Ship Spy vaults flickering in and out of view. 
  • Fixed Glyph on Sacred Vessel from the Sands of Inaros Quest appearing transparent. 
  • Fixed flickering on Viral Status effects on the Volnus.
  • Fixed unintended ground texture in Undercroft Tileset. 
  • Fixed ground texture seam in the Amphitheatre Undercroft Tile. 
  • Fixed casting Vauban’s Photon Strike with the Imperator equipped in the Orowrym fight causing the player to be stuck in a looping Archgun equip animation. 
  • Fixed a bug where distant textures would be streamed in at max-resolution. 
  • Fixed the Corpus Reinforcement Beacons not expanding when at the edge of the screen. 
  • Fixed case where Reflex Denial’s pulse damage was greatly reduced after initial pulse. 
  • Fixed overlapping transmissions if opening the Codex while a transmission is currently playing. 
  • Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility. 
  • Fixed Drifter beards clipping through the Dex Drifter Hood while opened. Equipping the Dex Hood with the hood opened will now make facial hair disappear.
  • Fixed Conquera II Ephemera particles not reacting to the player kneeling or crouching. 
  • Fixed Purified Bloom Ephemera effects constantly flickering.
  • Fixed glow on Archwing Articula being very bright when viewed from far away.

Code Changes/Fixes From Previous Updates/Hotfixes: 
The following list includes the changes and fixes that were unable to launch alongside PC updates/hotfixes due to them affecting code (Warframe Lexicon for Updates). 

  • Fixed a crash related to Specters being unable to pick up certain types of ammo.
  • Fixed several offset issues with Syandanas equipped onto Saryn’s Voidshell Skin. 
  • Fixed a rare crash when going from town to landscape and failing to connect.
  • Fixed a crash that could occur if Host returned to a town hub before Client managed to get into the open landscape. 

Warframe – Ver. 33.6.9

  • Release date: September 12th 2023 (North America, Europe) / September 13th 2023 (Japan)
  • Patch notes:

Fixes:

  • Fixed Latron Prime’s Incarnon Mode not benefitting from the Double Tap Mod. 
  • Fixed Clients experiencing loss of function after Host migration in the Undercroft. 
  • Fixed getting stuck as Operator in the Undercroft and being unable to Transference back to your Warframe in the 8th stage of The Duviri Paradox Quest.
  • Fixed the mission select UI in the Zariman elevator incorrectly showing “Halako Perimeter” instead of the intended “Tuvul Commons” for the first mission of The Angels of the Zariman Quest.
    • This was purely a UI issue, Tuvul Commons was always the first mission played regardless of what was indicated in the elevator. 
  • Fixed Madurai’s Power Transfer and Unairu’s Poise not triggering reliably if Client has low frame rate (below 30 FPS). 
  • Fixed being able to buff Exodia Contagion’s projectile damage with heavy attack multiplier by performing a series of specific parkour movements.
    • The movements in question allowed for heavy attacks to be performed mid-air instead of triggering the intended ground slam, which then caused the Heavy Attack damage multiplier to be applied to the projectile. In this Hotfix, we’ve specifically removed the interaction that buffed its damage, as heavy attacking mid-air is not possible otherwise. We understand that this was a popular combination due to its ability to land wild damage numbers, but it was dependent on a movement animation bug and went beyond the original design for the Arcane. 
  • Fixed players who have not unlocked the Steel Path being able to join Steel Path missions when invited by Host from Dojo. 
  • Fixed several issues with the following weapons when they appear as an offering in Teshin’s Cave: 
    • Fixed the Perla Dual Pistol Skin only being applied to one of the Dex Furis.
    • Fixed Claw and Fist weapons sitting perpendicular to one another.
    • Fixed the fist and feet components of Sparring weapons overlapping each other. 
    • Fixed the Tenet Agendus sitting perpendicular to its Shield.
    • Fixed Ghoulsaw sitting too far to the right in its display.
  • Fixed several mining locations in the Orb Vallis missing its veins and heat spots (notably at Fortuna Elevator, Deck 12 entrance, and Reflector Control). 
  • Fixed the Vapor Trail K-Drive Mod’s Boost Speed buff being the same (+10) for both Rank 9 and 10. Rank 10 will now give +11 Boost Speed.
  • Fixed being unable to chat link the Mag & Frost Prime Dual Pack. 
  • Fixed being unable to chat link the Altra Sentinel Mask. 
  • Fixed several script errors in the Paragrimm’s Tomes objective in Duviri. 
  • Fixed being unable to place decorations near to the Orokin Lab in the Dojo. 

Warframe – Ver. 33.6.8

  • Release date: September 6th 2023 (North America, Europe) / September 7th 2023 (Japan)
  • Patch notes:

Changes:

  • Updated the Cetus Wisp description to better indicate how to obtain them. 
    • “Most common at night, these stone lifeforms are drawn to shorelines touched by the Eidolon. They linger around lakes on the Plains of Eidolon at all hours. Their origin remains mysterious.”
    • We have an additional QOL change coming to Cetus Wisps in the upcoming Abyss of Dagath Update – stay tuned! 

Fixes:

  • Fixed being unable to chatlink the Gotva Prime.
  • Fixed being able to use Transference in the second stage of the Duviri Paradox Quest, resulting in players being stuck as the Drifter.
  • Fixed various pathing issues with Executioner Zura in Dog Days. 
  • Fixed Medusalyst Towers not having their projectile weapon if Kahl has died before reaching them in the “Prison Break” Break Narmer mission.

Warframe – Ver. 33.6.7

  • Release date: August 31st 2023 (North America, Europe) / September 1st 2023 (Japan)
  • Patch notes:

Changes: 

  • Increased Platinum amounts in the Frost and Mag Heirloom Packs – full details available in the official PSA: https://forums.warframe.com/topic/1364919-psa-heirloom-collection-platinum-changes-lessons/
  • Updated the Gotva Prime description to clarify its unique perk, it now reads: “Long before clone-rot set in, elite Grineer Commanders protected the surviving Orokin from rebelling Warframes with these formidable rifles. When Gotva Prime inflicts a Status Effect its next shot has a chance to be a Super Critical hit.”
  • Made updates to Gotva Prime’s audio (cease fire SFX, Host/Client mixing, and firing mixing).  

Optimizations: 

  • Optimized the VFX on the Frost Heirloom Signa. 

Fixes: 

  • Fixed several issues with Double Tap’s buff indicator: 
    • (Latron and Latron Wraith) Fixed the buff indicator being stuck at 100% and not adjusting based on hits.
    • (Latron Prime) Fixed the buff icon not showing up in the HUD (this was a UI issue only, the intended damage bonus was still applying). 
  • Fixed the Melee Combo Count from the Rauta lasting indefinitely when Combo Duration is set to 0 (ex: equipping the Melee Guidance Aura that reduces Combo Duration for self by 6s).  
    • Now if the Combo Duration has no positive value, the Rauta will not increase the Melee Combo Count just as it wouldn’t for any other Melee. 
  • Fixed the Rauta having an extremely long reload time for Clients after receiving the infinite ammo buff from cracking Void Relics in Fissure missions. 
  • Fixed Drifter Loneryder items being unintentionally given with the Dex Operator and Drifter Suit 10 Year Anniversary inbox. 
    • Those who have received the Loneryder items prior to this Hotfix are yours to keep! Happy Anniversary! 
  • Fixed the Vigorous Swap Mod applying in Dog Days when switching between the Soaktron and Lob Blobs. 
    • With the inclusion of the Lob Blobs Secondary, this Mod just slipped by the “no Mods, Buffs, Companions, or Abilities” rules of Dog Days. 
  • Fixed Frost Heirloom Signa’s VFX lingering after it has been unequipped in the Arsenal. 
  • Fixed Clients gaining more progress than intended when finding a Paragrimm’s Tome in Duviri. 
  • Fixed the following Dojo Decorations having off-centered anchor points, making it difficult to move and position them: 
    • Electricity
    • Electricity Arcs
    • Glow Bright  
  • Fixed the TennoCon logo still appearing in the Relays. 
  • Fixed the Laetum Incarnon’s bullets facing the wrong direction. 
  • Fixed being unable to chat link Frost Prime and Mag Prime Relics. 
  • Fixed the “Titan Extractor Prime” being listed twice in the description of Varzia’s Prime Resurgence offerings instead of including the Blueprint as well as the built Extractor. 
  • Fixed a script error after failing a mission. 
  • Fixed a script error with the Lob Blobs tutorial popup in Dog Days.

Warframe – Ver. 33.6.6

  • Release date: August 25th 2023 (North America, Europe) / August 26th 2023 (Japan)
  • Patch notes:

Fixes: 

  • Fixed stealth kill sound effects not playing at the proper time for the Argo & Vel. 
  • Fixed being staggered while opening the Decrees Menu resulting in function loss. 

Warframe – Ver. 33.6.5

  • Release date: August 21st 2023 (North America, Europe) / August 22nd 2023 (Japan)
  • Patch notes:

Incarnon Changes & Fixes: 

  • Added clarification to Anku’s Incarnon Form description and function. Now, successful slide attacks grant +3 Range and inflict guaranteed Bleed Status Procs for all attacks for 6s. 
    • Previously, the Anku’s Incarnon form would increase the bias towards Slash damage, but the result was not as impactful as we hoped. Now, this has been replaced with guaranteed Bleed Procs.
    • While making this change, we found that all melee attacks following a Slide Attack were able to maintain the Incarnon buff (instead of just the intended Slide attack), so long as the attack animations were uninterrupted. We have fixed this issue and incorporated this functionality as a 6s timer, to better facilitate this unintentional, but obviously desirable interaction. So overall, the mechanic is now much more comprehensible and achievable!
    • Added clarification: Some may have noticed that after last week’s Hotfix the description had been changed, but not the functionality – which is now live! 
  • Increased Anku’s Evolution II damage buffs for the Edge of Justice and Guardian’s Promise upgrades from +20 to +50. 
  • Updated Angstrum’s Incarnon Form description to specify that “direct hits” charge Transmutation, as per the change that went out in last week’s Hotfix. 
  • Fixed the Gammacor Incarnon not clearing its charges when reverting back to its non-Incarnon form. 
  • Changes: 
  • Added design credit to community fan artist Illusive19 in the Nihil Recall Glyph’s description. 

Fixes: 

  • Fixed Titania remaining in Razorwing form during the extraction animation if triggered as Operator. 
  • Fixed the Warframe selection UI in the second stage of The Duviri Paradox Quest lingering on screen after choosing to return to Orbiter from the pause menu. 
  • Fixed the Shockwave Dojo Decoration being invisible and non-interactive after it has finished building.  
  • Fixed a wall in the Host’s Landing Craft in the Drifter Camp having no collision and appearing low-res to invited Clients.
  • Fixed several script errors related to Transference in the Undercroft in the first stage of The Duviri Paradox Quest. To prevent further issues, Transference is now disabled during this Quest stage. 
  • Fixed a script error related to Garv in the Cambion Drift Bounties. 
  • Fixed interacting with your pet in the Dormizone causing them to freeze in place. 
  • Fixed getting stuck infinitely loading in Deck 12. 
  • Fixed Scyto Raknoid jumping into the ceiling and out of the arena in the “Sneaky Sabotage” Break Narmer mission. 
  • Fixed the teleport volumes in the new player tutorial stage of The Duviri Paradox Quest  sending players back to the beginning of the course. 
  • Fixed a rare issue where Platinum prices in the in-game Market on-hover description would not match the intended prices seen in the detailed purchase screen. 

Warframe – Ver. 33.6.4

  • Release date: August 15th 2023 (North America, Europe) / August 16th 2023 (Japan)
  • Patch notes:

Incarnon Genesis Changes:
A little over two weeks have passed since the Gammacor, Angstrum, Boar, and Gorgon Incarnon Geneses became available to earn on the Circuit. This has given you time to put them to work in-mission and share your thoughts with us and much of the feedback we’ve seen has consisted of requests to improve their Incarnon Forms. So today’s Hotfix brings you tweaks to reduce the friction to charging Transmutation and to increase the fluidity between modes. Paired with some other general stat improvements and fixes, take them for another spin and see how they feel!

The changes below apply to the base and variant versions of the weapons. Please note that we’re also reviewing the Anku Incarnon for our next Hotfix.

Gammacor:

  • Charging the Incarnon Transmutation gauge is now twice as fast!
  • Increased the explosion damage of its Incarnon projectile from 620 to 660 (Synoid from 760 to 800).
  • Increased the Critical Chance bonus from Evolution IV Perk 1 (Critical Parallel) from 18% to 20% (Synoid from 6% to 10%).
  • Increased the Critical Chance from Evolution IV Perk 2 (Survivor’s Edge) from 10% to 12% (Synoid from 4% to 6%) and the Status Chance from 6% to 10% (Synoid from 4% to 6%).
  • Increased the Status Chance from Evolution IV Perk 3 (Elemental Balance) from 12% to 20% (Synoid from 6% to 10%).

Angstrum:

  • Now uses direct projectile hits instead of headshots to charge its Incarnon Transmutation gauge.
    • The projectile must physically hit an enemy in order for it to count towards the charge, not the AOE damage dealt to them within proximity of the projectile.
  • Improved tracking, speed and targeting of the Incarnon projectiles and added more ricochets off the walls to make it easier for them to land.
  • Increased the Critical Chance bonus from Evolution IV Perk 1 (Critical Parallel) from 10% to 14% (Prisma from 6% to 10%).
  • Increased the Critical and Status Chance bonus from Evolution IV Perk 2 (Survivor’s Edge) from 6% to 9% (Prisma from 4% to 6%).
  • Fixed being unable to reload the Prisma Angstrum after switching to Incarnon Form.
  • Fixed Angstrum’s Incarnon Form altering the ammo pool of the equipped Primary weapon.

Boar:

  • Changed the way Elemental Balance’s Status Chance bonus (we will be doing the same for Survivor’s Edge in a follow up hotfix) applied to be consistent with the Strun Incarnon: Now it applies to each projectile instead of being divided by the Multishot count.
    • Prior to the above change, Elemental Balance’s 12% Status Chance bonus would grant 7.5% – 9% per projectile. Now it grants 7.5% – 19.5% per projectile.

Gorgon:

  • Removed the initial charge delay on Incarnon projectiles fired and replaced it with an automatic trigger type.
    • In other words, you can now hold the fire weapon input to continuously fire its projectiles as long as a charge is available. The former 1.2 second charge delay is its new auto fire rate.
  • Adjusted projectile detonation times so that it better matches the fire rate of each variant (base version having the longest and Prisma the quickest).   
    • This goes hand in hand with the two above changes, with the initial charge delay removed and replaced with an automatic trigger there was room to establish a better rhythm for detonation while firing in auto. Instead of many projectiles taking a while to detonate, they will now roughly do so around the next auto shot fired.   

General Incarnon Fixes:

  • Fixed the Evolution VI Incarnon Challenge (Complete a mission with an Incarnon Weapon in every slot) not completing for the Felarx, Innodem, Laetum, Phenmor and the Praedos when using weapons with Incarnon Geneses installed.
  • Fixed the Lex Incarnon Genesis’ final evolution challenge (Get 5 Headshots with this weapon in Incarnon form in a single mission) considering headshots from all weapons.
  • Fixed the Sibear Incarnon Genesis’ Evolution II “Thane’s Wrath” perk missing its UI icon.  
  • Fixed the “Incarnon Form” text missing from the bottom right UI elements for the Gammacor and Synoid Gammacor while in Incarnon Form.

Overguard Changes:

  • Player Overguard now protects against Arctic Eximus’ slow auras.  
  • Overguard granted by Styanax’s Intrepid Stand Augment Mod is now capped at 15k (at 100% Ability Strength), which scales with Ability Strength.
    • Outside of maintaining the status quo (excluding Rhino’s Iron skin, which requires skillful timing to scale), the Augment allowed for infinite amounts of Overguard to be stacked effortlessly and quickly, which could trivialize challenging content and limit future design space. The survivability and team support element that players have been enjoying on Styanax is still preserved, just at a more practical level to encourage more dynamic play.
  • Overguard granted by Frost’s Icy Avalanche Augment Mod now stacks on cast (up to 15k, which scales with Ability Strength) instead of keeping the highest value from the original or recast.

Corrupted Jackal Undercroft Assassination Changes:
The following changes have been made to address feedback that the fight feels a tad too challenging on the Steel Path.

  • The Corrupted Jackal Asssassination mission will now appear at stage 4 and onwards in The Circuit to ensure players have had a chance to earn more Decrees before taking it on.
  • Slightly reduced Jackal’s health and the number of grenades Jackal fires in phases 1 & 2.

General Changes:

Fixes:

  • Fixed active Warframe Abilities (ex: Voruna’s Ulfrun’s Endurance Augment Mod, Equinox’ Maim, Gauss’ Redline, and Ember’s Immolation) getting deactivated and reset at the end of each Stage in the Circuit.
    • This was caused in our attempt to fix the issue with being able to teleport out of the Undercroft and back into the Duviri landscape using Wisp’s Breach Surge or Wil-O-Wisp in the Echoes of Duviri update. We have reverted that fix in order to address all abilities being affected.  
  • Fixed melee weapons with projectiles launched from heavy attacks (Glaives, Gunblades, Edun, Argo & Vel, etc.) causing Kullervo’s Wrathful Advance to potentially miss its target.
  • Fixed dual wielding Glaive and Pistol causing loss of function after casting Kullervo’s Wrathful Advance.
  • Fixes towards being revived causing the camera to turn 90 degrees after Transference. As reported here: https://forums.warframe.com/topic/1361361-transference-after-using-last-gasp-causes-disorienting-camera-movements-fix-pending-cert/
    • This is a workaround non-code solution to address the majority of the camera issues with reviving. A Code fix is still required to fix it in its entirety, which means that you may still encounter it in certain scenarios (e.g. Last Gasp).
  • Fixed slow loading players being prevented from entering Deck 12 if another player began the fight during the loading process. Those players will now be automatically teleported to the fight upon loading in.
  • Fixed the Prime Details toggle missing for Wisp Prime while her Dex Skin is equipped.
  • Fixed the flame VFX missing from Wisp Prime’s Helmet.
  • Fixed Atlas’ Landslide not increasing the amount of rubble dropped from Petrified enemies by 50% as intended.
  • Fixed being invisible after closing the game and rejoining the in-progress Orowyrm fight during the Kaithe stage.  
  • Fixed the new Captura Scenes released with Echoes of Duviri not appearing in Acrithis’ Wares.
  • Fixed general control binding callouts appearing during The Duviri Paradox Quest instead of the intended Drifter ones.
  • Fixed incorrect binding callouts appearing during the Drifter combat tutorial in The Duviri Paradox Quest if the “Melee with Fire Weapon Input” option is enabled.  
  • Fixed being able to fire weapons during Wisp’s Sol Gate ability after casting it and then immediately following it with Dispensary (Helminth).
  • Fixed “HUD not initialized” dialog appearing when starting Exterminate and Mobile Defense missions from the Crysalith elevator.
    • Also fixed the enemy kill count to not displaying correctly in Exterminate missions under the same start condition.
  • Fixed stealth melee kills not counting towards the “Close Up Kills” Break Narmer challenge (Kill 3 enemies with melee).
  • Fixed Grineer allies disappearing after dying and respawning in the “Junk Run” and “Prison Break” Break Narmer missions.
  • Fixed an error popup (“You must complete the Vox Solaris Quest”) preventing players from speaking to Eudico after returning from the Orb Vallis during stage 5 of the Vox Solaris Quest.
  • Fixed the Wisp Prime Skin icon in the Arsenal appearing as a blank square.
  • Fixed shields (from Sword and Shield Melee weapons) sitting backwards on Baruuk’s arm when his Doan Skin is equipped.  
  • Fixed the Protovyre Apex Syandana clipping into the Drifter Keeler Suit.
  • Fixed offset issues with the Left Prisma Daedalus Shoulder Guard when equipped onto the Drifter Keeler Suit.
  • Fixed the right Emblem offset being too far forward on all Limbo skins when equipped on Limbo Prime.  
  • Fixed several offset issues with leg attachments equipped on Kullervo.
  • Fixed offset issues with chest attachments equipped on the Drifter Saita Prime Suit.
  • Fixed offset issues with the Imugi Prime Shoulder Plate equipped on Gauss.
  • Fixed offset issues with shoulder attachments equipped on the Nova Atomica Skin.
  • Fixed being unable to equip the Balefire Einheri skin on Hildryn’s Balefire Prime.
  • Fixed the Cognitive Relay Facial Accessory sitting weirdly on the Duviri Drifter.
  • Fixed the Demolyst’s beep SFX at times slightly offset if in a far away room.
  • Fixed the Syam, Azothane, Edun, and Sampotes missing several SFX with various Melee Stances.
  • Fixed an issue with the sample used for Sevagoth’s Sow SFX.
  • Fixed the Bronco Prime not leaving bullet holes in the environment.
  • Fixed a rare bug where Nihil’s health bar could go missing.
  • Fixed several HUD script errors related to the Nihil fight.
  • Fixed double spacing in the Wisp Prime Accessories Pack.
  • Fixes towards being unable to chat link several Kavat and Kubrow Fur Patterns.
  • Fixed being unable to chat link the 2023 Pride items and the Pride Celebration Color Palette.
  • Fixed text appearing cut off in the in-game Market after opening a chat link.
  • Fixed being able to equip Primary weapons in the Dojo after using the Shawzin emote.
  • Fixed the Accessibility Color Palette not being available in the Customize HUD Colors screen if accessed in-mission.
  • Fixed Kahl (summoned from Skaut’s “Kahl Beacon” Air Support) not shooting when commanded to hold position.

Warframe – Ver. 33.6.3

  • Release date: August 3rd 2023 (North America, Europe) / August 4th 2023 (Japan)
  • Patch notes:

Changes:

  • Temporarily removed the ability to purchase additional Operator/Drifter Appearance Config Slots in Teshin’s Cave, as it would cause players to crash. 
    • This is a quick patch as the real fix requires Code. Players should have this functionality restored with our next Cert build.
    • Note: You are still able to purchase additional Operator/Drifter Appearance Config Slots in your Orbiter or Hubs (Cetus, etc.). 
  • Updated Swooping Miasma Decree’s description to better indicate that players “Gain +x mid-air jumps”, and fixed capitalization. 
  • Updated Incarnon Genesis descriptions to reduce important information being cut off in the Steel Path Circuit Reward selection screen. 

Fixes:

  • Fixed Sevagoth’s Shadow Haze Augment buff applying inconsistently based on Ability Range. The Critical Chance bonus will now be consistent regardless of your modded Ability Range stat. 
  • Fixed Kahl being unable to aim down sights after exiting security cameras in Break Narmer missions. 
  • Fixed Client Drifter Melee appearing invisible and not saving customization when their appearance is changed via the Mirror in Teshin’s Cave. 
  • Fixed being unable to customize the Sun & Moon sheath in Teshin’s Cave. Drifters will now see the missing “Attachments” option in this weapon’s Appearance menu. 
    • This also fixes Drifter Attachment colors applying to the Sun & Moon sheath in Duviri. 
  • Fixed Swooping Miasma Decree not applying Viral status to enemies who are asleep. 
  • Fixed Kexat’s Pounce Decree not being triggered while airborne during Titania’s Razorwing, Hildryn’s Aegis Storm, or Yareli’s Merulina. 
  • Fixed a % appearing before Chatlinks in a Clan’s Message of the Day as per: https://forums.warframe.com/topic/1361894-clan-motds-have-incorrect-formatting-for-item-links/ 
  • Fixed a [PH] tag appearing for returning players of a host migration after completing the Orowyrm fight. 
  • Fixed being unable to Chatlink various items, including:
    • TennoCon 2023 Digital Pack items
    • Various Star Days Glyphs
    • Rhino Dex Noggle
  • Fixed a script error that could occur when attempting to customize your Drifter in the Orbiter. 
  • Fixed Jackal restoring health and spawning enemies for returning players if a host migration occurred during the final finisher of the fight.
  • Fixed becoming invisible and losing physics after dying as Sevagoth’s Shadow in the Undercroft. 
  • Fixed blocking in the Drifter Melee tutorial in the Duviri Paradox Quest not being counted if players swapped to a different Drifter Config via the Mirror in Teshin’s Cave.
  • Fixed “Waiting for Players” message remaining indefinitely on Client screens if Host is pulled into the Confront Kullervo objective while Maw Feeding. 

Warframe – Ver. 33.6.2

  • Release date: August 1st 2023 (North America, Europe) / August 2nd 2023 (Japan)
  • Patch notes:

Additions:

  • Added Incarnon descriptions to the on-hover pop-up in the Steel Path Circuit reward selection screen.
  • Added the ability to dismount the Ropalolyst via the melee input. 

Fixes:

  • Fixed mashing the Cipher button resulting in a total loss of input, meaning players would not be able to leave the hacking screen. 
  • Fixed players losing functionality after accessing cameras in Break Narmer missions.
  • Fixed Facial Accessories no longer appearing with the Stranger’s Hood equipped and Hood toggled off. 
  • Fixed Circuit Assassinate Jackal not being given the same “boss-type” classification as other assassination targets.

Warframe – Ver. 33.6.1

  • Release date: July 31st 2023 (North America, Europe) / August 1st 2023 (Japan)
  • Patch notes:

Official Drop Tables URL Change: 
The official Warframe drop table URL has been updated. Players who are looking for drop locations of Wisp Prime’s relics or other future content, make sure to update your bookmarks to the following URL: https://warframe-web-assets.nyc3.cdn.digitaloceanspaces.com/uploads/cms/hnfvc0o3jnfvc873njb03enrf56.html 

You can also access this page by visiting warframe.com/droptables to be redirected. Even if you use the old link, don’t fret — it should now redirect to you the correct page as well. 

 

Duviri Steel Path progression fix for Consoles
On Friday we resolved some last cases from our previous fix to make sure that every person who was actively playing Duviri Steel Path got credit for completing the different map nodes.  This should now mean that everybody who meets the requirements for Steel Path can select and play those nodes.  

Further, any players who had previously played every Duviri mission on Steel Path mode but did not get a trophy, should now find that their trophy has been delivered.
 

Changes:

  • Increased the Larkspur Prime Riven disposition from 0.5 to 0.6. 
  • Updated the “Duviri Steel Path is locked” message to indicate which nodes need to be completed in order to gain access.

Fixes: 

  • Fixed Clients attempting to do Finisher the Jackal in the Circuit sometimes not properly registering, allowing players to deal damage without progressing the fight stage, leading to players becoming progstopped.
  • Fixed Host Migrating in the middle of a Pazaron Finisher to the Jackal in the Undercroft resulting in the remaining players being progstopped. 
  • Fixed Enhanced Damage Numbers missing their outline. 
  • Fixed players receiving self-damage from the Glaive that spawns from the Argo & Vel Heavy Attack. 
  • Fixed the ability to sell/dissolve Mods in the Vor’s Prize Quest, resulting in a progstop. 
  • Fixed various offset issues with the Clearvoy Drifter Suit. 
  • Fixed a crash related to Specters being unable to pick up certain types of ammo.
    • As this fix requires a Code change, we have given all Specters (excluding Wukong’s Celestial Twin) infinite ammo on consoles until our next Cert build. 
    • For a refresher on Code changes and Cert builds, check out our Warframe Lexicon. 
  • Fixed missing “How to Obtain” description for the new Duviri Captura Scenes that appears when they are unowned. 
  • Fixed missing pieces of floor in the Void Tileset. 
  • Fixed Argo & Vel’s shield appearing to float on certain Warframes. 
  • Fixed incorrect Sugatra attachment point on the Argo & Vel. 
  • Fixed the Accessibility color palette using the Easter Palette icon.
  • Fixed Brimon’s dialogue options appearing in all caps. The Drifter no longer yells “CHALLENGE ACCEPTED”, but you are still welcome to in your free time. 
  • Fixed Wisp skins without custom Motes not using Mote Prime when equipped on Wisp Prime.
    • Note: This does not affect Wisp Skins that have custom Mote textures (like certain TennoGen items, etc.)
  • Fixed Iron Skin in Conclave giving Rhino 60s of invulnerability instead of the intended 0.5s once depleted. 
  • Fixed issue where Anku Incarnon didn’t properly benefit from Range and Slash Damage bonus on Slide Attacks, and didn’t inflict any status effects.
  • Fixed Grendel’s Feast not functioning correctly for Clients, resulting in the inability to use Nourish or Regurgitate, amongst other issues.

Missed Notes:

  • With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged. 

Warframe – Ver. 33.6.0 (Echoes of Duviri)

  • Release date: July 27th 2023 (North America, Europe) / July 28th 2023 (Japan)
  • File size: 9.25GB (The large download size for this update is due to the remastering of miscellaneous elements in the game, which will reduce the overall size of Warframe on Switch from ~23 GB down to ~17 GB once the Update has finished downloading.)
  • Patch notes:

New Nintendo Switch TennoGen Bundles
The following TennoGen items are now available on Nintendo Switch! Featuring items created by our talented TennoGen artists from Rounds 3, 4, 5, 6, 8, 9, 11, 12, and 13. Find them in the in-game Market. 

Tennogen Nintendo Switch Bundle XII

  • Chroma Thyrus Skin by Stenchfury    
  • Ivara Arcuata Skin by Stenchfury        
  • Atlas Monolith Skin by Stenchfury       
  • Rhino Warlust Helmet by Stenchfury        
  • Polearm Phorcys Skin by Stenchfury       

Tennogen Nintendo Switch Bundle XIII

  • Chroma Vojnik Skin by Volkovyi    
  • Frost Vojnik Skin by Volkovyi     
  • Rhino Vojnik Skin by Volkovyi     
  • Limbo Vasiona Skin by Volkovyi     

Tennogen Nintendo Switch Bundle XIV

  • Pistris Syandana by Stenchfury       
  • Mushussu Syandana by Stenchfury        
  • Incubus Ribbon Syandana by Volkovyi     
  • Hammer Ogun Skin by Stenchfury          
  • Chroma Drevni Skin by Volkovyi        

The Liset Vammatar Skin by Ventralhound is also now available on consoles!
 

General: 

  • Fixed an unintended filter being applied to search terms.
  • Fixed a rare crash on the Nintendo Switch.

Missed Notes of Code Fixes from The Seven Crimes of Kullervo: 

  • Clicking on items in the in-game Market that are purchasable via the Nintendo eShop will now open the item’s details in the Market first instead of going straight to the Store. Now when you want to move forward with purchasing after learning the details from the Nintendo eShop you simply click “Purchase”.
  • Fixed permanently losing your thrown melee weapon if you throw it just before entering an Undercroft portal.
  • Fixed Clients experiencing wonky camera positioning after dismounting from K-Drive or Merulina. 
  • Fixed camera shifting to the last spot you summoned your K-Drive after summoning it again at a distance.
  • Fixed respawning in unexpected locations after Host Migration. 
  • Fixed being unable to purchase from Acrithis’ store in Duviri with resources that you had collected during that session. 
  • Fixed a rare crash while riding Kaithe. 
  • Fixes towards a crash that could occur if you were pulled into the Undercroft while a member of your squad was doing Conservation efforts in Duviri. 
  • Fixed crash when skipping cutscenes in The Duviri Paradox Quest. 
  • Fixed massive hitch that would occur when leaving Teshin’s Cave back to the Orbiter.
  • Fixed a hitch affecting players with most Focus trees unlocked.
  • Fixed an extremely rare crash that could occur in the Undercroft. 
  • Fixed a rare crash that could occur when the Ripkas were unequipped while in Teshin’s Cave.
  • Fixed the Rank 1 Endurance Intrinsic “Fortifying Decrees” (Each active Decree grants +25 Health to Drifter) granting more than +25 Health if there are several of the same Decree already active. 
  • Fixed crash caused by ragdolled enemies.
  • Fixed very long hitch that would occur to the third member of a squad when loading into Teshin’s Cave right as Host migration occurs. 
  • Fixed a rare crash.

 

WISP PRIME
Wisp Prime’s gilded splendor haunts the battlefield. Allies welcome her interdimensional beauty.

 
WISP PRIME SHROUD
Wisp Prime’s signature adornment.

* Players can equip or unequip this Shroud on Wisp Prime as an Auxiliary attachment. 

FULMIN PRIME
Wield a storm. Fulmin Prime’s electric rounds switch between lightning beams and short-range bursts. Wisp quickly swaps between each mode with her elemental prowess.

GUNSEN PRIME
Command the beauty and lethality of these ornate warfans.

 

ENTHEOR PRIME SYANDANA
Call upon the preternatural with Wisp Prime’s signature Syandana.

CLEARVOY PRIME SUIT
A look worthy of one who has the power to straddle realities. Fitted for the Drifter and the Operator.

Instantly gain access to Wisp Prime from the in-game Market or earn Relics in-game to craft Wisp Prime, Fulmin Prime, and Gunsen Prime in your Foundry. 

Now that Wisp Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory.

  • Nidus Prime
  • Strun Prime
  • Magnus Prime

With this Vaulting comes the shift of the following Syndicate Sacrifices:

  • Replaced Rank 4 The Perrin Sequence sacrifice of Magnus Prime Barrel with Knell Prime Barrel. 
  • Replaced Rank 5 Steel Meridian sacrifice of Nidus Prime Neuroptics with Garuda Prime Neuroptics. 
  • Replaced Rank 5 New Loka sacrifice of Nidus Prime Neuroptics with Garuda Prime Neuroptics. 

 
Riven Disposition Changes:

As with each round of Prime Access come updated Riven Disposition numbers, but we have taken a different approach for this update and have postponed Disposition decreases – check the full details here: Riven Dispositions Forum Post

CURIOSITY VISAGE INK COLLECTION
Embrace the spirit of discovery. The Curiosity Visage Ink Collection includes Academe, Circuit, Kiai, and Verula Ink designs.

 

Purchase the Collection in the in-game Market or purchase each individual Visage Ink from the Drifter Appearance tab. 

NEW DRIFTER MELEE: ARGO & VEL
Argo & Vel bolster the warrior who stands fast. Blocking will activate its staggering energy shield. Power Strike knocks down enemies and inflicts Bleed Status. Perfect Parry restores your Power Strike. 

Warframe Version: Its Heavy Attack sends forth a glaive that ricochets off enemies.

Gain instant access to the Argo & Vel for both Drifter and Warframes with Platinum from Teshin’s Cave or the in-game Market. Or unlock it with Pathos Clamps for Drifter use and gain its blueprint to craft in the Foundry for Warframe use.

 

UNDERCROFT CHANGES

New Undercroft Tiles:
We have added two new tiles to the Undercroft for you to tackle Warframe combat in: Fractal Pastures and Amphitheatre. The Fractal Pastures is a large open tile with plenty of space for farming Tamms — if it weren’t for the dangers of the Undercroft, that is. With the new Amphitheater tile, you can reminisce about the calming sounds of Shawzins heard on the Duviri landscape, but replace them instead with the cries of your enemies. All five existing game modes are available in the Fractal Pastures and Amphitheatre.

Jackal Assassination is here!
The Undercroft is gaining a sixth game mode available exclusively in the Fractal Pastures: Assassination! No longer in the confines of a Corpus laboratory, The Jackal can be found ruining crops in the Fractal Pastures, devastating the natural beauty with its laser grids and rockets. Take on the Jackal in this newest game mode to reach the Undercroft. 

In order for the expected time to complete Assassination to stay in line with other game modes, the Jackal fight has been modified from its original form on Venus. Jackal in the Undercroft will have three phases instead of four, and will be protected by reinforcements between phases. 

On defeat, Jackal will drop Rune Marrow and has a chance to drop the Jackal Sigil.

Undercroft Trauma Clamp: 
The Undercroft is a dangerous place, Drifter. Trauma Clamps have begun appearing across the Undercroft that can be used to your advantage. 

Trauma Clamps are hazards that can be found throughout the Undercroft. Breaking them open will pull in both Tenno and their foes alike, trapping them for a moment and imparting effects determined by the current Spiral. The range at which players will be drawn in is smaller than that of your enemies, but still take care when activating them. Use these strategically, as only a few spawn per Undercroft Tile. However, as the Void does work in mysterious ways, there is a chance of further Trauma Clamps spawning after a hazard is unleashed.  

 

Thrax’s Spirals will augment Trauma Clamps with the following effects:

  • Sorrow: Cold Damage and Status
  • Anger: Heat Damage and Status
  • Fear: Electricity Damage and Status
  • Envy: Toxin Damage and Status
  • Joy: Void Damage and Status, plus healing that will seek out nearby players.

 

NEW INCARNON GENESES 

New Incarnon Geneses are being added to the Circuit Steel Path reward path! Once acquired, players can install them into the applicable weapons by visiting Cavalero on the Zariman. 

Boar (base and Prime) 
Awaken this weapon’s ability to fire three short-range beams that chain link enemies in Incarnon Form.

Gammacor (base and Synoid)
Awaken this weapon’s ability to fire projectiles that pull enemies into a Cold Damage explosion in Incarnon Form.

Angstrum (base and Prisma) 
Awaken this weapon’s ability to launch target-seeking fireballs that ricochet toward enemies in Incarnon Form.

Gorgon (base, Wraith, and Prisma) 
Awaken this weapon’s ability to fire embedding projectiles that explode with Heat Damage in Incarnon Form.

Anku 
Awaken this weapon’s ability to increase Range and Slash Damage during slide attacks in Incarnon Form.

Circuit Reward Path Rotation Date: Sunday, July 30th 
With respect to current Circuit Reward Path rotation, we wanted to give players fastest access to these new Incarnons as possible. As a result, we are altering the current Steel Path Circuit reward rotation to ensure they show up next week (July 30th). 

Here is the updated Offering Rotation Schedule for the Steel Path Circuit:

Week 1: Braton, Lato, Skana, Paris, Kunai (this week’s offerings)
Week 2: (NEW) Boar, Gammacor, Angstrum, Gorgon, and Anku 
Week 3: Bo, Latron, Furis, Furax, Strun 
Week 4: Lex, Magistar, Boltor, Bronco, Ceramic Dagger 
Week 5: Torid, Dual Toxocyst, Dual Ichor, Miter, Atomos
Week 6: Ack & Brunt, Soma, Vasto, Nami Solo, Burston 
Week 7: Zylok, Sibear, Dread, Despair, Hate 

New Incarnon Geneses Acquisition Method: Incarnon Market at Cavalero 
In addition to acquiring these new Incarnon Geneses via the Steel Path Circuit Rewards, they will also be available for purchase at Calavero with Platinum in the Incarnon Market starting the week they are available on the Circuit Reward path. 

As previously discussed on Devstream 172, the intention behind this experiment is to offer players the option to pay-to-skip should they desire, while ensuring that the free acquisition path is not prohibitive for players. Only these 5 new items will be available for Platinum via this experiment, and will become available following the Weekly Reset on July 30th. 

The “Incarnon Market” option will appear at Cavalero on July 30th once the rotation to the new Incarnon Geneses occur and will be permanently accessible as a one-time purchase for players who have unlocked The Steel Path

 

NEW WARFRAME AUGMENT MODS

Brand new Warframe Augment Mods are available from Syndicates Offerings! 

*Stats below are shown at Max Rank. 

Temporal Erosion (Protea – Temporal Anchor)
While Temporal Anchor is active, each strike of Grenade Fan and Blaze Artillery strips 10% Armor from enemies. 

Available in the Arbiters of Hexis and The Perrin Sequence offerings. 

Shadow Haze (Sevagoth – Reap) 
Increase Critical Chance by 50% on enemies inflicted with Death Harvest. A new Shadow emerges from those enemies when they perish. Limit of 3 Shadows. 

Available in The Perrin Sequence and Cephalon Suda offerings. 

Ulfrun’s Endurance (Voruna – Ulfrun’s Descent) 
During Ulfrun’s attack, enemies that die from Bleed within 20m restores Voruna’s charges. 

Available in the Red Veil and Steel Meridian offerings. 

Intrepid Stand (Styanax – Final Stand) 
Each javelin that hits an enemy grants 60 Overguard to Styanax and 30 Overguard to his allies within Affinity Range. 

Available in the New Loka and Arbiters of Hexis offerings. 

NEW DECREES 
New Decrees have been added to the randomized pool of options upon completing Duviri Spiral stages and side objectives! 

Values marked with an asterisk* can be stacked and are shown at max. 

Stable Stance 
Gains 25% resistance to knockdown for each enemy within 20m. 

Swooping Miasma
Gain +3* jumps. Jumping slide kicks cause 300* Viral Damage and status in an area around hit enemies. 

Kexat’s Pounce
Jump higher. Gain +180%* damage while airborne. Effect wears off 2s after landing. 

Baneful Harmony
Inflicting Cold or Toxin status effects also inflicts Viral status. 

Consuming Rage (Spiteful)
Heavy Attacks and Power Strikes consume 10% of Energy or Transference Bar, but gain +300% damage. 

 

NEW DUVIRI CAPTURA SCENES
Explore even more Captura opportunities with these Duviri scenes. Find them in Acrithis’ rotating Wares in the Dormizone or find her in the Duviri landscape! 

  • Undercroft Dax Camp Scene
  • Undercroft Lodging Scene
  • Undercroft Lunaro Scene
  • Undercroft Township Scene
  • Undercroft Outskirts Scene
  • Crater Cay Scene
  • Dais Cay Scene
  • Winding Isles Scene
  • Little Cay Scene
  • Basin Cay Scene

NEW DUVIRI DOJO ROOMS
Open a passage to the Harbinger’s Pass and Courtier’s Bliss islands via these new Dojo Rooms. Once placed, enter the portal to free roam the islands to your heart’s content! 

 
Image above shows view of the entry to the Harbringer’s Pass Dojo Room. 

 
Image above shows a view of the inside of the Courtier’s Bliss Dojo Room. 

These rooms come equipped with the ability to change the backdrop from the Room Options console. Select from all of the Duviri Spirals (Joy, Anger, Envy, Sorrow, Fear) to set the mood. 

Due to the unique nature of these rooms, only one of each can be placed in your Dojo. 

 

BALANCE IMPROVEMENTS AND QUALITY OF LIFE CHANGES
As first announced in the dedicated Dev Workshop, we have made changes to the following systems: 

  • Enhanced Damage Numbers
  • Overguard for Warframes
  • Cold, Impact, and Puncture Status Changes

Enhanced Damage Numbers
Warframe is a numbers game, whether you’re Modding your Warframe or your Weapons to do as much damage as possible. With that in mind, we have introduced a new Enhanced Damage Number setting with the goal of properly communicating the impact of your attacks and increasing the overall legibility of damage numbers in-game. 

This new setting can be found in the Interface: HUD Category of your Settings Menu under “Show Damage Numbers.” You can cycle between the new Enhanced system and the familiar Legacy system or turn off damage numbers altogether!

 
For our visual learning Tenno, take a look at the Enhanced Damage Numbers in action with Lead Game Designer Pablo!

Overall Damage Number Changes:
Whether you are using Legacy or Enhanced Damage Numbers, these new settings will be available with Echoes of Duviri:

Commas in Damage Numbers on Consoles
This was initially released on PC and required some extra work to get on consoles, but now you can see them in all of their glory!

Damage Number Scale
Custom scaling of your damage number text size, from 50 to 300!

Additionally, Damage numbers will no longer scale with HUD scale setting as they used to. So you can customize the HUD and the numbers separately. 

 

Compact Damage Numbers
This Toggle will shorten large numbers for legibility (i.e. 100,357 would be shortened to 100k)

 
Enhanced Damage Numbers Setting
With this new setting toggled on, players can expect to see the following:

Refreshed Damage Number Appearance
A punchier presentation of damage numbers, with an updated font treatment to improve legibility. For reference of what this looks like in action, refer to Pablo’s video above. 

Prioritized Critical Hits
Player damage output varies wildly from damage over time (DOT) from Status Effects to powerful Critical Hits. Previously all types of Damage were treated the same in the Damage Number cycle: meaning, Critical Hit Damage Numbers often disappeared quickly if there were a lot of small DOT procs happening concurrently. From a gameplay side, this had no impact on the actual damage done to your enemies, but it meant the true impact of your Critical Hits was not always communicated to you as clearly as we would like.

Now, your Critical Hits will be prioritized over smaller damage numbers. Those smaller numbers will still appear but now disappear sooner if higher-priority damage is done. Additionally, this prioritization system applies to Critical Hit Tiers as well, meaning Super Critical Hit Damage Numbers will linger longer than regular Critical Hits.

Custom Ability Damage Treatment
Since your Abilities traditionally cannot Crit, these attacks tend to have less oomph. Now Ability Damage has its own Damage Color so that it will stand out amongst the rest!

Like all other Damage Numbers, you can customize Ability Damage colors in the “Customize Hud Colors” menu (found in the Interface category of your Accessibility Settings).

 

Melee Damage Numbers
With Legacy settings, Damage Numbers appear at the point of contact, often off-screen or otherwise obstructed by Melee attacks. 

With Enhanced settings, Melee Damage numbers will now travel with you to improve visibility and will travel with the attack movement as well. Again, this is best illustrated in Pablo’s video for those who want to see this in action!
 

Player Overguard Improvements
With Duviri came the first instance of Warframes using Overguard, and The Seven Crimes of Kullervo solidified this mechanic as a part of various Warframes’ kits. 

Now that players have access to Overguard consistently, we have made some adjustments to improve the quality of life in this new health state: 

Consistent Proc Immunity
Due to the variety of sources of Overguard, there were occasionally inconsistencies in how it behaved in regard to Proc Immunity. With Echoes of Duviri, all sources of Player Overguard will offer Full Proc Immunity while active. 

Overguard Depletion Protection
Similar to Shields, Player Overguard will now offer a brief moment of invulnerability (currently 0.5s) once depleted. This window will prevent players with Overguard from being one-shot, as damage to Overguard will no longer carry over into your Health or Shield pool once depleted. 

Upon launch, we will closely monitor feedback on this mechanic change to see if further adjustments are needed.

NOTE: This Overguard Depletion Protection applies only to Player Overguard, not Overguard seen on enemies. 

Hit Impact Visuals 
Similar to taking damage to your Health or your Shields, Overguard now has its own unique appearance when attacked. Damage will no longer cause blood splatters while Overguard is active, and we have added a unique metallic hit effect that better communicates having a layered shell protecting you.

Additionally, players will no longer flinch while taking damage with Overguard active. 
(NOTE: This has no gameplay function other than looking cool)

Status Changes
With the variety of Status effects in Warframe, there are certain types that may be seen as less favorable than others. Cold, Puncture, and Impact tend to have a lesser impact on the battlefield, so we felt it was time to revisit the value they added to player kits:

Puncture Changes:
Weakened Status Effect Buffs:

  • Increased the debuff to enemy attacks from 30% to 40% on the first stack.
  • Reduced the maximum amount of stacks from 10 to 5.
  • Increased per-stack debuff from 5% to 10%. 
  • Increased the total debuff at Max Stacks from 75% to 80%. 

Weakened Status Effect Additions:

  • Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage. 

Impact Changes:
Stagger Status Effect Changes: 

  • Reduced the maximum amount of stacks from 10 to 5.
  • Increased the Mercy Threshold from 4% to 8% per stack. 

Functionally, this allows for players to trigger early Mercy kills with less stacks required!

NOTE: These changes should not affect the functionality of Impact Stacks for Mods such as Internal Bleeding or Hemorrhage.

Cold Changes:
Freeze Status Effect Changes:

  • Increased the maximum amount of stacks from 8 to 9.
  • Increased the additional per-stack Slow from 3.5% to 5%. 
  • Increased the maximum Slow effect from 75% to 90%. 
  • While we previously mentioned buffing Cold Slow Effect to 85% in our Citrine’s Last Wish update, we mistakenly only increased it to 75% instead. 

Freeze Status Effect Additions:

  • Increased the Critical Damage taken by an enemy by 10% on initial Status Effect Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after mods, not before.

 

ADDITIONS:

  • Added a “Drifter Mastery” category to the Mastery Breakdown on player profiles. 
    • Previously, Drifter Intrinsics were counted in the Railjack Mastery category. 
  • Added on-hover tooltip in the Melee Combos screen to provide more details (Stats, Status Effects, etc.). 
  • You can now purchase additional Appearance Config Slots for your Operator/Drifter! Click on the + icon next to the ABC configs to purchase with Platinum. 
  • Added a new “Hermit’s Landing” label to the Duviri Minimap. 
  • Added a pop-up countdown message when players are being teleported to the Confront Kullervo objective in Duviri.

 

DUVIRI CHANGES:

  • Updated the Duviri Steel Path access message to properly indicate what nodes must be completed to access the Steel Path, as previously announced in this PSA
  • Removed the Duviri Starting Path from the New Player Experience. Now, all new Tenno will start with the Vor’s Prize Quest, and the Duviri Paradox will be available to them after its completion. 
    • After months of review of player behavior, we are making this change to give all new players an accurate representation of core Warframe gameplay before we introduce them to the magic of Duviri.  Offering two Starting Paths for new players was an experiment — and not one we regret — but a key part of experimentation is continued iteration after the fact to ensure the best player experience possible. Tenno who already chose the Drifter Path should not be affected!
  • Removed a Dax Arcus spawn point in Castle Town that could bother players visiting Acrithis after the Orowrym fight. 
  • Pathos Clamps, Kullervo’s Bane, and Steel Essence will now appear in the reward banner that appears at the top of the screen in Duviri instead of sliding in from the side. 
  • Updated the waypoint marker functionality when retrieving the Orvius from the Rablit in the Orowyrm fight. Upon approaching the area where the Rablit spawns, a new waypoint will appear on the Rablit directly, telling you where to grab your Orvius from!
  • Added improvements to the area marker for the “Hidden Chest” objective to help guide players to the Chest. The area marker will shrink as time passes, and will disappear entirely once the Chest is found.
  • Improved the transition from Paragrimm back to Drifter after completing the “Recover the Paragrimm’s Tomes” Objective. Now, the screen will fade to black during the transition, and the Tome on the Paragrimm’s pedestal will no longer glow once the objective is completed.
  • Missed note: Removed Luscinia’s Opera singing in the Undercroft. 
    • Due to the smaller tile, the singing was easily triggered a lot with players crossing paths with it often which created a lot of auditory noise. 
  • Enable Hint Transmissions toggle in your Audio Settings will now also apply to non-critical game mode transmissions in the Undercroft. When toggled off, Teshin will wax a little less poetic about Void Angels and choose instead to watch your progress silently from afar.
  • The Duviri Shawzin screen will now auto-close after completing the song and earning the side objective reward. Re-entering the Shawzin screen after the initial completion will not automatically exit you out for any further songs you play. 
    • This change was made to remove the awkward waiting period after finishing your song before you earned your Decree. Now it will automatically close once your Decree is earned, and you can simply interact with the Shawzin again if you wish to continue your jam session.

GENERAL CHANGES:

  • Modular Components that can earn Mastery will now show if that component is Mastered when viewed in a Vendor Menu (ex: viewing Zaw Strikes at Hok).
  • Reduced the intensity of camera static effect when using Security Cameras in Break Narmer missions. As per: https://forums.warframe.com/topic/1359305-khal-sneaky-sabotage-bugs-wc-3-july-2023/?ct=1688389719  
  • Improved the visibility of Cortege’s beam when using a black energy color with lower GPU Particle Quality settings. 
  • Kullervo will now turn to face the direction of the reticle when casting Collective Curse while stationary.  
  • Adjusted Kullervo’s Wrathful Advance teleport to accommodate for his melee attack movement, meaning players are less likely to slide right past enemies. 
  • Improved the transition between the death and ragdoll animations to be more natural and smooth. Also improved enemies getting up and recovering from a ragdolled state. 
  • Slightly smoothed and improved the Rifle aiming animation. 
  • Player HUD and Chat scale values now change based on chosen video resolution if those settings are set to the default values, or if you are starting the game for the first time.
  • Increased the IPS (Impact, Puncture, Slash) Damage of the following Mods: 
    • Rupture – Increased Impact Damage from 30% to 90% 
    • Disruptor – Increased Impact Damage from 30% to 90%
    • Piercing Hit – Increased Puncture Damage from 30% to 90% 
    • Flechette – Increased Puncture Damage  from 30% to 90% 
    • Sawtooth Clip – Increased Slash Damage from 30% to 90%
    • Shredder – Increased Slash Damage from 30% to 90%
    • Concussion Rounds – Increased Impact Damage from 60% to 90%
    • No Return – Increased Puncture Damage from 60% to 90%
    • Razor Shot – Increased Slash Damage from 60% to 90%
  • Updated the Incarnon Form transformation animations for the Dual Toxocyst. 
  • Updated the Conservation animal map icons to match their respective Echo Lure colors.  
  • Updated the Platinum and Regal Aya purchase screens to be more streamlined. 
  • Common Cambion Drift resources (Ganglion, Lucent Teroglobes, and Pustulite) no longer trigger the special resource notification when picked up in the landscape. 
    • These special resource notifications are meant to highlight uncommon or rare pick-ups in-mission. Players will still be able to see common Cambion Drift resources via the regular resource pick-up notification — we’re just saving that special pop-up for harder to find items! 
  • Removed a feature where certain bosses scaled their level based on your equipped Mods.
    • This is a remnant of an older Warframe system that scaled difficulty based on your Mod loadout. As a result, enemies like Captain Vor might be anywhere from level 10 to 30, depending on how “powerful” your equipped Mods were during your encounter. 
    • With this feature removed, now all bosses will always spawn at a consistent level on the regular Star Chart.
  • Increased the size of the Polychrome context action so that it’s more accessible at odd angles.
  • Blitz Eximus will no longer target Defense Targets with their shockwave attack, but the Defense Target can still be injured by it if hit.

OPTIMIZATIONS: 

  • Made micro-optimizations to memory footprint in the resource system to save over 70 KB. 
  • Made micro-optimizations to engine startup and level loading. 
  • Made systemic micro-optimizations to level loading for all platforms. 
  • Made optimizations to sound pathing. 
  • Made systemic micro-optimizations to rendering performance. 
  • Made optimizations to level loading. 
  • Made systemic micro-optimizations to the content update system.
  • Made small performance fixes when playing The Duviri Paradox Quest. 

TOP FIXES: 

  • Fixed Decrees with a mobility trigger (ex: Temporal Acceleration, Ranger’s Reload, etc.) not applying while Yareli is riding Merulina. 
  • Fixed the “Between the Eyes” Decree not applying bonus damage to Melee and Power Strike damage. 
  • Fixed Table for Two side objective near Mathila’s Farm being uncompletable due to inaccessible void beam spawn point. 
  • Fixed self-damage being dealt to Grendel after Feasting on enemies that are taking damage from Status dealt by allies. As per: https://forums.warframe.com/topic/1358166-torid-direct-hits-grendels-feast-self-damage/ 
  • Fixed Undercroft Portals not spawning if squadmates were speaking to the Warden or confronting Kullervo. 
    • These were disabled to fix issues caused by part of the squad being in the Undercroft waiting room when the Kullervo fight started. Now, these Portals will spawn but cannot be entered until the Kullervo encounter has ended (or you say “no” to the Warden).
  • Fixed the Secondary Outburst Arcane consuming one less than the indicated Combo Counter (e.g. the UI displayed 15 but the value used for the Arcane was 14). 
  • Fixed side objective and main Spiral stage Undercroft Portals repeating the same mission back to back. 
    • The same mission type can still appear in the same session (i.e. Survival → Excavacation → Survival), but now they will not be all the same for all portals (Survival → Survival → Survival). 
  • Fixed Eximus in the Undercroft, Simulacrum, and Sanctuary Onslaught not dropping their guaranteed ammo.
  • Fixed Drifter Power Strikes getting canceled if you block or quickshot while it is spooling up. 
    • Normal Drifter melee attacks can still be canceled by blocking and quickshots. 
  • Fixed Kaithe not spawning for players in Steel Path Orowyrm fight if they are riding Merulina as Yareli. 
  • Fixed Clients getting stuck as Drifter in the Undercroft after getting pulled into the lobby and using Transference.  
  • Fixed being unable to use Transference in the side objective Undercroft missions after completing the Orowyrm fight in The Duviri Experience. 
  • Fixed dying before the Orowyrm cutscene causing the cinematic to be completely empty and losing function after it has completed. 
  • Fixed consecutive Heavy Attacks not resetting the Melee Combo multiplier.  
  • Fixed Clients being unable to rejoin Undercroft missions. 
  • Fixed Rauta’s melee combo counter increase not applying with Garuda’s Talons equipped as your melee weapon. 
  • Fixed Kullervo’s Wrathful Advance ability always equipping your Primary weapon after casting, even if your Secondary weapon was equipped prior to the cast. 
  • Fixed Dax units in Duviri having an increased resistance to cold procs.
  • Fixed floating Silphsela disappearing when the Sun Silph they spawned from is destroyed.
  • Fixed Kullervo’s Wrathful Advance dealing inconsistent damage when used with Gunblades.
  • Fixed all weapons that gain charges from kills (not headshots) to activate their alt-fire (ex: Trumna, Sepulcrum, etc.) not gaining charges from kills caused by their own status damage. 
  • Fixed Exodia Might not triggering on Mercy Kills. Previously it would only trigger on Finishers performed by your actual Zaw (versus your Parazon, etc.).

INCARNON FIXES:

  • Fixed Torid’s Renewed Horror perk not doubling duration on the damage field duration on first shot as intended. 
  • Fixed Evolution perks not being reflected in the Incarnon Weapon’s upgrade screen stats in Teshin’s Cave. 
  • Fixed Latron’s Incarnon Mode not benefiting from the Double Tap Augment Mod. 
  • Fixed Furis’ Haven Foray Incarnon perk not applying its bonus damage from Overshields. 
  • Fixed being able to self-stagger using the Ceramic Dagger Incarnon heavy attack. 

UI/HUD FIXES:

  • Fixed rewards and resources earned not appearing in the End of Mission screen upon extracting via the “Leave Duviri” option. 
    • These were already awarded upon leaving via this method, they simply were not reflected properly in this End of Mission Screen!
  • Fixed subsequent Excavation Stages in the Circuit not showing Cryotic progress UI. 
  • Fixed the Relic rarity gauge UI always showing as Radiant in the Fissure Mission Relic selection screen. 
  • Fixed being unable to start certain missions from the Alerts Bar (ex: Void Fissures) when selected on the Duviri Region Screen. 
  • Fixed cases of Main Story objectives in Duviri not appearing in the HUD if players moved far from the objective and then returned.
  • Fixed Sirocco’s Overcharge reticle UI missing when reloading while mounted on Kaithe as Client. 
    • Also fixed Sirocco’s magazine count going down by more than one after the first shot. 
  • Fixed interacting with the “Incarnon Upgrade Available” prompt in your HUD while already in the “Evolve Incarnon Weapons” Menu at Cavalero resulting in function loss.
  • Fixed a case of double Objective UI caused by having a Kaithe Race story stage after completing an Undercroft Portal on Duviri.
  • Fixed Objective Waypoints not appearing on the Advanced Duviri Map. 
  • Fixed a case of double Objective UI caused by having a Kaithe Race story stage after completing an Undercroft Portal on Duviri.

FIXES: 

  • Fixed Host migration sending Clients to another Host that has their matchmaking set to Solo, leaving them in a non-functional state. 
  • Fixed an issue where Clients would see other players fall through the map when they mount a Kaithe.  
  • More fixes towards Recompense putting Kullervo into bleed-out if Ability Strength is high enough. 
  • Fixed Vulpaphyla Larvae being able to block Kullervo’s Wrathful Advance. 
  • Fixed Host migration causing the graves in Duviri to lose their context action for the remaining players. 
  • Fixed ammo for Drifter and Warframe weapons getting auto-refilled upon mounting Kaithe. 
  • Fixed hitching that would occur when loading into Teshin’s Cave to select a Warframe during The Duviri Paradox Quest. 
  • Fixed Clients being unable to perform a Ground Slam if they have Excalibur Umbra equipped. 
  • Fixed players that are permanently downed (no revives left) being revived after Host migration. 
  • Fixed Hema consuming more Health than intended on reload if equipped with a “Reload While Holstering” Mod. 
  • Fixed the camera standing still after transitioning to the Paragrimm in the “Recover the Paragrimm’s Tomes” objective.
  • Fixed being able to begin Maw Fishing while the Confront Kullervo objective starts, resulting in your Drifter being teleported into the water instead of to Kullervo’s Hold.
  • Fixed loss of function caused by accessing other menus while Maw Feeding. 
    • As a result, we have disabled the ability to use the Pause Menu while partaking in this activity.
  • Fixed a floating Ueymag on Kullervo’s Hold. 
  • Fixed Sythel appearing on the Duviri Landscape during the Fear Spiral. 
  • Fixed players experiencing function loss if Transferring to their Operator while sliding. 
  • Fixed Akstiletto skins not replacing the magazine type on the Prime model. 
  • Fixed Transference Excalibur Umbra going invincible and A-posing instead of kneeling when defeated. 
  • Fixed Excalibur Umbra being stuck in a kneeling pose if Transference is used while spamming inputs. 
  • Fixed being able to walk behind the portal in Teshin’s Cave without being teleported to Duviri. 
  • Fixed Vor continuing his monologue if killed before he starts talking in the Circuit Exterminate.
    • To remedy this, his monologue starts sooner upon spawning.
  • Fixed Jordas Golem sometimes getting stuck after spawning. 
  • Fixed players floating mid-air if standing upon the Juggernaut Behemoth boil before it spawns in Jordas Golem Assassinate missions.
  • Fixed a hitch in the Cambion Drift Steel Path Bounty stage “Cleanse the Land”. 
  • Fixed Mods sometimes not applying to Garuda’s Talons in Duviri. 
  • Fixed being able to slide as Drifter while performing a Power Strike. 
  • Fixed the glowing FX from the Apostasy Prologue Quest persisting in the Personal Quarters after completing the Quest. 
  • Fixed being able to exit the map using Kullervo’s Wrathful Advance. 
  • Fixed being able to teleport out of the Undercroft and back into the Duviri landscape using Wisp’s Breach Surge or Will-O-Wisp (if there was a Reservoir placed in the landscape prior to entering the Undercroft). 
  • Fixed kills done with certain Decrees (such as “Bombastine’s Malice”) counting as Ability Kills for the Nightwave Act “Power Trip”. 
  • Fixed broken textures near a cave on Kullervo’s Hold. 
  • Fixed a map hole in the Corpus Ship tileset, just big enough for a Razorwing Titania to fly through. 
  • Fixed a console in the Gas City tileset missing its screen. 
  • Fixed the Gas City skybox having a blank space.  
  • Fixed a map hole in one of the roads on the west side of Duviri.
  • Fixed a spot-load that could occur while spawning Liminus. 
  • Fixed a few short hitches that could occur in The Duviri Paradox Quest. 
  • Fixed Kuva Liches with Dual Pistols equipped using single-handed weapon aim poses when crouched.
  • Fixed the Conclave team rebalancing message being localized to the Host’s language regardless if the Client uses a different language launcher.
  • Fixed offset issues for the Avia and Protovyre Chest pieces on the Orizu Drifter Suit. 
  • Fixed offset issues for the Asa, Kunshu, and Telos Syandana on the Orizu Drifter Suit. 
  • Fixed offset issues for Vetala Prime shoulder and leg pieces on Railjack Crew. 
  • Fixed various offset issues with the Iridos Chest Plate. 
  • Fixed offset issues for leg armor on the Baruuk Doan Skin. 
  • Fixed the Iridos, Ki’Teer and Maggor Chest Pieces not laying flat on Kullervo’s chest. 
  • Fixed Emblems attaching at weird points on Revenant Prime after removing the Revenant Prime Armor and swapping skins.
  • Fixed various offset issues with Krtrima Armor pieces on several Warframes. 
  • Fixes towards several offset issues with Arm and Chest attachments on the Bishamo Hawk and Lark Armor set for Drifter. 
  • Fixes towards several offset issues with Arm and Chest attachments on the Bishamo Hawk and Lark Armor set for Drifter. 
  • Fixed various offset issues with Aesopex Armor pieces. 
  • Fixed a rare crash that could occur when clicking on a look link from chat. 
  • Fixed crash related to Corrosive procs. 
  • Fixed a brief flash of brightness in the end of the mission screen. 
  • Fixed rare crash when dying as a Warframe while being ragdolled. 
  • Fixed rare crash related to enemy AI movement.
  • Fixed rare crash when loading into the Duviri Experience. 
  • Fixed rare crash related to the Kullervo boss fight. 
  • Fixed a crash that could occur when loading procedural levels. 
  • Fixed a rare case of desync between Client and Host after idling for a long time in Duviri.
  • Fixed rare crash in Kaithe section of the Steel Path Orowyrm Fight if a player lost their Kaithe after a host migration. 
  • Fixed a rare crash caused by going through the Portal in the “Shades of the Undercroft” section of The Duviri Paradox Quest after idling for a significant amount of time. 
  • Fixed a rare case of disconnecting from the server after very long play sessions.
  • Fixed camera swinging around wildly when mounting Kaithe in Duviri. 
  • Fixed being unable to unequip Archgun in the Orowrym fight after deactivating an Exalted ability (e.g. Hildryn’s Aegis Storm) with the Archgun equipped.
  • Fixed the aliases of recently added friends not appearing in the UI list (only their platform and Mastery Rank icons would be seen). 
  • Fixed Clan Affinity not updating immediately after rushing a Dojo room / decoration that gives Clan Affinity.
  • Fixed Clans earning Clan Affinity for rooms that are not fully constructed. This only affects existing Clans that have those rooms placed in their unfinished state, and those Clans who build these rooms following this update.
  • Fixed Waterfall (Gentle) Dojo Decoration VFX disappearing when viewed from certain angles. 
  • Fixed enemies getting stuck on one of the catwalks in the Grineer Galleon tileset. 
  • Fixed script error related to Yareli. 
  • Fixed script error related to Cipher hacking.
  • Fixed Clients maintaining Drifter UI while playing as Warframe after being teleported into the Orowyrm Arena. 
  • Fixed Orowyrm rings not taking damage from Hildryn’s Balefire.  
  • Fixed texture flickering in the extraction area in the last stage of The Archwing Quest. 
  • Fixed being unable to chat link the following: 
    • Several Sigils
    • Several Regular and Prime Noggles (Harrow, Revenant, Khora, Garuda) 
    • Operator Accessories
    • Lanex Syandana
    • Ogris Iridos Skin 
    • Orowyrm’s Sanctum Display
    • Eximus Advantage and Metamorphic Magazine Mods
    • Hero of Duviri Display
    • Drifter Keeler Suit
  • Fixed the Orowyrm Orvius Rablit spawning mid-air if the Materlith statue is by bushes. 
  • Fixed floating resource container in the cave east of The Agora in Duviri. 
  • Fixed being able to see through the map from a staircase in the Orokin Tower tileset. 
  • Fixed Grineer enemies taking cover and not attacking unless damaged by players. 
  • Fixed script error related to Cipher hacking.
  • Fixed using the Navigation console after a completed Railjack mission and attempting to go to the dry dock resulting in an endless timer.
  • Fixed Landing Crafts appearing blurry docked in Relays with Motion Blur on. 
  • Fixed camera hanging after interacting with the “Find the Paragrimm’s Lost Tomes” pedestal in Duviri. 
  • Fixed an issue where Liminus enemies would ambush players if the Host was AFK in Teshin’s Cave. 
  • Fixed Mods being rewarded for Spiral stages after completing the Kullervo fight. 
  • Fixed rare case where two Orowyrms could spawn during the Steel Path fight, causing several issues. 
  • Fixed Void Flood objective UI lingering into the next Undercroft stage.  
  • Fixed Rescue the Prisoner objective as a Spiral stage taking a long time to officially end after successfully completing it (in other words, it would take a long time to transition to the next stage). 
  • Fixed performance getting progressively worse in the Duviri landscape after triggering a Ghost Mirror side objective. 
  • Fixed the Drifter Vest being see-through at certain angles. 
  • Fixed issue where certain conditional animations would stop working under specific        circumstances (e.g. head tracking would stop working while playing a looping emote once you had the camera facing behind the player, never to reactivate for the duration of that emote). 
  • Fixed extraction portal VFX doubling if Host migration occurs in the extraction zone in Duviri. 
  • Fixed Clients being targeted and attacked by enemies in Duviri while controlling the Paragrimm. 
  • Fixed offset issues for several Syandanas when equipped on Kullervo. 
  • Fixed the “Gather Enough Samples” Bounty objective UI no longer showing a counter for the collected samples. 
  • Fixed the Rune Marrow dropped from Corrupted Vor in the Undercroft appearing as a Mod. 
  • Fixed losing UI and not seeing the Dax Gladius cutscene if squadmates triggered it while you are far away. 
  • Fixed the Gauss Nitrolyst Helmet animations and VFX not appearing correctly during Redline. 
  • Fixed becoming invisible on the bridge in the Castle Town Captura Scene. 
  • Fixed unlit rocks by the Chamber of the Muses in Duviri. 
  • Fixed a flat texture sticking out of the ground by the Lunaro Court in Duviri. 
  • Fixed small texture gap by the Upperhaven in Duviri. 
  • Fixed several pillars and walls in the Orowyrm arena missing collision. 
  • Fixed multiple parts of Kullervo’s Hold clipping or missing textures. 
  • Fixed the extraction timer triggering from town hub to open landscape (e.g. Cetus to Plains of Eidolon) even if Client doesn’t leave the tunnel. 
  • Fixed several languages translating “+10x” stat lines incorrectly. 
  • Fixed being able to install the wrong Segment during the Vor’s Prize Quest, resulting in a progression stop. 
  • Fixed Clients not receiving rewards from Maw Feeding if they are Feeding at the same location and the same time as the Host. 
  • Fixed Undercroft enemies not spawning if a Host Migration occurred while in the Undercroft waiting room. 
  • Fixed being stuck in a loading tunnel if you experienced a host migration during the End of Mission Screen after abandoning a Railjack Mission.
  • Fixed the “Repeat Mission” button in the Circuit End of Mission screen not taking you to the Circuit Menu. 
  • Fixed various terrain issues (including a floating tree!) across the Duviri landscape. 
  • Fixed Host migrating while on the Duviri Landscape resulting in a non-functional waypoint marker being added to the map if the player has enough Intrinsics to rank up. 
  • Fixed a script error triggered by the Phage in the End of Mission screen. 
  • Fixed the Energy Orb drop chance of Trinity’s Pool of Life Augment not scaling with Power Strength, as per: https://forums.warframe.com/topic/1340564-pool-of-life-augment-is-bugged/ 
  • Fixed an issue where Specters spawned by Sisters of Parvos would incorrectly clone your modular weapons, leading to occasional crashes and an otherwise non-functional melee weapon for the Specter. As a bonus, your cloned Specter will now properly apply your weapons’ color schemes so you can fight them in style. 
  • Fixed dying in Duviri sometimes resulting in you respawning in the wrong area (ex: respawning in the Undercroft waiting room after you’ve already been teleported to the actual Undercroft mission, etc.). 
  • Fixed a piece of floating grass in the Undercroft waiting room. VERD-IE would be proud!
  • Fixed Clients being invisible if they were in the middle of Maw Feeding at the conclusion of the first stage of the Orowyrm fight, and were transported to the Arena while still in Maw-form. 
  • Fixed Clients not seeing the lit torch lights in the Undercroft Waiting Room. 
  • Fixed the Defense, Survival, and Void Flood missions only using the Undercroft Opera Tile for Bounty Stage Undercroft portals. 
  • Fixed a crash caused by Sister of Parvos-spawned Kullervo Specter using Wrathful Advance. 
  • Fixed exiting and re-entering the “Recover the Paragrimm’s Tomes” Objective resulting in the player exiting the objective without any input.
  • Fixed a performance issue that could be caused by an interaction between Kullervo’s Collective Curse and Sentient faction damage resistances.
  • Fixed the Golden Maws in The War Within Quest not rendering properly during cutscene in which the Maws capture the Operator. 
  • Fixed an issue with decal clipping in the Zariman Ten Zero tileset.
  • Fixed certain areas of the Grineer Forest tileset having see-through areas.  
  • Fixed an antenna hanging in mid air in one of the Enigmas in Duviri. 
  • Fixed an Aggristone Formation floating in the air near Royalstead Pastures in Duviri. 
  • Fixed a wall missing lighting in the Grineer Sealab tileset. 
  • Fixed the Kullervos in the cells in Kullervo’s Hold having an odd VFX between their feet.
  • Fixed Titania getting stuck in an endless falling loop during the Chains of Harrow Quest due to Razorwing.
  • Fixed the Kullervos in the cells in Kullervo’s Hold having an odd VFX between their feet.
  • Fixed the Foundry “crafting started” SFX occasionally not playing. 
  • Fixed the Drifter Melee Power Strike charging SFX continuing even after it has been executed.
  • Fixed a lighting issue on the Akjagara. 
  • Fixed Styanax’s Tharros Strike triggering an unintended sound effect for Clients. 
  • Fixed a leftover blocking volume near Bombastine in The Duviri Paradox Quest. 
  • Fixed the Drifter occasionally using the wrong idle animation. 
  • Fixed a case of broken waypoint navigation in the Grineer Sealab tileset. 
  • Fixed Host migration causing the Operator model in the Table for Two side objective to have stretched out neck and limbs.
  • Fixed Broken Turbines in the “Reconnect the Power Lines” objective on Duviri where it still appeared broken even if the objective was completed.
  • Fixed players slightly clipping into the ground upon disembarking their Liset in the Relay arrival cinematic.
  • Fixed teleport sound playing for all squad members invited to the Drifter Camp when transitioning between sections of the Orbiter.
  • Fixed elevated floor collision in the Grineer Shipyard tileset. 
  • Fixed Clients being targeted by enemies while playing the Shawzin Side Objective on the Duviri Landscape. 
  • Fixed players that are invited to a friend’s Drifter Camp seeing Kahl’s Garrison fully ranked even if the Host has not reached max rank in the Syndicate. 
  • Fixed being unable to install Helminth Segments if another Orbiter Segment is queued to be installed. 
    • Example: Unable to install the Helminth Archon Shard Segment if a Kubrow is waiting to be claimed and the Kavat Incubator Segment is queued to be installed.
  • Fixed the skybox disappearing when loading into stages of The Circuit.
  • Fixed a few rare crashes when leaving Duviri and returning to the Orbiter. 
  • Fixed a rare crash when leaving your mission during the ‘Assemble the Shrine’ objective on Duviri. 
  • Fixed Wisp using the incorrect reload animation for throwing knives. 

Warframe – Ver. 33.5.6

  • Release date: July 7th 2023 (North America, Europe) / July 8th 2023 (Japan)
  • Patch notes:

Fixes: 

  • Fixed being unable to trade Arcanes due to them appearing as Mods in the trading UI. 
  • Fixed The Duviri Experience node not registering as complete after finishing The Duviri Paradox Quest, which was preventing the other Duviri nodes (Circuit and Lone Story) from being marked correctly. This led to the Steel Path not unlocking or completing for most players (since the intended flow of needing the normal nodes completed first was not being fulfilled). 

Since the other nodes were not registering as complete due to the above issue, in order to unlock Duviri on The Steel Path now, you may need to replay and complete The Circuit (complete at least one stage) and Lone Story (complete all stages, including defeating the Orowyrm) on their normal difficulty. A UI pop-up will occur to generally indicate if any of the normal nodes needs to be completed before The Steel Path can be unlocked for Duviri. An additional change that specifies exactly which node will be coming in the next update.

Warframe – Ver. 33.5.5

  • Release date: July 6th 2023 (North America, Europe) / July 7th 2023 (Japan)
  • Patch notes:

New End User License Agreement (EULA)
Our EULA has been updated from its last iteration (dated June 27, 2017). Upon downloading today’s hotfix, you will be prompted to read and accept the new EULA via the launcher before launching Warframe. Please thoroughly read the EULA in its entirety before agreeing to it. Learn more here: https://forums.warframe.com/topic/1359576-psa-new-end-user-license-agreement-eula/

Kullervo Changes & Fixes:
The following changes have been made to address top player feedback regarding Kullervo’s survivability. We are still collecting feedback for potential future changes.

  • Increased Kullervo’s base Overguard cap from 5,000 to 10,000.
  • Added Ability Strength scaling to Kullervo’s Overguard cap.
  • Increased Kullervo’s Recompense base self-heal from 125 to 250 at rank 0 and 200 to 350 at max rank.
  • Increased Kullervo’s base Health from 225 to 325.  
  • Added a brief invulnerability window to Recompense’s cast.
  • Fixed Kullervo’s Storm of Ukko ability triggering SFX from Nova’s Molecular Prime ability.
  • Fixed Archwing not having any Shields if using Kullervo.

As mentioned on Devstream #172, the following Kullervo change requires code and will be coming in the next update. Learn more about update terminology here.

  • Adding a 0.5 second Invulnerability window to Kullervo once Overguard is depleted.

Rauta Changes:
The following changes have been made to address player feedback regarding Rauta’s damage concentration. We are still collecting feedback for potential future changes.

  • Increased Damage Falloff ranges from 6m-16m to 10m-20m.
  • Reduced its overall pellet spread.

General Changes:

  • Made the following changes to the Power Lines objective in the The Covetous Courtier stage of The Duviri Paradox Quest:
  • Reduced the number of Power Lines needing to be reconnected from 3 to 1.
  • Added waypoints to each nodule needing to be targeted to reconnect the line.
  • Added hint text to help players understand the objective.
  • Updated the description of the Chatty Ordis Community Glyph to credit the correct artist.
  • Updated the speed of the VFX on the Zhivira Shoulder Armor to match the artist’s intent.
  • Added cloth physics to the Vikasa Aegis Chest Armor to match the artist’s intent.
  • Updated the Hidden Chest objective text when they are located in caves.

Fixes:

  • Fixed Resource Boosters not affecting resources earned from SPROUT in Teshin’s Cave.
  • Fixed players getting stuck in the Undercroft lobby during the Kullervo fight after Host was teleported in by Client.
  • Fixed losing control of Paragrimm in the Recover the Paragrimm’s Tomes side objective when another player triggers the Kullervo fight.
  • Fixed permanently losing Kaithe after not selecting your own (from the Kaithes that spawn) and being downed while riding it during The Steel Path Orowyrm fight.
  • Fixed Archon Boreal at times being fully invincible during his screeching ability (even if you are within the sphere) in Archon Hunts.
  • Fixed being unable to remove an Incarnon Genesis from a weapon if it is the only weapon that has one installed.
  • Fixed being able to choose and play the Duviri Steel Path nodes even if you haven’t completed the regular ones.
    • If you have cleared all of the Duviri Steel Path nodes without the regular ones prior to this hotfix, you will have to do so again in the intended way (complete normal Duviri nodes and then the Steel Path nodes) to receive the Duviri Steel Path rewards.
  • Fixed being unable to spawn Kaithe after being forcefully dismounted by running past a Table for Two side objective and then teleporting away using fast travel.
  • Fixed revive UI using the wrong button input callout while using a controller.
  • Fixed Eximus units appearing in the Undercroft Defense stage of The Duviri Paradox Quest.
  • Fixed Teshin’s Rablit not spawning in stage 6 of The Duviri Paradox Quest – causing a progress halt.
  • Fixed getting stuck in the Duviri/Railjack region screen after selecting the active Call of the Tempestarii/The Duviri Paradox quest button at the top of the Navigation UI.
  • Fixed Oberon’s Hallowed Reckoning Augment Mod not scaling with Duration or Ability Strength Mods.
    • The UI indicated that they were, but it was not applied in-mission.
  • Fixed the number of Tomes required in the Recover the Paragrimm’s Tomes side objective not adjusting to squad size after Host migration (always requiring 3 instead of scaling).
  • Fixed Cryotic earned from one Excavation side objective Undercroft Portal carrying over to the next.
  • Fixed the waypoint marker from the Drifter’s Guiding Hand ability lingering on Recover the Paragrimm’s Tomes side objectives after completion.
  • Fixed rare issue of getting a non-existent Primary weapon as an option in Teshin’s Cave offerings.
  • Fixed the co-op Paragrimm’s Hutch Enigma at Kullervo’s Hold spawning in Solo Duviri missions.
  • Fixed negative Mod capacity displaying negative number in Arsenal after selling/trading an equipped Aura Mod.
    • A pop-up will now appear when attempting to sell/trade an equipped Aura Mod, informing players where the Mod is equipped so that it may be unequipped to sell/trade.  
  • Fixed being unable to select an answer on the Zariman Tablets found in Duviri until after transmissions have completed.
  • Fixed the MK1-Braton missing from the Advanced Movement tutorial sequence.
  • Fixed the UI on the Zariman Tablets being squished together if you interact with it while a transmission is playing.
  • Fixed Decree selection UI overlapping with pause menu when using a controller.
  • Fixed UI overlap in The Circuit reward path selection.
  • Fixed UI overlap occurring when selecting categories in the Arsenal and opening loadout screen.
  • Fixed players hearing the wrong SFX for the Drifter’s Restorative ability if cast by someone other than themselves.
  • Fixed Baruuk’s Lull ability SFX not playing in their entirety if cast quickly in succession.
  • Fixed strange orange line appearing when casting Drifter’s Guiding Hand ability.
  • Fixed far away players hearing the Kullervo’s Hold bulletin SFX when triggered by another player.
  • Fixed VFX missing when cleansing Conservation animals in Duviri.
  • Fixed Gauss’ Nitrolyst Helmet Redline VFX color always defaulting to blue regardless of the custom color selected in the Arsenal.
  • Fixed Sun Silph floating seeds not moving towards the player if they are close enough to collect them.
  • Fixed Sun Silph floating seeds not despawning when the plant does as you leave its spawn radius.
  • Fixed hitching related to the plants from SPROUT loading into Teshin’s Cave upon arrival.
  • Fixed erroneous eye light VFX on Tamms and Kexats in Duviri.
  • More fixes towards Syandana offset issues when equipped on the Drifter/Operator Orizu Suit.
  • More fixes towards armor offset issues with the Drifter Harrier and Saita Suits.
  • Fixed offset issues with the Krtrima Leg Armor.
  • Fixed several offset issues with the Protovyre Apex Syandana (Warframes and Drifter).  
  • Fixed collision missing on some of the decorative walls on the Archarbor island in Duviri.

Warframe – Ver. 33.5.4

  • Release date: June 28th 2023 (North America, Europe) / June 29th 2023 (Japan)
  • Patch notes:

Changes: 

  • Added caches to the Enigma room at Kullervo’s Hold after successfully completing it. 
  • Resources collected from SPROUT in Teshin’s Cave are now affected by Resource Boosters. 
  • Updated the objective text for Hidden Chests located inside caves to indicate such. 

Fixes: 

  • Fixed Defense waves resetting after Host migration in the Undercroft. 
  • Fixed Kullervo’s Recompense being able to put him in bleed out if Ability Strength is high. 
    • Other Warframes with a Health cost mechanic, such as Garuda and Inaros, prevent their self-damage from going beyond 2 Health. Kullervo’s Recompense now also has this preventative measure. 
  • Fixed extremely high damage numbers caused by the Fortifying Will Decree interacting with Armor buffing abilities (e.g. Rhino’s Iron Skin and Chroma’s Elemental Ward/Vex Armor). 
    • Fortifying Will grants 15% (at max) Ability Strength for every 50 Armor, which was creating an endless feedback loop with Armor buffing abilities and causing extreme numbers to be reached (at times reaching the billions). In order to fix the above and prevent any further issues, Fortifying Will now has a 500% Ability Strength cap. We want players to continue to enjoy the power that Decrees grant without exceeding levels that are game breaking. With the change above, we have also fixed the following issues: 
      • Fixed the aforementioned abilities not working at all after several casts. 
      • Fixed infinite and permanent armor stacking gained from casting Rhino’s Charge back to back with the Ironclad Charge Augment Mod equipped.
  • Fixed always getting the same Arcane (and possibly the same resource) from all available side objective Undercroft Portals in The Duviri Experience. 
  • Fixed Last Gasp UI and VFX lingering for Clients after getting teleported out of the Undercroft. 
    • Also fixed instant death upon using Transference Surge once returned to the Duviri Landscape. 
  • Fixed being stuck as Warframe in Duviri if teleported from the Undercroft lobby to the Kullervo fight in The Duviri Experience. 
    • To address the above and prevent any further issues, the Kullervo fight cannot be started until after all players have returned from the Undercroft. A warning message will appear to inform players if that is the case. 
  • Fixed unranked Arcane Power Ramp giving 100x more Ability Strength as intended (+2%, stacking up to 4x).  
  • Fixed Dragon Keys not unequipping from loadout and affecting gameplay in The New War Quest. 
  • More fixes towards FOV randomly resetting after certain Duviri objectives.
  • Fixed Clients losing Sirocco after returning to the Duviri Landscape after defeating the Orowyrm. 
  • Fixed mirrored Operator in Ghost Mirror side objectives spawning in unreachable places if the encounter began while flying above it. 
  • Fixed Drifter Melee weapon being invisible upon returning to the Duviri landscape from the Undercroft if an automatic weapon was being fired at the time the player was teleported. 
  • Fixed the Config screen in Teshin’s Cave only showing the weapon/Warframe’s base stats (not appearing affected by Mods).
  • Fixed installing Forma reverting previously modified Configs. For example: Changes to Config A would revert after adjusting Config B and then installing a Forma. 
  • Fixed the Bo, Strun, and Vasto (base and variants) Incarnon’s Evolution IV challenge description not stating that it requires “slide attacks” to complete. 
    • Was: Kill X enemies with this weapon.
    • Now: Kill X enemies with slide attacks. 
  • Fixed several elements of the Enigma at Kullervo’s Hold not functioning (i.e. Glyphs missing from totem), making it impossible to complete. 
  • Fixed the Felarx Incarnon’s Evolution V challenge description appearing as a file path. 
  • Fixes towards Drifter’s Guiding Hand ability not guiding anywhere if cast while airborne. 
  • Fixed loss of function from changing tabs in the Crew Contracts screen of the Configure Railjack console. 
  • Fixed blinding VFX occurring when dual wielding the Furis Incarnon with a Glaive weapon. 
  • Fixed issue where Decree SFX could get cut abruptly.  
  • Fixed certain elements of the Enigma located in Kullervo’s Hold not working. 
  • Fixed permanent black screen caused by spawning Kaithe immediately after interacting with the Find the Paragrimm’s Tomes side objective in Duviri. 
  • Fixed Undercroft Portal VFX causing them to appear active during the Orowyrm fight when they were indeed not. 
  • Fixed the context action to interact with Kullervo’s bulletins appearing while riding Kaithe. 
    • Since it cannot be interacted with from Kaithe, it won’t appear until after you dismount. 
  • Fixed Corpus Coildrives in the Orb Vallis not moving until players get close.
  • Fixed the Nikana Krtrima Skin’s tooltip in the in-game Market’s Featured tab stating that you do not own Nikanas even when you do. 
  • More fixes towards offset issues with the Drifter Saita Prime Suit. 
  • More fixes towards armor offset issues with the Drifter Harrier Suit (notably the Protovyre Shoulder Armor, TennoCon 2019 Shoulder Plates, and Sorex Shoulder Guards). 
  • Fixes towards the portal in Teshin’s Cave at times not appearing. 
  • Fixed security camera VFX not being culled through walls. 
  • Fixed a crash related to processing in the Undercroft. 
  • Fixed a crash caused by Host migration during the Kullervo Fight. 
  • Fixed the in-game Market “Show All” label for Premium Bundles on the Featured page indicating there were more Bundles than what is actually available. 
  • Fixed rare crash that could occur when the Ghoul Devourer uses its abilities.
  • Fixed several script errors in the Ghost Mirror side objective in Duviri. 
  • Fixed a script error in the first stage of The Duviri Paradox Quest. 
  • Fixed a script error caused by Khora’s Venari. 
  • Fixed a script error caused by Kullervo’s Recompense. 
  • Fixed a script error in the UI. 
  • Fixed a script error caused by attempting to join a mission and losing internet connection at the same time.

Warframe – Ver. 33.5.3

  • Release date: June 23rd 2023 (North America, Europe) / June 24th 2023 (Japan)
  • Patch notes:

Fixed:

  • Fixed moving in slow motion after interacting with ally slowing effects (like Vauban’s Vortex and/or Zephyr’s Tornado) while Overguard is active.
    • This was particularly prevalent with Rhino (Iron Skin), Frost (with the Icy Avalanche Augment Mod), Kullervo (Recompense), and Atlas (Rumbled Augment Mod) as their abilities grant Overguard.
  • Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects:
    • Fixed Gara’s Splinter Storm damage reduction being capped at 50% instead of the intended 90%.
    • Fixed Trinity’s Blessing healing over time for a fixed amount instead of restoring the full intended amount on cast.
    • Fixed Garuda’s Blood Altar not healing.
    • Fixed Mirage’s Eclipse damage reduction being capped at 50% instead of the intended 95%.
    • Fixed Hydroid’s Curative Undertow Augment Mod being capped at 100 Health.  
    • Fixed Nezha’s Warding Halo damage reduction being capped at 50% instead of the intended 90%.
    • Fixed Volt’s Capacitance Augment Mod (Discharge) being capped at 250 Shields and not granting Overshields.
    • Fixed Baruuk’s Desolate Hands damage reduction being capped at 50% instead of the intended 90%.
    • Fixed Harrow’s Penance heal being capped at 50 health/s.
    • Fixed Equinox’ Mend & Maim heal being capped at 500 Health over 5 seconds.
    • Fixed Sancti Magistar’s heal being capped at 500 Health over 5 seconds.
    • Fixed Vazarin’s Protective Sling capping at 500 Health over 5 seconds and not providing damage immunity.
  • More fixes towards the Strun Prime Incarnon not refilling its magazine when transforming from their Incarnon Form to base.
  • Fixed FOV randomly resetting after certain Duviri objectives.
  • Fixed challenge descriptions appearing as a file path for the following Incarnon Geneses weapons:
    • Braton (all variants) Evolution IV
    • Furax’s (all variants) Evolution IV
    • Ceramic Dagger’s Evolution IV
    • Dual Ichor’s Evolution IV
    • Sibear’s Evolution IV
    • Miter’s Evolution IV
    • Known (fix to come): Felarx’ Evolution V
  • Fixed the “Kill X enemies with this weapon’s Incarnon Form” Incarnon challenge description specifying “Eximus enemies” instead of just “enemies”.
  • Fixed issues with Recover the Paragrimm’s Tomes objective not clearing once completed.
  • Fixed the chest VFX staying in its “locked” state (red VFX instead of blue) after defeating Limunus in Duviri cave objectives.
  • Fixed the pause menu UI disappearing when transitioning from the Undercroft to the Duviri Landscape.
  • Also fixed a related issue on Host migration where players would get stuck with a black screen if the pause menu was open upon transitioning.
  • Fixed a crash in the Assemble the Shrine objective in Duviri.
  • More fixes towards offset issues with the Drifter Saita Prime Suit.
  • Fixed being unable to chat link Ueymag.
  • Fixed crash related to Kullervo fight after Host migration.

Warframe – Ver. 33.5.2

  • Release date: June 22nd 2023 (North America, Europe) / June 23rd 2023 (Japan)
  • Patch notes:

Kullervo Fight Changes: 
The difficulty of the Kullervo fight has been adjusted to be more manageable for the Drifter Melee combatants. This was done in two ways: by adjusting some of his mechanics, and tweaking the amount of damage he receives from certain sources. 

Changes to Kullervo’s mechanics:

  • Decreased the frequency of ability casts and increased telegraph times slightly for several abilities so that they are easier to avoid. 
  • Increased the duration of the window of opportunity after ability casts in Phase 3.
  • Reduced the frequency of unparryable heavy attacks.
  • Increased the usage of melee attacks, but reduced the attack speed slightly to encourage more melee engagement.
  • Decreased melee attack damage slightly, and normalized some melee attack damage values. 
  • Slightly decreased Kullervo’s health. 

Changes to Kullervo’s damage receival: 
In changing his mechanics, we have also made these alterations to how he receives damage, to encourage player melee engagement overall.

  • Significantly increased damage taken from parry finishers. 
  • Reduced the damage taken from Rifles and Shotguns (Transference Surge).

Changes:

  • Updated the time-limited Kullervo’s Hold on-hover description to clarify that the fight is also accessible in The Lone Story and The Duviri Experience. 
    • “Complete a Lone Story with an opportunity to confront Kullervo. Kullervo can also appear during The Duviri Experience and The Lone Story any time Duviri is in a Fear, Anger, or Sorrow Spiral.”
  • Added timer before teleporting far away players to Kullervo’s Hold for the fight. 
  • Side objective Undercroft Portals are now deactivated while the Kullervo fight is active. 
    • This is to prevent potential issues from occurring. 
  • Increased the speed of cursor movement in the Recover the Paragrimm side objective while using a controller. 
    • We are also looking at increasing the camera speed in a future update (since it is a code change that requires cert – Warframe Lexicon). For the time being, we were able to increase the cursor speed to help you target those Tomes a bit quicker. 

Fixes: 

  • Fixed the incorrect range of Kullervo’s Bane being rewarded for completing The Steel Path Kullervo’s Hold fight. 
    • Prior to this fix, it was possible to receive 4 or 5 Kullervo’s Bane on The Steel Path, which is under the intended range of 6 to 8. This has now been restored! 
  • Fixed being unable to matchmake for Kullervo’s Hold time-limited node if players in the squad had already loaded into Teshin’s Cave.
  • Fixed Steel Path players matchmaking with normal players on Kullervo’s Hold time-limited node and vice versa.  
  • Fixed being unable to uninstall Incarnon Genesis and getting the “Something went wrong during Incarnon Genesis removal. Please try again.” error when attempting to do so. 
    • Also fixed players getting charged 5 Pathos Clamps for attempting to remove the Incarnon Genesis, even with the error pop-up. We will be running a script shortly to refund Pathos Clamps to affected players. 
  • Fixed Latron’s Incarnon Evolution II “ Swift Punishment” perk not granting its damage buff as intended with Sprint Speed 1.2 or higher. 
  • Fixed the Strun and Ferlarx Incarnons (base and variants) not refilling their magazine when transforming from their Incarnon Form to base. 
  • Fixed Acceltra causing self-damage when Primed Firestorm is equipped. 
  • Fixed Vazarin’s Enduring Tides not working if it is Waybound.
  • Fixed Frost’s Icy Avalanche Augment Mod granting the values on recast instead of picking the greater values of the two (original and new cast). 
  • Fixed getting a Common Decree instead of Rare for completing the Kullervo Fight in Duviri. 
  • Fixed being able to select the “+150 Shield Capacity” Azure Archon Shard upgrade for Kullervo (he does not have Shields to benefit from this). 
  • Fixed issues with the Operator in the Ghost Mirror objective in Duviri being able to be controlled by the wrong (or more than one) player. 
    • Also fixed the Operator copying the animations of the wrong player. 
  • Fixed several hitching issues caused by configuring a Warframe in Teshin’s Cave that has several customizations equipped. 
  • Fixes several hitching issues caused by configuring Melee Weapons in Teshin’s Cave that have Stance Mods equipped. 
  • Fixed the Rauta’s reload SFX pitching up if fire rate Mods were equipped. 
  • More fixes towards offset issues with the Drifter Harrier and Saita Prime Suit. 
  • Fixed the Orokin Entrati End Cap and Orokin Entrati Gold Trim End Cap Dojo Decorations missing their textures and appearing bright pink. 
  • Fixed the resource pickup UI element missing when collecting from SPROUT in Teshin’s Cave after Host migration. 
  • Fixed crash caused by Kaithe’s Hoof Stomp ability. 
  • Fixed a script error caused by going from Dojo to Railjack mission. 
  • Fixed script errors with Kullervo’s Collective Curse and Wrathful Advance abilities. 
  • Fixed several script errors caused by Caliban’s Lethal Progeny ability. 
  • Fixed a script error caused by the Defend Prisoner side objective in Duviri. 
  • Fixed several script errors caused by the Void Mirror side objective in Duviri. 
  • Fixed several script errors caused by the Recover the Paragrimm’s Tomes side objective in Duviri. 
  • Fixed a Client script error caused by Kavat’s Sharpened Claws Precept Mod. 
  • Fixed a script error caused by the target of a Vulpaphyla with Crescent Charge Precept Mod dying. 
  • Fixed a script error caused by Hidden Chest objectives after Host migration. 
  • Fixed a script error caused by the Dax Gladius leaping. 
  • Fixed a Client script error caused by entering an Undercroft Portal while riding Kaithe.
  • Fixed script error caused by the Undercroft not recovering after Host migration.  
  • Fixed a Client script error caused by interacting with the NPCs in Duviri. 
  • Fixed a script error caused by Portal VFX in Duviri.  
  • Fixed a script error in Octavia’s Anthem Quest.
  • Fixed a script error in the Sands of Inaros Quest. 
  • Fixed a script error caused by Hyena’s charge ability. 
  • Fixed a script error caused by transferring to the Orowyrm in Phase 1 of the fight. 

Warframe – Ver. 33.5.0 – The 7 Crimes of Kullervo + Ver. 33.5.1

  • Release date: June 21st 2023 (North America, Europe) / June 22nd 2023 (Japan)
  • File size (Ver. 33.5.0): 736.1MB
  • Patch notes:

Ver. 33.5.0

Switch Specific Notes:

  • Made micro-optimizations to memory on Nintendo Switch. 
  • Made systemic micro-optimizations to all console platforms. 

NEW DUVIRI ISLAND & TIME-LIMITED NODE: KULLERVO’S HOLD

Duviri brings forth a formidable opponent, locked away in perpetual imprisonment for crimes listed, sevenfold. Kullervo’s Hold is a new Duviri Island and time-limited node that grants access to a most notorious inhabitant, Kullervo. 

But first, you must learn what lies ahead before engaging in a tangle of blades with this mystifying convict. 

The Fight: 
Kullervo’s fight unfolds in three stages, each requiring you to defeat Kullervo as he exits his holding cells. Prosecutor Liminus are quick to be alerted when there is activity in the Hold and will enter the fight at Kullervo’s dismay. 

Dueling Kullervo will be a test of all that you have learned in Duviri. Use the skills and Drifter Intrinsics honed by your blade to battle your way to glory against this formidable master of knives. Evade ranged attacks, vengeful backstabs, and unblockable strikes if you wish to survive the onslaught of this tortured warrior. Tenno will need to parry, counter, and rely on their wits if they wish to escape Kullervo’s Hold with their lives intact. 
 

Time-Limited Node: 
Starting today @ 12 PM ET until July 5th @ 12 PM ET,
face off against the most felonious persona this side of the Watershed Hamlet in a time-limited node that gives you guaranteed access to him (read on to also learn about his permanent access methods).  

Sealed in a permanent Sorrow Spiral, this time-limited node is a special rendition of The Lone Story which grants you guaranteed access to fighting Kullervo as part of the Stages to complete. As with all Spirals, defeating the Orowyrm is also the grand finale to this Lone Story. 
 

Node Requirements:

  • Completed The Duviri Paradox Quest 
  • (5) Pathos Clamps to access the fight through Kullervo’s Hold, a custom Sorrow Spiral. The access fee is applied at the end of the mission in case you experience a mid-mission disconnect. In combination with the Pathos Clamps rewarded from the required Orowyrm phase, the normal path will reward you with 5 Pathos Clamps, and Steel Path will reward 10 Pathos Clamps (offsetting the initial deposit of 5).
    • If you have yet to fight the Orowyrm to earn Pathos Clamps in Duviri, now is the time! This time-limited node is our way of encouraging players to experience and complete a full Spiral in Duviri if they have yet to do so. Duviri has much to offer, and Kullervo awaits your visitation for a dance of blades.

How to Play the Node: 
Enter the “Kullervo’s Hold” node from the Duviri region in the Star Chart and complete the Spiral stages. Going blade to blade with Kullervo happens during the last stage before fighting the Orowyrm. 

 

Successfully defeating Kullervo and the Orowyrm will reward you handsomely (listed below). 

Permanent Access:
Outside of the time-limited node, Kullervo’s Hold is an island that appears in Duviri during the Anger, Fear and Sorrow Spirals. 

Fighting Kullervo at the Kullervo’s Hold island 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 (during the aforementioned Spirals). Once he has been defeated he cannot be fought again in that session. 

Facing off against Kullervo outside of the special Node does not cost you 5 Pathos Clamps, should you come across him as a main Spiral stage or choose to fight him as a side objective. 

Fighting Kullervo in The Lone Story:
Defeating Kullervo has a chance of being one of the Spiral stages to complete during the Anger, Fear and Sorrow Spirals. If it does, it will occur in the second half of the stages so that players have accumulated at least 3 Decrees before fighting him. 

Fighting Kullervo in The Duviri Experience:
In addition to fighting Kullervo as a main Spiral Stage, players can also voluntarily start the fight as a side objective during the Anger, Fear and Sorrow Spirals. 

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. 

Reminder: facing off against Kullervo outside of the special Node will not cost you 5 Pathos Clamps. You may pay for the convenience of a direct path to him via the Kullervo’s Hold node in the Star Chart’s Duviri Region, or simply search him out yourself if the Spirals are aligned.

Rewards for defeating Kullervo: 
The following applies to both the time-limed node and permanent post-node access.

  • Drifter Intrinsics 
  • Duviri Resources
  • A Decree
  • New: Kullervo’s Bane 
    • Rewarded after you have defeated both Kullervo AND the Orowyrm in all of the modes (Time-Limited Node, The Lone Story, and The Duviri Experience).* 
      • *If the Orowyrm is defeated before fighting Kullervo as a side objective in The Duviri Experience, Kullervo’s Bane is rewarded immediately after he has been slain (since the condition of defeating the Orowyrm has already been met). 
    • Normal: Chance at receiving either 4, 5, or 6 Kullervo’s Bane
    • Steel Path: Chance at receiving either 6, 7, or 8 Kullervo’s Bane 
      • We’ve caught an issue just before launch that the team will be working to Hotfix ASAP in regards to the amount of Bane given.

Acrithis’ Wares: Kullervo’s Archive 
Use Kullervo’s Bane to obtain Kullervo’s Blueprints and the Blueprint and Components for the Rauta, from Acrithis’ Wares under the new “Kullervo’s Archive” option.
 

 

NEW WARFRAME: KULLERVO
Kullervo answers for his sins and the sins of others. His daggers and melee prowess deal high damage. Seize the power of treachery to slake his thirst for revenge.

Passive
Kullervo boasts +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed on all melee weapons.

Wrathful Advance
(TAP) Kullervo charges a Heavy Attack then teleports to his target and strikes. His rage-filled focus temporarily increases his Melee Critical Chance.
(HOLD) Teleport to any marked location.

Wrathful Advance is Kullervo’s Helminth ability with diminished Range and Melee Critical Chance increase. 

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. 

*Overguard is a defense mechanic that was made available to Warframes with The Duviri Paradox. While active, it grants additional Health protection and provides Knockdown Immunity. 

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.

Storm of Ukko
The Void answers Kullervo’s invocation with a storm of daggers that rain down upon his enemies.

Storm of Ukko is Kullervo’s Railjack ability. 

Purchase Kullervo from the in-game Market for instant access or earn it by fighting him in Kullervo’s Hold to earn Kullervo’s Bane to spend at Acrithis’ Wares. 

NEW SHOTGUN: RAUTA 
Kullervo’s signature weapon boasts melee synergy. Engage enemies in close combat to boost your initial melee combo and deliver a devastating takedown.

Purchase the Rauta from the in-game Market for instant access or earn it by fighting Kullervo in Kullervo’s Hold to earn Kullervo’s Bane to spend at Acrithis’ Wares. 

KULLERVO USVAH HELMET
Don the haze of fury.

AHLTO SYANDANA
The Void makes its mark on Kullervo’s signature Syandana.

KULLERVO COLLECTION
Command the wrath of Kullervo. His collection includes the Kullervo Warframe, Kullervo Usvah Helmet, Ahlto Syandana, and Rauta Shotgun. 
 

UNDERCROFT CHANGES

New Undercroft Tile 
We have added a new tile to the Undercroft for you to battle and traverse. Keen Tenno will notice an academic atmosphere as they fight the hordes of Dominus Thrax’s minions. This tile will be available in both the Circuit and while traversing the Undercroft as a main Spiral Stage and side objective (read the “New Side Objectives” section to learn more!).

Captain Vor Arrives In The Undercroft
To those Tenno traversing the Undercroft, there is a chance you happen across one of the Tenno’s oldest foes. Captain Vor is guaranteed to spawn in all instances of Exterminate missions in the Undercroft.

His health increases for each additional member in the squad. He must be defeated to successfully complete the Undercroft mission. 

On defeat, Captain Vor will drop Rune Marrow and has a chance to drop the Vor Sigil.

Undercroft Exterminate Mission Change: 

  • Slightly reduced the number of enemies required to exterminate (scales with number of players in squad). 

Undercroft Defense Mission Changes

  • Reduced waves from 5 to 3. 
    • In an effort to decrease the length of Defense missions in the Undercroft, we’ve opted to reduce the number of waves to complete.
  • Increased enemy spawns and added Eximus units to defeat at the end of the mission. 
    • With the wave reduction, we want to maintain a level of challenge throughout the mission by ending it with a bang. 
  • The Defense Target will now regenerate its Shields to full in between waves. 
    • In light of the increase in enemy spawns and the addition of Eximus units, we wanted to ensure the target wasn’t in any immediate danger of being destroyed right on wave reset. 

Undercroft Survival Mission Changes

  • Slightly reduced drop rate of Life Support capsules from enemies.
    • Since Undercroft Survival does not last longer than 5 minutes, it does not need to use the same rules that let players stay indefinitely in an endless Origin System’s Survival mission. As long as players are killing enemies and activating Life Support towers when needed, this shouldn’t cause any problems!

NEW ARCANES
Power up your Arsenal with these new Arcanes! Earn them in The Steel Path Circuit, side objective Undercroft Portals in The Steel Path Duviri Experience, and from Acrithis’ Wares (with the Rank 9 “High Value Vendor” Opportunity Drifter Intrinsic).  

*Stats shown at max rank

Arcane Power Ramp (Warframe) 
On Ability Cast: Next Ability cast gains +9% Ability Strength, stacking up to 4x. Resets when the same ability is recast consecutively. 

Primary Blight (Primary)
On Toxin Status Effect: +3.6%% Critical Damage and +1.8%  Multishot for 12s. Stacks up to 40x

Akimbo Slip Shot (Dual Pistol Secondary)
While sliding or aim gliding: Gain 65% ammo efficiency with Dual Pistols.

Secondary Outburst (Secondary) 
On swapping to Secondary Weapon, consume all Combo Multipliers to increase Secondary Weapon Critical Damage by 12% per Combo consumed for 15s.

NEW SIDE OBJECTIVES
There are now more ways to interact with The Duviri Experience with 4 new side objectives: Undercroft Portals, Kaithe Races, Recovering the Paragrimm’s Tomes, and finding Lost Belongings. 

 

Side Objective Undercroft Portals 

During your time in Duviri, you have ventured into many Undercroft portals as part of the Spiral stages. Now, you can enter the Undercroft as a Side Objective in The Duviri Experience! 

Outside of the portals that spawn for Spiral stages, there will always be a total of 3 side objective portals available in Duviri. They spawn at different locations each visit! Approaching these portals will mark them on your map while you are in relative proximity to them so that you can return if you are unable to conquer them immediately. 

 

Requirement to enter: You must acquire 7 Decrees before entering The Undercroft! The reason being so that you are fully prepared for the challenges that await on the other side of the portal. These side objective portals are disabled when a main Spiral stage requires you enter a designated portal. Note that the Rank 3 Opportunity Intrinsic “Lucky Opener” which grants a free Decree upon entering Duviri does not count towards the 7 Decrees needed to enter.

Difficulty: 
Enemies in these side objective Undercroft portals are much more challenging than your average Spiral stage portal. 

In addition to the following level modifiers, these portals are also Eximus Strongholds, meaning you can expect more Eximus units to spawn for an added layer of difficulty. 

  • Default: +25 level modifier 
  • Steel Path: +75 level modifier (with the usual Health, Armor, and Shields modifiers) 

Once you have completed the Undercroft mission, the portal then becomes deactivated – similar to other side objectives once completed. 

Rewards: 
Completion of a side objective Undercroft Portal rewards the following: 

  • Default: A Rare Decree, Drifter Intrinsics, and one of the following Arcanes: 
    • Arcane Ice
    • Arcane Nullifier 
    • Arcane Deflection
    • Arcane Healing
    • Arcane Resistance
    • Arcane Agility
    • Arcane Eruption
    • Arcane Phantasm
    • Arcane Pulse 
    • Arcane Ultimatum
    • Arcane Trickery
    • Arcane Consequence
    • Arcane Acrachne 
  • Steel Path: A Rare Decree, Drifter Intrinsics, and one the following Arcanes: 
    • Secondary Shiver 
    • Longbow Sharpshot
    • Arcane Reaper 
    • Arcane Intention
    • Primary Exhilarate
    • Shotgun Vendetta
    • Primary Obstruct 
    • Magus Aggress
    • Primary Blight (NEW)
    • Arcane Power Ramp (NEW)
    • Akimbo Slip Shot (NEW) 
    • Secondary Outburst (NEW)

 

Kaithe Racing Returns
Put your riding skills to the test! Mount your Kaithe then race across the terrain and through the sky to clear gates in record time. Kaithe Races can appear as a Spiral stage and side objective in The Duviri Experience. 

How to Kaithe Race: 
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!

 

Side Objective Kaithe Races: 
Can you beat Brimon, the fastest Kaithe racer in the Kingdom? Locate him in the Duviri Landscape to accept the challenge! There are a total of 2 side objective races per session that can be completed while playing in a squad (solo has no limit). 

 

Kaithe Racing Rewards: 
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! 

 

Recover the Paragrimm’s Tomes 
Take to the skies for a bird’s eye view of the area! Look through the eyes of a Paragrimm to find Tomes and mark them for collection. Recover the Paragrimm’s Tomes is available only in The Duviri Experience as a side objective. 

Recover the Paragrimm’s Tomes Rewards:
Finding all of the required targets will reward Duviri resources, Drifter Intrinsics, and a Decree. 
 

Lost Belongings
Duviri’s citizens have a knack for misplacing their belongings, and it should come as no surprise that some of these items have ended up in Duviri’s caves. Scour the caves of Duviri’s underbelly for Lost Belongings while keeping an eye out for Liminus who are keen on keeping these items to themselves Lost Belongings can appear as a main Spiral stage and as a side objective in The Duviri Experience. 

Lost Belongings Rewards:
Collecting all of the Lost Belongings will reward Duviri resources, Drifter Intrinsics, and a Decree!

 

NEW DECREES 
New Decrees have been added to the randomized pool of options upon completing Spiral stages and side objectives! 

Dominus Thrax has also gotten wise to the Drifter’s ways and has introduced 5 Spiteful Decrees that require a sacrifice to gain the listed benefits. 

 

Discover new Decree combinations to take your Drifter and Warframe loadouts to the next level. 

Values marked with an asterisk* can be stacked and are shown at max. 

Blazing Bombardment
Every fifth shot that hits its target launches a homing fireball at a nearby enemy, dealing 240%* Heat Damage.

Nimble Gunner
Rolling grants 75%* Ammo Efficiency for 4 seconds.

Tamm’s Fortune
Finisher attacks grant +500 Armor for 10 seconds. Armor boost triples for Warframes. 

Brimon’s Nerve    
Finishers grant +200% Ability Strength to your next Power Strike or Warframe Ability.

Wyrmling’s Aid
Shots deal an extra hit with 200%* Corrosive Damage.

Corrosive Grit
Each stack of Corrosion grants 180* Armor, up to 5x, for 12 seconds.

Molten Mettle
On Finishers, deal 60%* of enemy’s maximum Health as a Heat Damage 10m around the target.

Salted Wound    
Heavy Attacks deal an extra hit with +180%* Corrosive Damage.

Fortified Will
Every 50 Armor grants 15%* Ability Strength and Power Strike damage.

Scornful Cast    
Casting an Ability deals 250* Corrosive Damage to nearby enemies and applies 10* Corrosion stacks. Damage radius doubles for Warframes.

Dominus Temper (Spiteful Decree)
Sacrifice -50% Maximum Health to increase damage by +10% for every 100 Health remaining.

Mercurial Bent (Spiteful Decree)
-50% Status Duration, +200% Status Chance

Fragile Vanity (Spiteful Decree)
Sacrifice -50% Armor to increase the base damage of your shots by 1 for every 20 Armor remaining. 

Churlish Chatter (Spiteful Decree)
Sacrifice weapon accuracy for +150% Multishot.

King’s Collateral (Spiteful Decree)
Take 50% more damage for a 200% chance to receive Rare Decrees.

General Decree Changes and Fixes: 

  • Drifter Melee Power Strikes and Warframe Melee Ground Slams now benefit from damage buffs from Decrees. 
  • Fixed cases where an “On damage” Decree would cancel out the ability to trigger another “On damage” Decree if both were triggered in the same instance. 
    • For example: Critical Frost grants an extra instance of Cold Damage when you score a critical hit, and Bombastines Malice delivers area of effect Toxin Damage on a headshot. If both were active and you got a critical headshot on an enemy while Critical Frost was triggered, Bombastine’s Malice wouldn’t have a chance to inflict area of effect Toxin Damage. 
  • Fixed the Decree selection UI always showing the default controller binding regardless of the current assignment. 
  • Fixed the “Reroll Decree” button appearing before the Decrees appear on screen. 
    • It will now appear slightly after the Decrees appear to avoid accidentally clicking it before the selections are visible. 
  • Fixed hearing the “Decree earned” SFX when mounting Kaithe with unselected Decrees.
  • Fixed the “Proficient Fighter” Decree’s (Drifter Ability cooldown reduced by 45%*. Warframes gain +45%* Ability Efficiency.) cooldown reduction being doubled for the first two stacks. 
  • Fixed being unable to reload or fire the Hema with the Rolling Reload Decree selected. 

DUVIRI RESOURCE EXTRACTING: SPROUT 
You can now collect Duviri plant resources right from the comforts of Teshin’s Cave with the new SPROUT (Self-Perpetuating Regular Operation for Utilizing Terrain) system. 

Grow and Cultivate in Teshin’s Cave:
Every 20 hours, 6 random plants from Duviri will grow and mature for harvesting in Teshin’s Cave. Simply approach the planters located in the room between your Kaithe and the mirror to cultivate resources from these fully grown plants. 

 

The growth timer resets once you collect the resources from Teshin’s Cave. Check back once the plants have matured again to harvest, rinse repeat! The resources harvested can immediately be used to purchase wares from Acrithis if you happen to come across her in the Duviri Landscape. For the launch of this update, the plants are already fully matured and waiting for you to collect them. 

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. 

Witness Growth in the Dormizone:
VERD-IE (Vegetation and Environment Regulation Drone – Independent Element) is tasked with taking care of your plants in the Dormizone while you are away conquering Duviri – what a pal! The Dormizone provides a look at how your plants are growing in Teshin’s Cave before committing to entering for harvest. 

 

NEW ACRITHIS WARES – ENIGMA ARCHIVES 
Acrithis has expanded her wares in a brand new category of goods called Enigma Archives. Spend your hard earned Enigma Gyrum (from completing Enigmas in Duviri) on brand new decorations taken directly from the Duviri landscape: 

  • Duviri Fainting Couch 
  • Duviri Theater Seat
  • Duviri Repast Table
  • Duviri Mortis Stela 
  • Duviri Modesty Screen
  • Duviri Hand Spa
  • Duviri Senate Seat
  • Duviri Hay Bale
  • Duviri Footstool 
  • Duviri Lectern 
  • Duviri Clerical Desk 
  • Duviri Calculum 
  • Duviri Scales 

Like the Watchful Paragrimm decoration, these wares will be available perpetually, without a rotating schedule. This way you can see what items are tradeable for Enigma Gyrum and save up accordingly.  

NEW IN THE DUVIRI LANDSCAPE

 

New Resource: Ueymag Barb
Scour Duviri for the Ueymag plant to collect the new Ueymag Barb resource! Ueymag meat is said to be delicious. Just mind the barbs.

Ueymag Barb can also appear in the Normal and Steel Path Circuit reward paths.  

The Vagabond
Rumors tell of a mysterious stranger appearing across Duviri. Nobody knows where they’ve come from, but supposedly they’ve been spotted near places of extreme emotion. However, the moment no one is looking, the stranger disappears. How… Strange…

Zariman Tablets
Tablets from the Zariman have begun appearing around Duviri. These testing tablets contain a single question and await the correct answer. You have the answers, don’t you Tenno?

Somachord Tones
Duviri has plenty of unique music, and the addition of Somachord Tones means that music can now be available in the Orbiter! Find them hidden across Duviri and pick them up to unlock the songs in your personal Somachord. It’s time to bring some Duviri flair back to the Origin System.

There are 10 new Somachord songs you can unlock by collecting their fragments in Duviri: 

  • Below The Thunder
  • Unbound
  • Drifter’s Respite
  • Paragrimm Ascending
  • Perdition’s Coils
  • Shadows And Summonings
  • He Who Waits
  • Into Madness
  • Eyes That Burn
  • Duviri Paradox
     

The Somachord has also been added to your Dormizone! Play your newly found Duviri tunes in the comfort of your Zariman domain. 

 

Note: Somachord Tone progress is saved after earning a Decree. If you find a Somachord Tone, make sure you earn another Decree before leaving Duviri, or you can extract safely using the Extraction Portal that opens after defeating the Orowyrm. 
 

NEW IN-GAME MARKET BUNDLES

 

GAUSS KRESNIK COLLECTION
Go full throttle with Gauss Kresnik. His fiery collection includes the Gauss Kresnik Skin, Bolide Syandana, and Acceltra Caduceus Skin.

Gauss Kresnik Skin
Fire courses through Gauss Kresnik. Gain momentum with his thermal energy.

Bolide Syandana
Gauss Kresnik’s signature Syandana proves he can stand the heat.

Acceltra Caduceus Skin
Acceltra Caduceus turns up the heat of battle.
 

STEED’S RESOLVE PACK
Each Kaithe Coronet in the Steed’s Resolve Pack reflects a Duviri Mood Spiral. Express your Kaithe’s moods just as Dominus Thrax expresses himself through Duviri’s ever-changing sky. The pack includes the following Coronets for your Kaithe: 

  • Vexage Coronet – Forewarn that fury awaits anyone who challenges your Kaithe and its rider.
  • Dauntair Coronet – A skilled rider repurposes the Void’s mark for their Kaithe.
  • Myrthen Coronet – Joy blossoms in the Myrthen Coronet.
  • Enverve Coronet – The Enverve Coronet elegantly expresses a bitter emotion.
  • Wistfall Coronet – The Wistfall Coronet depicts melancholy’s beauty.
     

AETHON KAITHE COLLECTION
Give your Kaithe Gauss Kresnik’s singeing style. This collection includes the Aethon Chamfron, Saddle, and Tail.
 

 

ORIZU SUIT COLLECTION
A full pressure suit inspired by the origami crane. Fitted for the Drifter and the Operator. The collection includes the Orizu Suit, Hood, Pants, and Sleeve. 

VAENN HEAVY BLADE SKIN
Give your Heavy Blade the look of Kullervo’s legendary sword.

NEW TENNOGEN 
Adorn yourself with the latest in TennoGen creations! Shine bright with the following items from some of our talented community artists. 

 

TennoGen Bundle LXXII

  • Nikana Krtrima Skin by kakarrot812
  • Krtrima Chest Armor by kakarrot812
  • Krtrima Leg Armor by kakarrot812
  • Krtrima Shoulder Armor by kakarrot812

TennoGen Bundle LXXIII

  • Liset Herulyst Skin by LostEpoch
  • Nekros Ausirylyst Skin and Helmet by LostEpoch
  • Vikasa Aegis Chest Armor by blazingcobalt 
  • Zhivira Shoulder Armor by blazingcobalt

 

HARRIER & SAITA PRIME SUIT CONVERSION 
As part of our ongoing efforts to convert Deluxe Operator Skins to make your Drifter look as dashing as ever, the Operator Harrier Collection and the Saita Prime Suit are now available for the Drifter! 

 

*Raven Drifter is seen in the above image. 

Any player purchasing these Operator cosmetics in the future will automatically receive the matching Drifter variants as well. For those of you that already own these coveted collections, the Drifter versions will be available immediately in your inventory via an account update on log-in. 
 

 

DUVIRI STEEL PATH TROPHIES & EMOTE

Complete the following conditions to earn an inbox message from Teshin with 25 Steel Essence, the Steel Path Duviri Emote, and the Steel Path Duviri Trophy.

  • Complete a mission stage in the Steel Path Circuit.
  • Complete a full Spiral in The Duviri Experience (ie. defeating the Orowyrm)
  • Complete a full Spiral in The Lone Story (ie. defeating the Orowyrm)

Zariman Steel Path Trophy Fix
The introduction of Duviri Steel Path Trophies also fixes the issue of players not earning Zariman Steel Path trophies after completing all nodes (as they were not registering as complete), because Duviri was being counted as part of the Zariman region upon launch. Players who have completed the Zariman nodes prior to this update will now also receive their Steel Path rewards upon login.
 

INCARNON GENESES CHANGES

Incarnon Geneses Removal:
Cavalero can now remove Incarnon Geneses in the Chrysalith on the Zariman! 

Select the “Evolve Incarnon Weapons” option and then the weapon you wish to remove the Incarnon Genesis from. The new “Remove Incarnon” option is available upon selecting an eligible Incarnon Weapon via the Evolution screen from Cavalero.

 

Removing an Incarnon Genesis will return it to your inventory, but you will not be refunded for the original resources used to install it. 

General Incarnon Geneses Changes & Fixes: 

  • Added “Owned” and “Installed” Icons to Incarnon Geneses you own / have installed in the Steel Path Circuit Rewards selection screen. 
  • Soma (base and Prime) Incarnon Genesis Changes: 
    • Soma Prime’s Incarnon Form fire now triggers the “Hata-Satya” Augment Mod’s Critical Chance buff. 
      • Prior to this change, the Hata-Satya was part of the following list of Augment Mods that had no interaction with their weapon’s Incarnon Form – this is their current status: 
        • Kunai’s Stockpiled Blight: It is intended for the Mod not to interact as it specifies Magazine capacity and Kunai’s Incarnon Form uses charges to fire, not ammo. 
        • Latron’s Double Tap: We are investigating functionality and will share the outcome. 
    • Increased Status Chance and weighted total damage slightly more towards Slash Damage. 
    •  “Fresh Havoc” Evolution IV perk 1: 
      • Increased the damage from +4 to +6 on reload from empty. 
      • Changed stacks from 3x to 2x. 
    • “Elemental Balance” Evolution IV perk 2 has been replaced with “Fatal Aflection”:
      • +40% damage per Status affecting target. 
    • “Zeroed In” Evolution IV perk 3: 
    • Increased Critical Damage from +0.4x to +0.6x. 
  • Melee Slam Damage Mods (such as Seismic Wave) now affect the Furax Incarnon Mode’s AOE Heat Damage on Heavy Slam attacks. 
  • Updated the description for Furis’ “Stormburst” Evolution I perk to better explain how it is triggered: 
    • Was: Increase Damage by +28 (Furis) / +34 (MK1). On Hit with Electricity: +40% multishot for 2s. Stacks up to 3x.
    • Now: Increase Damage by +28 (Furis) / +34 (MK1). On hitting enemies affected by Electricity Status: +40% multishot for 2s. Stacks up to 3x.
  • Changed Dread’s “Coup De Grace” Incarnon Evolution II perk name to “Stalker’s Resentment” and updated its description to better inform of its interaction with the other Stalker weapons. Was: Increase Damage by +10. +10% Fire Rate, stacks up to 5x. Resets on missed shot.Now: Increase Damage by +50. With Hate and Despair Equipped: Hits increase damage by +10, stacks up to 5x. +10% Fire Rate, stacks up to 5x. Resets on missed shot.
  • Fixed a redundant hit effect from the Paris’ Incarnon mode by removing it.
    • The projectile on the Paris’ Incarnon mode had an unnecessary passthrough effect that would still trigger every time it hit a target, which was not needed!
  • Fixed the explosions from Hate’s Incarnon Form causing players to be self-staggered or knocked down. 
  • Fixed Furis’ Incarnon Form causing self-damage when shooting an enemy that is affected by Scourge’s Alt-Fire.
  • Fixed Sibear’s “ice field on Slam” in Incarnon Mode missing its VFX – making it seem as if it is not functional. This was purely a visual bug, the effects of the ice field still applied.
  • Fixed the Zylok’s Incarnon Form explosion not hitting enemies within range of the explosion if they were obstructed by another enemy.
  • Fixed low level enemies killed by headshots not filling the Incarnon Mode gauge for Primary and Secondary Incarnon weapons. 
  • Fixed the Torid gaining Incarnon charges by shooting at dead enemies. 
  • Fixed headshots from the Dual Toxocyst counting as body shots due to its high Status – making it extremely difficult to complete the Evolution IV challenge (“Get 17 consecutive headshots”) as Status Effects would often reset it. 
  • Fixed Melee Incarnon weapons (original and Genesis) missing their Incarnon Form stats in the Arsenal. 
  • Fixed the Innodem not transforming into Incarnon Mode when performing a Heavy Attack with the required 5x Melee combo count (also affected the Evolution IV “Incarnon Imago” perk). 
  • Fixed Nami Solo’s “Master’s Flourish”  Incarnon Evolution II perk constantly regenerating Health instead of “On Finisher” as intended. 
  • Fixed Bronco Prime’s Incarnon Form “Max Charges” showing 40 instead of the intended 20. 
    • It was always 20 in mission, this was just a description error in the Arsenal stats!
  • Fixed the Evolution IV description of the Prisma Skana’s Incarnon Genesis stating 30% Status Chance increase instead of the intended 20%.  
    • It was always 20% in mission, this was just a description error in the Arsenal stats!
  • Fixed the resource requirements to install Incarnon Geneses at Cavalero only showing the exact amount required instead of including the total amount owned. 
  • Fixed Atomos’ Incarnon Form missing its projectile VFX. 
  • Fixed switching to Incarnon Mode with the Strun Wraith causing ammo to stick to the player and follow them around.
  • Fixed weapons with Incarnon Geneses installed not showing up in the Arsenal search function for “Incarnon”. 

THE DUVIRI PARADOX QUEST CHANGES AND FIXES
The Duviri Paradox Quest has been adjusted to address some of the most common player feedback points and improve the overall Quest flow based off our own findings from said feedback: 

  • Reduced the individual stages of each Spiral from 6 to 3 objectives.
  • Shuffled the objectives in the Spiral stages to help with overall quest flow. The Quest stages are now as follows: 
    • ANGER
      • Defeat the Dax 
      • Open Chest and defeat its Guardian
      • Undercroft Exterminate 
    • JOY
      • Conquer the Maze
      • Purge the darkened areas of Liminus 
      • Undercroft Survival 
    • ENVY 
      • Reconnect the Power Lines 
      • Defeat the high ground Dax 
      • Undercroft Defense 
  • Reduced the amount of repeated actions needed to complete the Drifter Combat tutorial. 

General Quest Changes: 

  • Updated the SFX of the first dialogue line during The Covetous Courtier stage of The Duviri Paradox Quest. 
  • Small animation polish for the opening cutscene of The Duviri Paradox Quest.

Quest Fixes:

  • Fixed Shawzin and Maw Feeding locations being highlighted despite being unavailable during the Quest. 
  • Fixed a rare crash that could occur when parrying the Dax Gladius during the Drifter Combat tutorial (Defeat the Dax).
  • Fixed the Drifter not removing their hood when sitting down for a meal of protein cubes during the Zariman section of the Quest.
    • And here we thought the Drifter had basic table manners…
  • Fixed rare issue where players would be unable to progress past the first stage in The Duviri Paradox Quest if they did not pick up the Sirocco before heading towards the bridge. 
    • This was causing the Kaithe not to spawn to traverse the bridge to continue onto the next stages. 
  • Fixed a rogue Guiding Hand wisp and objective marker appearing in the sky in The Duviri Paradox Quest after the bridge crumbles in the first stage. 
  • Fixed the last enemy killed in the “Prove your command of Warframe Abilities” stage of The Duviri Paradox Quest vanishing immediately on death.
  • Fixed choosing “Stay” after completing The Duviri Paradox Quest causing all of the Warframe offerings in Teshin’s Cave to appear as Excalibur. Also fixes being unable to select a Warframe at all. 
  • Fixed being unable to swap weapons in The Duviri Paradox Quest after exiting an Undercroft stage. 
  • Fixed getting flung forward after dismounting Kaithe when approaching Bombastine in the first stage of the Duviri Paradox Quest. 
    • Also fixed Kaithe ending up underground afterwards.
  • Fixed enemy spawns being too low to complete the Undercroft Exterminate mission during the “The Prince of Fire” stage in The Duviri Paradox Quest. 
  • Fixed the Undercroft Survival mission objective UI lingering on the screen after failing it in The Duviri Paradox Quest. 
  • Fixed the wrong controller button callout for how to dodge in The Duviri Paradox Quest. 

 

OVERGUARD ON WARFRAME ABILITIES

Overguard as a Warframe defense mechanism was introduced in Drifter Intrinsics and Decrees with The Duviri Paradox update – it grants additional Health protection and provides Knockdown Immunity while active. 

Overguard has virtually the same function (Health buffs and immunities*) as the listed abilities and Augment Mods, so in an effort to expose the mechanic more and establish familiarity with Overguard as a whole (as it also appears on enemies) we have made it the visual indicator for them. 

  • Rhino’s Iron Skin 
  • Atlas’ Rumbled Augment Mod 
  • Frost’s Icy Avalanche Augment Mod 

*The base defensive properties of these abilities and Augment Mods have not changed! 

This change also has the added benefit of allowing “On Damaged” Mods and Arcanes to apply to all of the above! Prior to this change, the aforementioned abilities would make the player “invulnerable” until the added survivability was depleted. Now, Mods and Arcanes like Adaptation and Arcane Avenger can now be triggered when damage is taken to Overguard, because it is treated similarly to Health and Shields.

The HUD Overguard element has also had slight upgrades for the purposes of registering for these abilities and Augment Mods: 

*GIF above shows Iron Skin cast.

AUTO INSTALL OVERHAUL
We’ve made a number of changes to how the Auto Install function works when Modding Warframes and weapons! Don’t expect this button to replace the need for careful Modding in high level content, but it should result in more consistently useful builds offering positive stats, especially for newer players.

Part of this process includes the following changes:

  • Overhauled which stats are prioritized on which weapon types. 
    • Mods with universal benefits (like increased damage and multishot) are equipped first, while attempting to equip mods that benefit the weapon type (like critical and status increases) if the base stats are high enough.
  • Made Auto Install consider equipping unveiled Riven Mods depending on their stats.
  • Made Warframe Aura selection use its own prioritization system when choosing what to install.

Other Auto Install Fixes:

  • Fixed an issue where Auto Install tried to equip veiled Riven mods if there was space.
  • Fixed Auto Install prioritizing “conditional” mods that only triggered under special circumstances.

Optimizations:

  • ade systemic micro-optimizations to memory usage. 
  • Made micro-optimizations to rendering for all platforms.
  • Optimized base game code. 
  • Optimized code related to textures.
  • Optimized code related to graphics systems. 
  • Made systemic micro-optimizations to FX code. 
  • Made systemic micro-optimizations to code related to rendering. 
  • Made some micro-optimizations to animation memory. 
  • Optimized animation code. 
  • Optimized Umbra during cutscenes in The Sacrifice Quest. 
  • Made a micro-optimization when loading into large levels that have foliage in them. 
  • Made micro-optimizations to the game on start-up.
  • Optimized the VFX on the following weapons by reducing the particle count on the projectiles when using significant multishot. 
    • Paracyst
    • Cernos Prime 
    • Drakgoon
    • Kuva Bramma
    • Kuva Chakkurr 
    • Mutalist Cernos
    • Miter
    • Nagantaka Prime
  • Optimized the water droplets in Teshin’s Cave. 
  • Fixed significant performance issues when attempting to collect ammo while having a Companion Specter and a regular Warframe Specter active at the same time.

Additions: 

  • Starting today with the release of Kullervo in this Update, each new Warframe we release from this point on will increase the number of purchasable loadout slots by 1.
    • With Kullervo, we’ve updated the number from 20 to 21.  
  • Teshin’s Cave offerings can now be previewed in the Star Chart before entering Duviri with the Rank 4 “Warframe Abundance” Opportunity Drifter Intrinsic unlocked.
    • The display will also show the amount of Forma installed on the active offerings. 
  • Added ability to fully customize Drifter controls in the settings. Select the Customize Key Bindings option under the Controller section.and navigate over to the Drifter tab. 
  • Added a “Complete” icon to the mini and detailed maps in Duviri after completing main and side objectives. 
  • Added “The Steel Path” option to the Simulacrum enemy settings. When enabled, enemies will have an additional +250% Health, Armor, and Shields. 
  • Added a skip button to the Circuit reward flourish after unlocking tiers and returning to the reward path screen. 
    • To address players getting “stuck” watching the reward flourish for a long time if they had unlocked a bunch of tiers. 
  • Hovering the reticle over the Drifter Melee weapons in Teshin’s Cave will now trigger a pop-up that provides its description. 
    • To help inform players before they commit to purchasing it.
  • Added stat buffs from Helminth Invigorations and Archon Shards to the “Configure” screen in Teshin’s Cave. 
  • Added location details to resource descriptions to help players find them.
  • Added talking animations to Acrithis’ transmissions. 
  • Added VFX after successfully herding Tamms. 
  • Added cowering animations to another Duviri resident that was missing them – Orowyrms must be feared!
  • Added clouds and a bright blue sky to the Conclave room in all Relays. 
     

Changes: 

  • Changed the requirements to expose Arcane Slots on Primary and Secondary weapons: Owning a Primary/Secondary Arcane Adapter OR having access to The Steel Path will grant access to the slot.
    • Prior to this change, unlocking the Steel Path was the only way to expose the Arcane Adapter slot on Primaries and Secondaries. Seeing as Arcanes and Arcane Adapters are available to obtain from Acrithis’ Wares, we changed the conditions so players who purchase an Arcane Adapter from Acrithis will have access to the Arcane slot immediately. 
  • Made several readability improvements to the Hidden Chest objective in Duviri: 
    • Updated the objective and context action’s text to give it a unique flavor when encountered as a side objective. 
    • Hidden Chests that are part of a main Spiral stage are now called “Hidden Royal Chests” and have a unique Glyph to make them easier to identify from side objective chests.  
    • Fixed Hidden Chests sometimes missing or not updating their “locked” appearance after being unlocked. 
  • Updated the look of the Void Mirror side objective in the Duviri Landscape. Now players can identify this objective via the Mirror frame that spawns, and inspect it to start. 
  • Dax Eximus and Heavy units can now be Mercy killed in the Undercroft!
  • Dax enemies can now be affected by multiple stacks of Status Effects! 
  • Dax Gladius can now be knocked out of their blocking stance a little quicker now! 
    • They were previously immune from being knocked out for 3 seconds at the start of blocking. That has been reduced by half!
  • The confirm button to Refine a Void Relic is now defaulted to update immediately to Radiant without having to select it from the rank grid. 
  • Made the following changes to the Shawzin controller bindings:
    • The top face button can now be used to bind “SONGS” and select the difficulty in Duviri. 
      • This fixes being unable to play certain chords since “SONGS” was changed to the right trigger in The Duviri Paradox update. 
    • Added new “Alt” Sky, Earth, and Water Fret bindings and made them defaults for the left/right bumpers and right trigger.
      • This fixes being unable to hit notes that require multiple Fret inputs due to them all being assigned to the D-Pad in The Duviri Paradox update. 
      • These “Alt” bindings will only appear in the Shawzin UI if you attempt to use them, the default Fret bindings will take priority otherwise. 
    • Added new “Chord” binding and made it the default for the top D-Pad button. 
      • This allows you to be able to play chords that require both the Sky and Water Frets. 
  • Thrax enemies now fill Last Gasp’s meter at the same rate as Eximus Units. 
  • Items that are sold for premium currency in the in-game Market will now display the item or pack details in-game before exiting to the respective store page for purchase. 
    • This is part of our on-going changes to unify all platforms in light of Cross Platform Play. 
  • Updated all of the Drifter Melee weapons to better explain their functions (bold indicates edits): 
    • Azothane: “Azothane calls the visionary warrior to turn the tides of battle. Power Strike plunges Azothane into the ground to send forth five celestial blades that apply Cold Status and then explode.
    • Sampotes: “A warrior who prefers brute force will make the most of Sampotes. Power Strike slams Sampotes into the ground to damage enemies with a shockwave that inflicts Heat Status.”
    • Syam: “Syam is at home in the hands of a focused warrior. Power Strike lifts enemies into the air and unleashes a flurry of deadly slashes.”
    • Edun: “Edun befits dexterous warriors. Power Strike knocks down and blinds enemies by surrounding them with a cloud of dust.”
    • Sun & Moon: “Teshin’s twin blades. Power Strike sends forth two arcs of energy that inflict Electricity Status.”
  • The Drifter’s Guiding Hand ability will now track Shrine Pieces in the “Assemble the Shrine” objective in Duviri to make them easier to find. 
  • You can now move your Kaithe in the Duviri loading screen. 
  • Made the following changes to Teshin’s Cave weapon randomization logic: 
    • Decreased the chances of an owned and Mastered weapon appearing in Teshin’s Cave back to back if you own less than 10 weapons in that category (Primary, Secondary, and Melee). 
      • For example, if you own less than 10 Primaries total, the odds of the same owned and Mastered Primary weapon appearing in the Cave has been decreased. Teshin’s Cave offers the opportunity to experiment with your Arsenal, this change maintains that goal and prioritizes variety. 
    • Lowered the odds of weapons that you’ve already Mastered and sold appearing in the Cave. 
      • If a player has Mastered a weapon and sold it, it is likely they are less eager for it to appear in Teshin’s Cave. So the odds of those weapons appearing has been decreased to increase the player’s access to unowned and unmastered weapons.
    • If you own multiples of a Warframe or Weapon (e.g. two Khoras), the one with the most Forma installed will appear in Teshin’s Cave. 
    • Weapons with numerous variants will now properly cycle through those options.
      • Prior to this change, only one variant would ever appear in Teshin’s Cave even if you owned others. For example, if you had both the Prisma Machete and the Machete Wraith, it would only ever choose the Prisma Machete. Now, it will properly cycle through the variant options. 
    • Variants of owned weapons with Incarnon Geneses installed now take priority over all other variants. 
      • For example, an MK-1 Braton with an Incarnon Genesis install will take priority over a base Braton Prime. If the Braton Prime does in fact have an Incarnon Genesis installed, it would then take priority. 
  • Increased the amount of Credits awarded from the later stages (11+) of the Steel Path Circuit from 1,500 to 50,000.
  • The HUD “arrows” used to indicate enemy direction while fighting as Drifter in Duviri are now hidden when in a downed state. 
  • Added new VFX to inform when a Somachord Tone, Frame Fighter Fragment, or Codex Fragment has already been scanned. 
  • Made the following changes to the Paragrimm Enigma located on the Archarbor Island in Duviri:
    • Added a visual indicator to when a glyph is correct on the wall (as long as it is not covered). 
    • Removed one of the discs to allow the memory device to play an integral part in the Enigma’s completion. 
  • Reduced Maw Feeding difficulty by increasing the time allotted to hunt.
  • Improved the detection logic of enemy Security Cameras and its VFX to properly communicate its vertical FOV. 
    • Their vertical FOV has been greatly reduced and the view angle has been tilted downwards slightly to help alleviate the issue of detecting far beyond what their visible range would indicate. 
  • Made slight changes to Caliban’s default colors – you shouldn’t see much of a change but you may want to revisit your current Caliban fashion to set it to your liking!
  • Updated the pop-up message for The New War Quest requirements to “You Must obtain an Operator Amp to begin this Quest”. 
  • Updated the Duviri Conservation sounds:
    • Increased the volume of the Kubrie steps. 
    • Kubrie howls now better match the animation. 
    • Added SFX when destroying the orbs.
    • Added more petting sounds! 
      • Changed the descriptions for all of Acrithis’ Decoration offerings to match the normal naming conventions for Decorations instead of Dojo.
  • Updated the naming convention and descriptions for all of the Duviri planters. 
  • Updated the animations of some Duviri residents as they interact with Kaithes. 
  • Improved the positioning of the Fulmin’s primary projectile fire VFX. 
  • Improved the VFX of the Liminus darkened area fog in Duviri.
  • Improved the animation timing of Relay NPCs when they are finished talking. 
  • Made some minor audio tweaks in the Break Narmer missions. 
  • Made some minor audio tweaks to Void Armageddon missions in the Zariman. 

Fixes: 

  • Fixed Rune Marrow not being affected by Resource Boosters.
  • Fixed Clients losing objective UI and being stuck in the previous Undercroft stage after Host migration. 
  • Fixed tapping Aim while in the middle of a melee swing causing your weapon to get stuck in “Aim mode” until you tap it again.
  • Fixed another case of Clients losing their Kaithes in The Steel Path Orowyrm fight after a Host migration. 
  • Fixed being able to dismount from Kaithe and consequently losing the ability to respawn it during the Wyrmling ring chase phase in The Steel Path Orowyrm fight. 
    • Kaithe dismounting during this phase is now disabled to prevent further issues. 
  • Fixed being unable to swap to Secondary weapon after not mounting Kaithe when they spawn in The Steel Path Orowyrm fight. 
  • Fixed Sevagoth’s Shadow not benefiting from Decrees. 
  • Fixed Client getting stuck as Drifter for the remainder of an Undercroft mission if they lose connection and attempt to rejoin. 
  • Fixed Focus abilities not working in the Undercroft until after using Transference or being revived (notably Vazarin’s Mending Soul and Enduring Tides). 
  • Fixed Vazarin’s Guardian Shell persisting after leaving Undercroft. 
  • Fixed Clients losing their Vitoplast orb container and eventually losing the ability to shoot/jump/revive/etc. after Host migration in Circuit Void Flood missions. 
  • Fixed the Vitoplast orb container not disappearing for Clients after exiting Void Flood Undercroft missions in Duviri. 
  • Fixed Maw Feeding while the “Herd the Tamms” objective is active causing the Tamms to disappear and making it impossible to complete. 
  • Fixed simultaneous Tamm herding objectives causing players to lose function.
    • To prevent this issue from recurring, there can now only be one instance of Tamm herding occuring at a time. 
  • Fixed recently herded Tamms disappearing upon completing the objective in Duviri. 
  • Fixed being unable to reload guns after melee attacking while using a controller. 
  • Fixed players losing objective UI in Duviri after triggering another nearby side objective. 
  • Fixed Clients losing objective text and enemy spawns halting after Host migration in Circuit Defense missions. 
  • Fixed getting stuck in the Steel Path Circuit reward screen when attempting to join a player who invited them to a Steel Path Circuit mission (due to not having the Steel Path unlocked).   
  • Fixed accepting an invitation to the Steel Path Circuit opening the Normal reward path screen instead of The Steel Path one.
  • Fixed the Steel Path Circuit reward path screen appearing before the pop-up informing that you are not eligible after accepting an invite to a Steel Path Circuit mission while not having the Steel Path unlocked. 
  • Fixed new Host not being teleported to next stage in Circuit after Host migration. 
  • Fixed Clients getting stuck in the Undercroft after Host triggers migration by immediately completing the mission. 
  • Fixed rare case where players could get booted back to the Undercroft lobby after dying. 
  • Fixed Undercroft missions as a main Spiral stage automatically completing after Host migration occurs while a Client is waiting in the lobby while others are still in the landscape.
  • Fixed rare issue where Clients could lose their HUD after entering Duviri from Teshin’s Cave. 
  • Fixed Drifter Melee weapon selection in Teshin’s Cave not saving for Clients after Host migration. 
  • Fixed Host having a randomized loadout upon rejoining the previously left Orowyrm fight. 
  • Fixed the Orowyrm’s Health UI for its rings not updating as it is being damaged for Clients. 
  • Fixed several issues with the offering rotation timing in Acrithis’ Shop: 
    • Fixed the Rare Decree offering not be available for purchase most of the time. It will now appear more regularly. 
    • Fixed Origin System Resources and Ship Decorations (with the exception of the Watchful Paragrimm) appearing for shorter durations than intended. 
    • Fixed the aforementioned items showing less than 5 items at all times. It is intended for each category to have 5 rotation options available at all times. 
  • Fixed being unable to cleanse Conservation animals in Duviri if “Melee with Fire Input” is enabled. 
  • Fixed swapping between Companion types (ie. Sentinel to Kubrow) and attempting to purchase an Appearance Config Slot for their Companion resulting in the player being charged the Platinum cost but not  receiving the Slot. 
    • The team is reviewing a script or support path for those affected by this issue!
  • Fixed enemies not spawning after Host migration occurs while Clients are in the Undercroft lobby. 
  • Fixed loss of function after Host migration in Duviri. 
  • Fixed Clients being unable to grapple to Orowyrm with Orvius more than once in a row due to randomly switching to Drifter Melee in the process. 
  • Fixed being unable to throw the Orvius on foot if another player grabs it at the same moment you are performing a quick shot with the Sirocco.
  • Fixed Client being revived automatically if downed while Host is dead in Duviri.  
  • Fixed Clients getting stuck in the Duviri loading screen after Host forces extraction while they are riding Kaithe in an open landscape. 
  • Fixed the Cinta having an unintended alt-fire attack. 
    • The “alt-fire” in question (deploy mines and launch the player backwards) was only ever intended and designed for the Dax Arcus enemy. In classic mainline fashion, it slipped by onto the player-owned version accidentally and for that reason had numerous issues (animation weirdness and low damage). 
  • Fixed Clients being stuck in the previous Undercroft stage and UI after Host migration. 
  • Fixed Clients respawning with a weapon other than the intended Sirocco after being downed on Kaithe in the second phase of the Steel Path Orowyrm fight.
  • Fixed dying immediately after joining an in-progress Orowyrm fight and opening the chest.  
  • Fixed cases where the camera would aggressively shake while latched to the Orowyrm in the first stage of the fight (especially after opening the pause menu). 
  • Fixed being able to use Transference (to Origin System Drifter/Operator) during the Kaithe phase of The Steel Path Orowyrm fight after Host migration. 
  • Also fixed being able to use Last Gasp during this stage if downed. 
  • Fixed Orowrym fight coming to a halt after killing Wyrmlings right as they spawn. 
  • Fixed Host migration towards the end of the Kaithe phase in the Steel Path Orowyrm fight causing the Wyrmlings to respawn. 
  • Fixed the fish not glowing while Maw Feeding if playing in a Squad. 
  • Fixed players’ minimap icon being displayed off the map while Maw Feeding, making it difficult to teleport to them. 
  • Fixed players in the Duviri landscape seeing other players’ names while they are still in Teshin’s Cave. 
  • Fixed Nidus missing his Mutation Stack UI after replacing his Virulence at Helminth.  
  • Fixed FOV randomly changing to the minimum while flying on Kaithe in Duviri. 
  • Fixed custom “Ability Menu” button bindings on controller reverting to default after relaunching the game. 
  • Fixed Decree Fragments in The Circuit respawning (after they had all been collected) after Host Migration. 
  • Fixed projectiles shot from Dax enemies in Duviri applying Status Effects to the player even if they had successfully parried it. 
  • Fixed Hildryn’s Aegis Storm CC bypassing the Dax Malleus’ Overguard. 
  • Fixed Clients playing Grendel being able to bypass the Dax Malleus’ Overguard using Feast. 
  • Fixed being unable to bind the controls for the “Spectate Next/Previous Player” option.
  • Fixed controller sensitive sometimes going very high out of nowhere. 
  • Fixed rare case where rewards and resources would not save to player account after completing a Kuva Lich/Sister of Parvos mission while a hotfix is being launched.
  • Fixed case where a round reward would get skipped after the first round completed in Interception missions. 
  • Fixed the Drifter becoming unarmed when switching Appearance Configs at the mirror in Teshin’s Cave. 
  • Fixed Kaithe not automatically gliding by default (when no directional input is active) like it does in Duviri when spawned into other Open Landscapes. 
  • Fixed enemies in The Circuit dropping Resources, Heavy Ammo, Credits and Mods if a Warframe with a looting ability is present. 
  • Fixed soft-lock occuring after unlocking a Drifter Rank and selecting another category. 
  • Fixed soft-lock occurring when opening Darvo’s shop in the Relays. 
  • Fixed Railjack Crew Members not respawning between missions. 
  • Fixed Clients getting stuck in loading screen after Host abandons Railjack mission. 
  • Fixed Cephalon Cy’s progress bar darkening during the “Maintain the Reactor Within Cy’s Thresholds” stage of Railjack Volatile missions. 
  • Fixed being able to join expired Arbitration missions. 
  • Fixed Excalibur Umbra’s (independent AI version) weapon ammo getting instantly refilled to full from a singular ammo enemy drop. 
  • Fixed Warframe suddenly moving in slow motion when using Drifter Melee weapons. 
  • Fixes towards Visage Ink settings not saving across Clothing configs. 
  • Fixed another case of being unable to make purchases from Acrithis’ wares in Duviri using resources gained from the active session.
  • Fixed the Shawzin UI in The Duviri Experience displaying the icons of the last Status Effect inflicted onto Drifter instead of the correct button callout.
  • Fixed being able to send gifts to new players who are playing The Duviri Paradox Quest.
    • The goal is to maintain quest immersion as best as possible and avoid overwhelming new players with too much unrelated activity. Additionally, we want to avoid players receiving items they are unable to interact with until after they complete the quest and move into the Origin System. 
  • Fixed being able accept invites to join The Circuit missions before you’ve completed The Duviri Paradox Quest. 
  • Fixed the Dormizone node in the Star Chart not being visible while The Angels of the Zariman Quest is active. 
  • Fixed new players receiving the Razorback Armada inbox message after they’ve completed The Duviri Paradox Quest but before The Awakening Quest – they will now be sent after they’ve completed the latter when on the Paradox Path. 
  • Fixed spawning back into the Dormizone during The Duviri Quest facing the elevator doors. 
  • Fixed Clients being able to get stuck as a Warframe in the Duviri Landscape after a Host migration. 
  • Fixed active “Defend Prisoner” side objectives causing issues for the new Host that joins the squad after Host migration. 
  • Fixed the Lone Guardian in Conjunction Survival missions not being activated by the player if they are in a Necramech.
  • Fixed the Duviri Spiral timer being stuck at 1 hour 59 minutes if you return to your Orbiter after completing a mission while playing Solo.
  • Fixed the ammo pickup SFX playing repeatedly due to an interaction between Vacuum and Soma’s alt-fire.
  • Fixed Archwing movement being erratic when piloted by Gauss.
  • Fixed Thrax Centurions’ normal attacks dealing no damage. 
  • Fixed specific accounts being unable to access the Focus School they picked at the end of The Second Dream Quest. 
  • Fixed Clients getting booted back to Orbiter with a mission failure screen after Host leaves and forces migration right at the start of the Wyrmling phase in the Orowyrm fight.
  • Fixed new players on the Paradox Path getting a “Purchase Failed” error when attempting to purchase items from the Dormizone Arsenal mirror. 
  • Fixed UI swinging wildly around if the “Enable HUD Motion” setting is enabled while zipping around as a turbo mode Titania with high Ability Strength and the Razorwing Blitz Augment Mod equipped. 
  • Fixed being unable to complete the final fight in the Sand of Inaros Quest after killing a Tomb Protector as it is attempting to revive out of its Sarcophagus. 
  • Fixed selecting the Platinum icon from the pause menu causing the Platinum purchase window UI to stick and overlap everywhere else. 
  • Fixed Acrithis’ subtitles overlapping with the “Browse Wares” UI box. 
  • Fixed being able to see through the map by looking into the glass panels on the ground inside of the Central Maintenance location in the post-New War Orb Vallis. 
  • Fixed several Collections in the in-game Market missing punctuation in their descriptions. 
  • Fixed a script error caused by using Yareli’s Merulina in Teshin’s Cave. 
    • The ability is now disabled in the Cave to prevent further issues.
  • Fixed the Watchful Paragrimm decoration having its eye glow VFX in the menu preview.
  • Fixed extremely bright VFX covering the majority of screen when combining Mag’s protective Magnetize (hold to cast) with the Catena Prime Ephemera. 
  • Fixed Drifter’s Guiding Hand ability losing its VFX and SFX when casting it back to back. 
  • Fixed Clients being unable to see the blue light VFX when shooting the discs and correctly matching them in the Paragrimm co-op Enigma. 
  • Fixed Clients being unable to create and see a wisp when casting Drifter’s Guiding Hand ability. 
  • Fixed Clients seeing two wisps instead of one when Host casts Drifter’s Guiding Hand ability. 
  • Fixed Drifter’s Guiding Hand wisp not appearing after dying and being revived in Duviri. 
  • Fixed all squad members being able to hear the Drifter’s Guiding Hand ability SFX and see the camera “pull back” effect when cast. 
  • Fixed the Warframe/Drifter VFX when approaching the portal in Teshin’s Cave applying even when it is not active. 
  • Fixed the VFX and SFX from sliding persisting until you respawn if you die. 
  • Fixed the VFX from Teshin’s Cave portal appearing and persisting in the options menu background for the duration of your stay in Duviri. 
  • Fixed the mirrored Operator in the “Table for Two” objective in Duviri T-posing whenever emotes are used. 
  • Fixed the Duviri Captura Scenes having very low teleport volumes – which was causing players to freefall for a long time before respawning back on land. 
  • Fixed being unable to scroll through Clan members list depending on cursor location. 
  • Fixed a hitch when selecting Father’s Tokens in his vendor screen. 
  • Fixed hitching while taking a Mastery Rank test with Eximus enemies involved.
  • Fixed hitching issues in Duviri. 
  • Fixed hitch whenever changing the UI theme. 
  • Fixed small hitches that occur when a Client selects a Decree. 
  • Fixed small hitches that could occur with certain types of script bugs.
  • Fixed numerous small hitches when playing in DirectX 12 using the Enhanced Graphics Engine enabled.
  • Fixed the attachment angle on the Carrier Prime’s right wing being incorrect.
  • Fixed the Friends screen lingering on screen after getting knocked down by enemies while it was open. 
  • Fixed being unable to crush Moas with the crate as required in the Sneaky Sabotage Break Narmer mission since they would never walk underneath it.
  • Fixed an issue with Clients where Duviri NPCs would sometimes snap into their cowering idle animations without a transition.
  • Fixed the texturing on the masks of Duviri NPCs. 
  • Fixed wing Ephemeras not being affected by the Ghost Mirror “dissolve” effect.
  • Fixed the Trio Orbit Ephemera being visible in a variety of situations where it should have been invisible. 
    • Ie. on Transference, customizing in the arsenal
  • Fixed the Azothane not displaying the proper energy colors when performing a ground slam. 
  • Fixed issue where you could temporarily wear the Drifter Loneryder Pants without purchasing them. 
  • Fixed issues with Client Operator appearance in the Ghost Mirror objective in Duviri. 
  • Fixed the Cortege’s beam being invisible when the energy color is set to black.
  • Fixed broken cave textures near Northwind Village in Duviri.
  • Fixed broken textures on the rocks in the Dog Days Captura Scene. 
  • Fixed the copy function for Dojo decorations not always maintaining the settings and defaulting. 
  • Fixed decorations near The King’s Palace clipping into a building. 
  • Fixed K-Drive mounting causing erratic camera movements. 
  • Fixed a camera “pop” occurring when it collides with Jackal’s grenades. 
  • Fixed several Riven Challenge descriptions appearing as file paths in the “Challenge Progress” screen. 
  • Fixed several Syandana offset issues when equipped on the Masker’s Theodolite Crewsuit.
  • Fixes towards Khinn Syandana offset issues. 
  • Fixes towards Drifter Keeler Suit offset issues. 
  • Fixed an issue where certain Syandanas would go nuts when latched to something (Orowyrm, Enigmas, etc.). 
  • Fixed the Fabled Kubrow Fur Pattern not disabling the collars and armors that are not compatible with it. 
    • This fur pattern significantly alters the geometry of the Kubrow, making it incompatible with most collars and armors as they are intended to attach to default Kubrows. 
  • Fixed the Vikasa Aegis Chest Armor having several clipping and attachment angle issues across multiple Warframes. 
  • Fixed Warframe lingering on screen after interacting with and exiting the mirror in Teshin’s Cave as Warframe. 
  • Fixed UI breaking if Host and Client both spam to open the mirror in Teshin’s Cave.
  • Fixed nearby players getting dragged into the air if a squad member interacts with the Tubular Bells in Duviri. 
  • Fixed Yareli getting stuck in permanent A-pose and losing all functionality when joining a Ropalolyst Assasinate mission in progress while riding Merulina. 
  • Fixed the Kazeru Prime Sugatra having attachment point issues when equipped on the Eukar Claw Skin.
  • Fixed the Drifter/Operator’s Stranger’s Hood hiding Facial Accessories while in its opened state.
  • Fixed context action UI not aligning properly if the input has been rebound.
  • Fixed map hole in Grineer Galleon tileset. 
  • Fixed issues with lighting contrast in the elevator of the Grineer shipyard Defence tileset found on Ceres and Sedna.
  • Fixed a Grineer Helmet appearing to be unlit on a table in the Grineer asteroid tileset. 
  • Fixed map hole issues in the Corpus Outpost tileset.
  • Fixed missing LOC that would appear when selecting a daily Steel Path mission while in Railjack navigation. 
  • Fixed black squares that could jump up and cover the screen in certain cases.
  • Fixed being able to see through the map in the Sneaky Sabotage Break Narmer mission. 
  • Fixed the on-hover tooltip from looking at an item in your Profile sticking on screen after tabbing over to your Wishlist. 
  • Fixed the “Repeated Button Presses” option not appearing when searching “tap / hold” in the settings search bar. 
  • Fixed players being able to get stuck in a section of the Grineer Galleon tileset. 
  • Fixed broken waypoint marker pathing in the Grineer Sealab tileset. 
  • Fixed certain rocks in the Corpus Outpost tileset not connecting with the ground. 
  • Fixed some terrain texture near Watershed Hamlet in Duviri sticking out from an overhang. 
  • Fixed an Enigma spawning into the ground by Fair Shores Hamlet in Duviri – making it non interactive. 
  • Fixed a floating Kovnik deposit by The Citadel in Duviri. 
  • Fixed a floating Dacroot deposit by Fort Wyrmsoul in Duviri. 
  • Fixed floating Tasoma deposit in a cave by Moirai Crossing and the Lunaro Court in Duviri. 
  • Fixed a blank square icon appearing in the HUD at the start of Defense and Excavation Undercroft missions.
  • Fixed being unable to rotate Dojo Decorations in the preview.
  • Fixed typing in the Dojo Decoration search bar causing the entire window to move and potentially blocking category tabs from being selected. 
  • Fixed switching to Necramech removing sound occluding while invisibility abilities are active. 
  • Fixed resource containers spawning mid-air in a section of the Grineer Galleon tileset. 
  • Fixed a hallway in the Grineer Galleon tileset being too dark.
  • Fixed missing collision on a decoration in the Corpus Ship tileset.  
  • Fixed the Ballas head statue in the post-New War Orb Vallis being unlit.
  • Fixed some planters on Lua appearing to be unlit. 
  • Fixed part of the map being far brighter than the rest of the tileset during the “Obtain the Navigation Segment” in the Vor’s Prize Quest.
  • Fixed some clipping issues in the Archarbor in Duviri. 
  • Fixed breaking the fans in the Grineer Galleon tileset not playing the audio for Clients. 
  • Fixed an extremely rare case where players could start The New War Quest without owning a Railjack. 
  • Fixed rare cases of a mutant Drifter and Operator appearing when playing through The New War Quest if the Drifter was selected during “Table for Two” stage.  
  • Fixed the “Randomize Materials” button for Voidshell Skins appearing in other unrelated customization areas. 
  • Fixed being unable to chat link the new 2023 Pride Display and Glyph. 
  • Fixed being unable to chat link Maw Fang. 
  • Fixed a crash from shooting at the weak points of capital ships in Railjack missions. 
  • Fixed a crash in the Archon Hunt Spy mission. 
  • Fixed a crash that would occur after a player quit the game while downed. 
  • Fixed Host crashing after Client force quits the game when the Wyrmlings spawn in the Steel Path Orowyrm fight. 
  • Fixed a crash caused by Host forcing migration by leaving during stage one of the Orowyrm fight. 
  • Fixed a crash caused by Undercroft portals in Duviri. 
  • Fixed crash related to Defense missions in the Undercroft. 
  • Fixed a rare crash that could occur when using Enemy Radar and weapons that create Gas Status Effects. 
  • Fixed crash that could occur when closing the game while using DirectX 12.
  • Fixed a crash caused by controlling the Orowyrm in the first stage of the fight in Duviri. 
  • Fixed crash after trying to rejoin a squad doing the Orowyrm fight. 
  • Fixed a crash caused by going from Fortuna to the  Orb Vallis via the elevator.
  • Fixed a script error that could occur when joining a Squad Host’s Dojo. 
  • Fixed a script error that could occur when an object falls into a teleport volume. 
  • Fixed a script error when hitting the last checkpoint in a K-Drive race.
  • Fixed a script error in the “Defend Prisoner” Duviri side objective. 
  • Fixed a script error with Wisp Specter. 
  • Fixed a script error related to Host migration and Acrithis in Duviri. 
  • Fixed a script error in Undercroft Survival missions. 
  • Fixed a script error related to the “Assemble the Shrine” objective in Duviri. 
  • Fixed a script error caused by waypoints in Duviri. 
  • Fixed a script error related to the Ven’kra boss fight in the Break Narmer “Prison Break” mission.
  • Fixed rare cases when a script error would occur when the enemy doesn’t have a mesh. 
  • Fixed a script error when flying the Orowyrm into the portal during the first phase of the fight. 

Ver. 33.5.1

 

Changes:

  • Updated the Rauta’s SFX to make reloading transitions smoother. 
  • Updated SFX in the Recover the Paragrimm’s Tomes side objective (e.g., added SFX when finding the last Tome). 
  • Changed Akimbo Slip Shot icon color from yellow to purple. 
  • Updated the timing of Acrithis’ transmissions.
  • Removed the Rauta Shotgun from Conclave. 
    • It has not been balanced for Conclave modes. 

Fixes: 

  • Fixed public matchmaking not working for the time-limited Kullervo’s Hold node. 
    • The team is aware of lingering Matchmaking issues if the player has already loaded in the Cave. 
  • Fixed being unable to join Arbitration missions and getting the “Unable to join. The mission has expired” error message. 
  • Fixed becoming invisible when mounting Kaithe while Kullervo boss casts his Collective Curse ability. 
  • Fixed Rauta’s reload time being slowed when the Lock and Load Mod is equipped.
    • Also fixed the reload progress not updating in the UI. 
  • Fixed objective text for the Recover the Paragrimm’s Tomes side objective resetting the number of Tomes scanned. 
  • Fixed the objective text for Kaithe Race gates resetting to 0 (instead of updating to “completed” state) for all squad members once someone has completed the race. 
  • Fixed quick meleeing or blocking with the Syam slowing sprint speed.  
  • Fixed being unable to equip the Liset Herulyst Skin after purchasing.
  • Fixed Drifter’s Guiding Light ability not working after mounting Kaithe for the first time in The Duviri Paradox Quest. 
  • Fixed Prosecutor Liminus from the Kullervo boss fight appearing in the Orowyrm cinematics.
  • Fixed Venari spawning with Kaithe on summon after using Transference Surge with Khora selected from Teshin’s Cave.  
  • Fixed certain areas of Duviri missing art materials (such as rocks missing textures). 
  • Fixed several offset issues with the Drifter Orizu, Harrier, and Saita Prime Suits. 
  • Fixed several offset issues with Syandanas equipped on Kullervo. 
  • Fixed being unable to link Kullervo’s Bane. 
  • Fixed The Warden’s (at Kullervo Hold) subtitles appearing for players that are outside of audible range. 
  • Fixed a script error related to side objective Undercroft Portals.
  • Fixed a script error caused by Host migration while the Kullervo fight is starting. 
  • Fixed a script error related to the Recover the Paragrimm’s Tomes side objective. 
  • Fixed a script error in the purchase confirm UI. 
  • Fixed a script error caused by leaving the game while petting a Conservation animal in Duviri.
  • Fixed a script error caused by the Eidolon Teralyst. 
  • Fixed a script error caused by Host starting a Kaithe Race. 
  • Fixed a script error caused by grappling to the Orowyrm with Orvius. 
  • Fixed a script error caused by Last Gasp. 
  • Fixed a script error caused by Drifter’s Guiding Hand ability animations. 
  • Fixed a script error caused by Frost’s Avalanche ability. 

Warframe – Ver. 33.0.10

  • Release date: May 12th 2023 (North America, Europe) / May 13th 2023 (Japan)
  • Patch notes:

Fixes:

  • Fixed script error that would cause players to lose functionality for the ‘Guiding Hand’ ability in the Quest and in regular Spiral missions.

Warframe – Ver. 33.0.8 and Ver. 33.0.9

  • Release date: May 11th 2023 (North America, Europe) / May 12th 2023 (Japan)
  • Patch notes:

Changes:

  • Added icon to Profile dropdown while in Teshin’s Cave to indicate which of your loadout selections are unowned.
    • Previously these items would show their Rank at 0, which wasn’t very helpful since it gave the impression you owned the item. So we’ve replaced it with this icon as a more appropriate identifier!
  • Improved the Drifter to Warframe (and vice versa) Transference animation while in Teshin’s Cave to be more fluid.
  • Made a couple slight adjustments to the VFX upgrades to the Shrine Assemble elements from earlier this week.
  • Added a “Cancel” option to the “Your settings have been modified. Save changes?” popup.
    • Selecting “Cancel” will back you out of the popup to continue making setting adjustments if desired. Selecting “Don’t Save” still backs you out of the settings window entirely as it had before.

Fixes:

  • Fixed several Host migration issues related to the final stages of the Orowyrm fight that would cause phases to skip – ultimately causing the fight progress to come to a halt.
  • Fixed Host migrating during the extraction countdown in the Undercroft leading to players returning to Duviri with no objective markers, causing the mission to not progress.
  • Fixed crash caused by Host migration during the final stages of the Orowyrm fight.
  • Fixed crash caused by player controlling Orowyrm at the same time that other players are Maw feeding in Duviri.
  • Fixed issues of the Orowyrm being stuck in place if too many different players took control of it in the first stage of the fight.
  • More fixes towards Clients that load back into Duviri from Host migrating after completing the Orowyrm fight being unable to extract via portal.
  • Fixed Clients getting stuck in place after attempting to interact with Acrithis in Duviri after a Host migration.
  • Fixes towards Clients having to replay the same completed Circuit stage mission after Host migration – causing a progress halt.
  • More fixes towards squad getting indefinitely stuck in the Undercroft loading area after Client switches from Drifter to Excalibur Umbra after entering portal – causing halt in progression of Spiral and Circuit stages.  
  • Fixed being unable to open a Hidden Chest with a Dax patrol if you move far away from it and trigger another objective – causing a halt in Spiral stage progression.
  • Fixed being able to use Titania’s Razorwing on any Warframe if she is available in Teshin’s Cave and the ability is cast before selecting a different Warframe.
  • Fixed instances where Clients would see the Host’s selected language in their UI during the Orowyrm fight.
  • Fixed thrown weapons with Incarnon Genesis equipped (Kunai for example) playing the Incarnon Mode SFX when they are not in that state.
  • Fixed the SFX when Incarnon Mode ends not playing for weapons with Incarnon Genesis equipped.
  • Fixed the portal “dissolve” VFX in Duviri causing a strange visual effect on Drifter during the Anger and Envy Spirals.
  • Fixed the UI for ability callouts in The Duviri Paradox Quest tutorial stages overlapping one another.  
  • Fixed instances where localized text in reward pop-ups in Duviri would be cut off.
  • Fixed localized text in the Combat Tips UI overlapping in Teshin’s Cave.
  • Fixed a rare script error that could break various Drone-protection Bounty stages after repeating or abandoning the objective.
  • Fixed Host using Transference Surge in the Duviri landscape forcing Clients that are still in Teshin’s Cave to use Transference as well.
  • Fixed the timer for the Archon Shard in Chipper’s Offerings (in Kahl’s Garrison) displaying 0 seconds regardless of how much time is left.
  • Fixed the Laetum being equipped in the wrong hand when riding Kaithe.
  • Fixed rare script error that would occur when grappling to the Orowyrm.
  • Fixed rare crash that could occur with the Dax Herald’s ranged damaging field ability.
  • Fixed subtitle punctuation in Lotus’ Paradox Path new player experience dialogue.  
  • Fixed the Conquera Ephemera having significant flickering VFX when equipped with large armor pieces.

NSW The Duviri Paradox: Hotfix #9

We are deploying a quick turnaround Hotfix to fix a soft-lock that was occurring after a successful round of the Index! 

Fixes:

  • Fixed a script error that was causing the Index vote screen to soft lock players from their game at the end of a round.
    • We will be working on a Script that will refund the Credits players would have lost being forced to quit the game at the end of their mission in the Index. We will update this thread once we have more details. 

Warframe – Ver. 33.0.7

  • Release date: May 9th 2023 (North America, Europe) / May 10th 2023 (Japan)
  • Patch notes:

Changes: 

  • Banshee’s Silence no longer stuns CC immune enemies (VIPs/bosses, Overguard, etc.). While they will no longer be stunned, enemies under its effects will still be stopped from casting their abilities. 
    • The main motivation was to fix Thrax Legatus enemies falling through the map and going invisible due to Silence – causing a progression halt in Spiral/Circuit Stages. It also brings Silence in line with other stun, stagger, knockdown, etc. abilities and how they are intended to be ignored when CC immunities are present. 
  • Made the following changes to the Shrine Assemble objective: 
    • Changed the VFX for the Shrine Assemble pieces to red so that they are easier to find.
    • Updated the orb that travels from player to Shrine after picking up pieces to make it much easier to see. It is now a big ball of red energy – much harder to miss now!
    • Made some optimizations to the Shrine Assemble objective. 
  • Updated Strun’s Incarnon Genesis Evolution II “Blazing Barrel” description to say “On Firing” instead of “On fire”. 
    • Now reads: “Increases Damage by +2. On Firing: +5% Multishot. Stacks up to 5x.”
  • Adjusted the radius and gain of Luscinia’s singing cue in the Undercroft.
  • Removed unnecessary spaces between durations and measurements (150 s to 150s) in the Drifter Intrinsic descriptions to improve readability. 
  • Made slight updates to the Orowyrm’s attack VFX.

Fixes:

  • Fixed the Hidden Chests near the Throneguard Barracks and Titan’s Rest areas of Duviri spawning underground – causing a halt in Spiral progression as they were inaccessible.
  • Fixed the Hidden Chest near The Agora not opening during Spiral stages – causing halt in progress.  
  • Fixed casting Shadows of the Dead during the Orowyrm fight causing Host migration. 
  • Fixed Host migrating while in Teshin’s Cave leaving Clients without proper objectives in Duviri.
  • Made fixes towards being unable to use Drifter’s Restorative ability when prompted to in The Duviri Paradox Quest – causing a halt in Quest progress. 
  • Fixed the Orowyrm getting stuck doing donuts in the sky instead of following its intended path if a player was controlling it at the time of Host migration. 
  • More fixes towards Host migrating during Undercroft Excavation missions leading to enemies no longer spawning – causing mission progression to come to a halt (even after collection 300 Cryotic). 
  • Fixed getting indefinitely stuck in the Undercroft after Host Migration without a countdown timer. 
  • Fixed Clients being unable to complete the Shrine Assemble objective after Host migration using the pieces that were dropped beforehand. 
  • Fixed Clients that load back into Duviri from Host migrating after completing the Orowyrm fight being unable to extract via portal. 
  • Fixed becoming invincible after interacting with the mirror in Teshin’s Cave with the Rank 10 Endurance Intrinsic “Cheat Death”. 
    • Also fixed interacting with the mirror before entering Duviri causing the Endurance Ranks 2, 4, 7 and the Combat Rank 10 Intrinsics not working. 
  • Fixed Hosts in a full squad losing rewards and resources after crashing or closing the game. 
  • Fixed Clients Transfering to Drifter from Excalibur Umbra while waiting to load into the Undercroft causing the entire squad to get permanently stuck in the loading area – causing halt in progression of Spiral and Circuit stages. 
  • Fixed crash that could occur if the chest after the Orowyrm fight is opened while a player is spectating after being downed.
  • Fixed crash with Host migration while playing The Duviri Experience. 
  • Fixed crash related to the dynamic skies in Duviri when the Spiral changes.
  • Fixed case where you could enter Duviri as Warframe instead of Drifter from Teshin’s Cave.
  • Fixed the Syam’s Heavy Attack shockwaves not being affected by Melee Damage Mods. 
  • Fixed Ceramic Dagger’s Incarnon Evolution II upgrades “Gun and Blade” and “Butcher’s Opportunity” not applying their damage bonuses. 
  • Fixed Boltor Prime’s Status Chance Incarnon Evolution IV upgrades being lower than intended (was 10% and is now 18%). 
  • Fixed the Shawzin Emote not being given after acquiring the Courtly Shawzin from completing all the Virtuoso songs in Duviri – causing players who have never owned a Shawzin to be unable to play their new shiny instrument! As reported here
    • If you were affected by this issue, the next time you log in the Shawzin Emote will be in your inventory. Simply equip it onto your Emote Wheel via the Arsenal to use in-mission. 
  • Fixed cases where an entire portion of the Duviri map could completely disappear after completing the Orowyrm fight. 
  • Fixed being able to lock onto and teleport to Defense Target with Stalker’s Teleport ability (Rank 10 Opportunity Drifter Intrinsic) – causing Stalker to clip through the target.
  • Fixed opening the pause menu while encountering the Dax Equitem causing it to linger on screen after exiting. 
  • Fixed players not being able to use the customization mirror in Teshin’s Cave at the same time.
  • Fixed interacting with mirror in Teshin’s Cave as Warframe creating a Warframe x Drifter abomination. 
  • Fixed Clients not seeing Magus Agress’ cooldown timer in the HUD. 
  • Fixed Kaithe names not saving if they went over the 24 character limit.
    • Also fixed the limit not being obvious in the UI. 
  • Fixed inconsistencies with how selected Energy colors appear on the Bishamo Hawk Pauldrons. 
  • Fixed the Bishamo Hawk Leggings not using selected Energy colors. 
  • Fixed offset issues with the Zenoriu and Erlang Prime Oculus when equipped on Drifter. 
  • Fixed the Gauss Nitrolyst Helmet not opening/closing during Redline. 
  • Fixed positioning issues for Acrithis and Luscinia in Duviri.
  • Fixed long hitches that would occur when leaving Teshin’s Cave back to the Orbiter.
  • Fixed a hitch affecting players with most Focus trees unlocked.
  • Fixed a hitch that would occur when Warframe buffs would first occur in a mission.
  • Fixed public matchmaking to Duviri loading players into the Dojo or Zariman instead if they were at those locations when joining a Duviri session. 
  • Fixed a large gap in the floor leading to out of bounds exploration in the Corpus Ice Planet tileset. 
  • Fixed camera placement on Drifter being too low after using Transference in the Dormizone for players on the Paradox Path. 
  • Fixed the Protosomid Shoulder Guard being invisible in the Arsenal and flashing in the Orbiter.
  • Fixed Clients Drifter appearance not being accurately updated for other players.
  • Fixed the Sly Devolution Mod for the Sly Vulpaphyla having very long and unnecessary decimal points. As reported here
  • Fixed the Drifter Melee weapon purchase context action in Teshin’s Cave overlapping with the Decree UI prompt.
  • Fixed a rare script error that would sometimes occur when aborting certain Railjack missions.
  • Fixed the “Tactical Repositioning” Decree using the same icon as “Morale Boost”. It now has its own!
  • Fixed “PH” text appearing when approaching the elevator in the Zariman when the rest of the squad has yet to arrive. 
  • Fixed a certain teleport volume in Duviri near the Orion Tower that would trap players in a falling loop. 
  • Fixed hole in Orokin Tower tileset map allowing players to go out of bounds.
  • Fixed being unable to place an Extractor on the Zariman via the Warframe Companion App. 
  • Fixed the Granum Void particle pickup SFX being heard from outside of the Granum Void. 
  • Fixed the Tonkor’s explosion SFX being too loud if it has the Daecret Skin equipped.
  • Fixed script error when quickly scrolling through Foundry.
  • Fixed script error when entering the Upgrade screen. 
  • Fixed script error related to Acrithis respawning in the courtyard after defeating the Orowyrm and Host migrating.
  • Fixes towards potential script errors from Drifter’s Guiding Hand ability.  

Warframe – Ver. 33.0.6

  • Release date: May 4th 2023 (North America, Europe) / May 5th 2023 (Japan)
  • Patch notes:

Resource Cost Changes for Acrithis Wares and Incarnon Genesis Installation: 

We have reduced the Duviri resource cost requirements for several of Acrithis’ Wares and for certain resources used in the Incarnon Genesis installation process at Cavalero.  

We’re a bit over a week since the launch of The Duviri Paradox and have reviewed how players participate in resource collecting in Duviri. Ultimately, it was determined that the resource costs in Acrithis’ store and for Incarnon Genesis installation were simply too high for what players were earning. 

That said, the new resource costs now more accurately reflect what the average player collects as they complete Spirals. Incarnon Genesis costs specifically have been reduced for the following resources, with other costs remaining untouched: Ariette Scales, Nacreous Pebble, Saggen Pearl, Aggristone, and Lamentus.

We are working on a script to refund players who have purchased from Acrithis, and a separate script to refund applicable Incarnon Genesis costs. Seeing as there have been considerable reductions to costs you may have already purchased, we want to appropriately refund those contributions in light of these changes. 

More details to come on exactly what the scripts will entail and when you can expect them to be run. 

11/05/2023 Edit: 

The resource refund scripts for Acrithis’ store have been completed! If you purchased an affected item prior to the price changes, we have offered a blanket refund of various Duviri resources that were most affected by the cost reduction. Due to the nature of Acrithis’ wares, resources and their costs vary per rotation, so instead of a very complicated direct refund, players will receive a variety of resources that scale by the number of total purchases. 

For those waiting on the Incarnon Refund, that is still to come!

16/05/2023 Edit: 

The resource refund script for Incarnon installation cost reductions has completed! If you installed an Incarnon Genesis on the following weapons you will be receiving the listed refund: 

  • Bronco – 150 Nacreous Pebbles 
  • Furax – 200 Ariette Scales 
  • Furis – 70 Lamentus 
  • Lato – 150 Nacreous Pebbles 
  • Lex – 50 Saggen Pearls 
  • Magistar – 100 Aggristone 

Changes: 

  • Resource Boosters now apply to Duviri fish resources obtained from Maw Feeding. 
    • We are still working on having Resource Boosters also apply to Rune Marrow from Runic Compacts in the Undercroft. 
  • Changed the following Skana variant’s “Elemental Excess” Incarnon Genesis evolution:
    • Prisma Skana: Increase Status Chance by 20% (was 30%)
    • Skana Prime: Increase Status Chance by 10% (was 24%)
      • Varying values for variants are intended for all Incarnon Genesis weapons, so the Skana was adjusted to match that format. 
  • Slightly increased the range that Tamms will react to players and increased their movement speed while being herded.

Fixes: 

  • Fixed cases where resources and pick up rewards were not saved after using the “Leave Duviri” option in the pause menu (as mentioned in yesterday’s hotfix). 
  • Fixed Melee Mods not applying properly to Edun’s Heavy Attack throw. 
  • Fixed players getting permanently stuck underwater after teleporting to other players using the Rank 10 “Herd Travel” Riding Intrinsic while they are Maw Feeding. 
  • Fixed being able to interact with the Drifter and Kaithe customization in Teshin’s Cave while riding Kaithe – causing players to be unable to interact with customization options as they are still mounted. 
    • In order to fix the above issue and prevent any further, Kaithe is no longer able to be summoned in Teshin’s Cave. 
  • Fixed Host migrating during Undercroft Excavation missions leading to enemies no longer spawning – causing mission progression to come to a halt (even after collection 300 Cryotic). 
  • Fixed Host Migration during Undercroft Defense missions halting enemy spawns. 
  • Fixed a script error in the Undercroft that would cause it to not recover properly after Host Migration. 
  • Fixed the “Ranger’s Reload” Decree (Rolling reloads the equipped weapon) not activating the “Duelist’s Advantage” Decree (Your first shot after reloading deals +X damage) if both are owned. 
  • Fixed Duelist’s Advantage not activating on a weapon when it’s currently activated on another (e.g. reload Primary, activate Decree on Primary, reload Secondary, Decree does not activate on Secondary). 
  • Fixed the “Fearsome Bonanza” Decree (Gain +X Damage for every enemy affected by Status within 20m) applying its damage increase to other damage increasing Decrees – causing an exponential damage increase cycle with certain Decree combinations. 
    • Example:  Bombastine’s Malice (On Headshot, 30% chance for enemies near the target will be inflicted with X% Toxin) spreads Toxin using the damage from the shot you hit to trigger it. If Fearsome Bonanza was triggered at the same time, it would double down on the buffs.
  • Fixed crash that could occur when aborting The Circuit. 
  • Fixed case where the Orowyrm could get stuck on the massive Dominus Thrax hands in the sky upon summoning. 
  • Fixes towards the Vitoplast Drone from Void Flood stages lingering after exiting the Undercroft. 
  • Fixed crash that could occur at the end of a Void Flood round. 
  • Fixed crash from dealing critical damage to Enigma elements in Duviri.
  • Fixed failing a Railjack mission leaving you stuck in the loading tunnel and end of mission screen indefinitely. 
  • Fixed Kaithe’s ability UI appearing usable (instead of grayed out) during the first stage of The Duviri Paradox Quest (when Kaithe abilities have yet to be unlocked). 
  • Fixed flying into Undercroft portal with Kaithe not teleporting you into it and simply dismounting you back into the Landscape. 
  • Fixed weirdness with enemy waves in the Undercroft and Shrine Assembly objectives. 
  • Fixed the Watchful Paragrimm decoration having a Noggle base. 
  • Fixed the Dax Equitem’s animations lagging during attacks for Clients. 
  • Fixed Dax Equitem getting stuck somewhere and not being able to figure out how to get unstuck, causing some funky animations. 
  • Fixed crash related to Spiral changes happening during Host Migration. 
  • Fixed Runic Compact not appearing on the mini-map with Loot Detector Mods equipped.
  • Fixed playable-Stalker (from Rank 10 “Stranger in Black” Opportunity Intrinsic) not having his own custom squad minimap icon. 
  • Fixed the Telos Syandana when equipped on Drifter sitting too far down their back.  
  • Fixed the glow VFX when entering an Undercroft portal not applying to most weapons and attachments. 
  • Fixed the glow VFX lingering after entering a portal (Teshin’s Cave or Undercroft) when using Transference beforehand. 
  • Fixed the Tysis’ “tail” piece floating above the weapon weirdly when it appears in Teshin’s Cave. 
  • Fixed players hearing each other’s Guiding Hand audio FV when cast. 
  • Fixed being unable to craft the Greedy Milk Scrawl even if you have all of the crafting requirements. 
  • Fixed the Archgun Deployer summoning sound FX playing twice. 
  • Fixed script error with Protea’s Temporal Anchor. 
  • Fixed script error related to Decree rolling.

Warframe – Ver. 33.0.5

  • Release date: May 3rd 2023 (North America, Europe) / May 4th 2023 (Japan)
  • Patch notes:

Changes: 

  • Magus Lockdown now respects all enemies with ability immunity protections.
    • We don’t take this change lightly, as we’re aware of its popularity, however, the persistent scenarios in which Magus Lockdown breaks the game (see fix listed just below) show us that we need to make some changes. In full transparency, we’ve let Magus Lockdown exist as an exception to the rule when it comes to CCing VIPS/bosses that are CC immune in most scenarios, and we’ve decided to make this change for the greater good. To offer a bit of insight to the issues, enemies with Overguard (Eximus, Kuva Trokarians, etc.) worked as intended and were unaffected by Magus Lockdown, while Eidolons, Kuva Clouds, and Thrax enemies (specifically during their incorporeal state) were not. Other abilities (such as Vauban’s Bastille for example) do not affect them, so we’ve adjusted Magus Lockdown to be on par with the rest. This change does not affect enemies that are affected by abilities (Demolishers, Acolytes, etc.), and they will maintain their existing interactions with the Arcane. 
    • With the above change, we have been able to fix Thrax Legatus enemies in the Undercroft falling through the map and being inaccessible (causing major progression breaks in Story and Circuit stags). This was caused by Magus Lockdown being used while the Thrax Legatus were using their incorporeal clone ability. 
  • Added a new dissolve VFX when approaching Undercroft portals. 
  • New players who chose the Duviri Path can now decorate their Dormizone! 
  • Simplified the hacking minigame during The Duviri Paradox Quest  (Post-Quest hacking minigames are unaffected by this): 
    • Removed the timer – players now have unlimited time to complete it. 
    • Removed held notes – single notes will now be the only note interactions.
  • Made the following changes to the Sun Silph (and its Silphsela resource) in Duviri: 
    • There are now 4 Silphsela “seeds” that float in the air around where the Sun Silph is located. 
    • Approaching a Sun Silph within 8 meters will cause it to let out a burst of 3 Silphsela “seeds” into the air that slowly descend overtime before blowing away with the wind. 
    • Also fixed being able to get unlimited Silphesela by standing near Sun Silphs. 
  • Made the following changes to the Dax Equitem to make the fight more engaging and challenging:
    • Increased the rate at which they use abilities and improved their targeting logic when fighting against a squad.
    • Slightly increased base health. 
    • Updated animations after performing abilities/leaps. 
  • Made various updates and fixes to the sound FX for Incarnon Genesis weapons.
  • Updated the VFX for Dread’s Incarnon Mode. 

Optimizations:

  • Made micro-optimizations to interactions with Duviri citizens. 

Fixes: 

    • Fixed only 2 of the 3 required fragments dropping for the “Assemble the Shrine” side objective if the Client initiates it while the Host is very far away – causing a halt in Spiral stage progress. 
    • Edit: We were close to a fix but there are still instances where Shrine pieces are not being dropped if Client and Host are far from one another when the Shrine is started. While we work on a fix, we suggest sticking close to one another when starting the Shrine to potentially circumvent this stage halt.
  • Fixed Defense Target not spawning if Host Migration occurs – causing waves to halt indefinitely.
  • Fixed dying in the Drifter Combat tutorial in The Duviri Paradox Quest causing Drifter to get locked in A pose – causing a halt in Quest progress. 
  • Fixed cases where a player with many Decrees attacking the Dax Equitem could break the fight and potentially crash. 
  • Fixed resources collected (and rewards from Enigmas) after the Orowyrm fight not being saved upon extracting. 
    • We are also investigating the same issue when using the “Leave Duviri” menu option.
  • Fixed permanent screenshake and cleansing prompt when interacting with a Conservation animal while Transference Surge is active. 
  • Fixed Arbitrations being inaccessible due to the new Duviri navigation region. 
    • Arbitrations, like Steel Path, are unlocked when completing all of the nodes in the Origin System and do not require Duviri interaction. 
  • Fixed Clients getting permanently stuck controlling the Orowyrm after Host Migration – causing halt in progressing through the rest of the fight.
  • Fixed customizing your Drifter via the mirror in the Dormizone erroneously offering Operator-only customization as an option to equip onto/purchase for Drifter.
    • If you purchased an Operator customization with the intention of using it for Drifter and would like to revert the purchase you can send a ticket to support.warframe.com. Use “Revert Operator Cosmetics Mirror Purchase” in the title to help our support team find your request. 
  • Fixed the Undercroft portal VFX missing when approaching while riding Kaithe – causing players to think that it is not functioning. 
  • Fixed crash that could occur when Host Migrating during Hidden Chest objective in Duviri. 
  • Fixed getting randomly teleported away to a totally new location in Duviri while flying on Kaithe around the edges of the islands. 
  • Fixed Clients seeing the Dax Equitem standing inside of their horse after Host Migration. 
  • Fixed respawning in unexpected locations after Host Migration. 
  • Fixed minor hitches in the Undercroft during Host Migration. 
  • More fixes towards hitching issues in Teshin’s Cave for Clients – potentially causing players to disconnect from the squad. 
  • Fixed minor hitches across other areas of Duviri. 
  • Fixed certain Mods not appearing in Teshin’s Cave Mod Configs – notably Warframe Augment Mods for subsumed abilities. 
  • Fixed turning into a Kaithe monstrosity after using emote at the exact moment you summon Kaithe. 
  • Fixed Maw flying out of the pond and roaming around after using the /unstuck command while feeding. 
  • Fixed Circuit Progress bar flashing and extending beyond UI after reaching Rank 10 in The Circuit. 
  • Fixed Steel Path Circuit Progress UI indicating different amounts earned and to earn in each window (Navigation & Mission Progress). 
  • Fixed the meteors during the Anger Spiral in Duviri not moving for Clients and immediately despawning. 
  • Fixed framerate drops when activating some of the side objectives in Duviri. 
  • Fixed Maw Feeding and Shawzin spots being highlighted during The Duviri Paradox Quest. 
    • These side objectives are intended for post-quest completion. 
  • Fixed dialogue not playing for page 3 of the “Scholar’s Landing” Lost Islands of Duviri Codex entry. 
  • Fixed Lex Prime’s magazine sticking out in the Inarnon Genesis diorama when visiting Cavelero. 
  • Fixed Clients’ Drifter A-posing while bleeding out in Duviri. 
  • More fixes towards Duviri citizens not reacting at all to the Orowyrm. Stone cold. 
  • Fixed players and Duviri citizens at times floating a bit off of the ground. 
  • Fixed Melee Incarnon Weapons using the incorrect HUD indicator to state that Incarnon Mode was ready. 
  • Fixed arrow facing the wrong way when using any skin on the Paris’ Incarnon Mode. 
  • Fixed arrow sticking out of the Zhuge when it is available in Teshin’s Cave. 
  • Fixed Host not seeing the correctly sized radius for Hallowed Reckoning based on their Ability Strength Mods. 
  • Fixed Mods attached in Inbox message having their descriptions cutoff when hovering over them. 
  • Fixed script error after leaving Duviri is a Client is in the middle of hacking a Hidden Chest. 
  • Fixed script error when cleansing animals in Duviri and leaving. 
  • Fixed script error caused by petting the animals in Duviri after cleansing them. 
  • Fixed several script issues with the “Assemble the Shrine” side objective. 

Warframe – Ver. 33.0.4

  • Release date: May 2nd 2023 (North America, Europe) / May 3rd 2023 (Japan)
  • Patch notes:

The Undercroft (Landscape and The Circuit) Defense Changes: 
The following changes have been made to address player feedback on the difficulty of Defense stages in the Undercroft. They are geared to alleviate the conditions that were causing the Defense Target to get destroyed extremely fast (notably in The Steel Path). 

  • The Defense Target’s level now scales between stages.
    • The Defense Target’s scaling occurs alongside enemy level scaling between stages up to level 50. After level 50, the scaling rate decreases overtime to maintain a level of challenge in The Circuit.  
  • Increased the Defense Target’s starting level in The Steel Path from 76 to 101. 
  • Increased the rate at which the Defense Target’s Shields recharge.
  • Reduced the damage that the Defense Target can take from Thrax units.
  • Defense rounds will now only start when someone enters the Defense Target’s radius. 
    • This addresses enemies rushing to the Defense Target before players have even found it and positioned themselves to defend it. 

Changes: 

  • Added the Sun & Moon, Edun, Sampotes, Azothane, and Syam Blueprints (for Warframe use) to Cephalon Simaris’ Offerings for those who accidentally sell theirs. 
    • The Sun & Moon Blueprint is purchasable from his offerings after completing The Duviri Paradox Quest (Quest reward). The Edun, Sampotes, Azothane, and Syam Blueprints are purchasable after obtaining the Drifter version (via Platinum or Pathos Clamps). 
  • Updated the Zylok, Despair, Hate, and Sibear’s Incarnon Mode VFX. 
  • Made adjustments to Luscinia’s volume, gain, and radius in the Undercroft.  

Fixes: 

  • Fixed naming/renaming your Kaithe (after reaching Riding Rank 8 in Drifter Intrinsics) costing 15 Platinum. 
    • We will be running a script shortly to refund players the Platinum that was used to name/rename your Kaithe. We will update here once it has completed. 
  • Fixed Clients being unable to see or interact with Enigmas if the Host has not been in proximity of it – potentially causing progress stops in the Spiral stages. 
    • Also fixed Clients being unable to see VFX on certain Enigma elements. 
  • Fixed potential crash when dying while pushing Enigma elements or using the co-op doors in the Origin System missions. 
    • Also fixes Hosts seeing Clients do wonky animations when they attempt to push Enigma elements. 
  • Fixed being unable to pick up the Glyph plate for Enigmas near the Artisan Hamlet. 
  • Fixed cases where the Orowyrm could become invulnerable after Host Migration. 
  • Fixed crash that could occur when Host Migrating during the Orowyrm fight cinematics. 
  • Fixed Wyrmlings no longer following the Orowyrm’s path after Host Migration – causing them to wander around Duviri. 
  • More fixes toward crash that could occur due to dealing high levels of damage in Duviri. 
  • Fixed being unable to complete “Guide Reflection into Light” encounters in Duviri due to the objective beams being blocked by the environment – potentially causing a halt in progress for Story stages. 
  • Fixed losing UI after entering the Orowyrm arena if you had the “Prefer Default HUD as Drifter” option enabled. 
  • Fixed spot loading issues in Teshin’s Cave for both Host and Clients – potentially causing players to disconnect from the squad. 
  • Fixed some Shrines in Duviri spawning into the ground. 
  • Fixed receiving an empty Inbox message after collecting all of The Lost Islands of Duviri Fragments. 
  • Fixed the top row of The Lost Islands of Duviri Fragments in the Dormizone getting cut off when using a menu scale lower than 100. 
  • Fixed the last page selected in the Codex while viewing The Lost Islands of Duviri Fragments carrying over to other pages. 
  • Fixed Kaithe being able to interact with Enigma components that are Drifter only (pressure plates). 
  • Fixed the Enigma below Titan’s Rest in Duviri missing the pressure plate required to start it. 
  • Fixed the Windmills for Power Grid encounters spinning their blades even if the power has yet to be restored. 
  • Fixed the Nami Solo’s Incarnon Form (with Incarnon Genesis equipped) VFX blocking vision with certain holster cosmetics/positions. 
  • Fixed Nami Solo’s VFX being oversized and covering the Evolution screen at Cavalero. 
  • Fixed offset issues with the Subvolv Syandana to reduce clipping and have it sit closer to its intended attachment point. 
  • Fixes towards clipping issues when the Subvolv Syandana is equipped on Grendel and Titania. 
  • More fixes towards offset issues with the Bishamo Hawk and Lark Operator Sets. 
  • Fixed the Drifter’s Lark Helmet mesh position. 
  • Fixed the Watchful Paragrimm’s diorama being empty. 
  • Fixed random items floating in the Dormizone during The Duviri Paradox Quest for new players. 
  • Fixed Duviri citizens not cowering in fear in the presence of the Orowyrm (The Duviri Paradox Quest and Spirals). 
  • Fixed the number of owned Mods appearing in the Mod Configs in Teshin’s Cave. 
  • Fixed enemies killed by Opticor Vandal causing depth issues with their bodies. 
  • Fixed the Edun having a brown default Energy color instead of blue. 
  • Fixed script error that could occur when logging out between the end of stage four and five of The Duviri Paradox Quest. 
  • Fixed script error with activating/deactivating the Dax Equitem. 
  • Fixed script error during the finisher animation of the Dax Equitem. 
  • Fixed script error that could occur if you killed a Liminus the moment it spawns.
  • Fixed script errors with several Enigma elements. 
  • Fixed several script errors with Ghost Mirror Enigmas. 
  • Fixed rare script error related to the Squad information in HUD when transitioning between missions.
  • Fixed script error when joining Void Cascade missions. 
  • Fixed script error during the “The Harbinger of Joy” stage of the Quest. 
  • Fixed script error after interacting with Acrithis after fighting the Orowyrm. 

Warframe – Ver. 33.0.3

  • Release date: April 28th 2023 (North America, Europe) / April 29th 2023 (Japan)
  • Patch notes:

Changes: 

  • Updated the VFX on the Ack & Brunt, Soma, Vasto, Burston, and Bronco Incarnon Geneses. 
  • Made a slight visual update to show rings in the Duviri Region screen. 
  • Changed the Drifter’s second ability in Duviri from “Target Radar” (reserved for The New War) to “Guiding Hand”. 
  • Made several fixes and updates to Incarnon Geneses SFX (specifically how Host/Clients hear them). 

Duviri Orowyrm Fixes:

  • Fixed getting stuck in the first phase of the Orowyrm fight after Host migration occurs right before player steers it into the portal – causing all in the squad to be stuck in the Duviri Landscape unable to continue the fight. 
  • Fixed Drifter swapping to regular Melee instead of the Orvius if it was picked up while they were riding Kaithe – causing them to be unable to grapple to the Orowyrm. 
  • Fixed getting permanently stuck ragdolling after getting hit by an Orowyrm projectile while riding Kaithe – causing inability to continue with fight. 
  • Fixed losing the Sirocco after returning to Duviri Landscape after defeating the Orowyrm. 
  • Fixed total loss of function after getting hit by an Orowyrm energy wave while trying to take control of it – caused extremely dark screen and other issues upon respawning. 
  • Fixed crash during the first stage of the Orowyrm fight after Host migration. 
  • Fixed Clients being unable to use Transference on normal (non-Steel Path) Orowyrm.
  • Fixed portals lingering in the final stages of the Orowyrm fight.  
  • Fixed script error during Orowyrm fight after Host migration.

The Duviri Paradox Quest Fixes:

  • Fixed Dax falling off of the map and not respawning in the Quest (notably in Stage 1) – causing inability to complete the rest of the stages.  
    • This also affected Story stages in The Duviri Experience has been fixed!
  • Fixed the end of mission screen playing at the end of some of the Quest stages. 
  • Fixed Teshin’s Cave portal having no VFX after Stage 8 of the Quest. 
  • Fixed several issues with Teshin and his Rablit’s animations during Quest cutscenes. 
  • Fixed lighting issues on Teshin upon returning to his Cave during the Quest (restoring the spotlight that he deserves!)
  • More fixes to Ordis’ dialogue not appearing in the Dormizone after completing the Quest. 
    • However, if you have not yet completed the Vors Prize Quest you will not have any Ordis transmissions until completion.
  • Fixed script error in “The Prince of Fire” stage of the Quest.

Optimizations: 

  • Fixes towards performance issues during the first stage of The Duviri Paradox Quest. 

Fixes:

  • Fixed objective waypoint disappearing for Story stages after defeating a Chest Guardian. 
  • Fixes towards multiple Host Migration issues resulting in returning to the wrong mission in The Circuit (example: mid-Exterminate would turn into Survival after migration). 
  • Fixed a non-functional Evolutions screen after selecting Cavalero’s “Evolve Incarnon Weapons” option if you only have one eligible weapon and no other Incarnon Weapons (Incarnon Genesis weapons and the Felarx, Innodem, Laetum, Phenmor, and Praedos).
    • Evolutions were able to be selected but the UI was not reflecting that – leading to players being unable to see that their Incarnon Genesis has been equipped. 
  • More fixes towards a crash that could occur when toggling between “Normal” and “The Steel Path” in The Circuit reward path screen. 
  • Fixed a Veiled Riven equipped on a Mod Config in your Arsenal appearing in Teshin’s Cave in that same Config but for a different weapon after completing the unveiling challenge. 
    • This was a UI-only issue and did not apply stats to the equipped weapon. Equipped unveiled Rivens will no longer appear in Teshin Mod Configs if the weapon it rolled upon challenge completion is not for the weapon it was equipped on. 
  • Fixes towards falling off map and not respawning in the Orowyrm Arena and Undercroft. 
  • Fixed Tamms disappearing in the Story herding stage if the player falls to their death – causing inability to complete the rest of the stages. 
  • Fixed the end of mission screen showing that you gained Circuit Progress when you failed. 
    • As mentioned in The Duviri Paradox patch notes, it is intended that you do not keep Circuit Progress if you fail or leave The Circuit – this was simply not being reflected correctly in the UI. 
  • Fixed there being no objective waypoint during the third phase of the Profit Taker fight – causing inability to continue the fight. As reported here
  • Fixed Kuva/Tenet Weapons not displaying their Stat bonuses (generated from their progenitor) when viewing Mod Configs in Teshin’s Cave. 
  • Fixed Drifter Melee weapons that you got recently (purchased with Platinum or Pathos Clamps) not being equipped when entering the Duviri Landscape. 
  • Fixed the Bombastine’s Malice Decree (On Headshot, gain x damage for 3 seconds) at times being triggered by Critical Frost’s bonus Cold Damage.
  • Fixed Drakgoon not having a Default Mod Config in Teshin’s Cave.
  • Fixed Host going invisible to Clients in Teshin’s Cave after using the “Mod Config” context action. 
  • Fixed a black screen overtaking the Warframe/Paradox Path choice sequence upon starting the game with a new account.
  • Fixed Kaithe performing a handstand when previewing it from Inventory. As reported here.
  • Fixed Cinta’s description not mentioning its Blueprint acquisition method. 
  • Fixed Krubies (Duviri Conservation animal) spawning where a Hidden Chest might have otherwise. There is enough space for the both of them!
  • Fixed issues with Enigmas in Duviri if affected by damage done by Decrees that create radial/aoe damage (Tumbling Frost for example). 
  • Fixed Clients not seeing Enigma elements, such as: 
    • The laser discs ricochet effect if Host is more than 40 meters away from the Enigma. 
    • Various elements when the disc is taken out of the area. 
    • Mnemonic Adjutant scanner. 
    • Certain statues – making it impossible for Clients to activate them. 
  • Fixed Inventory showing that Kaithes can be sold for Credits. 
    • Kaithes are intended to not be sellable since they are Platinum purchases. 
  • Fixed intro cutscene in the Angels of the Zariman Quest showing Warframe instead of Operator in the Dormizone. 
  • Fixed being able to go from Drifter to Operator using Transference if the player has chosen the Paradox Path. As reported here.
  • Fixed being able to see outside Teshin’s Cave from a hole in the map. 
  • Fixed clipping issues with Acrithis’ carriage horses.
  • Fixes towards several armor attachments having offset issues when equipped on Baruuk’s Doan Skin and Bishamo Lark Set.
    • We will continue to tackle these in batches – thank you for your patience!
  • Fixed compression issues in the Dojo Research UI.  
  • Fixed Companions spawning in the Legendary Rank 3 test.
  • Fixed possibility that two side objectives could spawn at the same time in the same cave. 
  • Fixed Wyrmlings spawning directly in front of you during first phase of the Orowyrm fight. 
  • Fixed the Feldune Hood cloth clipping into the mask and ears while moving Drifter/Operator’s head around. 
  • Fixed the Feldune Hood not covering the Operator’s face. 
  • Fixed script error with Baruuk’s Lull ability. 
  • Fixed rare crash when using Kunai with Incarnon Genesis equipped.
  • Fixed various script errors related to UI. 
  • Fixed script error when a Hidden Chest ran out of possible waypoints to spawn the chest.
  • Fixed script error when picking up a Shrine piece when the Shrine itself had already despawned after completion. 
  • Fixed script error in the Ghost Mirror Enigmas – this was likely caused by Host Migration. 
  • Fixed script error when cave encounters start/resume too close to one another. 
  • Fixed script error in Undercroft portal.
  • Fixed script error when players joins or leaves an in-progress Duviri session and rewards are being given. 

Known Issues: 
Issues that were listed at the bottom of The Duviri Paradox Patchnotes the following is an updated version of that list. Any remaining issues will continue to be reviewed for potential fixes in a future hotfix. Anything marked as CODE requires a cert update (meaning it will come in a future update). 

  • (FIXED) The Circuit Progress lost upon failing a Circuit mission is currently not reflected in the UI.
  • (FIXED) Becoming stuck in perma-ragdoll after getting hit with an Orowyrm projectile while mounting the Kaithe.
  • (FIXED) The following Host Migration issues: 
    • Fixed crash during the first stage of the Orowyrm fight after Host migration. 
    • Fixed crash during the first stage of the Orowyrm fight after Host migration. 
    • Fixed script error during Orowyrm fight after Host migration.
    • Fixes towards multiple Host Migration issues resulting in returning to the wrong mission in The Circuit (example: mid-Exterminate would turn into Survival after migration). 
    • Fixed script error in the Ghost Mirror Enigmas – this was likely caused by Host Migration. 
    • Fixed getting stuck in the first phase of the Orowyrm fight after Host migration occurs right before player steers it into the portal – causing all in the squad to be stuck in the Duviri Landscape unable to continue the fight. 
  • (FIXED) Kuva/Tenet weapons do not display their rolled stat bonuses when viewing builds in  Teshin’s Cave.
  • (CODE) Players who use the hold to aim option and interrupt their melee swings by aiming will be stuck aiming until tapping aim again.
  • (CODE) Players who own the Kuva Hek or Vaykor Hek may still get the normal Hek in Teshin’s Cave offerings when it should be offering its more powerful variants. 
  • Clients may become invulnerable and have several UI issues after entering the Undercroft in Duviri. 
  • Fixed the last completed stage of The Circuit restarting for Clients after Host decided to extract. 
  • Spiral objectives not progressing after completing certain requirements. 
  • Rune Marrow is not affected by Resource Boosters.
  • Clients sometimes see other players’ Drifters without bodies after loading.
  • Certain Resources do not list their Drop Location in their on-hover description in the Foundry.
  • Lighting issues for Fish when Maw Feeding in multiplayer sessions. 
  • Warframe Configuration screen in Teshin’s Cave does not display equipped Archon Shards. This is a UI only issue – Equipped Archon Shards do apply their upgrades to Warframes in Cave. 
  • Toggling Crouch prevents Kaithes from Sprinting.
  • Certain items in Acrithis’ store do not have dioramas.

Warframe – Ver. 33.0.2

  • Release date: April 27th 2023 (North America, Europe) / April 28th 2023 (Japan)
  • Patch notes:

Changes: 

  • The Sun & Moon’s Power Strike ability can now receive custom colors. 
  • Made adjustments to the Aetigo Kaithes hooves to make them look smoother.
  • Improved visibility of the context action to pick up a Lost Islands of Duviri Fragment. 
  • Updated the shape and mesh of Drifter Beard 004 to prevent clipping issues

The Duviri Paradox Quest Fixes: 

  • Fixed some Duviri youths not being hidden in the cave during The Duviri Paradox Quest.
  • Fixed Drifter going into wacky inflatable arm flailing tube man mode during the Bombastine and Teshin first encounter cinematics if you had a Drifter Animation Set equipped. 
  • Fixed the portal to Teshin’s Cave remaining visible after entering it for the first time.
  • Fixed Ordis’ dialogue not appearing in the Dormizone after completing the Quest. 
    • However, if you have not yet completed the Vors Prize Quest you will not have any Ordis transmissions until completion.
  • Fixed certain camera transitions snapping to and for characters instead of smoothly zooming in and out.

Fixes:

  • Fixed The Circuit not advancing past Stage 4 in both the Normal and Steel Path versions of the Circuit. 
    • We originally PSA’d this issue in the Warframe Forums here: https://forums.warframe.com/topic/1346478-psa-the-circuit-stage-4-progression-issues/
  • Fixed a crash that could occur when toggling between “Normal” and “The Steel Path” in The Circuit reward path screen. 
  • Fixed a crash related to the Drifter’s Guiding Hand ability. 
  • Fixed completing any side objective in The Duviri Experience forcing your main Story objective waypoints to disappear, leaving you unaware of where to progress. 
  • Fixed experiencing a progression stop when attempting to play Komi in The Duviri Experience.
  • Fixed entering the Undercroft as a unarmed Excalibur Warframe if the following occurred:
    • A Client selects the countdown for the Circuit to start and the Host has not selected anything for their loadout.
    • A Host invites a Client and goes through the portal and the Client has accepted the invite but not yet loaded into the session. 
  • Fixed the Aetigo Kaithe missing its Emissive details.
    • If you have the Aetigo Kaithe Pedigree equipped, you’ll want to re-fashion frame your Kaithe to make use of their new and improved color channel!
  • Fixed alignment issues on the arm mesh for the Wisp Somnium Skin. 
  • Fixed offset issues with the Sigma Series Shoulder Plate when equipped on the Wisp Somnium Skin. 
  • Fixed various script errors in the Steel Path Circuit. 
    • The Steel Path Circuit had issues with level loading that was causing various Script Errors, which in turn caused performance issues relative to the normal Circuit. This fix will significantly improve the performance of the Steel Path Circuit.
  • Fixed some VFX from the Drifter’s Guiding Hand ability. 
  • Fixed Umbra’s details (scarf, loincloth) not appearing in the mirror in Teshin’s Cave. 
  • Fixed the Drifter Melee weapons not indicating how to earn them in-game when viewing in the in-game Market. 
  • Fixed the Dax Arcus’ arrow VFX remaining in the air if they are killed right as they fire their arrow. 
  • Fixed the regular Bronco not having a Default Mod Config in Teshin’s Cave. 
  • Fixed Tubular Bells (Enigma in Duviri) having broken VFX. 
  • Fixed owned items not appearing in the in-game Market if they can be repurchased. 
  • Fixed Kahl missing all of his helmets in his customization menu. 
  • Fixed Yareli being unable to cast abilities while riding Merulina on controller.
  • Fixed some offset issues with the Bishamo Lark Armor set. 
  • Made fixes towards script errors when solving Enigmas. 
  • Made fixes towards script errors related to Undercroft Portals. 
  • Fixed a few script errors related to Tamm herding. 
  • Fixed script error related to picking up Shrine Fragments. 
  • Fixed script error related to the final step of cleansing in Conservation. 
  • Fixed script error related to the Mirror Portal puzzle in Duviri. 
  • Fixed script error related to a successful open of a Hidden Chest. 
  • Fixed script error that resulted from failing the Duviri Hacking Puzzle minigame. 
  • Fixed script error related to your Squad UI when transitioning between levels. 

Known Issues: 
Issues that were listed at the bottom of The Duviri Paradox Patchnotes – the following is an updated version of that list. Any remaining issues will continue to be reviewed for potential fixes in a future update/hotfix. 

  • (FIXED) The following Host Migration issues: 
    • Fixed Crash related to players leaving Duviri back to their Orbiter during a Host Migration. 
    • Fixed issues with Host Migrations when entering the Undercroft. 
  • Players who use the hold to aim option and interrupt their melee swings by aiming will be stuck aiming until tapping aim again.
  • Clients may become invulnerable and have several UI issues after entering the Undercroft in Duviri. 
  • Fixed the last completed stage of The Circuit restarting for Clients after Host decided to extract. 
  • Players who own the Kuva Hek or Vaykor Hek may still get the normal Hek in Teshin’s Cave offerings when it should be offering its more powerful variants. 
  • Spiral objectives not progressing after completing certain requirements. 
  • Becoming stuck in perma-ragdoll after getting hit with an Orowyrm projectile while mounting the Kaithe.
  • Rune Marrow is not affected by Resource Boosters.
  • Clients sometimes see other players’ Drifters without bodies after loading.
  • Certain Resources do not list their Drop Location in their on-hover description in the Foundry.
  • Lighting issues for Fish when Maw Feeding in multiplayer sessions. 
  • Warframe Configuration screen in Teshin’s Cave does not display equipped Archon Shards. This is a UI only issue – Equipped Archon Shards do apply their upgrades to Warframes in Cave. 
  • Kuva/Tenet weapons do not display their rolled stat bonuses when viewing builds in  Teshin’s Cave.
  • Toggling Crouch prevents Kaithes from Sprinting.
  • Certain items in Acrithis’ store do not have dioramas.
  • The Circuit Progress lost upon failing a Circuit mission is currently not reflected in the UI.

Warframe – Ver. 33.0.1

  • Release date: April 26th 2023 (North America, Europe) / April 27th 2023 (Japan)
  • Patch notes:

Nintendo Switch Specific Notes: 

  • Fixed EULA UI lingering on screen after returning to the Orbiter from mission. 
  • Fixed login failing if you mash the A button while the EULA is on the screen.

The Duviri Paradox Quest Changes 

  • Temporarily removed Kaithe Racing from The Duviri Paradox Quest and The Duviri Experience – replaced the Kaithe Racing Quest stages with Hidden Chest encounters.
    • We love our Kaithes! But we are currently battling some Quest and Duviri Experience progression stopping issues related to Kaithe races. So we are temporarily removing it to review and fix the issues. The team is aiming to add it back before the weekend hits! Yeehaw. 
  • Changed the hint text in the Quest to “Defeated the Chest’s Guardian” to “Open Chest and Defeat its Guardian” to better guide players on what to do during that stage.
  • Added more helpful transmissions to guide you through Orowyrm fight. 

The Duviri Paradox Quest Fixes: 

  • Fixed very old accounts not receiving The Duviri Paradox Quest on login. 
  • Fixed progstop where Kaithe would not spawn next to player after reviving during the “The Covetous Courtier” stage of the Quest. 
  • Fixed players that complete The Duviri Paradox Quest immediately after the Vor’s Prize Quest being unable to customize their Drifter in the Dormizone. 
  • Fixed jump-scare worthy camera placement on Drifter after falling off bridge with Kaithe during “Find a Way Across the Bridge” stage in Quest. 
  • Fixed Hidden Chest markers not clearing after the “The Prince of Fire” Stage of the Quest.
  • Fixed Drifter’s Guiding Hand ability leading players away from the intended location during the “Let The Hand Guide Your Escape” hint at the start of the Quest. 
  • Fixed double waypoints appearing for Hidden Chests after failing the hacking puzzle in the Quest.
  • Fixed reaching the waypoint during the Kaithe tutorial not triggering properly to continue onto the next stage. 
  • Fixed Dax combat tutorial not counting the second kill. 
  • Fixed background music sometimes playing under Teshin’s transmissions in the Quest. 
  • Fixed Dax enemies attempting to jump across the broken bridge to pursue you at the start of the Quest.
  • Fixed portal to return to Teshin’s Cave disappearing if player dies after collecting Paradox piece.
  • Fixed crash after aborting at the start of the Quest. 
  • Fixed script error during the first stage of the Quest.
  • Fixed script error during “The Covetous Courtier” stage of the Quest. 
  • Fixed script error during the “The Prince of Fire” stage of the Quest.
  • Fixed a rare crash during The Duviri Paradox Quest.
  • Fixed general script error in the Undercroft and upon aborting Undercroft stages of the Quest. 
  • Fixed script error in the closing cinematic of the Quest. 
  • Fixed script error after the Orowyrm appears for the first time in the Quest. 
  • Fixed script error during a specific Teshin sequence in the Quest. 
  • Fixed script error during combat tutorial against Dax at the start of the Quest.

Duviri Experience Changes: 

  • Made several improvements to the Drifter animations during the Orowyrm fight:
    • Polished the Drifter’s landing animation when hopping to the last node on the Orowyrm. 
    • Updated the Drifter to Orowyrm transition with brand new VFX and SFX – it is much more epic now! 
  • Reduced the window of time that Dax enemies can be stunlocked after perfect parrying. 

Duviri Experience Fixes: 

  • Fixed Client crash when Host Migrating during the Orowyrm stage transition (entering the portal). 
  • Fixed white screen and progstop when a player is dead while loading into the Orowyrm arena. 
  • Fixed an issue where Clients joining a new Host on Host Migration wouldn’t have their Decrees tracked properly. 
    • Their selected Decrees would be restored, but not their stacks – which was causing further issues with the formerly stacked Decrees if they were popped up again as an option.
  • Fixed Kaithe having orientation issues after using Herd Travel to jump to other players on the map.
  • Fixed being able to teleport to Materliths (Riding Rank 4 Intrinsic) while controlling the Orowyrm. 
  • Fixed certain Glyph Enigmas not showing Glyphs after shooting at discs (particularly when spawned next to towns in Duviri). 
  • Fixed Drifter bleedout/revive status missing in HUD. 
  • Fixed Exalted Weapons in Teshin’s Cave not using the same Mod Config as the chosen Warframe and instead use the Default Mod Config.
    • Exalted Weapons 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). 
  • Fixed spot-load hitch when taking control of the Orowyrm in the final stage of the Spiral. 
  • Fixed Clients being stuck as Drifter (and being unable to Transference back to Warframe) in the Undercroft after losing connection to the session. 
  • Fixed using Protea’s Temporal Anchor right after entering the Undercroft rewinding you back into the waiting area – causing you to be unable to leave or rejoin the Undercroft mission. 
  • Fixed having the “Melee with fire weapon input” toggle ON preventing Drifter from being able to perform Quick Shots while in Duviri. 
  • Fixed the Emergence Savior Arcane causing Clients in the Undercroft to be invincible. 
  • Fixed being unable to purchase from Acrithis in her Duviri locations using resources you collected during that session. 
  • Fixed “Unowned” tag appearing in the Default Mod Configs in Teshin’s Cave when you own the Warframe and all of the Mods in the Default Config. 
    • It should only appear when you don’t own one or more of the Mods listed.
  • Fixed hint marker for Hidden Chests disappearing during combat. 
  • Fixed issue where respawn animations would get canceled in Duviri when Transferring between Warframe and Drifter (using Transference Sync from Rank 3 Combat Drifter Intrinsic). 
  • Fixed Dax enemies not following their patrol paths and wandering off. 
  • Fixed the radius of the Dax enemies’ AOE attack during Envy Spiral not making contact when it looked like it should. 
  • Fixed Orowyrm beam attack not being colored properly to match the active Spiral. 
  • Fixed Orowyrm playing a repeated animation during cinematic in the second phase of the fight. 
  • Fixed Enigma activation VFX clipping through geometry and giving away the solutions from a distance. 
  • Fixed Clients seeing their Kaithe’s tail doubled in the loading screen sequences. 
  • Fixed Void Flood Ruptures in the Undercroft missing VFX when depositing Vitoplast.  
  • Fixed straw in the barns around Duviri being unlit and pitch black. 
  • Fixed extra large minimap markers for “Purge Limnus” encounters in the Duviri Landscape. 
  • Fixed script error when selecting a Warframe in Teshin’s Cave. 
  • Fixed script error if Host Migrating while tethering to the Orowyrm. 
  • Fixed script error when attempting to speak to citizens around Duviri.
  • Fixed script error caused by Last Gasp while fighting Orowyrm. 
  • Fixed script error related to Ghost Mirror encounters. 
  • Fixed script error with the Dax Equitem interacting with Dax Heralds.
  • Fixed script error with Sirocco’s charged shot.  

General Changes: 

  • Individual Kaithe customizations are now exclusively available to purchase from Teshin’s Cave. Kaithe Bundles are still available in the in-game Market! 
  • Made several fixes and updates to Incarnon Genesis weapon sound SFX. 
  • Adjusted the gain and pitch of the Sun & Moon melee weapon’s sound SFX. 

General Fixes: 

  • Hotdropped earlier today: 
    • Fixed being unable to start The Circuit because Reward Path choices were not saving.  
  • Fixed unintended release of the Operator Keeler Hood. 
    • Nora Night may have some future plans for this… but for the time being we will be running a script to remove the Hood from player accounts and refund the Platinum used! We will update this thread when the script has started/ended.
  • Fixed Azothane’s special shockwave attack (blocking + Melee Strike) not contributing to combo counter (when equipped on Warframe). 
  • Fixed being able to equip Guandao Riven Mods onto the Edun – Edun should only be using its own Rivens as intended. 
  • Fixed an extremely loud sound SFX occurring when the Assassin’s Rush Decree buff is triggered on enemy kill. 
  • Fixed crash when attempting to access Inventory after just completing The Duviri Paradox Quest as a brand new player. 
  • Fixed the Feldune Drifter Hood missing the hood open/close toggle functionality.
  • Fixed being unable to deploy Extractors to Zariman nodes. 
  • Fixed issues with the Drifter facial hair clipping into their faces and appearing patchy. 
  • Fixed Drifter hair not appearing during the Vor’s Prize Quest while the Ascaris Negator is equipped. 
  • Fixed being able to Donate the Watchful Paragrimm Decoration to Dojo.     
    • Seeing as this is a one-time purchase from Acrithis, we want to prevent accidental donations from occurring. 
  • Fixed soft-lock when contributing Dojo Research to the Greedy Milk K-Drive Scrawl in the Vent Kids Bash Lab. 
  • Fixed Clients not hearing or seeing the Host’s Cinta’s SFX/VFX.
  • Fixed the new Duviri Captura Scenes missing their descriptions. 
  • Fixed several [PH] tags in Incarnon Genesis Evolution descriptions. 
  • Fixed the “Operator Feldune Waistband” being incorrectly named as “Gear”. 
  • Fixed Drifter Facial Hair descriptions using PH text. 
  • Fixed several armor pieces having offset issues when equipped on the Baruuk Doan Skin, Drifter Loneryder Suit, Limbo Voidshell Skin, Wisp Somnium Skin and Bishamo Sets.
  • Fixed the Shell Compression Mod having an unintentionally high drop rate in The Circuit tiers.
  • Fixed being unable to chat-link the new Duviri Captura Scenes. 
  • Fixed Drifter ability UI overlapping with “Transference Ready” pop-up for Transference Sync (Rank 3 Combat Drifter Intrinsic) while using controller. 
  • Fixed controller virtual cursor snapping to loadout UI elements instead of the “Solo” Matchmaking option while using the D-Pad to navigate the dropdown.

Known Issues: 
Issues that were listed at the bottom of The Duviri Paradox Patchnotes – the following is an updated version of that list. Any remaining issues will continue to be reviewed for potential fixes in a future update/hotfix. 

  • (FIXED) Dying as the Client in Undercroft results in a white screen and revival.
  • (FIXED) Duviri Void Flood Ruptures are missing their VFX.
  • (FIXED) Using Protea‘s Temporal Anchor Ability can rewind you back into the Undercroft lobby where you cannot escape.
  • (FIXED) Feldune Drifter Hood does not have hood toggle functionality.
  • (FIXED) Unintentionally high drop rate for the Shell Compression Mod in The Circuit tiers. 
  • (FIXED) The following Host Migration issues: 
    • Fixed an issue where Clients joining a new Host on Host Migration wouldn’t have their Decrees tracked properly. 
      • Their selected Decrees would be restored, but not their stacks – which was causing further issues with the formerly stacked Decrees if they were popped up again as an option.
    • Fixed Client crash when Host Migrating during the Orowyrm stage transition (entering the portal).
  • Players who own the Kuva Hek or Vaykor Hek may still get the normal Hek in Teshin’s Cave offerings when it should be offering its more powerful variants. 
  • Host migration in both Duviri and the Undercroft leaving players with various issues. Spiral objectives not progressing after completing certain requirements. 
  • Becoming stuck in perma-ragdoll after getting hit with an Orowyrm projectile while mounting the Kaithe.
  • Rune Marrow is not affected by Resource Boosters.
  • Clients sometimes see other players’ Drifters without bodies after loading.
  • Certain Resources do not list their Drop Location in their on-hover description in the Foundry.
  • Lighting issues for Fish when Maw Feeding in multiplayer sessions. 
  • Warframe Configuration screen in Teshin’s Cave does not display equipped Archon Shards. This is a UI only issue – Equipped Archon Shards do apply their upgrades to Warframes in Cave. 
  • Kuva/Tenet weapons do not display their rolled stat bonuses when viewing builds in  Teshin’s Cave.
  • Toggling Crouch prevents Kaithes from Sprinting.
  • Certain items in Acrithis’ store do not have dioramas.
  • The Circuit Progress lost upon failing a Circuit mission is currently not reflected in the UI.

Warframe – Update 33 (The Duviri Paradox Update)

  • Release date: April 26th 2023 (North America, Europe) / April 27th 2023 (Japan)
  • File size: 2.3GB
  • Patch notes:

THE DUVIRI PARADOX HAS ARRIVED! 

Duviri is here! The precise where and when has been hard to pinpoint, but Drifter’s time in Duviri is finally becoming clear. Start The Duviri Paradox Quest to experience a never-ending spiral of life, death, and rebirth at the hands of Dominus Thrax. All Tenno, including those brand new to Warframe, will be able to dive into The Duviri Paradox straight away. After quest completion, there are three Game Modes for experiencing Duviri:

  • THE CIRCUIT: Focused on Warframe combat within the Undercroft, The Circuit revolves around endless gameplay objectives in the Undercroft with rotating weekly rewards. Pick your difficulty and reward track, complete rounds to fill out the track, and claim rewards such as new Arcanes, Incarnon Genesis, or even blueprints to build an entire Warframe! 
  • THE DUVIRI EXPERIENCE: Duviri as it is meant to be played – the Open Landscape experience with a Spiral story, side activities, and open exploration. This game mode  allows a Tenno to experience everything that Duviri has to offer.
  • THE LONE STORY: A streamlined version of Duviri with only the Spiral story for Tenno looking to face the Orowyrm’s fury as fast as possible. 

When exploring Duviri’s mind-bending reality, you can expect to encounter:

  • SPIRALS: Duviri is at the whim of Dominus Thrax’ Spiral, with each Spiral featuring its own story, unique threats, and changing environment for the citizens of Duviri.
  • DECREES: Specialized Drifter and Warframe upgrades unique to each Duviri visit. Completing activities in Duviri grants a choice between randomized upgrades, improving your chances against the challenges found in Duviri and The Undercroft. 
  • DRIFTER MELEE: Drifter has taken up melee weapons to fight back. Block incoming attacks to parry for a quick strike, or take Dax down hard with a Power Strike. 
  • THE UNDERCROFT: The Undercroft hosts familiar warriors of various origins, rewriting Duviri’s rules to allow Warframe combat. 
  • DRIFTER INTRINSICS: Enhance the Drifter within Duviri with permanent upgrades aimed to improve Combat, Riding, Opportunity, and Endurance.
  • KAITHE: A customizable mount able to carry you above, below, and through the many islands of Duviri.
  • SIDE ACTIVITIES: Duviri has significantly more to experience, including new enemies, Orowyrm boss fights, plus a wealth of side activities including Maw Feeding, Shawzin playing, Komi, with many others to find!  

The Duviri Paradox update comes with far more to discover beyond the bounds of Dominus Thrax’ imagined reality. There are new Incarnon Geneses, Arcanes, and Cosmetics which can all be used across Warframe: 

  • INCARNON GENESES: Imbue your weapons with the power of the Void, unlocking specialized upgrades. Masters of the Steel Path Circuit can earn these to breathe new power into a pool of old favorites. 
  • NEW MELEE WEAPONS: Drifters and Warframes alike can use five new Melee Weapons coming with Duviri! Take down the Orowyrm to earn Pathos Clamps and use them to unlock these new Weapons and their Blueprints.
  • NEW DELUXE SKINS & CUSTOMIZATIONS: Community artist concepts turned into reality, the Baruuk Doan and Wisp Somnium Collections are here! Look out for new Drifter Transference Suits, Drifter facial hair, and Visage Inks available on the Market for Platinum.

Duviri needs you, Drifter. Dominus Thrax controls the Spiral and only you can break the cycle. Each new Spiral is a chance to discover the power you hold and bring change – bring color – to Duviri. Challenge Dominus Thrax and earn your escape from this endless cycle. 

The Duviri Paradox is available to every Tenno, whether they’ve been playing for 10 years or are just starting today. 

It’s time to enter Duviri and break the never-ending spiral!

 

TABLE OF CONTENTS
We highly encourage you to read the full patch notes to learn all you can about The Duviri Paradox! But if you are looking for a specific topic, simply CTRL+F the following keywords to jump to its dedicated section (expand spoilers for full list): 

Spoiler
  • New Players, Choose Your Path 
  • The Duviri Paradox Quest
  • Enter Duviri 
  • The Duviri Experience
  • The Lone Story
  • The Circuit
  • Teshin’s Cave 
  • Select Loadout
  • Drifter Intrinsics
  • Select Drifter Melee Weapon
  • Drifter Combat 
  • Customize Drifter
  • Customize Kaithe
    • Kaithe In-Game Market Packs
  • The Spirals
    • The Spiral Tales
    • Decrees
    • The Undercroft
    • The Orowyrm 
  • Kaithe Mount 
    • Kaithe Controls 
    • Kaithe Abilities
  • Side Objectives
    • Maw Feeding
    • Conservation
    • Shawzin Playing 
    • Enigmas 
      • New Weapon: Cinta 
    • Hidden Chests
    • Play Komi
    • Kaithe Racing
    • Tamm Herding
    • Rescue Prisoners
    • Assemble The Shrines
    • Reconnect The Power Lines
  • Explore The Duviri Landscape 
    • Map Locations 
    • Duviri Enemies
    • Materliths
    • Duviri Resources
  • Duviri On The Steel Path
  • The Dormizone – A Passage Unlocked
  • The Lost Islands Of Duviri Fragments
  • The Duviri Vendor: Acrithis 
  • New Arcanes
  • New Gamemode: The Circuit
    • The Gameplay
    • Choose Your Reward Path
    • Steel Path Circuit 
  • Incarnon Genesis 
  • New In-Game Market Items & Bundles
  • New Dojo Room And Decorations
  • New Dojo Pigments 
  • Bishamo Hawk & Lark Armor Sets 
  • New Sound Ambience System
  • Additions 
  • Changes
  • Optimizations
  • Fixes

NEW PLAYERS, CHOOSE YOUR PATH 

If you are new to Warframe, welcome! Your journey starts now on a path of your choosing. Upon opening the game for the first time you will be presented with two options to get started: The Warframe Path or the Paradox Path! 

 

WARFRAME PATH
This path may feel natural to you, a warrior of curious origins and frightening power. This way lies a Warframe that you will command at once… with the marauding Grineer Empire closing in around you. 

Begin as the Warframe, a weapon possessing supernatural abilities and strength. Explore the Origin System and the many mysteries that lie within it. Your journey begins with your Awakening, where you will choose a starter Warframe and Weapons to take on the many challenges ahead. 

 

PARADOX PATH
A road less traveled. A looping paradox that spirals ‘round the folds of time and reality to begin your story from an end. Here you are a prisoner of a twisted king, powerless, or so it seems. 

Begin as the Drifter, a mysterious vagabond from a different timeline. Your journey begins with The Duviri Paradox Quest, where you will explore a place that exists outside of the bounds of the reality we know. From here you will still learn how to master the art of the Warframe, but for a different purpose.    

This may seem like a big decision now, but do not fear the commitment. For in time, these paths will eventually converge. Either path will uncover new truths, skills, and more that are beneficial to your overall progress regardless of the choice you make now. In other words, all of Warframe’s content will be accessible to you one way or another in due time! 

Before you are presented this decision, you will first be able to customize your game settings via a curated menu immediately upon login. Further customization options will become available as you progress in your chosen Path!  

 

THE DUVIRI PARADOX QUEST

Ever get that feeling you’re stuck? Spinning inside your little wheel, day in and day out. Only to find… you’re right back where you started.

The Drifter is trapped in Duviri, suspended in a never-ending cycle of life, death and rebirth for the entertainment of the Mad King, Dominus Thrax. When all hope feels lost, an unexpected arrival and the reappearance of friends both old and new may finally spell the answer to escape the Paradox. 

The Duviri Paradox Quest is a solo experience and is available immediately upon login for all existing players via the Codex or the new Duviri region in your Navigation. 

All players have access to this Quest, provided they are not currently committed to a restricted segment of another Quest (ex: The War Within, The New War, etc.).

Completing the Quest rewards you the following:  

  • Your very own Histornam Kaithe mount to use in Duviri 
  • The Sun & Moon Melee Weapon for Drifter 
  • The Sun & Moon Melee Weapon Blueprint for Warframes 
  • The Mountain’s Edge Dual Nikanas Stance Mod for Warframes
  • Access to enter The Duviri Experience, The Lone Story, and The Circuit (read the following section to learn how to enter Duviri)

Share your feedback and bug reports on The Duviri Paradox Quest here:
https://forums.warframe.com/forum/1826-the-duviri-paradox-quest/

ENTER DUVIRI 

Upon completing The Duviri Paradox Quest, the following Duviri entry points become available to you: 

Via the Navigation Console: 
Select the Duviri Region at the top right of the screen. 

Via the Dormizone: 
Any player who has completed the Duviri Paradox Quest can access the Dormizone through the Duviri Region in your Navigation. Those who have completed the Angels of the Zariman Quest can also access the Dormizone from its usual spot in the Zariman.

 

Via these entry points, Duviri can be experienced in 3 different ways; The Duviri Experience, The Lone Story, and The Circuit. Each with their own unique structure and gameplay! 

For players who have ventured into the Origin System, you will see some familiar systems cross over into the world of Duviri:

  • Your actions in Duviri contribute to Nightwave Acts. 
    • If you are a player who has not completed the Vor’s Prize Quest (i.e. you have only taken the Paradox Path), you will also be able to progress in Nightwave Acts. However, you will not be able to access the Nightwave Menu until you have completed Vor’s Prize. 
  • You can earn Affinity on owned Warframes and Weapons used in the Undercroft.
    • Standing for Pledged Syndicates can also be earned from this Affinity.
  • Relevant Boosters apply to your gameplay.
    • NOTE: Affinity Boosters do not impact the Drifter Intrinsics earned, as these rewards are not Affinity based.
  • Focus can be earned from equipped Lenses and from Thrax foes.

 

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.

Share your feedback and bug reports on The Duviri Experience here: 
https://forums.warframe.com/forum/1830-the-duviri-experience/

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.

Share your feedback and bug reports on The Lone Story here:
https://forums.warframe.com/forum/1830-the-duviri-experience/

THE CIRCUIT
A brand new Warframe-only gamemode. Battle through an endless chain of missions in the Undercroft with rotating weekly rewards. Read the full “The Circuit” section to learn more!

Share your feedback and bug reports on The Circuit here:
https://forums.warframe.com/forum/1824-the-circuit/

Each visit to Duviri via The Lone Story, The Duviri Experience, and The Circuit begins from TESHIN’S CAVE.
 

 

TESHIN’S CAVE 

Teshin’s Cave is where you make preparations for the challenges before you. Unlike other open landscapes, it is not a hub. It is just as much a part of Duviri as anything else, and acts as the true beginning to your journey within Duviri. 

Here you will be able to select a LOADOUT, invest in DRIFTER INTRINSICS, select/purchase a DRIFTER MELEE WEAPON, and customize your Drifter and KAITHE.  

SELECT LOADOUT

Upon entering Teshin’s Cave, you will be presented with randomized Warframe and Weapon options. These options are pulled directly from your Arsenal, and at least 1 of the options from each category (Warframe, Primary Weapon, Secondary Weapon, and Melee Weapon) will be something you do not own*. 

*Unowned Warframes and Weapons will always be the base version. This means only Excalibur, not Excalibur Prime; only the Hek, not the Vaykor Hek or Kuva Hek.

Unless of course you do in fact own everything – you go getter! In a similar fashion, if you have less than 10 unowned Warframes, those Warfames have a lower chance of appearing in the Cave to prevent repeated options across each Spiral. A similar methodology is applied to Weapon selections as well. 

The most powerful version (based on stats and bonus effects) of the Warframe and Weapon variants you own will be offered in Teshin’s Cave (e.g. Hildryn Prime vs. Hildryn if you own both). 

At the base rank of the Drifter Opportunity Intrinsics, 3 Warframe options, one of each Weapon type (Primary, Secondary, and Melee), and an additional weapon of any type are offered. Unlocking certain Opportunity Drifter Intrinsic Ranks will increase the number of Warframe and Weapon options available to choose from. Read the “Drifter Intrinsics” section below to learn more! 

Each new Spiral means a new set of randomized options become available, granting you new opportunities to take on whatever the mad king throws at you. Successfully extracting from a mission in Duviri (either by defeating the Orowyrm and using the Portal, or by selecting “Extract” in the Circuit Stage Completion Screen) will also randomize the equipment available in Teshin’s Cave on your next visit.   

Teshin’s Cave provides safe ground for you to test and practice all of the equipment available – you are not bound to any of your selections until you leave the Cave via the portal to the Duviri landscape, so play around as much as you like before committing! Swapping your Warframe or using the “Configure” context action will refill its Energy.
 

1. Select Your Warframe:
A most important choice is to be made – select from the Warframe options available to level the battlefield with their unique strengths and abilities. 

Teshin has a list of Warframes specially curated for Tenno who are Mastery Rank 3 and below. The following are intended to teach the foundations of the way of the Warframe:

  • Frost
  • Mirage
  • Nezha 
  • Oberon
  • Protea
  • Rhino
  • Saryn
  • Styanax 
  • Wukong 
  • Volt
  • Excalibur 
  • Mag  

Increasing your Mastery beyond Rank 3 by exploring the Origin System, and ranking up your equipment will unlock the full list of potential Warframes that can appear in Teshin’s Cave. 

You can learn about each of the Warframes available by approaching them and using the “Configure” context action. Here you see their stats and learn about their passive and abilities by hovering over each ability icon. 

2. Select Your Weapons: 
After selecting your Warframe, the next step becomes available – choosing which Primary, Secondary, and Melee Weapons to bring into the fray. 

You can view the stats of the Weapons available by approaching them and using the “Configure” context action. 

Modular weapons (Zaws & Kitguns) are not eligible to appear in Teshin’s Cave, as well as Heavy Weapons (since they require Gear Wheel access to spawn in mission). 

Warframe & Weapon Appearance: 
Warframes and Weapons you own use the Appearance Config A from your Arsenal, while those you don’t own are set to their default. To change the appearance of the Weapons you own, simply return to the Dormizone or Orbiter and customize Appearance Config A via the Arsenal. 

(TIP: You can drag Config names to change their order in both your Appearance and Upgrade menus)

In-Game Market – Teshin’s Cave Offerings:
If you wish to procure the items shown in Teshin’s Cave, there is a Duviri-specific “Teshin’s Cave Offerings” in-game Market tab that contains the Warframes and Weapons that appeared in your last visit to the Cave. 

 

From here you can gain instant access to these items by purchasing them with Platinum or learn about how you can earn them by exploring the Origin System!

3. Select Your Mod Configurations 
A crucial element to both Warframe and Weapons alike – power upgrades! Mods are quintessential to increasing your equipment’s effectiveness against enemies.  

Mod Configurations can be selected for your Warframe and Weapons by using the “Configure” context action when approaching them in Teshin’s Cave. 

 

Here you are able to choose from all of your existing Configs* for equipment that you own. DEFAULT MOD CONFIGS are also available and are the default option for unowned equipment. Configs with 40+ used Mod Capacity will appear first, instead of the Default Mod Config.

*Configs must have at least 1 Mod equipped to appear as an option. 

Existing Mod Configs available in Teshin’s Cave mirror those from your Arsenal, but also apply the following upgrades, such as:

  • Arcanes (tied to the specific Config it was equipped) 
    • Arcane Revives: In addition to the revives granted to Tenno who have unlocked Rank 3 (Determination) and 8 (Tenacity) of the Endurance Intrinsics, revives from Warframe Arcanes also apply to the total count usable in Duviri! 
  • Helminth Infused Abilities (tied to the specific Config it was assigned to) 
  • Helminth Invigorations (applied to all Configs)
  • Archon Shards (applied to all Configs)

Default Mod Configs:
Default Mod Configs are Mod presets for each of the Warframes and Weapons that appear in Teshin’s Cave. Each and every Warframe and Weapon have their very own curated combination of Mods based on their unique traits, strengths, and weaknesses. These are meant to be mid-game builds for newer players to use, but well-equipped Tenno can use their own builds instead if they choose to.

 

Warframes have 6 guaranteed Ability and Survivability Mods (Flow, Continuity, Streamline, Stretch, Intensify, and Vitality) and 2 Mods based on a Warframe’s specific Health, Shield, and Armor stats (e.g. Redirection, Steel Fiber, etc.).

Weapons have 3 guaranteed base Mods (like Serration, Split Chamber, and Vigilante Armaments for Primaries, or Pressure Point, Fury and Reach for Melees), 3 Mods determined by the weapon’s stat strengths (Critical Chance/Damage, Status Effect, etc.) and 2 Mods based on Damage type (Physical and Elemental Damage). 

Damage mods try to match the weapon’s existing strength, so for instance the flamethrower Ignis will only get Heat Damage Mods. There are specific situations where we override certain Mods, like not equipping Flow on Hildryn or Lavos, or excluding fire rate Mods on weapons like the Tonkor or Exergis.

Unowned Warframes and weapons use Default Mods exclusively (which can be viewed by using the “Configure” button). The “Configure” button will also show you details about the Warframe, such as their stats and abilities, so that you can get familiar with them before heading out into Duviri! 

You can swap between Mod Configs at any point in the Cave by simply re-approaching the pedestal where it spawned and use the “Configure” context action. 

To customize the Mods in your Mod Configs of owned equipment, return to the safety of your Orbiter or Dormizone to access the Arsenal. Any and all changes applied to the Mod Configs in your Arsenal will appear in Teshin’s Cave for the Warframe and Weapons you own. 

If you thrive in the unknown, you can also jump into Duviri without making any equipment  selections. Doing so will simply randomize a chosen loadout for you (including their Mod Configs). 
 

 

DRIFTER INTRINSICS 

Within TESHIN’S CAVE you can unlock the true power of the Drifter. Earn Drifter Intrinsic Points by completing the main stages of the Spirals, tackling side objectives within the Duviri landscape, and by surviving The Circuit. 

Intrinsics strengthen the Drifter by providing enhanced COMBAT capabilities, improved power and versatility when RIDING Kaithe, increased OPPORTUNITY, and a higher proclivity towards ENDURANCE while in Duviri. 

                                      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 weakpoint on enemies for 10s. Hitting a weakpoint will deal 3x damage.
 
Steadfast Dismount
While riding a Kaithe,
press your fourth ability to dismount and gain 150 Overguard. 150 second cooldown between uses. 
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.
 
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. 
 

INTRINSIC SPECIFICS

Steadfast Dismount – Overguard: 
Overguard is a defense mechanism that grants additional Health protection and provides Knockdown Immunity as long as there is an amount remaining. Read on to learn more about combat in Duviri! 

Deft Defender – Precise Parry:
Perform a Precise Parry by timing a Melee block at the exact moment an enemy is attacking. Doing so allows you to perform a finisher on them by Melee attacking while they are vulnerable.

Rank 9 Intrinsics: 
All Rank 9 Intrinsics apply outside of Duviri to both your Drifter and to Operator, which will allow you to take your earned abilities and apply them to your combat and experiences outside of the Paradox’s grasp. 

Equestrian Bond – Kaithe Summon: 
Tenno who have unlocked this Intrinsic will be able to summon their Kaithe for Warframe and Drifter to ride in Open Landscapes using the KAITHE SUMMON item in their Gear Wheel (similar to Archwing Launcher). Once equipped, it will automatically appear in the left corner of your Gear Wheel (similar to the Omni Tool in Railjack missions). Kaithe abilities are available as well! 

  • Note: Operators are currently not set-up to ride the Kaithe either in Duviri or in Open world missions, we may revisit the tech necessary for this functionality to occur but it won’t be available on launch. 

Mastery Points
Drifter Intrinsics also grants Mastery Points towards your next Mastery Rank test! Each Intrinsic Rank unlocked rewards 1,500 Mastery Points for a total of 60k after completing all categories. 
 

 

SELECT DRIFTER MELEE WEAPON

The Drifter is keen on close combat – give them the tools they need to devastate the enemies patrolling Duviri. 

In addition to the Sun & Moon Dual Nikanas earned from completing The Duviri Paradox Quest, there are other Melee weapons available to earn or purchase. Find them located in the far right corner of Teshin’s Cave. 

Each of the following Melee weapons can be used for both Warframe (Duviri and Origin System) and Drifter (Duviri only) combat and have unique attributes for each!

SUN & MOON
Teshin’s twin blades.

  • Warframe: Sun & Moon is the first of the Dual Nikana category! Paired with the new Mountain’s Edge Stance Mod, create sharp movements with wide reach.
  • Drifter: Power Strike sends forth two arcs of explosive energy.

SYAM 
Syam is at home in the hands of a focused warrior.

  • Warframe: Its Heavy Attacks send forth shockwaves.
  • Drifter: Power Strike unleashes a flurry of deadly slashes.

AZOTHANE
Azothane calls the visionary warrior to turn the tides of battle.

  • Warframe: Block and melee attack at the same time to plunge Azothane into the ground, damaging nearby enemies with a shockwave and adding to the combo counter.
  • Drifter: Power Strike plunges Azothane into the ground to summon five celestial blades that temporarily fight alongside Drifter and then explode.

EDUN
Edun befits a dextrous warrior.

  • Warframe: Heavy Attack to throw Edun. Edun explodes after it is embedded in an enemy.
  • Drifter: Power Strike stuns and blinds enemies by surrounding them with a cloud of dust.

SAMPOTES
A warrior who prefers brute force will make the most of Sampotes.

  • Warframe: Its Slams and Heavy Slams have an extended area of effect.
  • Drifter: Power Strike slams Sampotes into the ground to damage enemies with a shockwave.

There are two ways to obtain these Melee weapons: 

1. Instant Access with Platinum: 
Immediately unlocks for use by both Drifter and Warframe alike. The purchased Melee weapon can be equipped for Drifter via Teshin’s Cave before entering Duviri and via the Arsenal for Warframes. Each Melee weapon can be purchased individually or in the following bundle in the in-game Market!

HEAVY STRIKE MELEE BUNDLE
Strike your enemies down with weapons that are just as elegant as they are powerful. The Heavy Strike Melee Bundle includes the Azothane, Syam, Edun, and Sampotes melee weapons for your Drifter (Duviri) and Warframes (Duviri and Origin System). 

2. Earn Blueprints with Pathos Clamps: 
Immediately unlocks to be used by Drifter. For Warframe use, a Blueprint will be sent to your Foundry to be crafted. 

After obtaining your new Melee weapon, you can practice your melee skills on the dummy located to the right of the weapons. Here you can get familiar with the basics of meleeing as the Drifter.

Earning Mastery for these new Melee weapons is tied exclusively to Warframe use.

Read on to the DRIFTER COMBAT section below to learn more about how to wield your Melee weapon and more!
 

 

DRIFTER COMBAT 

Ready your Drifter with the skills necessary to take on the dangers of Duviri.

DRIFTER WEAPON ATTACKS 
In addition to the base Melee (Duviri only) and ranged attacks, the following can be performed with Drifter to catch enemies off guard. 

Quick Shot (Ranged)
Use LZ + RZ to take a quick shot with your Sirocco pistol while your Melee weapon is equipped. 

Power Strike (Melee)
Use LZ + R3 to use your current equipped Melee weapon’s specialized attack.

After performing a Power Strike, a cooldown meter will appear underneath your reticle to indicate when it can be used again. 

 

Target Lock (Melee)
Press Y to lock onto an enemy in your reticle (use again to disable and refocus onto another target if needed) to focus your Melee strikes on them. 

Target Lock also works on Conservation animals (not including ambient). 

Parry (Melee)
Hold LT to counter enemy melee and ranged attacks with a well timed block! Use melee attack to perform a finisher while they are vulnerable. Reflect ranged attacks from ranged enemies right before projectiles hit you. 
 

DRIFTER ABILITIES
The Drifter is equipped with abilities for increased mobility, tracking, and combat! Once you have unlocked your Abilities via the Duviri Paradox Quest, you can test them out freely in Teshin’s Cave!

1. Summon/Dismount Kaithe 
Unlocked at Rank 1 of the Riding Drifter Intrinsics. 

Summon your Kaithe. Cast again to dismount. Dismounting can also be performed by melee attacking and can occur when taking damage from enemies. 

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. 

3. Restorative 
Cast to restore 100 Health to Drifter and clear Status Effects. 

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. 
 

 

CUSTOMIZE DRIFTER

Approach the mirror in Teshin’s Cave to change your look to your liking! Select your Drifter’s Clothing (Facial Accessories, Transference Suit, Sigil, Attachments, Animation Sets, and Syandana) and their Features (Head, Hair/Beard Style, Eyes, Voice, and Visage Ink). 

There are endless combinations to dazzle the Duviri citizens and really give them a show!

New Drifter Transference Suits! 
The Drifter Loneryder and Feldune outfits are here and available for purchase! Each piece from these collections can be purchased separately or as a collection available in the in-game Market: 

 

Drifter Loneryder Collection
Look sharp after miles on the dusty trail. Fitted for The Drifter. Includes the Loneryder Hood, Suit, Sleeves, and Pants. 

 

Drifter Feldune Collection
Ready yourself for the heat of battle. Fitted for The Drifter. Includes the Feldune Hood, Suit, Sleeves, Pants and Gear. 

 

(Image features the Manipura and Aru Visage Inks)

New Visage Inks!
Several new Visage Inks are available to add more style to your Drifter! The Sharpshooter, Heavy Striker, Manipura, and Aru Visage Inks can be purchased with Platinum individually or in the following collection available in the in-game Market: 

Paradox Visage Ink Collection 
The Tales of Duviri storybook finds expression in these designs. The Paradox Visage Ink Collection includes Sharpshooter, Heavy Striker, Manipura, and Aru Visage Ink.

*Visage Ink can only be applied to Drifter. Each of these Visage Inks can also be purchased individually. 

 

New Drifter Beards! 
Facial hair is here for Drifter! There are 4 styles of beard to choose from when customizing your Drifter in the Arsenal, Dormizone, or Teshin’s Cave. In addition to the one free scruff style (Drifter Beard 004), the others can be purchased with Platinum from those locations. 

New Drifter Hairstyle!
A new hairstyle, Operator Cut 002, from the featured Drifter in The Duviri Paradox trailers is available for free to all Tenno with a Drifter — whether you have completed The Duviri Paradox Quest, or have accessed them in another way. 

 

(Image features the Drifter Noble Animation Set)

New Drifter Animation Sets! 
The Drifter Agile and Noble Animation Sets are here! They are available to equip for free in the Drifter customization screens under the Clothing > Animation Set tab. 

*Drifter animation sets are unique to the Drifter and cannot be equipped on Operator (and vice versa). 

 

(Image features the Aetigo Kaithe, Dyrncaul Chamfron, Aebolg Tail, and custom colors) 
 

CUSTOMIZE KAITHE

A trusty steed to help you traverse the Duviri Landscape! Adorn your mount with all the bells and whistles. Kaithes come with a variety of customizations to choose from! Make yours truly unique to you by changing their features, color, and more. Read the “Kaithe Mount” section to learn more! 

Pedigree 
Kaithes come in a multitude of species, each with their own history. The Histornam Kaithe is available after completing The Duviri Paradox Quest, while other Kaithe species are available for purchase with Platinum individually or in the in-game Market Packs listed below. Pedigree purchases come with their respective tails!

  • Aetigo: Aetigo Kaithes are a native species of Duviri’s southernmost island. Their emerald eyes once reflected the verdant plains they roamed, but when the island was reduced to ash, their eyes faded to nothing.
  • Histornam: It is said that the great Dominus Thrax prefers Histornam Kaithes above all other breeds. It was on the back of a Histornam Kaithe that Thrax himself learned to ride.
  • Psyacus: Psyacus Kaithes inspire fear in the faint of heart. Common wisdom among Duviri citizens holds that those who mount the Psyacus Kaithe must be either courageous or heartless.

Chamfrons
Chamfrons are stylish head armor each with its own unique flair. Individual Chamfroms are available for purchase with Platinum and are also part of the in-game Market Packs listed below. 

  • Sviari: The might of the Kaithe rider is expressed through the Sviari Chamfron’s sharp horns.
  • Dyrncaul: The Dyrncaul Chamfron’s curved horns are reminiscent of the Tamm, a creature whose happiness is said to bring good fortune.
  • Irdeni: The Irdeni Chamfron is reminiscent of the ever-changing hues in Duviri’s sky.
  • Kheyur: The Kheyur Chamfron benefits any formal occasion.

Tails
Tails can be obtained with Platinum by purchasing Pedigrees (which come with their respective Tails) or by purchasing individual Tails in Teshin’s Cave and in the in-game Market. They are also part of the in-game Market Packs listed below. 

  • Aetigo: The Aetigo Kaithe came into being with this dignified tail.
  • Histornam: The Histornam Kaithe came into being with this regal tail.
  • Psyacus: The Psyacus Kaithe came into being with this tapered tail.
  • Caersid: The Caersid Tail bespeaks the spirit of the vengeful warrior.
  • Heoro: A Kaithe with the Heoro Tail evokes glory.
  • Velific: Adorn the movements of an elegant Kaithe with the Velific Tail.
  • Aebolg: Bones laid bare in the Aebolg Tail are a reminder to appreciate the gift of life.

Saddles
For a Drifter looking to make their time riding on Kaithe as comfortable as can be. Individual Saddles are available for purchase with Platinum and are also part of the in-game Market Packs listed below.

  • Dovin: The Dovin Saddle’s deep curve and lightweight structure make for strong balance and gentle communication with the Kaithe.
  • Vaidurian: The Vaidurian Saddle’s comfortable and sturdy design is ideal for those long hours riding Kaithes.
  • Sohseki: Style and comfort meet in the Sohseki Saddle. Its padding provides stability and protection during jumps.

 

KAITHE IN-GAME MARKET PACKS
For Tenno who love Kaithes as much as Kaithes love them, the following packs are available for Platinum in the in-game Market!

Grassland Steed Pack
Tales of Duviri tells of Aetigo Kaithes that roamed verdant plains. The Grassland Steed Pack brings that aesthetic to life. 

Includes the Aetigo Kaithe, Caersid Tail, Svirari Chamfron, and Sohseki Saddle. 

Outland Steed Pack
Tales of Duviri tells of Psyacus Kaithes that inspired fear in the faint of heart. The Outland Steed Pack embodies a courageous aesthetic.

Includes the Psyacus Kaithe, Aebolg Tail, Irdeni Chamfron, and Dovin Saddle. 

Steed’s Regalia Pack
In Tales of Duviri, good riders ensure their Kaithes are well-appointed. 

Includes the Heoro Tail, Velific Tail, Dyrncaul Chamfron, Kheyur Chamfron, and Vaidurian Saddle. 

Royal Steed Pack
The Royal Steed Pack is worthy of a king. It contains everything from both the Grassland and Outland Steed Packs. It also includes the Steed’s Regalia Pack.

 

 

THE SPIRALS

The denizens of Duviri call upon the aid of the Drifter during each SPIRAL. Let the tale of a particular citizen of Duviri guide you through the tempest of Dominus Thrax’s emotional turmoil as they work through their own emotional journey. 

Complete a variety of challenges that force you to rely on a robust set of skills while earning DECREES that will grant you different tactical advantages throughout your mission. 

As you delve into each Spiral, your narrator will present you with tasks similar to Bounty Stages.  Overcome those within Duviri as the Drifter, and access portals to fight with your selected Warframe in THE UNDERCROFT. 

If you successfully make it to the finale of the respective Spiral, prepare to battle the OROWYRM and its WYRMLINGS

Completing main Spiral Stages and side objectives will earn you DRIFTER INTRINSICS and other rewards. Use these in your next visit to Teshin’s Cave to unlock new skills and abilities for the Drifter’s journey in Duviri. 

The Spiral Tales
Dominus Thrax is a creature of emotion, and his world is at the whim of his every Spiral. Each Spiral paints Duviri with a wash of intense emotion, altering its weather and environment, and inflicting chaos on all those who inhabit its lands. Learn more about how the Spirals affect Duviri in the “Explore Duviri Landscape” section. 
 

There are a total of 5 Spirals, each with their own unique story and featured characters narrated by a voice that may be distantly familiar to some Tenno. 

They rotate in the following order every 2 hours and change the landscape with it: 

1. JOY
Tale Of “The Harbinger of Joy” 
Don’t be fooled by the softness of Duviri during this Spiral, Tenno. The Harbinger of Joy tells the tale of Mathila. 

During the Joy Spiral, enemies are imbued with Void Damage, causing their attacks to take new form; from devastating waves of Void energy to health leeching pulses on impact. 

2. ANGER
Tale Of “The Prince of Fire” 
Skies of crimson engulf Duviri during this Spiral. The Prince of Fire tells the tale of Lodun and the rage felt over his royalty holding no real authority.

During the Anger Spiral, enemies are imbued with 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. 

3. ENVY
Tale of “The Covetous Courtier” 

The green gaze of envy watches you from the sky, Tenno. The Covetous Courtier tells the tale of Bombastine and his perpetual state of jealousy. 

During the Envy Spiral, enemies are imbued with Toxin Damage, causing their attacks to take new form; from acid-goo projectiles that splash on impact to acid geysers. 

4. SORROW
Tale of “The Sorrowful Soprano” 
Duviri’s bleak state leaves a shiver that reaches deep in the bone. The Sorrowful Soprana tells the tale of Luscinia and her indulging misery to excess. 

During the Sorrow Spiral, enemies are imbued with Cold Damage, causing their attacks to take new form; from ice spikes erupting from the ground to frozen areas of a chilling aura.

5. FEAR
Tale of “The Fearful Conspirator” 

Duviri is enveloped in the uncertainty of what lies next. The Fearful Conspirator tells the tale of Sythel and the fears that paralyze her. 

During the Fear Spiral, enemies are imbued with Electricity Damage, causing their attacks to take new form; from continuous beams of electricity arcs to teleportation maneuvers. 
 

Leaving Duviri: 
Whether you choose to see the conclusion of a Spiral or decide to depart Duviri early, all rewards and Intrinsics acquired in your mission will be saved as of your last-earned Decree. These indicate reward progress checkpoints and occur each time you complete a Side Objective (that rewards you a Decree) or main stage in the Spiral. 

Departing from the Duviri landscape is done by opening the pause menu and then selecting the “LEAVE DUVIRI” option to return to either the Dormizone or the Orbiter. 

For new players that chose the Drifter Path: The Orbiter option becomes available to you once you complete The Duviri Paradox Quest and head to the marker to “Begin the Warframe path with your next quest”. 

Another more unfortunate method of leaving Duviri is its draining of your life force and depleting of your revives. 

DECREES

Decrees are upgrades that apply to your Drifter and Warframe for the duration of your stay in the Duviri Landscape. Each visit to Duviri means a new opportunity to select different combinations to increase your power and utility. 

Decrees are earned by completing main stages, side objectives, and/or by surviving the Undercroft. If you are playing in a squad, all players are rewarded your earned Decree,  including the brave Drifters that assist with completing side objectives. 

Upon earning a Decree, a popup will appear instructing you to select from the options available: 

 

Choose one of the 3 (base Drifter Intrinsics) randomized options available each time you earn a Decree. The selected Decrees will remain active for the duration of your time in Duviri. Decrees are rewarded up until each of the ones you have obtained have reached their max amount of stacks, at which point a  “Decrees Exhausted” pop-up will occur to inform you that you have collected them all! 

 

Players may occasionally be presented with a Rare Decree in their selections, 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). 

Rare Decrees are guaranteed after completing a round in the Undercroft, by completing the final stage (slaying the Orowyrm) of the Spiral, and as a bonus one-time item in Acrithis’ Wares while in the Duviri Landscape!

The pips at the bottom of each Decree indicate the number required to reach max stacks.

 

Your chosen Decrees can be viewed via the pause menu at any time: 

 

Decrees also have several interactions with Drifter Intrinsics. Unlocking new Intrinsics can offer new benefits for every foray into Duviri, such as the ability to re-roll the offered Decrees up to three times per mission with the Rank 6 “Fresh Hand” Opportunity Intrinsic.

Here is a list of all of the possible Decrees you can earn in Duviri:
Values marked with an asterisk* can be stacked and are shown at max

Majestic Strike
Melee attacks hit twice.

Sweeping Blow
Melee Heavy Attacks that strike no enemy create a shockwave, dealing 180%* damage.

Venomous Touch
Every third melee attack deals 300%* Toxin Damage with guaranteed Status Chance.

Shattering Frost
Deal 240%* damage to enemies affected by Cold Status.

Luscinia’s Suffering
Nearby enemies are affected by Cold Status, slowing them.

Lodun’s Rage
Deal 50 Heat Damage per second* to nearby enemies with 15% Status Chance. Enemies stuck suffer +50% Heat Damage for 3 seconds. 

Deadly Momentum
While moving, deal 15% damage per second*. Stacks up to 150%*. Stacks steadily decay when you are stationary.

Tumbling Frost
Drop a frost explosive when you roll. The explosion deals 250 Cold Damage* to nearby enemies and applies 10 Cold Stacks. Explosion radius doubles for Warframes. 

Duelist’s Advantage
Your first shot after reloading deals +400%* damage.

Temporal Acceleration
Casting Abilities boosts movement speed by 150%* for 5 seconds.

Assassin’s Rush
On kill, gain 50% parkour speed for 7 seconds.

Persistent Attrition
The target becomes 10% more vulnerable to damage with each shot. 

Irresistible Bombardment
Each shot briefly increases fire rate by 30%* cumulatively. 

Hammer of Retribution
Ground Slam or Power Strike boost Attack Speed by 75%* for 5 seconds.

Royal Wrath
Each successful Melee hit grants cumulative 30%* Critical Chance for 3 seconds.

Smoldering Strike
Melee Attacks are imbued with fire, dealing 210%* Heat Damage.

Rising Agony
Critical melee hits grant 150%* Critical Damage for 7 seconds.

Bounce Back 
On Ability cast, refund 25% of Energy spent and 30% of Drifter Transference charge rate for 6 seconds.

Twofold Torment
Status Effects deal double damage.

Ranger’s Reload
Rolling reloads the equipped weapon.

Dueler’s Outburst
On Critical Hit, gain 90%* melee attack speed for 3 seconds.

Morale Boost
With full Health, Warframes regenerate 5 Energy per second and Drifter has 20% Transference regeneration.

Tactical Repositioning 
After taking damage, roll immediately to recover 75%* of the damage taken.

Killer’s Confidence
On melee kill, gain 120* OVERGUARD. Overguard boost doubles for Warframes.

  • Overguard is a defense mechanism that grants additional Health protection and provides Knockdown Immunity as long as there is an amount remaining. Read on to learn more about combat in Duviri! 

Nourishing Terror
Inflicting a Status Effect restores 100* Health.

Toxic Approach
During combat, leave behind a Toxin cloud every 10 seconds for 5 seconds. Enemies within the cloud suffer 25 Impact and 25 Toxin Damage per second.

Close Contagion
Foes inflicted with Status Effects have a 50% chance to spread that Status to enemies within 10m.

Fearsome Bonanza
Gain +100%* Damage for every enemy affected by Status within 20m.

Envious Economy
Casting an Ability grants a 90%* chance for the next Ability cast to have no cooldown for Drifter or cost no Energy for a Warframe. 

Proficient Fighter
Drifter Ability cooldown reduced by 45%*. Warframes gain +45%* Ability Efficiency.

Fleet-footed
Every Decree collected increases movement speed by 10%.

Critical Roll
After rolling, increase Critical Damage by 120%* for 4 seconds.

Between the Eyes
On Headshot, gain 150%* damage for 3 seconds.

Evasive Tremors
Rolling deals 300 damage* to nearby enemies and staggers them. Damage radius doubles for Warframes. 

Critical Frost
Critical Hits deal 200%* Cold Damage with a guaranteed Status Effect.

Vicious Barb
Critical Damage is doubled.

Bombastine’s Malice 
On Headshot, 30% chance for enemies near the target will be inflicted with 150%* Toxin.

Greedy Heal
Killing enemies restores 50%* Health.

 

 

THE UNDERCROFT

The veil between the world of Warframe and the kingdom of Duviri is thin. Thinner still in the Undercroft, where our reality and Dominus Thrax’s imagination collide. As you venture into the Kingdom of Duviri, you may come across Undercroft Portals as part of the Spiral Stages. The Undercroft is a Warframe and Operator only section of Duviri where you have use of your chosen Warframe and Weapons from Teshin’s Cave.

Upon entering a Portal, your task is to use the tools granted to you in Teshin’s Cave to survive the onslaught. Complete the mission objective presented, and be rewarded!

The current mission types available in the Undercroft are as follows: 

  • Defense (Defend 5 waves)
  • Survival (Survive 5 Minutes)
  • Excavation (Excavate 300 Cryotic)
  • Void Flood (Seal 5 Ruptures) 
  • Exterminate (Kill required number of Enemies)

As you explore these brand new mission tiles, you will come to learn the quirks and tricks needed to master the Undercroft:

  • 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. 

In the Undercroft, you will also come across foes from both the Origin System and Duviri, so pick your loadouts wisely! 
 

The Undercroft in The Lone Story and The Duviri Experience
For those venturing into the Undercroft via Portals in the Spiral stories, your time in the Undercroft is short. After completing the mission objective (ex: Defending 5 waves in Defense mission), you will be transported back into the Kingdom of Duviri to continue onto the next stage. 

Completion of Undercroft Portals from the Duviri Landscape reward the following:

  • 1x Decree
  • 6x Drifter Intrinsics
  • Duviri Resources

The Undercroft in The Circuit
The Circuit is an endless game mode that takes place exclusively in the Undercroft, with its own reward paths and features! Look for “The Circuit” section further down for more specifics on this game mode.  

 

 

THE OROWYRM 

A mighty airborne beast of tremendous scale who darkens the skies of Duviri. Its rumbling gives way to understanding that taking it down will not be an easy feat. Meet with this grand creature in the final stage of a Spiral. 

Its many defense mechanisms include emitting waves of energy down its body that repel any who get too close, as well as enlisting the help of WYRMLINGS to provide additional protection. Expect them to coil and swirl in tight circles before launching a fireball in your direction! 

Defeating the Orowyrm will require mastery of the Drifter and your chosen Warframe for a multi-stage fight across Duviri. As well as mastering your Kaithe mount’s flight controls – an important component to fighting the Orowyrm! 

Upon taking down an Orowyrm, a chest will appear for you to open. Doing so rewards 10x PATHOS CLAMPS (15x in Steel Path), 15x Drifter Intrinsics (22x in Steel Path), and a Rare Decree. Pathos Clamps can be exchanged for new Melee Weapons for Drifter and Warframe alike, used to imbue INCARNON GENESIS ADAPTERS into weapons, as well as traded for goods at ACRITHIS, who greets you at the end of the fight. Read the “Duviri’s Vendor: Acrithis” section to learn more about her and her wares!
 

 

KAITHE MOUNT 

Completing The Duviri Paradox Quest rewards you with your very own KAITHE, an equestrian mount with the power of flight! Kaithes provide Drifter a speedier method to traverse Duviri, whether on ground or in the skies.    

KAITHE CONTROLS 

Summon Kaithe: 
Reach the Riding Drifter Intrinsic Rank 1 to summon your Kaithe by using Drifter’s first ability binding. 

  • Default Binding: R (hold) then B

Take Flight: 

  • On Ground: Crouch and jump at the same time to take off, just like bullet jumping.
    • Default Binding: L (hold) then B) OR hold jump for liftoff 

    Airborne Kaithe: If you are falling while riding Kaithe, use the Roll binding to deploy Kaithe’s wings. 

    • Default Binding: L (tap while moving)

    Airborne Drifter: If you are falling as Drifter, summoning your Kaithe will auto deploy their wings to get you back to safe ground. 

    • Default Binding: R (hold) then B)

Flight Controls: 
There are two flight modes – glide and free.
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.

  • Ascend in Flight: Jump to climb higher into the skies.
    • Default Binding: B
  • Descend in Flight: Crouch to dive down. 
    • Default Binding: L (hold)
  • Roll in Flight: Perform a roll maneuver while flying, especially useful to dodge incoming projectiles!
    • Default Binding: L (tap while moving)

Increase Speed: 
Use the Sprint binding to kick up your Kaithe’s speed on the ground and in the skies.

  • Default Binding:  Press Left Stick

Reduce Speed: 

  • Use Crouch binding to slow Kaithe to a walk. 
    • Default Binding: Press Left Stick
  • In Flight: Release the Sprint button to slow your Kaithe’s speed in air. 

KAITHE ABILITIES
Kaithes have their own set of abilities that can be unlocked via the Riding Drifter Intrinsics. 

1st Ability – Summon & Mount/Dismount
Unlocked at Rank 1 of the Riding Drifter Intrinsics. 

Summon your Kaithe by using your first ability binding. Use the binding again to dismount from Kaithe. Dismounting can also be performed by melee attacking and can occur when taking damage from enemies. 

2nd Ability – Guiding Hand 
Available by default. 

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.

3rd Ability – Hoof Stomp
Unlocked at Rank 3 of the Riding Drifter Intrinsics. 

Kaithe aggressively stomps into the ground, even from flight, creating a shockwave to stagger and damage all enemies in the area. 

4th Ability – Steadfast Dismount
Unlocked at Rank 6 of the Riding Drifter Intrinsics. 

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.
 

SIDE OBJECTIVES 

Duviri comes with enough side objectives to keep even Dominus Thrax entertained. Completing Side Objectives rewards all players in your Squad a Decree, 3x Drifter Intrinsics, and Duviri Resources to make your time exploring Duviri easier. Many of the following side objectives are marked within the landscape:

 

 

MAW FEEDING
Fishing takes new form in Duviri – do away with Spears and Bait and step into the Maw to start the feeding frenzy! Maw Feeding can be started at Transference Pads located near bodies of water, where Drifter can take control of the Golden Maw for a short time to chase and chomp down fish. 

 

Maw Controls: 

  • Increase speed: Sprint binding 
  • Chomp: Weapon Fire and/or Melee Attack binding 
  • Rush Chomp: Jump binding 

Maw Feeding progress is tracked by a bar at the top of the screen, with two tiers of rewards to meet:

  • Tier 1 – 10 Fish Fed: Earn Fishing Resources (shared Squad-Wide)
  • Tier 2 – 15 Fish Fed: Additional Fishing Resources, and the chance to earn a live Duviri Fish that can be placed in the Aquarium of your Personal Quarters in your Orbiter.

Once per Duviri mission, reaching Tier 1 of Maw Feeding will also reward you 3x Drifter Intrinsics, Duviri Resources (non-fishing), and a Decree as well!

List of available Fish through Maw Feeding:

Inaak
Some theorize that Duviri stands upon the shell of a giant Inaak. Naturally, some wonder what the giant Inaak stands upon. The answer, of course, is other Inaaks, all the way down.

Xiran
The Golden Maw finds Xirans exceptionally delicious.

Haav
Haav prefer to swim near the surface. Duviri citizens often mistake them for logs, which can be startling when Haav show their fangs.

Namaes
The Namaes has evolved the ability to tense its tail muscles and use its tail as a fearsome weapon.

Seonn
The Seonn’s ability to flare its neck and hood makes it impossible for most predators to swallow, but the Golden Maw can overcome its defense.

The following resources can be obtained from Maw Feeding: 

Nacreous Pebble 
Collectors like to marvel at the peculiar origin of Nacreous Pebbles. Their beauty is the result of ordinary pebbles having been ingested and regurgitated by the Golden Maw.

Ariette Scale 
Each Duviri fish species has distinct features, but they all evolved beautiful chromatic scales.

Maw Fang 
Looks like someone got carried away during a delicious meal.
 

 

CONSERVATION
As you traverse through Duviri you may encounter creatures that have been doused in Void corruption and are easily agitated if you stray into their gaze. Koral, a citizen of Duviri who has a particular dedication to these creatures will let you know if there is one in need close by. You’ll be able to spot them from their distinct sentry-like gaze sweeping across the land, which will alert them to you if you stray too close to their inquisitive beams. They all have unique behavior while under the corruptive influence of the Void, tread carefully when attempting to cleanse these influenced beasts. 

If they become alerted to your presence, they will attempt to flee if given enough time or if too much damage is accidentally dealt. You will need to rely on a mixture of stealth and cunning to subdue these creatures, saving them from the chaos of the void itself.

Approach the Void-riddled beast and get in close enough to rid it of corruption. If alerted, you will need to subdue the creature before you can cleanse the animal of the Void. Once cleansed, the purified beast will be calm enough for you to pet them. Once pet, these newly freed beasts will lead you to a Hidden Chest as a show of gratitude.  

Conservation does require repeated button presses when subduing the creature. Note that there is an accessibility option for this input that will shift the required input from “Tap” to “Hold”. This option can be found under “Repeated Button Presses” within the Accessibility tab in the Options Menu. 

You will also encounter these same animals that happen to be perfectly calm and domesticated while exploring Duviri. These beasts are not in need of saving and can simply be pet if you so choose! Fear not, unlike their Void addled brethren, these creatures cannot be harmed or agitated by any stray attacks.

 

There are three animals you may encounter in need of saving:

Krubie
Krubies are fiercely loyal. They do not hesitate to risk their own safety for the good of their pack.

Tamm
Tamms delight in soft grass, fresh water, and companionship. Fortune smiles upon the shepherd who provides such things for the gentle Tamm.

Kexat
Kexats hunt Paragrimms and Rablits and love to be pampered.

 

 

SHAWZIN PLAYING 
Put on a show for the habitants of Duviri! Shawzins can be found near eager patrons looking to be serenaded, or in serene locations where a Drifter can play for themselves. Shawzin songs vary from location to location, and come with two difficulties to play: Normal and Virtuoso.

Completing a song on any difficulty will reward a Decree, 3 Intrinsics, and Resources, once per Shawzin Song per Duviri visit. Meaning once you have completed a song at one location, you’ll have to find a new Shawzin to play to earn more rewards — but if you simply want to enjoy the sounds of the Shawzin you can replay it as many times as you want! 

Complete each of the 12 Shawzin songs on their Virtuoso difficulty to receive the COURTLY SHAWZIN* – delight elite audiences with its elegant ornamentation and unique sound found only in Duviri. 

 

*Due to only being able to acquire this Shawzin once via playing in Duviri, players will be unable to Contribute this item to their Dojo Treasuries. 

Once obtained, it can be placed as a decoration in your Orbiter or Dormizone or played! To use, equip the Shawzin Emote onto your Emote Wheel in the Arsenal, and activate in mission to strum some chords!  Every Shawzin Song has its own unique location within the Duviri Kingdom, so explore Thrax’s world to find them all. 

Note: Seeing as Shawzin playing is a more relaxed activity, if there are enemies within 50 meters of it you will not be able to start your symphony until you’ve cleared the threat. 
 

ENIGMAS 
Duviri is riddled with a plenitude of mysterious puzzles known as Enigmas across its landscape! Look for Glyph plates in the area, apparitions from another time and place, and many many more oddities to solve and earn rewards. 

Certain puzzles require two players to begin – these will only ever appear in multiplayer Duviri sessions. Coordinate with your squadmates to solve these headscratchers! 

Possible Rewards for solving Enigmas include: 

  • CINTA Blueprints (New Primary Bow weapon) 
    • The drop rates increase when playing in a Squad!
  • Standard Side Objective reward of Duviri Resources, 1x Decree, and 3x Intrinsics
  • Enigma Gyrum – A token celebrating the successful solution of a Duviri Enigma. 
    • Earned exclusively from completing Enigmas and can be used to purchase the Watchful Paragrimm Decoration in Acrithis’ Wares!

NEW WEAPON: CINTA 
The versatile Cinta can fire arrows in quick succession, quickly charge a shock wave, or fully charge a powerful focused shot. 

The Cinta is eligible to appear as an option in Teshin’s Cave with Default Mods if you do not own it! In addition to earning its Blueprints in Duviri, it can be purchased for instant access from the in-game Market. 

Enigma solving can also appear as a Spiral stage.

 

 

UNLOCK CHESTS
Duviri has a wealth of locked chests just sitting around, waiting to be opened! Unlocking them requires one of a variety of tasks to be completed and doing so successfully will earn you the rewards sealed within. Prepare to reconnect power lines, master the new Duviri Hacking Puzzle, or defeat the hostile forces guarding them to access these chests’ riches. 

Hidden Chests can also appear as a Spiral stage. 

Duviri Hacking Puzzle: 
On many of the locked chests and challenges scattered throughout Duviri, you will encounter a puzzle that requires a mix of timing and patience to succeed. You will need to select nodes along rotating concentric rings and time your selections correctly to crack the code. 

 

There is the option to slow down or accelerate the speed of the rings, making it easier to pinpoint the nodes needed to complete the puzzle. 

Ring speed controls: 

  • Decrease puzzle rings’ speed using L or left on the D-pad
    Increase puzzle rings’ speed using R or right on the D-pad 

Note: Increasing or decreasing the speed for the ring rotations will not affect the speed of the timer for the puzzle.

If you are unable to solve the puzzle before the timer runs out, you will be confronted by a group of Dax enemies that will attempt to guard the chest. Once vanquished, you’ll be able to access the chest, unlocked. 
 

 

PLAY KOMI
Komi is a board game well known among the Duviri residents. Sit down as Drifter and play a nice, relaxing game of Komi with the locals by visiting nearby towns and finding a board to get the game started. 

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 can concede a game of Komi at any point – you can always try again!

Note: Seeing as Komi is a more relaxed activity, if there are enemies within 50 meters of you you will not be able to start the game until you’ve cleared the threat. 
 

 

KAITHE RACING
Put your riding skills to the test! Mount your Kaithe and race across the ground and through the sky to clear gates and complete the race in record time. Shooting race targets throughout the race grants additional time – the better your time, the better the rewards!

Kaithe Races can also appear as a Spiral stage. 

 

 

TAMM HERDING
Tamms have managed to escape and need to be led back into their pen! Approaching a Tamm on foot or Kaithe-back will scare it in the opposite direction, so track down a few Tamms and walk them back into their pen. 

Tamm Herding can also appear as a Spiral stage.

RESCUE PRISONERS
The Drifter isn’t the only one trapped in Duviri – several citizens have found themselves in unfortunate predicaments that require your assistance. Prevent foes from getting near the Prisoner in their attempt to capture them. Keep the Dax away for long enough (while staying close to the target yourself), and your rescue effort will be a sure success! Killing enemies increases the rate at which the prisoner can be freed. 

Prisoner Rescues can also appear as a Spiral stage.

 

 

ASSEMBLE THE SHRINES
Activate shrines found throughout the Duviri Landscape for rewards! Defeat attackers and collect Shrine pieces to put it back together. 

Assemble the Shrines can also appear as a Spiral stage.

 

 

RECONNECT THE POWER LINES
Sometimes the power goes out – even in Duviri! Reconnect power lines throughout the landscape to gain access to chests for rewards!

Reconnecting the Power Lines can also appear as a Spiral stage.
 

 

EXPLORE THE DUVIRI LANDSCAPE 

MAP LOCATIONS 
From caves to barracks and everything in between! Duviri has many locations to visit and explore. Some occupied by Dax soldiers and others by residents keen on kicking up a discussion. 

There are also special islands that appear based on the current active Spiral. Visit them to see what secrets they hold! 

The Archarbor 
Appears during the Joy, Envy, and Sorrow Spirals. 

The Amphitheater 
Appears during the Joy, Envy, Anger, and Fear Spirals. 

DUVIRI ENEMIES

Duviri is home to many unmet foes. Dax units at the whim of Dominus Thrax’s every Spiral, creatures who lurk in the shadows, and other formidable opponents who are bound to challenge your skill. Each Dax unit has its own specialty maneuvers that can be countered, watch for icons above their head to indicate when they are vulnerable to interrupt their next move. 

Dax enemy levels increase per stage by +2 (+5 on Steel Path).  When playing in a squad, their Health also increases with each squad member. 

Dax Herald
This Dax carries a banner to rally other Dax units nearby. They perform stabbing and slashing attacks with their polearm, and can summon a damaging field which they move towards the Drifter. Found across Duviri.

Dax Malleus
This hulking Dax carries a hammer that matches their size to slam and smash anything in their way. They are capable of projecting a shield and performing smashes that must be avoided rather than blocked. Found across Duviri.

Dax Gladius
This rank and file Dax of Dominus Thrax’s army carries a sword and prefers to fight up close and personal. Their attacks specialize in closing the gap with jumps and dashes. Their speed is paired with a powerful two-stage ground slam, causing an explosion down into the ground before sending it airborne moments later. Found across Duviri.

Dax Arcus
Dax Arcus are trained in the usage of bows, preferring to keep distance from their foe. They will retreat quickly if approached and fire precise shots from afar, occasionally raining down arrows within an area. Found across Duviri.

Liminus
A shadow creature with vicious claws and the ability to leech life. They hide when attacked, but will reappear moments later to continue their assault. They can be found in the darkest shadows of Duviri.

MINI BOSS: Dax Equitem
These Dax are trained in mounted combat, and will fight drifters while riding Kaithe-back. Equitem are tougher than other Dax and will require multiple finishing moves to take down. Found in Spiral Story objectives.
 

MATERLITHS
Monoliths of great stature, providing a healing aura to those who approach it. Found along the paths most traveled. 

They can also be teleported to once you achieve the Rank 4 Riding Intrinsic “Fast Travel” by opening the map and selecting the Materlith icons.

DUVIRI RESOURCES
The following resources can be found in any and all of your visits to Duviri – some by completing activities, others by harvesting resource formations, and more! Resources can be turned in at ACRITHIS for Wares, used to build new Duviri Weapons in your Foundry, or consumed as part of the Incarnon Genesis upgrade system.  Learn more about those various systems in their dedicated sections further below!

Kovnik Extract
Duviri citizens harvest Kovnik leaves to blend invigorating teas. 

Eevani Extract 
Duviri citizens have been known to mash Eevani leaves into a paste that alleviates the discomfort caused by fresh wounds.

Connla Sprout Extract
The water that courses through Connla Sprouts tastes sweet and refreshing.

Yao Shrub Extract 
The warm light of the Yao Shrub glows even within cold dark places.

Dracroot Extract 
Dracroot is a staple of the Wyrmling’s diet.

Tasoma Extract 
Duviri citizens plagued by nightmares seek Tasoma, because its stalks can be crushed to create juice that invites pleasant dreams. Unfortunately, it is difficult to forage Tasoma as it only grows in caves.

Silphsela
It is traditionally held that to see Silphsela floating in the air heralds an imminent change in the sky. Found from Sun Silphs. 

Saggen Pearl
Thrax warriors use the heavy liquid drawn from Saggen Wells to polish their weapons.

Aggristone
It is said that Aggri Formations are hardened saliva from mighty Orowyrms. Duviri citizens believe Aggristones are powerful talismans. 

Rune Marrow
Rune Marrow erupts from Duviri’s core. It is found exclusively in the Undercroft. 

Lamentus
A whisper of the fallen. Dropped from slain Dax enemies on the Duviri Landscape. 

Pathos Clamp
The manifestation of Thrax’s malevolence that shapes the Orowyrms’ outbursts.

Nacreous Pebble (Maw Feeding) 
Collectors like to marvel at the peculiar origin of Nacreous Pebbles. Their beauty is the result of ordinary pebbles having been ingested and regurgitated by the Golden Maw.

Ariette Scale (Maw Feeding) 
Each Duviri fish species has distinct features, but they all evolved beautiful chromatic scales.

Maw Fang (Maw Feeding) 
Looks like someone got carried away during a delicious meal.

 

DUVIRI ON THE STEEL PATH

Experience Duviri on an entirely new level with The Steel Path! For those unfamiliar with this path, it is a difficulty modifier for existing nodes in the Star Chart to test your strength against significantly more difficult enemies. 

How to Unlock for Duviri: 
If you do not already have The Steel Path available to you, players must complete all of the nodes in the Origin System’s Star Chart and then speak to Teshin in the Relays. Upon doing this, and completing the Duviri Paradox Quest, the Steel Path toggle will appear for the Duviri Region to enable/disable these mission variants. 

Note: Duviri missions are not required to unlock the Steel Path, as previously seen with the Empyrean Star Chart.

Duviri Steel Path Modifiers: 
Difficulty scaling for Duviri is different from what you may be used to in the regular Star Chart, as it is quite unlike the rest of Warframe. 

In the Duviri landscape, enemy level is increased by +20 but with no additional modifiers to Health, Shield, or Armor. The Orowyrm fight at the end of Spiral also has additional stages and mechanics for those who want to engage in a more challenging fight — with extra rewards for your effort. Traveling Duviri on the Steel Path earns you additional Intrinsics upon defeating the Orowyrm (22 instead of the usual 15), as well as extra Pathos Clamps (15 instead of 10). 

In the Undercroft, enemies have the default Steel Path modifiers of +100 enemy level, 250% Health, Shield and Armor. 

These enemy modifiers are indicated upon hovering over the Steel Path toggle in the Duviri Navigation screen. 

Seeing as Duviri exists beyond the confines of the Origin System, Acolytes do not spawn here. However, Steel Essence is still rewarded for each mode: 

  • The Circuit: Via the 9th Reward Tier (read The Circuit section below for full details)
  • The Duviri Landscape: 5x Steel Essence rewarded for defeating the Orowyrm. 

Note: The Steel Path Trophy and Emote for the Duviri Region will be coming in a later update. Thank you for your patience! 

 

THE DORMIZONE – A PASSAGE UNLOCKED

For those who have not yet ventured to the Zariman, Duviri will be your first introduction to the Dormizone – another place of respite for your Tenno. 

For pre-Angels of the Zariman players, you can now visit the Dormizone after the completion of the Duviri Paradox Quest via the Duviri Region in your Navigation. Whether you are new to or already familiar with the Dormizone, you can venture behind a previously-locked door to access Duviri. In the passage to Teshin’s Cave, you will also find the following:     

  • Drifter Intrinsics
  • The Lost Islands of Duviri Fragments
  • Acrithis and her Wares 
  • Access to the Arsenal and Drifter Appearance via Mirror
     

THE LOST ISLANDS OF DUVIRI FRAGMENTS

The logs of Acrithis the archivist uncover much more about the Lost Islands of Duviri. Collect the Lost Islands of Duviri Fragments scattered throughout to unlock her findings in the Codex. Listen for their distinct song when you are near one. 

 

Access these stories after completing the required amount of pickups via the Codex in the Orbiter > Universe > Fragments > Duviri, or visit Acrithis’ archives in the Dormizone. 

Collecting a Fragment will also reward you with 5x Drifter Intrinsics. 

 

THE DUVIRI VENDOR: ACRITHIS 

Acrithis aids you in bridging the world of Warframe and the Kingdom of Duviri. Browse her wares to exchange Duviri Resources for those found in the Origin System, purchase Captura Scenes of the Duviri Landscape, and obtain new Duviri-themed Decorations. 

Here, you can also trade in your Pathos Clamps (earned by defeating the Orowyrm) for various rarities. Five of these offerings will be available to purchase each week, rotating at Sundays at 00:00 UTC:

  • Orokin Reactor and Catalyst Blueprints
  • Exilus and Arcane Adapters
  • Riven Mods
  • Forma Blueprints
  • Kuva

Duviri Arcanes can also be purchased from Acrithis upon reaching Rank 9 in your Opportunity Intrinsic. One Arcane can be exchanged for Pathos Clamps once per day, with wares rotating daily at 00:00 UTC:

  • Arcane Reaper 
  • Arcane Intention 
  • Primary Exhilarate
  • Longbow Sharpshot 
  • Shotgun Vendetta 
  • Primary Obstruct
  • Secondary Shiver
  • Magus Aggress

Other Wares that Acrithis offers:

  • Duviri Captura Scenes (One Per Day, rotating daily at 00:00 UTC. 
  • Origin System Resources (Rotating every few hours)
  • Duviri-Themed Decorations (Rotating every few hours)
  • Watchful Paragrimm Decoration (exchanged for Enigma Gyrum earned by completing Enigmas across Duviri)

Acrithis’ wares rotate often, so be sure to visit her during your journeys to Duviri to see all that she has to offer. Should you not wish to find her in your Dormizone, you can also find her in the Duviri Landscape with the help of her custom Map icon

  • In her Carriage, which changes location depending on the current Spiral 
  • In the courtyard of The King’s Palace after defeating the Orowyrm
     

 

In addition to her usual wares, if you are lucky enough to come across her path in Duviri she will offer a Rare Decree for purchase. It can only be purchased once during your visit in Duviri. 
 

NEW ARCANES
Enhance your equipment with these new Arcanes. 

Stats shown below are at max rank.

Arcane Reaper (Warframe)
On Melee Kill: Regenerate +24 Heal Rate/s and +660 Armor per second for 10s.

Arcane Intention (Warframe) 
Gain +250 Max Health per active channeled ability. 

Primary Exhilarate
On Weapon Impact Status Effect: Regenerate +1.2 Energy Regen/s for 10s. Stacks up to 3x.

Longbow Sharpshot (Primary – Bow Only)
On Headshot: Next shot deals +300% damage on your next shot.

Shotgun Vendetta (Primary – Shotgun Only)
On shotgun Kill Within 5m of target: Gain +180% Multishot and +75% Reload Speed for 15s.

Primary Obstruct
On Weapon Magnetic Status Effect: Enemy weapons jam within 15m. Cooldown 10s.

Secondary Shiver
Enemies take +45% damage per stack of Cold Status. 

Magus Aggress (Operator)
On Warframe Melee Transference: Heavy Blades deal +300% Critical Damage for 4 consecutive attacks. Cooldown 20s. 
 

DUVIRI CAPTURA SCENES
Brand new Captura Scenes are here! Strike a pose in these scenic locations from the Duviri Landscape itself. 

  • Undercroft Opera Scene 
  • Undercroft Park Scene
  • Orowyrm Arena Scene 
  • Mainland Hamlets Scene
  • Netherbarrow Region Scene
  • Upperhaven Scene
  • Castle Town Scene 
  • Teshin’s Cave Scene 
  • Archarbor Scene 
  • Amphitheater Scene 

DUVIRI DECORATIONS
Make your house a home with these Duviri staples! 

  • Artisan Pot (Wide, White)
  • Artisan Pot (Tall, White)
  • Artisan Pot (Wide, Green)
  • Artisan Pot (Tall, Green)
  • Artisan Pot (Short, Green)
  • Hamlet Planter (Esphal)
  • Hamlet Planter (Hyssic)
  • Hamlet Planter (Fenn)
  • Duviri Drink Mug
  • Duviri Drink Thermos
  • Duviri Drink Flask
  • Artisan Barrel (Short)
  • Artisan Barrel (Long)
     

 

NEW GAMEMODE: THE CIRCUIT

In The Circuit, master the equipment Teshin has offered you in an endless series of Undercroft  Stages to prove your mettle and progress towards weekly rewards. Two paths are available to you to, each with their own award:

  • Normal Circuit, for Warframe acquisition
  • Steel Path Circuit, to obtain Incarnon Genesis 

Similar to your other experiences in Duviri, your path on the Circuit is shaped by the current Spiral. Before you venture into the Undercroft, you must pass through Teshin’s Cave and pick your loadout from the Warframes and Weapons available. 

(Note: the equipment you can choose from per Spiral will be the same across all versions of Duviri, including both variants of the Circuit.)

Unlike the rest of Duviri, in the Circuit you will primarily play as your Warframe, and have full access to your Operator or Drifter as you know them in the Origin System. The Focus School and Operator Equipment (including Amps, Arcanes, and Appearance) of your active loadout upon entering Teshin’s Cave will be what is used in the Undercroft — including your choice of Operator or Drifter, for those who know what that means. 

The Gameplay
Once you have your equipment decided, the Circuit awaits beyond the portal! Here, you will be thrown into a randomized series of missions in an endless loop — until you decide to extract, of course! 

The list of available mission types are as follows:

  • Defense (Defend 5 waves)
  • Survival (Survive 5 Minutes)
  • Excavation (Excavate 300 Cryotic)
  • Void Flood (Seal 5 Ruptures) 
  • Exterminate (Kill required Enemies)

While these mission types may seem familiar to you, the foes you will encounter will be a mixture of new and old, across a variety of factions! After the completion of each Stage, the Mission Type of the following Stage will be visible in the Stage Completion screen, to help you decide whether to continue, or Extract. 

At the completion of every Stage, there are four guaranteed rewards:

  • 1x Decree
  • 4x Drifter Intrinsics
  • Duviri Resources
  • Circuit Progress

Unlike regular endless missions with rotation-based drop tables, the main rewards are earned via Reward Tiers which are unlocked with Circuit Progress. We’ll get more into that shortly!

Gameplay Restrictions
You may have access to your Warframe and Operator (if you have one from completing The Second Dream Quest in the Origin System), but it’s still not quite the reality you’re used to. In the Undercroft, your Gear Wheel and Companions/Sentinels are unavailable, but all players are given innate Enemy Sense. 

Given the variety of mission types you can come across, you can customize your builds beforehand and select the best configuration in Teshin’s Cave tailored to your Circuit experience!

Decree Fragments
Scattered around each mission tile are Decree Fragments — found via their tell-tale glow. Collect three Fragments to earn an extra Decree for your squad, as well as 3x Intrinsics and Duviri Resources. Three Fragments spawn per tile, but your Fragment progress persists across Stages if you complete your objective before finding them all. 

 

Choose Your Reward Path

Before entering the Circuit, you must make a choice: what Reward Path do you wish to take? 

Note: If you have yet to select your reward path and are sent an invite to join a squad in The Circuit, you will be prompted to select your reward path first before joining!

Normal Circuit:
The reward path for Normal Circuit Missions centers around Warframes. The first time you enter the Normal Circuit each week (following the weekly reset on Sundays at 00:00 UTC), you will be prompted to select a Warframe to work towards, from a pool of three choices. This selection is required before you can play Normal Circuit missions, and cannot be changed once confirmed — so choose wisely!

The Warframes currently available in the Normal Circuit are those with Prime Variants available, and/or those not acquirable via Dojo Research. Three Warframes will be available to choose from each week. A full list of Warframes available in the Circuit can be found below, scheduled in the following order (release order, for those savvy Tenno out there):

Spoiler

Excalibur
Trinity
Ember
Loki
Mag
Rhino
Ash
Frost
Nyx
Saryn
Vauban
Nova
Nekros
Valkyr
Oberon
Hydroid
Mirage
Limbo
Mesa
Chroma
Atlas
Ivara
Inaros
Titania
Nidus
Octavia
Harrow
Gara
Khora
Revenant
Garuda
Baruuk
Hildryn

The exact weekly rotation will change as more Warframes get added to this pool, but here is an example of how the weekly schedules look upon launch:

Week 1:
Excalibur
Trinity
Ember

Week 2:
Loki
Mag
Rhino

Week 3: 
Ash
Frost
Nyx

And so on!

With your reward path selected, you’ll be provided with a full view of your reward tiers for the week. Each Stage you complete will contribute Circuit Progress towards your Reward Tiers in the Circuit. We’ll cover this more in-depth a little later. 

 

The items in your Reward Path include your selected Warframe’s Blueprints, an Augment for said Warframe, and an assortment of other items pulled from curated Reward Pools. 

Normal Circuit Reward Tiers
There are 10 Tiers a player must progress through to earn the full Warframe, with guaranteed items at certain Tiers each week:

  • Tier 2: Warframe Neuroptics Blueprint
  • Tier 4: Rare Mod
  • Tier 5: Warframe Chassis Blueprint
  • Tier 7: Warframe Augment Mod
  • Tier 8: Warframe Systems Blueprint
  • Tier 9: Common Warframe Arcane
  • Tier 10: Warframe Blueprint

Note: These are of your chosen Warframe for the Circuit that week. 

The remaining tiers (1, 3, 4, 6, and 9) are randomized rewards pulled from the aforementioned curated Reward Pools, which vary per tier.

Here is an overview of what can be found in these Reward Pools:

  • Duviri Resources and Endo
  • Mods (from Serration, to Corrosive Projection, to Burning Wasp, to Patagium and much much more)
  • Rare Mods – Tier 4 and 6 Only (from Continuity, to Argon Scope, to Iron Phoenix, and more)
  • Mastery Rank 2 Weapon Blueprints
  • Common Warframe Arcanes
  • 10,000 and 50,000 Credit Caches

Normal Circuit Rewards past Tier 10
Should you continue to play the Circuit after completing your main Reward Track for the week, you can unlock further Tiers, with a chance of receiving either 1,500 Credits or 250 Endo per Tier. 

A full overview of Circuit Reward Tier drop tables can be found on the official Drop Tables website, under the name “Duviri Endless”. 

These are offered as additional rewards for those who continue to play the Circuit because they find it engaging, but are not designed to be incentives to continue in this gamemode after you’ve finished your Reward Track for the week. 

Steel Path Circuit
Your journey in the Steel Path Circuit will be towards earning new Incarnon Genesis Adapters that can be installed across a variety of Weapons. The first time you enter the Steel Path Circuit each week (following the weekly reset on Sundays at 00:00 UTC), you will be prompted to select two Incarnon Genesis from a pool of five choices. 

 

Be mindful of the order you select them in, as this will decide what tier they are available at in your Reward Path. Your first choice will be unlocked at Tier 5, and your second choice at Tier 10. This order is reflected in the Tier icons above your selections. 

You can deselect and re-select Incarnons to get them in the order you wish. Once you’re satisfied, you can confirm your selections and they will be locked in for the week. 

Thirty total Incarnon Genesis can be acquired from the Steel Path Circuit at launch. Five of these will be available to choose from each week on a rotating schedule. Earning these Incarnon Genesis does not require you owning the actual Weapon — we’ll cover the installment process in the “Incarnon Genesis” section further down. 

Steel Path Circuit – Incarnon Genesis Schedule

  • Week 1: Braton, Lato, Skana, Paris, Kunai
  • Week 2: Bo, Latron, Furis, Furax, Strun
  • Week 3: Lex, Magistar, Boltor, Bronco, Ceramic Dagger
  • Week 4: Torid, Dual Toxocyst, Dual Ichor, Miter, Atomos
  • Week 5: Ack & Brunt, Soma, Vasto, Nami Solo, Burston
  • Week 6: Zylok, Sibear, Dread, Despair, Hate

Once Week 6 passes, the schedule repeats. 

With your reward path selected, you’ll be provided with a full view of your reward tiers for the week. Each Stage you complete will contribute Circuit Progress towards your Reward Tiers in the Circuit. The items in your Reward Path include your selected Incarnon Genesis, Steel Essence, and an assortment of other items pulled from curated Reward Pools. 
 

Steel Path Circuit Reward Tiers
There are 10 Tiers a player must progress through to earn both Incarnon Genesis, with guaranteed items at certain Tiers each week:

  • Tier 2 and 8: 1 x Legendary Duviri Arcane (Arcane Reaper, Secondary Shiver, or Longbow Sharpshot)
  • Tier 5: First Incarnon Genesis Selected
  • Tier 9: 25 x Steel Essence
  • Tier 10: Second Incarnon Genesis Selected

The remaining tiers are randomized rewards pulled from the aforementioned curated Reward Pools, which vary per tier.

Here is an overview of what can be found in these Reward Pools:

  • New Duviri Arcanes 
  • Duviri Resources
  • 6000 Kuva and 6000 Endo caches
  • 3x Riven Slivers
  • Exilus Adapter and Regular Forma Blueprints
  • Riven Mods
  • 3-Day Boosters

NOTE: Steel Essence is not rewarded for each Stage completed, nor do Acolytes spawn in the Circuit, which is why you see those rewards reflected in the Reward Pool instead! 

Steel Path Circuit Rewards past Tier 10
Should you continue to play the Circuit after completing your main Reward Track for the week, you can unlock further Tiers pulled from a separate Reward Pool of Duviri Arcanes (excluding the three Legendary Arcanes), Endo, and Credits.

A full overview of Circuit Reward Tier drop tables can be found on the official Drop Tables website, under the name “Duviri Endless” (Tiers marked as “Hard”). 
 

These are offered as additional rewards for those who continue to play the Circuit because they find it engaging, but are not designed to be incentives to continue in this gamemode after you’ve finished your Reward Track for the week. 

Other Rewards available in the Circuit:
Outside of what you earn in your Circuit Tiers, players also earn the following rewards in the Circuit:

  • Rune Marrow (exclusively found in the Undercroft)
  • Cryotic (from Excavators if you come across that game mode)
  • Duviri Resources rewarded upon Stage Completion and collection of 3 Decree Fragments
  • Drifter Intrinsics rewarded upon Stage Completion (4) and collection of Decree Fragments (3)

Players will also earn Affinity on owned Warframes and Weapons that are equipped in the Circuit, in addition to Focus from equipped Lenses and killed Thrax foes (upon completion of The Second Dream Quest). 
 

Earning Circuit Progress to Unlock Tiers 
With every Stage you complete in the Circuit, you will earn Circuit Progress, which will be reflected both in your Mission Progress screen and in your Stage Completion Screen. The more Stages you complete consecutively in the Circuit, the more Circuit Progress you will earn. 

 

If you fail or leave The Circuit, you lose the Circuit Progress you earned for that round. 

This value increases from 100 Circuit Progress from your first Stage completed, up to a maximum of 170 on Stage 5. 

  • 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

As mentioned in the list above, players will also receive a one-time daily bonus of 50 Circuit Progress for completing Stage 4. This can only be earned once per day and eligibility resets daily at 17:00 UTC (or 16:00 UTC during Daylight Savings Time).  

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 to reflect the higher difficulty — and better rewards! 

Share your feedback and bug reports on The Circuit here:
https://forums.warframe.com/forum/1824-the-circuit/

 

INCARNON GENESIS 
(Plural: Incarnon Geneses) 

Adopt the power of the Incarnon onto your Arsenal with the new Incarnon Genesis! Incarnon Genesis is a new way to bring some life back into long-beloved, if sometimes-forgotten, weapons found in Warframe. If you are familiar with Incarnon Weapons from the Zariman, this system is similar — but instead of the Incarnon status being imbued in the weapon, one must install an Incarnon Genesis to unlock it!

How to Access Incarnon Genesis: 

  • Complete the Angels of the Zariman Quest to gain access to Cavalero in the Chrysalith. 
  • Complete all nodes in the Star Chart to access the Steel Path
  • Complete the Duviri Paradox Quest to access The Circuit on the Steel Path

In this update, the following weapons (including all of their variants, such as MK-1, Vandal, Prime, etc.) are eligible to be upgraded with Incarnon Genesis. We are planning on adding more eligible weapons in the future! 
 

Primary: 
Braton
Paris
Latron
Strun
Dread
Burston
Miter
Torid
Boltor 
Soma

Secondary: 
Despair
Lato
Zylok
Kunai
Furis
Vasto
Atomos
Dual Toxocyst 
Bronco
Lex

Melee: 
Skana
Hate
Sibear
Bo
Furax
Nami Solo
Ack & Brunt 
Dual Ichor 
Ceramic Dagger
Magistar 
 

Acquisition
Incarnon Geneses are acquired via the Steel Path Circuit Rewards. Players have the choice of 2 Incarnon Geneses from a list of 5 each week, which are then obtained by earning enough Circuit Progress to access the Reward Tier. For full details on acquisition, visit the “Steel Path Circuit” section above.

Once you have unlocked your Incarnon Genesis Tier, the item will be delivered to your inventory for you to install in your weapon variant of choice!

Installation 
Installing an Incarnon Genesis requires a trip to Cavalero in the Chrysalith on the Zariman! Before you head there, there are a few things you require: 

1. The Incarnon Genesis itself!
See above for acquisition. 

2. A Compatible Weapon 
You can easily tell the weapon compatibility in your Arsenal — look for a special description added to it when equipped. 

3. The Necessary Resources
A resource investment is needed to properly perform Incarnon Genesis. Each Incarnon requires 20x Pathos Clamps and a variety of Duviri Resources to be installed. 

Once everything is in-hand, head over to Cavalero and access the “Evolve Incarnon Weapons” menu to perform Genesis. 

Similar to other Incarnon weapons, you will have to complete certain challenges with the weapons equipped to unlock further evolutions!

 

NEW IN-GAME MARKET ITEMS & BUNDLES

The following items and bundles (in addition to all previously mentioned in the above sections) are available for Platinum in the in-game Market!

Dedicated Market tabs are available to help you browse the latest and greatest new items and bundles available in this update: 

  • The Duviri Paradox: Lists the main bundles and individual items!
  • Teshin’s Cave Offerings (Listed under “Featured”): Contains the Warframes and Weapons that appeared in your last visit to Teshin’s Cave. 

 

FABLED WARRIOR PACK
Dress just like the hero described in the famous storybook, Tales of Duviri. The Fabled Warrior Pack includes the Aeospex Armor, Gabrai Kavat Armor, Drifter Loneryder Suit, Lonesome Shawzin, and Only Beyond Vistagraph.  

*All items in this pack are available for purchase separately. 
 

AESOPEX ARMOR BUNDLE
Stride into the fray with fractal elegance. Includes the Aesopex Shoulder Plates, Chest Plate, and Leg Plates. 

*All items in this pack are available for purchase separately. 
 

 

BARUUK DOAN COLLECTION
Baruuk Doan is the calm center of a chaotic storm. His collection includes the Baruuk Doan Skin, Harmatt Sparring Skin, and Khinn Syandana.

Concepts for the collection were created by community fan artist TBGKaru.

 

 

WISP SOMNIUM COLLECTION
Natural and preternatural combine in Wisp Somnium. Her collection includes the Wisp Somnium Skin*, Subvolv Syandana, and Privolv Fulmin Skin.

Concepts for the collection were created by community fan artist UndergroundWubwubmaster

*The Wisp Somnium skin also adorns her Reservoir and Motes in the same style!
 

MESA VOIDSHELL COLLECTION
Adorn Mesa in the morphic material created during the Zariman Void Jump. This collection includes the Mesa Voidshell Skin and Eris Surface material structure. 

Material structures are exclusive to Voidshell skins. 
 

LIMBO VOIDSHELL COLLECTION 
Adorn Limbo in the morphic material created during the Zariman Void Jump. This collection includes the Limbo Voidshell Skin and Lotus Pattern material structure. 

Material structures are exclusive to Voidshell skins. 
 

VOID ADORNMENT BUNDLE IV
Make the most of morphic material created during the Zariman Void Jump. This collection includes the Mesa Voidshell Skin, Limbo Voidshell Skin, and each skin’s matching material structure.

Material structures are exclusive to Voidshell skins.
 

 

DUVIRI COMMUNITY ART PACK 
A Duviri-themed pack featuring the Kaithe Community Display (made by Sillfix) and Bombastine Community Glyph (made by Joriale) made by community artists. 

 

BOMBASTINE NOGGLE
A small wobbly statue of Bombastine. 

The Kaithe Community Display, Bombastine Community Glyph, and Bombastine Noggle are also available to claim for free for a limited time by participating in The Duviri Paradox Twitch Drops campaign (ends on May 10th at 2pm ET): https://forums.warframe.com/topic/1345854-the-duviri-paradox-celebratory-twitch-drops-starting-april-26/?ct=1682436344
 

GAFORN SWORD AND SHIELD SKIN
Evoke the might of the giant with this skin for Sword and Shield Melee Weapons. 
 

 

NEW TENNOGEN

Our first batch of TennoGen items are here following the changes we made to the program (read below for more information)!

Enjoy 6 new incredible creations featured in the following bundles:

TennoGen Bundle LXX

  • Gauss Nitrolyst by Goosmo
  • Retrorolyst Syandana by Erneix & edwino22
  • Caliban Scion Helmet by LostEpoch

TennoGen Bundle LXXI

  • Xaku Deathea by kakarrot2812
  • Alocana Syandana by blazingcobalt

Also available as a part of this latest round of TennoGen:

  • Katix Ear Accessory by lex182 & cedd00

If you missed our announcement last year, we removed TennoGen Deadlines and are now reviewing pieces on a monthly basis. Thank you all for your patience as the team transitions to this new system — with all of the hard work behind the scenes by our TennoGen artists, we are ready to showcase the current list of accepted items!

The goal is to release these items in smaller batches across future updates — the first is now here with the following 6 items! 

You can view our TennoGen Acceptance Thread for an updated look at what is accepted and when to expect it next. 

 

 

NEW DOJO ROOM AND DECORATIONS

There are 70 new Duviri-themed Dojo Decorations available for you and your Clan to use! Enter an otherworldly cave inspired by Tales of Duviri with the new Duviri Cave Room. 
 

NEW DOJO PIGMENTS 

Give your Dojo a wash of color inspired by Duviri with these new Pigments: 

  • Harmony Green (Thrax Centurion) 
  • Veldt Yellow (Thrax Legatus) 
  • Tempest Brown (Eclipse Thrax Centurion) 
  • Argon Purple (Lua Thrax Legatus) 
  • False Orange (Void Angels – including Ravenous Angels)

Begin Polychrome Color research for these colors in your Clan Dojo’s Tenno Research Lab and begin collecting Pigments dropped from Thrax enemies and Void Angels in Zariman missions. 
 

BISHAMO HAWK & LARK OPERATOR SET 

The Bishamo Operator Set has been re-named and re-introduced as the Bishamo Hawk Set & the Bishamo Lark Set. This Dax armor has been fully decoupled from the Male and Female specific variants, and all pieces can now be swapped interchangeably on both Male and Female Operators, as well as Male and Female Drifters. 

To obtain the Bishamo Hawk and Lark sets, you simply need to purchase any Bishamo Armor Set Blueprint from Teshin’s wares in the Relay and craft the armor piece as usual. On claiming the built item from the foundry, it will grant you the entire set (all 4 pieces of Bishamo Armor) for that piece. 
Ie. Craft the Bishamo Greaves Set Blueprint to earn:

  • Bishamo Hawk Greaves (Operator) 
  • Bishamo Hawk Greaves (Drifter) 
  • Bishamo Lark Greaves (Operator)
  • Bishamo Lark Greaves (Drifter) 

For those of you who have already crafted any piece of the Hawk Bishamo Operator set (formerly the Bishamo Operator Set*), we will be running an account update shortly after the launch of Duviri to grant you the Bishamo Lark set on log-in, as well as the respective Drifter armor pieces for both the Hawk and Lark Bishamo Operator Armor pieces. 

We have also decoupled the Skirt sash from the (formerly Female) Lark Bishamo Greaves, and added it as the Lark Bishamo Apparel. On crafting the Bishamo Cuirass Set Blueprint, it will also grant the Lark Bishamo Apparel

 

*The former Bishamo Operator set was renamed to the Hawk Bishamo Set in anticipation of this change. However, now that this change is live, the Hawk Bishamo Set refers to the Armor formerly styled to the Male Operator, and the Lark Bishamo Set refers to Armor formerly styled to the Female Operator.  
 

NEW SOUND AMBIENCE SYSTEM 

Duviri has brought with it a new sound ambience system, which allows us many ways to enhance the audio experience:

  • We can now change ambience on the fly (e.g. changing Spirals in Duviri). 
  • Greater precision with ambience in indoor areas (e.g. caves and buildings). 
  • More flexibility with the music in volumes, which allows us to change music in different zones of an Open Landscape map (e.g. Undercroft and caves). 
  • Overall greater ambience quality and detail due to improved workflow!

We also fixed Quest cinematics not respecting the player’s selected volume settings. Now, the master volume slider applies to both voice and FX tracks. Also fixed issues of music suddenly stopping in-game while fading out. It will now loop properly with the volume adjusted. 

 

ADDITIONS 

  • Added a new Accessibility “Prefer Default HUD as Drifter” option. Toggling this on will restore the Drifter HUD in Duviri to its non-stylized version. 
  • Added an “Enable Surveys” toggle. Access it in the “Social” Options under “Privacy”. This toggle will also be available on the Survey screen itself, should you wish to no longer receive them. 
    • Players will occasionally be offered Surveys to gather player feedback and insight. This new toggle will allow players to opt out and/or opt back in to Surveys at their own discretion. 
  • On viewing an item in your Foundry, you can now hover over any crafting resource to determine their drop location. 
  • The Greedy Milk, Hang Tenno, and Puppeteer K-Drive Scrawls are available in the Dojo Bash Lab Research. 
    • These were previously only available in a 6th year anniversary Twitch Drop campaign – so we’ve made them accessible again via the Bash Lab to earn!

 

CHANGES

  • Changed the Synth Charge Mod to now apply to the following weapons:
    • Sepulcrum
      • The damage bonus for Synth Charge does not apply to its alt-fire, as it uses the entire magazine in one shot. 
    • Pyrana
    • Pyrana Prime
    • Kuva Brakk
    • Zakti Prime 
    • Tenet Detron 
  • Changed the Shawzin default controller bindings – the previous bindings made it considerably harder to use Shawzin compared to keyboard. If you wish to change them back to their previous state, you can do so in the “Customize Controller” option: 
    • Sky Fret: Left D-Pad (was R) 
    • Water Fret: Right D-Pad (was ZR)
    • Earth Fret: Down D-Pad (was L) 
    • Songs: R2 (was Up D-Pad)
    • Change Instrument: R3 (was Left D-Pad)
  • Changed how Dormizone invites interact with Squads: 
    • Inviting Tenno to your squad while in the Dormizone no longer forces Clients to load into the Host’s Dormizone. Instead, they can now accept a squad invite from where they are without needing to migrate over. In the chance that someone does want to join someone else’s Dormizone to show off their lavish decorating, they can do so by selecting the new option “Invite to Dormizone”. 
    • Added a prompt to invite all squad members if you’d like to exit the Dormizone into the Crysalith if desired. 
    • Fixed being unable to accept invites from your Dormizone.
  • Made the following changes to Mirage’s Sleight of Hand with the Explosive Legerdemain Augment Mod in order to solve major performance issues that would occur when rapidly casting Sleight of Hand with the Augment Mod equipped while Hall of Mirrors was active:
    • Explosion radius is no longer affected by Mods. It is now always 15m. 
    • Proximity mine triggers no longer replicate to Clients (this was a particularly brutal performance issue origin for Clients in squads where the Host was casting Sleight of Hands with Hall of Mirrors often). 
    • Proximity mines now have a 20 second lifespan unless it is attracting an enemy, in which case it is paused. Only one mine can attract a particular enemy at a time.
      • The lifespan previously used to be extended if an enemy entered its trigger range, but if they never reached the explosion (e.g. something else killed them first) the lifespan could be extended indefinitely, causing strain on performance when stacking mines with multiple Sleight of Hand casts. 
    • Optimized the proximity mines when cast in the dark. 
    • Optimized the proximity mine triggers when there are multiple placed with Hall of Mirrors. Now there will be one trigger per group of mines, since they are close enough to one another. The trigger will swap to a new mine if the latter is destroyed. 
    • Also fixed flickering on her shaders. 
  • In addition to the 50% of Affinity gained being granted to Warframe, the remaining 50% while using the Parazon is now distributed to the weapon you had equipped before the Parazon Mercy kill started.   
  • Updated all Warframe descriptions! 
    • Since this will be the first time many players encounter the Warframes (via Teshin’s Cave), we updated their descriptions to provide practical explanations of playstyles (without sacrificing the lore tidbits). 
  • The following weapons can now be found in their corresponding categories in the Arsenal when searching using the tag “Battery”:
    • Basmu
    • Bubonico
    • Tenet Cycron
    • Cycron
    • Flux Rifle 
    • Fulmin
    • Tenet Plinx
    • Plinx
    • Shedu
  • Changed Incarnon Weapons’ “DAMAGE” stat to “Incarnon Form” when viewing the Incarnon Form damage values in the Arsenal.  
  • Added Mission Tips to the Risk Investment selection screen for The Index.
  • Updated the Drifter mini-map icon.
  • Made slight adjustments to the rendering of Caliban’s Cranion Helmet to be more accurate for reflections.  
  • Made some adjustments to lighting in the Cetus Temple during the Vor’s Prize quest. 
  • Updated the rendering for the water FX on the Grav Lifter Factory decoration. 
  • Updated “The Hunt is On” Nightwave Act description to say “Pick up Syndicate Medallions” instead of “Find” as it requires you to interact with them in order for it to count towards the Act. 
  • Updated the on-hover Credits and Platinum icon descriptions to be more informative on what each currency is used for. 

OPTIMIZATIONS

  • Made several micro-optimizations to base game code.
  • Made a micro-optimization to loading times and streaming.
  • Made several optimizations related to code responsible for HUD processing. 
  • Made a micro-optimization to memory footprint in several levels. 
  • Made several micro-optimizations related to script performance. 
  • Made improvements to how animation data is stored. 
  • Made an optimization related to level loading. 
  • Made an optimization to code related to defense targets.
  • Made systemic micro-optimizations to memory footprint and load times.
  • Made substantial optimizations to touch types. 
  • Made micro-optimizations to material loading. 
  • Made optimizations to memory footprint for Archwing and Railjack missions.
  • Optimized a few seconds off of loading large levels.
  • Made some connectivity optimizations.
  • Made small optimizations to Liset mesh data. 
  • Fixed enemies selectively ignoring Mirage’s Sleight of Hand depending on the mission type. (For example enemies would get distracted by your traps in Extermination but not Survival)
  • Fixed loading hitches when swapping default customizations between Male and Female Operator. 
  • Fixed the game becoming unresponsive when:
    • Selecting a color picker or an item from the in-game Market selection screen while in Railjack customization.
    • Selecting chat, viewing a player profile and then selecting exiting from both Menus. 

 

NINTENDO SWITCH SPECIFIC NOTES: 

  • Fixed the Mesa Kudegra Helmet not remaining equipped after exiting the helmet selection menu. 
  • Fixed being unable to chat-link Nightwatch Napalm. 
    • Some of our in-game items were being picked up by in-game profanity filters, so this is a change that was made so that players can freely chat-link items. As a fallout of this change, the option ‘Enable Profanity Filter’ now properly works on Switch.
  • Fixed shaders on Nintendo Switch at times being incorrectly converted, causing lighting issues on skin and cloth rendering.
  • Made optimizations towards level loading. 
     

FIXES 

  • Fixed the following issues from the Citrine’s Last Wish “Known Issues” list:
    • Fixed primary target not receiving any bonus Status Effects from the Secondary Encumber Arcane while using a chaining weapon (i.e. Atomos). 
    • Fixed the Secondary Encumber Arcane unintentionally counting staggering as a Status Effect, leading to many unintended Effects being applied.
      • This Arcane is intended to trigger only from Physical and Elemental Status Effects i.e. Status types which show on an enemy’s health bar.
    • Fixed many mods that previously worked on Exalted Weapons not correctly applying, for example (but not exclusively) Internal Bleeding and Hunter Munitions when installed on Ivara’s Artemis Bow, or Life Strike not working when installed on Exalted Melee Weapons. Valkyr’s Hysteria not having life steal was in the same category.
    • Fixed casting many Warframe abilities interrupting aim gliding and forcing you to land. 
    • Fixed Battacor requiring all 3 charges to use its alt fire instead of the intended 1 or 2 charges to scale the damage. 
    • Fixed pausing the game in Solo mode not suspending the energy cost of abilities that use energy over time.
    • Also fixed issues with enemies affected by Status Effects not behaving as intended when the game is paused. 
    • Fixed equipment entries duplicating each time a player’s profile is opened.
    • Fixed spamming the interact key instantly dismounting you from Ropalolyst and resetting its shields. 
    • Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped. 
    • Fixed the selected “Sort By” option resetting after visiting a section that doesn’t allow sorting in the Arsenal. 
    • Fixed Legendary 3 Mastery Test using the incorrect mission (repeating the Legendary 2 test).
    • Fixed Volt’s Electric Shield and Vazarin’s Guardian Shell not preventing self-staggering with explosive weapons, as reported here: https://forums.warframe.com/topic/1341186-psa-unintended-stagger-effects-with-citrine’s-last-wish/
      • This also fixes the Propa Scaffold Amp part bypassing Electric Shield and Guardian Shell, causing the Operator to self-stagger. 
  • Fixed mouse sensitivity being tied to controller sensitivity settings instead of mouse and keyboard sensitivity settings.
    Fixed Arcane Steadfast not working consistently on ability casts when equipped on Vauban. 
  • Fixed Garuda being unable to perform Melee Finishers with her Talons in missions that disable Melee weapons.
  • Fixed major performance issues occurring when rapidly casting Mirage’s Sleight of Hand with the Explosive Legerdemain Augment Mod equipped while Hall of Mirrors is active. In order to solve the performance issues, the following changes were made to Explosive Legerdemain: 
  • Explosion radius is no longer affected by Mods. It is now always 15m. 
  • Optimized the proximity mines when cast in the dark. 
  • Optimized the proximity mine triggers when there are multiple placed with Hall of Mirrors. Now there will be one trigger per group of mines, since they are close enough to one another. The trigger will swap to a new mine if the latter is destroyed. 
  • Proximity mine triggers no longer replicate to Clients (this was a particularly brutal performance issue origin for Clients in squads where the Host was casting Sleight of Hands with Hall of Mirrors often). 
  • Proximity mines now have a 20 second lifespan unless it is attracting an enemy, in which case it is paused. Only one mine can attract a particular enemy at a time.
  • The lifespan previously used to be extended if an enemy entered its trigger range, but if they never reached the explosion (e.g. something else killed them first) the lifespan could be extended indefinitely, causing strain on performance when stacking mines with multiple Sleight of Hand casts. 
  • Also fixed flickering on her shaders. 
  • Fixed certain bosses being permanently stun locked by the Proboscis Cernos stun effect.
  • Fixed exposing an enemy to a Viral Status Effect just as the last Viral Status Effect on the enemy is about to expire, and while there is a Heat Status Effect on the enemy, can lead to the enemy becoming invincible.
  • Fixed only firing the Staticor with one hand as opposed to the intentional two hands.
  • Fixed Nataruk bow shots, which are charged to the end of the sweet spot, are shot as uncharged shots. 
  • Fixed loss of functionality for Clients who use the Forward Artillery in back-to-back missions. 
  • Fixed loss of function occurring after dashing off a platform and meleeing to dismount Yareli from Merulina mid-air. 
  • Fixed losing the ability to use Transference after switching to Operator while on a K-Drive or Merulina and back to your Warframe in midair. 
  • Fixed K-Drive randomly doing a spin instead of the tricks you’re trying to do.
  • Fixed Ash’s Shuriken losing all punch through. 
  • Fixed Mag’s Shrapnel constantly orbiting you regardless of distance, as opposed to being extracted from enemies and laying dormant on the ground until Mag is in range. 
  • Fixed Grendel inheriting characteristics of his “Pulverize” form after entering the underwater Archwing mode in the Uranus Sealab tileset. As reported here: https://forums.warframe.com/topic/1342565-grendel-pulverize-stays-indefinitely-after-submerging-in-water-uranus/
  • Fixed Sevagoth’s Death Well continuing to drain after swapping in and out of his Shadow while affected by a Nullifier. 
  • Fixed the Energizing Shot Mod working on the Tenet Plinx’ and Tenet Spirex’ AOE. 
    • As indicated in the mod’s description, it is intended not to work on AOE. 
  • Fixed the following weapons’ AOE on impact not being affected by Blast Radius Mods (such as Firestorm). 
    • Ferrox (Base and Tenet) 
    • Opticor (Base and Vandal) 
    • Ambassador 
  • Fixed Tenet Tetra Secondary fire being unaffected by Void Fissure buff. 
  • Fixed various Mining locations being located under the terrain. 
  • Fixed Dethcube’s Vaporize Mod not respecting Overguard’s crowd control immunity and bypassing their defenses to deal damage. 
  • Fixed being able to refresh Praedos’ Incarnon Form timer by performing a heavy ground slam.
    • All other Incarnon Melee weapons trigger their Incarnon Form via heavy attack and do not have the ability to refresh their Incarnon Form timer. So Praedos has been fixed to remove this unintended functionality.  
  • Fixed issue with Mirror Defence rotations getting skipped after Host Migration. 
  • Fixed Innodem and Prasedos losing their Incarnon Form after entering Arsenal in the Simulacrum. 
  • Fixed Incarnon weapons reverting to their default form not being visible to other players in the squad until it is shot again.  
  • Fixed Citrine’s Fractured Blast not affecting ragdolled enemies. 
  • Fixed Parry Mod not functioning to grant the ability to parry enemy attacks and open them to finishers. 
  • Fixed getting sent back to login screen from mission after tabbing back to game.
  • Fixed Naramon’s Killer’s Rush bonus not applying when playing as Client. 
  • Fixed the Death Knell headshot buff not working properly if the player respawns after being downed. 
  • Fixed Corpus enemies appearing as if they are immune to Mercy kills in the UI due to the indicator overlapping with their Shields in their Health bar.
  • Fixed the Tenet Ferrox not using the bonus elemental damage on its alt-fire. 
  • Fixed the Bonewidow Necramech no longer playing the shield-bash animation when using Shield Maiden.
  • Fixed Warframe facing away from Saya when interacting with her in Saya’s Vigil Quest. 
  • Fixed offset issues with the TennoCon 2021 Chest Plate when equipped on Voruna. 
  • Fixed several offset issues with several Knee Spur and Leg Guards when equipped on Voruna. 
  • Fixed pickups such as Data Masses and Disruption Keys floating in the air when reloading the Laetum. 
  • Fixed cases where the HUD could go missing for Railjack Pilot and Turret users. 
  • Fixed Clients getting stuck in the Railjack loading tunnel after Host Migration. 
  • Fixed Transference causing Secondaries using the Oscira Thrown Blade Skin to float alongside Warframe. 
  • Fixed Raknoids in Corpus Railjack missions not moving or attacking objectives. 
  • Fixed the Necramech ability UI not disappearing when opening the map in open landscapes. 
  • Fixed Captura options not appearing when using a vehicle (Necramech, K-Drive, etc.). 
  • Fixed a rare matchmaking bug when mixing pre-The New War and post-The New War sessions in Orb Vallis and The Plains of Eidolon. 
  • Fixed an issue in The New War Quest  where default colors on the Operator would tint the portrait in the Dormizone a pale gray. 
  • Fixed camera getting stuck in the Orbiter when walking up to Navigation in stage 5 of The New War Quest. 
  • Fixed an unintentional premature face reveal in The New War Quest.
  • Fixed Corrupted Lancer Eximus units not casting their abilities. 
    • Note that their Specter versions were unaffected. 
  • Fixed Claims Investigation Units from the Index rapidly teleporting between their translocators many times in rapid succession. 
  • Fixed default reticle dot sometimes flickering between white and black. 
  • Fixed flickering issues with Harrow’s Thurible. 
  • Fixed the Orokin Tower Chamber room lighting FX extending into the Open Space room when Volumetric Lighting is turned on in the Dojo. 
  • Fixed one of the MOAs in the Perrin Sequence Relay room being unlit.
  • Fixed Corpus Outpost door panels that lead to a dead end being unlit. 
  • Fixed Corpus units being unlit in the Infested Ship tileset. 
  • Fixed see-through areas in the Grineer Forest tileset. 
  • Fixed a teleport volume being too high and teleporting you while you are still in bounds in the Grineer Forest tileset. 
  • Fixed rocks and the Orbiter ramp in the Drifter’s Camp being semi-transparent. 
  • Fixed Liset appearing unlit when extracting at the end of a mission. 
  • Fixed all Emblems appearing upside down when equipped on the Left Paxis Shoulder Armor. 
  • Fixed smoothing issues with the Ki’Teer Leg and Shoulder Plates. 
  • Fixed the default female Drifter Suit missing some textures. 
  • Fixed the Sibear’s VFX rendering incorrectly. 
  • Fixed Emblems floating when equipped on the Excalibur Zato Skin after removing the Zato Shoulder Plate. 
  • Fixed the Vaaditum Prime Ephemera showing up on Warframe (e.g. via Transference) when it is equipped on Operator/Drifter. 
  • Fixed the Scyth Sugatra being invisible when equipped to any melee weapon. 
  • Fixed the Right Edo Prime Shoulder Plate appearing higher than intended on Garuda Prime when toggling Prime details on TennoGen skins.
  • Fixed various Drifter Gear Waistbands being positioned under the player.
  • Fixed Flamethrower Plazm Skin clip flickering after you’ve reloaded once.
  • Fixed textures on Guandao to improve tinting. 
  • Fixed missing FX on Hildryn’s Haven. 
  • Note that this did not affect Hildryn Prime.  
  • Fixed Melee hits that hit multiple enemies in the same frame using the wrong hit FX after the first enemy was struck. 
  • Fixed equipping a Skin to the Aegrit not removing the energy circle FX.
  • Fixed several Mods & Arcanes missing part of their effects in their descriptions.
  • Fixed disabling the “Double Jump executes Void Sling” option not saving after relaunching the game.
  • Fixed Garuda’s Blood Altar not inheriting customized colors. 
  • Fixed some issues with cloth jittering. 
  • Fixed the Chemtank Syandana sometimes disappearing when clipping with shoulder armor. 
  • Fixed being unable to color the Sanguinax Ephemera. As reported here: https://forums.warframe.com/topic/1342481-eros-wing-and-sanguinax-prime-ephemera-bug-still-around-6-months-later/#comment-12735061
  • Fixed cases of the Drifter’s eyes opening slightly too wide and failing to look around. 
  • Fixed your equipped Visage Ink appearing in the background of the in-game Market when previewing cosmetics on Drifter.
  • Fixed the weapon holster for the Drifter appearing in the center of their body when riding the K-drive. 
  • Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation. 
    • Chroma
    • Hildryn
    • Hydroid
    • Revenant
    • Rhino
    • Grendel
    • Gyre
  • Fixed case of melee weapons being held in the wrong hand when swapping from a Bow. 
  • Fixed offset issues with Claw melee weapons equipped on Nidus Prime. 
  • Fixed unused items in Profile Equipment list not sorting alphabetically. 
  • Fixed “Invite” and “Send Message” buttons not functioning on player profiles.
  • Fixed animation sets for Rhino not sorting alphabetically in the Arsenal. 
  • Fixed soft-lock when playing Happy Zephyr. 
  • Fixed large geometry deformations in the Cambion Drift and the Orb Vallis when flying into fungi structures. 
  • Fixed a shadow issue in the Grineer Crew Ship. 
  • Fixed “Open Squads” at times not updating in Navigation and always showing at “0”. 
  • Fixed file path appearing in the Secondary Encumber Arcane’s description.
  • Fix a spot-load when bringing up the pause menu while you have a Quest active.
  • Fixed rare issue of Warframe shrinking down to Operator size during the Dormizone cinematic in The Angels of the Zariman Quest. 
  • Fixed constantly running on the spot and having jump height affected while descending in the balloon during the “Ascend” stage  in The New War Quest.
  • Fixed several grass clumps blocking cinematics and floating in the air in the “For My Brothers” stage of The New War Quest. 
  • Fixed a Health Orb covering Kahl in the cutscene after mercy killing the Symbilyst in the “For My Brothers” mission in The New War quest. 
  • Fixed changing Kahl’s appearance in Captura creating a merged Kahl/Warframe monstrosity. 
  • Fixed the cauldron in the Drifter Camp (after achieving max rank in Kahl’s Garrison) looking like just boring unseasoned water instead of a mouthwatering stew. 
  • Fixed the naming of many Dojo decorations that were grammatically inconsistent. 
    • Fixed the naming of many Dojo decorations missing a comma in between the adjectives in brackets.
      • Example: Bamboo Plant (Curved Single)
      • Correct example: Bamboo Plant (Curved, Single)
    • Fixed the Ostron Canopy Dojo decorations describing the color of the decoration outside of the brackets. 
      • Example: Ostron Canopy Blue (Rectangular)
      • Example of correction: Ostron Canopy (Blue, Rectangular) 
    • Fixed the Dojo decorations that list sizing having inconsistent spacing. The format has now been consolidated to: 
      • Wall (16x16m) instead of Wall (16 x 16m) 
  • Fixed blinding lighting on Loid’s dome when viewing the Necraloid Standing screen in the Necralisk. 
  • Fixed being unable to chat link Carmine Penta components, Nautilus components,  Zealoid Prelate Noggle, Pistol Riven Mods, and Frost Snowday Noggle.
  • Fixed Roller Floof’s blocking placement of Decorations near it.
  • Fixed a rare crash that would occur when a new hotfix/update is deployed while in a Relay. 
  • Fixed rare crash related to object rendering in Mirror Defence. 
  • Fixed crash that would occur if the player was automatically logged out when the Bounties rotate while in an Open Landscape hub. 
  • Fixed crash with Revenant’s Enthrall. 
  • Fixed crash related to Raknoids. 
  • Fixed crash related to Khora’s Venari. 
  • Fixed a script error related to the Vsync. 
  • Fixed a script error after completing a mission and returning to the Orbiter with the Ghoul Saw equipped. 
  • Fixed a script error with Baruuk’s Lull. 
  • Fixed script error with Gyre’s Arcsphere. 
  • Fixed a script error when toggling between lore fragment categories in the Codex. 

Known Issues: 

List of issues that will be reviewed for potential fixes in a future update/hotfix. 

  • Players who own the Kuva Hek or Vaykor Hek may still get the normal Hek in Teshin’s Cave offerings when it should be offering its more powerful variants. 
  • Host migration in both Duviri and the Undercroft leaving players with various issues.
  • Spiral objectives not progressing after completing certain requirements. 
  • Dying as the Client in Undercroft results in a white screen and revival.
  • Becoming stuck in perma-ragdoll after getting hit with an Orowyrm projectile while mounting the Kaithe.
  • Rune Marrow is not affected by Resource Boosters.
  • Duviri Void Flood Ruptures are missing their FX.
  • Using Protea‘s Temporal Anchor Ability can rewind you back into the Undercroft lobby where you cannot escape.
  • Clients sometimes see other players’ Drifters without bodies after loading.
  • Certain Resources do not list their Drop Location in their on-hover description in the Foundry.
  • Lighting issues for Fish when Maw Feeding in multiplayer sessions. 
  • Warframe Configuration screen in Teshin’s Cave does not display equipped Archon Shards. This is a UI only issue – Equipped Archon Shards do apply their upgrades to Warframes in Cave. 
  • Kuva/Tenet weapons do not display their rolled stat bonuses when viewing builds in  Teshin’s Cave.
  • Toggling Crouch prevents Kaithes from Sprinting.
  • Certain items in Acrithis’ store do not have dioramas.
  • Feldune Drifter Hood does not have hood toggle functionality.
  • Unintentionally high drop rate for the Shell Compression Mod in The Circuit tiers.
How to download updates for Warframe for the Nintendo Switch?

To download the updates for Warframe on Nintendo Switch, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game’s icon in the Home Menu and press – or + to get to the options screen. The version number is displayed below the title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.