Riven Mods

"You will need to prove yourself before I reveal the beauty within this work."

- Cephalon Samodeus, creator of Riven Mods

Riven Mods are special mods for primary weapons, secondary weapons, melee weapons, archguns, and sentinel weapons.

Riven Mods are completely unique; no two are the same, even if they have the same attributes, as their numbers will differ.

Properties


Riven mods are unique amongst other mods in a variety of ways:
 * Require the player to complete stated challenge to reveal its weapon assignment and attributes.
 * Carry two or three different bonuses.
 * Can carry a negative stat, whose effects can be crippling but greatly increases the potency of bonuses.
 * Can have any of the Madurai, Naramon, or Vazarin polarities, regardless of its attributes.
 * Have their own Mastery Rank requirement independent of the weapon, ranging from 8 to 16.
 * Can have its attributes rerolled with the use of Kuva.
 * Are assigned to a single weapon per Riven mod, likened to Weapon Augment Mods.
 * Cannot be equipped alongside another Riven mod.

Upgrade costs and Trading Credit taxes of Riven mods are equivalent to those of Rare mods.

Players start off with 15 inventory slots for Riven mods, which can be increased by purchasing 3 slots for at a time, up to a maximum of 120 slots (total cost for all 120 is ). Receiving a Riven mod while being at the current limit will block access to any further Sorties, and the player will be given a choice to purchase slots, trade away a Riven mod, or dissolve a Riven mod of their selection.

Acquisition
A single Riven mod is given to players upon completion of The War Within quest. Additional Riven mods can be acquired from:
 * Tactical Alerts
 * Gift from the Lotus Alerts
 * Archgun Rivens from Arbitration Honors
 * Sorties, with various drop chances:

Challenges
When a player receives a Riven mod, it is Veiled and: Furthermore:
 * Will not take up mod capacity.
 * Will not grant any bonuses or curses.
 * Cannot be upgraded.
 * Must be equipped on a weapon of the same class:
 * Veiled Rifle Rivens can only be equipped on non-shotgun primaries.
 * Veiled Shotgun Rivens can only be equipped on shotguns.
 * Veiled Pistol and Kitgun Rivens can only be equipped on secondaries.
 * Veiled Melee and Zaw Rivens can only be equipped on melees.
 * The weapon used to complete a challenge is entirely irrelevant to the resulting Riven.
 * It is possible to complete the challenges using any weapon or Warframe ability, regardless of which the Riven was equipped on.
 * If its conditions are met, the Riven will be revealed independently of mission success.
 * Completing the challenges also gives affinity.

Attributes
Rivens are distinct from regular mods in that they are inconsistent in polarity, Mastery Rank requirement, attributes, and have between two and four attributes. It is possible to have Rivens to grant a very powerful set of bonuses with a negligible curse and vice-versa (e.g. Soma Sati-critatis with a curse that reduces status duration).

Riven mods draw their names from a size pool of 30, indicated by the randomized/rerolled attributes that the new mod has. Names consist of a prefix and/or a core and suffix and follow "Prefix-CoreSuffix" or "CoreSuffix".

The 30 positive attributes are:

&#42;Melee exclusive attributes.

Some of the above attributes can't be generated as negative:
 * Punchthrough
 * Elemental damage (,, etc.)

Disposition
The randomized attributes for Riven mods are affected by Disposition, a modifier provided by the system that collates the usage popularity of a given weapon across the entire player base. Disposition strength controls the range of the attributes available for each weapon. Disposition can be any value between 0.5 and 1.55, but in-game this is simplified to 5 categories:


 * (1.31-1.55): Strong: Assigned to the least frequently-used weapons. Rivens with this disposition provide the greatest attributes.
 * (1.11-1.3): This Disposition is assigned to less popular weapons, Riven mods provide above-average attributes.
 * (0.9-1.1): Neutral: Weapons that see average usage within the player base, resulting in average attributes.
 * (0.7-0.89): Slightly more popular weapons, these will yield a below-average attributes.
 * (0.5-0.69): Faint: Assigned to the most frequently-used weapons, Rivens with this disposition provide the most restrained attributes.

Disposition is shared between all variants of a single weapon. For example, the shares the same disposition with its Vandal, Prime and MK1 variants.

, aligned with every new Prime Access. If a weapon's disposition is changed, the attributes on already unveiled Rivens for the weapon will be automatically adjusted to match the new disposition.

A weapon's Disposition can be seen in the Arsenal under the Upgrade tab, but only when a riven which can be equipped to that weapon is currently owned.

Below is a list of weapons by Disposition:

While not listed in the above table, all Zaw Strikes have a disposition of 1, as well at the Gaze Kitgun Chamber. The other Chambers' dispositions are: Catchmoon (0.5), Tombfinger (0.7), and Rattleguts (0.75), all have dispositions below neutral.

Cycling (Rerolling)
Another unique aspect of a Riven mod's attributes is their ability to cycle (reroll) the attributes via the Cycle function in the Mods segment in the Orbiter. A Riven mod is cycled after spending Kuva, found through Kuva Siphon objectives on planets close to the Kuva Fortress or as an uncommon reward for completing Bounties.

Cycling a Riven mod affects the number of attributes, as well as the final numerical attribute, but not the current weapon designation, mod rank, polarity or Mastery Rank requirement. Dispositions belong to the weapons and not the mods, and thus a cycled riven will not have attributes outside its own range of values.

After cycling a mod, both the old version of the mod and the new version is displayed, and players can choose to keep the version they prefer.

Cycling a Riven mod starts off with Kuva for the first cycle and increases on subsequent cycles of the same mod, capped at  Kuva. The number of cycles is indicated by a clockwise arrow at the bottom right of the Riven mod.

Total Kuva cost to roll: Therefore, Kuva can be saved by rolling an unrolled Riven instead.
 * An unrolled Riven 9 times is.
 * A high-rolled Riven 9 times is.

Transmutation
If a player has excess Rivens and are comfortable with doing away several of them, a Riven Transmuter allows them to sacrifice four Rivens in their inventory for a new, veiled Riven mod.

The Riven Transmuter is a drop acquired from the Eidolon Hydrolyst, consumes four Riven mods to transmute them into a new, veiled one. The new Riven will always be of the same type as one of the transmuted Rivens. As a consequence, if four of the same type are transmuted (e.g. only rifle Rivens), then the new mod will be of the same weapon class.

Upon transmutation, the four selected Riven mods and the Riven Transmuter will be consumed.

Trivia

 * Riven mods feature a dynamic image, which constantly shifts between the images of the bonuses. For example, a Riven Rifle mod that affects Critical chance and Critical damage (positively or negatively) will shift between 's image and 's image.
 * Interestingly, Riven mods that affect Status Chance use the images of Thunderclap, Crowd Control, Stopping Power, or Staggering Force, as opposed to, , , or.
 * Riven is the past participle of the Middle English verb Rive, which means "to violently tear apart".
 * Riven mods for Companion weapons were made unobtainable in but was brought back as Cephalon Simaris' offerings in  for  each.
 * Prior to this, in, Riven mods are made unobtainable from Sorties. Given the short 5-day period between the weapon's introduction and the hotfix and the low chance of getting a specific Riven mod, Rivens for Artax are the rarest ones in circulation.
 * In, all Sentinel weapons were removed from the Riven mod generation pool. Existing Rivens remain and may be unveiled, but new Sentinel weapon Rivens can no longer be obtained.
 * Taking into account the existence of 24 possible positive effects, the possibility of one negative effect, and that elemental damage and punch through cannot be negative attributes, also the fact that effects don't fall into the same category nor does order matter: there are 5,083 possible Riven mod stat combinations that have two positive effects and one or zero negative effects, and 35,673 possible Riven mod stat combinations that have three positive effects and one or zero negative effects, making a total of 40,756 different combinations for a single Rifle, Shotgun, or Pistol Riven.

Bugs

 * If you complete the objectives of 2 different Riven Mods in the same mission they can cancel each other and not open at all, but rather reset to the state they were in before the mission started.
 * If a Riven mod is unveiled while already being on the weapon it turns out to be for, it will remain on the weapon but not drain any mod points. This also allows weapons to reach negative mod point values.

Media
For more examples of Riven mods, see here