Affinity is the in-game mechanic for experience points. Warframes, Archwings, Companions and weapons are all capable of earning Affinity. It is earned by killing enemies, hacking terminals, completing objectives/Missions, using Warframe powers, or picking up Affinity Orbs.
Affinity is only shown numerically in the player's profile. Elsewhere, they are shown only as progress bars to the next level for that piece of equipment, such as in the Arsenal, during missions, or in the end-mission report.
Upon gaining enough Affinity, equipment will rank up and (once the equipment's rank exceeds a player's Mastery Rank) gain one extra point of Mod capacity (two points when supercharged via an Orokin Catalyst or Orokin Reactor), used for applying mods. Affinity is stored in each specific item, not the player's character/account; if an item is sold or used in crafting, it loses all of its associated Affinity and ranks.
Affinity indirectly affects a player's Mastery Rank. A player gains 200 Mastery points per affinity level on a previously unranked Warframe, Archwing or Companion, and 100 Mastery points per level on a previously unranked weapon. Once a player has acquired sufficient Mastery points, they can take the test to increase their Mastery Rank.
The amount of Affinity a weapon or frame has earned during a mission can be seen in the post-mission report, just to the left of the reward info box, where it is referred to as XP (experience).
Using the Affinity Booster, purchasable for 40, doubles Affinity gain for 3 days, 7 days with the 80 booster, or 30 days with the 200 booster.
Some Prime Access packages also have special 90-day Affinity boosters.
Warframes and weapons gain Affinity for several types of actions, detailed below. Unless specified otherwise, all Affinity gained uses the split according to the general rule: 25% of the amount goes to your Warframe and 75% of the amount is divided evenly among all equipped weapons (25% each for three, 37.5% each for two, or the full 75% if only one is equipped).
- Kill an enemy with a Warframe ability. All of the Affinity goes to the Warframe.
- Kill an enemy with a weapon. Half of the Affinity goes to the Warframe and half to the killing weapon.
- Be near an allied Tenno when they kill an enemy. When within 50 meters of an ally when they kill an enemy, you gain the same total Affinity, distributed according to the general rule specified above. This doesn't reduce the Affinity gained by the killing player, and doesn't reduce the Affinity gained by other nearby allies. This applies to Archwing mode with much larger ranges for shared affinity.
- No weapons equipped. All of the Affinity goes to the Warframe.
- For Archwing, in Archwing missions, the range within which to gain experience from allied Tenno is 4 times increased. ( 200 metres. )
Operators gain their own Affinity, similar to a Warframe.
- Kill an enemy with an Operator ability. All of the Affinity goes to the Operator.
- Kill an enemy with a weapon. Half of the Affinity goes to the Operator and half to the killing weapon.
- Be near an allied Tenno when they kill an enemy. When within 50 meters of an ally when they kill an enemy, you gain the same total Affinity. The Affinity is distributed by 25% for the Operator, 37.5% for the Amp, and 37.5% for their unused melee slot.
- No Weapons equipped. All of the Affinity goes to the Operator.
Companions gain their own Affinity, similar to Tenno.
- The Companion kills an enemy. Total Affinity upon kills is equal to that gained by Tenno. The owner of the Companion gains no Affinity.
- Kills with its weapon. Affinity is split between the Companion and its weapon 50/50%.
- Kills with an ability. 100% Affinity to the Companion.
- The Companion uses an ability. Amount varies by ability.[investigation needed] 100% goes to the Companion.
- A nearby Tenno, but not the Companion's owner, kills an enemy. Affinity gained by the Companion does not detract from that gained by its owner.
- Affinity is split between the Companion and its weapon 50/50%.
- 100% Affinity to the Companion in the absence of a weapon.
Other Affinity Sources
- Use a Warframe/Archwing ability. Affinity equal to the base energy cost, in most cases.
- Hack a terminal. 50 Affinity.
- Complete an objective.
- Collect an Affinity Orb. 100 Affinity.
- Scanning with the Codex Scanner.
- Scanning objects. 10 Affinity.
- Scanning enemies. Affinity equal to 1/3 of gain upon killing the enemy (rounded down).
- Stealth scan. Affinity equal to gain upon killing the enemy.
Note: Special items such as Archwing weapons and Operator Amps can only receive Affinity while they are deployed. Otherwise they do not receive any Affinity at all, from any source.
Stealth Kill Affinity Bonus
Killing unaware enemies will trigger a Stealth Kill Affinity Bonus, which increases the amount of affinity that a player gains from killing said enemy. A notification appears in a player's HUD to the left of the shield counter upon performing a stealth kill, which will display the bonus affinity value for that kill, as well as the time remaining for the combo. The default bonus affinity value is 100%, which can be increased by performing a subsequent stealth attack within 30 seconds of the previous one, which will add another 100% to the bonus value, e.g. killing a second enemy stealthily will grant a 200% affinity multiplier, the third granting 300%, and so forth until it caps out at 500%, whereupon any successive stealth kills will provide said bonus as long as they are made within the time limit. Stealth kill affinity bonuses can be initiated using any attack as long as the enemy is unaware of the player's presence, though melee weapons grant twice the amount of stealth kill affinity compared to ranged weapons or abilities.
The stealth kill affinity bonus resets if a kill is made on an alert enemy, or upon being attacked by an alert enemy. Only enemy units will trigger these affinity bonuses. Environmental objects like Corpus Turrets, Security Cameras, Sensor Bars, and Storage Containers will not reset the multiplier nor do they count as a stealth kill. Certain units like Sensor Regulators are also considered objects, and thus will not initiate stealth affinity bonuses.
Oddly enough, certain Warframe powers (like Paralysis) and Melee Combos that initiate stagger may initiate stealth kill affinity bonuses upon performing a Counterattack Finisher, even if the enemy was previously aware of the player.
Killing an enemy that spawned within 5 seconds will not count towards the stealth affinity multiplier.
If a player completes a mission successfully they gain bonus Affinity based on the amount gained during the mission. Bonus Affinity is shown as yellow in the end of mission report and is an additional 125% of the base affinity earned for each item.
When playing with other players, Affinity will be shared among you and your squad if they are within a 50-meter radius. This can be only increased with Fosfors or Vazarin's Mending Unity passive. Some Warframe Abilities also have their ranges tied to this particular range.
Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.
|Strength:5% (lifesteal on hit)|
20% / 25% / 30% / 35% (fire rate bonus)
40% / 50% / 60% / 70% (reload speed bonus)
|Duration:4 s (base time)|
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
|Misc:50 m (affinity range)|
- Harrow flagellates himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% / 25% / 30% / 35% ranged and melee weapons fire rate and 40% / 50% / 60% / 70% reload speed bonuses. While active, 5% of any damage dealt by Harrow to enemies converts into Health for Harrow and allies within his Affinity Range. Penance has a base duration of 4 seconds, plus extra duration of 1.25 / 1.33 / 1.43 / 1.54 seconds for every 100 Shield and Overshields points drained.
- Lifesteal on hit, weapon fire rate, and reload speed bonuses are affected by Ability Strength.
- Base duration and bonus duration are affected by Ability Duration.
- Affinity Range is not affected by Ability Range but is affected by the Mending Unity passive in the Vazarin focus school.
- Casting animation of 2 seconds is affected by Natural Talent and Speed Drift.
- The amount of shields to be drained is determined on activation. Shield points from Condemn will not be drained if gained during Penance's casting animation.
- Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
- While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
- Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
- Casting Penance stops all of Harrow's movement and actions.
- Can be recast while active to stack extra duration to the remaining time, up to a maximum total duration of 120 seconds.
Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.
|Strength:1.50% (critical per 100 damage)|
|Duration:3 / 4 / 5 / 6 s (invulnerability time)|
6 / 8 / 10 / 12 s (critical chance time)
|Misc:4.0x (headshot multiplier)|
50 m (affinity range)
- Harrow breaks free of his shackles in a whirlwind of impenetrable energy, imbuing himself and allies inside his Affinity Range with complete invulnerability to damage and Status Effect immunity for 3 / 4 / 5 / 6 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
- After the invulnerability phase, all affected players receive the Retaliation buff which provides an additive weapon critical chance bonus lasting for 6 / 8 / 10 / 12 seconds. Retaliation provides a 5% base critical chance, plus extra critical chance converted from total damage prevented at a rate of 1.50% per 100 damage points prevented. Additionally, the combined critical chance percentage is multiplied by 4 on headshot hits.
- Retaliation duration is affected by Ability Duration.
- Base critical chance and extra critical chance percentages are affected by Ability Strength, while damage points prevented and headshot multiplier are not.
- Retaliation's critical chance is capped at 50% on bodyshot hits and 200% on headshot hits.
- The critical chance applied to the weapons appears to be a flat value.
- Critical chance seems to also be applied to melee weapons, weapon deployables ( Zenistar disc, Orvius channel throw, etc.), and Exalted weapons ( Excalibur's Exalted Blade, Ivara's Artemis Bow, etc.)
- Protection and Retaliation buffs affect both players and their Companions.
- Covenant cannot be recast while its buffs are active.
- Multiple Harrows can cast Covenant independently of other players' active invulnerability and critical chance buffs.
- Casting animation of 3 seconds is affected by casting speed, from mods such as Natural Talent and Speed Drift. Casting Covenant stops Harrow's movement and actions.
- During the invulnerability phase, the current total of damage prevented is displayed to the right of the aiming reticle, represented by a shield-like emblem.
- After the invulnerability phase, the critical chance bonus and its headshot multiplied percentage are briefly displayed at the same position, represented by a bullet-like emblem.
- An audible whispering sound plays when each buff's duration ends.
- Covenant's buff icons for invulnerability and critical chance are displayed beside the shield and health indicators, with the critical chance bonus percentage located at the top-right of the icon and buff timers at the bottom.
- Harrow and affected allies are visibly surrounded by a gust of energy while under Covenant's effects. This visual effect expands or contracts depending on the phases of the ability, and is affected by Harrow's chosen Warframe energy color.
- Main article: Lasting Covenant
- It synergizes well with abilities that buff critical damage, such as Electric Shield and Sonar.
- Also pairs well with the Dual Toxocyst since they are at their optimal power when you are getting headshots.
- Since the critical chance applied appears to be additive, this ability can turn a Nukor modded with Primed Target Cracker (and possibly other critical damage mods such as a Riven) into a viable critical secondary.
- Casting this while attempting to revive a teammate makes for a reliable survival strategy, as the invulnerability phase will protect you from enemy fire.
- If the mission has Environmental Hazards, like the toxic waste in the Grineer Shipyard tileset, you can use them to stack extra damage negation during the invulnerability phase.
- Covenant synergizes well with a Kitgun equipped with Pax Seeker, with its projectiles gain benefits for critical chance to headshot from this ability.
- However, headshot kills by Pax Seeker's projectiles won't trigger Lasting Covenant augmentation.
Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage resistance.
|Strength:40% / 50% / 75% / 80% (shield/health restoration)|
25% / 30% / 40% / 50% damage resistance
|Duration:3 / 5 / 7 / 10 s|
|Misc:50m (affinity range)|
- Trinity restores 40% / 50% / 75% / 80% of her allies' shields and health within shared Affinity range (default 50 meters). Allies will be granted 25% / 30% / 40% / 50% damage resistance for 3 / 5 / 7 / 10 seconds.
- Shield/health restoration and damage resistance are affected by Ability Strength.
- Damage resistance duration is affected by Ability Duration.
- Heal range is set to shared affinity range, and is not affected by Ability Range. However, it can be increased by Mending Unity to 75 meters.
- Damage resistance is capped at 75%, achievable by a 50% increase in Ability Strength.
- Damage resistance affects damage taken to shields and overshields, in addition to health.
- Despite the in-game text calling it resistance, the ability grants a damage reduction effect independent of innate resistances and resistance mods like Adaptation.
- The effects of Blessing are applied to Trinity, Tenno, Lures, Hacked Drones and Companions.
- Blessing does not grant immunity from Status Effects such as Knockdowns and staggers.
- Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
- The damage resistance will not offer protection from damage taken in the Vampire Challenge of Nightmare Mode, but Blessing will heal Trinity and her allies.
- After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
- Does not restore or create overshields.
- Does not affect static Defense mission objectives such as cryopods and generators, but does affect mobile objectives such as Tenno operatives in Sortie defense missions.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Cast time delay of 0.5 seconds.
- Can be recast while active. Blessing's previous damage resistance values will be overridden.
Due to the sheer scale of Empyrean missions, this Range limit is ignored in regards to sharing Affinity.
Level RequirementsTo reach a given level from unranked, a Warframe or Sentinel needs 1000 × level2 Affinity in total. A weapon needs half that amount.
To reach the same level from the previous level, a Warframe or Sentinel needs 1000 × (2 × level − 1) Affinity. Again, a weapon needs half that amount.
Enemy Affinity Scaling
When you kill an enemy, the Affinity gained is shown on screen underlined in blue. It is calculated as:
Affinity = Enemy Base Affinity × (1 + 0.1425 × Enemy Level0.5)
Because the square root is taken of the enemy's level, the actual benefit of facing high-level enemies is minimal. For example, killing a level 100 Napalm would give 1213 Affinity, less than twice the Affinity you would get from a level 3 Napalm (623). Therefore, "farming" Affinity is easier when killing many low level enemies instead of withstanding very powerful ones.
- Fully ranked equipment still accumulates Affinity even though the mission end screen does not display it. The total Affinity can be seen from a player's profile page.
- Enemies in the Simulacrum when killed do not reward Affinity.
- Mastery Rank Tests will not reward affinity upon completion.