- For the node on Uranus, see Caliban (Node).
Release Date: December 15th, 2021
Amalgamated with our ancient nemesis, his vessel of Helminth morph suffused by adaptive bionics. Hybridize the powers of Warframe and Sentient combined as Caliban, the chimeral prototype. Splinter forth his triad of familial fragments, to sweep death from Tau across Origin, through cyclonic devastation and destructive energy infusion. Caliban returned to wage war in Update 31.0 (2021-12-15): The New War.
Acquisition
- Caliban's main blueprint is purchased from the Market. His component blueprints are acquired from Narmer Bounties after completion of The New War. One component blueprint is available as an uncommon drop; which component is available is chosen randomly on every Bounty refresh after 2½ hours.
- To celebrate his rework on Update 37.0 (2024-10-02), all players who log into WARFRAME between October 2nd to October 16, 2024 will receive a free Caliban Warframe complete with a pre-installed Orokin Reactor and Warframe Slot via inbox message.
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
Systems Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 / A | 8.11% | ~ 12 Stages | 81 ± 27 Stages |
Systems Blueprint | Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 / A | 8.11% | ~ 12 Stages | 81 ± 27 Stages |
Systems Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stage 4 / A | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
Systems Blueprint | Narmer Cetus Bounty Lvl 50-70 Stage 5 / A | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
Systems Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stage 5 / A | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
Systems Blueprint | Narmer Cetus Bounty Lvl 50-70 Stage 4 / A | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
Neuroptics Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 / C | 8.11% | ~ 12 Stages | 81 ± 27 Stages |
Neuroptics Blueprint | Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 / C | 8.11% | ~ 12 Stages | 81 ± 27 Stages |
Neuroptics Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stage 4 / C | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
Neuroptics Blueprint | Narmer Cetus Bounty Lvl 50-70 Stage 5 / C | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
Neuroptics Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stage 5 / C | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
Neuroptics Blueprint | Narmer Cetus Bounty Lvl 50-70 Stage 4 / C | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
Chassis Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 / B | 8.11% | ~ 12 Stages | 81 ± 27 Stages |
Chassis Blueprint | Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 / B | 8.11% | ~ 12 Stages | 81 ± 27 Stages |
Chassis Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stage 4 / B | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
Chassis Blueprint | Narmer Cetus Bounty Lvl 50-70 Stage 5 / B | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
Chassis Blueprint | Narmer Fortuna Bounty Lvl 50-70 Stage 5 / B | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
Chassis Blueprint | Narmer Cetus Bounty Lvl 50-70 Stage 4 / B | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
Orokin Cell 12 |
Time: 3 Day(s) |
Rush: 50 | |||||
Market Price: 325 | Blueprints Price: 50,000 | ||||
Caliban Neuroptics Blueprint | |||||
15,000 |
Anomaly Shard 3 |
Narmer Isoplast 12 |
Neural Sensors 10 |
Tralok Eyes 20 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Caliban Chassis Blueprint | |||||
15,000 |
Anomaly Shard 3 |
Narmer Isoplast 16 |
Mortus Horn 20 |
Hespazym Alloy 100 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Caliban Systems Blueprint | |||||
15,000 |
Anomaly Shard 3 |
Narmer Isoplast 12 |
Breath Of The Eidolon 30 |
Hexenon 30 |
Time: 12 Hour(s) |
Rush: 25 |
Lore
Birthed during The Old War by the Sentient warlord, Erra, Caliban was created for a single purpose: to destroy the Tenno.
A freakish amalgamation of both Warframe and Sentient, it is a miracle that his creator no longer controls him.
Notes
- When Caliban wields his Signature Venato, each Melee hit has a 50% chance to gain additional Melee Combo points.
- Caliban's ability kit is able to inflict Tau damage, which is neutral to all health types meaning its damage is neither increased or decreased against all enemies. His abilities are also able to trigger the Status Vulnerability Status Effect.
Trivia
- Caliban is the 48th unique Warframe to be released, and is the second Sentient-themed Warframe after Revenant.
- Caliban was first revealed in TennoCon 2021's Art of Warframe digital panel. The panel featured his concept artist, Keith Thompson, who designed much of the Sentient faction's aesthetic.
- Caliban is a character from Shakespeare's play The Tempest, which depicts him as half human and half monster.
- Caliban is second in line of Sentient-themed Warframes, after Revenant who is predominantly based on the Eidolon, a subspecies of undead spectral Sentients.
- Similar to Revenant's Eidolon energy, Caliban exudes the signature Sentient unlight within his core cavity and the various exhaust vents on his body.
- Caliban sports animated parts on his body ranging from the antennae spikes to the hovering shoulder blade pads.
- Much like the Sentient drones and fragments, Caliban's body is bisected in two from the neck down, giving him the Sentients' thematic starfish-like appearance.
- Caliban's abilities are derived from some attacks used by Sentient enemies:
- Razor Gyre's spinning from Conculysts.
- Sentient Wrath's shockwave from Eidolons.
- Lethal Progeny's Sentient summon from Eidolons, Oculysts, and Summulysts.
- Fusion Strike's beam convergence from Ropalolyst.
- Following his rework on Update 37.0 (2024-10-02), Caliban is the first Warframe to possess abilities that inflict Tau damage.
- Caliban shares his name with a mission node on Uranus.
- Caliban is third Warframe after Titania and Wisp and the first male Warframe with hovering Idle Animations. However, he does not have unique movement animations.
- Oddly enough, despite Caliban's Sentient composition that would make him highly susceptible to Void damage, he and Revenant do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.
- Caliban is currently the last Warframe to have a dedicated profile video, as subsequent releases ( Gyre, Styanax, and so on) lacked such.
References
Passive
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
- Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
- Damage over time from procs (such as Slash or Toxin for example) will not contribute nor maintain damage resistance.
- Adaptive Armor does not stack with Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
Abilities
1 25 +4/s +0.02/s/dmg |
Razor Gyre Dash forward in a spinning vortex of death. Struck enemies are inflicted with Tau Status Effect, making them more vulnerable to all other status effects. For each enemy hit, recover a portion of the energy cost, as well as health and shields. Enemies lifted by Sentient Wrath take increased damage. Introduced in Update 31.0 (2021-12-15) |
Strength:200 / 300 / 400 / 500 ( Tau damage) 400 / 600 / 800 / 1000 ( Tau damage to Lifted enemies) ? / ? / ? / 30 (health/shield restore per enemy) | |
Duration:N/A | |||
Range:8 / 10 / 11 / 12 m | |||
Misc:
? m (dash distance) |
2 50 |
Sentient Wrath Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly lifted into the air, where they take amplified damage for a short time. Introduced in Update 31.0 (2021-12-15) |
Strength:500 / 1,000 / 1,500 / 2,000 ( Tau damage) 15 / 20 / 25 / 35 % (damage vulnerability) | |
Duration:4 / 6 / 8 / 10 s | |||
Range:10 / 14 / 18 / 22 m | |||
Misc:
100% ( Tau status chance) | |||
Subsumable to Helminth |
3 50 |
Lethal Progeny Cycle through Sentient unit types, then summon them to Caliban's side. Conculysts focus on raw melee damage. Ortholysts specialize in ranged attacks and inflict Tau Status Effect. Summulysts summon their own Choralysts and provide shield protection for the squad. Introduced in Update 31.0 (2021-12-15) |
Strength:Caliban's Rank x Str (Sentient rank) + 10 / 15 / 20 / 25 (shield restore per second) 1 / 1.5 / 2 / 2.5 x (damage multiplier) 1 / 1.33 / 1.66 / 2 x (health multiplier) | |
Duration:? / ? / ? / 45 s | |||
Range:25 m (shield repair range) | |||
Misc:
10x (damage multiplier) |
4 100 |
Fusion Strike Converge three streams of raw energy upon a single point, causing a massive explosion. The streams strip armor and shields, and each enemy struck detonates on stream convergence. Summoned Conculysts can wield their own mini Fusion Strikes. Introduced in Update 31.0 (2021-12-15) |
Strength:? / ? / ? / 15,000 (laser Tau damage per second) 2,500 / 3,000 / 4,000 / 5,000 (enemy detonation Tau damage) ? / ? / ? / 750 (convergence explosion Tau damage) 20 / 25 / 35 / 50 % (armor and shield strip) | |
Duration:6 / 9 / 12 / 15 s (fallout duration) | |||
Range:15 / 20 / 25 / 30 m (stream range) 5 / 6 / 8 / 10 m (explosion and fallout radius) | |||
Misc:
3 (number of streams) |
Strength Mods | Duration Mods | Range Mods |
---|---|---|
Patch History
Hotfix 37.0.2 (2024-10-03)
- Fixed Caliban’s Lethal Progeny summons’ Damage and Health Multipliers not scaling correctly.
- For example, with 200% Ability Strength their Damage Multiplier went from 2.5x to 4x instead of the intended 5x.
- Fixed several script errors with Caliban’s Fusion Strike and Sentient Wrath.
Hotfix 37.0.1 (2024-10-02)
- Fixed casting Caliban’s Lethal Progeny as Client in a full squad causing one of their active Summulyst/Conculyst/Ortholyst summons to despawn.
- Fixed script error caused by Caliban’s Sentient Wrath, Fusion Strike and Lethal Progeny summons.
Update 37.0 (2024-10-02)
- Caliban Rework
It’s finally Caliban’s turn to receive a Rework! The reign of the twin-kingdom hybrid begins.
As mentioned at the top of the patch notes, login today until October 16th @ 11:59 PM ET to earn Caliban for FREE via inbox message.
Introducing a new Status Effect: Tau Damage
Being of half-Sentient origin, Caliban brings a new element to the fight. He’ll inflict Tau Damage and Tau Status Effects upon the battlefield with many of his abilities (specifics listed below for affected abilities).
Tau’s Status Effect inflicts Status Chance Vulnerability* to enemies affected by it, with a max of 10 Stacks culminating in 100% Status Chance Vulnerability (10% per Stack), with each stack individually lasting 8 seconds!
*This effect was originally introduced by Dante and his Pageflight Paragrimms, which applies Status Chance Vulnerability to enemies. This mechanic increases the likelihood an enemy receives a Status Effect when being hit.
Passive Changes:
Caliban’s Passive is virtually unchanged, but we’ve changed it to gather stacks when Caliban is immune, similar to Adaptation.
Razor Gyre Changes:
- Razor Gyre is now a Tau Status-inflicting traversal tool with a multitude of synergies.
- Tap to dash forward as a spinning vortex, hitting every enemy within your radius.
- For every enemy hit, Caliban gains 30 Health points, and when his Health is overflowed, it becomes 30 Shields. If your Shields overflow, it becomes 30 Overshield!
- Razor Gyre will also grant 25% of the Energy cost per enemy hit!
- Loot and Energy/Health Orbs can now be collected during Razor Gyre.
- Razor Gyre now inflicts Tau Damage and Status instead of Slash and Impact Damage and Status.
- Razor Gyre inflicts 500 base Tau Damage and 1,000 base Tau Damage on lifted enemies.
- Razor Gyre has a 25% Status Chance to inflict Tau Status on an enemy.
Sentient Wrath Changes:
- Enemies suspended by Sentient Wrath will now be locked in-place to prevent them from floating away - similar to how Xaku’s “Deny” and Hydroid’s Tentacle Swarm hold enemies in position.
- Sentient Wrath no longer has a target cap (previously capped at 16 targets).
- Sentient Wrath now inflicts Tau Damage, instead of Impact, onto affected/lifted enemies.
- Sentient Wrath deals 2,000 base Tau Damage with 35% Damage Vulnerability with a base 10 second Duration,
- Sentient Wrath will inflict a singular Tau Status Effect onto affected enemies.
- Increased the casting speed of Sentient Wrath by 25%.
- Additionally, you can now re-cast it even if the first “wave” hasn’t finished traveling.
- If the recast hits enemies, the stun duration is reset.
- Additionally, you can now re-cast it even if the first “wave” hasn’t finished traveling.
- Due to the buffs Sentient Wrath received, the Helminth version will only hit in a frontal cone and will not apply any Tau Status Effects against enemies.
Lethal Progeny Changes:
Caliban can now summon three types of Sentients: Ortholysts, Summulysts, and Conculysts (the OG). All Sentient summons will, naturally, adapt to incoming enemy damage. You can only summon a set of Sentients at a time, so no mixing of 1 Conculyst, 2 Ortholysts, or one of each Sentient type.
Each Sentient comes with its own unique mechanic. Conculysts will match Caliban’s Fusion Strike with one of their own, Ortholysts will deliver a rain of guaranteed Tau Status across the battlefield, and Summulyst summons will try to ensure your Shields are never depleted.
Here’s how Lethal Progeny and each of its Sentient summons work now:
- When you cast to summon Caliban’s Sentients, you’ll summon all 3 of the chosen Sentients with one cast instead of previously needing to cast three separate times. Players can now recast the ability to refresh their Sentient count or summon different Sentient types. Recasting will replace existing Sentients and summon new ones where Caliban is aiming.
- Conculysts
- As Melee-oriented summons, the Concluysts retain their role as the primary damage dealers of Caliban’s trifecta.
- Conculysts “Tornado” Ability lasts 10 seconds with a cooldown of 4 seconds.
- The Tornado now does 1000 damage, up from the previous 50 damage.
- Their Tornado Ability cooldown and Damage does not scale with any Mods.
- Concluysts will now cast Fusion Strike alongside Caliban for 0.5x the effectiveness of Caliban’s Fusion Strike.
- Conculysts will target their Fusion Strike wherever Caliban’s was fired.
- Conculysts’ target priority has been slightly reduced for enemies.
- Conculysts target priority was lowered to incentivize using the Summulyst as the premiere distraction noodle!
- Target priority, or threat level, defines how the AI decides what’s the most important target to fight on the field at any given time, where the AI will attack the NPC with the highest target priority
- Unchanged: Caliban can summon up to 3 Conculysts at a time.
- As Melee-oriented summons, the Concluysts retain their role as the primary damage dealers of Caliban’s trifecta.
- Ortholysts
- As long-ranged summons, the Ortholysts inflict only Tau Damage and Tau Status Effects onto the field en masse between their two modes: free-moving and stationary artillery forms!
- Ortholysts’ default weapon has a 100% Status Chance, guaranteeing Tau Status Effects
- The Ortholysts “Artillery” weapon has 300% Status Chance.
- The Status Chance of the Ortholysts won’t scale with any Mods.
- Ortholysts’ default weapon has a 100% Status Chance, guaranteeing Tau Status Effects
- Ortholysts’ target priority matches that of Conculysts.
- Caliban can summon up to 3 Ortholysts at a time.
- As long-ranged summons, the Ortholysts inflict only Tau Damage and Tau Status Effects onto the field en masse between their two modes: free-moving and stationary artillery forms!
- Summulysts:
- Summulysts are portal-based Sentients that summon Shield-regenerating Choralysts that’ll aggro and distract your foes, while recharging you and your allies’ Shields.
- Summulysts will summon 6 Choralysts. These Choralysts, when killed, will be immediately replaced if the Summulyst is still active.
- Choralysts have the highest possible target priority, ensuring enemies target them whenever possible instead of the players.
- Caliban can summon 1 Summulyst at a time.
- Summulysts are portal-based Sentients that summon Shield-regenerating Choralysts that’ll aggro and distract your foes, while recharging you and your allies’ Shields.
- His Sentients will benefit from the 10x Damage multiplier against all non-Sentient Factions/enemies whenever a Sentient unit deals Sentient Damage.
- Sentients have a base Duration of 45 seconds, up from 25 seconds.
- Scales with Ability Duration Mods.
- Sentients continue to scale with Ability Strength with the following:
- Damage Multiplier (2.5x base)
- Health Multiplier (2x base)
- Rank (30 base)
- Conculysts, Ortholoysts, and Summulysts will restore Shields at 25 Shields per second (scaling with Ability Strength).
- Summulysts will be the most effective as the Summulyst and 6 Choralysts will all recharge your Shields!
- The range to receive the Shield recharge scales with Ability Range!
- Removed collision on summons so Caliban’s Progeny does not get in his way, similar to Nekros’ Shadows.
- You can now see your Sentient summons through walls, similar to how Khora can see Venari.
- Squad members will see Caliban’s Sentients with some dithering to make it clear they’re allies!
Fusion Strike Changes:
- Changed damage type from Blast to Tau and inflicts Tau Status Effects.
- The stream itself deals a base of 15,000 Tau Damage per second, scaling with Ability Strength. In addition to the Beam dealing damage, struck enemies will explode with further damage after the cast!
- The Convergence Explosion deals 750 base Tau Damage, scaling with Ability Strength.
- The Enemy Detonation deals 5,000 base Tau Damage, scaling with Ability Strength.
- The stream has a Status Chance of 20%, unaffected by Mods.
- The stream itself deals a base of 15,000 Tau Damage per second, scaling with Ability Strength. In addition to the Beam dealing damage, struck enemies will explode with further damage after the cast!
- Enemies can now be damaged by more than one Fusion Strike beam per cast.
- Defense Reduction (Armor + Shields) strip occurs only once.
- 50% Defense Reduction at 100 Ability Strength or 100% at 200 Ability Strength.
- Fusion Strike’s beam will strip defenses alongside the radial field left behind (best of both worlds!)
- Fusion Strike’s beam now can deal damage multiple times in one instance (meaning the Beam can proc multiple damage ticks in one activation) to support damaging enemies more than once.
- Defense Reduction (Armor + Shields) strip occurs only once.
- Reduced the player’s turning speed when casting Fusion Strike.
- The intention was to ensure that Fusion Strike felt like a committed cast, while helping the player strike enemies effectively due to the beam's increased lethality.
- Casting Fusion Strike now makes Caliban immune from damage for the duration of the cast.
Hotfix 35.5.7 (2024-04-17)
- Line of Sight (LoS) Changes & Fixes
As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).
For today, we have made LoS improvements to the following Warframe abilities:
- Caliban’s Sentient Wrath (Rendered Check)
- In addition to rendered checking, we’ve also made improvements to address issues where LoS checks would fail on clearly visible enemies that are behind terrain.
Hotfix 35.5.3 (2024-04-04)
- Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.
Update 35.5 (2024-03-27)
- Fixed Clients being unable to see the lingering VFX from Caliban’s Fusion Strike ability.
Update 34.0 (2023-10-18)
- 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.
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.
Warframe Stat Changes:
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)
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!
Hotfix 33.5.2 (2023-06-21)
- Fixed several script errors caused by Caliban’s Lethal Progeny ability.
Update 33.5 (2023-06-21)
- 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!
Hotfix 32.2.1 (2022-11-30)
- Fixed crash when hovering over Caliban’s abilities.
Update 32.1 (2022-11-02)
- Made slight tweaks to Caliban’s audio mix.
Update 32.0 (2022-09-07)
- Fixed script error that occasionally occurred when one of Caliban’s summoned Conculysts were killed.
- Fixed pickup items blocking line of sight targeting for Warframe abilities, such as Razor Gyre (undocumented).
Hotfix 31.5.10 (2022-05-17)
- Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
- Fixed Caliban’s Razor Gyre not working correctly.
Update 31.5 (2022-04-27)
- Added animation functionality for Caliban’s Sentient Wrath while using Razor Gyre.
- Fixed Caliban’s Sentient Wrath ability not being audible while using Razor Gyre.
- Fixed being unable to chat link the Caliban Helmet.
Hotfix 31.0.11 (2022-01-25)
- Fixed volume levels for Caliban’s Abilities.
Hotfix 31.0.9 (2022-01-20)
- Fixed excessive force feedback during Caliban’s Razor Gyre ability.
Hotfix 31.0.8 (2022-01-12)
- Made performance improvements to Caliban’s Fusion Strike.
- Fixed Caliban's Passive not working in certain situations.
Hotfix 31.0.6 (2022-01-04)
- Fixed deactivating Caliban’s Razor Gyre while in the middle of a dash resulting in your altitude becoming stuck.
- Fixed a script error that could occur related to Caliban's Passive.
Hotfix 31.0.3 (2021-12-17)
- Increased Caliban’s max base Energy from 100 to 125.
- Slightly increased the radius of Fusion Strike.
- Caliban’s Fusion Strike now implodes as opposed to exploding upon full convergence.
- Fixed Caliban’s Razor Gyre at max rank (3) increasing by 10 damage-per-second when charging it (holding down the fire key) when it should be 100 damage-per-second.
- Fixed Caliban's Fusion Strike not stripping as much Armor as it claims.
- Fixed Caliban’s Conculyst comrades dropping Sentient Cores after Caliban Revives. As reported here: https://forums.warframe.com/topic/1291487-calibans-sentient-summons-drops-sentient-core/
Update 31.0 (2021-12-15)
- Introduced
Warframes | ||
---|---|---|
Ash • Atlas • Banshee • Baruuk • Caliban • Chroma • Citrine • Dagath • Dante • Ember • Equinox • Excalibur ( Umbra) • Frost • Gara • Garuda • Gauss • Grendel • Gyre • Harrow • Hildryn • Hydroid • Inaros • Ivara • Jade • Khora • Koumei • Kullervo • Lavos • Limbo • Loki • Mag • Mesa • Mirage • Nekros • Nezha • Nidus • Nova • Nyx • Oberon • Octavia • Protea • Qorvex • Revenant • Rhino • Saryn • Sevagoth • Styanax • Titania • Trinity • Valkyr • Vauban • Volt • Voruna • Wisp • Wukong • Xaku • Yareli • Zephyr | ||
Upcoming | ||
Cyte-09 | ||
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