WARFRAME Wiki
Register
Advertisement
WARFRAME Wiki


Companions are loyal personal allies to the Tenno. They will use their own unique precepts, weapons and abilities to assist their owners in their missions at any cost, even going so far as going directly into harms way to protect them. Companions are not a one-time-use ally gear like Specters, but rather equipped in their own slot in the user's loadout via the Arsenal. Users can only equip one companion at any time. A companion's stats, abilities, and behaviors can be upgraded and manipulated via their own set of mods. Modding companions is similar to modding Warframes.

There are currently seven classes of companions: robotic Sentinels, living Kubrows and Kavats, the modular MOAs, the infested Predasites and Vulpaphylas, and the advanced Hounds. There are many differences between these classes ranging from combat and movement behaviors to acquisition to possible maintenance requirements. Most classes also have their own distinct subclasses, each with dedicated mods and other specifications.

Robotics[]

Dethcube
Main article: Sentinels

Sentinels are hovering companions that follow their Tenno masters around and assist in various ways, dependent on the precepts used to program them. It is possible to program sentinels with precepts, or skill mods, that can turn a sentinel into an attack drone or a support drone. Sentinels can also accommodate their own unique stat-increasing Mods, similar to Warframe mods.

Moa Pet
Main article: MOA (Companion)

MOAs are terrain-restricted companions that can use ranged weapons or perform melee attacks. There are currently 4 MOA Models.


Hounds
Main article: Hound (Companion)

Hounds are robotic canine companions of the Sisters of Parvos. There are currently 3 Hound Models.

Beasts[]

Kubrow
Main article: Kubrow

Kubrows are terrain-restricted melee canine companions. Kubrows behave similarly to NPC allies (i.e. specters) as they will stay within close proximity of the player while fighting alongside them and will enter bleedout states when they are downed, from which they can be revived. Incubated Kubrows have variable permanent traits such as species, height, and eye color, as well as customizable features like fur color and fur pattern. There are currently 6 species of ownable Kubrows, each with different stats and abilities.


SmeetaKavat
Main article: Kavat

Kavats are terrain-restricted melee feline companions similar to Kubrows. They also have different breeds, color palettes, and patterns. There are currently three types of Kavats.


Deimos Infested Beasts[]

VizierPredasite
Main article: Predasite

Predasites are terrain-restricted Infested companions. There are currently 3 subspecies of Predasites.

CrescentVulpaphyla
Main article: Vulpaphyla

Vulpaphyla are terrain-restricted Infested fox-like companions. There are 3 subspecies of Vulpaphyla.

Precept Mods[]

Precept System Priority

Priority for precept usage (1 is highest priority and 10 is lowest).

In general, precepts are mods which alter the behavior of a Companion, and are effectively the companion's "abilities". Every type of Companion has their own specific precepts that cannot be used by the other type (For example: The Djinn Sentinel cannot use the Helios Sentinel's Mod TT 20px Investigator precept). However, there are precepts that are universal within a class of companions. Upon acquiring a companion, the user is automatically granted its respective specific precept mods.

Companions will use their precepts in a prioritized order, where the top left slot is the highest priority and the bottom right slot is the lowest. Precept mods do not need to be installed in the respective polarized slot to be used.

Companions will check to see if the conditions to use the highest priority precept are fulfilled, and will continue to use that precept until the conditions are no longer met. Then they will check each other precept in priority order. Companions will also interrupt the usage of lower priority precepts to use higher priority precepts.[citation needed]

Notes[]

  • Active pet companions can roam and/or follow their owners around the Orbiter, excluding Sentinels, MOAs, and Hounds.
    • They can interact and play with Roller Floofs in the Orbiter.

Patch History[]

Update 35.1 (2024-02-20)

  • Fixed having both an incubating and equipped Companion active at the same time after merging an account that is Incubating a Companion with an account that has a Companion equipped.
    • Now, when merging accounts in these states, the equipped Companion will be unequipped.

Update 35.0 (2023-12-13)

  • Fixed being unable to chat link certain Companion fur colors.

Update 34.0 (2023-10-18)

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 ā€œCompanion Mod Changes & Additionsā€ 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!

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 ā€œLink Healthā€ 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 ā€œLink Vitalityā€ (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:

  • Nezhaā€™s Warding Halo
  • Trinityā€™s Blessing
  • Emberā€™s Immolation
  • Garudaā€™s Blood Altar
  • Garaā€™s Splinter Storm
  • Styanaxā€™ Intrepid Stand
  • Mirageā€™s Eclipse
  • Voltā€™s Discharge
  • Baruukā€™s Desolate Hands
  • Harrowā€™s Penance
  • Harrowā€™s Thurible
  • Equinoxā€™ Mend & Maim
  • Sancti Magistarā€™s Heavy Attack Heal
  • Vazarinā€™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.

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. Djinnā€™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 Teasonaiā€™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.

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.

Available In The Businessā€™ 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 Companionā€™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 Companionā€™s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier.

Available In Sonā€™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.

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 playersā€™ 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.

Update 33.5 (2023-06-21)

  • 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!

Hotfix 31.0.10 (2022-01-20)

  • Fixed a Companion weapon not applying all equipped Upgrades if they are valid for the weapon's current configuration but the weapon has a capacity upgrade and the Companion does not.

Hotfix 31.0.2 (2021-12-16)

  • Fixed a script error when Maturing a Companion.

Update 31.0 (2021-12-15)

  • Companions will now receive 100% of the Affinity from kills you make. This matches shared Affinity functionality (you receive 100%, Companion receives 100%).

Hotfix 30.9.3 (2021-11-12)

  • Fixed further issues with Kuva LIches and certain power combinations when cast on player Companions.

Update 30.9 (2021-11-11)

  • Added sneezing animations to Companions - time to start carrying around tissue, Tenno!
  • Fixed HUD issues with Companion Health and Shield stats that would occur whenever a player is revived.

Update 30.5 (2021-07-06)

  • Fixed Companions stopping mid-animation when loading in and out of Deimos.

Hotfix 30.3.2 (2021-05-27)

  • Fixed visual flicker when equipping a Pet immediately after Maturing.

Update 30.1 (2021-04-29)

  • Fixed rare case of an inability to acquire a Pet.

Hotfix 29.10.8 (2021-03-31)

  • Fixed Pet Companions being overly fixated on finishing combat before they are capable of switching to follow/teleport behaviors.

Hotfix 29.10.2 (2021-03-19)

  • Fixed Shared Affinity not counting towards Companions/Sentinels.

Update 29.10 (2021-03-19)

  • Fixed Companions targeting Condrocs, Kuakas & Mergoo in the Plains of Eidolon, thus eliminating any chances for Conservation.
  • Fixed inability to open the Upgrades window for Companions/Sentinels and getting a ā€œSelect item has not yet been loaded. Please wait a moment and try againā€ error.
  • Fixed Companions not respawning when Titania runs out of Energy in Razorwing form while Transferring to Operator.

Hotfix 29.6.5 (2021-01-09)

  • Modified the Pet Incubation screen to allow you to purchase Companion Inventory Slots for Platinum if you need them, thus removing the extra step of having to leave and use the Market. (I.e. behaves like when you try to claim a weapon from the Foundry but have no free Slots).

Update 29.5 (2020-11-19)

  • Fixed Companions teleporting during Helminth interaction if you swap to a different furry friend in the Arsenal.
  • Fixed companion UI not updating properly while in Necramech, as reported here: https://forums.warframe.com/topic/1222078-pet-went-down-on-cabria-drift-while-in-mech-but-hud-still-showed-pet-with-100-health/
  • Fixed Companions that are ā€œreleasedā€ to vendors still following you after youā€™ve done so.
  • Fixed getting an "Unknown Error" when you try to start a Companion Incubation while already Imprinting.
  • Fixed visual issues caused by maturing Companions in the Orbiter.
  • Fixed the Incubator dome animation playing after selecting new companions or maturing them. Swapping will be instantaneous and no animation will be played as intended.
  • Fixed choosing ā€œnoneā€ as a companion in the Railjack Arsenal causing the camera to clip into the Arsenal itself. This also fixes the same thing happening when switching back and forth from the companion tab.
  • Fixed a case of Companions Moas spawning in the Arsenal floor and then falling when equipped.

Update 29.2 (2020-09-29)

  • Fixed default Pet being shown for a quick second when swapping Pets quickly in the Arsenal.

Update 29.0 (2020-08-25)

  • Introduced Infested Companions.

Hotfix 28.3.3 (2020-08-13)

  • Fixed a nonfunctional option in the Companion Customization screen.

Update 28.1 (2020-07-08)

  • Fixed Pets facing backwards when interacting with the Incubator.
  • Fixed Pets using the wrong skeleton and appearing mutated when swapping to a loadout of a different Pet (Kubrow vs Kavat) before claiming your Incubated Pet when using a controller.
  • Fixed being able to interact with Pets that haven't yet been named/claimed which could cause a functionality loss.
  • Fixed flickering/invisible issues with Pets when accessing an Arsenal outside the Orbiter (Cetus, Captura, etc).
  • Fixed Incubated/unnamed Pets showing up in your Inventory as an unnamed level 0 Kubrow.

Hotfix 28.0.6 (2020-06-24)

  • Shield Gating now applies to Companions the same way it does to Warframes!
    • Blocks 100% of Damage for 1000ms on first break, reduced to 300ms if Shields break again without fully recharging.
  • Fixed Pets using the wrong skeleton and appearing mutated when swapping to a loadout of a different Pet (Kubrow vs Kavat) before claiming your Incubated Pet.
  • Fixed receiving a weird error when attempting to equip a Pet while another one is being Imprinted.
    • Youā€™ll now receive a less confusing error message indicating ā€œCannot switch to a new Pet while imprintingā€.

Hotfix 28.0.5 (2020-06-17)

  • Fixed cases where Companion inventory slots were not counted correctly if you didnā€™t own any Kavats or Kubrows, leading to the game giving you an error when you tried to look at your Inventory, Trade, or Craft a new Companion.

Hotfix 28.0.2 (2020-06-11)

  • Fixed a crash that could occur when quickly selecting and previewing Companions while not having any Companions previously roaming the ship.
  • Fixed Pets appearing with Default colours at first.
  • Fixed a script error when trying to claim a Pet after previewing other Pets in the Arsenal.

Hotfix 27.3.13 (2020-04-14)

  • Fixed Companions trying to attack enemies that are in Inarosā€™ Devour trap, which we donā€™t want cause we wish to snack on said enemy.

Hotfix 27.3.3 (2020-03-25)

  • Fixed certain Armor pieces not fitting correctly on Companions.

Update 27.1 (2020-02-04)

Update 26.0 (2019-10-31)

  • Introduced Vasca Kavat.

Update 24.0 (2018-11-08)

  • Introduced MOA Companions.

Hotfix 19.5.5 (2017-01-03)

  • (Undocumented) Introduced Helminth Charger.

Update: Specters of the Rail 0.0 (2016-07-08)

  • Introduced Kavats.

Update 17.0 (2015-07-31)

  • Introduced Chesa Kubrow.

Update 14.0 (2014-07-18)

  • Introduced Kubrows.

Update 7.0 (2013-03-18)

  • Introduced Sentinels.

See Also[]


Advertisement