For the Status Effect, see Disrupt.

Alad V's sellin' the latest in "asset security". Conduits. Put the key in, and ya can pull the shinnies out. Trick is, you gotta wait to open. Somethin' happens to the Conduit before you can pull the goods? You don't get the goods. Ever. Also, the bleeders Alad sold the tech to will try to kill you.

Little Duck introductory tranmission

Disruption is an Endless Mission type introduced in Update 25.0, tasking the Tenno with recovering items from conduits, asset security systems which Alad V has marketed and sold across the system. Similar to Mobile Defense, the squad must fight high-ranking enemies to loot a conduit key and activate a terminal, then defend it from a Demo unit that tries to destroy that terminal.

The Disruption Node on Jupiter is only accessible after completing the Natah quest, while the node on Lua is only accessible after completing The War Within quest.

Mechanics[edit | edit source]

At the start of the mission, there is a single terminal. Hacking this terminal will begin the objective as endless waves of enemies begin to spawn.

Four conduits colored red, white, blue, and cyan then appear around the map, requiring keys to activate which are dropped by special enemy units: Amalgams at Ganymede on Jupiter, and heavy (often Eximus) units everywhere else.

Activating the conduit will provide a random effect that either buffs or debuffs the Tenno, or strengthens enemy forces, as well as spawn a Demo a certain distance away from the conduit (usually several rooms out). The Demo (Demolysts at Ganymede, and Demolishers everywhere else), which is essentially a significantly more durable heavy unit and is indicated by an enemy marker and a periodic beeping noise, will immediately beeline for the active conduit and once it gets close enough it will begin to channel and self-destruct, destroying the conduit. The Demo's enemy marker appears once a Tenno gets within 30 meters of it (15 meters for Arbitration Disruption missions) and gradually increases in range to 100 meters for the rest of the squad as long as it is in line of sight. The conduit is considered successfully defended once the Demo attempting to destroy it is killed and failed if the Demo completed its destruction.

If, for whatever reason, a Demo has neither been slain nor reached the conduit after 2 minutes, the conduit will be considered successfully defended.

There is a mission objective timer that forces players to complete the objectives. If 15 minutes pass without a conduit being activated, the players are given 3 minutes to do the next objective, or fail the mission. The 3-minute fail timer is then constantly active for the rest of the mission. This can pose a problem for certain types of farming, like collecting Syndicate medals on disruption nodes.

Within each round, a random conduit will apply a buff while the other three conduits will all apply debuffs. If the conduit applies a debuff and is destroyed, the debuff will persist until the current round ends. Likewise, if the conduit applies a buff and it's successfully defended, the buff will persist until the current round ends.

Disruption Failsafe on Tamu, Kuva Fortress.

Once all four conduits have been interacted with, and at least one has been successfully defended, players will receive rewards, and the mission will continue for another round after a 20-second delay. An extraction point will appear giving players the option to extract individually; any player entering the extraction zone will trigger a countdown timer, at the end of which all players in the extraction zone will be extracted while remaining players continue playing and can extract later any time they choose.

Conduit Failsafe[edit | edit source]

Sometimes Conduit Failsafes may be found throughout the map, which can be used on an active conduit to negate the effects of all conduits for the remainder of the round.

Conduit Effects[edit | edit source]

  • Note that conduit effects in a Disruption node will change if another faction occupies it.
  • Note that effects which benefit Tenno are marked with "BOOST" at the start of their description.
  • Note that conduit effects that provide stat increases scale with enemy level.
    • I.e. any conduit effect that increases movement speed, damage, armor, shields, health, or energy drain.
Name Target Location Description
Enemy Speed Enhancement Enemy All Enemies gain increased movement speed.
Enemy Damage Boost Enemy All Increases enemy damage. Scales with enemy level.
Enemy Armor Boost Enemy (Grineer) All Increases armor of enemy units
Enemy Shield Boost Enemy (Corpus) All Increases shields of enemy units.
Enemy DmgHeatSmall64.png Heat/DmgColdSmall64.png Cold/DmgElectricitySmall64.png Electricity/DmgToxinSmall64.png Toxin Weapons Enemy All Adds the specified element to enemy attacks.
Enemy Ability Resistance Enemy All Enemies gain resistance to Warframe abilities, similar to Bosses.
Enemy Damage Resistance Enemy All Enemies gain damage resistance.
Stronger Amalgams/Key carriers Enemy All Demolysts/Demolishers gain increased health. Scales with enemy level. Confirmation needed
Eximus Wave Enemy All More Eximus units will spawn.
Pack Hunters Enemy (Grineer) Sedna/Kuva Fortress Hyekka Masters, Drahk Masters, and Manics will spawn.
Brood Surge Enemy (Infested) Uranus Causes Infested spawn pods to spawn throughout the area.
Electrified Conduits Conduit All Conduit(s) will behave like Arc Traps.
Minefield Environment (Grineer/Corpus) All Causes Arc Traps and Proximity Mines to spawn throughout the area. If encountered during Corpus Disruption, spawns only Arc Traps.
System Overload Environment All Enables environment traps.
Affinity Boost +50% Players All BOOST: Players gain bonus affinity from kills and affinity drops. Stacks with Affinity Boosters.
Resource Boost +50% Players All BOOST: Players gain more resources from resource drops. Stacks with Resource Boosters.
Credits Boost +50% Players All BOOST: Players gain more credits from credit pickups. Stacks with Credit Boosters.
Tenno Weapons Lifesteal Players All BOOST: Damaging enemies will grant players health.
Energy Drain Mode Players All Players will be drained of their energy at a constant rate. Scales with enemy level.
Shield Drain Mode Players All Players will be drained of their shields at a constant rate. Scales with enemy level.
Health Drain Mode Players All Players will be drained of their health at a constant rate. Scales with enemy level.
Conduit Resupply Conduit All BOOST: All conduits activated in the same rotation will drop multiple ammo, energy, and health Pickups.
Fire Rate Boost Players All BOOST: Players will gain increased fire rate to their weapons.
Speed Boost Players All BOOST: Players will gain increased movement speed.
Moonquakes Environment Lua Activates Void Lasers and lowers gravity.
Ghoul Eruption Enemy (Grineer) Mars Several ghouls will crawl out of the ground, similar to the ones during a Ghoul Purge.
Sentient Influx Enemy Lua Summons Oculysts, which will potentially summon Sentient combatants into the field.
Magnetic Anomalies Environment Lua Causes DmgMagneticSmall64.png Magnetic clouds to spawn throughout the area.
Robotic Onslaught Enemy (Corpus) Neptune/Lua Corpus proxies will additionally spawn.
Nullifying Conduits Conduit (Corpus) Neptune/Lua Conduit(s) will project a nullification field around it.
Security Alert Environment Kuva Fortress Activates defensive turrets in the area.
Conduit Sentries Environment All? BOOST: Spawns sentries that defend Conduits against enemies.

Non-Endless Variants[edit | edit source]

Several non-standard Disruption missions adapt the normally endless mission type to a non-endless format, requiring players to defend a certain number of conduits, then proceed to extraction.

In non-endless Disruption variants, sets of conduits spawn and rounds are advanced until a specific number of conduits has been defended. Once the conduit defense quota has been filled, conduits and enemies stop spawning and all remaining conduits and keys immediately disappear, leaving no means by which the mission objective timer can be extended. Non-endless extraction mechanics (timer starts with at least half the squad at extraction and all players extract simultaneously) overwrite Disruption's normal extraction mechanics for non-endless Disruption variants.

Locations[edit | edit source]

Planet Mission Name Faction Tier Level Tileset
Mars Olympus Grineer DisruptionMars 15 - 20 Grineer Settlement
Neptune Laomedeia Corpus DisruptionNeptune 25 - 30 Corpus Ship
Uranus Ur (Dark Sector) Infested DisruptionUranus 30 - 35 Grineer Galleon
Jupiter Ganymede Corpus DisruptionJupiter 30 - 35 Corpus Gas City
Sedna Kappa Grineer DisruptionSedna 34 - 38 Grineer Galleon
Kuva Fortress Tamu Grineer DisruptionKuva 35 - 40 Grineer Asteroid Fortress
Lua Apollo Corpus DisruptionLua 35 - 40 Orokin Moon
There are a total of 7 Disruption Missions

Rewards[edit | edit source]

Disruption missions reward up to 1500 objective affinity, based on mission level, for each conduit which is successfully defended (usually by killing the associated Demo).

Disruption does not follow the traditional 'AABC' rotation for endless missions. The reward tier is determined by both round progression and round performance, i.e. the number of conduits successfully defended.

Round 1 conduit defended 2 conduits defended 3 conduits defended 4 conduits defended
1 Tier A Tier A Tier A Tier B
2 Tier A Tier A Tier B Tier B
3 Tier A Tier B Tier B Tier C
4+ Tier B Tier B Tier C Tier C


Tier A Tier B Tier C
VoidProjectionsIronD.png Lith B8 Relic 14.29% VoidProjectionsIronD.png Lith B8 Relic 14.29% VoidProjectionsBronzeD.png Meso C6 Relic 14.29%
VoidProjectionsIronD.png Lith D4 Relic 14.29% VoidProjectionsIronD.png Lith D4 Relic 14.29% VoidProjectionsBronzeD.png Meso D6 Relic 14.29%
VoidProjectionsIronD.png Lith G3 Relic 14.29% VoidProjectionsIronD.png Lith G3 Relic 14.29% VoidProjectionsBronzeD.png Meso I1 Relic 14.29%
VoidProjectionsIronD.png Lith I1 Relic 14.29% VoidProjectionsIronD.png Lith I1 Relic 14.29% VoidProjectionsBronzeD.png Meso K3 Relic 14.29%
VoidProjectionsIronD.png Lith P5 Relic 14.29% VoidProjectionsIronD.png Lith P5 Relic 14.29% VoidProjectionsBronzeD.png Meso P2 Relic 14.29%
VoidProjectionsIronD.png Lith T4 Relic 14.29% VoidProjectionsIronD.png Lith T4 Relic 14.29% VoidProjectionsBronzeD.png Meso P4 Relic 14.29%
VoidProjectionsIronD.png Lith T5 Relic 14.29% VoidProjectionsIronD.png Lith T5 Relic 14.29% VoidProjectionsBronzeD.png Meso T4 Relic 14.29%

Locations:

Up to date as of Hotfix 30.2.2

Tier A Tier B Tier C
VoidProjectionsBronzeD.png Meso C6 Relic 14.29% VoidProjectionsSilverD.png Neo B7 Relic 14.29% VoidProjectionsSilverD.png Neo B7 Relic 13.56%
VoidProjectionsBronzeD.png Meso D6 Relic 14.29% VoidProjectionsSilverD.png Neo N13 Relic 14.29% VoidProjectionsSilverD.png Neo N13 Relic 13.56%
VoidProjectionsBronzeD.png Meso I1 Relic 14.29% VoidProjectionsSilverD.png Neo N14 Relic 14.29% VoidProjectionsSilverD.png Neo N14 Relic 13.56%
VoidProjectionsBronzeD.png Meso K3 Relic 14.29% VoidProjectionsSilverD.png Neo N15 Relic 14.29% VoidProjectionsSilverD.png Neo N15 Relic 13.56%
VoidProjectionsBronzeD.png Meso P2 Relic 14.29% VoidProjectionsSilverD.png Neo P2 Relic 14.29% VoidProjectionsSilverD.png Neo P2 Relic 13.56%
VoidProjectionsBronzeD.png Meso P4 Relic 14.29% VoidProjectionsSilverD.png Neo T2 Relic 14.29% VoidProjectionsSilverD.png Neo T2 Relic 13.56%
VoidProjectionsBronzeD.png Meso T4 Relic 14.29% VoidProjectionsSilverD.png Neo Z7 Relic 14.29% VoidProjectionsSilverD.png Neo Z7 Relic 13.56%
Universal Medallion 5.08%

Locations:

Up to date as of Hotfix 30.2.2

Tier A Tier B Tier C
Credits64.png 20000 Credit Cache 100% Credits64.png 30000 Credit Cache 100% Credits64.png 50000 Credit Cache 95%
Universal Medallion 5%

Locations:

Up to date as of Hotfix 30.2.2

Tier A Tier B Tier C
VoidProjectionsSilverD.png Neo B7 Relic 14.29% VoidProjectionsGoldD.png Axi A11 Relic 14.29% VoidProjectionsGoldD.png Axi A11 Relic 12.42%
VoidProjectionsSilverD.png Neo N13 Relic 14.29% VoidProjectionsGoldD.png Axi A13 Relic 14.29% VoidProjectionsGoldD.png Axi A13 Relic 12.42%
VoidProjectionsSilverD.png Neo N14 Relic 14.29% VoidProjectionsGoldD.png Axi C6 Relic 14.29% VoidProjectionsGoldD.png Axi C6 Relic 12.42%
VoidProjectionsSilverD.png Neo N15 Relic 14.29% VoidProjectionsGoldD.png Axi O5 Relic 14.29% VoidProjectionsGoldD.png Axi O5 Relic 12.42%
VoidProjectionsSilverD.png Neo P2 Relic 14.29% VoidProjectionsGoldD.png Axi T6 Relic 14.29% VoidProjectionsGoldD.png Axi T6 Relic 12.42%
VoidProjectionsSilverD.png Neo T2 Relic 14.29% VoidProjectionsGoldD.png Axi W2 Relic 14.29% VoidProjectionsGoldD.png Axi W2 Relic 12.42%
VoidProjectionsSilverD.png Neo Z7 Relic 14.29% VoidProjectionsGoldD.png Axi Z1 Relic 14.29% VoidProjectionsGoldD.png Axi Z1 Relic 12.42%
Blueprint2.svg Lua Lens Blueprint 8.05%
Universal Medallion 5.03%

Locations:

Up to date as of Hotfix 30.2.2

Tier A Tier B Tier C
Kuva64.png 100 Kuva 100% Kuva64.png 200 Kuva 100% Kuva64.png 350 Kuva 95%
Universal Medallion 5%

Locations:

Up to date as of Hotfix 30.2.2


Demolisher Drops[edit | edit source]

Depending on the location, Demo Units will have a unique drop:

Location Drop Drop Chance
Uranus Acceltra.png Acceltra Blueprint 1.25%
Akarius.png Akarius Blueprint 1.25%
Lua SomaticFibers64.png 1 Somatic Fibers 15%
Kuva Fortress Kuva64.png 50 Kuva 100%

Notes[edit | edit source]

  • Demolysts and Demolishers will pulse out a red aura every 5 seconds with a radius of 6.5 meters, immediately dispelling and disabling all Warframe abilities within range and on itself, similar to a Nullifier Crewman's bubble.
  • The Electrifying Conduit debuff appears to also behave as a Nullifying Conduit when attempting to use Cloak Arrows with Ivara or Cataclysm with Limbo, as it dispels the abilities entirely when in its radius. May be a bug. Confirmation needed
  • All Infested Demolisher units are immune to DmgViralSmall64.png Viral Status, while Demolisher Juggernauts are completely immune to DmgViralSmall64.png Viral damage altogether.
    • It is therefore highly recommended to mod for DmgGasSmall64.png Gas damage when doing Infested Disruption missions.
  • Allegedly after a long enough period of time spent in a mission all the units will be eximus, even without the Eximus Wave modifier.Confirmation needed
  • If the player lets all conduits get destroyed during a single round the mission will end as a failure.
  • Upon reaching round 46, by completing 180 conduits, enemies will have reached the level cap of 9,999.[1]

Tips[edit | edit source]

  • The Demo units are vulnerable to various crowd-control effects (see Demolysts for more details):
  • The Demo units are not affected by FrostIcon272.png Frost's SnowGlobe130xDark.png Snow Globe, making it difficult for players outside of the Snow Globe to shoot inside at the Demo unit.
  • A conduit on the HUD changes from grey text to white if a player in the team picks up a key.
  • Consider bringing a debuff/armor strip frame, such as Nova (Molecular Prime), Ash (Seeking Shuriken), Nyx (Psychic Bolts), or Banshee (Sonic Fracture), as this will make killing the Demolysts much easier.

The key for the white conduit is being held by a player, but not for the red conduit.

  • Reducing the volume of all controls except Sound Effects may assist in detecting the Demolyst sooner. The effect also emits a red pulse for the hearing impaired. Minimizing voice communication can also help in locating the Demolyst.
  • Stacking Mod TT 20px.png Enemy Radar, Mod TT 20px.png Enemy Sense, Mod TT 20px.png Stealth Drift, Mod TT 20px.png Vigilante Pursuit, and/or Mod TT 20px.png Animal Instinct can assist in detecting Demolysts without relying on sound.
  • Memorize all exits of the tilesets which the conduits are on to narrow down the Demolyst's spawn point. Usually the Demolyst will only have two or three locations to spawn from per Conduit.
  • When Conduits are first activated, always try to go about 150 meters down hallways to look/listen for Demolysts. Demolyst usually don't get to Conduit even with a minute remaining, so check time to go back when countdown is close.
  • Enemies will only drop keys while at least one conduit on the map requires a key. Allowing elite and Eximus/Amalgam enemies to accumulate between rounds, rather than killing them immediately, will improve key generation at the start of rounds after the first.

Trivia[edit | edit source]

  • "Destroy them, my Amalgams!" and "Stay awhile, stay forever!" announced by Alad V during the mission on Jupiter are both references to Impossible Mission, a 1984 game for Commodore 64.
  • Fortuna's Little Duck serves as mission control for all Disruption missions outside of Jupiter.
  • Prior to Hotfix 25.7.4, 'spare' keys could be picked up by the players and used in the next round for a faster progression. After the Hotfix, keys that have been left on the ground will despawn when the corresponding conduit is activated, however, keys already held can still be carried over into the next round. Keys can also despawn if another key of the same type drops provided that sufficient time has passed since the previous drop.

Media[edit | edit source]

Patch History[edit | edit source]

Update 30.2

  • Fixed Demolisher Devourer struggling to turn their bodies, which caused them to not properly path towards the Conduit.

Hotfix 30.1.1

  • Fixed some more cases of low level Disruption Syndicate missions spawning enemies below level 15.

Update 29.10

  • Fixed Disruption Syndicate missions being available with enemy levels below 15. This fixes cases where no enemies spawn after the initial few.
  • Fixed certain abilities (Ivara’s Sleep Arrow for example) opening up finishers on Demolisher units in Disruption missions.

Hotfix 29.5.5

  • Fixed a couple crashes that could occur during a Disruption mission.

Hotfix 29.5.4

  • Fixed Naramon’s Disorienting Blast permanently breaking pathing of Disruption Demolyst / Demolishers.

Update 29.2

  • Fixed Disruption Key UI appearing as a filepath in the Round 2 UI.

Update 28.3

  • Fixed some Disruption Conduit effects not triggering in Corpus Ship Disruption missions.

Update 28.0

  • (Undocumented) Changed the Tile Set of Laomedeia from Corpus Outpost to Corpus Ship.

Update 27.4

  • Fixed a Host migration during a Disruption mission resulting in the UI becoming broken and the next round will not start.

Hotfix 27.3.11

  • Fixed the Demolisher Juggernaut in Disruption missions getting very distracted and moving very slowly to its destination.
  • Fixed slightly overlapping UI trackers when playing a Disruption mission.
  • Fixed a script crash that could occur during a Disruption mission.

Hotfix 27.3.7

  • Fixed a script error that could occur in Lua Disruption missions during Moonquakes (particularly of joining the mission mid-quake).
  • Fixed a script error that could occur in Lua Disruption missions if there was a Host migration during a Moonquake.

Update 27.2

  • Disruptions missions will no longer be eligible Syndicate missions below level 15, as Demolysts don’t spawn at that level, thus an inability to complete the mission.
  • Fixed Conduits in Disruption missions missing collision for Warframes.
    • Enemies can still walk through Conduits so that they do not get stuck.
  • Fixed Conduit count in Arbitration Disruption missions going above the needed amount to extract (ex. 5/4).

Hotfix 27.0.9

  • Fixed Demolishers being turned into Thralls by Liches.

Hotfix 25.8.2

Disruption Relic Reward Changes:

Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission:

Sedna/Kelpie
  • Rotation A Rewards now drop Meso Relics, replacing Lith Relics
  • Rotation B Rewards now drop Neo Relics, replacing Meso Relics
  • Rotation C Rewards now drop Axi Relics, replacing Neo Relics
Uranus/Ur
  • Rotation A Rewards now drop Meso Relics, replacing Lith Relics
  • Rotation B Rewards now drop Neo Relics, replacing Meso Relics
  • Rotation C Rewards now drop Axi Relics, replacing Neo Relics
    • We're investigating this node only dropping Neo Relics.
Lua/Apollo
  • Rotation A Rewards now drop Neo Relics, replacing Lith Relics
  • Rotation B Rewards now drop Axi Relics, replacing Meso Relics
  • Rotation C Rewards now drop Axi Relics, replacing Neo Relics
Jupiter/Ganymede
  • Rotation A Rewards now drop Meso Relics, replacing Lith Relics
  • Rotation B Rewards now drop Neo Relics, replacing Meso Relics
  • Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed
Mars/Olympus
  • Removed duplicate Lith Relic from Rotation A Rewards
  • Rotation B Rewards now drop Lith Relics, replacing Meso Relics
  • Rotation C Rewards now drop Meso Relics, replacing Neo Relics

Update 25.8

  • New Axi Relics for Atlas Prime, Tekko Prime, and Dethcube Prime now also drop in Rotation C of Galleon Disruption, Lua Disruption, and Jupiter Disruption.
  • Increased Neptune, Laomedeia Disruption Credit Cache rewards based on feedback:
    • Rotation A is now solely a 100% chance for a 2x 10,000 Credits Cache.
    • Rotation B is now solely a 100% chance for a 3x 10,000 Credits Cache.
    • Rotation C is now 95% chance for a 5x 10,000 Credits Cache.
      • Universal Medallion still remains as a 5% chance reward
    • You’ll recall when we launched this node, we mentioned that “Expect higher-than-usual Credit Rewards from this Endless mode. While it may not be a perfect competition for the Index, it’ll be a change of pace for those looking to get some Credits with a change of scenery.” We still aren’t in Index territory, but it should at least be more rewarding. Let us know what you think!

Hotfix 25.7.7

  • Reduced minimum range at which Demolyst markers hide when close to the player to 5 meters from 8 meters.
  • Fixed the red visual marker hint for Demolysts not appearing in Gas City.

Hotfix 25.7.4

  • Disruption Arbitration now requires 8 completed Conduits to extract. It was always meant to be 8, but Mainline didn’t include that change!
    • Rewards are still given every other round: 4 Conduits per Round = 2 Rounds to extract.
  • Joining a Disruption mission in progress will now lock when either 2 Conduits are completed or 1 Conduit has failed, as opposed to locking after 1 Conduit is completed/failed.
  • Changes to reduce marker clutter:
    • Markers only show for active Conduits or if a player has picked up a Conduit key for it.
    • One marker will always be shown if there are no active Conduits and no Conduit Keys picked up.
    • Conduit Keys on the ground for a matching Conduit will be removed as soon as it is activate

Hotfix 25.7.2.1

  • Fixed between-Wave rewards not popping up when playing Disruption on Mars - Olympus.

Hotfix 25.7.2

  • Fixed progression stopper after Round 10 of Disruption, where the Demolisher Thrasher wouldn't spawn above level 80.
  • Fixed more potential cases of Demolyst enemies not spawning in missions which are lower level than their equivalent Star Chart mission.
  • Fixed some players having their Mastery Rank recalculated slightly lower than before as a result of moving nodes around in the Star Chart for the Disruption expansion.
  • Fixed Disruption Nox sometimes not attempting to shoot at players.

Update 25.7

DISRUPTION EXPANSION

NOTE: New Nodes have been added which means to be eligible for Arbitrations, you must complete them!

Originally making its debut in The Jovian Concord, the Disruption game-mode was immediately a hit - fast paced with high stakes, your skills were put to the test. Alad V has sold his Conduit technology for a quick Credit, and Disruption has spread.

We now bring you 6 more locations of varying difficulty throughout the Origin System to play this game mode - with new rewards throughout! Each will feature new Debuffs appropriate for their setting, from Moonquakes to Ghoul Graves!

Grineer Settlement - Mars, Olympus

Will you be able to stop Grineer Ghouls before it’s too late? This will be a new player’s first encounter with Disruption, and it’s balanced accordingly.

  • Moved Olympus mobile defense from Mars Olympus to Tharsis to replace ice planet Hijack.
Corpus Outpost - Neptune, Laomedeia

Expect higher-than-usual Credit Rewards from this Endless mode. While it may not be a perfect competition for the Index, it’ll be a change of pace for those looking to get some Credits with a change of scenery.

The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

  • Moved Spy mission on Neptune Laomedeia to Nereid on the main path.
  • Replaced Spy mission on Laomedeia with Disruption since it’s off the main path (ice planet hijack gets removed in the process as it has Jupiter in its skybox).
Grineer Galleon - Sedna, Kelpie (Grineer)

If you’re looking for how to earn Gauss, he can be earned here on Sedna’s Disruption mode!

The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

  • Moved Sabotage from Kelpie to Rusalka to replace Capture
Grineer Galleon - Uranus, Ur (Infested)

Take on the endless swarms of Infested in Disruption, including a sneak peak at a new enemy! Here you’ll find Gauss’s Signature Weapon Blueprints for the ACCELTRA and AKARIUS on Infested Demolyst Agents!

The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

Grineer Kuva Fortress - Kuva Fortress, Tamu

The Kuva Fortress has a new endless mode! Here you’ll be able to earn Kuva in a new way! First - the mission reward tables themselves. This is of course the obvious choice, but as we developed these tables we know the fact that Boosters don’t work on them is an issue. So we’ve also added Kuva to the Grineer Demolysts that aim to destroy the Conduits of Kuva Disruption! The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

  • Moved defense from Fortress Tamu to Nabuk to replace Capture
Lua - Lua, Apollo (Corpus)

A new node has been added on Lua featuring Disruption revisit your past for a chance to earn Somatic Fibres, a necessary component in Lua Lens construction!

The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

Disruption has also been added as a possible mission type for Void Fissures, Sorties, Syndicate missions, and more!

NEW REWARD
LUA LENS BLUEPRINT

A new Focus Lens found only on Lua Disruption which allows you even greater Focus conversion!

NEW REWARD
Universal Syndicate Medallion!

This mysterious item is accepted by all eligible Syndicates to give you 1,000 Standing. If you’re lucky enough to find one in Disruption, you’ll be able to gain favour with any of the core 6 Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, New Loka, Red Veil, Perrin Sequence)! You will also be able to use it with Quills, Vox Solaris, Ostron, and Solaris United.

We are planning on making ‘Universal’ mean a bit more here and in a future Hotfix this will be usable in Conclave, Simaris, and Vent Kids as well.

We are starting small with this item as it has potential for a large impact on various economy elements that we want to carefully measure, but expect iteration and larger versions of these for rewards! Anything from special Alerts featuring multiple, future drop tables, and more!

Hotfix 25.1.1

  • Hordes of enemies no longer attack players who are trying to extract individually in the Disruption gamemode. This prevents potential Amalgams from running away from the players who are choosing to stick around and fight.
  • Made numerous performance optimizations to the Disruption gamemode.

Update 25.1

  • Demolysts can no longer be disarmed by the Halikar, as they stop attacking the Conduit. This follows precedent with Demolysts already being immune to the effects of Loki's and Mesa's disarm abilities.

Hotfix 25.0.8

  • Increased Hexanon rewards from the Disruption gamemode by 25%.

Hotfix 25.0.6

  • The Health Drain effect from Conduits now only drains when your Health is higher than 20. This fixes the Health Drain killing you which is not consistent with other gamemode debuffs.
  • Fixed Loki being able to Switch Teleport enemy Demolysts/VIPs into pits and kill them instantly. VIPs are now teleported to safety if placed into a pit.
    • This issue specifically was wrongly overused in Operation: Hostile Mergers to gain a Leaderboard advantage. We’ll have more information soon that will speak to our action plans regarding the Leaderboards. Information on our action plans regarding Leaderboards can now be found here: https://forums.warframe.com/topic/1098437-operation-hostile-mergers-leaderboard-information/
    • Fixed Disruption score not updating for the Conduits which were active when Host migration occurred.

Hotfix 25.0.4

  • Demolyst marker changes:
    • Increased initial range of the attack marker from 25m to 30m.
    • The attack marker increases in range from 30m to 100m when the Demolyst is looked at by a nearby player, so that squadmates can see it without it being manually marked.
  • Added new flashing FX for the four marker colors to replace the default yellow flash FX.
  • Moved the extraction timer UI offset below everything else to make it more visible and not so easily confused with other mission timers.
  • Removed [PH] from 'mission timeout started' text, made the popup message red and last for 5 seconds instead of 3 to improve visibility.
  • Fixed in-world markers for active Conduits not showing up outside the tile they spawned in.
  • Fixed Aero Agility being in Disruption Rotation A when it should be in Rotation C with the other Rare Mods.
  • Fixed Aero Periphery being in Disruption Rotation C when it should be in Rotation A with the other Common Mods.

Hotfix 25.0.3

  • Increased Amalgam spawn rate! This will be more noticeable the more players you have in the squad.
  • Disruption Marker UI visibility changes:
    • Increased Conduit and key marker color lightness to make them more visible (in-world, minimap and objective UI)
    • Increased the in-world display range of key pickup markers
    • Lowered the minimum radius of Conduit markers and increased their attachment height
  • Demolysts no longer spawn at the same point for each Conduit, instead they will spawn randomly within a set range from the Conduit.
  • Reduced the force applied to pickups spawned by the Conduit Resupply buff and raised their spawn height further above the Conduit.
  • Made a micro-optimization to the Disruption game mode.
  • Fixes towards Nullifier effects from Demolysts lingering permanently for Clients in Disruption.
  • Fixed a progression stopping issue where the Disruption Conduits would not spawn if you killed a Demolyst at the exact last second of their combustion.
  • Fixed numerous Host migration fixes for Disruption Conduits:
    • Fixed references to Demolysts being lost (fixes Health bar UI issue)
    • Fixed Demolysts not attacking the Conduits
    • Fixed Demolysts not exploding next to Conduits
  • Fixed Demolysts not appearing in the Codex.

Hotfix 25.0.2

  • Doubled the amount of Hexenon reward drop from Disruption.
  • Removed the Disruption 'Conduit Shields' buff as it doesn't do anything to protect the conduits after the design change which added Demolysts.
  • Disruption Conduit Nullifier bubbles now grow over 6 seconds when they spawn, instead of immediately spawning in at full size when the Conduit is activated.
  • Fixes towards not receiving Disruption rewards after a Host migration.
  • Fixed individual extraction not being available for the first 3 Disruption Operation: Hostile Mergers missions.
  • Fixed see unlocalized text/wrong node name when looking at "online status" or receiving game invitation from friends who are playing the Disruption Operation: Hostile Mergers missions that you haven't unlocked yet.

Hotfix 25.0.1

  • Fixed the Disruption ‘Energy Drain’ modification applying to the Operator's Energy which prohibited ability to Transfer back.

Update 25.0

  • Introduced.

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