Focus (version 2.5) refers to the unlocking of a Tenno's true abilities, guided by the principles of the Five Great Tenno Schools.
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The following section contains spoilers. Complete The Second Dream before proceeding.
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Upon completion of The Second Dream quest, players become able to perform Transcendence. When activated, an invulnerable projection of the Tenno Operator (along with a powerful Void Beam attack) will appear and hover from the Warframe, able to be controlled through basic movement. During Transcendence, the player's Warframe is invulnerable but disabled. Channeling/cast Abilities will remain active however. This state lasts for 10 seconds unless the player manually deactivates it or falls off a platform. Each activation of Transcendence has an initial cooldown time of 180 seconds.
Completing The War Within replaces Transcendence with Transference, which allows the Operator to physically join the battle with an entirely new set of Abilities, Amp and Arcanes.
Acquiring both Transcendence and Transference are required to activate and take advantage of the passive and active Focus powers provided by each school.
The Tenno Schools represent differing paths of discipline in regards to the Tenno's personality and fighting styles, manifesting in the various abilities that each school provides for the Tenno Operator. Several aspects of the Focus powers are additionally granted towards the active Warframe.
At the end of The Second Dream, players are asked to choose one of the five Tenno Schools available as their starting Focus school. Focus is classified into the five Schools, similar to the modern polarities:
Each school has their own skill tree comprising 10 abilities called Ways, which unlock various passive abilities that can enhance Operator powers and to a lesser extent, grant improvements to the player's Warframe.
Each Way contains their own ranks which can be increased by spending Focus points into the specified Way. An unlocked and activated Way will be lit up in red, the lines between two Ways signify the outer's dependence on the activation of the inner Way as a pre-requisite to be able to be active.
Unlocking a Way requires a one-time spending of Focus, while ranking up a Way can be performed by gradually allocating points into it by holding down the Focus button beside the Way's icon until the required amount of Focus is reached, thereby reaching the next rank.
Focus allocation can be stopped at will, and will also stop once the current amount of held Focus for that school is depleted. The player must then confirm the allocation; otherwise they will revert their Focus powers to that of the last-confirmed change. Once confirmed, Focus cannot be reimbursed or retrieved.
Ways are split into Active, Passive and Way-Bounds, which will be covered below. Active and Passive ways are only usable in the specific focus school they belong to, and will not have any effect if another school is selected as primary.
Active Ways are abilities that provide improvements or alterations in regards to utility and the Operator's Void powers, namely Void Blast, Void Dash and Void Mode, and are denoted by having a circular icon. Activated Active Ways may have an associated energy cost increase, consuming more Void energy. Deactivating Active Ways will return cost consumption of the stated power to normal.
Each school has 6 Active Ways.
Passive Ways are abilities that provide passive enhancements to a Warframe's and/or Operator's stats, and are denoted by a hexagonal icon. These ways apply their bonuses from the start of a mission.
Each school has 2 Passive Ways.
Way-Bound abilities passively enhance the Operator's base combat stats. Unlike all other Ways, these can be "unbound" from the Focus school they are part of, therefore showing up (and treated as) as an additional unlocked Way in any selected school afterwards. To reactivate the unbound node(s) their usual capacity is still required.
Unbinding a Way-Bound node requires the node to be upgraded to the last rank, each final rank requiring 1,000,000 Focus points and a Brilliant Eidolon Shard.
Each school has two Way-Bound nodes, for a total of 10 Way-Bound nodes available to unlock.
Initially, only two Focus Ways per school will be available to the player for activation upon completing The Second Dream Quest, both abilities mainly providing passive Warframe bonuses. In order to reveal the rest of the Focus abilities in a particular school, players must have completed both The War Within and Saya's Vigil, and subsequently visit The Quills on Cetus in order to be able to unlock and rank up their Ways.
They followed the path of Engage The Enemy. Their swift, uncompromising onslaught, holding nothing back and recklessly attacking their foes, could vanquish an opponent before he had the chance to steel himself. Speed and savagery characterized this school.
The Madurai way is a school dedicated to offense. Tenno of the Madurai way are unrelenting fighters, excelling in the arts of ambush and barrage. Those who mastered the Madurai school are granted predatory, savage power.
They are able to improve on the raw damage output from their Warframe's weapons, as well as Warframe abilities that dish out damage.
They have a much higher Amp energy pool and regeneration, and utilize Void Mode to gather several charges of impressive damage amplification at whim.
Enhanced Void Blast and Void Dash outputs several instances of damage compared to their standard version.
The charges created by Void Strike will be consumed if either the Operator or the Warframe performs an attack.
Cloaking again while having charges left will increase the damage bonus for the remaining charges, but new charges will not be stored until all are used.
Only 1 pellet will get the damage boost. This is true for added multishot or innate multishot. This is also the case for the Pencha Scaffold which has 2 damage instances of which only one gets boosted.
Stunned enemies are opened up to finisher attacks for the duration of the stun.
However, if Void Radiance is also chosen, its blind effect will override Blazing Dash's stun upon leaving void mode after a dash, removing the finisher opportunity. It is therefore not advised to take Void Radiance if attempting to utilize Blazing Dash for the finisher vulnerability.
They trained to Counter the Enemy, and move with an opponent's attacks in order to nullify them. They maintained constant awareness in order to defend against all aggression.
The Vazarin way is a school of the Protectors. The Tenno of Vazarin excels in the arts of emergency support, self-sustenance, recovery and warding power. Those who mastered the Vazarin school are granted defensive benefits.
Through an increased affinity radius, their Warframes are able to provide aid from further away.
They have a higher health pool and regeneration, further augmented by a highly regenerative Void Mode.
They are able to inflict a burst of crowd control with Void Dash to provide immediate and emergency recovery, supplementing a brief respite to injured allies along the way.
They can absorb and offset damage taken by allies, while bestowing to them additional shields with Void Blast.
This discipline focused on Knowing the Enemy, and the tacticians of Naramon believed that to truly understand a foe would confer the greatest advantage upon a warrior.
The Naramon way is a school focused in the art of assault. The Tenno of Naramon excels in direct combat to both dominate and neutralize armed enemies. Those who mastered the Naramon school are enhanced with speed and raw, brutish force.
Void Mode increases Critical Chance of melee attacks by up to 20% / 30% / 40% / 50% over 5s. This chance gradually decreases over 5s / 10s / 15s / 20s when the Operator leaves Void Mode. This ability costs an additional 1 / 2 / 3 / 4 energy/s.
50,000 to unlock
80,000 / 108,284 / 160,000 1 / 3 / 5 / 7
Maxing this node can be detrimental to the use of Void Hunter, as higher ranks drain more energy/sec. Consider this choice carefully as ranking down is not possible.
Void Mode reveals enemies within 10m / 12m / 18m / 25m through walls. This range gradually decreases over 2s / 3s / 4s / 5s when the Operator leaves Void Mode. This ability costs an additional 2 / 2 / 1 / 1 energy per second.
They pushed themselves to Outlast the Enemy, to withstand all aggression without retreat. They believed that if the enemy could not match their endurance, then a battle could be won without having even commenced.
The Unairu way trains to become an indomitable soldier. The Tenno of Unairu provide the frontlines with unmatched tenacity, along with direct buffs to allies' offenses and defenses. Those who mastered the Unairu school are granted enhanced damage resistance and damage reflection.
Both Operator and Warframe are granted an additional amount of armor which mitigates and mirrors all damage taken.
They are able to impair enemies' offensive and defensive capabilities, and obfuscate them by providing invisibility to allied Tenno.
They are able to directly buff fellow Operators, increasing overall damage output from their Void Powers as well as their Amps.
Void Blast has a 25% / 50% / 75% / 100% chance to summon a Wisp when it damages an enemy. The Wisp can be picked up by allies to increase Operator damage by 20% / 40% / 60% / 100% for 3 / 6 / 9 / 12 seconds.
80,000 to unlock
120,000 / 162,426 / 240,000 1 / 4 / 7 / 10
The Unairu Wisp shares the same model as Cetus Wisp and is most often found laying on the ground.
Multiple wisps can be picked up by a single Operator, refreshing their duration.
The wisp grants additive damage bonus, before any multipliers.
They believed the clearest path to victory was to Dominate the Enemy. They sought to choke an opponent of all resources; that sheer strength could erase any resistance.
The Zenurik way is a school dedicated to the arcane. The Tenno of Zenurik are formidable in the arts of enemy attrition and battlefield control. Those who master the Zenurik school are granted tactical and spellcasters' benefits.
Energy is not regenerated while using channeled abilities.
Warframes may receive and benefit from regeneration even if unmanned.
Presently this effect does NOT stack with other applications of Energizing Dash. The newest application of Energizing Dash will overwrite any active applications on affected players, regardless of rank.
On Operators, this regenerates Void energy as well as Amp energy (3 / 3 / 4 / 4 / 5 / 5 energy/s each) which is displayed as twice the amount in the HUD (6 / 6 / 8 / 8 / 10 / 10)
Manifests ball lightning after a Void Dash that travels slowly and zaps enemies within 4 / 8 / 12 / 16 meters for 200 / 400 / 600 / 800 damage. Costs 10 energy
80,000 to unlock
120,000 / 162,426 / 240,000 1 / 4 / 7 / 10
Releases up to 8 pulses of damage over 6 seconds to all enemies in range, each having a low chance to proc an Electricity DamageElectricity status effect. Damage does not decrease with distance, but requires line-of-sight.
Ball travels horizontally at a rate of about 2 m/s, and can pass through obstacles.
Focus Lenses are special items that convert a specific percentage of Affinity earned on a fully leveled (Rank 30 or 40) gear item to Focus points; these accumulated points can be spent on upgrading or unlocking Focus abilities. A single Focus Lens can only be installed on fully leveled items; if an item currently equipped with a Focus Lens is polarized, it will need to be fully leveled back to continue earning Focus points.
Focus points can be spent by accessing the Focus menu on the Orbiter's Transference Room. These can be spent to unlock a new school, unlock or upgrade a node or increase the maximum Way Capacity.
Focus Points have a daily limit of 250,000, which scales at the rate of 5,000 additional cap per Mastery Rank. This limit resets at 00:00 UTC.
Eidolon Shards can be used to gain focus points beside the use of lenses. The shards are not limited by the daily cap for focus points. To convert them go to the focus trees or inside a tree and bring up the menu for consuming shards for focus.
All Focus schools have the same total Way capacity or Pool. Pool is consumed upon activation or attaining a higher rank of a Way; the more total Pool a player has, the more Ways can be simultaneously active at once. The cap on capacity initially starts out with four of five points, with the starting skill already taking up one capacity. Unlocking (and therefore activating) each Way will consume one capacity, with each incremental rank of the nodes next to the starting skill increasing its capacity consumption by 2 and each incremental rank of each end node increasing capacity consumption by 3.
Way capacity can be increased by spending the required lump of Focus points from the currently selected Primary school, either through the school selection screen or Way selection screen. Pool capacity is increased by one for every increase, and the amount of Focus needed is also increased for the next increment. If players have an insufficient Pool capacity they will be limited in how many Ways they can simultaneously activate or upgrade.
Increasing the Way Capacity directly affects the total capacity each school has, and each active Way will only consume the capacity of its own school. For example, a total Way Capacity of 10 will allow the Ways in the Zenurik school to consume up to 10 Way Capacity, separate from the consumption of Ways in the Naramon school.
View Cost of Increasing Way-Pool's Capacity List▾▾
Focus cost of Next Upgrade
Total Focus Cost
Unlocking each of the remaining schools requires a lump of 50,000 Focus points, though players must first accumulate Focus points through using Lens attributed to the desired school. Afterwards, they are able select a single Primary Tenno School, switching all bonuses of the previously selected primary school to the bonuses of the current primary school.
Previously, players who wish to max out their school (every node maxed and unlocked, including the 2 Brilliant Eidolon shards and 2,000,000 additional focus to add the way-bound nodes to your other schools) will require roughly the following amount of Focus per school. The duration has since been greatly shortened with Synthetic, Brilliant and Radiant Eidolon shards bypassing this cap, granting 5,000, 25,000 and 40,000 focus points respectively.
*Not factoring in Focus gained from converting additional Eidolon Shards, which bypasses the daily limit and higher Mastery Rank limits.
Total Required Focus for All Ways:
Total Required Capacity:
Total Required Focus for Capacity:
Total Required Focus:
Minimum Required Days (MR5):
Focus Gain With Focus Lens
The school of Focus earned is determined by which school of lens that is installed (e.g. installing a Naramon Lens on a Warframe will earn Naramon Focus). Focus points as mechanics which pertain Affinity distribution are as follows:
Warframe-power kills award Affinity directly (100% to the Warframe) without any further distribution, fully converting the Focus through the Lens attached on to the Warframe.
Weapon kills distribute Affinity evenly (50% to the Warframe, 50% to the weapon) between the killing weapon and Warframe. If the Warframe does not have a Lens installed, this results in a loss since the Warframe is unable to convert excess affinity.
Allied kills distribute Affinity 25% to the Warframe and the remaining 75% shared among all equipped weapons. If a Rank-30 weapon does not contain a Focus Lens, it will not convert any affinity obtained from ally kills into Focus points.
↑Assuming only one weapon equipped for simplicity. Total focus is the same if all weapons have lenses. If some weapons have no lens or a mix of greater and lesser weapon lenses is used an intermediate amount of focus will be earned.
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This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Convergence orbs, which are yellow glowing orbs, multiply the amount of Affinity converted to Focus by 8x for either a period of 45 seconds, until death, or when the daily Focus cap has been reached, whichever is shortest.
These orbs appear periodically (with a glowing indication of its location) throughout a mission if the player has brought a weapon or frame equipped with a focus lens. They stop spawning once the daily Focus cap has been reached.
Unlike most buffs, Convergence duration cannot be altered or interrupted by abilities like knockdown, Dispel or falling off the map. Immediately upon expiry, a short summary of Focus points earned during the active period will be displayed on the player's screen.
Focus points are not increased by mission completion bonus affinity.
Focus points earned during a mission will remain even if the mission is failed.
Focus cannot be used during Archwing segments of a mission.
Focus abilities cannot be activated if a Warframe is using a channeled ability that restricts its mobility, e.g. BansheeBanshee's Sound QuakeSound Quake and NyxNyx's AbsorbAbsorb. Other channeled abilities will remain active and continue draining energy throughout the duration of the Focus ability.
Focus Lenses cannot be put on Companions or their weapons.
After spawning, a Convergence orb remains on the map for exactly one minute before despawning.
As Focus is reliant on the amount of affinity gained, using Affinity Boosters can increase the total amount of Focus gained during missions.
The following is applicable when you are starting off and have a constraint on the amount of lenses you are able to install.
Due to affinity distribution mechanics when Focus lenses convert affinity into Focus points, the most effective placement of your first lens depends on play-style and role. If you are personally doing almost all of the killing, it is more effective to install Focus lenses on Warframes, as Warframes will be able to receive Focus regardless of weapon used, and can receive the full amount of Focus point conversion upon kills using Warframe abilities. This is the obvious choice for solo play. When you are playing a more supporting role, if you don't need other weapons, a single weapon equipped with a lens will be much more effective. For balanced team play, where you expect to get no more than 1/3 of the kills, a single weapon will be better than a frame. If you wish to use multiple weapons while farming, then lensing the frame still makes sense.
Melee weapons benefit from Affinity Spike, resulting in better Focus conversion rate compared to ranged weapons.
The Affinity Spike passive from the Naramon school grants +45% affinity to the equipped melee weapon.
Sanctuary Onslaught provides Convergence Orbs on each Zone after the first that scales up to a 16x multiplier, making it a great way to farm Focus.
Naramon has the lowest Way Capacity (pool size) for completion, while Unairu has the highest Way Capacity requirement. Once a school has been completed then excess focus gained in that school can still be used to grow the Way Capacity available to the other schools.
Applying focus to the Way-Bound Focus skills will, once unbound, make them available for use across all schools. For schools that you are not using in your builds then unlocking their unbound skills first will strengthen your operator overall (e.g. Inner Gaze and Eternal Gaze in the Madurai school).
The initial Focus system originally debuted in the same update as The Second Dreamquest, and focused on providing direct bonuses to Warframes or alterations to the Void Beam. The current version is 2.5, a release of the reworked Focus system which came with the Plains of Eidolon update.
The Focus system has been in development for a very long period, and was initially slated for release in Update 14.0 (2014-07-18). The developers admitted that Augment Mods and Arcane Enhancements initially started out as components of the Focus system before being split from it entirely.
The five schools of Focus are based upon the five elements of Wu Xing found in Book of Documents(尚书) and is widely used in ancient Chinese philosophical traditions. It resembles the five elements of godai, which lacks Naramon (the tree), as seen on the backgrounds of each school's skill tree page. The Five Elements are Fire, Earth, Water, Wood, and Metal.
The Naramon School represents Wood 木. In Wu Xing this is associated with the eyes, growth, flourish, and reaching outward.
The Madurai School represents Fire 火. In Wu Xing this is associated with the heart, force, passion, and raw ability.
The Unairu School represents Earth 土. In Wu Xing this is associated with the flesh, stability, durability, and bearing.
The Zenurik School represents Metal 金. Also interpreted as mineral or crystal, this is associated in Wu Xing with the lung, concentrating, reserving, and abundance.
The Vazarin School represents Water 水. In Wu Xing this is associated with the bone, inflexibility, supporting, adaptability, and sympathy.
While the replies that the player chooses during the Operator's conversation with the Lotus has no gameplay effect, the choice of replies are used to reorder the choices of Tenno Schools. Once the selection screen appears, with the school most suited to the Operator appearing on the left, and choice to the right being the least suited. For example, choosing the conversation options relating to knowledge will put Naramon to the leftmost side as the most desirable choice. Players are still free to choose the Focus they wish to start with however.
View Sorting Choice Answers List▾▾
"... always studying."
"... a hand, held in mine aboard the Zariman."
"... a fight."
"... things happen for a reason."
"... we stuck together."
"... they tried to help us."
"... they paid for what they did."
" ... she sang to us."
"... she was brilliant."
"... she was brave."
"... we protected the innocent."
"... we sought justice."
"... we reached for knowledge."
"... we fought with honor."
"... we were fearless."
How to Seek out the Quills Plains of Eidolon (Warframe)
Fixed a case of receiving an error prompt when attempting to increase a Focus pool.
Fixed an issue in the Focus Manager where increasing the Pool Capacity and backing out to the Operator screen, then back into the Focus manager causing all Focus Schools to show the cost of the Capacity upgrade being applied to every School instead of just the current one.
Choosing your Focus is now available in your Arsenal! Whether you’re Unairu, Madurai, Zenurik, Naramon, or Vazarin, you can swap between your active Focus school with greater ease when preparing your builds!
You can now customize your Operator and access your Focus Trees while in Cetus!
The Shard selection screen will now show you how many Brilliant or Radiant Shards you have available to convert into Focus (originally this number would only be available to you once you had selected what Shard type you wanted to convert).
Removed the option to Install a Focus Lens on a Gilded Amp since a Rank 30 Amp is required for that action.
Removed UI Buff indicators for Focus passives that are active 100% of the time with the exception of Vazarin’s Mending Soul.
Fixed crashing when using the Unairu Wisp Focus ability.
Fixed an issue where Focus power sounds were not properly playing for clients.
Fixed Focus resetting to 0 when switching from Archwing to Warframe mode.
Fixed casting Ash’s Shuriken on a knocked down enemy resulting in the Slash Status Effect hitting several times a second, often killing the enemy outright. This was most commonly seen when using Zenurik’s Temporal Blast.
There is a new Operator customization option available: School specific animations! Zenurik, Naramon, Unairu, Madurai, and Vazarin have their own set of idle animations. These are freely for the school of your choice. If you unlock each school, each set becomes available for your operator!
Convergence Orbs are now more lenient in Endless missions, and spawn at a position relative to the objective instead of the player. Orbs are also more combat-focused so that they are more likely to spawn as soon as the chance from a kill succeeds (before there could be short delays).
The Focus School selection screen will now appear on login if a player has completed Second *Dream but doesn't have a Focus ability selected yet. This should also fix people stuck in the *War Within quest or The Second Dream quest.
Added more details to Zenuriks Energizing Dash description to better clarify how it functions.
Fixed Convergence not being shared between Operator and Warframe.
Revamped the focus system to what is now known as Focus 2.0.
There are Focus Lenses (1.25% Affinity Conversion), Greater Focus Lenses (1.75% Affinity Conversion), and now (name not final) Eidolon/Ostron Lenses (2.25% Affinity Conversion) Blueprints for this last category—requiring multiple Greater Lenses to craft—will be awarded through the Plains of Eidolon Bounty System.
The Daily Focus Cap has increased from 100,000 to 250,000 Focus per day.
Convergence Orbs now yield an 8x multiplier versus a 6x.
Reduced the Pool Increase costs significantly and distributed the Focus point investment more into the nodes.
Each focus school has 10 Nodes for you to explore!
Cross-Focus Unlocks: Way-Bounds For players who delve deep into their Focus trees, two passive nodes from each tree can be made “universal” once maxed! These are denoted by 'Way Bound' terminology. For a substantial Focus cost and other items, these passives become available regardless of the school you are using. One can only truly “complete” a Focus tree by exploring all 5 of the Tenno ways! But there is also NEW - all the above examples don't include the Weaponry and Arcane-like Enhancements your Operators are getting when they become true 'Eidolon Hunters'.
Ambulas now follows suit with other bosses that are affected by diminishing returns for Zenuriks Void Pulse. Ambulas will still be affected by Void Pulse, but for a shorter duration as intended with bosses.
Greater Lenses can now be found through Sortie rewards in addition to Regular Lenses. Note this doesn't affect the drop chance of other items within Sorties, just the Focus Lens school of drops now has more options.
Fixed the stealth Affinity multiplier not giving you more Affinity and Focus despite it saying it is.
You can now replay the Second Dream quest! You’ll notice some small tweaks upon replaying it, such as not receiving a Focus lens, and not being able to select a new Focus school upon completion (Naramon for life, amirite?).
Introducing: 'Convergence'! Convergence will reward the player a 6x Focus multiplier for 45 seconds. This time limit will appear as a countdown buff on the player. Here is how the Focus gain percentages work in v 1.1:
Normal Lens: 1.25% without Convergence, Normal Lens: 7.5% with Convergence (multiplied by 6)
Greater Lens: 1.75% without Convergence, Greater Lens : 10.5% with Convergence (multiplied by 6)
Convergence will automatically drop if one has not appeared after 3-5 minutes.
The daily Focus cap has been increased from 75k to 100k
Removed all Focus related cooldowns and timers in the Simulacrum so players don't have to wait to test and experiment with Focus powers.
Fixed Focus Ability cooldowns being reset on Host Migration.
Fixed daily Focus limit tracking being lost after a Host Migration.