Release Date: March 4th, 2016
Entombed in his sarcophagus, as shifting sand pours through the hourglass, resurrect the Cursed Pharaoh Inaros to consume and conquer all life in his sandstorm burial. Engulf the outlanders in barren desert, where his sacred scarabs and Kavats thrive. Inaros arose in Update 18.5 (2016-03-04).
Acquisition
Inaros' main and component blueprints are obtained from the Sands of Inaros quest. The quest blueprint is tradeable from another player, or purchasable from Baro Ki'Teer for 100 + 25,000. Additional blueprints can be bought from Cephalon Simaris; 25,000 for component blueprints and 50,000 for main blueprint.
Alternatively, upon completion of The Duviri Paradox, Inaros's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn his blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
1 |
Time: 3 Day(s) |
Rush: 50 | |||||
Market Price: 225 | Blueprints Price: N/A | ||||
Inaros Neuroptics Blueprint | |||||
15,000 |
1,500 |
2 |
350 |
500 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Inaros Chassis Blueprint | |||||
15,000 |
3 |
1,000 |
300 |
100 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Inaros Systems Blueprint | |||||
15,000 |
2 |
300 |
1,600 |
500 |
Time: 12 Hour(s) |
Rush: 25 |
Lore
- Main article: Sands of Inaros
Inaros was a warrior who served the Golden Skymen, but did not approve of them taking away the children of the devout sky-worshippers of Mars. Inaros eventually defected to protect the colony. The Skymen set their armies upon Inaros, but none could prevail against him. The Skymen fled, and Inaros was hailed as the God King of the Mars people before he ascended to watch over the colony from his throne in the sky.
Years later, the Mars colony was attacked by Infested. Inaros came to their defense and swept away the plague, but his metal body was found broken. Believing his spirit returned to the sky, the colony entombed his body in Sacred Vessels, knowing he will one day reclaim his body and rise again.
A young Baro Ki'Teer was part of the Mars colony that worshipped Inaros, but one day it was beset by Grineer. Despite Baro Ki'Teer's prayers, Inaros never came and the colony was eradicated, and he, as the colony's sole survivor, grew to resent the God King.
In present day, Baro Ki'Teer hires the Tenno to excavate Inaros's tomb, but a mysterious voice narrates the legend of Inaros, leaving Baro Ki'Teer distressed. While completing the challenges left on the Sacred Vessels, the voice is revealed to belong to Baro Ki'Teer's late mother. Coming to peace with his past, Baro Ki'Teer thanks the Tenno, remarking that the God King will rise again.
Notes
- Due to having no shields, Inaros' base health from leveling scales differently from other Warframes, having 300% more health at max rank rather than the typical 200%.
- Inaros possesses the second highest health of all Warframes in the game (2,110 base, 2,310 at max rank), behind Inaros Prime.
- Inaros has unique interactions due to his lack of shields:
- The shield reduction from the Decaying Dragon Key has no effect, allowing Inaros to carry it without issue.
- The No Shields Nightmare Mode condition has no effect.
- Cryogenic Leakage has no effect on his nonexistent shields. His friction is still affected however.
- The increased shield damage from Magnetic has no effect. Energy drain and HUD disruption still occurs however.
- Rage and Hunter Adrenaline will always give energy when damage is taken.
- The Hijack objective will drain his health instead in order to move.
- He cannot receive overshields, or gain shields from allied Shield Ospreys, Orokin Drones, Hildryn's Haven, or Protea's Grenade Fan.
- His lack of shields prevents him from receiving shield gating.
Trivia
- Inaros has two possible namesakes, both of which are figures in ancient Egyptian history and are often confused with each other:
- Inaros' tomb being guarded by Kavats during Sands of Inaros, as well as Desiccation's Curse and Scarab Swarm's ability to summon Sand Kavats, references ancient Egypt cats who are revered as sacred protectors to ancient Egyptians.
- Inaros was the first Warframe to have 0 base shields, with Nidus and Kullervo following after.
- Inaros was the first Warframe to have a built-in polarity in the Exilus mod slot. An Exilus Adapter is still required to unlock the slot, but a Forma is not necessary unless changing it to another polarity.
- Previously, Inaros's component pieces were labeled as "Protector", directly tying the blueprints to the lore itself (e.g. Protector Neuroptics).
- As of Update 18.6 (2016-03-16), Baro Ki'Teer has unique dialog when addressing players equipped with Inaros.
Release Date: July 14th, 2020
Inaros Prime is the Primed variant of Inaros, possessing higher health, energy, and sprint speed, as well as additional polarity. Inaros Prime was released alongside Panthera Prime and Karyst Prime.
Acquisition
Chassis Blueprint | Systems Blueprint | Blueprint | Neuroptics Blueprint |
---|---|---|---|
Axi K6 Uncommon (V) Axi O5 Uncommon (V) Lith H4 Uncommon (V) Lith N6 Uncommon (V) Neo A10 Uncommon (V) Neo P3 Uncommon (V) Neo T3 Uncommon (V) Neo V10 Uncommon (V) |
Axi A13 Common (V) Axi G7 Common (V) Axi T7 Common (V) Lith M6 Common (V) Meso C7 Common (V) Neo K4 Common (V) Neo N13 Common (V) Neo T5 Common (V) |
Axi K12 Uncommon (V) Axi W1 Uncommon (V) Axi W2 Uncommon (V) Lith G4 Uncommon (V) Lith N10 Uncommon (V) Meso N12 Uncommon (V) |
Axi I1 Rare (V) Axi I2 Rare (V) Axi I3 Rare (V) Meso I1 Rare (V) Meso I2 Rare (V) |
Vaulted
- On July 16th, 2022, Inaros Prime, along with Panthera Prime and Karyst Prime, entered the Prime Vault and were retired from the reward tables. Any preexisting components or fully-built items will remain as is.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
5 |
Time: 3 Day(s) |
Rush: 50 | |||||
Market Price: N/A | Blueprints Price: N/A | ||||
Inaros Prime Neuroptics Blueprint | |||||
15,000 |
5,500 |
6 |
225 |
2 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Inaros Prime Chassis Blueprint | |||||
15,000 |
2 |
4,750 |
1,400 |
8 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Inaros Prime Systems Blueprint | |||||
15,000 |
10 |
3 |
4,300 |
1,450 |
Time: 12 Hour(s) |
Rush: 25 |
Notes
- Inaros Prime, compared to Inaros:
- Higher Health (2215/2415 vs. 2110/2310)
- Higher Energy (140/190 vs. 100/150)
- Higher Starting Energy (75 vs. 50)
- Higher Sprint Speed (1.05 vs. 1.0)
- Additional polarity ( vs. )
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Inaros Prime possesses the highest base health of all Warframes in the game: 2215 at rank 0 and 2415 at max rank.
- In addition to Baro Ki'Teer having unique dialogue different from Inaros or other Prime Warframes, he will sell a Baro Void-Signal for 25,000 and 100 only to Inaros Prime, and can only be bought once per visit. This unlocks a mission called Void Raider in the Void, which is a Defense mission with 10 waves, Nightwatch Corps enemies, and the defense client being Baro Ki'Teer wielding Aklex. This mission can only be accessed using Inaros Prime, consuming the Baro Void-Signal on completion.
- Inaros Prime's sarcophagus features metallic linings and Orokin ornaments affected by his chosen Appearance colors.
- Inaros Prime's Scarab Swarm features additional glowing white particles swirling upward, and enclosing Inaros Prime's entire body, during charging animation. Particles' color isn't affected by chosen Appearance colors.
Trivia
- Inaros Prime's helmet is designed after the Deshret, also known as the Red Crown, which was worn by the pharaohs of Lower Egypt.
- Interestingly enough, the name of the crown was also shared with the Red Land, the deserts and foreign lands surrounding Egypt.
- Inaros Prime is the sixth Primed Warframe whose non-primed variant was unlockable through a quest (Sands of Inaros), after Titania, Atlas, Mirage, Limbo and Chroma.
Media
See Also
- Prime, the Orokin enhancement to a Warframe or weapon.
Passive
Resurrect the undying king of the desert with the death of his foes. On fatal injury and entering Bleedout, Inaros enters an immobile Sarcophagus. Within his tomb, target an enemy or ally on the aiming reticle (default LMB ) to release a beam that continuously inflicts 75 True damage per tick and siphon hitpoints from them, gradually filling his revive meter to allow Inaros to rise again. Alternatively, allies may manually revive Inaros by interacting with his Sarcophagus.
- The revive meter is filled by 0.5% for every 1% of an enemy's combined health and shields removed. At least 2 enemies must be killed for Inaros to be revived.
- If an ally kills the enemy targeted by Inaros, or kills other enemies within ? meters from his Sarcophagus, their deaths will contribute to Inaros' revive meter.
- Siphoning from enemies will pull them toward Inaros. Siphoning from allies will only damage them.
- Siphoning deals True damage per tick, which ignores armor damage reduction. However, it is still subject to other damage resistances and shields.
- Siphon damage is only affected by Provoked.
- Undying Will and Renewal will still function normally on Inaros' Sarcophagus.
- Unairu's Last Gasp will not prompt on Inaros' Sarcophagus.
- Inaros cannot use other weapons in his Sarcophagus.
- The siphoning beam can be nullified from enemies such as Nullifier Crewman or Isolator Bursa.
- Sarcophagus does not prevent Inaros from dying in Arbitrations; he will still enter the Sarcophagus animation before immediately dying.
Killing enemies with melee Finishers restores 20% of Inaros' maximum Health.
- Applies to all finishers, including Ground Finishers and Parazon Mercy finishers.
- Health restore is not affected by mods.
- Inaros can reliably trigger melee finisher prompts by casting Desiccation.
Unlike most Warframes, when Inaros ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +15% / +30% / +45% / +60% / +75% / +90% / +105% / +120% / +135% / +150% Health at ranks 2 / 5 / 8 / 11 / 14 / 17 / 20 / 23 / 26 / 29 respectively.
Abilities
1 25 |
Desiccation Blast enemies with a wave of cursed sand that blinds them and steals their health. Introduced in Update 18.5 (2016-03-04) |
Strength:75 / 100 / 125 / 150 (initial True damage) 2 / 4 / 6 / 8 ( True damage/sec) | |
Duration:3 / 5 / 6 / 8 s | |||
Range:10 / 12 / 13 / 15 m | |||
Misc:
100 % (stagger on hit) | |||
Subsumable to Helminth |
2 50 |
Devour Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow. Introduced in Update 18.5 (2016-03-04) |
Strength:50-100 / 100-200 / 150-300 / 250-500 ( True damage per second) | |
Duration:15 / 20 / 25 / 30 s (quicksand) ≥ 15 s (Sand Shadow) | |||
Range:20 / 30 / 40 / 50 m (cast and tether range) | |||
Misc:
2 s (damage ramp-up) |
3 75 +10/s |
Sandstorm Become a whirling spiral of sand that sends enemies flying and devours those trapped in quicksand. Introduced in Update 18.5 (2016-03-04) |
Strength:200 / 300 / 400 / 500 ( Slash damage/sec) | |
Duration:N/A | |||
Range:4 / 5 / 6 / 7.5 m (radius) | |||
Misc:
? % ( Slash status chance) |
4 25 |
Scarab Swarm Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies. Introduced in Update 18.5 (2016-03-04) |
Strength:100 / 150 / 175 / 200 ( Corrosive damage/sec) | |
Duration:6 / 10 / 12 / 15 s (swarm duration) | |||
Range:20 / 22 / 25 / 30 m (cast range) 6 / 10 / 12 / 15 m (heal radius) | |||
Misc:
2,900 HP (total health cost) |
Strength Mods | Duration Mods | Range Mods |
---|---|---|
Patch History
Update 35.0 (2023-12-13)
- Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
- Inaros Prime from 50 to 75
- Fixed offset issues with the Maggor Leg Guard and Towsun variant on Inaros.
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:
INAROS
Health: Base Rank - 2110 (from 550) / Max Rank - 2310 (from 2200)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)
INAROS PRIME
Health: Base Rank - 2215 (from 575) / Max Rank - 2415 (from 2300)
Shields: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)
Armor: Base Rank - 240 (from 225)
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!
- Changes:
- Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
- Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
Update 32.3 (2023-02-15)
- Fixed Inaros’ Scarab Swarm HUD buff showing too many numbers after the decimal point.
Update 32.0 (2022-09-07)
- The following Warframe Blueprints that can be obtained from Simaris can now be sold for Credits:
- Inaros Blueprint
Hotfix 31.6.2 (2022-06-15)
- Fixed being able to cast Inaros’ Devour on allied crewmembers on the Railjack by using the Tactical Menu. Crewmembers are friends, not food.
Hotfix 31.5.10 (2022-05-17)
- Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
- Fixed Inaros’ Sandstorm not terminating.
Hotfix 31.5.7 (2022-05-06)
- Fixed Inaros’ losing loss of function after being spiked by a Void Manifestation while Devouring.
Update 31.5 (2022-04-27)
- Inaros’ Sand Shadows base lifespan are now affected by Duration mods.
- Fixed being able to benefit endlessly from Inaros’ Sandstorm without spinning by emoting while active.
- Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
- Inaros’s Sandstorm
- Fixed Inaros’ Resurrection meter being half a pixel too far to the left.
Update 31.2 (2022-03-16)
- Fixed being able to stay in endless Inaros Sandstorm after using an Emote (like the Shawzin) on a keybind.
Update 30.8 (2021-10-04)
- Fixed incorrect Armor positioning when equipping the Hexis Armor to Inaros Prime.
Hotfix 30.0.1 (2021-04-13)
- Fixed an issue with Inaros’s Agile animation set.
Hotfix 29.5.7 (2020-12-10)
- Fixed Inaros Prime Chat link screen including the Blueprint button.
Update 28.3 (2020-08-12)
- Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
- Fixed issues with the Inaros Prime Skin causing the Inaros Helmets to deform.
Update 28.2 (2020-07-14)
- Introduced Inaros Prime.
Hotfix 27.3.13 (2020-04-14)
- Fixed Companions trying to attack enemies that are in Inaros’ Devour trap, which we don’t want cause we wish to snack on said enemy.
Update 27.2 (2020-03-05)
- Armor Change:
- Inaros: 200 to 225
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Hotfix 27.0.12 (2020-01-23)
- Fixed Inaros getting stuck in his Devour animation if Devour is cast on an enemy that dies at the exact same time.
Hotfix 27.0.9 (2020-01-09)
- Fixed a script error in Inaros’ Sandstorm.
Hotfix 25.3.2 (2019-07-12)
- Fixed some script abuse when Inaros' Desiccation continued to tick after Inaros was killed.
Update 25.1 (2019-06-05)
- Fixed Zanuka being unable to capture Inaros.
Update 25.0 (2019-05-22)
- Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.
Hotfix 24.7.3 (2019-04-22)
- Fixed having no Shields in Archwing if Inaros or Nidus are equipped.
Update 23.0 (2018-06-15)
- Fixed Inaros' Desiccation GPU particles not applying chosen Energy color
Update 22.16 (2018-03-15)
- Fixed Ancient Healer damage reduction Aura negatively affecting the consume rate of Inaros’ Devour.
Hotfix: The Index Preview 2 (2016-10-21)
- Excluded Reactant and Index Point pickups from Sandstorm.
Update: The Silver Grove 1.0 (2016-08-31)
- Augment: Sandstorm - Elemental Sandstorm
Update: The Silver Grove (2016-08-19)
- Conclave: Devour now also decreases Dodge speed of target.
- Fixed various clipping issues with Inaros.
Hotfix: Specters of the Rail 0.1 (2016-07-08)
- Fixed an issue with Inaros players entering into pre-death and becoming unable to revive during Specter encounters.
Update: Specters of the Rail 0.0 (2016-07-08)
- Fixed an issue with Devouring allies affected by Radiation Damage and permanently locking Inaros in the animation for the duration of the mission.
Update 18.13 (2016-05-27)
- Enemies that are being Devoured by Inaros can no longer be hurt/killed by another player.
- Fixed Scarab Swarm healing objectives.
Update 18.9 (2016-04-20)
- Conclave: Fixed Sandstorm staying active after death until the player respawns.
- Quest: Fixed Clients not seeing the laser eye FX on enemies in the final stage of the Sands of Inaros quest.
Hotfix 18.8.2 (2016-04-13)
- Quest: Fixed Sentinel kills not counting toward the Sacred Vessel progress in the Sands of Inaros quest.
- Fixed Inaros appearing transparent after reviving.
- Fixed Inaros’ diorama missing his cloth attachments.
Update 18.8 (2016-04-06)
- Conclave: Fixed Sandstorm lingering even after death.
- Fixed Inaros’ Sandstorm lingering even after death in Conclave.
Update 18.7 (2016-03-30)
- Quest: Fixed the Sands of Inaros’ Sacred Vessel diorama becoming stuck on screen, preventing progress in the Quest.
Hotfix 18.6.3 (2016-03-23)
- Quest:
- Players can now review the Sacred Vessel more closely in their Landing Craft when playing the Sands of Inaros Quest.
- Fixed an issue in the Sands of Inaros Quest that could cause menus to freeze after seeing the in-Mission Sacred Vessel diorama.
- Fixed several overlapping textures and holes in Inaros’ tomb in the Sands of Inaros Quest Mission.
- Conclave: Fixed Inaros’s Sandstorm visual FX lingering after death in Conclave.
- Fixed Inaros’ Sandstorm visual FX covering too large an area when ranged Mods are equipped.
- Fixed an error causing Inaros to get stuck when devouring friendly targets affected by the Radiation proc.
- Fixed Scarab Swarm being usable on corpses.
- Fixed Scarab Swarm not having consistent targeting when moving the camera while aiming.
Hotfix 18.6.2 (2016-03-22)
- Trinity’s Energy Vampire will no longer affect Inaros when in Sandstorm.
- Fixed weapons with alt fire being usable during using Sandstorm.
- Fixed Scarab Swarm not healing Sentinels.
- Fixed Devour not being able to consume enemies below his position.
- Fixed Scarab Armor buff persisting through death.
- Fixed Inaros starting at 0 shields when using an Archwing.
Update 18.6 (2016-03-16)
- Quest:
- Fixed some visual fx causing the torches in the Sands of Inaros Quest to appear pixelated.
- Fixed not receiving an Inbox message after completing the Sands of Inaros Quest.
- Conclave: Inaros’ Dessicate and Banshee’s Sonic Boom range has been increased and now hit in a 40 degree FOV.
- Baro Ki’Teer will now have a unique greeting when interacting with Inaros.
- Fixed an issue allowing players to cast other abilities during Inaros’ Devour after entering the pause menu during Devour’s cast.
Hotfix 18.5.6 (2016-03-10)
- Quest:
- Removed some audio FX from Inaros’ vault door in the Sands of Inaros Quest.
- Fixed music not properly playing during the Sands of Inaros Quest boss battles.
- Conclave:
- Lowered the damage and duration of Inaros’ Desiccation in Conclave.
- Increased the damage of Inaros’ Scarab Swarm in Conclave.
Hotfix 18.5.5 (2016-03-08)
- Quest: Fixed not being able to view the Sands of Inaros Quest diorama in your Codex after completing the Quest.
Hotfix 18.5.4 (2016-03-07)
- Quest:
- Fixed a bug preventing the extraction door from opening in Sands of Inaros quest.
- Fixed issues with the Sacred Vessel being consumed too early in the Sands of Inaros quest, leading to progression stoppers.
- Fixed audio FX that were not properly functioning on Inaros’ tomb doors in the Sands of Inaros Quest.
- Fixed an error causing the Vessel to be lost from the player’s inventory during the Sands of Inaros Quest Mission.
- Conclave: Fixed an error that would occur when entering bleedout in Conclave as Inaros while looking at an enemy player.
- The Provoked Mod now affects Inaros's bleed out damage.
Hotfix 18.5.1 (2016-03-04)
- Adjusted Inaros’ sarcophagus audio FX.
- Improved the quality of Inaros’ sarcophagus’ animations.
- Fixed players being unable to trade Inaros’ Blueprint.
- Fixed Inaros’ Idle Animation Icons not displaying properly.
- Fixed Scarab Swarm not taking on the proper energy color for audio FX.
Update 18.5 (2016-03-04)
- Inaros risen from the sands.
- Quest: Sands of Inaros added.
Ability SFX
- Using any ability (download, history)
- Using Desiccation (download, history)
Images
Videos
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