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These used to be museum fodder, ceremonial and all that golden piss talk. But now, real weapons. Void-touched, not fashion accessories, not conversation pieces. They are for killing. We good?

The Incarnon system is an upgrade mechanic for weapons that attunes them to the Void, augmenting them with increased lethality via alternate forms and evolutionary upgrades. Some of these weapons were ceremonial Zariman paraphernalia transformed by the Void jump, while others were a result of Albrecht Entrati's experiments.

Additionally, a variety of weapons throughout the Origin System can receive an Incarnon Genesis, an adapter that can provide otherwise ordinary weapons access to Incarnon forms and upgrades. All weapon types (MK1, Prime, Vandal, etc.) are eligible to receive a Genesis. Dual and Akimbo versions of weapons are considered different weapons under the Incarnon system, as is the same under the Riven system.

Access to Incarnon system requires completion of the Angels of the Zariman. Unlocking Albrecht's Incarnon weapons requires completion of Whispers in the Walls and The Deadlock Protocol, while Incarnon Genesis require The Duviri Paradox and having unlocked The Steel Path.

Incarnon Weapons[]

Zariman[]

Sanctum Anatomica[]

Incarnon Genesis Primary[]

Incarnon Genesis Secondary[]

Incarnon Genesis Melee[]

Acquisition[]

Zariman Incarnons can be purchased from Cavalero in the Chrysalith with The Holdfasts standing after completion of Angels of the Zariman. All 5 of the current weapon blueprints require Mastery Rank 14 to purchase and are tradeable.

Albrecht's Incarnons blueprints are a Rotation reward from Disruption Armatus on Deimos, requiring completion of The Deadlock Protocol and Whispers in the Walls to access. Alternatively they can be purchased from Loid in Sanctum Anatomica for  Vessel Capillaries dropped by Disruption Armatus Demolishers in quantities of 2-3 (5-7 on The Steel Path).

Incarnon Genesis Adapters are obtained from Duviri's The Circuit on The Steel Path, requiring completion of The Duviri Paradox to access. Cavalero assists with the installation process, additionally requiring 20  Pathos Clamp and two other types of Duviri resources.

Alternatively, the  Boar,  Gammacor,  Anku,  Gorgon,  Angstrum,  Dera,  Sybaris,  Cestra,  Sicarus, and  Okina Incarnon Genesis Adapters can be purchased from Cavalero's "Incarnon Market" for  120. Purchasing the adapters this way also comes with the resources used to install them. Each adapter can only be bought once.

Cavalero can also remove the Incarnon upgrade to return the Genesis Adapter, but the Duviri resources used for the installation are not refunded.

Reward Rotation[]

Players can select two of five Incarnon Genesis Adapters for the week as the Tier 5 and 10 rewards. If the player has Drifter Intrinsics Opportunity Rank 9, they can also choose from Rifle, Pistol, or Melee Riven Mods, or  20,000 Kuva.


The Steel Path Incarnon Genesis Reward Rotation
Week # (Rotation) Possible Incarnon Genesis
Week 1 (A)
Week 2 (B)
Week 3 (C)
Week 4 (D)
Week 5 (E)
Week 6 (F)
Week 7 (G)
Week 8 (H)
Week 9+ Schedule repeats, cycling rewards from Week 1 to Week 8 (ABCDEFGHABCDEFGH...)

Click here to purge the cache, you have to do this every day at the weekly reset otherwise the reward won't cycle.

The Steel Path Circuit Tier Rewards
Tiers Possible Rewards Required
Circuit Progress
Cumulative Required
Circuit Progress
#Continuous Required
Stages
Tier 1 285 285 3
Tier 2 315 600 5
Tier 3 345 945 7
Tier 4 390 1,335 10 (9 with daily bonus)
Tier 5
  • First Incarnon Genesis Selected
450 1,785 12
Tier 6 525 2,310 15
Tier 7 615 2,925 19
Tier 8 720 3,645 23
Tier 9 840 4,485 28
Tier 10
  • Second Incarnon Genesis Selected
975 5,460 34 (33 with daily bonus)
Tier 11+ 1400 6,860 + 8-9 per lvl

Mechanics[]

IncarnonWeaponIndicator

UI indicator for Incarnon Transmutation

By completing a number of challenges based on the weapon, Incarnon weapons can receive evolutions from Cavalero. Like other challenges (Riven mods, Nightwave, etc.), progress is tracked independently from mission progress. Each weapon has a total of 5 evolutions.

The first evolution unlocks the weapon's Incarnon Form, granting them an Alternate Fire mode or increasing their stats while changing their appearances. Activating the Incarnon Form requires certain conditions be met in missions, the method of which differs depending on the weapon.

For primary and secondaries (e.g.  Laetum,  Phenmor,  Felarx), the Incarnon Transmutation gauge that appears under the reticle must be charged to activate by achieving weakpoint hits.  Angstrum Incarnon Genesis and  Torid Incarnon Genesis are instead charged through direct hits. While active, the Incarnon Form uses its own secondary ammunition via the amount in the Transmutation gauge. Activating the Incarnon Form only requires at least one unit of charge, but manually deactivating the mode will deplete the entire gauge.

For melees (e.g.  Praedos,  Innodem), the Incarnon Form is activated by reaching a 5x Melee Combo (6x for  Ruvox and Genesis) and then executing a Heavy Attack, which lasts for 90 seconds (180 seconds for Genesis) and is non-refreshable.

The remaining evolutions provide 3 different selectable perks that further enhance the weapon's stats. Only one perk can be selected, which can be changed freely with Cavalero or in the Arsenal.

Challenges[]

Below are the challenges required to unlock the evolutions of each Incarnon weapon currently available. The first, fourth, and fifth challenges are identical between Incarnon weapons, but the second and third evolutions differ between each weapon.

Progress for all challenges is maintained between runs, so the player does not have to complete them in a single mission.

  • Evolution I: Kill 100 enemies with the weapon
  • Evolution II:
    • Laetum/Phenmor/Felarx/Onos/Ruvox: Kill 8 Eximus with the weapon's Incarnon Form
    • Praedos/Innodem: Activate Incarnon Form 6 times in a mission
  • Evolution III:
    • Laetum/Phenmor/Felarx: Land 8/20/20 weakpoint hits on Void Angels with Primary fire without reloading
    • Praedos/Innodem: Complete 3 Heavy Attacks on Thrax Centurions or Legates
    • Onos: Get 5 weakpoint hits on Scathing and Mocking Whispers in Albrecht's Laboratories with Primary fire without reloading.
    • Ruvox: Inflict 3 Heavy Attacks on Scathing and Mocking Whispers in Albrecht's Laboratories
  • Evolution IV:
    • Zariman Ten Zero: Close 12 Ruptures in Void Flood
      • Player must have contributed to closing the rupture via depositing Vitoplast.
    • Albrecht's Laboratories: Open 20 Conduits in Disruption on Armatus, Deimos.
  • Evolution V: Complete a Solo mission with an Incarnon Weapon equipped in every slot
    • Any mission will suffice for this challenge.
    • Incarnon Genesis weapons are considered for the purposes of this challenge.

Genesis[]

Incarnon Genesis

Hey.

Heard you been grubbing around in the Zariman's backyard. That little tinpot 'kingdom.'

Well, in my extensive downtime, I've been having thoughts about weapons. How I could upgrade 'em. Give 'em a sprinkle of Void magic. And guess what? The Void does what the Void does. Took my ideas and made them real. How about that.

So if you've picked up a... let's call it an Incarnon Genesis, why not? An Incarnon Genesis, bring it to me and I'll get it installed for ya.

Slaughter awaits.
Cavalero

PS. Yonta says I need to say this very clearly: I cannot adapt a weapon you do not own. I will need both the Incarnon Genesis AND the weapon it applies to. Understood? I am not running a charity here.

Similarly to the Zariman weapons, the Genesis weapons have their own challenges, but only have 4 evolutions in total. Slotting in the Genesis Adapter is considered the first challenge. Challenges only need to be cleared once per weapon type, for example clearing  Braton's challenges will automatically unlock perks for  MK1-Braton,  Braton Prime, and  Braton Vandal when acquiring their Incarnon forms. The remaining challenges are as follows:

  • Evolution II: Complete a solo mission with the weapon
  • Evolution III:
    • Primary/Secondary: Kill 100 enemies with the weapon's Incarnon Form
    • Melee: Activate Incarnon Form 6 times in a mission
  • Evolution IV: Varies by weapon

Movement Bonuses[]

Every incarnon genesis melee weapon offers a bonus to certain parkour stats - usually sprint speed and bullet jump - upon transforming into incarnon mode. All non-genesis melee weapons, as well as a few genesis weapons and the Laetum, also offer some bonuses for selection as an evolution perk upgrade:

Incarnon Weapon Movement Bonuses
Weapon Evolution Perk Activation Condition Type Amount
 Ack & Brunt 1: Default Incarnon mode Bullet jump +20%
 Ack & Brunt 1: Default Incarnon mode Sprint speed +20%
 Anku 1: Default Incarnon mode Bullet jump +20%
 Anku 1: Default Incarnon mode Sprint speed +20%
 Anku 3: Swordsman's Celerity Always active Movement speed +20%
 Bo 1: Default Incarnon mode Bullet jump +20%
 Bo 1: Default Incarnon mode Sprint speed +20%
 Bo 3: Swordsman's Celerity Always active Movement speed +20%
 Ceramic Dagger 1: Default Incarnon mode Bullet jump +25%
 Ceramic Dagger 1: Default Incarnon mode Sprint speed +25%
 Dual Ichor 1: Default Incarnon mode Bullet jump +20%
 Dual Ichor 1: Default Incarnon mode Sprint speed +20%
 Furax 1: Default Incarnon mode Bullet jump +25%
 Furax 1: Default Incarnon mode Sprint speed +25%
 Hate 1: Default Incarnon mode Bullet jump +20%
 Hate 1: Default Incarnon mode Sprint speed +20%
 Innodem 2: Striking Swiftness Always active Sprint speed +30%
 Laetum 2: Raptor's Chase Aim down sights Movement speed +50%
 Magistar 1: Default Incarnon mode Bullet jump +10%
 Magistar 1: Default Incarnon mode Sprint speed +10%
 Nami Solo 1: Default Incarnon mode Bullet jump +20%
 Nami Solo 1: Default Incarnon mode Sprint speed +20%
 Okina 1: Default Incarnon Mode Sprint speed +20%
 Okina 1: Default Incarnon Mode Parkour velocity +20%
 Okina 3: Swordsman's Celerity Always active Movement speed +30%
 Praedos 2: Drifting Grace Always active Sprint speed +20%
 Praedos 2: Drifting Grace Always active Slide +20%
 Praedos 4: Evolved Ascension Always active Parkour velocity +30%
 Praedos 4: Vaulting Leap Always active Midair jump height +100%
 Ruvox 2: Gathering Momentum Melee combo: 2x or more Movement speed +5% × (combo - 1)
 Ruvox 4: Ternary Vault Always active Midair jump count +1
 Sibear 1: Default Incarnon mode Bullet jump +10%
 Sibear 1: Default Incarnon mode Sprint speed +10%
 Skana 1: Default Incarnon mode Bullet jump +20%
 Skana 1: Default Incarnon mode Sprint speed +20%

Trivia[]

  • Incarnon is based on the word incarnate, which means to embody something, like a deity or spirit, in the flesh.

Gallery[]

Patch History[]

Update 38.0 (2024-12-13)

  • Fixed the special Incarnon reticle not being visible (unless aiming down sight) while dual wielding a Glaive with a Secondary Incarnon weapon.
  • Fixed being unable to gain progress for Incarnon Challenges while in the Undercroft.
  • Fixed rare instances where Incarnon Challenges would not progress on certain accounts while playing as a Client.
  • Fixed the Elemental Dominance Sybaris Incarnon evolution displaying the wrong stats in the Arsenal.
  • Fixed rare bug where weapons with Damage that convert to another type (due to Incarnon Form or Mods) would not apply the changed Damage Type to the “Status” tooltip in the Arsenal UI.
  • Fixed the Incarnon Strun "Blazing Barrel" Evolution causing reloading to be less effective.

Hotfix 37.0.9 (2024-11-13)

  • Fixed the “Ready Retaliation” Incarnon Evolution (on reload from empty: +100% reload speed) applying its buff on Burston and Miter anytime you reload, instead of only when reloading from empty.

Hotfix 37.0.8 (2024-10-16)

  • Fixed typo in Skana’s Incarnon Evolution I description.

Hotfix 37.0.7 (2024-10-16)

  • Fixed Okina’s Incarnon Form duration being 90 seconds instead of 180 seconds.
  • Fixed Dera Vandal’s Incarnon Evolution III perks using the wrong names for their buff descriptions (switched “Swift Deliverance” and “Extended Volley”).
  • Fixed the Incarnon Evolution progress icon persisting in the Arsenal UI when swapping between Incarnon Weapons.
  • Fixed an incorrect HUD buff icon popping up when using the Sicarus Prime Incarnon.

Hotfix 37.0.6 (2024-10-11)

  • Fixed the Okina Evolution 3 Incarnon Challenge not progressing.

Hotfix 37.0.4 (2024-10-10)

  • Made the following Evolution Perk changes to the Sybaris (Dex & Prime) Incarnon:
    • Elemental Dominance
      • Dex Sybaris: Increased base Status Chance from +10% to +15% (still doubles in Incarnon Form as intended).
      • Sybaris Prime: Increased base Status Chance from +5% to +8% (still doubles in Incarnon Form as intended).
    • Survivor’s Edge
      • Dex Sybaris: Increased base Status Chance from +8% to +10%.
  • Updated the following Incarnon Evolution descriptions to specify “Weakpoint Hits” instead of “Headshots”:
    • “X% Critical Chance on Weakpoint Hits”
    • “Weakpoint Hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.”
    • “On Consecutive Weakpoint Hits.”
  • Tweaked Okina Prime’s Incarnon dagger projectile VFX.
  • Adjusted the Dera Incarnon’s end point VFX to be a bit smaller so that it doesn’t get mistaken as an AOE.
  • Fixed Sicarus Prime’s Incarnon form Damage Multiplier being unintentionally high.
    • The multiplier was stacking based on the amount of charges left in the gauge, which on an unmodded Sicarus Prime could reach up to 90x the damage it should be dealing. So we’ve fixed this unintended interaction.
    • We still want the Sicarus Incarnon to feel impactful so we’ve made made the following buffs in light of the above fix:
      • Base Sicarus Incarnon:
        • Increased Feigned Retreat and King’s Gambit base Damage from +35 to +50.
        • Increased Commodore's Fortune’s base Critical Chance from +14% to +18%.
        • Increased Survivor's Edge Base Critical Chance and Status Chance from +9% to +12%.
      • Sicarus Prime Incarnon:
        • Increased Feigned Retreat and King’s Gambit Base Damage from +35 to +40.
        • Increased Extended Volley’s Base Magazine Capacity from +9 to +12.
      • Base & Prime:
        • Increased Incarnon Charges from 90 to 120.
        • Tweaked the recoil in Incarnon Form to make it less intense.
  • Fixed Sicarus’ Incarnon Evolution II “Feigned Retreat” Perk base damage buff (+35) not working.
  • Fixed activating any Incarnon weapons counting towards Okina’s Incarnon Evolution III challenge (activate this weapon’s Incarnon Form 0/6 times in a mission).
  • Fixed the Okina daggers in the Incarnon evolution screen being super close together. They are now spaced out so that there’s no sibling squabbles.
  • Fixed “Sicarus Variant” (not a real thing) being listed in the Sicarus Incarnon tooltip in the Circuit reward path UI.
  • Fixed swapping Perks in the Incarnon Evolution UI for the Dera, Cestra and Sicarus not updating correctly in the stats UI.
  • Fixed crash in Cavalero’s Incarnon Market.

Update 37.0 (2024-10-02)

NEW INCARNON GENESIS WEAPONS

Cavalero has new offerings for you, Tenno!

The following weapons now have Incarnon Geneses available to install. Earn them from The Circuit Steel Path reward track. Once acquired, visit Cavalero in the Chrysalith on the Zariman to have him install them to the corresponding weapons.

NOTE: These weapons will become available in the Steel Path Circuit reward track with the upcoming weekly reset on Monday, October 7th @ 0:00 UTC.

  • They will also become available to purchase from Cavalero’s Incarnon Market (Chrysalith, Zariman) when they are offered in The Circuit on October 7th @ 0:00 UTC.

Dera (Base & Vandal)

Awaken this weapon’s ability to fire high power beams and gain Magnetic damage.

Sybaris (Base, Dex & Prime) Awaken this weapon’s ability to fire 4-round bursts and gain Blast Status.

Cestra

Awaken this weapon’s ability to increase its Critical Chance the longer it is fired uninterrupted.

Sicarus (Base & Prime)

Awaken this weapon’s ability to ricochet its bullets.

Okina (Base & Prime)

Awaken this weapon’s ability to spawn spectral daggers on kill. Daggers seek out enemies, applying max Cold Status Stacks.

Here is the updated Offering Rotation Schedule for the Steel Path Circuit with these new additions:

  • Week 1: Braton, Lato, Skana, Paris, Kunai (this week’s offerings)
  • Week 2: Boar, Gammacor, Angstrum, Gorgon, and Anku
  • Week 3: Bo, Latron, Furis, Furax, Strun
  • Week 4: Lex, Magistar, Boltor, Bronco, Ceramic Dagger
  • Week 5: Torid, Dual Toxocyst, Dual Ichor, Miter, Atomos
  • Week 6: Ack & Brunt, Soma, Vasto, Nami Solo, Burston
  • Week 7: Zylok, Sibear, Dread, Despair, Hate
  • Week 8: (NEW) Dera, Sybaris, Cestra, Sicarus, Okina (Monday, October 7th @ 0:00 UTC)
CHANGES
  • Changed the description of the Swordsman’s Celerity Incarnon Perk for the Anku and Bo.
    • Removed the “With Melee Equipped:” portion as this condition did not work and was always applying the Movement Speed bonus regardless of whether or not Melee was equipped. So now it reads “+30% Movement Speed”.
TOP FIXES
  • Fixed Torid Incarnon’s poison cloud charging its Transmutation gauge while its Incarnon Form is active if it is modded for Blast.
  • Fixed Incarnon Geneses of the Hate, Dual Ichor, Ceramic Dagger, Ack & Brunt, and Sibear missing the custom Melee Incarnon reticle.
  • Fixes towards Incarnon Challenge progress not tracking on specific accounts when playing as Client.
    • Certain challenges have been fixed, but we are aware that this issue is affecting many challenges for affected Tenno. We recommend attempting these challenges Solo or as Host while we continue to investigate.
  • Fixed Primary/Secondary Incarnons losing their special Incarnon reticle if the Melee Retaliation Arcane is equipped
FIXES

UI Fixes:

  • Fixed activating Incarnon mode on a weapon while reloading not properly resetting the circle around the reticle.
    • This UI element is used to denote both reload and Incarnon transformation, resulting in the Incarnon transformation appearing to be completed prematurely.

General Fixes:

  • Fixed the Felarx and Strun Incarnon Transformations getting cancelled when shooting directly after triggering the Transformation. They will now match other Incarnon guns where a shot cannot be fired until the Transformation animation is complete.
  • Fixed the Incarnon UI elements (such as the Transmutation gauge) appearing in Duviri missions for Incarnon weapons you do not own.

Hotfix 36.0.8 (2024-07-25)

  • Fixed Melee Incarnons not displaying Incarnon charging UI for Clients with Melee Retaliation equipped.

Update 36.0 (2024-06-18)

  • Fixed certain Incarnon Weapon stats showing as “0” and the UI showing a comparison state as if Mods had been equipped, when in fact they had not yet.
  • Fixed repeatedly hovering over Praedos’ “Drifting Grace” Incarnon Evolution incorrectly increasing a Warframe’s Sprint Speed stat in the Arsenal UI.
  • Fixed the Critical Multiplier from Braton Incarnon’s “Prelude of Might” perk not being indicated in the Arsenal stats (this was strictly a UI issue, the stats increase was applying).
  • Fixed Ruvox Incarnon’s Damage stat not updating from Impact to Puncture when transformed to Incarnon Mode in the Arsenal stats.
  • We’ve updated Incarnon Evolution descriptions across all Incarnon Weapons and Incarnon Genesis to improve overall clarity and be more consistent with Mods, Arcanes, and each other. For reassurance, the upgrades themselves have not changed, only their descriptions.
    • For example, Incarnons which previously contained the phrase “Increase Critical Chance by

See Also[]

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