Invisible is a camouflaged state that prevents being seen by enemies. It is often a key component of stealth, but can also be used as a defensive measure in combat to avoid being targeted.
While invisible, enemies will not react from moving in their field of view. However, they will become alerted by firing a noisy weapon nearby or coming into physical contact.
Enemies in an alerted state and hear an invisible Tenno's gunfire will attack in the area where the sound was made.
When a Tenno or allied NPCs come out of invisibility, their enemies will take a full second of delay before noticing them, regardless of their alert state.
Ash expends 35energy to throw down a smoke bomb that briefly Staggers enemies within a radius of 10 meters, while Ash and his Companion turn transparent and rendering them Invisible to all enemies for 2 / 4 / 6 / 8 seconds.
Ability Synergy: Invisibility halves the energy cost of Blade Storm to 6 energy per enemy.
Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25energy to charge and then launch the selected arrow toward the direction of the aiming reticle.
Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
Up to four different arrow types are unlocked as the ability increases in rank, listed below:
Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that turns Ivara and her allies transparent and invisible within 2.5 meters of its point of impact for 12 seconds.
Cloak Arrow can be attached to allies, enemies, objects, and terrain.
A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble.
While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked.
Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
While Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.
Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate.
Unlike typical arrows, Noise Arrow does notalert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus affinity, regardless if they are unalerted. This is an intended feature to limit farming methods using this tactic.
Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the duration expires or if their health falls below 50% of their current values.
Sleeping enemies are open to melee finisher attacks (default X ).
If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalerted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently).
Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Ability Synergy:
Quiver's arrows are considered as projectiles and can be controlled using Navigator.
Quiver arrows can be launched instantly when equipping Artemis Bow, then pressing the alternate fire key to cast the ability.
A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
Quiver's arrows do not inflict damage upon impact.
Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes.
Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.
Can be used to provide support from a distance for players reviving a teammate.
Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
During Syndicate Spy missions, this can be used to cloak the SyndicateOperatives which spawn in your vicinity at the start of the mission.
Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.
Can be used to cloak and protect Hexis Operative in Arbitrations Defense missions.
While under the effect of Cloak Arrow, the Operative will not attack enemies.
More effective with higher Ability Range and Ability Duration.
This also works for the defense operative in Sortie and Archon Hunt Defense missions
if using a Sentinel companion, ivara can shoot it to give herself invisibility. this is useful for remaining invisible while traveling longer distances without having to suffer the slowdown of prowl.
Dashwire Arrow
Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.
Noise Arrow
With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a Hushed Explosive Launcher or a Glaive equipped with Power Throw.
Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions.
Can be used to make enemies look towards you in prowl if fired at your feet, allowing for more consistent headshots.
Sleep Arrow
Allows you to rush past enemies on your way to an objective or extraction.
Can be used to provide support from a distance for players reviving a teammate.
Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use Covert Lethality, dispatching them silently and efficiently.
Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality.
Some animal species have a chance to resist the effect of Sleeping Arrows.
Bugs
If you are playing using a controller and use Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1 when attempting to switch.
When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.
Able to block own arrows but they wont stick to frame it originated from
Shooting another Quiver arrow possible yet wont stick either
Ivara activates her cloak, turning transparent and rendering her invisible to enemies. While active, Ivara gains 10% / 20% / 30% / 40% bonus damage on headshots at the cost of -50%Movement Speed. Ivara also becomes capable of pickpocketing enemies: if standing beside an enemy with Prowl active, rays of light will shine on an enemy within 2 / 2 / 3 / 4 meters for 4 / 3.5 / 3 / 2.5 seconds with a 100% chance of releasing a random item from that enemy's drop table.
The damage buff is a multiplier that is applied to Ivara's total weapon damage on headshots, but stacks additively with other headshot bonuses. (e.g., with a maxed Intensify and a weapon that inflicts 500 total damage on headshots, a rank-3 Prowl will increase that headshot damage to 500 × (1 + 0.4 × 1.3) = 760).
Movement Speed penalty is multiplicative to other sources of movement speed.
The steal time uses the following expression: Modified Steal Time = Steal Time ÷ (1 + Ability Duration)
With a maxed Continuity, a rank-3 Prowl will have a steal time equal to 2.5 ÷ 1.3 = 1.9231 seconds.
The steal light must shine on the enemy for the duration of the steal time uninterrupted for the pickpocketing to succeed.
Pickpocketing can only be done once per enemy. Only a single enemy can be pickpocketed at a time.
Loot chance is capped at 100%. Reducing Ability Strength reduces the chance for an item to drop. If the attempt was unsuccessful, it will attempt to try again.
Prowl expends 25energy to activate. It then drains 1 point of energy per second while stationary and drains 3 energy per second while walking. Additionally, melee attacks consume 2 energy per hit, and taking damage consumes 10 energy per hit. Prowl will end if Ivara runs out of energy, if certain maneuvers are performed that break the cloak, or if deactivated by pressing the ability key again (default 3 ).
Most maneuvers do not interfere with Prowl. However, Sprinting, Sliding, and Bullet Jumping will break the cloak. Ivara will not re-cloak until the ability is used again.
More specifically, the cloak will be exited when the corresponding keys for Sprinting, Sliding and Bullet Jumping are pressed, not when the maneuvers are actually executed.
Rolling will increase the energy drain to its maximum value, even if no directional keys are used.
Prowl does not suffer movement speed penalties when moving on ziplines; sprinting or sliding on zip lines will not break Prowl's cloak.
Firing a non-silent weapon (i.e., weapons with an "alarming" noise level) will temporarily break the cloak. Ivara will re-cloak shortly after firing the weapon.
The Javlok's alt-fire throw attack is regarded as "silent" and will not break the cloak when thrown.
Despite being regarded as "alarming", the Nagantaka's alt-fire and the Redeemer's shotgun will not break the cloak, though they will still alarm enemies.
Changing a weapon's noise level from "alarming" to "silent" with a max ranked Hush, Suppress, or Silent Battery will prevent the weapon from breaking cloak when fired.
Despite the cloak being disabled, Prowl itself is not, and will continue draining energy and remains capable of pickpocketing enemies.
The re-cloak delay is affected by the weapon's Fire Rate.
Your energy levels can be maintained through the constant theft of energy orbs.
Rolling is actually a viable alternative to Sprinting, allowing you to move quickly without breaking your invisibility. Keep in mind, however, that if you press Shift , (or whichever key you have bound to activate Sprinting with), it will immediately deactivate Prowl.
Combining Prowl with silenced, high-damage, single-shot weapons, or certain types of appropriately-modded melee weapons, can be an effective play style for higher level missions which require stealth.
Some melee weapons well-suited for this method of hunting would be among the following:
A Sword with the Crimson Dervish stance (due to the stealth finisher for that stance being a very fast animation).
A Hammer weapon with the Finishing Touch mod equipped. Hammers already have the highest damage multiplier for stealth finishers, so this mod makes it even more powerful: the damage-multiplier of hammers used for stealth-finishers goes from 2400% weapon damage to 3840% weapon damage.
Firing a non-silent weapon will allow the use of the otherwise not permitted Maneuvers like Bullet Jumping during the brief uncloaked time window without deactivating Prowl.
Note that breaking the invisibility with non-silent weapons does not remove the headshot multiplier you get from Prowl.
Combining Prowl with a melee weapon equipped with Dispatch Overdrive will allow for a large increase in movement speed if you are able to kill the enemy with a Heavy Attack.
Void Sling can be used to cover a great distance in a short amount of time without deactivating or breaking Prowl.
Repeatedly performing the backspring maneuver is the fastest way to move without breaking Prowl besides dashwire jumping.
Firing gunblades, e.g. Redeemer or Sarpa, will alarm nearby enemies but it won't break Prowl's invisibility.
Ivara can use this to distract enemies, similar to using Noise arrow.
Take caution as some enemies, e.g. Kuva Lich and Grineer's Rampart, will blindly shoot at the origin point of the noise.
Be cautious when using Prowl during Disruption missions as Ivara's energy could be drained quickly under some conditions.
Energy drain and health drain have similar effect to taking damage, draining extra energy every time the effect ticks.
Electrifying conduit can deplete Ivara's energy within a few seconds as it rapidly ticks damage.
True to Ivara's role as a silent huntress, Prowi is an ideal skill for Conservation missions in Landscapes such as the Orb Vallis, as the Tranq Rifle is a silent weapon and will not break her invisibility, and thus wildlife will remain unalerted in case she misses her shots.
Do note that using an Echo-Lure breaks Ivara's invisibility, potentially spooking other wildlife that may be nearby or, worse, attracting the attention of enemy patrols and making them attack the target wildlife.
Ivara's Prowl is also temporarily broken when throwing items such as lures and Pharoma into the water while fishing, but not when hurling the fishing spear. The splash made by the spear entering the water does attract patrolling enemies, but they'll otherwise not attack.
Compared to Loki's Invisibility and Ash's Smoke Screen which are active skills (and thus may suddenly disable at crucial moments during the hunt), Prowl is a toggled ability and thus can be sustained at will and far longer with high Ability Duration builds.
Loki expends 50energy to camouflage himself, turning transparent and rendering him invisible to enemies for 5 / 7 / 9 / 12 seconds. While Loki is invisible, all sound effects are muffled and slightly muted. Loki's vision becomes blurry when he's not in motion, and his visual field becomes more sensitive to light.
Use as a way of reviving fallen players without having to worry about entering bleedout yourself. Be wary of other revivers though, they will draw fire on you.
Can be cast in mid-air, which can help you avoid getting gunned down by large crowds during the cast animation, which makes you stay put when used on the ground.
Changing Loki's energy color to "pure black" (very bottom left color in the Smoke Colors pack) will turn Loki completely invisible, meaning this color gets rid of the shimmering effect.
As this means you can't see yourself at all, this can make movement and placement for melee attacks more difficult.
It can be a way in order to take a clear picture if you disable HUD.
As general rule when playing with others – mind your positioning, flank enemies, keep your distance from allies, and never stay in the line of fire between allies and enemies.
Since it is not a channeled ability, energy can be regenerated while it is active, meaning Energy Siphon and Trinity's Energy Vampire can provide high uptime.
Bugs
If active before a boss cut-scene triggers, when the cut-scene finishes Loki will become visible however the duration will not reset.
Kubrows will be cloaked but will still be targeted by enemies.
Loki's body (but not the head) may become visible on occasion. Enemies will be able to detect you when this occurs, and the invisibility time will continue to run.
Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
Octavia expends 75energy to produce a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35%Armor bonus while inside the melodic aura.
Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
By synchronizing with jumps (default Space ), Octavia and her allies can gain the Vivace buff which increases Movement Speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
By synchronizing with crouching (default Ctrl ) or sliding (default W + Ctrl ), Octavia and her allies can gain the Nocturne buff which grants Invisibility for 5 / 8 / 12 / 15 seconds.
By synchronizing with ranged weapon fire (default LMB ), Octavia and her allies can gain the Opera buff, granting 12% / 20% / 25% / 30% ranged weapon Multishot for 5 / 8 / 12 / 15 seconds.
Multishot bonus stacks additively with multishot mods such as Split Chamber.
Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
By synchronizing with melee weapons (default E ), Octavia and her allies can gain the Forte buff, granting 20% / 25% / 25% / 30% bonus melee weapon damage for 5 / 8 / 12 / 15 seconds.
Damage bonus stacks additively with base damage mods like Pressure Point.
Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
Metronome affects the visuals and audio of any nearby Mallet and Resonator belonging to Octavia herself.
Tips & Tricks
Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
Similar to Octavia's other abilities, without a melody this skill will do nothing.
The longer the pause is between notes, the higher is the percentage gained per successful action.
The intensity of light rings is determined by the number of notes in a particular column.
Wukong expends 25energy to disappear into a cloud, turning Invisible for 2 seconds. In this form, Wukong gains +300%Movement Speed, along with vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking.
Unalerted enemies staggered by Cloud Walker remain unalerted during the stagger animation, and thus can engage Stealth Kill Affinity Bonuses when killed.
Ability Synergy: When activating Cloud Walker with an active Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.