Equipped with a diverse selection of arrows, deft hands, shroud of stealth and an exalted bow, the crafty Ivara infiltrates hostile territory with deception and diversion, and eliminates threats with a shot from beyond. Ivara emerged in Update 18.0 (2015-12-03).
Acquisition
Ivara's main and component blueprints are acquired from Spy missions (including Nightmare Mode) depending on mission level. Alerts and Sorties do not award identified items and therefore are exempt. All parts are in Rotation C of their respective reward tables, meaning they require three successful data extractions to be an eligible reward for the mission. Eligible missions are detailed in the tables below.
Even though The Steel Path missions are level 100+, they have the same reward table as normal missions.
Alternatively, upon completion of The Duviri Paradox, Ivara's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Ivara. The Huntress. This tale comes to us from 'The Secret History of the Orokin Court', by the historian Porvis.
Have you perhaps heard tell of the Myrmidon? No matter. A preternatural beast-figure straight out of myth he was, one whose prey had no equal. Warframes were what this villain hunted. It is said a number of 'frames had been erased from history by this monster, models who no longer exist on any record. Those who are not remembered. It hardly seemed possible that a single person could stand against a Warframe, let alone destroy it. Let alone several. Perhaps Porvis enjoyed the telling a little too much or, perhaps, there is something to it.
Ivara encountered the Myrmidon quite early in her history. Quite early indeed.
A Dax emergency call. so Porvis writes, led Ivara and two unknown Warframes to a convoluted cave system. They found it littered with the bodies of murdered Dax and resplendent with bioluminescent fungi.
I imagine the chitinous folds of her Salix Syandana would have made for excellent camouflage within that malevolent, supernal glow. 'The Secret History' tells us that the Myrmidon appeared boldly before the three, in a wide chamber connected by many tunnels. Clad in red-and-gold armor it gestured to the first Warframe with what Porvis describes as 'a strange clutching motion, as if seizing a falling apple'. But it was no greeting, as we shall see. The powers of that first Warframe, the recipient of that gesture, promptly failed. The Myrmidon took advantage of the confusion to leap upon the hapless 'frame and press a palm to the warrior's head.
In lurid detail Porvis describes a flash of the most scintillating emerald light and Ivara's battle sibling collapsed to hot dust.
Porvis tells us he compiled much of this tale from overheard exchanges between members of the Seven, and details that remained consistent in courtly whispers. He tells us the second 'frame suffered the same fate as the first.
Reacting, Ivara whirled and promptly vanished. But, one clutching gesture in her direction and Ivara's powers fled, her cloaking field nullified. Visible, vulnerable, she loosed a Dashwire arrow to a high alcove... but it never came. No escape. The Myrmidon was upon her. The Huntress spun, opening fire with Aksomati pistols to send that devil scrambling for cover, arm thrown protectively across that twisted, armored head. That clutching gesture was the key.
Hanging there, waiting, as the Myrmidon flipped into the room, blasting the spot where he had expected her to be. Frustrated he again made that same elaborate gesture, trying his luck, and she saw it: that bracelet upon the wrist that glowed softly with the movement of that clutching gesture. Ivara flipped from her perch, shouldering her exquisitely-crafted Rubico as she did so, and sighted the enemy.
Through the Orokin-sculpted scope, hunter and huntress met eye-to-eye, each loosing a desperate blast: a bullet from Ivara, a killing light from the Myrmidon. The green light lashed, touching a shoulder plate of Ivara's Avia Armor, reducing it to dust. It saved her. Huntress won out, her shot claiming the Myrmidon's device in a shower of sparks.
But the Myrmidon's weapon remained lethal, and with it he lashed out at Ivara in an emerald fury.
Ivara hit the ground and sprang into a surrounding tunnel, the Myrmidon's shot lancing a gouge in the porous chamber wall.
Ivara pressed her back to a shadowed outcrop at the tunnel's end while the Myrmidon's weapon blazed and cut and chewed through her only cover. As good a time as any to discuss the weapon before you: the Artemis Bow. The huntress' signature weapon and the tool with which she has wrought so much good. Said by some to be spirit-bonded to her, others say the product of forgotten Orokin technology. What Porvis tells us next displays to good effect what warrior and weapon were capable of.
Pinned behind eroding cover, seconds from death, Ivara summoned her Artemis Bow, and it came to her. She and weapon as one. Without rising she pulled back, aimed high, she and arrow as one, and loosed. Under Ivara's guidance the arrow turned its path and shot down the corridor, toward the Myrmidon, and lengthwise through his weapon.
Around Ivara the walls flashed green for a micro-second, as the Myrmidon's weapon erupted, and then... silence.
The Origin System has never seen their like, able to change their very nature at the whim of Ivara. Sleep, cloaking, rapid fire, they are the embodiment of her legendary versatility. Ivara drew her bow again, this time for her fallen comrades. With inhuman speed shot after shot snapped and plucked each segment of carapace from the Myrmidon's lean frame. Straps severing, clips popping, he was undressed with swift efficiency by the preternatural accuracy of her aim and rapidity. Even before her final arrow belted the visored helmet from his head, she had the killing shot nocked and ready.
There he stood: the Myrmidon. Slayer of Warframes. Naked. Beauty, symmetry, even the capacity for language, sacrificed for... raw power. But his face... his face was the mockery of an Orokin face: those she was sworn to never kill.
The smirk on his pallid, angular visage told her he knew it as well.
The grand doors of the Chamber of the Seven flew open.
Across that reverberating expanse of polished darkness strode Ivara, dragging her prize. Before the assembled Council she dropped him, and with it the Myrmidon's battered helmet. Here he would meet justice at the hands of his own people. Here her fallen friends would be avenged. She beheld the Seven, awaiting their judgement.
The Myrmidon got to his feet, cleaning dust from one shoulder with a contemptuous flick. One of the Seven leaned forward, removing a curious thing from their slender head, a lattice of delicate silver, placing it on the elevated, chest-high curve of obsidian that separated her from them. Instantly the Myrmidon collapsed, lifeless, to the floor. Ivara did not understand. Why? Why?
A stately voice intoned her name. There stood Executor Ballas. He told her: "You have been battle- and loyalty-tested. Your companions, they were found wanting. They failed to adapt. Failed to overcome. And so they are no more. But you, Ivara. You shall live. You shall be remembered."
Her battle comrades, as we know, were not.
Quite early in her history, Ivara would encounter a slayer of Warframes, a beast-thing known as the Myrmidon. Those that it killed were deemed unworthy to be remembered, and were erased from the records of history.
A Dax emergency call led Ivara and two unknown Warframes to a complex cave system. The discovered the dead bodies of the Dax who sent the message, along with the Myrmidon. The creature made short work of Ivara's companions, first by nullifying their abilities, and vaporizing them with an emerald light, converting them both into clouds of dust.
Ivara attempted to sneak away, but the Myrmidon rendered both her Prowl and Quiver useless. Ivara retreated and readied her Aksomati, Rubico, and Artemis Bow. Guided by her Navigator, she managed to outwit the creature. Stripping him of his armor, the Myrmidon lay naked in front of the huntress, but was revealed to have a face similar to an Orokin, a race Ivara was sworn to never kill. The Myrmidon knew it, and smirked at Ivara.
After the duel, Ivara brought the defeated Myrmidon to the Council of the Seven. For slaying her comrades, she expected him to meet justice at that hands of his own people, the people he mocked with his pallid visage. One of the Seven removed a small device, "a lattice of delicate silver" from their head and placed it on the podium between the Council and Ivara, causing the Myrmidon to instantly collapse lifeless to the floor. Executor Ballas then told Ivara how her combat abilities and loyalty were tested, and because of her success, she will be remembered, while her defeated comrades would be long forgotten.
Ivara is a name derived from the Old Norse word Ívarr, which means "tree warrior".
In Norse legend, the similarly named Ivar the Boneless was a legendary warrior acclaimed as a deadly archer.
The line in Lotus' summary, "Don't roam around the forest looking for a fight," is a direct reference to a musical number in the film Robin Hood: Men in Tights.
As mentioned in Devstream 64, Ivara's visual design was influenced by tree frogs, with her default color scheme sharing their bright coloration.
Her original gameplay design similarly included Toxin damage, though this was ultimately abandoned sometime during development.
The Navigator ability is functionally similar to the Aftertouch ability in Digital Extremes' previous successful video game Dark Sector.
Ivara is the first Warframe whose main blueprint is dropped as possible loot reward.
==Passive==
Ivara's innate enemy Radar has a larger radius, detecting enemies and displaying their position on the minimap within 50 meters rather than the usual 30 meters.
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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.
Empowered Quiver is a Warframe Augment Mod for Ivara that improves Quiver's Dashwire Arrow and Cloak Arrow. Dashwire Arrow grants Critical Multiplier bonus to allies standing on the wire, while Cloak Arrow grants a chance to resist Status Effects.
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 projects her consciousness into a projectile fired from any weapon or ability she uses, switching the camera perspective from the Warframe to the controlled projectile. Ivara becomes invisible while Navigator is active.
Projectiles refer to any shot with a physical presence and travel time. Navigator does not affect hitscan and continuous weapons.
Clicking the fire button will accelerate the projectile, while pressing aim will slow it down. The projectile's direction can be steered by the HUD's targeting reticle.
If Navigator is cast before firing a projectile, a ring of flashing lights will be displayed around the HUD's targeting reticle, indicating the next projectile fired will be controlled. The ability icon in the HUD will also display an ellipsis until a projectile is fired.
If Navigator is cast after firing a projectile, the projectile will be controlled as it's in flight.
As the projectile is controlled, its total damage increases by an additional 25% / 50% / 75% / 100% per second up to a maximum damage multiplier of 200% / 300% / 400% / 500%.
While a projectile is affected by Navigator, its damage multiplier can be viewed on the ability icon in the HUD. The values are displayed as multipliers rounded to the nearest tenth as opposed to percentages (e.g., a damage multiplier of 500% is displayed as "5.0x" in the HUD).
The multiplier growth uses the following expression when accounting for Ability Duration: Modified Multiplier Growth = Multiplier Growth ÷ (1 + Ability Duration).
With a maxed Continuity, a rank-3 Navigator will have a multiplier growth equal to 1 ÷ 1.3 = 76.9231% per second.
Navigator consumes 25energy when a projectile is fired after activating the ability or when Navigator takes control of a projectile in flight. It then drains 3 energy per second which increases by an additional 2 energy per second for every second a projectile is actively controlled. Navigator will end if the projectile impacts an impenetrable object or enemy, if Ivara's energy is depleted, or if the ability is manually deactivated by reactivating the ability.
The energy drain growth accelerates the energy drain while a projectile is actively controlled. As an example, Navigator's energy drain will be equal to 3 energy per second the instant a projectile becomes influenced by the ability. If the projectile is controlled for a total of 5 seconds, the energy drain will have increased to 3 + 2 × 5 = 13 energy per second.
Energy drain is capped after 23.5 seconds of channeling.
At 100% Ability Duration and 100% Ability Efficiency, the drain cap at 23.5s is 50 energy/s. At maximum channeling efficiency, energy drain cap at 23.5s is approximately 12.5 energy/s.
Navigator can only control one projectile at a time. If a weapon has innate or modded multishot, Navigator will randomly select one of the projectiles fired to control.
Punch through on the equipped weapon will allow the controlled projectile to penetrate any number of enemies or objects as long as the punch-through depth is sufficient, allowing for longer projectile control.
If no projectile is being controlled, collecting any pickup will deactivate Navigator.
Navigator can affect certain subsumed abilties injected onto Ivara[1], as long as they launch projectiles and Navigator is cast immediately after the subsumed ability. Specific interactions, along with any related Augments such as Piercing Navigator, are listed below. Further testing is required;
Airburst: Functions as normal, though enemies can only be hit by the projectiles once. Piercing Navigator's critical chance bonus on a hit has no effect.
Breach Surge: Functions as normal, though the surge sparks wobble slightly while moving which can be distracting. Piercing Navigator's Punch Through bonus is inconsistent and may not function, though should it work the same enemy can be hit multiple times.
Larva: Functions as normal. Navigator's damage bonus has no effect on Larva Burst.
Shuriken: Functions as normal, though Navigator's damage bonus seems to have no effect on Shuriken's damage. Piercing Navigator will override Seeking Shuriken's effects and the provided Punch Through is significantly smaller.
Smite: Functions as normal, though the orb's homing ability will make it very difficult to control.
Tesla Nervos: Nervo will spawn next to Ivara once it makes contact with an enemy or a surface rather than where it lands, and cannot be controlled while it is active. Piercing Navigator's Punch Through will function, dealing Blast damage on enemy contact as expected but the Nervo will not spawn regardless.
Vial Rush: Functions as normal, though Navigator's damage bonus has no effect on the vial's damage. The controlled vial will harmlessly bounce off enemies and surfaces until Navigator is dispelled by any means.
Because the camera switches to the controlled projectile's perspective while in flight, Navigator can be used as a reconnaissance tool by firing a controlled projectile into a room and flying it around to scout for the presence of enemies.
Weapons with relatively slow-moving projectiles, like the Paris and the Glaive are more suitable for being controlled by Navigator for the purposes of attacking multiple enemies.
As Navigator consumes energy upon controlling a projectile, activating the ability after firing a projectile will use up less energy than pre-casting the ability.
Firing Kulstar then tapping Navigator on after it impacts will allow control of one of the child grenades. This can be a good "clean up" tool when facing large dispersed groups.
Using this ability with Torid will effect the ticks the cloud deals based on the damage multiplier.
Using this ability with a Syndicate weapon or an Augmented weapon can allow you to clean out enemies both at your location and your projectile's location essentially allowing you to be in two places at once.
Building for negative duration helps reach the damage cap faster. Keep in mind that negative duration also increases energy drain of the ability.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
Result table not loaded. Javascript Not loaded
Bugs
When using a controller (needs further testing), you will be unable to change arrow types of quiver ability and will only fire the last arrow type selected for the duration of the mission even when pressing 1 on the keyboard.
When Navigator takes control of a projectile it locks its speed to its current velocity. Some weapons, such as Angstrum, have low initial velocities and will not speed up as they normally would if fired after casting Navigator.
When throwing out bait for Fishing, Navigator will consider the thrown objects as projectiles and will lock you into place until cancelled.
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.
Ivara wields her Artemis Bow as her primary Exalted Weapon, allowing her to fire a spread of 3 / 4 / 6 / 7 arrows fanning in a vertical orientation. Each arrow inflicts 75 / 120 / 180 / 240 damage.
While officially Set Mod bonuses do not affect Exalted Weapons, the effect of Vigilante Mods still apply, as long as they aren’t equipped on Artemis Bow itself.
Charged attacks will only reorient Artemis Bow's arrow spread and will confer no changes to damage or Projectile Speed (unless the Concentrated Arrow augment is equipped). Charging speed is affected by fire rate mods.
Arrows kills will push back and continue to travel, carrying the enemy's body and nailing them to the surface behind them.
Artemis Bow expends 50energy to activate, and each shot will consume 15 energy. Artemis Bow will end if Ivara's energy falls below the energy cost per shot or if deactivated by pressing the ability key again.
Artemis Bow does not have a continuous energy drain.
Artemis Bow does not activate channeling-based Incarnon Genesis perk bonuses.
While Artemis Bow is active, Ivara's other weapons and abilities can still be used normally.
Using the secondary fire button will make Artemis Bow instantly fire the currently equipped arrow type from Quiver. If used to fire arrows from Quiver, Artemis Bow will only shoot a single arrow, and each arrow will use Quiver's energy cost.
Using Quiver with the alternate fire method won't count as using an ability.
Artemis Bow's arrows can be controlled by Navigator. Only one of the arrows fired will be selected at random for manual control.
Artemis Bow's arrows can damage enemies across the Rift Plane.
The Artemis Bow is Ivara's and Ivara Prime's signature Exalted Weapon, summoned by activating the ability of the same name. It fires seven arrows at once in a vertical spread, which can be reoriented into a horizontal spread by holding down the fire button.
Unlike other Exalted Weapons, it does not have continuous energy drain and Ivara can gain energy from passive energy regeneration while it is active, such as from Energy Siphon.
Advantages
Second-highest base damage of all weapons in the game, after Arquebex.
On kill, bodies will follow the arrow that killed them, damaging anyone in their path and pinning the corpse to walls.
Does not use ammunition.
Disadvantages
Wide projectile spread reduces effectiveness on a single target unless firing at point-blank range.
Arrows have a travel time with slight arcing.
Requires energy to activate and consumes energy per shot.
As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (the Vigilante Mod Set can still apply if equipped on Warframe, Primary or Robotic Weapons, and not on the Exalted Weapon itself).
With the majority of Grineer and Corpus enemies being humanoids that stand upright, firing the Artemis Bow uncharged to fire the spread vertically will allow it to deal the maximum amount of damage possible by ensuring all of the Artemis Bow's shots hit against them. In addition, this also has a high chance of dealing headshots, further enhancing the potential damage.
Due to the spreading nature of the shot, the Artemis Bow deals more damage at close range if used akin to a shotgun, which is useful for dealing massive damage to heavy units like Techs and Bombards.
Firing fully-charged horizontal spreads is ideal for taking out multiple enemies in clustered groups, or fast moving enemies.