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A master of illusion, Mirage confounds the enemy in a spectacle of style and power.

This is Mirage, a sly conjurer.

Do you believe in magic, Tenno? Mirage's deceiving influence on the battlefield might make you.

Release Date: July 18th, 2014

Mysterious and mischievous, Mirage manipulates the spectrum of light to dazzle her foes. With deceitful mirror images, colorful photokinetic displays and explosive pranks up her sleeves, every battlefield becomes the stage for her next performance. Mirage was unveiled in Update 14.0 (2014-07-18).


Mirage's main blueprint can be purchased from the Market. Component blueprints are awarded at the end of each mission for the Hidden Messages quest. The previously awarded component does not need to be built to obtain the next components.

Additional blueprints can be bought from Cephalon Simaris for ReputationBlackx64.png 25,000.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 275 Blueprint Price: Credits64.png 35,000
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25

Warframe Guides

“I am the Lotus. I will guide you, but we must hurry.”
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.

See Category:Mirage Guides to read user-made guides on how to play this Warframe.


  • Mirage ties with NovaIcon272.png Nova & WispIcon272.png Wisp for third highest default sprint speed (behind GaussIcon272.png Gauss at 1.4, and LokiIcon272.png Loki at 1.25).
  • Mirage is the first Warframe that requires an Argon Crystal to construct the entire Warframe instead of a single Orokin Cell.
    • Mirage does, however, require an Orokin Cell to craft each component for a total of three required cells.
  • Mirage is the first Warframe to not require any Rubedo.
  • Currently, Mirage has the second-lowest base health of any Warframe at 80 (IvaraIcon272.png Ivara, LokiIcon272.png Loki, and MagIcon272.png Mag having 75).


  • In the game Mirage first appeared on the fire damage/status chance mods rewarded from the Operation Breeding Grounds event, shown with the new Sybaris.png Sybaris and Pyrana.png Pyrana.
  • Her second appearance is in a teaser trailer revealed on day 5 on www.theliset.com, the teaser site for Update 14.
  • Details of one of Mirage's abilities, internally named the "Comedy of Errors", (now named SleightOfHand130xDark.png Sleight Of Hand and is her second ability) were leaked in Devstream 31.
  • Mirage's design aesthetic is based on the harlequin, and has an alternate helmet named so.
    • Both helmet designs also have elements inspired by the cuttlefish, particularly the body of the default helmet and the face of the alternate. Cuttlefish have been the subject of much recent study for their ability to perceive polarized light and to produce complex shifting patterns on their skin.
  • Mirage's third ability, Eclipse130xDark.png Eclipse, has visual effects that evoke the phrase smoke and mirrors. Many tricks of stage magic and illusion are performed with the aid of special mirrors, lighting and distracting bursts of smoke, hence the idiom "It's all done with smoke and mirrors." The phrase has entered wider usage to refer to other sorts of fraud and deception, especially when hidden by some flashy display.
  • She is the third frame with an ultimate power that toggles and does not cost 100 energy to cast, the others being NyxIcon272.png Nyx, BansheeIcon272.png Banshee, MesaIcon272.png Mesa, ChromaIcon272.png Chroma, InarosIcon272.png Inaros, NidusIcon272.png Nidus and EquinoxIcon272.png Equinox.
    • Prism is the first ability to have both a toggle and a maximum duration.
  • Barring Prime variants, Mirage is the 20th Warframe released.
  • Mirage is the first Warframe that can be obtained through a quest.
  • Mirage was the first Warframe that is known to participate in the Sentient War that occurred before the events of the game while the second one would be GaraIcon272.png Gara.
  • Mirage is the first quest-driven Warframe to receive a Prime variant, followed by LimboIcon272.png Limbo.

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AladVPortrait d.png
“Market forces dictate that you need to evolve or die.”
Mirage Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during gameplay at this time. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Dazzle the opposition with this golden master of illusion and mayhem.

Oh, how you suffered to become this beast. Yet you laughed at me. Others writhed and raged in the vice, but you, you played the fool. And so it was, that you distorted my design.

A sanguine trick. A murderous comedy. But no one is laughing anymore... except you.

The mere vapors of your life, shimmering still. Mirage.

Release Date: December 12th, 2017

Mirage Prime is the Primed variant of MirageIcon272.png Mirage, sporting higher shields, armor, and additional Vazarin Pol.svg and Naramon Pol.svg polarities. Mirage Prime was released alongside AkboltoPrime.png Akbolto Prime and KogakePrime.png Kogake Prime.


Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Mirage Prime's Relic Drops
PrimeChassis.png Chassis Blueprint Mirage PrimeIcon272.png Blueprint PrimeSystems.png Systems Blueprint PrimeHelmet.png Neuroptics Blueprint
VoidRelicGoldIcon64.png Axi A12 Common (V)
VoidRelicGoldIcon64.png Axi H4 Common (V)
VoidRelicIronIcon64.png Lith K5 Common (V)
VoidRelicIronIcon64.png Lith S7 Common (V)
VoidRelicBronzeIcon64.png Meso K2 Common (V)
VoidRelicSilverIcon64.png Neo L1 Common (V)
VoidRelicGoldIcon64.png Axi M1 Rare (V)
VoidRelicIronIcon64.png Lith M7 Rare (V)
VoidRelicBronzeIcon64.png Meso M2 Rare (V)
VoidRelicBronzeIcon64.png Meso M3 Rare (V)
VoidRelicSilverIcon64.png Neo M1 Rare (V)
VoidRelicGoldIcon64.png Axi H5 Uncommon (V)
VoidRelicGoldIcon64.png Axi R2 Uncommon (V)
VoidRelicBronzeIcon64.png Meso O2 Uncommon (V)
VoidRelicSilverIcon64.png Neo K2 Uncommon (V)
VoidRelicSilverIcon64.png Neo S12 Uncommon (V)
VoidRelicSilverIcon64.png Neo V6 Uncommon (V)
VoidRelicGoldIcon64.png Axi T2 Common (V)
VoidRelicIronIcon64.png Lith W1 Common (V)
VoidRelicIronIcon64.png Lith Z1 Common (V)
VoidRelicBronzeIcon64.png Meso E5 Common (V)
VoidRelicBronzeIcon64.png Meso H1 Common (V)
VoidRelicSilverIcon64.png Neo B6 Common (V)
VoidRelicSilverIcon64.png Neo G1 Common (V)
VoidRelicSilverIcon64.png Neo S9 Common (V)
Manufacturing Requirements
Chassis Neuroptics Systems OrokinCell.png
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: N/A Blueprint Price: N/A
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25



  • Mirage Prime, compared to MirageIcon272.png Mirage:
    • Higher Shields (110/330 vs. 80/240)
    • Higher Armor (175 vs. 100)
    • Different Polarities (Vazarin Pol.svgVazarin Pol.svgNaramon Pol.svgMadurai Pol.svg vs. Vazarin Pol.svgMadurai Pol.svg)
    • Higher Mastery Rank required (8 vs. 0)
  • As a Prime Warframe, Mirage Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
  • Mirage Prime's Prism130xDark.png Prism is surrounded by three golden rings that constantly rotate.


  • Mirage Prime is the first Primed Warframe whose non-prime variant was unlockable through a quest (Hidden Messages).
  • Mirage Prime is the 7th Prime Warframe to have a cinematic lore trailer.
  • Despite her base version featuring Akzani.png Akzani as her signature weapon, Mirage Prime did not feature an Akzani Prime.
  • Mirage Prime was promoted in the Warframe Launcher and official illustrations using a unique pose and animation set similar to NezhaIcon272.png Nezha's Noble Animation, albeit with different arm placements and movements. As of Update 24, the depicted pose and animations are still not available in-game.
  • With the addition of Mirage Prime's cinematic lore trailer, Mirage Prime was shown bowing in the trailer while using HallOfMirrors130xDark.png Hall Of Mirrors. This animation was added in-game in a hotfix.


  • Since release, using Mirage Prime in the Simulacrum and then equipping a different frame will often bug out the textures of all frames selected after that point until the player leaves the Sim to reset it.


Edit Tab


MirageIcon272.png Mirage has an increased proficiency when performing several Maneuvers.

  • Sliding lasts 85% longer
  • +50% faster Maneuver speed


View Maximization
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Main article: Hall of Mirrors (edit)
PowerHallOfMirrors.png HarlequinReflection.png
Hall of Mirrors
Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
Strength:5% / 10% / 15% / 20% (damage percentage)
Duration:10 / 15 / 20 / 25 s
Misc:1 / 2 / 3 / 4 (holograms)

  • Mirage projects 1 / 2 / 3 / 4 holographic mirror images that follow and mimic her actions for 10 / 15 / 20 / 25 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals 5% / 10% / 15% / 20% of the current weapon's total damage.
    • Damage percentage is affected by Ability Strength, while the number of holograms is not.
    • Only a maximum of 1 / 1 / 2 / 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary and secondary weapons The total hologram damage will be redistributed among the active holograms; each active hologram will inflict 5% / 20% / 22.5% / 40% of the projectile weapon's total damage. So the total bonus of damage is 5% / 20% / 45% / 80%.
    • The stats of the hologram's weapons are inherited of the moded stats of the weapon.
    • Bug ? : the critical chances and status chances of the hologram's weapon are also multiply by 5% / 20% / 22.5% / 40% × Ability Strength.
    • Melee weapons, including those with ranged capabilities such as Glaive.png glaives, Redeemer.png gunblades, Zenistar.png Zenistar, Sigma&Octantis.png Sigma & Octantis and others, will deal damage from all holograms (Does not include effects from Arcane Enhancements, such as Exodia Contagion).
    • Equipped mods on the current weapon will affect the holograms' weapon stats as expected.
    • All holograms deal Bullet Jump damage, modified by Mod TT 20px.png Rending Turn and other Bullet Jump mods as expected.
    • Duration is affected by Ability Duration.
    • Casting delay of 1 second is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
  • Ability Synergy: While Hall of Mirrors is active, casting SleightOfHand130xDark.png Sleight Of Hand will cause Mirage's clones to create additional smaller jewels with reduced effectiveness.
    • Holograms do not gain Eclipse130xDark.png Eclipse's damage bonus in the light.
  • Once spawned, holograms remain fixed in position around Mirage.
  • Holograms partially fade from view when the HUD's targeting reticle is near them.
  • Holograms will mimic Mirage's aim which can shift away from the HUD's targeting reticle depending on their position.
  • Holograms do not path on terrain and are intangible, allowing them to phase through obstacles and walk on air.
  • Kills by holograms count as ability kills and give all Affinity to Mirage instead of the weapon used.
  • Holograms cannot damage Blunts with melee attacks.
  • Holograms will not retain any equipped accessories.
  • Holograms will be dispelled once they come into contact with nullifier bubbles. When all the clones have been dispelled, this ability ends and it can be casted again.

Main article: Hall of Malevolence

Hall of Malevolence is a Warframe Augment Mod for MirageIcon272.png Mirage's HallOfMirrors130xDark.png Hall Of Mirrors that makes her doppelgangers deal more damage with every enemy killed.

Rank Damage Bonus per kill Maximum Bonus Damage Cost
0 2% 20% 6
1 3% 30% 7
2 4% 40% 8
3 5% 50% 9

Tips & Tricks
  • The damage from the Mod TT 20px.png Thunderbolt mod for Bows is unaffected by the damage penalty.
  • When low on health, using Hall of Mirrors will give you a better chance to survive because enemies will be more likely to target your holograms than you.
  • Drawing enemy fire while the holograms are fairly close to Mirage can prove to be disadvantageous in some instances, especially when dealing with Napalms or Bombards, as their explosive AoE weapons will hit the holograms and be close enough to still damage you.
  • Hall of Mirrors can be extremely useful when reviving a downed teammate.
  • Hall of Mirrors is great for large bosses and groups of enemies, as the slight spread from each hologram allows you to cover more area near your crosshair.
  • When used in conjunction with the Paracyst.png Paracyst's Alternate Fire, each hologram will fire its own hook capable of pulling an enemy.
  • When Mirage is inside LimboIcon272.png Limbo's rift the doppelgangers are still able to damage enemies outside as long as they are outside themselves. Thus making it possible to destroy Nullifier Crewman shields without exposing yourself. (May only work as host and needs confirmation)
  • Beware when using weapons that explode, but do weak or no self-stagger (such as the Sonicor.png Sonicor), because when the clones expire before the explosion occurs, it may damage and proc status to allies as well. (Tested for Cryopods, Kubrows, Sentinels and Mirage herself.)
  • Bullet Jumps performed by holograms will still do damage and break containers, which can be useful when looting.
  • Melee weapon synergy: many melee weapons have special/unique effects on heavy/jump/slide/slam attacks. Below is a list of melee weapons, whose unique effects will be used/triggered by the doppelgangers.
    • Zenistar.png Zenistar creating its disc with heavy attack
    • TenetGrigori.png Tenet Grigori creating discs on slide heavy/second heavy attack

  • In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.
  • The critical chances and status chances are also multiply by 5% / 20% / 22.5% / 40% × Ability Strength.

  • Expand/Collapse
    Main article: Sleight Of Hand (edit)
    PowerSleightOfHand.png HarlequinDeadlyTrap.png
    Sleight Of Hand
    Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors.
    Strength:50 / 125 / 180 / 200 (pickup explosion elemental damage)
    50 / 125 / 180 / 200 (jewel explosion DmgBlastSmall64.png Blast damage)
    Duration:9 / 12 / 15 / 18 s (trap duration)
    2 / 3 / 4 / 5 s (blind duration)
    Range:10 / 20 / 30 / 40 m (trap radius)
    6 / 8 / 10 / 12 m (jewel charm radius)
    4 / 5 / 6 / 8 m (explosion radius)
    4 / 5 / 6 / 8 m (blind radius)
    Misc:60 m (jewel cast range)
    20 s (jewel duration)
    2 m (detonation radius)
    6 m (clone jewels distance)

    • Mirage conjures a powerful photokinetic illusion that booby traps all interactive objects within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds, while simultaneously placing a light-sensitive jewel at the targeted location on the aiming reticle, within a cast range of 60 meters and lasts for 20 seconds.
    • Mirage's jewels and booby traps exhibit numerous different effects:

    • Mirage's jewel glistens to attract enemies within 6 / 8 / 10 / 12 meters towards it, detonates when an enemy comes within a 2 meters radius, and adapts to the environmental lighting conditions at its location to exhibit different effects on detonation; if placed in light, the jewel explodes to deal 50 / 125 / 180 / 200 DmgBlastSmall64.png Blast damage to all enemies within a 4 / 5 / 6 / 8 meters radius. If placed in darkness, the jewel shatters and emits a bright flash of light that blinds all enemies within a 4 / 5 / 6 / 8 meters radius for 2 / 3 / 4 / 5 seconds.
      • Jewel explosion damage is affected by Ability Strength.
        • Explosion damage diminishes with distance from the jewel and cannot proc Status Effects.
      • Jewel charm radius, explosion radius, and blind radius are affected by Ability Range, while detonation radius is not.
      • Blind duration is affected by Ability Duration.
      • Enemies must be within direct line of sight of the jewel to be attracted, as well as receive explosion damage and blind.
      • Enemies that survive an explosion or blind will no longer be attracted to any jewels created from the same cast of Sleight of Hand.
      • Blinded enemies can be attracted by any new jewels created from subsequent Sleight of Hand casts.
    • When casting Sleight of Hand while HallOfMirrors130xDark.png Hall Of Mirrors is active, Mirage's holographic clones will each create a smaller jewel placed 6 meters away from the primary jewel. Clone jewels have reduced effectiveness of the primary jewel's effects; these effects include reduced charm radius, explosion damage, blind duration, as well as explosion and blind radius.
      • Clone jewel distance is not affected by Ability Range.
      • All other properties are affected by Ability mods similar to the primary jewel.

  • Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Resource Caches, Security Cameras, Corpus Turrets, Fortress Scanners, Fortress Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups, and Ziplines. Each type of object has a different trap effect:
    • Arc Traps zap nearby enemies instead.
    • Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200 DmgBlastSmall64.png Blast damage to its user.
      • Damage is not affected by Ability Strength.
      • If the user survives, it is deterred from accessing the console again until Sleight of Hand expires.
      • Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
    • Explosive Barrels, Kubrow Dens, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
    • Laser Barriers activate lasers that deal DmgElectricitySmall64.png Electricity damage every half second with a 100% status chance to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect inflicts 12 DmgElectricitySmall64.png Electricity damage per tick. Warframes restore 5 energy for every passage and can recharge 5 energy every half second while remaining in contact with the lasers. A maximum of 50 energy can be restored per laser barrier.
      • Damage and energy restored are not affected by Ability Strength.
      • Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
    • Lockers open up and detonate when an enemy is in proximity, inflicting DmgTrueSmall64.png True damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
    • Security Cameras and Fortress Scanners deactivate for the duration of the ability.
      • Note that they will not stop working, but does not detect Tenno.
    • Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies. Orokin Turrets are only affected when activated by pressure plates.
    • Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
    • Pickups randomly explode, dealing 50 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: DmgColdSmall64.png Cold damage for Ammo, DmgHeatSmall64.png Heat damage for Health Orbs, DmgElectricitySmall64.png Electricity damage for Energy Orbs, and DmgToxinSmall64.png Toxin damage for Affinity Orbs.
      • Explosion damage is affected by Ability Strength and diminishes with distance.
      • Explosion radius is affected by Ability Range.
      • Exploded pickups disappear for the Mirage casting Sleight of Hand but remain for teammates to pick up.
    • Ziplines shock the first enemy that uses them, dealing 200 DmgElectricitySmall64.png Electricity damage with a 100% status chance.

    • Does not affect broken objects, Datamass Storage Units, Grates, MOA Cabinet Spawners, Nav Coordinates, opened Lockers, Orokin Collapsible Cover / Death Orbs / Pressure Plates / Laser Plates, Reinforced Glass, Land Mines, Shrapnel Mines, and Sensor Bars.
    • Can be recast while active, although this does not refresh the duration of currently affected objects.
    • Casting Sleight of Hand stops Mirage's movement and other actions.
    • When cast, Mirage visually emits a pulse of energy that forms a grid of light representing the ability range. The pulse and grid are affected by Mirage's chosen Warframe energy color.
    • Mirage's primary and clone jewels have the same model as Prism130xDark.png Prism and are tinted in her chosen Warframe energy color. When in light, the jewels are translucent and emit a mist of white light; while in the darkness, the jewels are opaque and emit halos of light.
    • Affected objects emit a halo of light, pulse and glow in violet with a tint of Mirage's energy color.

    Main article: Explosive Legerdemain

    Explosive Legerdemain is a Warframe Augment Mod for MirageIcon272.png Mirage that causes SleightOfHand130xDark.png Sleight Of Hand to turn all eligible Pickups into proximity mines ready to detonate.

    Rank Explosion Damage Status chance Duration Cost
    0 250 50% ?s 6
    1 300 65% ?s 7
    2 400 80% ?s 8
    3 500 100% 60s 9

    Tips & Tricks
    • Sleight Of Hand synergizes well with Desecrate130xDark.png Desecrate as the generation of Health Orbs, Energy Orbs and Ammo pickups gives Mirage a constant supply of potential traps.
    • Sleight Of Hand makes Excavation missions extremely easy, especially in some Corpus tilesets as the Laser Barriers will keep enemies away from the Extractors.
      • A negative Ability Range (around 50%) is advised, in order to not affect an area too wide, negatively affecting the supply of Power Cells.
      • With high Ability Duration, high Ability Strength and crowd-controlling weapons, like SynoidSimulor.png Synoid Simulor, Mirage can single-handedly protect an Extractor even at higher levels/rotations.
    • Sleight Of Hand can be used to get through Laser Barriers safely and get past security cameras undetected.
      • It can also temporarily disable cameras and some laser barriers in Spy vaults.

  • Control Consoles can mesmerize Kubrows, causing them to stay still for the ability duration.
    • This affects Kavor Defectors as well, causing them to individually stay behind the group.
  • Sleight of Hand can cause a sudden drop in frame rate or brief freeze of the game or trigger crashes in rare cases.
  • If the respective Mirage is not the host, she can reuse this ability to explode the pickups as much as she likes, long as the pickup isn't looted.
  • As of Hotfix 18.4.4 (2016-01-28), using Sleight of Hand with the Explosive Legerdemain augment mod causes Grineer Consoles during Mobile Defense missions to spin uncontrollably, causing the console to be virtually impossible to access with the required Datamass.
  • Items are destroyed even without the Mod TT 20px.png Explosive Legerdemain augment mod. This is an intended effect.

  • Expand/Collapse
    Main article: Eclipse (edit)
    PowerEclipse.png HarlequinLightDark.png
    Standing in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt.
    Strength:115 / 125 / 150 / 200 % (max. damage bonus)
    25 / 40 / 60 / 75 % (max. damage reduction)
    Duration:10 / 15 / 20 / 25 s
    Misc:95 % (damage reduction cap)
    Subsumable to Helminth

    • Mirage adapts to the lighting conditions of her surroundings, gaining a maximum cap of 115% / 125% / 150% / 200% weapon damage while bathed in light, or reducing incoming damage by a maximum of 25% / 40% / 60% / 75% and reducing enemy accuracy while in the shadows. The effect lasts for 10 / 15 / 20 / 25 seconds.
      • Maximum damage bonus and damage reduction are affected by Ability Strength, and the damage reduction cannot exceed 95% under any circumstances.
      • The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value (e.g., with a maxed Mod TT 20px.png Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × 1.3) = 900).
      • The amount of bonus damage or damage reduction gained is not only determined by the amount of Ability Strength, but also the amount of environmental lighting at Mirage's current position, in realtime. This value can vary widely despite the buff always displaying the maximum values of bonus damage or damage reduction, which is not always true.
      • The damage reduction is not applied when damaged with DmgToxinSmall64.png Toxin damage.
      • Duration is affected by Ability Duration.
    • Mirage is encased in a white reflective surface while in light. Her body partially fades away and emits smoke while in shadows.
    • Holograms from HallOfMirrors130xDark.png Hall Of Mirrors do not gain Eclipse's damage bonus, unless the augment Total Eclipse is equipped.
    • Has a casting delay of 1 second.
      • Mirage can resist knockdown during the casting delay.
    • Can be recast while active to refresh the duration.
    • Companions are not affected by Eclipse.
    • Exalted Weapons are affected by Eclipse like any other weapon.
    • Subsuming Mirage to the Helminth will offer Eclipse and its augments to be used by other Warframes.

    Main article: Total Eclipse

    Total Eclipse is a MirageIcon272.png Mirage Warframe Augment Mod for Eclipse130xDark.png Eclipse that allows it to grant its bonuses to nearby allies.

    Rank Effect Radius Cost
    0 100% 8m 6
    1 100% 10m 7
    2 100% 12m 8
    3 100% 15m 9

    Tips & Tricks
    • As both Discharge130xDark.png Discharge and SoundQuake130xDark.png Sound Quake can destroy light fixtures when used, this can be used to constantly take advantage of Eclipse's defense bonus by greatly lowering the amount of light in the current area.
    • A DmgHeatSmall64.png Heat status effect on Mirage will set the damage buff to it's maximum value.
    • During the night in Plains of Eidolon, the damage buff will be set as long you stay in the moonlight, once in a shadow you will gain damage reduction. Due to the buff's nature of factoring in the amount of light in the area, the damage buff will give its bare minimum, which is 10% of the displayed number.
    • The damage buff increases the scanning speed of the Codex Scanner and Synthesis Scanner allowing for very quick scans.

    Main article: Prism (edit)
    PowerPrism.png HarlequinPrism.png
    Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.

    Energy Drain: 10 s-1

    Strength:80 / 120 / 170 / 250 (minimum DmgRadiationSmall64.png Radiation damage)
    160 / 240 / 340 / 500 (maximum DmgRadiationSmall64.png Radiation damage)
    Duration:12 s (prism duration)
    7 / 10 / 12 / 15 s (blind duration)
    Range:15 / 20 / 25 / 30 m (laser range)
    8 / 12 / 15 / 25 m (blind radius)
    Misc:10 / 13 / 16 / 20 (lasers)
    5 m·s-1 (speed)
    3s-1 (tick rate)

    • Mirage generates a prism in her hands and launches it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser inflicts a minimum of 80 / 120 / 170 / 250 DmgRadiationSmall64.png Radiation damage per tick while Mirage is in the shadows, scaling up to a maximum of 160 / 240 / 340 / 500 DmgRadiationSmall64.png Radiation damage per tick while Mirage is bathed in bright light. Damage ticks occur at a rate of 3 per second, and the prism lasts for 12 seconds. Additionally, Prism gains +100% damage per enemy hit (affected by lighting).
      • Minimum and maximum laser damage is affected by Ability Strength, but the number of lasers is not.
      • Prism's damage is affected by environmental lighting at Mirage's position, scaling between the minimum and maximum values depending on the local light intensity.
      • The damage increase from environmental lighting is unaffected by Ability Strength and is capped at +100% under bright lighting conditions.
        • Damage bonus from standing in light and for each enemy hit are additive to each other.
      • Lasers do not bypass obstacles in the environment.
      • DmgRadiationSmall64.png Radiation damage is effective against Alloy Armor, Robotic, and Infested Sinew, but less effective against Shielded, Infested, and Fossilized.
      • Prism duration is affected by Ability Duration.
      • Laser acquisition range is affected by Ability Range.
      • Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
      • Enemies have a small chance to be staggered on each hit from the lasers.
    • Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4 ).
    • When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
      • Blind duration is affected by Ability Duration.
      • Blind radius is affected by Ability Range.
      • Blind requires line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
    • The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity, but the prism will bounce off surfaces in its path.
    • Holograms created from HallOfMirrors130xDark.png Hall Of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
    • Casting delay of ~2 seconds.

    Main article: Prism Guard

    Prism Guard is a Warframe Augment Mod for MirageIcon272.png Mirage's Prism130xDark.png Prism in PvE and Conclave that causes the prism to follow above her.

    Rank Follow Duration Cost
    0 1s 6
    1 2s 7
    2 3s 8
    3 4s 9

    • Prism's search lasers will target Sentinels but deal no damage.
    • When cast repeatedly, a second prism can remain floating indefinitely.


    Strength Mods


    Duration Mods


    Range Mods


    HarlequinReflection.png HarlequinReflection.png
    HarlequinDeadlyTrap.png HarlequinDeadlyTrap.png HarlequinDeadlyTrap.png
    HarlequinLightDark.png HarlequinLightDark.png
    HarlequinPrism.png HarlequinPrism.png HarlequinPrism.png

    Edit Tab

    Update 31.1 (2022-02-09)

    • Fixed a sound build up when using Mirage’s Eclipse with Hall of Mirrors.

    Update 31 (2021-12-15)

    • Set max instances on Mirage’s Eclipse loops so they don't multiply out of control when Hall of Mirrors is used.

    Update 30.7 (2021-09-08)

    • Fixed textures on Mirage breaking in Simulacrum while changing to a Deluxe skin after using Mirage’s Eclipse.

    Update 30.5 (2021-07-06)

    • Fixed script error with Mirage’s Prism and Eclipse.

    Update 30.3 (2021-05-25)

    • Fixed multiple issues with Mirage’s Hall of Mirrors Clones while in Archwing:
      • Fixed them not using Archwing weapons.
      • Fixed jittery movement.
      • Fixed them being very far from Mirage.

    Hotfix 30.2.1 (2021-05-13)

    • Fixed causing Damage to yourself and squadmates if you have Mirage’s Hall of Mirrors active and your clones inflict a Status Effect which causes Damage in a radius (Gas, Electric, etc) that lingers on the target and the clone ability ends.

    Hotfix 30.0.8 (2021-04-27)

    • Fixed Mirage’s Hall of Mirror clones behaving oddly when cast before exiting the Railjack and then reentering.

    Hotfix 30.0.1 (2021-04-13)

    • Fixed arrows on Mirage variants and idle to follow the bow.

    Update 30.0 (2021-04-13)

    • Fixed a script error when casting Mirage’s Sleight of Hand ability.

    Hotfix 29.6.8 (2021-01-25)

    • Fixed Stahlta Alt Fire bolts not exploding from Mirage’s Hall of Mirror clones when the Unreal Shock Rifle Skin is equipped.

    Hotfix 29.6.1 (2020-12-18)

    • Fixed a crash associated with Explosive Legerdemain being used when not fully ranked.

    Update 29.5 (2020-11-19)

    • Fixed Mirage Hall of Mirrors clones dealing more Critical damage than intended when no Mods are equipped on Mirage.
    • Fixed a rectangle effect appearing around Mirage's Eclipse while wielding Tatsu with the Solstice skin.

    Update 29.3 (2020-10-27)

    • Fixed Mirage’s Total Eclipse Augment Mod buff being shared with Necramechs.

    Hotfix 29.2.4 (2020-10-15)

    • Fixed Mirage’s Eclipse ability not functioning properly with Deferred Rendering enabled. As detailed here!
      • A sharp-eyed Tenno noticed a change with Eclipse's damage bonus using our new Enhanced Graphics engine setting, and it turns out Mirage had us all under an illusion. Eclipse changes its effect intensity based on how bright (or dark) your current location is. The game calculates the brightness by considering all the light sources that are affecting you. The problem... Under the Enhanced Graphics engine, lighting is handled in a different way than the Classic way we've been using for years. So while playing Landscape missions the sunlight was not being included in the intensity. What looked like bright open ground lit by the sun was, as far as the game is concerned internally, gloomy and overcast. This will be fixed such that the Eclipse ability will consider the real-time sunlight under the Enhanced renderer. We cannot guarantee that the results will be exactly the same using the two equations, but any difference should be negligible.

    Hotfix 28.3.3 (2020-08-13)

    • Fixed a crash that could occur when using Archwing while Mirage’s Hall of Mirrors is active.

    Update 28.3 (2020-08-12)

    • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
    • Fixed Mirage Hall of Mirror clones not copying certain animations (Ability casts, Emotes, etc).

    Hotfix 28.0.6 (2020-06-24)

    • Fixed Status Effects on the Melee weapons of Mirage's Hall of Mirrors clones not disappearing when you stare through her body, as they are supposed to.

    Update 28.0 (2020-06-11)

    • Fixed the TennoCon 2020 Syandana clipping with Mirage lower body.

    Update 27.4 (2020-05-01)

    • Continued performance improvements towards Mirage’s Hall of Mirror clones when using a Multishot weapon.
    • Improved Mirage's Sleight of Hand's detection of light and dark areas to decide which booby trap to spawn. Also fixed a bug where the 'package' could use the wrong type of explosion based on light/dark in certain situations.
    • Fixed Mirage’s Mithra skin icon having different colors than the actual skin.
    • Fixed a script error caused by a Mirage Sleight Of Hand trap wanting to explode after it has already expired.
    • Fixed script error related to Mirage’s Sleight of Hand ability.

    Update 27.3 (2020-03-24)

    • Fixed Mirage’s Explosive Legerdemain Augment damaging everything within range, including allies or even the Defense objective, if the Mirage leaves the game session.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Mirage: 65 to 100
      • Mirage Prime: 150 to 175
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warframes. 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.
    • Fixed Mirage’s Hall of Mirror clones not animating properly during double/wall jumps.
    • Fixed script error with Mirage’s Eclipse ability.

    Hotfix (2020-02-04)

    • Fixed a crash when aiming with Quatz (possibly other similar weapons that change fire mode on aim) and switching weapons while Mirage Hall of Mirrors is active.

    Update 27.1 (2020-02-04)

    • Fixed Mirage’s Hall of Mirror clones not shooting the last round in your magazine.
    • Fixed Mirage’s Hall of Mirror clones not animating properly for double/wall jumps.

    Hotfix 27.0.12 (2020-01-23)

    • Mirage ability videos have been added to her Arsenal!
    • Fixed the Vengeful Charge Ephemera providing constant light source for Mirage's Eclipse, resulting in a cosmetic granting the light buff to remain 99% of the time.

    Update 26.1 (2019-11-22)

    • Restored Mirage’s Eclipse granting its ‘light’ buff when Mirage is on fire AND when under the effect of an Electricity Status Effect.

    Hotfix 25.7.4 (2019-09-05)

    • Fixed Mirage’s Hall of Mirror clone kills not counting towards ‘kills’ for relevant Challenges/Acts.

    Update 25.7 (2019-08-29)

    • Fixed the Narvarr Prime shoulder armor clipping through Mirage Prime’s shoulder plates.
    • Fixed Mirage’s Hall of Mirror clones sometimes using their Primary Fire instead of Alt Fire for the Corinth and Euphona Prime.
    • Fixed Amalgam Heqet clones causing screen flickering when used on Mirage.
    • (Undocumented) Hall of Mirrors clones can now shoot copies of Azima.png Azima's alt fire disks.

    Update 25.6 (2019-08-08)

    Explosive Legerdemain - Sleight of Hand Augment - Mirage
    • Increase damage and status chance when triggered
    Total Eclipse - Eclipse Augment - Mirage
    • Increase range on the buff to other players

    Hotfix 25.4.1 (2019-07-24)

    • Fixed Mirage’s Hall Of Mirrors ability causing the Quatz’ Electric Discharge sound to unintentionally play duplicate instances.

    Hotfix 25.3.3 (2019-07-16)

    • Fixed an issue with Cernos Prime arrows fired by Mirage's Hall of Mirrors clones always hitting the floor.

    Update 25.2 (2019-06-19)

    • Fixed Mirage Sleight of Hand not working with Gas City objects.

    Update 25.1 (2019-06-05)

    • Fixed seeing a large beam of light FX when firing the Ferrox with Mirage’s Hall of Mirrors active as reported here.

    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 24.7.2 (2019-04-17)

    • Fixed Mirage’s Hall of Mirror clones leaving behind Gaze (Kitgun) beams if the ability ends while firing.
    • Fixed Mirage’s Sleight of Hand ability confusing Pets equipped with Scavenge.

    Update 24.6 (2019-04-04)

    • Optimizations towards Mirage Hall of Mirrors projectile FX for Staticor and Ogris that was causing crashes.

    Update 23.5 (2018-08-24)

    • Fixed wonky FX when casting Mirage’s Eclipse on certain Armor Attachments.

    Hotfix 23.3.2 (2018-08-13)

    • Fixed Mirage's Eclipse ability causing some Syandanas (eg. Repala, Vasa, etc.) to change colour to match her Warframe Energy.

    Hotfix 23.0.2 (2018-06-15)

    • Fixed Mirage’s Hall of Mirrors clones not displaying any of your equipped weapons.

    Update 23.0 (2018-06-15)

    • Fixed Mirage’s Hall of Mirror clones applying Melee Stealth bonus 100% of the time.

    Update 22.20 (2018-05-17)

    • Fixed kills made by Mirage's Hall of Mirror clones not contributing towards Onslaught Efficiency.
    • Fixed rare cases of Mirage’s Hall of Mirrors creating a permanently firing Opticor.

    Hotfix 22.18.5 (2018-04-24)

    • Fixed an issue with Mirage's Hall of Mirror clone kills not counting towards anything.

    Hotfix 22.16.4 (2018-03-20)

    • Fixed a script error relating to Mirage.

    Update 22.14 (2018-03-01)

    • Fixed Mirage not gaining Warframe Affinity when getting kills with her Hall of Mirrors clones

    Hotfix 22.12.3 (2018-02-12)

    • Fixed Mirage Prime's materials looking muddy during Eclipse in the dark.
    • Fixed a script error when casting Mirage Prime’s Hall of Mirrors.

    Update 22.12 (2018-02-09)

    • Mirage's Eclipse Duration has been buffed and now matches Hall of Mirrors at Max Rank (so you can better coordinate the upkeep).

    Update 22.8 (2017-12-21)

    • Mirage's Hall of Mirrors casting animation has been changed to match the style of the Mirage Prime trailer!

    Update 22.7 (2017-12-12)

    • Introduced Mirage Prime.

    Update 22.4 (2017-11-23) Mirage Sleight of Hand Changes: In addition to booby trapping nearby objects, Mirage’s Sleight of Hand now spawns a jewel that attracts near by enemies! If Sleight of Hand is used with Hall of Mirrors, each of her clones will also place a smaller jewel with a smaller enemy attraction. The jewel Damage, Blind Duration, and Range increases with the level of Sleight of Hand.

    • If the jewel is placed in the light, it will deliver a radial explosion to nearby enemies.
    • If the jewel is placed in the dark, it will deliver a radial blind to nearby enemies.
    • Jewels will be auto-destroyed if they go unused after 20 seconds.

    Hotfix 22.2.5 (2017-11-11)

    • Fixed Mirage’s Total Eclipse Augment Mod applying to the Operator.

    Update 22.0 (2017-10-12)

    • Fixed Mirage’s Slight of Hand interaction with pickups.

    Update 21.5 (2016-08-16)

    • Fixed Mirage’s Hall of Mirrors not making the strap on Lenz's quiver go invisible.
    • Fixed Mirage’s Hall of Mirrors not matching set holster customizations.

    Hotfix 21.4.2 (2017-08-11)

    • Fixed Mirage’s Hall of Mirrors only creating 1 Lenz explosion instead of 3.

    Hotfix 21.0.9 (2017-07-17)

    • Fixes towards the Grax Mirage skin to better match the original Steam Workshop images.

    Update 21.0 (2017-06-29)

    • Fixed viewing windows when mousing over Mirage’s Hall of Mirror clones leaving a translucent flickering model, resulting in an obstruction of view. 
    • Fixed Mirage’s Hall of Mirrors causing some explosive weapons’ projectiles to detonate almost immediately upon firing, causing self damage. 
    • Fixed explosive weapons auto-detonating due to Mirage’s Hall of Mirrors clones.
    • Fixed Oberon’s Renewal causing Mirage’s Hall of Mirrors clones to not be fully see-through.

    Hotfix 20.7.3 (2017-06-16)

    • Oberon’s Renewal no longer affects Mirage’s Hall of Mirror clones since it does nothing but consume Energy.

    Hotfix 20.5.2 (2017-05-18)

    • Fixed Mirage’s Hall of Mirrors causing some explosives to detonate immediately.
    • Fixed launcher projectiles auto-detonating on the Mirage’s Hall of Mirror clones.

    Update 20.1 (2017-04-05)

    • Mirage abilities now see the light more often than they used to. Previously, Mirage’s Eclipse would feel inconsistent when running through levels while going in and out of lit areas. This change will allow Eclipse to deal heavier damage as it will see light more often, but also increases Prism's damage and range by 15-20% average, as it too is affected by light!
    • Fixed a script error when casting Mirage’s Prism.

    Hotfix 20.0.9 (2017-04-03)

    • Tweaked the Abilities screen for Mirage’s Eclipse and Rhino’s Roar to show damage increase and reduction as a % to match the formatting of the HUD indicator in-game.
    • Rounded the buff % for Mirage’s Eclipse on the HUD to avoid overlapping adjacent buff indicators.

    Hotfix 20.0.7 (2017-03-30)

    • Fixed the Caustacyst’s Corrosive acid projectiles from Mirage’s Hall of Mirror clones not being inside Limbo’s Rift when cast and not being affected by the Rift Stasis mechanic.

    Hotfix 20.0.4 (2017-03-27)

    • Fixed the Telos Boltace not functioning properly with Mirage’s Hall of Mirrors.

    Update 19.13 (2017-03-09)

    • Fixed Auras being applied to Mirage’s Hall of Mirror clones.

    Update 19.12 (2017-03-02)

    • Fixed Mirage’s Eclipse HUD buff icon being removed and not re-added if you recast as Client.

    Hotfix 19.11.5 (2017-02-28)

    • Mirage’s Eclipse ability will now show a HUD buff icon when active.
    • Fixed Mirage’s Prism ability stat screen showing the number of lasers increasing with Strength when that doesn't actually happen.

    Hotfix 19.11.2 (2017-02-17)

    • Fixed Mirage's Hall of Mirrors clones remaining permanently in the Mastery Rank 22 test if active at the end of a round.

    Update 19.7 (2017-01-18)

    • Fix the AoE from Nightwatch Napalm Mod doing self-damage when fired during Mirage’s Hall of Mirrors as per: this thread

    Hotfix 19.6.3 (2017-01-17)

    • Fixed a script error with Mirage’s Prism.

    Update 19.4.2 (2016-12-20)

    • Fixed Kuva Chest Plate clipping on Saryn, Mirage, Valkyr, Trinity and their Prime variants.

    Hotfix 19.3.1 (2016-12-08)

    • Fixed Health Orbs and Ammo not respawning  for the entire game after falling victim to Mirage’s  Sleight of Hand.

    Hotfix 19.2.1 (2016-12-03)

    • Fixed Mirage’s Sleight of Hand traps going away when she dies in Conclave.

    Update 19.2 (2016-12-01)

    • Mirage’s Sleight of Hand traps now last indefinitely in Conclave.
    • Fixed Clients not seeing Mirage’s Sleight of Hand trap FX.

    Update 19.1 (2016-11-25)

    • Fixed Mirage’s Hall of Mirror clones applying her Aura as well.

    Hotfix 19.0.3 (2016-11-14)

    • Fixed Mirage's Clones applying Auras 4x, one for each clone. * just added on 15/11, missed in original notes. 

    Hotfix: The Index Preview 4 (2016-10-25)

    • Fixed a script error with Mirage’s Hall of Mirror clones on Dedicated Servers.

    Update: The Index Preview (2016-10-20)

    • Optimized frame-time spikes when Mirage Prism' bursts.

    Hotfix: The Vacuum Within 3 (2016-10-13)

    • Removed the ability to ally mark Mirage’s clones. This was causing the minimap to become hectic with too many blue dots.
    • Fixed Mirage’s clones throwing invisible Glaives.

    Hotfix: Specters of the Rail 0.1 (2016-07-08)

    • Fixed a crash that could occur if a non-replicated avatar (ie. Mirage Clone) was affected by a friendly buff.

    Update 18.13 (2016-05-27)

    • Fixed weapon clips (Soma, Akstiletto, etc.) lingering during Mirage’s Hall of Mirrors. 

    Hotfix 18.10.6 (2016-05-06)

    • Fixed Mirage’s Hall of Mirror clones meleeing with numerous Glaives after being thrown and returned.

    Hotfix 18.10.4 (2016-05-02)

    • Fixed other players getting damaged by projectiles (i.e Ogris)  after Mirage’s Hall of Mirrors expires.

    Update 18.10 (2016-04-29)

    • Reduced the FX of the Thunderbolt mod on Mirage’s clones to improve performance.

    Update 18.7 (2016-03-30)

    • Fixed badge placements on Excalibur, Chroma, Mirage, Saryn and Atlas.

    Hotfix 18.6.2 (2016-03-22)

    • Fixed a typo that would appear in Mirage’s Quest subtitles.

    Update 18.5 (2016-03-04)

    • Mirage Prism Conclave Augment
      • Prism follows above Mirage for 4 seconds.
      • Reduced the damage of Mirage’s Prism in Conclave.
    • You can no longer gain energy when Mirage’s Eclipse is active in Conclave.

    Update 18.1 (2015-12-16)

    • Elemental Mobility Mods no longer work with Mirage’s clones until she is at full Energy.

    Hotfix 18.0.8 (2015-12-11)

    • Fixed Mirage’s clones staying slumped down and inactive after using a Focus Ability during Hall of Mirrors.

    Hotfix 17.6.1 (2015-10-07)

    Update 17.5 (2015-10-01)

    • Only two clones from Mirage’s Hall of mirrors now fire projectiles.  This change has been made in order to help improve performance issues.  Damage has been increased on the remaining clones to compensate.
    • Players can now skip the crafting stages of the Hidden Messages Quest if they already have built a Mirage.

    Update 17.4.5 (2015-09-23)

    • Fixed the Simulor creating too many explosions when used with Mirage’s Hall of Mirrors and fire rate Mods.

    Update 17.4 (2015-09-09)

    Update 17.3 (2015-09-02)

    • Mirage’s clones produced from Hall of Mirrors will now display a smaller explosion when using the Concealed Explosives Mod to help improve performance.

    Update 17.2.4 (2015-08-26)

    • Fixed an issue with Mirage's Hall of Mirrors clones not bullet-jumping.

    Update 17.0 (2015-07-31)

    • Clones produced by Mirage’s Hall of Mirrors will no longer show cosmetic items for performance reasons.
    • Fixed Mirage’s clones from Hall of Mirrors doing full damage to the Juggernaut.
    • Fixed occasional issues in the visual FX of Mirage’s Eclipse.

    Hotfix 16.10.2 (2015-07-02)

    • Fixed charged beams from the Opticor not aiming properly when fired by Mirage’s clones.

    Update 16.10 (2015-06-25)

    • Fixed a visual FX issue that would appear when Mirage used Hall of Mirrors.

    Update 16.8 (2015-06-10)

    • Mirage’s Hall of Mirror clones will no longer show cosmetic attachments for clients, or if your particle quality is set to low. This change is in an attempt to resolve reports of Performance/crash reports related to Mirage.
    • Fixed Mirage’s Hall of Mirrors causing a crash if you had no customizations on your Warframe or Melee weapon.

    Hotfix 16.4.3 (2015-04-24)

    • Fixed Mirage’s Clones being able to hit Mirage with Tonkor shots.

    Update 16.4 (2015-04-23)

    • Fixed issue that would occur when using Mirage’s Eclipse that would prevent the player from using this Ability, or other powers, again.

    Update 16.3 (2015-04-09)

    • Sleight of Hand - Mod TT 20px.png Explosive Legerdemain: Pickups are turned into proximity mines that deal damage with proc chance.
    • Fixed visual issue with the Edo Prime Chest Piece when equipped to a Mirage using Eclipse.

    Update 16.2 (2015-04-01)

    • Fixed Mirage’s clones from Hall of Mirrors sometimes shooting in the wrong direction.
    • Fixed Mirage’s Winter Skin disappearing when Eclipse is activated.

    Update 15.16 (2015-02-25)

    • Fixed enemies aiming at Hall of Mirrors aiming behind themselves, instead of at Mirage’s image.

    Update 15.13 (2015-02-05)

    • Fixed Mirage’s HUD Eclipse Buff showing as going above 255% damage.

    Hotfix 15.11.1 (2015-01-22)

    • Mirage is now able to gain energy from Team Energy Restore items while her Prism Ability is toggled on.

    Update 15.11 (2015-01-21)

    • Fixed visual effects on Mirage’s Hall of Mirrors clones when using the Panthera.

    Hotfix 15.10.1 (2015-01-16)

    • Mirage’s Hall of Malevolence Augment has been buffed to give each of Mirage’s clones a damage increase of 5% per enemy killed, up to a total of 50% max clone damage. Previously this damage increase was based on unmodded weapon damage.
    • Mirage’s Hall of Malevolence buff will now show as a % damage increase in the UI.

    Update 15.10 (2015-01-15)

    • Fixed Mirage’s Prism occasionally not be destroyed at the end of the cast.

    Update 15.9 (2015-01-08)

    • Fixed Kohm creating particle effects on Mirage’s clones when particle settings are not set to High in system settings.

    Hotfix 15.7.2 (2014-12-19)

    • Fixed Mirage’s Eclipse Augment effects not working correctly when applied to other Warframes.
    • Fixed Silva and Aegis losing texture when used by Mirage during Hall of Mirrors.
    • Fixed Mirage’s Prism never going away when cast outside of a Nullifier Crewman’s bubble, just before stepping into the bubble before the throw animation is complete.
    • Fixed issue occasionally caused by Mirage’s Hall of Mirrors.

    Update 15.6 (2014-12-11)

    • Mirage: Eclipse: Total Eclipse: The effect applies to nearby allies within a 3/3/4/5 meter radius for 25%/50%/75%/100% effect.

    Hotfix 15.5.9 (2014-12-08)

    • Fixed crash that would occur when Mirage used Hall of Mirrors with a Torrid equipped as a client.

    Hotfix 15.5.7 (2014-12-03)

    • Fixed Mirage’s Eclipse removing her festive holiday skin.

    Update 15.1 (2014-11-05)

    • Fixed Mirage’s Hall of Mirrors clones not animating if you are using a different frames Animation Stance.

    Hotfix 15.0.6 (2014-10-27)

    • Fixed issues with Mirage’s Eclipse ability not correctly working with the Edo Chest armor.

    Hotfix 15.0.5 (2014-10-27)

    • Tweaked the arrow position for Mirage's Agile stance.
    • Limited the number of augment damage stacks that can be applied to Mirage’s Hall of Mirror clones to 10.

    Update 15.0 (2014-10-24)

    • Mirage: Hall of Mirrors: Hall of Malevolence: The damage of your doppelgängers is increased by %, every time you kill an enemy.
    • Fixed issues with the way the Foundry displays certain builds-in-progress, as seen with Mirage’s Harlequin helmet.
    • Fixed Mirage’s Hall of Mirror clones not throwing Glaives if you're the Client.
    • Fixed Mirage’s Hall of Mirror clones turning and throwing the Glaive in the wrong direction when you have it equipped as the host.
    • Fixed an issue where players may not receive the first Inbox message for the Mirage Quest.

    Update 14.10 (2014-10-08)

    • Fixed an issue with the Harlequin Mirage Helmet Blueprint incorrectly appearing as the Arcane Scorpion *Ash Helmet Blueprint. Please note that we will be re-running a functioning Harlequin Helmet alert at a similar time as the broken one, but with a doubled duration.

    Update 14.9 (2014-10-01)

    • Fixed Mirage’s Prism lasers not targeting Orokin Drones.
    • Fixed Mirage’s Prism saying it used 100 power to activate when it only uses 50.
    • Fixed cases of Mirage’s Prism lasting forever/not using any energy, and being able to launch a second Prism.
    • Fixed Mirage’s Prism prematurely detonating if it hits a defense target.
    • Fixed Corpus security cameras sometimes being blind to a Mirage with Eclipse active.
    • Fixed issues with the Mirage Codex/Quest diorama having the wrong or conflicting Warframe presented.

    Update 14.8 (2014-09-24)

    • Added in missing idle animations for Loki, Mirage, and Nova (noble). When inactive for a few seconds, each of these frames will now have idles!

    Hotfix 14.7.3 (2014-09-19)

    • Fixed issue with enemy AI freezing when trying to 'pull' a Mirage Hall of Mirror clone.

    Update 14.7 (2014-09-17)

    • Further improved the aiming of Mirage's Prism projectile.
    • Improved the performance of Mirage's Prism and Nova's Wormhole ability.
    • Fixed Mirage's Prism not being properly castable by AI.

    Update 14.6 (2014-09-11)

    • Improved the aiming direction of Mirage's Prism ability.

    Hotfix 14.5.1 (2014-08-30)

    • Changed Mirage Alt Helm to be untradable.

    Hotfix (2014-08-28)

    • Fixed Mirage’s Eclipse lasting forever when cast.

    Update 14.5 (2014-08-28)

    • Changed FX of Laser Doors when affected by Mirage’s abilities to better indicate you’re safe to run through.
    • Fixed Mirage’s Hall of Mirrors not being affected by some mods (Heavy Caliber).

    Update 14.2 (2014-08-13)

    • Fixed an issue with Mirage’s Eclipse damage bonus not applying to all damage types (like Penta explosion).
    • Fixed a number of animation issues seen with Mirage's agile and noble idle animations.

    Update 14.1 (2014-07-30)

    • Fixed issue with progression on the Mirage ‘Hidden Messages’ quest if you already crafted the Chassis or already own a completed Mirage.

    Hotfix 14.0.9 (2014-07-26)

    • Fixed an issue with the Mirage’s Prism visuals persisting in the game world if the ability was casted repeatedly (spammed).

    Hotfix 14.0.6 (2014-07-22)

    • Fixed an issue with the Illiac Chest piece clipping into Ember, Nyx, and Mirage frames.

    Hotfix 14.0.5 (2014-07-21)

    • Included a max number of instances for explosions available with Mirage’s Sleight of Hand ability.
    • Improved the performance of Mirage’s Prism ability on lower end computers.
    • Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.
    • Improved performance on Mirage’s Prism when Particle Quality is set to low.
    • Fixed Mirage Hall of Mirror ‘illusions’ doing friendly damage in dojo duels, and possibly other places as well.
    • Fixed cases of Mirage’s Hall of Mirrors Friendly Fire caused by temporary radiation induced faction change.

    Hotfix 14.0.4 (2014-07-21)

    • Fixed Mirage quest mid-point not sending transmissions to continue finding the parts.

    Hotfix 14.0.1 (2014-07-18)

    • Altered the range of the visual effect of Mirage's Sleight of Hand ability.
    • Reduced the amount of projectile visual effects seen when using specific weapons in conjunction with Mirage's Hall of Mirror clones.
    • Fixed a number of power in use and loss of functionality issues related to Mirage's Sleight of Hand ability.

    Update 14.0 (2014-07-18)

    • Introduced via Hidden Messages quest.

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    Mirage Prime

    Default Mirage