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Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft.

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

Alternatively, upon completion of The Duviri Paradox, Mirage'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.


Manufacturing Requirements
📝 Edit blueprint requirements
ArgonCrystal Argon Crystal
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 275 Blueprint2 Blueprints Price: N/A
Mirage Neuroptics Blueprint
AlloyPlate Alloy Plate
Neurodes Neurodes
PolymerBundle Polymer Bundle
OrokinCell Orokin Cell
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mirage Chassis Blueprint
OrokinCell Orokin Cell
Ferrite Ferrite
Plastids Plastids
Gallium Gallium
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mirage Systems Blueprint
ControlModule Control Module
Circuits Circuits
PolymerBundle Polymer Bundle
OrokinCell Orokin Cell
Time: 12 Hour(s)
Rush: PlatinumLarge 25


  • Currently, Akzani Akzani lacks a Signature Weapon bonus with Mirage.
  • 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.


  • 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 Sybaris and Pyrana 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 SleightOfHand130xWhite 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, Eclipse130xWhite 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 Nyx, BansheeIcon272 Banshee, MesaIcon272 Mesa, ChromaIcon272 Chroma, InarosIcon272 Inaros, NidusIcon272 Nidus and EquinoxIcon272 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 Gara.
  • Mirage is the first quest-driven Warframe to receive a Prime variant, followed by LimboIcon272 Limbo.

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AladVPortrait d
“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 missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. 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 Mirage, sporting higher shields, armor, and additional Vazarin Pol and Naramon Pol polarities. Mirage Prime was released alongside AkboltoPrime Akbolto Prime and KogakePrime 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
Chassis Blueprint Mirage PrimeIcon272 Blueprint Systems Blueprint Neuroptics Blueprint
AxiRelicIntact Axi A12 Common (V)
AxiRelicIntact Axi H4 Common (V)
LithRelicIntact Lith K5 Common (V)
LithRelicIntact Lith S7 Common (V)
MesoRelicIntact Meso K2 Common (V)
NeoRelicIntact Neo L1 Common (V)
AxiRelicIntact Axi M1 Rare (V)
LithRelicIntact Lith M7 Rare (V)
MesoRelicIntact Meso M2 Rare (V)
MesoRelicIntact Meso M3 Rare (V)
NeoRelicIntact Neo M1 Rare (V)
AxiRelicIntact Axi H5 Uncommon (V)
AxiRelicIntact Axi R2 Uncommon (V)
MesoRelicIntact Meso O2 Uncommon (V)
NeoRelicIntact Neo K2 Uncommon (V)
NeoRelicIntact Neo S12 Uncommon (V)
NeoRelicIntact Neo V6 Uncommon (V)
AxiRelicIntact Axi T2 Common (V)
LithRelicIntact Lith W1 Common (V)
LithRelicIntact Lith Z1 Common (V)
MesoRelicIntact Meso E5 Common (V)
MesoRelicIntact Meso H1 Common (V)
NeoRelicIntact Neo B6 Common (V)
NeoRelicIntact Neo G1 Common (V)
NeoRelicIntact Neo S9 Common (V)



Manufacturing Requirements
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Mirage Prime Neuroptics Blueprint
Neurodes Neurodes
Cryotic Cryotic
PolymerBundle Polymer Bundle
Ferrite Ferrite
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mirage Prime Chassis Blueprint
NitainExtract Nitain Extract
Morphics Morphics
AlloyPlate Alloy Plate
Oxium Oxium
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Mirage Prime Systems Blueprint
ArgonCrystal Argon Crystal
ControlModule Control Module
Rubedo Rubedo
Salvage Salvage
Time: 12 Hour(s)
Rush: PlatinumLarge 25


  • Mirage Prime, compared to MirageIcon272 Mirage:
    • Higher Shields (310/410 vs. 120/300)
    • Higher Armor (185 vs. 105)
    • Additional Vazarin Pol and Naramon Pol Polarities (Vazarin PolVazarin PolNaramon PolMadurai Pol vs. Vazarin PolMadurai Pol)
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Currently, Akzani Akzani lacks a Signature Weapon bonus with Mirage Prime.
  • Mirage Prime's Prism130xWhite 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 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 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 HallOfMirrors130xWhite 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.


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MirageIcon272 Mirage has an increased proficiency when performing several Maneuvers:

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


View Maximization
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This section is transcluded from Hall of Mirrors . To change it, please edit the transcluded page.
HallOfMirrorsModx256 HallOfMirrors130xWhite
Hall of Mirrors

Mirage creates an entourage of doppelgangers to confuse and distract the enemy.

Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:5% / 10% / 15% / 20% (damage percentage)
0.05x / 0.2x / 0.225x / 0.4x Modified Critical Chance
0.05x / 0.2x / 0.225x / 0.4x Modified Status Chance
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: 1 / 2 / 3 / 4 (holograms)

This section is transcluded from Sleight of Hand . To change it, please edit the transcluded page.
SleightOfHandModx256 SleightOfHand130xWhite
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.

Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:50 / 125 / 180 / 200 (pickup explosion elemental damage)
50 / 125 / 180 / 200 (jewel explosion DmgBlastSmall64 Blast damage)
AbilityDurationBuff Duration:9 / 12 / 15 / 18 s (trap duration)
2 / 3 / 4 / 5 s (blind duration)
AbilityRangeBuff 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)

This section is transcluded from Eclipse . To change it, please edit the transcluded page.
EclipseModx256 Eclipse130xWhite

(TAP) Temporarily reduce the damage Mirage takes from enemies.

(HOLD) Temporarily increase Mirage's weapon damage.

Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:25 / 40 / 60 / 75 % (damage reduction)
115 / 125 / 150 / 200 % (damage bonus)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: 90 % (damage reduction cap)

Subsumable to Helminth
This section is transcluded from Prism . To change it, please edit the transcluded page.
PrismModx256 Prism130xWhite

Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.

Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:80 / 120 / 170 / 250 (baseDmgRadiationSmall64 Radiation damage)
AbilityDurationBuff Duration:12 s (prism duration)
7 / 10 / 12 / 15 s (blind duration)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (laser target seeking range)
8 / 12 / 15 / 25 m (blind radius)

Misc: 10 / 13 / 16 / 20 (lasers)
5 m·s-1 (speed)
2s-1 (tick rate)
25% (damage bonus per hit)


Strength Mods


Duration Mods


Range Mods


HarlequinReflection HarlequinReflection
HarlequinDeadlyTrap HarlequinDeadlyTrap HarlequinDeadlyTrap
HarlequinLightDark HarlequinLightDark
HarlequinPrism HarlequinPrism HarlequinPrism

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Patch History

Update 36.0 (2024-06-18)

  • Fixed a case of the Total Eclipse Augment offering a permanent Eclipse buff for Clients if another player also casts Eclipse.
  • Fixed Mirage’s Hall of Mirrors clones not shooting Incarnon Form weapons unless they had hit enemies before the Incarnon Form was triggered.
  • Fixed being unable see Mirage’s Hall of Mirrors clones in Grendel Locator missions if you have a Companion equipped.
    • Also fixed being unable to Melee Attack after casting Hall of Mirrors under the same conditions.

Hotfix 35.5.6 (2024-04-10)

Line Of Sight (Los) Improvements

As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.

To reiterate, there are now two variations of LoS checking:

  1. The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
  2. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.

For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.

The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Mirage’s Prism).

General Fixes
  • Fixed Mirage’s Hall of Mirror Clones obstructing player’s view (instead of fading out when in reticle) after casting Eclipse with the Total Eclipse Augment Mod.

Hotfix 35.5.3 (2024-04-04)

  • Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission.

Hotfix 35.5.2 (2024-03-28)

  • Fixed cases where Mirage’s Eclipse damage buff was not applying to Melee Weapons.
  • Fixed Mirage’s Hall of Mirrors clones unintentionally being able to indefinitely fire Onos’ charge beam.
  • Fixed a crash caused by Mirage casting Sleight of Hand within proximity of Yareli’s Merulina with the “Loyal Merulina” Augment Mod equipped.

Update 35.5 (2024-03-27)

Mirage Eclipse Rework

After a great amount of input from the Community, Mirage’s Eclipse ability no longer determines the buff (Solar or Lunar Eclipse) to apply based on the environment’s light level, will always be at maximum strength, and is now a Tap/Hold ability!

In its previous state, Eclipse was quite unreliable. One step in any direction could suddenly switch the buff or lower its strength, which left players little control over its benefits. It also did not function correctly in every area of the game, notably in Open Landscapes and Albrecht’s Laboratories where only the Solar Eclipse buff would be active at full strength - even at night time.

The changes listed below affect both Mirage and Eclipse applied via the Helminth (with some notable exceptions listed below its Diminished Effectiveness).

How it works:

  • Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction).
  • Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage).

Scaling change:
Since the ability no longer depends on level lighting to determine the buff type, the buffs themselves also no longer scale based on light level. Instead, their previous maximum effect is now the base (affected by Ability Strength):

  • Solar Eclipse now has a base 200% increased Weapon Damage.
  • Lunar Eclipse now has a base 75% Damage Reduction.
    • We have lowered the Damage Reduction cap to 90% (previously 95%), to bring it in line with other Damage Reduction abilities (Gara’s Splinter Storm, Citrine’s Preserving Shell, etc.).

Helminth Diminished Effectiveness Change:
Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied via the Helminth.

  • Solar Eclipse has a base 30% increased Weapon Damage.
    • This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar.
  • Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction.
    • The Damage Reduction cap also remains the same at 75%.
Mirage Prism Changes

In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which is impacted by the same inconsistency issues that Eclipse suffered from. The team has reviewed Prism and made similar changes to Eclipse:

  • Removed damage scaling based on environmental lighting.
  • Prism now has extrinsic synergy with Eclipse
    • If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%.
    • If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency.

Hotfix 35.0.8 (2024-01-11)

  • Fixed a crash possibly caused by a combination of Mirage and certain upgrades.

Update 35.0 (2023-12-13)

Mirage Eclipse Changes:

Tenno who are familiar with Mirage's ability Eclipse know how temperamental it can be. Areas that look light are actually dark and vice versa, which can make it rather difficult to know how much of a bonus the ability is actually giving you at any moment.

To address this issue, the HUD icon for Eclipse will now continuously update to show an accurate and responsive state of what effect Mirage is currently getting, rather than just showing the maximum values from standing in light or dark. We have also updated the HUD icons with names to distinguish which buff is being given:

  • Low light environments = Lunar Eclipse
  • Bright light environments = Solar Eclipse

This at least gives us (and you) a better tool to measure what Eclipse is really doing.

With this update we started assessing how inconsistent and frustrating this ability was, and noticed a variety of problems: it didn’t work properly on the Plains of Eidolon and, super relevant for this update, it didn’t work at all with the new lighting technology in Albrecht’s Laboratories!

We are still considering what we can do to make this ability better in the long term. Stay tuned for further changes on Eclipse.

  • Fixed explosive consoles created by Mirage’s Sleight of Hand causing enemies to trigger alarms when interacted with. Now these consoles will explode once enemies use them, but alarms will no longer be raised.
  • Fixed a script error in Mirage’s Prism ability.

Hotfix 34.0.5 (2023-10-26)

  • Fixed Mirage in the Conclave using their PVE stats.

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240)
Shields: Base Rank - 120 (from 80) / Max Rank - 300 (from 240)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

Health: Base Rank - 200 (from 80) / Max Rank - 300 (from 240)
Shields: Base Rank - 310 (from 110) / Max Rank - 410 (from 330)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Top Fixes:
  • Fixed Mirage’s Eclipse not providing the Damage Reduction buff when positioned in the shadowed areas of Duviri and the Undercroft.

Hotfix 33.5.3 (2023-06-23)

  • Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects:
    • Fixed Mirage’s Eclipse damage reduction being capped at 50% instead of the intended 95%.

Hotfix 32.2.10 (2023-01-18)

  • Fixed script error with Mirage’s Eclipse.

Update 32.2 (2022-11-30)

  • Increased the roll distance of Mirage’s Passive.
    • Before this change, Mirage's increased roll speed affected how fast the roll animation played, but moved her forward at the same rate, resulting in the roll traveling less distance. Now, the roll moves forward faster, to match the increased animation, so that she travels a distance comparable to a normal roll.

Hotfix 32.0.9 (2022-10-05)

  • Reduced the Mastery Rank restriction of all Prime Warframes to 0.
    • Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).

Hotfix 32.0.7 (2022-09-28)

  • Fixed Mirage’s Hall of Mirrors counting towards the Felarx’s Mounting Momentum Evolution III perk.
    • Each shell reloaded by the clones was counting towards the 1 shell reloaded = 10% more fire rate, which was increasing the buff 5x stronger than intended. This has been fixed since clones don’t reload real shells.

Update 32.0 (2022-09-07)

  • Mirage’s Explosive Legerdemain Augment: Increased damage dealt from proximity mines created from Ammo and Orbs pickups from 500 to 1000.
  • Fixed significant performance drops when using a weapon skin that changes projectile visuals, using high amounts of multishot, and Mirage’s Hall of Mirrors.
  • Fixed Mirage’s Eclipse increasing the scanning time with your Synthesis scanner.

Hotfix 31.7.2 (2022-08-17)

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

Update 31.1 (2022-02-09)

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

Update 31.0 (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 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 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

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