AladVPortrait d
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers.

For the enemy, see Necramech (Enemy) and The Murmur#Rogue Necramechs.
Look, you were the second wave, kid. The Necramechs were Void-shielded, Sentient-pulse immune... as bright as a bag of hammers and just as dependable. Not like you.

Necramechs are weapon platforms built by the EntratiIcon Entrati that can be encountered on the ruins of the Cambion Drift, Deimos. They are heavily armored bipedal war machines built during The Old War as a predecessor to Warframes, though they were far less intelligent. The Tenno are capable of accessing these Old War relics using Transference, and can deploy them in Landscapes.

Lore & History[]

The Old War[]

Necramechs are heavily armored, archaic war platforms that were designed by Father to fight against the encroaching Sentient forces. Thanks to their Void-shielding, Necramechs were immune to the tech-disabling pulses of the Orphix, and became a solid defense against the invading Sentients.

One notable Necramech was the experimental Tombjockey; a squat mech with a low center of gravity, built for endurance. During a test drive into the Lux-Severin Hotzone, the Tombjockey came across a Sentient Ropalolyst, which proceeded to tear the Necramech to pieces.

However, due to the mechs' rudimentary behavior, the Orokin claimed that they weren't smart enough to face the ever-evolving Sentients, and chose to retire them early in favor of the more advanced Warframes.

The Re-emergence of Deimos[]

After the Heart began to fail, Deimos was forced to re-phase back into martian orbit. The moon has long since succumbed to the Infested Grey Strain, with the Entrati's remaining Necramechs regressing to their autonomous-kill precepts, causing them to indiscriminately attack what ever is in front of them.

Currently, these hostile Necramechs can be found defending the subterranean Isolation Vaults, located beneath the surface of the Cambion Drift.

Some friendly Necramechs, the exception, do roam the surface of the Cambion Drift.

Albrecht's Laboratories[]

Main article: Whispers in the Walls

Albrecht Entrati has employed smaller Necramech models to defend his labs, located deep within the underground of Deimos. However, these Necramechs have long since malfunctioned and no longer perceive The Indifference and The Murmur as an enemy.


Necramechs can be piloted by an Operator (which requires completion of The War Within) via Transference, whether they are found in the Cambion Drift or owned by the player.



Spawn locations of Fallen Necramechs

Fallen Necramechs can be found in the fields of the Cambion Drift during Fass or during Orphix missions. An Operator only needs to initiate Transference (default 5 ) when near an operational inactive Necramech in order to board them. Necramech wreckage eligible for Transference can be identified by a blue aura emanating from them. Necramechs are capable of spawning in a few of the several pre-defined locations at a time, randomly selected upon the player entering the Drift.

These Necramechs will only have Rank 0 base stats with no mods, though they will have all of their abilities at max rank, and use an unmodded Mausolon Mausolon as their default weapon.

During Vome, these Necramechs become active and fight enemies automatically. These active Necramechs cannot be boarded using Transference.


Players can craft their own Necramechs by buying their component blueprints through the NecraloidIcon Necraloid Syndicate. Each Necramech requires their own Casing, Engine, Capsule, and Weapon Pod to be built from their damaged counterparts. Damaged Necramech components are bought from Father or obtained by defeating enemy Necramechs in Isolation Vault bounties.

A built Necramech takes up one Necramech slot. Players start out with four Necramech slots by default and more can be purchased from the Market for Platinum64 20 each. Alternatively, pre-built Necramechs can be bought from the Market for Platinum64 375, which come with a free pre-installed OrokinReactor Orokin Reactor and a Necramech slot.

Player-owned Necramechs have a customizable livery and can be equipped with various Necramech-exclusive Mods to enhance their abilities. A NecramechSummon Necramech Summon Gear is automatically given to the player upon acquiring their first Necramech, which allows players to summon the Necramech for use on most open-world Landscape (Cambion Drift, Plains of Eidolon, and Orb Vallis) and Conjunction Survival game modes. Acquiring Tactical Intrinsic Rank 5 allows the Necramech to be summoned in the grounded portions of Empyrean missions. The Necramech Summon Gear has a 1 minute cooldown (45 seconds with Intrinsics Tactical Rank 8) before it can be used again if the Necramech is destroyed, and a 10-second cooldown if the Necramech is still active. In Conjunction Survival, the Necramech has a duration of 2 minutes before automatically self-destructing, and has a cooldown of 10 minutes (7 minutes and 30 seconds with Intrinsics Tactical Rank 8) upon first activation of the gear item.



Mobility and Control[]

Necramechs are capable of walking, jumping (default Space ), and slide dashing (default tap Shift  + any directional key). For more advanced maneuvers, the Necramechs have an Engine gauge denoting fuel, which is consumed when performing its unique movement techniques, and naturally replenishes if the Necramech is standing still or using standard movement (it will not replenish however during falling from heights). Sprinting (default holding Shift ) also consumes the Engine gauge.

The Necramech has two advanced maneuvers unique to it:

  • Slide: Necramechs can perform a slide (default tapping and hold Shift ) which propels it at high speed towards its current heading.
    • It can be steered by the directional keys (default A  to turn left and D  to turn right), though turning radius while sliding is significantly widened.
    • Sliding ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates.
    • Sliding can be maintained for as long as the Necramech has Engine fuel, and will only stop if the gauge is depleted, the sprint key is pressed, or the Necramech performs another maneuver like jumping. At the end of the slide (either through intentional stop or running out of fuel) while on the ground a forced recovery stomping animation will play out, resulting in an unavoidable moment of unresponsiveness of about 2 seconds. Despite the forceful appearance this animation does not deal any additional damage.
    • While the animation for the slide results in the Necramech lowering its height significantly, its actual collision model does not change and thus still unable to pass through "standard size" doorways.
  • Hover: While in mid-air either from jumping or falling from heights, Necramechs can activate their flight thrusters while aiming (default hold Mouse 2  while airborne), making them hover which drastically slows down their rate of descent.
    • While hovering, the Necramech can move in any direction using the directional keys allowing it to fly across short distances. Necramechs also retain any forward momentum from ground movement when hovering, thus additional speed can be attained by sprinting then jumping into a hover. The flight thrusters only slow the Necramech's rate of descent, so it gradually loses altitude even if the thrusters are still active.
    • Also crouching and sprinting can be used while hovering to speed up/slow down the directional movement.
    • Hovering can be performed as long as the Necramech has Engine fuel, and the thrusters will shut off if the gauge is depleted, the jump key is released, or the mech's feet make contact with a passable surface.

Once the Fuel gauge has been depleted down to the last 5% remaining, a soft warning beeping sound will play until the Fuel recovery has kicked in.

Necramechs can crouch (default holding Ctrl ), but only while stationary and cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height. Likewise shooting and/or aiming while crouched will cancel out and force them to stand up for the action.

Despite their tall height, Necramechs are capable of walking through small passageways and doors where they shouldn't fit through, causing their helmets to scrape against the ceiling.

Necramechs have an innate 6 meter Mod TT 20px Vacuum-like effect that draws in pickups.

Necramechs are unable to interact with objects that require the Use key (default X ), thus they are unable to hack consoles, carry objective items, grab pickups like Ayatan Stars, and revive allies.

Controlling the Necramech requires the Operator to Transference out of the Warframe. If Transference is used while the Warframe and Necramech are right next to each other or are aimed at from a distance, the player can swap between them without going into the Operator. If the Necramech is unpiloted, it becomes invulnerable to damage from all sources while any abilities will deactivate.


Necramechs come with 4 abilities unique to each chassis, and like Warframes require Energy to use. For their primary weapons, Necramechs can be armed with any Archgun even if it doesn't have a Gravimag installed, with regenerating ammo. They do not have an equippable melee weapon, instead using arm swipes (Pugil) and aerial ground slams, both of which can powerfully ragdoll enemies. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.

Necramechs are immune to Knockdown b Knockdown, RollingDroneAvatar Stagger, and Status Effects and they cannot be affected by special enemy incapacitation abilities such as the Deimos Tendril Drone's latching attack. However, they are affected by the energy residue left by Vome and Fass as well as Energy and Leech Eximus' draining powers and they are slowed by Arctic Eximus' auras and Nox's sludges. They will also be slowed during grapple attack animations from enemies such as the Ancient Healer.

Warframe abilities cannot directly affect a Necramech, however they can still make use of abilities such as ElectricShield130xWhite Electric Shield and shoot through it for additional damage, or utilize cover abilities such as SnowGlobe130xWhite Snow Globe to avoid enemy fire. They are affected by allied unit effects however, such as gaining bonus shields from Shield Ospreys and damage resistance from Ancient Healers, either in Specter form or spawned/turned friendly through Warframe abilities.

Necramechs do not enter bleedout and will explode once their health is depleted.

Necramechs can pick up Health and Energy Orbs dropped from enemies, the environment, or from Warframe abilities, but cannot be healed or energized directly by Warframe abilities or consumables.

They can be repaired using:

They can replenish energy reserves through:

They do not benefit from gear item consumables or Warframe abilities, such as:

Ranking and Modding[]

The Necramech features 12 mod slots unlike other vehicles (e.g. Archwings or K-Drives). To compensate, each polarization increases its rank by 2 up to a max of 40 after 5 Forma, increasing mod capacity to a total of 80 at rank 40 with an Orokin Reactor installed. Additional polarizations can be added when the Necramech reaches its new max rank at that polarization level. Each additional rank also gives Mastery Rank Experience, giving 8,000 points in total.

Their default melee Pugil cannot be modded.

Player-built Necramechs can be equipped with the following Necramech exclusive mods:


Necramechs can have their appearances customized with various skins and helmets. Notably, if a player owns more than one model of Necramech, the helmets from those models can be used on other Necramech models as well (e.g. owning a Bonewidow will allow players to use the Bonewidow helmet on a Voidrig).

Skins & Sigils[]


  • Visually, Fallen Necramechs can be identified from stock player versions by their duller and less vibrant colors, the lack of ornate painted patterns on their thighs, and the rougher pitted texture on their armor.
  • While aiming directly at your Warframe while in a Necramech and using Transference, you will instantly transfer control to the Warframe, rather than going into Operator mode first. This can be useful for players not wanting to spoil the existence of Operators to newer players.
  • Any abilities will be deactivated upon leaving the mech for any reason, so keep that in mind.
  • While not affected by Warframe abilities, Necramechs are affected by non-Tenno Specter support functions or some enemies under Mind Control. This includes all types of Shield Ospreys (giving bonus shields and shield recharge boosts), Ancient Healers (for heavy damage redirection towards the Healer itself), and Guardian type Eximus units (faster recharge speed for shields).
    • Similarly, they are adversely affected by some enemy abilities, such as Energy Leech Eximus draining the mech's energy reserves, slowed movement and fire rate from Arctic Eximus, and can be moved around by some special abilities that normally knock a Warframe down.
  • Players get four Necramech inventory slots by default. Additional slots can be purchased through the Market for Platinum64 20 each.
  • When claiming a Necramech from the foundry you will also get a Mausolon Weapon which will take up an additional Archwing Weapon slot. You need to buy extra slots if your slots are full otherwise the Necramech cannot be claimed.
  • Intrinsics apply bonuses to Necramechs, which can apply even outside of Empyrean missions:


  • Jumping and Meleeing can be "queued", causing you to jump or melee even if that wasn't your intention after doing another action. (For example you were doing a slide attack and pressed space, but moments later you decide against jumping, you will still jump regardless when the sprint ends).
  • For clients, Mechs may spawn with missing pieces which may prevent the player from attacking or leaving their mech in any way, making death the only way to free yourself from mech control. If this bug happens the mech will be permanently broken for the rest of the mission.
  • When summoning a Necramech it may not spawn and the player must wait for cooldown period to end before trying again.
  • Voidrig’s necraweb canister won’t get thrown when pressing the button
  • The necramech’s arm with the archgun will spasm out from time to time


  • The "Necra" in Necramech likely refers to "Necro", a Greek prefix meaning "death". This would line up with the Orokin's ability to cheat death by transferring themselves into new bodies, much like the player who transfers into their Necramech does not die when their vessel is destroyed, as well as the depiction of a human skull on the chassis.
    • Uniquely, in the game files both Voidrig and Bonewidow are referred to as "NechroMech" and "ThanoMech" respectively. Bonewidow's "Thano-" likely refers to Thanatos, the personification of Death in Greek mythology.
  • During TennoCon 2020, a Voidrig statue was depicted wielding a Veritux Veritux. However, Necramechs are currently not capable of wielding Archmelees (with the exception of Bonewidow's Ironbride Ironbride channeled from ThanomechSword Exalted Ironbride).
  • While in use necramechs occasionally "talk". Their talking is composited mostly of mechanical sounding noises from grunts to short bursts of static chatter.


Patch History[]

Hotfix 36.0.2 (2024-06-19)

  • Player Necramech changes:
    • Player Necramech’s Shields now have a 50% Damage Reduction.
    • Also fixed Warframe and the Railjack Shields missing their intended 50% Damage Reduction!
    • Player Necramechs have also had their weaknesses/resistances standardized to match Tenno Health.

Update 36.0 (2024-06-18)

Voidrig Acquisition Improvements
  • Players who haven’t completed The War Within are now prevented from equipping the Necramech Summon to their Gear Wheel.
  • Further amended the Voidrig Blueprint build requirements to require less investment in the Necralisk Syndicate, reduce overall farming time, and include resources that can be found in the regular Star Chart.
    • Voidrig Casing Blueprint:
      • Replaced 8 Stellated Necrathene (Rank 2) with 30 Faceted Tiametrite (Rank 0)
      • Replaced 5 Cranial Foremount (Rank 4) with 140 Lucent Teroglobes
    • Voidrig Engine Blueprint:
      • Replaced 1 Biotic Filter with 4 Parasitic Tethermaw
      • Replaced 6 Cabochon Embolos (Rank 3) with 10 Orokin Cells
    • Voidrig Capsule Blueprint:
      • Replaced 2 Scintillant (locked behind Master Rank 5) with 3 Morphics
      • Reduced Spinal Core Section cost from 15 to 12, as players can get a maximum of 2 per fish
    • Voidrig Weapon Pod Blueprint:
      • Replaced 40 Thaumic Distillate (Rank 2) with 40 Purified Heciphron (Rank 1)
      • Replaced 6 Trapezium Xenorhast (Rank 3) with 30 Purged Dagonic (Rank 0)
  • Moved Damaged Necramech pieces from Necraloid’s offerings in the Necralisk to Father.
    • Players are given the Voidrig Blueprints upon completing the Heart of Deimos, but the majority of the acquisition path is hidden behind The War Within. While we initially added these items to Necraloid in Update 34: Abyss of Dagath, we found that players still had difficulty finding them, especially if they had not yet progressed in the Main Story Path. Moving them to Father is lore-consistent and should help reduce the grind further.

Update 35.6 (2024-05-15)

  • Fixed player Necramechs spawning through the floor in Albrecht’s Laboratories instead of from the dispenser.

Hotfix 35.5.9 (2024-05-01)

  • Fixed Transferring from a Necramech into a Warframe that is riding a K-Drive causing a loss of function.

Hotfix 35.5.7 (2024-04-17)

  • Fixed the Arsenal UI for Necramechs only showing their Melee attack stats.

Hotfix 35.5.1 (2024-03-27)

  • Fixed a script error in the Netracell caused by carrying the Knifestep Keyglyph and using Necramech.
    • Additionally, fixed Knifestep not activating consistently while moving.
  • Fixed several script errors (notably while controlling Necramech) in the Effervo, Assassination mission on Deimos.

Update 35.5 (2024-03-27)

  • Fixes towards performance issues caused by multiple Necramech units exploding at once.
  • Fixed players getting a downed/revived UI message when a squadmate’s Necramech exploded in Albrecht’s Laboratories.

Hotfix 35.0.3 (2023-12-18)

  • Fixed player Necramechs not regenerating Shields.

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

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. Here are a few outliers before we get into the nitty-gritty of it:

  • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
    • Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
  • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
    • ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.

Necramech Changes

Necramechs have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats.

Mod Changes:
(values shown at max rank)

Necramech Vitality: +100% Health (was +120%)

Necramech Redirection: +100% Shield Capacity (was +220%)

Necramech Steel Fiber: +100% Armor (was +90%)

Necramech Flow: +100% Energy Max (was +150%)

Necramech Stat Changes:

Health: Base Rank - 1880 (from 1800) / Max Rank - 2880 (from 3600)
Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 600)
Armor: Base Rank - 480 (from 500)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

Health: Base Rank - 1400 (from 1500) / Max Rank - 2400 (from 3000)
Shields: Base Rank - 850 (from 500) / Max Rank - 1050 (from 1000)
Armor: Base Rank - 385 (from 400)
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!

Necramech Acquisition Changes

Another part of a Tenno’s path is improving their gear, especially once they’ve unlocked their Operator. In addition to the Focus Point acquisition changes covered above in the System Changes section, we’ve made the following tweaks to improve player acquisition for Necramechs:

  • Voidrig crafting costs have been updated to require Cambion Drift resources only. Some of the resources required investment in other Hub Syndicates and Railjack, adding further obstacles for players on their journey to their Necramech. The updated crafting changes are as follows:
    • Voidrig Casing - replaced Venerdo Alloy with 5 Cranial Foremount
    • Voidrig Engine - replaced Isos with 6 Cabochon Embolos
    • Voidrig Capsule - replaced Marquise Veridos with 50 Devolved Namalon
    • Voidrig Weapon Pod - replaced Charc Electroplax with 6 Trapezium Xenorhast
  • Added Damaged Necramech Components to Loid’s Store for purchase. Players can purchase Damaged Necramech Casings, Engines, Pods, and Weapon Pods from the Necraloid Syndicate at Rank 1 for 2,500 Standing each.
    • With the number of components needed to build your Necramech, the drop tables may not always be in your favor. Similar to Voruna and Citrine, we are adding the ability to purchase missing components directly from a vendor as a way to offset the grind.
General Fixes:
  • Fixed player names persisting above inactive Warframe while controlling Necramech if they have Last Gasp unlocked in their Focus School.

Update 33.5 (2023-06-21)

  • Fixed the Lone Guardian in Conjunction Survival missions not being activated by the player if they are in a Necramech.
  • Fixed switching to Necramech removing sound occluding while invisibility abilities are active.

Hotfix 33.0.11 (2023-05-24)

  • Fixed Voidrig and Bonewidow becoming disarmed after switching to Pugil mode.
    • This was an issue with the “swap weapons” binding being unintentionally enabled for Necramechs - it is now disabled again. Swiping with Pugil can be done by using the melee binding as intended.

Update 33.0 (2023-04-26)

  • Fixed the Necramech ability UI not disappearing when opening the map in open landscapes.
  • Fixed Captura options not appearing when using a vehicle (Necramech).

Update 32.3 (2023-02-15)

  • Necramechs can now be healed by Vazarin’s Protective Sling.
    • When we launched Orphix Venom: Update 29.6, we removed a few ways that Necramechs could be unintentionally healed to keep it consistent with other healing abilities not affecting the Necramech, especially for Orphix Venom. On revisiting at Vazarin’s Protective Sling, we now feel that it should have the functionality to heal Necramechs for some added synergy between Operators and Necramechs.
  • Fixed Necramech getting stuck on terrain if spawned against a specific wall in Conjunction Survival missions.
  • Fixed Necramechs floating in the Conservation capture screen when a player re-enters the Necracmech immediately after a successful capture.

Update 32.1 (2022-11-02)

  • Fixed Energy Motes generated by the Emergence Dissipate Arcane not providing Energy if picked up by Necramech.
  • Fixed being able to spawn a Necramech in deep waters in the Orb Vallis and Plains of Eidolon.
    • This also fixes being unable to access your Necramech in the water.
  • Fixed camera flying through Orbiter after backing out of the Sigil menu on Necramech customization.

Hotfix 32.0.7 (2022-09-28)

  • Fixed loss of functionality after using transferring to go from K-Drive to Necramech.

Hotfix 32.0.3 (2022-09-14)

  • Fixed crash related to Necramech.

Hotfix 31.7.2 (2022-08-17)

  • Removed the Necramech 'Engine Low Power' sound due to excessive repetition when using it for a long time at low power - warning will now only occur when the engine is fully depleted.

Hotfix 31.6.4 (2022-07-14)

  • Fixed loss of functionality due to poor connection when Client dies in Necramech.

Update 31.6 (2022-06-09)

  • Added abilities videos to the Necramech abilities screen.

Hotfix 31.5.8 (2022-05-11)

  • Updated the descriptions for Ironbride, Arquebex, and Necraweb

Update 31.5 (2022-04-27)

  • Completing the Heart of Deimos quest will now reward you with the Voidrig Blueprint,  Voidrig Weapon Blueprint, Voidrig Capsule Blueprint, Voidrig Engine Blueprint, and Voidrig Casing Blueprint in the post-quest Inbox.
    • As a follow up to our Necramech Drop Rate & Crafting Cost Changes from Update 30.9.0, we wanted to add another way to set up players for success as they continue their journey to The New War and other content that requires a Necramech to participate.
    • For those who have already completed the Heart of Deimos quest prior to this update, these Blueprints will also be retroactively sent via Inbox. We will also be running an Alert on all platforms that rewards 4 Orokin Animus Matrices. More information on that here: https://forums.warframe.com/topic/1305860-orokin-animus-matrices-alert/
  • Fixed heavy spot loading at end of mission when owning a Necramech without the Necramech Summon equipped in gear wheel.
  • Fixed transference range for Operator into Necramech not being limited by distance.
  • Fixed crash related to the Necramech Summon Gear.
  • Fixed Clients becoming completely invulnerable when transferring to Necramech.

Update 31.1 (2022-02-09)

  • Fixed a minor hitch every time a player jumped into Necramech.
  • Amped up Nechramech summon FX and added summon animations.
  • Fixed the Voidrig Necramech missing its corn cob bodice in the in-game Market diorama.

Update 30.9 (2021-11-11)

Necramech Drop Rate & Crafting Cost Changes

Necramechs have started to play a vital role within the System - from being part of the Railjack experience, to a great tool in our Open Worlds. While their firepower provides an advantage, the time and resource investment required to obtain one has shown to be a deterrent to newer players. As The New War approaches, we aim to alleviate that initial friction and provide an easier path of obtainment.

Enemy Necramechs now have a 50% chance to drop a Necramech part across the board, evenly distributed. The battle required to defeat an enemy Necramech is not easy nor quick. This increased chance of getting a Necramech part helps to reduce the time investment needed in order to gather the mandatory parts to build your first Necramech.

Additionally, we’ve halved most of the Mining/Fishing part costs for crafting the Voidrig as this is the ‘first’ Necramech players see in the Heart of Deimos quest, so we want to make acquiring it a little easier. Bonewidow has been left as is as a longer-term goal.

The changes are:

  • Voidrig Casing:
    • Adramal Alloy: From 120 to 60
    • Stellated Necrathene: From 16 to 8
    • Venerdo Alloy: From 40 to 20
  • Voidrig Engine
    • Tempered Bapholite: From 100 to 50
    • Biotic Filter: From 2 to 1
  • Voidrig Capsule:
    • Spinal Core Section: From 30 to 15
    • Marquise Veridos: From 20 to 10
  • Voidrig Weapon Pod:
    • Biotic Filter: From 6 to 3
    • Thaumic Distillate: From 80 to 40
    • Charc Electroplax: From 45 to 25
  • Fixed Ivara's Cloak Arrow turning your Necramech permanently invisible.

Update 30.7 (2021-09-08)

  • Fixed a crash that could occur when Transferring from Excalibur Umbra to a Necramech.
  • Fixed Necramech Slot pricing in Foundry appearing differently than it does in the in-game Market.
  • Fixed an issue where while completing Void Storm missions, collecting 10 Void Traces while in the Necramech without entering your Warframe does not open the Relic.

Update 30.5 (2021-07-06)

  • Fixed missing Necramech landing sounds when transitioning from jump to run/walk.
  • Fixed the Archgun Ace Mod not applying its buff while in Necramech.

Hotfix 30.3.3 (2021-05-28)

Hotfix 30.0.6 (2021-04-20)

  • Fixed numerous script errors when spawning a Necramech.

Update 30.0 (2021-04-13)

  • Fixed Necramech’s not counting as being inside the Capital Ship airlock, which is needed to continue the mission.
  • Fixed Necramechs not despawning in the Railjack when returning to the Dry Dock.
  • Fixed Necramech and Archgun Affinity gained not displaying for the Host player if Necramech was dead at the time of mission completion.

Hotfix 29.10.7 (2021-03-26)

  • Fixed getting stuck as the Operator with no Abilities or movement after dying in a Necramech as a Client.
  • Fixed Necramech Summon not refreshing it’s cooldown after summoning a Necramech that has died as a Client.

Hotfix 29.10.5 (2021-03-24)

  • Fixed Necramech Exalted weapon (Arquebex, Iron Bride) Affinity gained not appearing in the End of Mission screen (visual UI bug only).

Hotfix 29.10.3 (2021-03-23)

  • Fixed Necramech Exalted weapon (Arquebex, Iron Bride) not accumulating Affinity.
    • Still investigating said Affinity not appearing in the End of Mission screen (UI bug).

Update 29.10 (2021-03-19)

  • Added detailed Melee stats to your Necramech Upgrade screen. Now you can see the full scope of your Necramech’s Melee prowess when Modding it!
  • Fixed gaining Health each time you Transferred in and out of your Necramech instead of maintaining the Health/Shield values at the time of Transference.
  • Fixed Combat Discipline Mod healing applying to deployed Necramechs.
  • Fixed owned Forma count while polarizing Nechramechs also counting Aura and Umbra Formas, which are not usable on Necramechs. The count will now only show regular Forma.
  • Fixed Necramech’s Efficiency stat text appearing red instead of green when increasing it in the upgrade screen.
  • Fixed ornate Necramech (with a spoiler name that pays homage to a certain game series) missing its Helmet in the alcove in the Necraloid Syndicate room after the “One Last Ride” stage of the Heart of Deimos Quest.
  • Fixed Warframes spawning after Host migration with the Health values from whatever form they were in at the time of migration (Necramech, Operator, etc.).
  • Fixed Necramechs showing incorrect rank and Mastery in your profile.
  • Fixed inability to stop Necramech from sliding after hitting environment obstacles at a sharp angle.
  • Fixed the Fass distortion VFX lingering on screen if you Transfer to Operator or Necramech after walking over the goo in the Cambion Drift.
  • Fixed cases where Necramechs could not pick up Health Orbs.
  • Fixed Necramech reverting to default skin when destroyed. As reported here: https://forums.warframe.com/topic/1248927-necramech-skin-changes-upon-death/

Hotfix 29.6.8 (2021-01-25)

  • Fixed ‘Rank Up’ HUD not displaying specific item or level while piloting a Necramech.
  • Fixed Necramech waypoint not being the standard numbered waypoint.
  • Fixed Bonewidow's shield appearing on other Necramechs in the Arsenal if you were just looking at Bonewidow and it had a Skin equipped.

Hotfix 29.6.6 (2021-01-12)

  • Fixed deselecting a Necramech Ability with ‘Next/Previous’ bindings interrupting/turning off the Ability.
    • This could affect keyboard/mouse players who opt in to this style of ability selection, but would most commonly affect players using Controllers
  • Fixed Necramech Arsenal ordering Arch-Guns into 2 groups: weapons with Gravimag adapters, and those without. There's no need to move no-Gravimag weapons into their own subgroup here, because Gravimag Adapters are no longer required to equip a weapon to the Necramech.
  • Fixed Emblems being offset when equipped on the Bruntspar Necramech Skin.

Hotfix 29.6.5 (2021-01-09)

  • Upon login of this Hotfix, accounts that owned either the Necramech Snake Skin and/or Voidrig Day of The Dead Skin will be given the corresponding Necramech Helmets. Players who purchase these Skins in the future will get the Helmet automatically.
  • Another fix for the Mission Progress screen appearing blank while in a Necramech.
  • Fixed previously summoned Client Necramech appearing to explode when re-summoning it.
  • Fixed chosen Energy color not applying to Necramech ground slams
  • Fixed Voidrig Snake Necramech Helmet Skin appearing as a filepath in the Necramech Arsenal.

Hotfix 29.6.4 (2021-01-06)

  • Fixed an issue where Affinity collected in a Necramech wouldn't propagate to your Arch Gun if you Transferenced in from the Operator.
  • Fixed second Necramech death resulting in a functionality loss as the Operator until Operator respawns.
  • Fixed an issue where the player's inventory can end up with two instances of the Necramech's gun, which resulted in losing earned Affinity when Reviving as your Warframe.
  • Fixed Focus gained by the Necramech not being saved at End of Mission.
Arch-gun Weapon Inventory Slots Explanation and Fix

When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.

A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.

The fix: upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.

  • Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.
  • Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal.

Hotfix 29.6.3 (2020-12-22)

  • Fixed players being prevented from summoning Necramechs if they are too far away (applies to the Operation and Landscapes).

Hotfix 29.6.2 (2020-12-22)

  • Changed the height threshold for Necramechs to do the ‘hard landing’ behaviour to be much higher. This change was made because often you’d just hop on a flat floor and be stuck in the ‘hard landing’ behaviour animations which would disrupt flow.
  • Fixed a case where you’d be unable to use Abilities in your Necramech if you resummoned it and its last position was inside an Nullifier.
  • Fixed some erroneous ‘Up/Down’ actions visible for players in a Necramech.

Hotfix 29.6.1 (2020-12-18)

  • Fixed a crash that could occur when switching between Operator and Necramech after firing any type of Glaive.
  • Fixed an issue where a given Necramech’s Exalted Weapon would not properly update when in the Arsenal.
  • Fixed two players being able to occupy the same Necramech in Operation: Orphix Venom.

Update 29.6 (2020-12-18)

  • Mix-and-match Necramech Helmets on both Bonewidow and Voidrig in the Arsenal!
  • Both Voidrig/Bonewidow Necramechs, Morgha, and Cortege weapons can be purchased in the Market for Platinum. Necramech’s also have their own category in the Market!
  • Fully crafted components for the Necramech/weapons are now tradeable.
  • Removed the Gravimag requirement on Archwing weapons for Necramechs.
  • Vazarin Dash, Trinity’s Blessing, Equinox's Mend, Rejuvenate Aura, and Arcane Pulse no longer heal Necramechs. Out of 21 sources of healing, these five slipped through.
  • Necramechs now transition to aiming pose faster when in the air.
  • Fixed an issue where you would get a second jump sound when aiming with a Necramech in the air.
  • Fixed an issue where Revive XP penalty didn't always apply to the Necramech gun if it was the same gun as your Heavy slot or Archwing loadout.
  • Fixed your first inworld waypoint not appearing if done in your Necramech.
  • Fixed neither Host nor Client not receiving Thermia if they’are in their Necramech when the reward is given.
  • Fixed a potential issue with Saya's Vigil if you were in a Necramech when it tried to give you a Scanner charge.
  • Fixed UI remaining scrambled after entering your Necramech in a Vome residue puddle.

Hotfix 29.5.9 (2020-12-15)

  • Bonewidow Necramech’s can now be found patrolling or in its deactivated state in The Cambion Drift, similar to Voidrig Necramechs.

Hotfix 29.5.7 (2020-12-10)

  • Firing your gun while Hovering as a Necramech is now considered to be in an “Aiming” state, meaning Mods like Critical Focus and Marked Target will apply again.
  • Fixed (again) Client Necramechs losing gained Affinity if the Host migrated.
    • We had this originally fixed but then it regressed with Hotfix 29.5.6 - our apologies.
  • Adjusted Necramechs desired spacing between players to avoid sometimes standing right on top of you.
  • Fixed Operator appearing invisible and floating after exiting your Necramech as Operator for the second time as a Client.
  • Fixed cases where both Voidrig and Bonewidow wouldn’t attack with its currently equipped weapon.
  • Fixed Warframe stats displaying incorrect values in the Arsenal when equipping a Necramech.
  • Fixed Necramech weapon getting stuck continuously firing after dashing while shooting.
  • Little blue Necramech and little blue Warframe Helmet icons now mark your Necramech/Warframe respectively on the minimap when not being “controlled” to aid in loss prevention.

Hotfix 29.5.6 (2020-12-01)

  • Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.

Hotfix 29.5.5 (2020-11-27)

  • Fixed Clients losing all Necramech Affinity gained in mission after a Host Migration.
  • Fixed the secondary Energy color option not appearing after polarizing Necramechs (Voidrig and Bonewidow).

Hotfix 29.5.4 (2020-11-25)

  • Necramech summoning is now more forgiving on the Cambion Drift. You should experience less ‘Invalid Launch Point’ on slopes, inclines, etc.
  • Fixed inability to summon a Necramech on shallow Cambion Drift Exocrine.
    • This also allows you to summon a Necramech along the shorelines of lakes in Plains of Eidolon and Orb Vallis!
  • Fixed ability to move around other players Vacuumed items by the Necramech. Your Vacuum should only affect pickups for yourself.
  • Fixed Necramech’s not displaying when searched in the Inventory screen.
  • Fixed numerous script errors when casting Necramech abilities.

Hotfix 29.5.3 (2020-11-23)

  • Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering.
    • Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!

Hotfix 29.5.2 (2020-11-20)

  • Fixed Necramechs losing Affinity when destroyed and the Warframe you are using dies.
  • Fixed Helios attempting, but not completing, scans while you are in Necramech form.
  • Fixed an issue with a fallen Necramech not spawning at the bottom of the Pit Monster.

Update 29.5 (2020-11-19)


This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.



Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.


Raise Bonewidow’s shield to block incoming forward damage.


Sweep surrounding enemies into the line of fire with a force beam.


Summon a devastating exalted blade.

*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!


Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.

*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!

BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/

New Necramech Mods (max rank)

Necramech Flow

+150% Energy Max

Necramech Efficiency

+60% Engine Efficiency

Necramech Drift

+150% Hover Efficiency

Necramech Friction

+60% Slide Efficiency

Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!

  • Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
    • With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions. We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
    • If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
  • Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
  • Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
  • Added slightly tweaked Transference FX for both Warframe and Necramech.
  • Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.
  • Fixed a crash that could occur when casting the Necramech’s Necraweb ability.
  • Fixed inability to launch Archwing after exiting out of a Necramech.
  • Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
  • Fixed friendly roaming Voidrig Necramech disabling Limbo’s Rift.
  • Fixed Necramech regenerating ammo rounds at the same exact rate regardless of the Arch Gun used.
  • Fixed roaming Necramech’s struggling to get up certain hills in the Cambion Drift.

Fixed being able to use Emotes in Necramech as a Client. Mr.Roboto no more.

  • Fixed roaming Necramechs in the Cambion Drift occasionally having issues navigating small hills and getting stuck. Me too, Necramech... Me too...
  • Fixed getting stuck in Void Dash animation after transferring into Necramech while crouching.
  • Fixed map and in world marker for personal Necramech disappearing after entering and exiting it.
  • Fixed an issue where your Necramech’s minimap marker would be visible while you’re piloting it.
  • Fixed companion UI not updating properly while in Necramech, as reported here: https://forums.warframe.com/topic/1222078-pet-went-down-on-cabria-drift-while-in-mech-but-hud-still-showed-pet-with-100-health/
  • Fixed the Necramech Necraweb “Throw” HUD tooltip lingering after throwing the canister.
  • Fixed a hitch that would occur when opening the Arsenal immediately after crafting a Necramech.
  • Fixed Necramechs aiming sideways when moving to threats without having a valid target yet.
  • Fixed the Necramech Codex entry not showing what it drops (after Scanning).
  • Fixed issues with Chat linking Necramech Mods.
  • Fixed inability to Chat link Necramechs.
  • Fixed issues with the Necramech icon and diorama when viewed in the Codex.
  • Fixed Necramech Shocking Iron ability sound loop playing non-positionally when you Transfer out of the Necramech while ability is still active.
  • Fixed Helios struggling to Scan anything while you’re piloting a Necramech.

Update 29.3 (2020-10-27)

  • Fixed Mirage’s Total Eclipse Augment Mod buff being shared with Necramechs.
  • Fixed Umbra’s sentience not functioning after Transferring into a Necramech.

Hotfix 29.1.1 (2020-09-18)

  • Fixed inability to swap the 9th Necramech Mod Slot Polarity due to the UI thinking it’s an Aura.
  • Fixed inability to purchase additional Config Slots for Necramech and Arquebex.

Update 29.1 (2020-09-17)


This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!


Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!

Necramech Changes & Fixes
  • Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:
    • If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.
    • If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.
  • Reduced the Necramech’s Shocking Iron ability sound loop.
  • Fixed summoned Necramech’s not having their Modded values when summoned again after dying.
    • This was an issue before the cooldown changes.
  • Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.
    • This was an issue before the cooldown changes.
  • Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.
  • Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.
  • Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack.
  • Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum.
  • Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.
  • Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.
  • Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech.
  • Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.

Hotfix (2020-09-10)

  • Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy.

Hotfix 29.0.8 (2020-09-10)

  • Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.
    • This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.
  • We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright.
    • Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!
  • Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.
  • Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.
  • Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.
  • Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech.
  • Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech.
    • Still some issues with going from Warframe > Operator > then to Necramech.

Hotfix 29.0.7 (2020-09-03)

  • Changed 'Necramech Deflection' Mod name to 'Necramech Redirection' since we use Redirection for Max Shield Mods.
  • Fixed a crash when casting the Necramech’s Storm Shroud ability.
  • Fixed a crash when casting the Necramech’s Necraweb ability.
  • Fixed Client Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  • Fixed friendly Necramech nullification disabling Warframe Invisibility and Banish abilities.
  • Fixed fallen Necramech’s on Cambion Drift being Rank 0 for Clients.
  • Fixed applying Forma to the Necramech Arquebex not showing the Polarity right away until you relog.
  • Fixed ability to install an Umbra Forma on a Necramech. No need for this as no Umbra Necramech Mods exist!
  • Fixed Necramech Ammo regeneration speed not changing per weapon equipped.

Hotfix 29.0.6 (2020-09-01)

  • Improvements towards the Necramech Guard Mode Equip and Unequip flow to be cleaner and use Abilities functions better.
  • Fixed Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  • Fixed Client Necramech’s not retaining their gained XP after mission aborting. We are working on additional edge cases with Client Affinity retention on Necramechs. More to come!
  • Fixed second Necramech summon having no weapon and inability to shoot for Clients.
  • Fixed being able to walk through the blue force-field wall around the Plains of Eidolon as a Necramech.
  • Fixed ability to collide with allied Necramechs.
  • Fixed Mods on the lower left side of the Necramech Upgrade screen can't be read.
  • Fixed UI callout for the Necramech dodge/charge tutorial being incorrect.
  • Fixed the Necramech moving in a circular motion while boosting when tilting the controller joystick slightly to the left or right.
  • Fixed entering the Mod Bench while in the Necramech Upgrade screen resulting in getting the regular Mod Bench selection with all Mods showing.
  • Fixed "Melee Combos" for Necramechs showing broken Stance Mods and wrong combos.
  • Fixed a script error when a Necramech deactivated their Guard Mode ability.

Hotfix 29.0.5 (2020-08-28)

  • Damaged Necramech parts and Weapon Parts are now tradable!
  • Fixed Summoning Necramechs losing affinity gained in previous Necramechs.
  • Fixed Ally Necramechs not always spawning during Vome Cycle.
  • Fixed Ally Necramechs interfering with Operator Void Dashing and Transference.

Hotfix 29.0.4 (2020-08-27)

  • Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards.
    • Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant).
  • Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
  • Fixed a crash that would occur when in a Necramech when someone disconnects.
  • Fixed enemies not targeting the Operator after dying in a Necramech.
  • Fixed inability to shot for the entire hover duration when in a Necramech.

Hotfix 29.0.3 (2020-08-26)

  • Added invulnerability period when Transferring into Necramechs found out in Cambion Drift.
  • Fixed a script error when using the Necramechs’ Guard Mode ability.
  • Fixed a script error that occurred when a Necramech died.

Hotfix 29.0.2 (2020-08-26)

  • Reduced the Necramech Storm Shroud ability damage immunity from 1 to .8. This ability now functions similar to Iron Skin.
  • Increased the Necramech Reach Mod base Melee Range from +0.17 to +0.25.
  • Fixed a crash when Transferring into a Necramech out on the Cambion Drift.
  • Fixed a crash that could occur if you were in a Necramech after a Host migration.
  • Fixed Necramech’s not picking up things like Energy and Mods.
  • More fixes towards dying in a Necramech resulting in your Operator being invisible and invincible.
  • Fixed all squadmates getting the UI tips for the Necramech’s Necraweb ability when one player is using it.

Hotfix 29.0.1 (2020-08-25)

  • Reduced overall sounds of the Necramech, including very loud death sounds.
  • Fixed dying in a Necramech resulting in your Operator being invisible and invincible.
  • Fixed missing temporary invulnerability when Transferring into a Necramech.
  • Fixed Necramech Fury and Necramech Pressure Point Mods not functioning for either Host or Client.

Update 29.0 (2020-08-25)

  • Introduced.