Nightmare Mode is an optional difficulty modifier introduced in (2013-07-13). When Nightmare Mode is selected, up to two mission modifiers take effect that greatly increase the mission's difficulty, but completing the mission will reward players with Update 9.0 , which positively affect two stats of a Nightmare Mods weapon, Warframe, or Companion.
To unlock Nightmare Mode on a given
planet, one must complete all mission nodes on that planet.
Mechanics [ ]
Each planet has one randomly selected mission node for Nightmare Mode, appearing a scarlet background and a white swirl in lieu of a
faction icon. The chosen Nightmare Mode mission is selected once every 8 hours. The Nightmare Mode mission is treated as a separate mission from the normal mission.
All enemies encountered in Nightmare Mode have significantly increased levels, damage, and enemy spawns compared to their standard levels.
Ciphers may not be used during Hacking and failure to hack any console will result in an proc applied to the player. Any summoned allied Electricity Specter will immediately be hostile to all players (except Shockwave MOAs spawned from a MOA Cabinet Spawner), indicated by a reddish distorted glow. Environmental Hazards can also appear as usual.
Endless mission types are treated as non-endless, but have higher victory conditions:
Defense Nightmare requires 10 waves (instead of normal 5 waves) to complete.
Interception Nightmare require 2 waves (instead of normal 1 wave) to complete.
Excavation Nightmare require a minimum of 500 Cryotic (instead of normal 200 Cryotic) before players are allowed to extract.
Survival Nightmare require a minimum of 10 minutes (instead of normal 5 minutes) to complete. Disruption Nightmare is endless, but you will only get one reward from the table regardless of how many rounds you complete.
Challenges [ ]
two of the following challenge may occur per mission, and each modifier has an equal chance of being selected.
Player and companion shields are reduced to zero.
Overshields created by Warframe abilities do not occur while this challenge is active.
Guardian Blast from the
Vazarin school will still create Overshields. Any MOA equipped with can still generate shields for themselves even with this challenge active. Blast Shield
Hijack missions will never roll this modifier. By virtue of having no shields, this modifier has no effect on
and Inaros . Nidus As
's entire kit revolves around using Shields in lieu of Energy, she will not be able to use any of her abilities during this modifier. Hildryn Affects all entities in the mission, including enemies and Rescue targets.
The mission has a 5-minute timer that will fail the mission if it runs down. Killing enemies will add 5 seconds to the timer.
Players will lose 1.5% of their maximum health every second; Killing enemies will recover 12.5% of their maximum health for the entire cell. Players cannot die from the effect.
Players will steadily lose Energy at approximately 15 points per second.
The drain rate can be slowed if
is equipped. Energy Siphon and Hildryn ' Abilities do not rely on Energy, and both can be used in this modifier like normal. Lavos
Gravity is reduced.
Will affect player maneuvers in the air, enemies, and pickups.
Enemies explode upon death, dealing damage in a small area of effect.
Damage done by the explosion depends on target's max health.
Enemies cannot be damaged by other enemies detonating.
Players do not take damage from performing melee stealth finishers.
Retired Challenges [ ]
The following modifiers were present in earlier builds of the game, but have since been removed.
Minimaps are disabled.
Lethal Explosive Barrels
Explosive Barrels deal high, if not fatal damage.
Reload Speed is reduced by ~50%.
HUD is disabled.
Players and enemies can damage their allies.
Less consistent than
Radiation procs, some abilities (e.g. World On Fire) did not damage teammates, and Mobile Defense terminals seemed to be unaffected by AoE. Syndicate procs (e.g. Justice) could damage teammates, potentially downing all teammates in range. Defense objectives would not be damaged, however.
Mission Rewards [ ]
Main article: Category:Nightmare Mode Mods
Below are the possible Nightmare Mode Mods that can be rewarded upon completing a Nightmare Mode mission. There are three pools of rewards that the Nightmare mission will pull from. These pools are based on the Planet where the Nightmare mission takes place, regardless of node level.
Rescue missions have the potential to draw from any of the three reward pools based on the achievements performed throughout the mission:
Tiered Rewards Locations
For any non-Rescue missions:
For any Rescue missions, regardless of Planet:
Rotation A: One rescue objective completed
Rotation B: Two rescue objectives completed
Rotation C: All rescue objectives completed
Stealth rescue (rescued target without raising alarms inside prison tile)
Killed all Wardens
Notes [ ]
Rescue missions may have their nightmare mod reward tied to the tier of the specter blueprint gained at the end of the mission, sometimes causing a nightmare mod reward from a higher difficulty tier to be rewarded on a lower difficulty planet.
Bugs [ ]
Sometimes Nightmare Mode missions have a chance to drop any Nightmare Mode mod regardless of what planet it's on.
Media [ ]
Warframe Solo Nightmare Mode
GamesWise Warframe What is NIGHTMARE MODE?
Warframe How To Get Nightmare Missions
Starchart 2.0 Nightmare Mode Appearance
Patch History [ ]
Fixed enemies in Nightmare missions spawning at different levels than advertised in the Star Chart UI.
Fixed only 2 Nightmare modifiers being chosen at a time across the Star Chart.
Any summoned allied Specters in a Nightmare mission will now have a reddish distorted glow to indicate that they have turned against you and you’ve made a huge mistake in trusting them.
Update: Recurring Dreams
Increased the amount of enemies spawnable in Nightmare Exterminate mission (max cap of 500).
Removed ‘Friendly Fire’ modifier from Nightmare missions.
It is no longer necessary to use Antitoxin to get Nightmare rewards on Earth Sabotage missions.
Tweaked the Nightmare node algorithm so that they appear on the same node for all players, regardless of Star Chart progression.
Fixed Nightmare missions clearing from the Star Chart if aborted/failed before reaching the mission objective.
Fixed players who have cleared the Nightmare for a given planet, getting Nightmare rewards by joining friends who have not cleared it yet.
Hotfix: Recurring Nightmares 2
Vastly improved framerate for Nightmare missions on some systems.
Fixed Nightmare missions appearing on quest nodes (e.g. Mutalist Alad V Assassination from Patient Zero quest).
Hotfix: Recurring Nightmares 1.1
Fixed Nightmare Exterminate missions spawning an insane.. Or… nightmarish number of enemies.
Hotfix: Recurring Nightmares 1
New Nightmare modifiers have been added to the mix! Take on the new ‘Death Detonation’, and ‘Friendly Fire’ modifiers.
Fixed Nightmare modifiers not re-applying after a Host Migration.
Update: Recurring Nightmares
Nightmare Missions are now back in the Starchart but with a few twists:
Each Planet will have 1 Nightmare node that changes every 8 hours (all respective Planet nodes must be completed before that Nightmare node becomes available).
Mercury, The Void, and Lua are now included in Nightmare node eligibility.
These Nightmare nodes are not replayable, and the Nightmare will be cleared for that Planet for 8 hours until the next one appears.
Failing to effectively hack panels will now result in a zap and tougher enemies will spawn when you set off alarms- good luck!
New Nightmare Mods are now available through Nightmare missions!
Chilling Reload (Shotgun): Increases Cold Damage and Reload Speed!
Drifting Contact (Melee): Increases Combo Duration and Status Chance!
Streamlined Form (Warframe): Increases Holster Speed and Slide Boost! Nightmare Mod rewards (19 total now) can be earned across 3 tiers of Nightmare missions: Easy, Medium, Hard.
Easy Nightmare Missions can be found on Earth, Venus, Mars, Phobos and Mercury and contain:
Chilling Reload (new!)
Medium Nightmare Missions can be found on Jupiter, Ceres, Saturn, Void, Europa, and Lua and contain:
Drifting Contact (new!)
Hard Nightmare Missions can be found on Sedna, Pluto, Neptune, Uranus, and Eris and contain:
Streamlined Form (new!)
Update: Specters of the Rail 0.0
Nightmare nodes removed, though Nightmare alerts can still occur.
Fixed an error preventing Nightmare mods being received from Sabotage Nightmare Missions.
Some Endless Nightmare missions now function like their Alert counterparts in completion criteria to be eligible for a Nightmare Mod. Specifics as follows:
Nightmare Interception now requires 2 Rounds to be eligible for extraction/Nightmare Mods, like their Alert Counterparts.
Nightmare Defense missions now require 10 Waves to be eligible for extraction/Nightmare Mods, like their Alert Counterparts.
Nightmare Excavation (Nodes & Alerts) now requires 500 units of Cryotic before extraction is enabled. Fixed Nightmare Defense Missions not properly giving Nightmare Mod rewards.
Time-mission Nightmare variants will no longer appear in Assassination Missions.
Added the new platinum-purchase mods to the Nightmare Mission drop tables.
Nightmare assassinate missions will no longer select the "mission time limit" challenge mode.
Fixed Sentinels and Kubrow having shields in no-shields Nightmare Missions.
Nightmare Mode nodes now have an updated Icon on the Star Chart.
Removed Nightmare Mode from final quest mission in Patient Zero.
Fixed an issue with Nightmare Rescue Alerts giving out additional mods.
Fixed an issue where Hijack missions in Nightmare Mode with the ‘no shield’ permutation would be unbeatable.
Fixed an issue with Alerts/Invasions/Nightmare nodes disappearing when returning from a mission.
Fixed an issue with Nightmare modes not having their proper debuff applied when playing on Rescue event missions.
Fixed an issue with join in-progress functionality not working correctly for publicly hosted alerts, invasion, Conclave, Dark Sector, and Nightmare missions.
Fixed an issue with Nightmare Mods only successfully being rewarded in Survival and Rescue missions.
Fixed Nightmare mode overrides not being properly maintained.
Fixed progression stopping issue if playing Earth’s Sabotage mission with Nightmare mode ‘timer’ permutation.
Fixed nightmare-mode rewards on Interception Missions.
Changes to the Nightmare Alert structure:
No more 5% chance of Optional Nightmare (was incorrectly announced Wednesday 1/15/2014 – we’ve changed it)
NOW: There will be 10 nightmare alerts "per cycle", one for each original nightmare mod.
When the Alert is up, it will appear as "Nightmare Mod Located"; the type of mod will be displayed in the Alert info popup.
The mission does not have an option, must be played in Nightmare to acquire the Mod indicated.
No shields is always the nightmare modifier.
These alerts will also be worth double the credits that would normally be given for an alert mission on the selected node.
Alerts now have a 5% chance to be nightmare Alerts (Clarity: Eligible alerts will prompt choice to play in Nightmare Mode).
Removed energy drain from no-shield mode Nightmare missions.
Added option to opt-in to Nightmare nodes.
Fixed nightmare Assassination missions giving only the nightmare reward, and not the boss reward.
Fix for nightmare assassinate missions giving only the nightmare reward, and not the boss reward.
Mod Rewards from “Arid Fear” event (Shred, Vigor, Lethal Torrent) now available in Nightmare Mode.
Nightmare mode tuning
Don’t allow 0 shields in nightmare mode if Vampire mode is in effect.
Energy Drain mode now gives zero shields in addition to draining energy. Reduced chance of Energy -Drain mode (33% instead of 50%).
Mobile Defense is now exempt from No-HUD mode.
No-Mini Map mode removed as it was universally despised (but if you really liked it, a post-it note will do the trick).
Increased difficulty (just a little) of Nightmare Mode.
Nightmare mode storage lockers don't give ammo.
Better timer sound for Nightmare mode.
Fixed weapon restrictions not being applied in nightmare mode.
Fixed weapon restrictions not being applied in Nightmare mode.
Fixed host migrating during nightmare mode causing the mode to change.
Vampire mode degeneration cannot kill the player -- lowest health can be is 1%. Must die to enemy fire or other environmental disasters.
Removed Nightmare mode as an option for Mercury missions.
Fix for Nightmare mode timer sound not being high enough stakes.
Further tweaks to Nightmare Mode Vampire missions to be challenging but playable.
Increased difficulty of Nightmare Mode. Vampire drain rate is higher,
and weapon restrictions are now enabled... coming soon. MUHAHA! Fix for Nightmare mode appearing on nodes before entire planet had been completed.
Fix and swap for Nightmare Defense mode: mission is now 15 wave countdown aka Nightmare Survival Defense.
Nightmare Game Mode. Are you tough enough to survive Nightmare mode?
10x Dual Stat Mods rewards (awarded in “Nightmare” game mode challenges only)
See also [ ]