WARFRAME Wiki
Register
Advertisement
WARFRAME Wiki

Edit Tab
For the Sword Stance, see Vengeful Revenant.

Macabre spectral power has risen. Infused with the essence of the Eidolon, Revenant has strong survivability and deals high damage. Enemies become his thralls.

This is Revenant, the returned - the condemned. Harnessing the essence of Eidolon and warrior alike, he mystifies and obliterates his foes.

Revenant serves last rites for the souls he leaves on fire, without a plea for mercy.
Once the warden of the plains, tasked with protecting the Unum's tower and striking down the ghostly Eidolon forms that rose from the depths every night. Night after night, he cut them down. Not allowing them to take form. Then one night, he disappeared, lost… forever.

Release Date: August 24th, 2018

Ravaged by Sentient energy, wreathed with eldritch Eidolon essence, the blighted sovereign Revenant subjugates foes through his affliction. Bestow his sacrificial legion haunted dreams, reap unseen, and spill their lifeblood upon the desolate scorched earth. Revenant was resurrected in Update 23.5 (2018-08-24).

Acquisition

Revenant's main blueprint is awarded upon completion of the Mask of the Revenant quest, which is unlocked after reaching Rank 2 - Observer with The Quills. Revenant's component blueprints are acquired from Plains of Eidolon Bounties; building at least two different components is required to advance through quest. Additional main blueprints can be bought from Cephalon Simaris for ReputationLarge 50,000.
Item Source Chance Expected Nearly Guaranteed
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / A 8.79% ~ 11 Stages 75 ± 25 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / C 8.51% ~ 11 Stages 77 ± 25 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / B 8.79% ~ 11 Stages 75 ± 25 Stages
Chassis Chassis Blueprint Plague Star Bounty Final Stage 16.11% ~ 6 A Rotations 39 ± 13 A Rotations
Chassis Chassis Blueprint Plague Star Bounty Stages 2 & 3 14.04% ~ 7 A Rotations 45 ± 15 A Rotations
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / A 8.99% ~ 11 Stages 73 ± 24 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / C 8.70% ~ 11 Stages 75 ± 25 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / B 8.99% ~ 11 Stages 73 ± 24 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / A 21.62% ~ 4 Stages 28 ± 9 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / C 22.22% ~ 4 Stages 27 ± 9 Stages
Chassis Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / B 21.62% ~ 4 Stages 28 ± 9 Stages
Helmet Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / A 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / C 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / B 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / A 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / C 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / B 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / A 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / C 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / B 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / A 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / C 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / B 10.20% ~ 9 Stages 64 ± 21 Stages
Systems Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / A 9.04% ~ 11 Stages 72 ± 24 Stages
Systems Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / C 9.25% ~ 10 Stages 71 ± 23 Stages
Systems Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / B 10.47% ~ 9 Stages 62 ± 20 Stages
Systems Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / A 24.62% ~ 4 Stages 24 ± 8 Stages
Systems Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / C 23.19% ~ 4 Stages 26 ± 8 Stages
Systems Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / B 26.47% ~ 3 Stages 22 ± 7 Stages

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Alternatively, upon completion of The Duviri Paradox, Revenant's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn him blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell
1
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 325 Blueprint2 Blueprints Price: N/A
Revenant Neuroptics Blueprint
Credits
15,000
NeuralSensors
3
IntactSentientCore
15
PolymerBundle
6,000
Rubedo
2,200
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Revenant Chassis Blueprint
Credits
15,000
Morphics
3
IntactSentientCore
10
Rubedo
1,500
Iradite
50
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Revenant Systems Blueprint
Credits
15,000
ControlModule
3
CetusWisp
3
Salvage
8,000
PolymerBundle
3,000
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Lore

AladVPortrait d
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete Mask of the Revenant quest before proceeding.
Main article: Mask of the Revenant
Why do I remember this? The land here, killing hot, full of strangeness. This is where Gara vanquished the Sentient! Where its essence fell into the ground, trapped in some unworldly between. It wanted out. At moon rise its ghostly tendrils would emerge, seeking form, seeking... return... And this... this was the warden... a Warframe. I can see it, like a dream repeating... The tendril emerging night after night, and the warden, night after night, cutting it down... until the warden himself was lost. How?

Following Gara's sacrifice over the Eidolon, at the very site of her decisive battle which the Ostrons now call Gara Toht Lake, a Warframe known solely as the Warden would arrive to drive away the Sentient as it emerged night after night. This trial would continue until one fateful evening, where the Warden foolishly tried to make contact with the Sentient and was overwhelmed. Discovering that the Sentient was using him as a means to reform itself, the Warden cast himself into the lake to seal it. The time spent as an "anchor" to the Sentient would infuse the Warden with its eldritch energies, becoming "the Lost One".

In the present day, Nakak receives a strange mask, the Mask of the Lost One, from Onkko. She sells it to the Tenno, instructing them to wear it in the Plains of Eidolon at nighttime. There, they see a large spectral silhouette of an Eidolon; meanwhile, Nakak receives a vision from the Unum, explaining the story of the Warden. After completing the story, the Warden, now transformed into the Revenant that serves as a "mask" for the Eidolon, emerges but is driven back, leaving behind its own blueprint. Having rebuilt the Lost One, Nakak claims the Warframe that had been infused with the powers of the Eidolon will be needed to combat a new threat imposed by the Sentient.

Notes

  • If Revenant wields his Signature Weapons:
  • Revenant has the second highest base shields out of all Warframes in the game, behind HildrynIcon272 Hildryn: 225 at rank 0 and 675 at rank 30.
    • When taking overshields into consideration, Revenant is the Warframe with third highest total shield value, behind Hildryn and HarrowIcon272 Harrow.
  • Revenant is immune to the DmgMagneticSmall64 Magnetic proc from contacting water during the night in the Plains of Eidolon.

Trivia

  • Revenant was revealed in Devstream 112, and is the first SentientFactionIcon Sentient-themed Warframe, before CalibanIcon Caliban.
  • Revenant's codename during development was Vlad, likely named after Vlad the Impaler who, in 1897, Irish writer Bram Stoker based the famous vampire "Count Dracula" off of. As described by Stoker, Count Dracula was an undead warlock that fed on human blood.
    • Revenant's abilities are also vampiric in nature:
      • Enthrall130xWhite Enthrall converts others into loyal thralls, a trait in vampires.
      • MesmerSkin130xWhite Mesmer Skin allows Revenant to cast Enthrall freely; vampires are capable of enthralling with their "mesmerizing" eyes.
      • Reave130xWhite Reave turns Revenant into intangible mist, another trait in vampires. Additionally, vampires are famous for their ability to steal the life essence of their victims, with Reave displaying such trait when it passes through enemies and thralls.
  • A revenant is an undead being that retains some purpose after its reanimation, usually to seek out and get revenge upon those who wronged it in life.
  • To enthrall somebody means to make one subservient.
  • The name MesmerSkin130xWhite Mesmer Skin may be based on Franz Mesmer, a German doctor who came up with the theory of Animal Magnetism.
  • To reave means to deprive (a person) of something through theft or violence.
  • DanseMacabre130xWhite Danse Macabre is based on Danse Macabre, French for "Dance of Death", a late-medieval allegory of the universality of death.
  • When Revenant's Danse Macabre is discussed in his Warframe Profile, the Lotus says "Bewitch your enemies in the moonlight, Tenno." This is a lyric from the song Dance Macabre by the Swedish heavy rock band Ghost.
  • Revenant's fourth ability was originally a mass crowd control area of effect that put enemies to sleep.
  • After TennoCon 2018, Revenant's abilities underwent changes to include more lasers and lights to emphasize the Eidolon theme.
    • Fitting with Revenant's Eidolon theme, Danse Macabre's rotating lasers is derived from an attack used by the Eidolon Gantulyst.
  • Revenant, alongside his signature shotgun, Phantasma Phantasma, are the first Warframe and weapon to require Sentient Cores to craft.
  • Revenant is the 36th Warframe to be released (excluding Primed and Umbra variants).
  • Revenant is the second Warframe whose component blueprints are acquired from Bounties, first being GaraIcon272 Gara.
  • Revenant was originally tasked as a warden by the Unum to prevent the fallen Eidolon from coming back, implying that he was active after the Sentient War on Earth, at the very least. Whether he had directly participated in the War or not is unknown.
    • Revenant is the sixth known frame to be active before and/or during the fall of the Orokin Empire, after MirageIcon272 Mirage, InarosIcon272 Inaros, TitaniaIcon272 Titania, HarrowIcon272 Harrow, and GaraIcon272 Gara.
  • Unlike most of the Warframes, Revenant's signature melee weapon was not released simultaneously with him. Digital Extremes decided to withhold and release it later alongside Melee 3.0.
    • His signature Two-Handed Nikana, Tatsu Tatsu, was released with Update 24.4 (2019-03-08).
  • Oddly enough, despite Revenant's Sentient composition that would make him highly susceptible to DmgVoidSmall64 Void damage, he and CalibanIcon Caliban do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.

Edit Tab

The lost one rises. Wield the essence of the Eidolon as you wield Revenant Prime’s power.

What fatherless aberration is this? Who brings the wicked gift of an unknown mask this Naberus night? Seething with the Void, mocking me and causality alike!

And what strange cruelty named him, to know and defy his death?

This shadow of ill omen. This grim harbinger. This... Revenant.

Release Date: October 5th, 2022

Revenant Prime is the Primed variant of RevenantIcon272 Revenant, possessing increased Energy, Shields, and Sprint Speed, and an additional Naramon Pol polarity. Revenant Prime was released alongside PhantasmaPrime Phantasma Prime and TatsuPrime Tatsu Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Revenant Prime's Relic Drops
Chassis Blueprint RevenantPrimeIcon272 Blueprint Systems Blueprint Neuroptics Blueprint
MesoRelicIntact Meso H6 Common
NeoRelicIntact Neo A11 Common
AxiRelicIntact Axi G12 Common (V)
MesoRelicIntact Meso N13 Common (V)
NeoRelicIntact Neo K5 Common (V)
NeoRelicIntact Neo N23 Common (V)
NeoRelicIntact Neo S17 Common (V)
LithRelicIntact Lith R5 Rare
LithRelicIntact Lith R2 Rare (V)
LithRelicIntact Lith R3 Rare (V)
LithRelicIntact Lith R4 Rare (V)
MesoRelicIntact Meso R5 Rare (V)
MesoRelicIntact Meso H5 Uncommon
AxiRelicIntact Axi A16 Uncommon (V)
MesoRelicIntact Meso C9 Uncommon (V)
MesoRelicIntact Meso K5 Uncommon (V)
MesoRelicIntact Meso P9 Uncommon (V)
AxiRelicIntact Axi D5 Uncommon
NeoRelicIntact Neo Z10 Uncommon
LithRelicIntact Lith S14 Uncommon (V)


Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell
5
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Revenant Prime Neuroptics Blueprint
Credits
15,000
ArgonCrystal
2
NeuralSensors
4
Rubedo
1,750
Salvage
4,600
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Revenant Prime Chassis Blueprint
Credits
15,000
NitainExtract
2
Neurodes
10
PolymerBundle
1,975
NanoSpores
9,250
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Revenant Prime Systems Blueprint
Credits
15,000
ControlModule
4
Tellurium
2
Ferrite
6,250
Circuits
1,175
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes

  • Revenant Prime, compared to RevenantIcon272 Revenant:
    • Higher Shield (825/925 vs. 735/835)
    • Higher Energy (175/225 vs. 140/190)
    • Higher Sprint Speed (1.1 vs. 1.0)
    • Additional Naramon Pol Polarity (Naramon PolMadurai PolVazarin Pol vs. Madurai PolVazarin Pol)
  • If Revenant Prime wields his Signature Weapons:
  • 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.
  • Revenant Prime is tied with StyanaxIcon272 Styanax for the third highest base shields out of all Warframes in the game, behind HildrynIcon272 Hildryn and HildrynPrimeIcon272 Hildryn Prime: 825 at rank 0 and 925 at rank 30.

Trivia

Media

Edit Tab

Passive

Harnessing the essence of Eidolons, RevenantIcon272 Revenant is immune to the DmgMagneticSmall64 Magnetic night waters of the Plains of Eidolon.

Additionally, when his Shield depletes, Revenant emits a 100 damage radial DmgBlastSmall64 Blast that knocks down enemies within 7.5m. There is a max 75% Damage Falloff at the edge of the blast's radius.

Abilities 

View Maximization
Lotusiconsmall
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
Input table not loaded. Javascript not loaded
Result table not loaded. Javascript not loaded




Main article: Enthrall (edit)
EnthrallModx256 Enthrall130xWhite
1
EnergyOrb25
Enthrall

Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenant’s spell until this Ability runs out.


Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:250 / 500 / 750 / 1,000 (DmgPunctureSmall64 Puncture damage/s)
250 / 500 / 750 / 1,000 (projectile DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s (thrall duration)
10 s (pillar duration)
AbilityRangeBuff Range:10 / 15 / 20 / 25 m (cast range)
0.5 / 1 / 1.5 / 2 m (pillar radius)
10 m (projectile seek range)

Misc: 7 (max thralls active)
? m (projectile splash radius)
100 % (projectile stagger on hit)
100 % (beta enthrall chance on hit)
50 (overshields per pickup)

Expand/Collapse
Main article: Mesmer Skin (edit)
MesmerSkinModx256 MesmerSkin130xWhite
2
EnergyOrb50
Mesmer Skin

Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.


Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:3 / 4 / 5 / 6 (number of charges)
AbilityDurationBuff Duration:2 / 3 / 4 / 5 s (stun duration)
AbilityRangeBuff Range:N/A

Misc: 100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

Expand/Collapse
Main article: Reave (edit)
ReaveModx256 Reave130xWhite
3
EnergyOrb50
Reave

Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore)
10 / 20 / 30 / 40 % (thrall hitpoints drain/restore)
AbilityDurationBuff Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
AbilityRangeBuff Range:3 / 4 / 5 / 6 m (current width)

Misc: 25 m/s (travel speed)
100 % (status effects transfer)
1 (Mesmer Skin ally buff charge)

Subsumable to Helminth
Expand/Collapse
Main article: Danse Macabre (edit)
DanseMacabreModx256 DanseMacabre130xWhite
4
EnergyOrb25
+20-40/s
Danse Macabre

Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)

Misc: 9 (number of beams)
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)
23.33% stored damage decay/sec

Expand/Collapse

Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

Enthrall130xWhite Enthrall130xWhite Enthrall130xWhite
MesmerSkin130xWhite MesmerSkin130xWhite
Reave130xWhite Reave130xWhite Reave130xWhite
DanseMacabre130xWhite DanseMacabre130xWhite DanseMacabre130xWhite

Edit Tab

Patch History

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:

REVENANT
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 735 (from 225) / Max Rank - 835 (from 675)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

REVENANT PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
Armor: Base Rank - 135 (from 125)
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 Styanax’s Intrepid Stand Augment Mod unintentionally granting mind control immunity to Revenant’s Thralls.

Update 33.6 (2023-07-27)

  • Fixed Emblems attaching at weird points on Revenant Prime after removing the Revenant Prime Armor and swapping skins.

Update 33.0 (2023-04-26)

  • Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
    • Revenant
  • Fixed crash with Revenant’s Enthrall.

Hotfix 32.3.4 (2023-02-23)

  • Fixed Revenant Prime’s Starting Energy stat being 50 + 5 for every point of free Mod capacity (base Revenant) instead of 100 + 5 for every point of free Mod capacity.

Hotfix 32.3.1 (2023-02-15)

  • Fixed Script error related to Revenant's Mesmer Skin sharing charges with Defense targets.

Update 32.3 (2023-02-15)

  • Augment: Mesmer Skin - Mod TT 20px Mesmer Shield
  • Fixed Reinforcement Beacons in the Orb Vallis being indestructible if the enemy placing it is affected by Revenant’s Thrall.

Update 32.2 (2022-11-30)

  • Fixed script error when a Revenant in the squad uses Mesmer Skin and then Reaves onto another Revenant, who then Reaves onto an enemy affected by Enthrall.

Update 32.1 (2022-11-02)

  • Added “Speed” stat in UI for Revenant’s Reave.
  • Fixes towards a crash caused by Revenant's Danse Macabre.
  • Fixed Revenant Prime’s energy color along his back not changing from the default blue.
  • Fixed the Officium Syandana not sitting flush on Revenant’s back.
  • Fixed script error with Revenant’s Enthrall.

Hotfix 32.0.12 (2022-10-12)

Hotfix 32.0.9 (2022-10-05)

  • Introduced Revenant Prime.
  • Revenant’s Reave ability changes:
    • Reave will now scale with sprint speed for both distance traveled and speed while in Reave.
    • Reave can now be interrupted by jumping, which preserves your forward momentum.
      • The above changes were made to allow more movement focused builds!

Hotfix 32.0.3 (2022-09-14)

  • Fixed the following Warframe ability descriptions extending beyond the screen and clipping:
    • Revenant

Update 32.0 (2022-09-07)

  • Revenant’s Mesmer Skin Change:
    • Now grants 1 second of invulnerability after a charge is consumed.
      • The addition of Overguard affected the efficiency of Mesmer Skin, as rapidfire Overguarded enemies would melt through their Mesmer Skins and remain unaffected by the incoming sleep effect. To bring this ability closer to its original intention, Mesmer Skin will now grant 1 second of invulnerability after a charge is consumed. This gives players time to react to these powerful units before taking their full damage.

Hotfix 31.6.2 (2022-06-15)

  • Fixed script error from Revenant’s Enthrall.

Update 31.5 (2022-04-27)

  • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
    • Revenant’s Reave
    • Revenant’s Danse Macabre

Update 31.2 (2022-03-16)

Update 31.1 (2022-02-09)

  • Toned down the brightness of Revenant’s Mesmer Skin FX. It will also now be hidden while in Archwing.

Update 30.7 (2021-09-08)

  • Revenant's Danse Macabre ability now deals finisher damage against inanimate objects instead of adopting a damage type based on the target. It still does adaptive damage and applies adaptive status effects against enemies.
    • Prior to this change, Danse Macabre was allowing Revenant to solve Operator-required puzzles, which is clearly not intended.
  • Fixed an issue where if you bullet jump with Revenant and then cast Danse Macabre his head would appear broken.

Hotfix 30.0.1 (2021-04-13)

  • Fixed Danse Macabre loop sound staying active when client aborts mission while power is active. Also fixed Danse Macabre end sound playing when entering the menu while power is active, it wont be triggered now.

Hotfix 29.5.7 (2020-12-10)

  • Fixed inability to use/cancel any abilities or use Operator after casting Revenant’s Danse Macabre and getting knocked down or attempting to ledge grab during its animation.

Update 29.5 (2020-11-19)

Hotfix 29.0.7 (2020-09-03)

  • Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.
  • Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.

Update 29.0 (2020-08-25)

  • Fixed script error related to Revenant’s Danse Macabre.

Update 28.3 (2020-08-12)

  • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!

Update 28.1 (2020-07-08)

  • Fixed Enemies that are converted by Revenant's Enthrall energy pillar not appearing to have the Enthralled visuals around their head despite being friendly/affected.

Hotfix 27.4.4 (2020-05-07)

  • Enemy summons can now be mind-controlled by abilities. Previously, there was a mechanic where 'owned' NPCs would not be affected by mind control, but now this only applies to allied owned NPCs (Sentinels, Pets, followers) so that there's no misleading things happening with Mind Control abilities.

Update 27.4 (2020-05-01)

  • You can now sell your duplicate Revenant Blueprints for 2500 Credits from your Inventory.

Update 27.2 (2020-03-05)

  • Armor Change:
    • Revenant: 105 to 125
    • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. 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.

Hotfix 25.7.7 (2019-09-26)

  • Revenant's Reave ability is now an upper body animation only; alleviating momentum cancelling lower body animations.

Update 25.7 (2019-08-29)

  • Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.

Update 25.5 (2019-07-31)

  • Fixed Armored enemies affected by Revenant's Danse Macabre continuing to take Corrosive Damage after the Armor has gone, resulting in less damage because Flesh is stronger to Corrosive than Armor is.
  • Fixed Revenant's Danse Macabre doing Corrosive Damage to Infested.
  • Fixed not being able to perform finishers on blinded enemies from Revenant's Enthrall that are temporary allies (mind control, etc).

Hotfix 25.4.1 (2019-07-24)

  • Fixed Revenant's Enthralled enemies not counting towards kills in Rathuum/Index.

Hotfix 25.3.3 (2019-07-16)

  • Fixed an issue with Revenant's facing direction after using Reave during Danse Macabre.

Hotfix 25.3.2 (2019-07-12)

  • Fixed ability to use Emotes while casting Revenant's Danse Macabre to prevent your Abilities getting stuck.

Hotfix 25.1.2 (2019-06-12)

  • Fixed Revenant Thrall death pillars not causing damage on contact, only with projectiles for Clients.
  • Fixed Revenant Thralls created by pillar projectiles not showing its effect and cannot be damaged for Clients.

Update 25.1 (2019-06-05)

  • Fixed Zanuka being unable to capture Revenant.

Hotfix 25.0.8 (2019-05-31)

  • Fixed Revenant's default Energy color being too green.

Hotfix 25.0.3 (2019-05-24)

  • Revenant Blueprint has been added to Simaris' Offerings.

Update 25.0 (2019-05-22)

  • Revenant and allies can now perform Finishers on enemies blinded by Revenant's Reave with the Blinding Reave Augment equipped.

Update 24.7 (2019-04-10)

Hotfix 24.6.2 (2019-04-05)

  • The Tatsu Soul Swarm (Revenant) projectiles now have a lifetime of 5 seconds.
  • Fixed Secondary Energy colors not applying to certain things (Revenant's Helmet beard, etc).

Update 24.6 (2019-04-04)

  • Having a ‘signature’ weapon now actually benefits you!
    • Phantasma: Has 15 magazine when wielded by Revenant.
    • Tatsu: Charge cap is 9 when wielded by Revenant.

Update 24.5 (2019-03-14)

  • Fixed Revenant Reave being able to give a Mesmer Skin charge to Operators.

Hotfix 24.4.4 (2019-03-11)

  • Fixed "melee with fire weapon input" causing Revenant's Danse Macabre to be unboostable when a Melee weapon is equipped.
  • Fixed a script error when casting Revenant's Mesmer Skin ability.

Update 24.4 (2019-03-08)

  • The homing energy projectiles that Enthrall pillars emit now have a chance to Enthrall enemies while inflicting damage if there is room in the Enthrall cap. This allows Enthrall to spread more organically, and as the cap is reached, damage continues on other targets.
  • Fixed Revenant becoming stuck in his spinning animations if he becomes downed during Danse Macabre.
  • Fixed Mesmer Skin consuming multiple charges when getting hit multiple times in the same frame from the same enemy (e.g. a projectile that hits you and explodes).
  • Respective Ability videos now also appear upon hover-over to add that little extra spice! This initial Ability video aspect is currently functional for Revenant!

Hotfix 23.10.4 (2018-10-16)

  • Revenant's Reave now follows the direction of your reticle as opposed to always in a straight line. This allows you to steer it freely. You can of course maintain the original behaviour of a straight line by simply not aiming your reticle, but for those of you wanting better control over where Reave goes are now able to freely steer!

Hotfix 23.10.2 (2018-10-12)

  • Fixed a script error when casting Revenant's Mesmer Skin ability.

Update 23.10 (2018-10-12)

  • Fixed the Revenant Warframe Blueprint not appearing in the Codex as a reward under any Eidolon variant.
Revenant Changes & Fixes
  • Revenant's Reave wall width is now affected by Range Mods.
  • Revenant's Reave now also sheds Status Effects on cast and applies them to targets it hits.
  • Fixed Revenant's Thralls not granting Affinity when killed.
  • Fixed Revenant's Danse Macabre being able to damage Nullifier bubbles (and then killing the Nullifier).
  • Fixed enemies affected by Revenant's Enthrall and then a Radiation Status Effect being able to enthrall the Defense *target, preventing the wave from ever ending.
  • Fixed Revenant Reave not using Modded Health/Shield steal values.
  • Fixed Revenant's Reave Abilities page not properly showing the Modded Health/Shield steal values.
  • Fixed Revenant's Thrall death pillars blocking projectiles.
  • Fixed various Syandana clipping issues with Revenant.

Update 23.9 (2018-09-25)

  • Fixed getting one-shotted through Revenant's Mesmer Skin by a single very powerful hit.
  • Fixed Ability immune enemies not decreasing the Mesmer Skin count when hitting Revenant.
  • Fixed Revenant's Thrall FX not attaching properly to Vomvalysts.

Hotfix 23.8.1 (2018-09-14)

  • Revenant Mesmer smoke effect is now only seen on yourself, not other players, to improve performance and visibility.
  • Fixed an issue with lingering FX resulting from Revenant frequently using Reave and Danse Macabre.

Hotfix 23.8.0.2 (2018-09-12)

  • Fixed Clients Transferring to Operator and back resulting in Revenant's Mesmer Skin charge indicator being removed on the ability UI.
  • Fixed Revenant Reave being capable of flying.

Hotfix 23.8.0.1 (2018-09-12)

  • Reverted an unintentional reduction of Revenant’s max Energy. His max Energy is now as it was before 23.8.0.

Update 23.8 (2018-09-12)

Revenant Ability Changes

We have a big batch of changes to Revenant based on constructive player feedback. Specifics per ability follow below, but a big thanks to everyone who took the time to login, play, and visit a space (forums or otherwise) to give their thoughts. It's crucial to the iteration process. Thank you!

ENTHRALL

THRALLS: We have made changes to have Thralls have more value in life AND death - just as Revenant did. The general rule Thralls will follow is they provide CC in Life, Damage in Death. The goal is simply to have an easy supply of Thralls to make use of in both Life and Death.

Currently Enthrall has the following uses:

WHILE ALIVE:
You can get up to 7 enemies Crowd Controlled - they won't attack you or allies and will draw Aggro from AI. It spreads / is transferred - the Enthralled state is contagious! You can Reave Thralls for greater scaling Health and Shield Leeching. If Thralls are killed by Danse Macabre, overshield drops are created.

AFTER DEATH:
It creates a damaging pillar, and that's it. Not useful enough in death at all!

ADDITIONAL After Death:

  • We've added the following with this update:
  • While active, the pillar creates homing projectiles similar to the Vomvalyst attacks and Revenant's Signature weapon, the Phantasma!
  • The pillars can now be exploded to output their damage radially if hit by Danse Macabre.
MESMER SKIN

On the development build before release, Mesmer Skin was recastable but we removed this due to balance concerns. But, our gut reaction was right and thanks to your feedback we've changed it back to how it was and you can now recast Mesmer Skin to recharge it!

REAVE
  • Lowered Energy cost to 50.
  • Revenant is now fully immune to damage while Reaving - it's meant to be a life-saver!
  • When Reaving Thralls with Mesmer Skin active, it restores a charge.
  • When Reaving Allies with Mesmer Skin active, it adds the protective energy to your allies who happen to be in range. A small protective bonus!
  • When REAVE is cast while in DANSE MACABRE, Energy cost lowered to 25. This allows for quicker, risk-free placement of Revenant for tactical maneuvering.
  • The Direction of Reave now follows last Reticle aim point which makes casting more responsive to intent.
Revenant Fixes
  • Fixed Revenant’s Reave using the wrong value (Health) for Shield gain.
  • Fixed inability to damage Revenant’s Enthralled enemies with the Arca Plasmor.
  • Fixed Revenant’s Enthralled enemies still attempting to hack terminals during Interception missions.
  • Fixed Gara’s Mass Vitrify blocking Revenant’s Danse Macabre lasers.
  • Fixed Revenant’s Danse Macabre and Khora's Strangledome names being in ALL CAPS.

Update 23.6 (2018-08-30)

Revenant Fixes & Changes
  • Enthrall cap for thralled enemies increased from 4 to 7.
    • Developer Note: We listened to the feedback that 4 was too few, so we’ve buffed the number to match Nekros’ max Shadows.
  • Danse Macabre energy cost increased from 12.5 to 20 energy per second.
    • Developer Note: In keeping with changes we've made to Warframes in the past to deter from the "set it and forget" approach, we have increased the energy per second on Danse Macabre. We are hoping that with Enthrall's cap increase you can benefit from more overshield pickups with Danse Macabre. We’re always looking to iterate on your feedback, please leave yours in the dedicated Revenant feedback megathread!
  • Reave now looks more like the Vomvalyst charge.
  • Added FX and sound when Mesmer ends.
  • Fixed Danse Macabre showing 0 energy/second in abilities screen.
  • Fixed Danse Macabre becoming stuck while sliding.
  • Fixed script error if you cast Revenant's Enthrall on a roller or other similar enemy.
  • Fixed Mesmer not reflecting Status effects.
  • If you have Revenant building in your Foundry, the final stage of The Mask of the Lost One quest will now progress, instead of requiring you to claim the completed Warframe.
    • Developer Note: For those of you who offered feedback about the guidance within the miniquest, we are working on improving the player experience. This will take a little time, but thank you to everyone who offered constructive criticism on our first foray into this miniquest. In the meantime, you can read our step-by-step guide in the first spoiler here: https://forums.warframe.com/topic/1001509-mask-of-the-revenant-update-2350/
  • Fixed a case of obtaining Revenant blueprint without obtaining final Fragment.

Update 23.5 (2018-08-24)

  • Introduced.

Edit Tab


Ability SFX

Images

Videos

Advertisement