Cephalon Samodeus' grand creations. Each mod is malleable and unique, inspired by and meant for a single weapon. Complete a Riven Mod's challenge to unveil its possibilities, both rapturous and unfavorable.
Upgrade costs and Trading Credit taxes of Riven mods are equivalent to those of Rare mods.
Players start off with 15 inventory slots for Riven mods, which can be increased by purchasing 3 slots for 60 Platinum 60 at a time from the Market, up to a maximum of 150 slots (total cost to buy additional 135 slots is 2,700 Platinum 2,700). Receiving a Riven mod while being at the current limit will block access to any further Sorties, and the player will be given a choice to purchase slots, trade away a Riven mod, or dissolve a Riven mod of their selection.
Veiled Archgun Rivens can only be equipped on Archguns.
The weapon used to complete a challenge is entirely irrelevant to the resulting Riven.
It is possible to complete the challenges using any equipped weapon or Warframe ability, i.e. it does not need to be the weapon on which the Riven is currently equipped (however the Riven must be equipped on an item within the current loadout while attempting the challenge).
If its conditions are met, the Riven will be revealed independently of mission success. It will also be automatically removed from the weapon used to reveal it if that weapon is not the Riven's dedicated type.
Completing the challenges also gives affinity.
Certain challenge modifiers are listed below for the sake of clarity:
Being alone - No Companions equipped. Venari is exempt from this modifier as she is instead tied to Khora's abilities. Not to be confused with Solo mode.
With an active pet - Generally refers to Beast-type companions. Venari is excluded from this modifier.
Having a Dragon Key equipped - any Dragon Key can be used for this challenge, unless specified.
This challenge can be completed by using Ivara's Prowl ability to grab Life Support off enemies. However, this is still reliant on chance as not every enemy will drop Life Support.
Opening Lockers and smashing containers will also sometimes drop Life Support capsules. By equipping Master Thief on your Warframe you have the chance to open even more lockers than normally available.
Allies killing enemies will result in challenge failure.
Enemies killed due to infighting (e.g. Nyx's Chaos ability) do not cause the challenge to fail.
Defeating (Shadow)Stalker in case of appearing during the challenge will not result in challenge failure.
Enemies killed by laser traps in the Void do not result in challenge failure.
Only five minutes are required to complete the challenge.
While this primarily refers to Tusk Dargyns, Kuva Dargyns will also count towards this challenge. Standard Dargyns in Archwing Free Space missions, however, will not.
The easiest way to find Dargyns is to go to the Koro node (an Assault mission) in the Kuva Fortress. During the first stage of the Assault, several Dargyns will fire on the player as they try to break in.
Note that the Dargyns do not have to be piloted, however, they do have to be airborne. Kills against grounded Dargyns do not count.
You can also fly a Dargyn into the air yourself, exit the vehicle and shoot it as it falls.
Crossbows (such as Zhuge and Attica) can also be used count towards the challenge.
Modifiers include having an active pet, not dying/becoming downed, not using ciphers, not taking damage, not using energy consumables, being alone/in Solo Mode, having a Dragon Key equipped.
Bounties given by Konzu or Eudico related to finding caches also count towards this challenge, making it easier to get.
There is currently a bugged modifier of having to not raise the alarms, as completing the Sabotage objective will raise an alarm. Aborting the mission after finding a cache will still count towards the challenge, however.
It is impossible to raise the alarm on Crossfire Exterminate Lua mission which makes this mission well suited to completing the challenge.
Any Syndicate medallion counts towards the challenge's progress.
Get 3 headshot kills in a single aim glide.
Modifiers include having a Dragon Key equipped.
Note that this does not require consecutive headshot kills. A "spray and pray" approach on an enemy-dense mission type is a possible tactic.
Patagium combined with Aero Vantage can make this much easier by completely removing motion while aim gliding. Simply stop moving, jump straight up, and hold aim, and you'll hover in place for ~6 seconds.
Frames that can prevent enemy movement without killing enemies such as Ivara, Vauban and Equinox can help a lot. A good strategy is to bring a friend to immobilize enemies while the person with the Riven mod equipped brings Zephyr to get the headshots.
The Scourge's Bullet Attractor field makes headshots noticeably easier to land if the throw doesn't kill the targets. For this reason, do not equip any damage-boosting mods on the Scourge.
The Arca Plasmor's large hitbox and innate punch through make it easy to score multiple headshots on a crowd if aimed slightly above head height.
Pax Seeker's projectiles seek enemy heads and count towards the 3 headshots.
Can be made trivial by charging Zephyr's Tail Wind to hover in place
It is recommended to do this on Corpus Tilesets, as some Grineer can be difficult to headshot. If you have a warframe that can heal a Defense target like Khora's Venari, Tessera on Venus is an excellent choice; shoot out any Moas but let a sizeable number of Corpus converge on the defense target, then with an accurate semi-auto weapon like a Vulkar get into an Aim Glide and headshot 3 of them in quick succesion.
Get [10-20] kills in a row while wall dashing or wall clinging without touching the floor.
Modifiers include having to be invisible during the kills, not raising alarms, taking no damage.
Ivara or Loki are useful for "being invisible" modifier.
Silent weapons or equipping silencing mods (f.e. Hush) on weapons are useful for "not raising alarms" modifier.
Can not be completed by doing a Survival or Defense mission for the "not raising alarms" modifier due to an alarm being raised at the beginning of the mission.
Weapons that deal area-of-effect damage (i.e. Tonkor, Penta, Ignis etc.) are ideal for completing this challenge.
The wall clinging time can be prolonged by jumping on the wall once when your clinging time is about to run out and then reactivating wall clinging. As long as you do not touch the floor, the challenge won't reset.
Keep in mind that Loki has a 60-second long wall latch time as a passive ability, making this very helpful for this challenge.
Modifiers include having a Dragon Key equipped, being invisible, while sliding, while alone, without dying/becoming downed, without an ally getting downed, without getting afflicted by a status effect, without using energy consumables, doing it in one day, taking no damage.
Sentinel, Necramech, or Operator last hits will not count towards the challenge.
Vomvalysts are an exception to this rule, but players must complete the challenge or leave the Plains of Eidolonbefore sunrise, otherwise, the challenge will be considered a failure.
During The Second Dream, killing Sentients while being carried counts towards the requirement.
Brachiolysts do not count towards this challenge. Neither do Amalgams, despite being listed as Sentients in the Codex.
If Vomvalysts aren't available at the time, fighting the Ropalolyst on Jupiter spawns a good amount of Sentients during its final phase.
Modifiers include while aim-gliding, while sliding, while invisible, kill enemies with finishers, kill enemies with headshots, kill enemies with headshots from at least 100 meters away, kill unalerted enemies, kill specific enemies, kill enemies that are on a dropship, having a Dragon Key equipped, not using consumables, not taking damage, not being affected by a Status Effect, not dying/becoming downed, not raising any alarms, not being detected, not failing the mission, while alone/in Solo Mode, completing within a single day.
The ground vents on Jupiter will help to prolong aim glide time. Zephyr is highly recommended, but it is possible to do without her.
Ivara's Prowl can aid in scoring headshots undetected, as well as raising their damage.
Using a sniper rifle and an Itzal as Penumbra allows players to cloak and avoid detections while the sniper rifle allows for precise aiming from longer distances.
There is no requirement to kill all enemies within one mission, so a mission can be ended, even aborted, without resetting the counter.
Kubrow Dens may help, as you can have almost 10 Kubrows per den. Be sure to equip a very low damage (unmodded) weapon to hit the den, without destroying it, to spawn additional Kubrows (about 5). Kubrows never trigger an alarm.
"While sliding" can be done with Octavia, casting Mallet and just keep sliding until enough enemies are killed by the mallet.
Should be noted that destroying a dropship while enemies are onboard will count towards the challenge.
The Interception mission on Cerberus, Pluto spawns a dropship right when you start the mission. Using a beam chaining weapon like Atomos, kill the enemies in the first dropship, abort the mission and repeat.
This challenge is quite easy as Ivara, Loki, or Ash as being cloaked allows for careful aiming and even kill multiple animals with one throw
Khora can use Ensnare to not only immobilize wild animals, but also to pull in nearby animals and stun them as well.
Explosion kills from Molecular Prime also count towards this challenge, as long as they were initiated with a fishing spear. Molecular Prime also has the added benefit of slowing down animals, making them much easier to hit.
Important note: Any hit by enemy (or turret) fire will reset the counter. This is not reflected in the description, however. Fly around with caution as any overlooked enemy may result in a reset, especially turrets can detect you over a long range.
Manually exiting Archwing Mode will not reset the counter.
Hitting any other body part than the head resets the counter. However, missing a target completely does not reset the counter.
The challenge only takes into account of the number of headshots, not headshot kills. The challenge can easily be completed by getting consecutive headshots (with low damage) on a single target X amount of times.
Shooting off a Tusk Thumper's leg plates and revealing its points of vulnerability counts as a headshot, allowing for 4 headshots per Thumper.
The Eidolon Teralyst and its variants count for this challenge. It is recommended to take an accurate weapon and mod for fire rate and magazine capacity. Head out onto the plains at night and look for the Teralyst, use any Archwing abilities that can negate damage and open fire.
When shooting one enemy of a group retreat immediately, as the others will be alerted and shoot at you.
Alternatively, immobilize all enemies in a group using sleep or another form of crowd control before entering Archwing to guarantee accurate headshots.
It is possible to attack a Kuva Fortress Fortress Scanner to rack up a combo, as they are invulnerable, and provide progress in combo counts. Kuva Siphons can also be used for this, as is Profit-Taker Orb resting on top of Enrichment Labs.
Another recommended target for this challenge is Lieutenant Lech Kril found on Mars, since he starts off invincible and cannot take damage until his coolant tank is destroyed, which makes it easy to stack combos on him.
The passive 'Power Spike' from the Naramon focus school helps a lot in maintaining a high combo counter even while no enemies are nearby. Pair this with slash weapons and the mod 'Relentless Combination' to make this challenge trivial.
Blocking with your melee weapon is a safe way to stack and maintain combo.
The Xoris makes this challenge trivial due to its infinite combo duration.
Synthesize a Simaris target without using traps or abilities while having a Hobbled Dragon Key equipped.
Modifiers include not taking damage, not using any abilities, being alone/in Solo Mode.
The Hobbled Dragon Key only affects running and sprinting speed, and does not affect sliding or parkour. Nezha's passive allows him to slide faster than he would move while running.
If Solo mode is not one of the requirements, this has been found possible even with the No Damage modifier with a team-mate set to the same scan target and the team-mate does the scan while the Riven-holder stays at the spawn point, and the team-mate taking damage will not fail the challenge
Simaris targets are vulnerable to knockdown effects, including ground slams.
Activating Ivara's Prowl or Rhino's Iron Skinbefore the target spawns (such as at the start of the mission) and keeping it active until you reach the target to scan them does not fail the challenge.
Limbo's passive does not fail the "not using any abilities" modifier
The synthesis target that you synthesize during the second mission in The New Strange quest will count towards the challenge.
Rivens are distinct from regular mods in that they are inconsistent in polarity (chosen between , , or ), Mastery Rank requirement (chosen between MR8-16), attributes, and have between two and four attributes. It is possible to have Rivens to grant a very powerful set of bonuses with a negligible (sometimes even beneficial) curse and vice-versa (e.g. Soma Sati-critatis with a curse that reduces undesirable Puncture Damage, giving way to better procs).
Riven mods draw their names from a size pool of 31, indicated by the randomized/rerolled attributes that the new mod has. Names consist of a prefix and/or a core and suffix and follow "Prefix-CoreSuffix" or "CoreSuffix" pattern.
Whether a stat is shown as a prefix, core or suffix is determined by the magnitude of the randomized modifier on that stat. The prefix and core are determined by the stats with the highest and second highest randomized modifier, respectively. The suffix is always the stat with the lowest randomized modifier.
For example, Vectis Sati-critaata has Multishot as the highest stat, Critical Chance as the second highest stat, and Base Damage as the lowest stat.
Modifies the performance of an equipped Riven mod. More dots indicates stronger stats.
The randomized attributes for Riven mods are affected by Disposition, a stat multiplier provided by the system that collates the usage popularity of a given weapon across the entire player base. Disposition strength controls the range of the attributes available for each weapon. Disposition can be any value between 0.5 and 1.55, but in-game this is simplified to 5 categories:
●●●●● (1.31-1.55): Strong: Assigned to the least frequently-used weapons. Rivens with this disposition provide the greatest attributes.
●●●●○ (1.11-1.3): This Disposition is assigned to less popular weapons, Riven mods provide above-average attributes.
●●●○○ (0.9-1.1): Neutral: Weapons that see average usage within the player base, resulting in average attributes.
●●○○○ (0.7-0.89): Slightly more popular weapons, these will yield a below-average attributes.
●○○○○ (0.5-0.69): Faint: Assigned to the most frequently-used weapons, Rivens with this disposition provide the most restrained attributes. All newly released weapons start with this disposition.
Disposition is not necessarily shared between all variants of a single weapon. For example, the Telos Boltor shares the same disposition with its Prime variant at 1.15. However, the standard Boltor has a different disposition at 1.25.
For Modular Weapons, the disposition is tied to the Main Component of the weapon, i.e. the Strike for a Zaw, and the Chamber for a Kitgun Secondary or Primary. For Kitguns, the Disposition of the Chamber can be different for Secondary and Primary versions.
Disposition changes every three months, aligned with every new Prime Access. If a weapon's disposition is changed, the attributes on already unveiled Rivens for the weapon will be automatically adjusted to match the new disposition.
A weapon's Disposition can be seen in the Arsenal under the Upgrade tab, but only when a riven which can be equipped to that weapon is currently owned.
Below is a list of Weapons, Zaw Strikes and Kitgun Chambers by Disposition:
Another unique aspect of a Riven mod's attributes is their ability to cycle (reroll) the attributes via the Cycle function in the Mods segment in the Orbiter. A Riven mod is cycled after spending Kuva, found through Kuva Siphon objectives on planets close to the Kuva Fortress or as an uncommon reward for completing Bounties.
Cycling a Riven mod affects the number of attributes, as well as the final numerical attribute, but not the current weapon designation, mod rank, polarity or Mastery Rank requirement. Dispositions belong to the weapons and not the mods, and thus a cycled riven will not have attributes outside its own range of values.
After cycling a mod, both the old version of the mod and the new version is displayed, and players can choose to keep the version they prefer.
Cycling a Riven mod starts off with 900 Kuva 900Kuva for the first cycle and increases on subsequent cycles of the same mod, capped at 3500 Kuva 3500 Kuva. The number of cycles is indicated by a clockwise arrow at the bottom right of the Riven mod.
If a player has excess Rivens and are comfortable with doing away with several of them, a Riven Transmuter allows them to sacrifice four Rivens in their inventory for a new, veiled Riven mod.
The Riven Transmuter is a drop acquired from the Eidolon Hydrolyst, consuming four Riven mods to transmute them into a new, veiled one. The new Riven will always be of the same type as one of the transmuted Rivens. As a consequence, if four of the same type are transmuted (e.g. only rifle Rivens), then the new mod will be of the same weapon class.
Upon transmutation, the four selected Riven mods and the Riven Transmuter will be consumed.
It is possible to complete multiple Riven mod challenges within a single mission, assuming the player qualifies for them simultaneously.
While it is possible to equip a veiled Riven mod onto Robotic Weapons, the challenge will not appear for the player.
Typing [Riven mod] in the in-game chat and selecting the mod will let other players in the same chat channel see its bonuses.
Typing out the name of the actual Riven mod is an alternative way of representing the player's mod in chat.
Base (unranked) Endo value of Riven mods is affected by the Mastery Rank requirement, weapon type, and number of cycles.
A Riven mod's weapon is determined upon unveiling, not on drop. Therefore, a Riven mod can be obtained, saved, and unveil a weapon that did not exist when the Riven mod itself was created.
If a Riven mod includes multiple elemental damage bonuses, the elements listed are applied in the reversed order.
This means that any other elemental damage mod installed directly before the Riven mod will interact with the last element listed as opposed to the first element listed. Placing an elemental damage mod directly after said Riven mod instead will not affect the Riven mod's combined damage.
Riven mods feature a dynamic image, which constantly shifts between the images of the bonuses. For example, a Riven Rifle mod that affects Critical chance and Critical damage (positively or negatively) will shift between Point Strike's image and Vital Sense's image.
Riven is the past participle of the Middle English verb Rive, which means "to violently tear apart". It also is a play of words on the word Revin, which mean the gift of god. This could mean that the Riven mods were masterpieces that were damaged.
Riven mods for Companion weapons were made unobtainable in Update 24.0 (2018-11-08) but were brought back as Cephalon Simaris' offerings in Update 25.7 (2019-08-29) for 100,000 Standing 100,000 each. This was done to reduce reward pool dilution for Sortie-rewarded Riven Mods.
Prior to this, in Hotfix 19.10.1 (2017-02-14), Artax Riven mods were made unobtainable from Sorties. Given the short 5-day period between the weapon's introduction and the hotfix and the low chance of getting a specific Riven mod, Rivens for Artax were the rarest ones in circulation.
Taking into account the existence of 24 possible positive effects, the possibility of one negative effect, and that elemental damage and punch through cannot be negative attributes, also the fact that effects don't fall into the same category nor does order matter: there are 5,083 possible Riven mod stat combinations that have two positive effects and one or zero negative effects, and 35,673 possible Riven mod stat combinations that have three positive effects and one or zero negative effects, making a total of 40,756 different combinations for a single Rifle, Shotgun, or Pistol Riven.
Prior to the removal of Channeling, the following stats used these prefix/core and suffix:
If you complete the objectives of 2 different Riven Mods in the same mission they can cancel each other and not open at all, but rather reset to the state they were in before the mission started.
If a Riven mod is unveiled while already being on the weapon it turns out to be for, it will remain on the weapon but not drain any mod points. This also allows weapons to reach negative mod point values.
When we introduced separate Dispositions for each weapon variant back in November 2019, we planned to give new weapons a Disposition of 1 (the “average”), or matching the lowest member of the weapon family if it already had a Disposition lower than 1. Unfortunately, this meant that powerful new weapons (like the Kuva Lich collection) might have Rivens that start too strong, forcing reductions in accordance with our balance methodology.
In order to prevent this situation, we will be changing this policy: going forward, all new weapons will be released with the minimum Riven Disposition of 0.5. For The Deadlock Protocol, this includes the Dispositions on newly added Primary Kitguns, in addition to regular weapons (secondary Kitgun Dispositions will remain as-is.)
There were a few issues present here: 1) the Codex Mod section not display all of your Rivens Mods, and, 2) the Riven Mods that it did show would point their acquisition to Cephalon Simaris, which only applies to Companion Weapon Rivens. Considering the extensive amount of Rivens possible, this option in the Codex does not function properly, as it would need to look up unique information.
Christmas has come early! Initially these changes were planned for the release of Ivara Prime, but it has snuck into Empyrean so we’re rolling with it! For those that missed our previous Riven Workshop, this is our first time balancing Dispositions per weapon instead of per weapon family, as this functionality was added with The Old Blood update. Check out the Dev Workshop on how we’ve chosen to undergo these changes: https://forums.warframe.com/topic/1151402-december-2019-riven-disposition-updates/
All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / - to not gain Combo Points on hit.
Going forward, weapon dispositions will be tuned per weapon, instead of per weapon family. For instance, this means a Kohm Riven will have a disposition of 1.4 on a regular Kohm, but only a disposition of 1 when applied to a Kuva Kohm. Source
The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, I can now select either my normal Lex or my Lex Prime to view it’s said Stats. https://gfycat.com/tepidmeatycrow
Your total max Riven Slots is now 120 (up from 90)! Should you wish to purchase more Slots, you may now do so (up to 120)!
Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
If you recall back in Update 24.0 we removed Sentinel Weapon Rivens from the pool due to being lackluster in comparison to more applicable weapons. Adding Companion Weapon Rivens to Simaris’ Offerings allows players to freely choose these Rivens if they desire, and leaving it out of the general Riven Mod generation pool for those who don’t want them.
The follow Riven challenges now count towards Sentinel kills:
Kill X enemies
Kill X enemies that are on a dropship
Kill X enemies in a row while wall dashing/clinging without touching the ground
Changed the Dargyn Bow Riven challenge description to specific that it must be Dargyns in flight, not ones parked on the ground.
Fixed having a negative capacity if you cycle a Riven Mod then Fuse it with Endo while it is equipped.
Fixed Rivens that are capable of hitting negative Damage via Critical Multiplier resulting in insta-killing enemies that have innate Damage resistance (Amalgam Alkonost). They will now properly take 0 Damage from a negative Critical Multiplier weapon, the same way regular enemies do.
As mentioned in our previous Riven Workshop, the Equinox Prime Access which just released brings with it the first in a series of regular Riven disposition tweaks! A full breakdown of the Riven disposition changes can be found in the Developer Workshop:
Removed all wildlife killing Riven Mod Challenges. All existing Rivens with wildlife killing Challenges will be retroactively updated with a new Challenge. This change is in preparation for the upcoming Plains Conservation!
Removed the “while sliding” and “undetected” requirement for the "Kill X Dargyns with a Bow" Riven challenge to alleviate some frustrations. Any existing challenges with this requirement will revert into one without it.
For those of you who have reached the max Riven Capacity, you can now increase your Riven Capacity by purchasing additional Slots. Visit the market to get a bundle of three slots for 60 Platinum. The maximum capacity is still capped at 60 Riven Slots total for technical reasons.
Cycle will now prompt you to choose on next login if you crash while choosing.
A player cannot be traded a Riven if they are already at max capacity.
Cycling can now be done repeatedly without the need to close & open again.
Fixed bug when trying to dissolve a Veiled Riven mod.
Fixed getting locked in Riven reveal screen when pressing esc/back too early.
Fixed an issue that could cause an auto-ban for selling a Riven.
Rivens will now show the reveal screen on next login if you crash before returning to your Landing Craft.