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 at a time, up to a maximum of 90 slots (total cost for all 90 is 1,500). 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.
May require that you kill the enemies within one day, otherwise the counter is reset.
You do not have to kill all enemies within one mission, you can end a mission, even abort it, 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.
Kill [15-60] enemies with headshots.
One of the modifiers may include having to do so whilst aim-gliding. The ground vents on Jupiter will help to prolong aim glide time. Zephyr is highly recommended, but it is possible to do without her.
Additional modifiers may include not being disrupted, having to do so whilst sliding, and having to do so while undetected. Ivara's Prowl can aid in scoring headshots undetected, as well as raising their damage.
Kill [10-20] enemies while sliding.
Additional modifiers include not being detected, being invisible, without taking damage, failing a mission, or even raising the alarms.
The easiest way to do this is to use Octavia, cast her mallet and just keep sliding until enough enemies are killed by the mallet.
Sentinel 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.
Additional modifiers include having to equip a Dragon Key, killing the Sentients while invisible, while sliding, while alone (which means noCompanions equipped), without dying/getting downed, without an ally getting downed, without getting afflicted by a status effect, without using energy consumables, doing it in one day, and taking no damage.
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.
Additional modifiers include having an active pet, not dying/getting downed, no ciphers, not taking damage, without using shield consumables, while alone, or having a Dragon Key equipped.
It is impossible to raise the alarm on Crossfire Exterminate Lua mission which makes this mission well suited to completing the challenge.
Synthesize a Simaris target without using traps or abilities while having a Hobbled Dragon Key equipped.
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.
Simaris targets are vulnerable to knockdown effects, including ground slams.
Activating Ivara's Prowl or Rhino's Iron Skin before 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.
Additional modifiers include not taking damage, not using any abilities, as well as being alone.
The synthesis target that you synthesize during the second mission in The New Strange quest will count towards the challenge.
Get [10-20] kills in a row while wall dashing or wall clinging without touching the floor.
Weapons that deal area-of-effect damage (i.e. Tonkor, Penta, Ignis etc.) are ideal for completing this challenge.
An additional modifier may include having to be invisible during the kills. Ivara or Loki are recommended for this modifier.
A second available modifier may involve not raising alarms. Silent weapons or equipping silencing mods (f.e. Hush) on weapons is useful for 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.
Equipping Body Count, Drifting Contact, and/or Gladiator Rush on a melee weapon, or using Wukong can assist in sustaining the combo counter for longer to more easily complete the challenge. Alternatively, using Venka Prime or an Extinguished Dragon Key may also make the challenge easier, especially in tandem with the above suggestions.
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.
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.
Complete a survival mission with level 30 or higher enemies without killing anyone.
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.
Defeating (Shadow)Stalker in case of appearing during the challenge will not result challenge failure.
A good way to enable finishers on enemies is by drop-kicking the enemy to the ground, leaving them open to a finisher.
Additional modifiers include not getting afflicted by a status effect, not taking damage, killing a great number (30-100) enemies with finishers within a single day, and not raising any alarms.
Get 3 headshot kills in a single aim glide.
Modifiers may include having a Dragon Key equipped.
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.
Equipping the Patagium mod or any other mods that boost aim glide duration can also help by extending the time available to perform the challenge.
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 seems that animals are more frequently during dusk and dawn
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.
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.
When shooting one enemy of a group retreat immediately, as the others will be alerted and shoot at you.
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 going 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.
Kill X enemies that are on a dropship.
Modifiers may include being alone, invisible, while sliding, or while, aim gliding.
Rivens are distinct from regular mods in that they are inconsistent in polarity, Mastery Rank requirement, 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 curse and vice-versa (e.g. Soma Sati-critatis with a curse that reduces status duration).
Riven mods draw their names from a size pool of 30, 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".
The randomized attributes for Riven mods are affected by Disposition, a modifier 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 most infrequently-used of weapons. Rivens with this disposition provide the greatest bonuses.
●●●●○ (1.11-1.3): This Disposition is assigned to less popular weapons, and Riven mods provide above-average bonuses.
●●●○○ (0.9-1.1): Neutral: Weapons that see average usage within the player base, resulting in an equally average range of attributes.
●●○○○ (0.7-0.89): Slightly more popular weapons will see a less powerful Riven mod.
●○○○○ (0.5-0.69): Faint: Assigned to powerful weapons that see very high usage, this Disposition creates Riven mods with the most restrained of attributes.
Disposition is shared between all variants of a single weapon. For example, the Braton shares the same disposition with its Vandal, Prime and MK1 variants.
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.
While not listed in the above table, all Zaw Strikes have a disposition of 1, as well at the Gaze Kitgun Chamber. The other Chambers' dispositions are: Catchmoon (0.8), Tombfinger (0.85), and Rattleguts (0.9), all have dispositions slightly below neutral.
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 for the first cycle and increases on subsequent cycles of the same mod, capped at 3500 Kuva. The number of cycles is indicated by a clockwise arrow at the bottom right of the Riven mod.
View Cycle Cost List▾▾
Total Kuva cost to roll:
An unrolled Riven 9 times is 16,450.
A high-rolled Riven 9 times is 31,500.
Therefore, 15,050 Kuva can be saved by rolling an unrolled Riven instead.
If a player has excess Rivens and are comfortable with doing away 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, consumes 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.
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 to the left of the Riven mod will interact with the last element listed as opposed to the first element listed.
Placing an elemental damage mod to the right of said Riven mod instead will not affect the Riven mod's combined damage for this reason.
For example, if a Heat damage mod is placed to the left of a Riven mod that grants Electric and Cold damage (and thus, Magnetic damage), it will create Blast and Electric damage as opposed to Radiation and Cold damage. Putting said Heat damage mod to the right of the Riven mod will keep the Magnetic damage intact.
As of Hotfix 19.10.1, Artax Riven mods are no longer obtainable 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 are the rarest ones in circulation.
Currently, the lowest Mastery Rank requirement to equip a Riven mod is 8, and the highest is 16.
The total Endo gain from dissolving a Riven mod is equal to the following formula, rounded up: 100 × (Mastery Rank - 8) + 22.5 × 2Mod Rank + 200 × Rerolls.
For example, the base value for an unranked, unrolled mod with a Mastery Rank requirement of 13 would be: 100 × (13 − 8) + 22.5 × 2^0 + 200 × 0 = 522.5, rounded up to 523.
Since Hotfix 23.8.2, trading rivens only requires that the minimum mastery rank for rivens be met, which is 8.
As of Update 24.0, Sentinel weapon were removed from the Riven mod generation pool. Existing Rivens remain and may be unveiled, but new Sentinel weapons Rivens can no longer be obtained.
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".
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.
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.
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.