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.

—In-game description

Riven Mods are special mods for primary weapons, secondary weapons, melee weapons, archguns, and robotic weapons.

Riven Mods are completely unique; no two are the same, even if they have the same attributes, as their numbers will differ.


Riven mods are unique amongst other mods in a variety of ways:

  • Require the player to complete stated challenge to reveal its weapon assignment and attributes.
  • Carry two or three different bonuses.
  • Can carry a negative stat, the effects of which can be crippling but which greatly increases the potency of bonuses.
  • Can have any of the Madurai, Naramon, or Vazarin polarities, regardless of its attributes.
  • Have their own Mastery Rank requirement independent of the weapon, ranging from 8 to 16.
  • Can have its bonuses (but not the weapon) rerolled with the use of Kuva.
  • Are assigned to a single weapon per Riven mod, likened to Weapon Augment Mods.
  • Cannot be equipped alongside another Riven mod.

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 Platinum6460 at a time from the Market, up to a maximum of 150 slots (total cost for all 150 is Platinum642,700). 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.


A single Riven mod is given to players upon completion of The War Within quest. Additional Riven mods can be acquired from:

Weapon Type Drop Chance
Melee 8.14%
Pistol 7.61%
Rifle 6.79%
Kitgun 2%
Zaw 2%
Shotgun 1.36%

Riven Mods can also be acquired by collecting RivenSliver64 Riven Slivers, which can be obtained as rewards from opening Requiem Relics, as a Railjack Mission reward, or by killing eximus units in The Steel Path. Once enough Slivers are collected, players can then visit Palladino on Iron Wake, where she can then transmute the Slivers into a complete Riven Mod. Each mod requires 10 Riven Slivers to create.



A Veiled Riven mod.

When a player receives a Riven mod, it is Veiled and:

  • Will not take up mod capacity.
  • Will not grant any bonuses or curses.
  • Cannot be upgraded.
  • In order to be unveiled - it must be equipped on a weapon of the same class that itself must be equipped in the currently active loadout:
    • Veiled Rifle Rivens can only be equipped on non-shotgun primaries.
    • Veiled Shotgun Rivens can only be equipped on shotguns.
    • Veiled Pistol Rivens can only be equipped on secondaries.
    • Veiled Melee and Zaw Rivens can only be equipped on melees.
    • Veiled Kitgun Rivens can be equipped on either primaries or secondaries.
    • Veiled Robotic Weapons Rivens can be equipped on any Robotic weapon.
    • 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 on (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.
  • Completing the challenges also gives affinity.
  • Certain challenge modifiers are listed below for the sake of clarity:
    • Being alone - No Companions equipped. Venari130xDark Venari is exempt from this modifier as she is instead tied to KhoraIcon272 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.
View Riven Challenges List
Challenge Notes
Catch X Fish without missing a throw.
  • Modifiers include being alone, remaining undetected.
  • The Pharoma can be used to make this easier. And note that it affects only the fish that have spawned already.
Catch one Fish, Mine one gem or metal, and kill one enemy in 30 seconds.
  • Modifiers include being alone, remaining undetected, having a Dragon Key equipped.
  • Search for a fishing area with nearby deposits and deploy bait before attempting this challenge. Additionally, consider mining deposits first as they're the most time-consuming out of the 3 tasks.
  • The Grineer Camp at Er-Phryah's Vigil is a good place to complete this challenge, as the camp itself is located on the coast with several ore deposits nearby.
Complete a defense mission with level 30 or higher enemies without the defense objective taking any damage.
Complete an extermination mission with level 30 or higher enemies without being detected.
  • Modifiers include not taking damage, being alone, having a Dragon Key equipped.
  • This challenge can be completed by waiting around the mission start location while your teammates do the killing, as it tracks only whether you have been detected.
  • You will be informed if you are detected and fail the challenge via pop-up.
  • Keep in mind that to be detected, enemies have to actually see you. Using a frame that is able to stay invisible like LokiIcon272 Loki, AshIcon272 Ash, or IvaraIcon272 Ivara will make the objective much easier.
Complete a solo interception mission with level 30 or higher enemies with a Hobbled Dragon Key equipped.
  • Modifiers include not dying/becoming downed.
  • Fast or crowd-control based frames may help in keeping all points secured. IvaraIcon272 Ivara, TitaniaIcon272 Titania, HydroidIcon272 Hydroid, and even RhinoIcon272 Rhino are good at keeping the enemies off the points.
  • Only one round of interception is required to complete the challenge.
  • It is possible to start the mission with two or more allies, but they must leave before all enemies have been killed at the end.
  • Suggested Mission: Pluto, Cerberus
  • Using NyxIcon272 Nyx on Sedna, Berehynia is small enough of a map to allow you to cover most of the map with MindControl130xDark Mind Control or Chaos130xDark Chaos.
Complete a survival mission with level 30 or higher enemies without killing anyone.
  • Modifiers include having a Dragon Key equipped, not using Health/Energy Consumables.
  • This challenge can be completed by using IvaraIcon272 Ivara's Prowl130xDark 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 Mod TT 20pxMaster 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 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.
Destroy X Dargyns with a bow.
  • 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 RepeatingCrossbow Zhuge and TnoPrmryXbow Attica) can also be used count towards the challenge.
Destroy X Vruush Turrets while in Archwing.
  • Modifiers include without dying/being downed, not getting afflicted by a Status Effect, while alone/in Solo Mode, having a Dragon Key equipped.
  • Vruush Turrets usually found above Watch Towers in Grineer settlements.
  • They are usually hidden underground. Fly low through a settlement, which will pop them up and then go to a safe distance and shoot them.
Find [1-4] Caches.
  • 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.
Find [8-24] Syndicate Medallions.
  • Modifiers include having an active pet present, not failing a mission, not having an ally downed, not taking damage, not triggering an alarm.
  • 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.
  • Mod TT 20pxPatagium combined with Mod TT 20pxAero 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 IvaraIcon272 Ivara, VaubanIcon272 Vauban and EquinoxIcon272 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 ZephyrIcon272 Zephyr to get the headshots.
  • The PriestSpearGun 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 CrpShotgun 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.
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.
    • IvaraIcon272 Ivara or LokiIcon272 Loki are useful for "being invisible" modifier.
    • Silent weapons or equipping silencing mods (f.e. Mod TT 20pxHush) 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. GrnGrenadeLauncher Tonkor, DEPenta Penta, GrineerFlameThrower Ignis etc.) are ideal for completing this challenge.
  • Can be completed by activating using EmberIcon272 Ember's Inferno130xDark Inferno ability and constantly latching onto a wall in a Survival mission.
  • 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 LokiIcon272 Loki has a 60-second long wall latch time as a passive ability, making this very helpful for this challenge.
  • Exilus mods like Mod TT 20pxPatagium, Mod TT 20pxIce Spring, Mod TT 20pxFirewalker or Mod TT 20pxToxic Flight can help increasing the wall latch time as well.
  • Abilities that can attack for you, such as WukongIcon272 Wukong's CelestialTwin130xDark Celestial Twin, can make this trivial.
Get the killing blow on [2-12] Sentients.
  • 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 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 Eidolon before 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.
Kill 3 airborne Condrocs within 5 seconds.
  • Modifiers include not dying/becoming downed, having an active pet.
  • Ash's Blade Storm simplifies this greatly, but only works with Condrocs found on the ground. Mark them and wait for them to take flight before triggering.
  • It appears that each time you enter the Plains, 4 airborne Condrocs can be found at "Er-Phryah's Vigil". This can simplify the mission further.
Kill X Dargyn Pilots before they hit the ground.
Kill [14-125] enemies.
  • 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. ZephyrIcon272 Zephyr is highly recommended, but it is possible to do without her.
  • IvaraIcon272 Ivara's Prowl130xDark 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.
  • LokiIcon272 Loki with Mod TT 20pxHushed Invisibility will allow you to walk right up to the targets and headshot them.
  • No alarms:
    • Missions such as Void Exterminate (Teshub) contain no alarms.
  • Status effect: can be avoided with RhinoIcon272 Rhino's IronSkin130xDark Iron Skin, NezhaIcon272 Nezha's WardingHalo130xDark Warding Halo, TitaniaIcon272 Titania's Spellbind130xDark Spellbind, or OberonIcon272 Oberon's HallowedGround130xDark Hallowed Ground.
  • 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 OctaviaIcon272 Octavia, casting Mallet130xDark Mallet and just keep sliding until enough enemies are killed by the mallet.
  • "Kill on a dropship" modifier:
    • Applies to enemies on Tusk Firbolgs, Tusk Bolkors, Condors and Coildrives.
    • 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.
  • Frames specializing in stealth and/or melee finishers while in open combat like ExcaliburIcon272 Excalibur, HydroidIcon272 Hydroid, IvaraIcon272 Ivara, EquinoxIcon272 Equinox, AshIcon272 Ash, InarosIcon272 Inaros, and ZephyrIcon272 Zephyr will allow for easier completion for "with finishers" modifier. Finisher opportunities from blocking attacks and the Steel Meridian's Justice proc may also apply as well.
    • A good way to enable finishers on enemies is by drop-kicking the enemy to the ground, leaving them open to a finisher.
Kill X wild animals with a fishing spear.
  • Any wild animals outside Landscapes (e.g. Feral Kubrows and Feral Kavats) cannot count towards this challenge.
  • Fish do not count either.
  • This is best completed in the Plains of Eidolon as wild animals spawn naturally as opposed to the Orb Vallis.
  • This challenge is quite easy as IvaraIcon272 Ivara, LokiIcon272 Loki, or AshIcon272 Ash as being cloaked allows for careful aiming and even kill multiple animals with one throw
  • KhoraIcon272 Khora can use Ensnare130xDark Ensnare to not only immobilize wild animals, but also to pull in nearby animals and stun them as well.
  • Explosion kills from MolecularPrime130xDark 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.
Land X consecutive headshots while in Archwing mode in the Plains of Eidolon.
  • 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.
  • The missiles fired by Tusk Hellions, Tusk Ballistas, or Vruush Turrets can reset this challenge's progress, as they can force a player out of Archwing Mode should they hit.
  • 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.
  • Tips:
    • 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.
    • Use a silenced weapon.
    • Itzal and Amesha are recommended Archwings, as they can respectively use Penumbra and Benevolent Decoy to avoid/deflect incoming damage. Odonata can also use Energy Shell to protect from damage, but bear in mind it only protects from frontal attacks.
    • Headshots on grounded Condrocs count towards this challenge, as they generally stay in one place unless disturbed, but avoid Kuakas due to their erratic movement.
Sustain a 6x melee combo multiplier for 30 seconds.
  • Modifiers include having either a Sentinel, Kubrow or Kavat for the duration, while alone/in Solo mode, having a Dragon Key equipped.
  • Equipping Mod TT 20pxBody Count, Mod TT 20pxDrifting Contact and Mod TT 20pxGladiator Rush together on a melee weapon can sustain the combo counter for over 30 seconds to more easily complete the challenge. Hit 6x melee combo multiplier once and just wait for the seconds to go by. Alternatively, using VenkaPrime 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, 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 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. NezhaIcon272 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 IvaraIcon272 Ivara's Prowl130xDark Prowl or RhinoIcon272 Rhino's IronSkin130xDark 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.
  • LimboIcon272 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.
Complete an incursion.
Challenge Retired.
  • Modifiers include being alone, taking no damage, and having a Dragon Key equipped.
  • Note that Incursions in the Plains of Eidolon occur only during day time.
  • Incursions have been removed from the game in Update 24.4.



A Spectra Spectra Riven mod.

Rivens are distinct from regular mods in that they are inconsistent in polarity (chosen between Madurai Pol, Naramon Pol, or Vazarin Pol), 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 b 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.

The 31 positive attributes are:

Effect Prefix/Core Suffix Base Value
Additional Combo Count Chance* Laci Nus 58.2%
Ammo Maximum Ampi Bin 49.45
Damage vs. Corpus Manti Tron 44.55%
Damage vs. Grineer Argi Con 44.55%
Damage vs. Infested Pura Ada 44.55%
Cold b Cold Damage† Geli Do 89.1%
Combo Duration* Tempi Nem 8s
Critical Chance Crita Cron 178.2% M / 148.45% P S
Critical Chance on Slide Attack* Pleci Nent 118.8
Critical Damage Acri Tis 89.1% M S / 118.8% P
Base Damage / Melee Damage Visi Ata 163.1% M P / 217.4% S
Electricity b Electricity Damage† Vexi Tio 89.1%
Heat b Heat Damage† Igni Pha 89.1%
Finisher Damage* Exi Cta 118.55%
Fire Rate / Attack Speed* Croni Dra 54.35% M / 59.45% P / 73.9% S
Projectile Speed Conci Nak 89.1%
Initial Combo* Para Um 24.3
Impact b Impact Damage Magna Ton 118.5%
Magazine Capacity Arma Tin 49.45%
Melee Combo Efficiency* Forti Us 72.7%
Multishot Sati Can 89.1% P / 118.55% S
Toxin b Toxin Damage† Toxi Tox 89.1%
Punch Through Lexi Nok 2.65m
Puncture b Puncture Damage Insi Cak 118.5%
Reload Speed Feva Tak 49.45%
Range* Locti Tor 1.9m
Slash b Slash Damage Sci Sus 118.5%
Status Chance Hexa Dex 89.1%
Status Duration Deci Des 99%
Recoil Zeti Mag -89.1%
Zoom Hera Lis 59.4% P / 79.3% S

M : Melee weapon ; P : Primary weapon ; S : Secondary weapon ; if not no precision : all the 3. it does not include Shotgun, Sentinel weapon, Archwing weapon, the value could be different.
*Melee/Zaw-exclusive attributes
†Positive values only

The actual stat values are randomly chosen between 90% and 110% of the base value, multiplied by the Disposition, and multiplied by the following value:

Type of Stats Bonus Negative
2 Bonus 0 Negative 1 0
2 Bonus 1 Negative 1.3 -0.5
3 Bonus 0 Negative 0.76 0
3 Bonus 1 Negative 0.95 -0.75


Modifies the performance of an equipped Riven mod. More dots indicates stronger stats.

—In-game Description
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 distribution.

Disposition is not necessarily shared between all variants of a single weapon. For example, the SyndicateAHBoltor Telos Boltor shares the same disposition with its DEPrimeBoltor Prime variant at 1.15. However, the standard Boltor 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:

View Weapon Disposition List

Cycling (Rerolling)Edit

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 Kuva64900 Kuva for the first cycle and increases on subsequent cycles of the same mod, capped at Kuva643500 Kuva. The number of cycles is indicated by a clockwise arrow at the bottom right of the Riven mod.

View Cycle Cost List
Cycle Cost Cumulative Cost ~Runs Cumulative Runs
1 900 900 1.4 1.4
2 1,000 1,900 1.6 3.0
3 1,200 3,100 1.9 5.0
4 1,400 4,500 2.2 7.2
5 1,700 6,200 2.7 9.9
6 2,000 8,200 3.2 13.1
7 2,350 10,550 3.8 16.9
8 2,750 13,300 4.4 21.3
9 3,150 16,450 5.1 26.4
10+ 3,500 19,950 5.8 32.2

Total Kuva cost to roll:

  • An unrolled Riven 9 times is Kuva6416,450.
  • A high-rolled Riven 9 times is Kuva6431,500.

Therefore, Kuva6415,050 Kuva can be saved by rolling an unrolled Riven instead.


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.


  • Riven mods are not saved in a player's Codex.
  • 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.[citation needed]
  • Riven mods can be used on variants of a particular weapon, including MK1, Prime, Vandal, Wraith, Dex, Prisma, Mara, and Syndicate variants.
  • Riven mods will not generate for Exalted Weapons.
  • 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.
    • For example, if a Heat b Heat damage mod is placed directly before a Riven mod that grants Electricity b Electric and Cold b Cold damage (and thus, Magnetic b Magnetic damage), it will create Blast b Blast and Electricity b Electric damage as opposed to Radiation b Radiation and Cold b Cold damage. Putting said Heat b Heat damage mod directly after the Riven mod will keep the Magnetic b Magnetic damage intact.
  • Currently, the lowest Mastery Rank requirement to equip, trade, or sell 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 24.8 veiled Arch-gun Rivens can be purchased from Arbitrations Honors for 35 Vitus Essence.
    • Arch-gun Rivens can be equipped and unveiled with Atmospheric Arch-guns.


  • 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 Mod TT 20pxPoint Strike's image and Mod TT 20pxVital Sense's image.
  • Riven is the past participle of the Middle English verb Rive, which means "to violently tear apart".
  • Riven mods for Companion weapons were made unobtainable in Update 24.0 but were brought back as Cephalon Simaris' offerings in Update 25.7 for ReputationLargeBlack100,000 each. This was done to reduce reward pool dilution for Sortie-rewarded Riven Mods.
    • Prior to this, in Hotfix 19.10.1, SentinelArtax 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.


  • 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.


  • Vulklok Manticon
  • Paracyst Visi-magnatron
  • Unranked Lanka Hexa-toxitio
  • Tonkor Critacan
  • Cernos Hera-critadra
  • Gorgon Argican
  • Penta Croni-heraada
  • Soma Hexa-visisus
  • Ogris Hexacan
  • Ignis Arma-visidra
  • Grinlok Mantides
  • Zarr Toxi-hexado
  • Vectis Hexa-scidra
  • Zhuge Fevaata
  • Latron Hexadra Riven mod
  • Dread Crita-acrido
  • Torid riven mod
  • Stradavar Manti-visiada
  • Riven mod, Melee kills
  • Dera Riven mod
  • Synapse Riven mod
  • Amprex Lexitis
  • Tetra Riven mod
  • Braton Argitox - Riven Rifle Mod
  • Supra Toxi-hexaada Riven mod
  • Tiberon Manti-cronicron
  • Aklex Vexi - critaata
  • Twin Gremlins Sati-Visicak
  • Tigris Lexi-visican
  • Magnus Crit Riven
  • Azima Sati-visipha
  • Flux Rifle Lexi-argidex

For more examples of Riven mods, see here

Patch HistoryEdit


  • Fixed inability to Chat Link Rivens.

Hotfix 28.2.1

  • Fixed incorrect Riven Dispositions for Panthera Prime and Karyst Prime. They are both at the correct Riven Disposition of 0.5.

Update 28.0

Riven Disposition Changes:

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.)

Full details can be found here:

General Changes:
  • Increased the Riven Capacity limit from 120 to 150.

Hotfix 27.5.6

  • Fixed incorrect Riven Disposition displaying when viewing a Chat linked Zaw/Kitgun Riven.

Update 27.4

  • Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link!

Hotfix 27.3.11

  • Fixed and disabled Exalted Weapon Rivens from generation. Any of these will be re-rolled on login.

Hotfix 27.3.10

  • Fixed Client Mercy kills not counting towards Riven ‘Finisher kills’ challenges.

Update 27.2

  • You can now equip Veiled Kitgun Rivens on your Primary!
    • This feature is in preparation for Primary Kitguns coming in the Scarlet Spear update!
  • Fixed Riven challenges requiring "without being afflicted by a status effect" resetting when the status effect is blocked by immunity from sources such as Nezha’s Warding Halo.

Update 27.1

  • Removed Riven Mods from the Codex Mod section.
    • 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.

Update 27.0

Riven Disposition Changes

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:

View Primaries List

Acceltra: 1->0.8

Argonak: 1.2->1.25

Boar: 1.34->1.4

Boltor: 1.05->1.2
Telos Boltor: 1.05->1.1
Boltor Prime: 1.05->1.1

Braton: 1.2->1.3
MK1-Braton: 1.2->1.35
Braton Vandal: 1.2->1.25

Burston: 1.3->1.4

Cernos: 1.15->1.25
Rakta Cernos: 1.15->1.2
Cernos Prime: 1.15->1.2

Daikyu: 1.3->1.25

Dera: 1.3->1.35

Dread: 1.2->1.25

Fulmin: 0.8->0.65

Glaxion: 1.25->1.3

Gorgon: 1.3->1.4
Gorgon Wraith: 1.3->1.35

Grakata: 1.15->1.25
Prisma Grakata: 1.15->1.2

Grinlok: 1.25->1.3

Hek: 0.95->1.1
Vaykor Hek: 0.95->1

Hema: 1.25->1.3

Ignis: 0.55->0.6

Karak: 1.28->1.35

Komorex: 1->1.1

Lanka: 0.8->0.9

Latron: 1.3->1.4
Latron Wraith: 1.3->1.35

Lenz: 0.9->0.95

Nagantaka: 1.2->1.25

Opticor Vandal: 1.05->1

Paris: 1.3->1.35
MK1-Paris: 1.3->1.4

Penta: 1.3->1.35

Quanta: 1.35->1.4

Rubico: 0.65->0.7

Simulor: 1.1->1.2
Synoid Simulor: 1.1->1.15

Snipetron: 1.25->1.3

Soma: 0.85->1
Soma Prime: 0.85->0.95

Stradavar: 1->1.05

Strun: 1.35->1.4
MK1-Strun: 1.35->1.45

Supra Vandal: 0.8->0.85

Sybaris: 1.05->1.2
Dex Sybaris: 1.05->1.15
Sybaris Prime: 1.05->1.1

Tenora: 1.05->1.1

Tetra: 1.45->1.5

Tiberon: 0.85->0.9

Tigris: 0.55->0.65
Sancti Tigris: 0.55->0.6

Vectis: 0.8->0.95
Vectis Prime: 0.8->0.85

Vulkar: 1.4->1.45

Zhuge: 1.15->1.2

View Secondaries List

Afuris: 1.39->1.45

Akbolto: 0.8->0.95
Telos Akbolto: 0.8->0.9
Akbolto Prime: 0.8->0.85

Akbronco: 1.25->1.35
Akbronco Prime: 1.25->1.3

Akjagara: 0.9->0.95
Akjagara Prime: 0.9->0.85

Aklex: 0.8->0.9

Aksomati: 1.2->1.25

Akstilletto: 0.5->0.6
Akstilletto Prime: 0.5->0.55

Akvasto: 1.2->1.25

Angstrum: 1.3->1.35

Arca Scisco: 1->1.05

Ballistica: 1.1->1.2
Rakta Ballistica: 1.1->1.15
Ballistica Prime: 1.1->1.15

Bronco: 1.35->1.4

Castanas: 1.35->1.4

Cyanex: 0.85->0.8

Cycron: 1.15->1.2

Detron: 1->1.1

Dual Cestra: 1.3->1.35

Dual Toxocyst: 1.3->1.35

MK1-Furis: 1.35->1.4

Gammacor: 0.95->1.05
Synoid Gammacor: 0.95->1

Gaze: 1->0.9

Hikou: 1.05->1.2
Hikou Prime:1.05->1.15

Hystrix: 1.1->1.15

Knell: 1.2->1.25

Kulstar: 1.25->1.3

Lato: 1.35->1.4

Lex: 1.05->1.15
Lex Prime: 1.05->1.1

Marelok: 0.95->1.05
Vaykor Marelok: 0.95->1

Ocucor: 1.1->1.15

Pandero: 1->1.05

Plinx: 1.1->1.15

Pyrana: 0.65->0.7
Pyrana Prime: 0.65->0.6

Rattleguts: 0.75->0.7

Sicarus Prime: 1.1->1.2

Sonicor: 1->1.05

Spectra Vandal: 1.46->1.4

Spira: 1.15->1.2

Stubba: 1.3->1.35

Tombfinger: 0.7->0.65

Prisma Twin Gremlins: 1.2->1.15

Twin Vipers: 1.41->1.45

Tysis: 1.51->1.45

Vasto: 1.35->1.4

Viper: 1.35->1.4

Update 26.1

  • Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
  • Fixed ‘Chance to not gain combo count’ Riven curse not applying at all. This Riven curse has been reworded to ‘% chance to gain Combo Count’ for further clarification.

Hotfix 26.0.8

  • Clarified Melee Rivens that have the negative attribute of ‘Chance to not gain combo counter’ by replacing that line with ‘Additional Combo Count Chance’ that is seen on other Mods.

Update 26.0

  • 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.

Update 25.8

  • With the addition of this new Prime Access comes the next wave of Riven Disposition changes! Please read our Dev Workshop post for all the changes:
  • Veiled Sentinel weapon Riven Mods can now be equipped on any Sentinel weapon type instead of a specific type (e.g. shotgun). All Veiled Sentinel Riven Mods are now "Companion Weapon Riven Mod".

Hotfix 25.7.7

  • Sentinel Rivens will no longer get the ‘with an active pet’ requirement. Existing Rivens with this requirement have been changed to ‘without dying or becoming downed’.

Hotfix 25.7.6

  • Fixed chat linked Veiled Rivens not showing the unveiling challenge information.
  • Fixed Veiled Companion Weapon Rivens issues when chatlinking.

Hotfix 25.7.2

  • Companion Weapon Rivens have been added back to Simaris’ Offerings! This time they will unveil for the proper weapon.

Hotfix 25.7.1

  • Temporarily removed Companion Weapon Rivens from Simaris’ Offerings due to being unveiled for the incorrect weapon type. They will be added back once we make a permanent fix.
    • We’re working on a script to refund the Simaris Standing to those who were able to purchase the Rivens. Script has completed! Please relog if you don't see the refunded Simaris Standing.

Update 25.7

Riven Additions and Changes:

  • 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

General Changes:

  • 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.

Update 25.5

  • Added the ability to view a list of items you own that a Riven fits into. This way you can know which stats you want, without having to flip-flop between the Arsenal to check.
  • Your chosen UI Theme is now applied to the Riven reroll screen!
  • Fixed a functionality loss when attempting to purchase Riven capacity via the Riven Slot purchase pop up prompt.

Hotfix 25.4.3

  • Fixed Client's inability to progress the "Find X Syndicate Medallions" Riven requirement.

Hotfix 25.0.4

  • 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:

Hotfix 24.5.5

  • 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!

Hotfix 24.2.6

  • Updated Riven Mods to have proper names for Zaw and Kitguns, instead of using Melee and Pistol in names.

Update 24.0

  • Many non-melee riven dispositions were shifted up to +/- one pip.
  • Sentinel weapons were removed from the generation pool. Existing mods remain, but no new sentinel rivens will be generated.
  • Kitgun Riven Mods introduced.

Hotfix 23.8.2

  • A Mastery Rank of 8+ is now required to trade Rivens. This echoes the minimum possible Mastery Rank requirement of Rivens overall as well as generally follows our trading rules with restricted gear.

Update 22.16

  • Reduced the requirements for "Kill X Dargyns with a Bow" Riven challenge to bring the intended difficulty and time commitment in line with other Riven challenges.
    • Existing Rivens with this challenge are unaffected

Hotfix 22.13.4

  • 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.

Update 21.6

  • Riven Slot capacity limit has increased from 60 to 90.

Update 21.0

  • Melee Rivens added.

Hotfix 19.5.6

  • Fixed (for real this time) negative Status Duration from Rivens resulting in infinite status.

Hotfix 19.5.5

  • Fixed a crash with certain weapons caused by Rivens with worse than -100% Multishot.
  • Fixed Corrosive Status Effects being cancelled due to -100% status duration.
  • Fixed -100% Reload Speed making weapons reload instantly.
  • Fixed another case of negative Ammo Capacity Rivens leading to infinite Ammo.
  • Fixed a few problems that would occur from using a Riven with Fire-Rate worse than -100%.

Hotfix 19.5.4

  • Fixed Secondary Riven mod Fusion cost being lower than intended.
  • Fixed negative Status Duration from Rivens resulting in infinite status.
  • Fixed negative Ammo Capacity Rivens leading to infinite Ammo.
  • Fixed negative Damage Rivens healing enemies. Also fixes negative Crit Multiplier doing the same.
  • Fixed Status Effects visually (i.e Corrosive green electricity-like substance) lasting forever as a result of having 0% Status Duration.

Update 19.5

  • Shotgun and secondary Rivens added.

Update 19.4

  • Kuva Cycle cost now capped at 3,500.

Hotfix 19.3.2

  • 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.

Hotfix 19.0.6

  • Riven Disposition (Faint, Neutral, and Strong) has been added. Riven Disposition stats on Rifles will be visible if there's at least one equitable Riven mod for said Rifle.
  • Existing Rivens have been automatically rebalanced to fit this Riven Disposition
  • When Cycling a Riven with Kuva, you can now choose to "Accept" or "Decline" a Cycle result using the arrow and Confirm button presented.
  • You will only have to Unveil a Riven mod one time: on first discovery. Cycling no longer Veils Riven mods.
  • Adjusted Endo return when dissolving Riven mods:
    • +100 Endo for every Mastery Rank requirement above the minimum of 8
    • +200 Endo for every Cycle performed on the Mod
  • Chat Linked Riven mods now contain correct challenge progress/requirement info, as well as Cycles.
  • Kuva Cycling costs have been reduced significantly.
    • Before: 900 - 1000 - 1300 - 1800 - 2500 - 3400 - 4500 - 5800 - 7300 - 9000 - Continues each Cycle, no cap.
    • After: 900 - 1000 - 1200 - 1400 - 1700 - 2000 - 2350 - 2750 - 3200 - 3600 - Continues each Cycle, no cap.
  • Tweaked the Cycling diorama to include Samodeus and updated Riven mod Cycle and transition sounds!
  • Fixed Veiled Riven mods unequipping themselves due to not meeting the Mastery Rank requirement.

Update 19.0

  • Introduced.

Last updated: Update 24.0

See AlsoEdit

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