This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Sleep is a unique Status Effect where enemies go into a trance, being unable to perform any actions while they stand still. Depending on the source that applied the Sleep effect, enemies may wake up prematurely before the duration ends.
A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull.
Baruuk expends 50energy to cast a calming wave over an area of 10 / 15 / 20 / 25 meters that lingers for 2 / 3 / 4 / 5 seconds. Enemies in sight or aware of Baruuk's presence that enter the area will gradually slow and then fall asleep for 10 / 13 / 18 / 20 seconds. Sleeping enemies awaken early when damaged, suffering disorientation for a brief moment, along with amnesia causing their alertness level to reset.
Endless Lullaby is a Warframe Augment Mod for Baruuk's Lull that re-triggers Lull for its remaining duration upon initiating a finisher on or killing a sleeping enemy. This mod also passively increases Lull's duration.
Equinox expends 25Energy to hypnotize a target up to 20 / 30 / 40 / 50 meters away, also affecting enemies within 1 / 3 / 3 / 5 meters of the initial target, for 10 / 14 / 18 / 22 seconds.
Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
Energy threads will visually strike enemies in the targeted area to indicate affected targets.
Day Form
Affected enemies are enraged. They receive 20% / 30% / 40% / 50%Damage Vulnerability, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses.
The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
Casting Rage while Provoke is active will increase the percentage of damage vulnerability.
Enraged enemies visually emit a ribbon of energy and energy particles.
Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected.
Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep.
Rage can be used make Maim more effective by having the aura of Slash damage do more and acquire more charge for a more powerful release.
It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex. Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves.
Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25energy to charge and then launch the selected arrow toward the direction of the aiming reticle.
Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
Up to four different arrow types are unlocked as the ability increases in rank, listed below:
Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that turns Ivara and her allies transparent and invisible within 2.5 meters of its point of impact for 12 seconds.
Cloak Arrow can be attached to allies, enemies, objects, and terrain.
A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble.
While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked.
Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
While Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.
Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate.
Unlike typical arrows, Noise Arrow does notalert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus affinity, regardless if they are unalerted. This is an intended feature to limit farming methods using this tactic.
Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the duration expires or if their health falls below 50% of their current values.
Sleeping enemies are open to melee finisher attacks (default X ).
If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalerted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently).
Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Ability Synergy:
Quiver's arrows are considered as projectiles and can be controlled using Navigator.
Quiver arrows can be launched instantly when equipping Artemis Bow, then pressing the alternate fire key to cast the ability.
A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
Quiver's arrows do not inflict damage upon impact.
Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes.
Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.
Can be used to provide support from a distance for players reviving a teammate.
Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
During Syndicate Spy missions, this can be used to cloak the SyndicateOperatives which spawn in your vicinity at the start of the mission.
Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.
Can be used to cloak and protect Hexis Operative in Arbitrations Defense missions.
While under the effect of Cloak Arrow, the Operative will not attack enemies.
More effective with higher Ability Range and Ability Duration.
This also works for the defense operative in Sortie and Archon Hunt Defense missions
if using a Sentinel companion, ivara can shoot it to give herself invisibility. this is useful for remaining invisible while traveling longer distances without having to suffer the slowdown of prowl.
Dashwire Arrow
Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.
Noise Arrow
With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a Hushed Explosive Launcher or a Glaive equipped with Power Throw.
Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions.
Can be used to make enemies look towards you in prowl if fired at your feet, allowing for more consistent headshots.
Sleep Arrow
Allows you to rush past enemies on your way to an objective or extraction.
Can be used to provide support from a distance for players reviving a teammate.
Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use Covert Lethality, dispatching them silently and efficiently.
Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality.
Some animal species have a chance to resist the effect of Sleeping Arrows.
Bugs
If you are playing using a controller and use Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1 when attempting to switch.
When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.
Able to block own arrows but they wont stick to frame it originated from
Shooting another Quiver arrow possible yet wont stick either
Revenant expends 50energy to surround himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Upon consuming a charge, Revenant becomes Invulnerable for 1 second. Mesmer Skin lasts indefinitely until all charges are used.
Number of remaining charges is displayed on the ability icon.
For any non-integer the number of charges is rounded up to the next whole number. For example, 255% Ability Strength = 15.3 charges, this is rounded to 16. However in game the maximum charges will display 15, with the 16th charge displayed as 0.
Revenant is immune to self-stagger, which does not consume a charge.
Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
Revenant's Health can still take damage, but will not be lowered below 2 and therefore cannot die as long as he has charges.
Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
Mesmer Skin reflects damage from Scorpion and Ancient hookshots, as well as blocking their knockdown and pull effects.
Ability Synergy:
Enthrall costs 0 energy to cast on an enemy stunned by Mesmer Skin.
While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge.
Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.
Casting while in air allows Revenant to maintain forward momentum while activating Mesmer Skin.
When receiving the Ability Strength and Ability Range buff from Void Fissure missions, activate Mesmer Skin right before the buff ends. Avoid Nullifier Crewmen and other enemies with an ability nullifying field to take full advantage of the buffed Mesmer Skin. Additionally, if Mesmer Skin is activated and the buff is no longer active, the un-buffed Mesmer Skin value will replace the buffed Mesmer Skin value, even if the buffed value was greater.
Bugs
Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
When using Rage or Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.