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An ancient weapon designed by the Entrati. Primary fire siphons life essence from the target to fuel a devastating alt fire. A heavy, oversized automatic rifle with withering fire that delivers rapid heat damage. Alt fire unleashes an arcing projectile that ricochets off surfaces and enemies, exploding every impact.

The Trumna is an Orokin-Era weapon created by the Entrati, a fully automatic rifle firing explosive bullets that builds charges on kills to allow use of the Alternate Fire involving a bouncing, high-explosive grenade.

Characteristics[]

  • This weapon deals primarily DmgFireSmall64 Heat and DmgImpactSmall64 Impact damage.
  • Primary fire shoots fully automatic rounds that explode in a 1.6 meter radius upon impact with a surface or enemy.
  • Alternate Fire launches a grenade that explodes in a 6 meter radius upon impact with a surface or enemy and bounces up to 7 times.
    • All initial hits and explosions apply status separately.
    • All explosions do not need direct line of sight to deal damage and will penetrate walls.
    • All explosions can benefit from Mod TT 20px Cautious Shot.

Advantages over other Primary weapons (excluding modular weapons):

  • Auto (wiki attack index 1)
    • Above average crit chance (24.00%)
    • Very high magazine (200)
    • Above average status chance (30.00%)
    • Above average crit multiplier (2.20x)
  • Auto AoE (wiki attack index 2)
    • High magazine (200)
    • Above average fire rate (4.670 attacks/sec)
    • Above average ammo max (400)
    • Above average status chance (30.00%)
  • Grenade Impact (wiki attack index 3)
    • High crit chance (38.00%)
    • High magazine (200)
    • Above average ammo max (400)
    • High status chance (50.00%)
  • Grenade Bounce AoE (wiki attack index 4)
    • High crit chance (38.00%)
    • Very high magazine (200)
    • Very high total damage (1,000)
    • High ammo max (400)
    • High status chance (50.00%)

Disadvantages over other Primary weapons (excluding modular weapons):

  • High initial recoil.
  • Cannot equip Mod TT 20px Tactical Reload.
  • Slow holstering speed.
  • All explosions inflicts self-stagger.
  • All explosions have a headshot multiplier of 1x and cannot trigger headshot conditions.
  • All explosion have linear Damage Falloff from:
    • 100% to 85% from central impact on primary fire.
    • 100% to 60% from central impact on alternate fire.
  • Auto (wiki attack index 1)
    • Very low reload speed (5.00 s)
    • Very low disposition (●●○○○ (0.85x))
  • Auto AoE (wiki attack index 2)
    • Low active falloff slope (10.7m/%)
    • Very low maximum falloff distance (1.6 m)
    • Very low reload speed (5.00 s)
    • Low total damage (50)
    • Very low disposition (●●○○○ (0.85x))
  • Grenade Impact (wiki attack index 3)
    • Very low reload speed (5.00 s)
    • Below average total damage (100)
    • Low fire rate (1.330 attacks/sec)
    • Low disposition (●●○○○ (0.85x))
  • Grenade Bounce AoE (wiki attack index 4)
    • Very low reload speed (5.00 s)
    • Below average fire rate (1.330 attacks/sec)
    • Low disposition (●●○○○ (0.85x))

Acquisition[]

Trumna is acquired by reaching Rank 3 - Associate with the Entrati. Father sells the main blueprint for ReputationLarge 5,000 and component blueprints for ReputationLarge 2,500; a total of ReputationLarge 12,500 is needed for all parts. The main blueprint is also offered as a rank-up reward.

Additionally requires Rank 3 - Trusted with the Ostrons in order to acquire Marquise Veridos and Auroxium Alloy required in its construction.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
SeriglassShard
1
Barrel
1
Receiver
1
Stock
1
Time: 12 Hour(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:ReputationLarge5,000
Barrel • ReputationLarge2,500
Credits
20,000
AdramalAlloy
45
MarquiseVeridos
15
SporulateSac
20
OrokinCell
5
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Receiver • ReputationLarge2,500
Credits
20,000
TemperedBapholite
30
PurifiedHeciphron
15
WaxenSebumDeposit
10
ArgonCrystal
1
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Stock • ReputationLarge2,500
Credits
20,000
AuroxiumAlloy
45
LucentTeroglobe
30
SaturatedMuscleMass
20
CabochonEmbolos
2
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes[]

  • One barrel blueprint is required to reach Rank 3 - Clearance: Odima with the Necraloid.
  • With Punch Through modded on the explosions from primary fire occur on the first object hit rather than where the projectile visually detonates, unlike launcher weapons.
  • Primary Fire:
    • Shots explode in a 1.6 meter radius on impact with a surface or enemy.
    • Explosion has linear damage falloff from 100% to 85% from central impact.
    • Explosion is unaffected by multishot.
    • Explosion range cannot be increased with Mod TT 20px Firestorm (Mod TT 20px Primed).
  • Alternate Fire:
    • Does not use ammo.
    • Explosion can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed).
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Requires 5 primary fire kills to charge a gauge and cannot fire without a full gauge.
    • Projectile has travel time with heavy arcing.
    • Explosion has linear damage falloff from 100% to 60% from central impact.

Tips[]

Bugs[]

  • Using Alternate Fire disables ammo pool for a moment. If the Trumna is swapped during this period, it will prevent the Trumna from reloading while holstered by Synth set mods.
  • Launching a grenade at a Tornado130xWhite Tornado will generate charges for the alternate fire for every enemy killed, thus making it possible to constantly launch grenades.
  • Mod TT 20px Galvanized Aptitude is multiplicative to base damage sources on direct hits for kill streak.

Trivia[]

  • Trumna is a Polish word for coffin, coming from the Middle High German word 'Truhe' which means chest.
  • When reloading, the Trumna produces a distinct "ping" sound as the old magazine is ejected, akin to the M1 Garand rifle.
  • When the magazine is close to depleting, the Trumna's firing sound heightens linearly in pitch until it's emptied.

Media[]

Patch History[]

Update 33.6 (2023-07-27)

  • Fixed all weapons that gain charges from kills (not headshots) to activate their alt-fire (ex: Trumna) not gaining charges from kills caused by their own status damage.

Hotfix 32.2.1 (2022-11-30)

  • Fixed the Trumna causing self damage instead of self stagger.
    • Lua’s Prey was a mainline update, which meant some things could slip through the cracks - this just happened to be one of them. As mentioned in Devstream #166, self damage changes will be released at a later date.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

60 Ammo per Pick Up:

  • Trumna
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 31.6 (2022-06-09)

  • Changed the reticle of several weapons with a charge mechanic to no longer use energy colors for their charge indicators.
    • While it’s desirable to have the reticle of these weapons take on the energy color, it sacrifices too much clarity for the weapon charge indicator.
      • This applies to:
      • Trumna charge reticle

Update 29.3 (2020-10-27)

  • Fixed audio issues for fully charged Trumna sound for Host/Client.

Hotfix 29.0.8 (2020-09-10)

  • Removed Punch Through on the Trumna Alt Fire projectile.
    • The main feature of the Alt Fire is the radial attack on each bounce, and Punch Through can make it disappear through geometry. Disabling on the projectile only allows Punch Through to be used with the Primary Fire without affecting the Alt Fire.

Hotfix 29.0.6 (2020-09-01)

  • Tweaked reload sounds of the Trumna.
  • Fixed Trumna local firing sounds playing for Clients.
  • Fixed missing Trumna Alt Fire animations.

Update 29.0 (2020-08-25)

  • Introduced.

See Also[]

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