Updates are occasional patches and add-ons or removal of information and/or features of a game.

The following updates are for WARFRAME Version 35:

Whispers in the Walls
Update 35
Whispers in the Walls U35.0H35.0.1H35.0.2H35.0.3H35.0.4H35.0.5H35.0.6H35.0.7H35.0.8H35.0.9H35.0.10
Dante Unbound U35.5H35.5.1H35.5.2H35.5.3H35.5.4H35.5.5H35.5.6H35.5.7H35.5.8H35.5.9H35.5.10H35.5.11
Nora’s Mix Vol. 6 U35.6H35.6.1

Hotfix 35.6.1

May 16, 2024 Forum Post - Nora’s Mix Vol. 6: Hotfix 35.6.1

  • Fixed the Mag Celestis Helmet and Baruuk Peacemaker Helmet missing their platform-specific lock state.
    • As stated in the “TennoGen and Cross Platform Save” article, TennoGen purchased on PC can only be used on PC. TennoGen items purchased for Platinum can be accessed via Cross Platform Save on licensed platforms. Script has completed!
    • We will be running a script to set the intended lock states to purchases that were made between Update 35.6 and today’s Hotfix.
  • Fixed the Javi’s Scrawling Stencil not appearing on the walls of your Personal Quarters.
  • Fixed the Launcher “Build Notes” tab not updating when the language is changed.

For list of known issues for Dante Unbound that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Update 35.6

May 15, 2024 Forum Post - Nightwave: Nora's Mix Vol.6: Update 35.6

Nightwave: Nora's Mix Vol.6: Update 35


Note: Nora’s Mix Vol.6 begins today at 2 PM ET.

Seize the day with Nora’s Mix Vol. 6! Complete Nightwave Acts to unlock new rewards, including new Weapon Augment Mods, Daybreak Cosmetics and more.

Like previous editions of Nightwave, we will include duplicate protection for rewards you have already unlocked. Identical to Nora’s Mix Vol. 5, Tenno can expect to be compensated with Nora’s Mix Vol. 6 Creds instead of the previous unlocked reward.

New Tier Rewards

Cedo Daybreak Skin

Watch your enemies fall before this weapon of the sunrise. A vibrant skin for the Cedo.

Glaive Daybreak Skin

Send your enemies into the long night with this dawn inspired Glaive skin.

Nukor Daybreak Skin

Make this sunrise your enemy’s last with this luminous Nukor Skin.

Daybreak Armor Bundle

Dazzle friends and enemies alike, with this armor’s solar brilliance.

  • Note: Certain Warframes have offset issues in Chatlink previews of the Armor pieces which will be addressed in a future Hotfix/Update.
Daybreak Vanquished Banner

Rise up and raze your enemies with this radiant Syandana.

Daybreak Emote

Greet the new day with this brilliant emote.

Daybreak Kubrow Gene-Masking Kit

The Orokin engineered this DNA structure to make their Kubrows embody the season of renewal. Includes:

  • Daybreak Kubrow Fur Pattern - Make your Kavat’s fur shine with solar majesty.
  • Fur Colors:
    • Dusk Pink
    • Evening Purple
    • Morning Yellow
Daybreak Kavat Gene-Masking Kit

The Orokin engineered this DNA structure to make their Kavats embody the season of renewal. Includes:

  • Daybreak Kavat Fur Pattern - Make your Kavat’s fur shine with solar majesty.
  • Fur Colors:
    • Dawn Pink
    • Horizon Pink
    • Lua Purple
    • Sol Yellow
Clip Delegation (Sobek Augment Mod)

On Reload : Next Magazine has Status Chance and Multishot increased by 15% per shot landed with current Magazine. Max 15 stacks.

Photon Overcharge (Glaxion Augment Mod)

On Kill or Assist: Slain enemies have a 2% chance to drop an Energy Orb per Cold Status affecting them. +90% Critical Damage.

Khora In Action Glyph

A Glyph for your profile.

Nightwave Cred Store Additions

The following new and returning rewards from previous Nightwave Series have been added to the Cred Store and will appear in future rotations:

  • Qorvex Raxpart Helmet Blueprint
  • Dante Cantist Helmet Blueprint
  • Napalm Grenades (Penta Augment Mod)
  • Deadly Maneuvers Mod (Magnus Augment Mod)
  • Dizzying Rounds Mod (Bronco Augment Mod)
  • Bursting Mass Mod (Mutalist Quanta Augment Mod)


The Arsenal of the Kuva Liches and Sisters of Parvos have expanded with the Kuva Sobek and Tenet Glaxion! Hunt down Larvlings and Candidates for a chance at these Kuva and Tenet variants.

Kuva Sobek

The Kuva Sobek’s exceptional Reload Speed, Critical Chance, and Status Chance make it a natural fit for the Kuva Lich’s dominant spirit.

Tenet Glaxion

Advances on microelectronics have improved a Corpus classic. Tenet Glaxion’s photon beam strikes up to four enemies at once. It also boasts superior Damage, Critical Chance, and Status Chance.



The next batch of TennoGen Unbound items are here! Enjoy 4 new creations from talented community artists.

  • Revenant Wight Skin & Alt Helmet by Malaya & Jadie & Awk'Q-Luz
  • Mag Celestis Skin & Alt Helmet by Malaya & Jadie & Awk'Q-Luz
  • Baruuk Peacemaker Skin & Alt Helmet by Ventralhound
  • Nikana Minos Skin by Malaya & Scharkie

As stated in the “TennoGen and Cross Platform Save” article, TennoGen purchased on PC can only be used on PC. TennoGen items purchased for Platinum can be accessed via Cross Platform Save on licensed platforms.

  • Protea Prime’s signature theme featured in her trailer is now available to own as a Somachord song! Acquire “Protea Prime Theme” from Varzia’s Prime Resurgence Offerings for Aya.
  • Mobility-type abilities (i.e. Void Sling, Nezha’s Blazing Chakram, Kullervo’s Wrathful Advance, Ash’s Teleport, etc.) can now be used any many times as you like (Energy permitting) during the Ropalolyst fight, with the exception of the wire traversing portion of Phase 1.
    • Previously, the Ropalolyst would use its Nullifying Scream immediately after a mobility-type ability was used.
    • Now, the Ropalolyst will only use its Nullifying Scream after a mobility-type ability is used while attempting to bypass the wires.
      • There was a bug with Nullifying Scream that made it inconsistent and unpredictable. It would allow every 3rd or 5th cast of a mobility-type ability and then nullify completely, instead of doing so after the first cast. So we decided to fix the issue by allowing these abilities to be used freely during the fight and only trigger Nullifying Scream when cast during the wire stage. This is so that we can maintain the intended challenge and design of that Phase.
  • Fixed the cooldown for Void Sling not ticking down while playing as a Warframe nullified by Ropalolyst’s Nullifying Scream.
    • Previously, the cooldown would stop while playing as a Warframe and would only continue while playing as the Operator.
    • Now, the cooldown ticks down while in Warframe and Operator, so that you can Void Sling faster while switching between the two.
  • Removed the nullifying field around enemy Necramechs.
    • In addition to abilities being nullified unpredictably, there were no visual indicators for this field which made it extremely difficult to counter/dodge, so we’ve just removed it entirely. This only affected a few specific Abilities, including Void Sling, so we felt it was no longer necessary to maintain.
  • "Scattered Justice" Augment Mod is now compatible with the Kuva Hek.
    • When we first made the decision to prevent this Mod from being equipped on the Kuva Hek many years ago, we felt it was the right decision for the time. Our goal was to keep the Kuva Hek in check and avoid it being significantly more powerful than all other shotguns, which would have been limiting to the all-important player choice in the Arsenal. Revisiting this decision now in 2024, there are other sufficient weapons and upgrades to make the Kuva Hek & Scattered Justice a good choice but not the ONLY choice. Note that Scattered Justice remains incompatible with the Vaykor Hek because it already has a built in "Justice" effect.
  • “The Price Of Freedom” (Free one Captured Solaris using a Granum Crown) Nightwave Act will now only appear if you’ve completed The Deadlock Protocol Quest - since Granum Crowns are not accessible until then.
  • Updated the music in the in-game Market to make it more ambient and added full length tracks in place of the short music snippets.
  • Added correlating icons whenever one of the 14 main Damage or Status Effects are mentioned in Nightwave Act descriptions to increase readability.
  • Updated the names of the Pride Glyphs and Displays.


  • Made a number of optimizations to the Friends, Clan and Alliance members lists.
  • Fixed performance issues caused by extremely intense blue/white VFX taking over the screen during the Kaithe phase of the Steel Path Orowyrm fight.
  • Fixed completing Omnia Fissure missions not counting towards the “Unlock Relic” Nightwave Act.
  • Fixed loss of function when casting Dante’s Noctua ability after completing the Kaithe stage of the Steel Path Orowyrm fight.
  • Fixed players with Overguard being affected by the Gruzzling’s slow AOE.
  • Fixed the VFX from the “Devil’s Bargain” Risk Variable in Deep Archimedea being extremely intense and reducing visibility.
  • Fixed the Corrupted Jackal in the Undercroft disappearing if all players are downed at the same time during the fight, causing a halt in Undercroft/Circuit progress.
  • Fixed player getting zapped by the Negate Mod equipped on their Wyrm Sentinel every 5 seconds after opening Arsenal in a Relay/Town.
  • Fixed Inaros’ Negation Armor Augment Mod causing a loss of function when put into his Undying Passive state.
  • Fixed Nataruk’s Magazine stat (and by relation, its secondary Reload Time stat) not being visible in the Arsenal.
  • Fixed Wisp’s Reservoir Mote counter disappearing from the HUD after switching to and from Operator.
  • Fixed player Necramechs spawning through the floor in Albrecht’s Laboratories instead of from the dispenser.
  • Fixed the Credit amount displayed in the End Of Mission screen for Index missions being greater than what was actually earned.
  • Fixed being unable to Chat Link a majority of the Emotes.
    • There are still more to be fixed (notably the “Handshake” Emote) - we will be addressing these in a future Hotfix/Update.
  • Fixed several map holes in the Orokin Tower tileset.
  • Fixed the “Kill X Enemies” Nightwave Act title appearing as a file path.
  • Fixed a crash when attempting to dismiss a Railjack Crew Member.

Hotfix 35.5.11

May 7, 2024 Forum Post - Dante Unbound: Hotfix 35.5.11

  • Fixes towards the search area map marker for spawned Necramite Drones not showing up in Netracell missions due to spawn positioning issues.
    • This also helps prevent this issue from occurring in the Whispers in the Walls Quest. We are still investigating related issues for follow-up fixes.
  • Fixed cases of Protea’s Temporal Anchor rewind being interrupted by enemies in her path, which was canceling the restoring of Energy, Ammo, Shields, Health, and Combo Counter.
  • Fixed getting pulled out of the Void Angel’s Ethereal Plane as Protea in Zariman missions if Temporal Anchor is cast before entering it.
  • Fixed the Bronco “Dizzying Rounds” Augment Mod enabling finishers on enemies that are not intended to be vulnerable to finishers (i.e. Acolytes, Whispers and Demolishers).
  • Fixed issue where a Client selecting a Relic using the controller binding for “Equip For Mission” would unintentionally start the Void Fissure mission before everyone has equipped a Relic.
  • Fixed cases where falling off the platforms in the Mastery Rank 25 test would not teleport you back to a platform.
  • Fixes towards Grineer enemies getting stuck outside of the starting area during the Awakening Quest.
  • Fixed Protea Prime’s Blaze Artillery and Dispensary not using Prime FX on TennoGen skins with the Prime Toggle enabled.
    • Also fixes her Blaze Artillery and Dispensary not detaching from her back when cast on TennoGen skins with Prime Toggle enabled.
  • Fixed Protea Prime’s Shield Satellites having two additional blue burst particle VFX, which could cause performance issues.
    • Also fixed Shield Satellites missing their impact sound FX.
  • Fixed Temporal Prime Ephemera’s “orbs” not using player selected colors in mission.
  • Fixed darker skin tones having lighting issues (overly glossy) on Operator.
  • Fixed the Protea Prime Access Packs missing localized text in the in-game Market.
  • Fixed some Albrecht Laboratories and Railjack mission nodes being unnecessarily in all CAPS in the World State Window UI.
  • Fixed several Entrati Lab Dojo Decorations missing commas in their names.

For list of known issues for Dante Unbound that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.10

May 1, 2024 Forum Post - Dante Unbound: Hotfix 35.5.10

Top Fix
  • Fixed getting an error when attempting to purchase the Protea Prime Accessories Pack via Steam.
  • Reduced Velox Prime’s recoil.
    • This change was intended for its release earlier today, but the Velox Prime was feeling spicy and wanted to keep the kick. We’ve reigned it in to where we intended it to be with this Hotfix!
  • Fixed the visor on Protea Prime’s Chronorum Helmet being off center after casting Grenade Fan.
  • Fixed the Subvolv and Sovereign Syandanas clipping through Protea Prime’s utility belt.
    • We will continue to fix similar alignment issues for other affected Syandanas.
  • Fixed an unintended tooltip appearing when hovering over Khora’s Venari ability.

For list of known issues for Dante Unbound that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.9

May 1, 2024 Forum Post - Dante Unbound: Protea Prime: Hotfix 35.5.9


Defend the defenseless with the temporal tactician, Protea Prime! Protea Prime commands a vast arsenal of gadgets meant to assist allies and command the battlefield.

Get Protea Prime, Prime Weapons and Accessories instantly with Prime Access, or earn Void Relics in-game to craft Protea Prime, Velox Prime and Okina Prime!

Protea Prime

Behold the child of two fathers. Protea Prime once fulfilled Parvos Granum's vision of a time-wielding guardian. Now she upholds the Tenno ideal of defending the defenseless.

Velox Prime

This sidearm’s circular design evokes Protea Prime’s perception of time.

Okina Prime

Enforce authority with these fine-edged blades.


Protea Prime Accessories

Rhoptron Prime Syandana

Sumptuous details suit Parvos Granum’s favored guardian.

Temporal Prime Ephemera

A temporal wave surrounds you.

Protea Prime Chronorum Helmet

A regal helmet for the Protea Prime Warframe. This is a Protea Prime Access exclusive bonus item.

Khora Prime Vaulted

Now that Protea Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory.

  • Khora Prime
  • Hystrix Prime
  • Dual Keres Prime
Syndicate Sacrifice Change

As a reminder, since Gauss Prime’s release, all Rank 4 and 5 Pledged Syndicate Sacrifices have been replaced with Aya: Rank 4 = 2 Aya Rank 5 = 3 Aya

Riven Disposition Changes

As with each round of Prime Access come updated Riven Disposition numbers - check the full details here: https://forums.warframe.com/topic/1395381-may-2024-riven-dispositions/%0A

  • Made mix adjustments for the Tennokai sound FX, to help alleviate potential auditory fatigue with fast Melee builds.
  • Fixed Eximus Gruzzlings not dropping any items upon being destroyed in Netracell missions.
  • Fixes towards the Index intro cinematic playing for Clients upon returning from Host migration (after Host had “Cashed Out”), which was locking them in place unable to fight against attacking enemies.
    • This is a temporary fix to help prevent the cinematic from playing, but there is still a chance it may occur. We have a more robust code fix coming in the next Cert update (learn more about Cert updates here).
  • Fixed issue where players entering the Plains of Eidolon from Cetus could load into squads that are running a Bounty.
  • Fixed becoming permanently invulnerable as Kullervo after casting Recompense and Wrathful Advance while summoning Archgun.
  • Fixed more cases of Necramites rarely pulsing their blue VFX in Netracell missions.
  • Fixed Yareli taking damage and being able to be downed after Transfering to Operator while riding Merulina.
  • Fixed Transferring from a Necramech into a Warframe that is riding a K-Drive causing a loss of function.
  • Fixed Gyre’s skirt blocking camera while Rotorswell is active and aiming down sights.
  • Fixed Wisp’s Agile & Noble Animation Sets causing Warframe animations to freeze and become nonfunctional.
  • Fixed Note Beacons not displaying text for Clients when joining someone else’s Orbiter.
  • Fixed the Korrudo being unlit in GI lighting areas.
  • Fixed Look Links only showing the Primary Emissive Color channel on the Warframe.
  • Fixed the “Fully Scan To Unlock” text in the Simulacrum Spawner options not fitting into the UI for certain languages.
    • Now, only the “LOCKED” tag will appear and the “Fully Scan To Unlock” text will appear in the on-hover tooltip.
  • Fixed being unable to Chat Link Inaros Prime and Ash Prime Relics.
  • Fixed a script error occurring in one of the Albrecht’s Laboratories rooms.

For list of known issues for Dante Unbound that require future code changes and cannot be addressed in a Hotfix, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.8

April 24, 2024 Forum Post - Dante Unbound: Hotfix 35.5.8

As a continuation of the server upgrades mentioned in Hotfix 35.5.7, we have upgraded matchmaking and presence servers with this Hotfix. Some players in South America, Central America, and Southern US States may notice reduced server ping times particularly for Strict NAT players. Furthermore, the new servers may improve matchmaking and presence performance for other North American players by distributing the load more evenly. We’ll continue to monitor for any further tweaks needed.

New Deep Archimedea Mission Risk Variables & Deviations

The following have been added to the pool of possible Mission Risk Variables & Deviations that can appear in the weekly Deep Archimedea reset.

New Mission Risk Variables
  • Bold Venture: Enemies deal -15% Damage and take +15% Damage but gain +15% Movement Speed, Attack Speed, and Fire Rate.
  • Devil's Bargain: Allies within 4m of slain enemies gain +25% Fire Rate at the cost of -50% Ammo Efficiency.
  • Entanglement: Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
  • Commanding Culverins: Rogue Culverins equip weapons that deal 5x Damage to Overguard and Necramechs.
  • Explosive Potential: Rupturing Fragments replace Shuffling Fragments.
  • Alluring Arcocanids: As Rogue Arcocanids charge attacks, they pull Warframes toward them.
New Mission Deviation
  • Unified Purpose (Disruption): All enemies target Conduits.
    • This has replaced Parasitic Conduits (the Conduit’s timer is paused unless a player is within 10m; more players in range will accelerate the timer. Conduits drain Shields). While originally listed in the Dante Unbound Patch Notes, we felt it didn’t quite fit the core Disruption gameplay. In its stead, we have added Unified Purpose.

General Deep Archimedea Changes & Fixes:

  • Reduced Vampyric Liminus’ Energy Drain from 50 to 25 per second.
  • Fixed the “Sealer Armor” Exterminate Mission Deviation (enemies take 90% less damage from non-weak point hits), causing Rogue Culverins to not self-destruct after destroying their two weak points.
  • Fixed Necraloid’s monologue after backing out of the screen being heard regardless of where you are in the Sanctum Anatomica. Certified yapper.
  • Fixed the Fractured Armor Personal Modifier (casting an ability reduces armor by 10% for 10s) not having a HUD buff indicator.


The Butcher’s Revelry Ghoulsaw Stance Mod is now available in Hok’s Wares in Cetus for 20k Ostron Standing at Rank 3 (Trusted). We also fixed the Mods (including the Butcher’s Revelry Stance Mod) in the Ghoul Rictus’ drop tables having a 0% drop chance.

The Steel Path Incursion mission on-hover tooltip in the Star Chart now shows the Steel Essence reward.


  • Fixed Dante's Tragedy VFX affecting performance when repeatedly cast.
  • Fixed Clan Emblems causing spot-load hitching in Relays.


  • Fixed Eximus kills not counting towards Ruvox’s Evolution II challenge (kill 8 Eximus with this weapon's Incarnon Transmutation) for Clients.
  • Fixed a bug where Clients would stop auto-meleeing to abruptly block when another player in the squad uses Transference.
    • As mentioned on Devshorts 13, we are continuing to investigate other auto-melee issues.
  • Fixed case where Gruzzling (in Armatus Disruption mission) may spawn below the floor in a specific staircase area of Albrecht’s Laboratories.
  • Fixed the “Perform Synthesis for Cephalon Simaris” Uranus Junction task not being marked as complete for players who had made it past the stage in The New Strange Quest that requires synthesis scanning before the Dante Unbound Update.
    • This task was added in the Dante Unbound update, but for players who had performed Synthesis before it launched it was not retroactively completed.
  • Fixed the Ghoulsaw not completely blocking damage from raytraced projectiles (Heavy Gunners for example) or Melee attacks.
  • Fixed parrying attacks with Melee causing the “reset on Status Effect” Riven Mod challenges to fail.
  • Fixed Clients with the Rauta gaining Combo Count by shooting teammates.
  • Fixed the damage increase from Xata’s Whisper unintentionally applying twice on the Phenmor and Laetum’s Devouring Attrition perk and the Felarx’s Devastating Attrition perk.
  • Fixed being unable to hover over Kitgun stats to view secondary stats in the assembly screens.
  • Fixed Excalibur Umbra with the Warrior's Rest Augment Mod (which makes it so that he no longer fights independently but increases Ability Strength) regaining sentience during Transference after successfully reviving with Last Gasp.
  • Fixed the Arbiters of Hexis Operative in Defense missions falling into the player spawn elevator and becoming invulnerable in the Grineer Shipyards tileset.
    • Now when they enter this area they will be teleported out.
  • Fixed the glass on Gara (base and Prime), Astilla, and Fusilai being very bright in GI lighting areas.
    • The glass from Gara’s abilities still seems to be affected by this - we are investigating.
  • Fixed Dante’s Wordwarden missing some minor explosion VFX.
  • Fixed being able to enter Dante’s Leverian without having completed the Whispers in the Walls Quest requirement via the “Leverian” button in the Dante’s Collection in-game Market screen.
  • Fixed players who are replaying the Vox Solaris Quest getting the “Client/host data mismatch. Please verify your cache using the Launcher” error upon attempting to matchmake into the Profit Taker Bounty.
    • As noted in Hotfix 35.5.7, players who are replaying the Quest will not see the context action to start the Bounty as a means of preventing matchmaking issues from occurring.
  • Fixed Clients being unable to load into Maroo’s Bazaar and disconnecting from a squad where all members do not have Cross Platform Save enabled.
  • Fixed the skirt on the Gyre Kuvael Monarch Skin not lifting while using her Rotorswell ability.
  • Fixed several offset issues with the TennoCon 2024 Syandana (notably when equipped on Excalibur and many of his skins).
  • Fixed a lack of collision in certain areas of the Corpus-Outpost Index Arena.
  • Fixed Inaros’ Negation Armor Augment Mod description using “Scarab Armor” instead of “Scarab Shell”.
  • Fixed more cases of errors caused by joining a Profit Taker Bounty while the Vox Solaris Quest (specifically a replay) is active.
  • Fixed a texture bug with Yareli’s Batomorpha Helmet.
  • Fixed a bug that could potentially cause some Epic packs to not be given.
  • Fixed a rare crash at game startup.
  • Fixed a script error post-Host migration related to Gruzzling spawning.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.7

April 17, 2024 Forum Post - Dante Unbound: Hotfix 35.5.7

This Hotfix contains several crash fixes that were exposed by server upgrades performed live over the last week. The upgrades should now be stable, and the matchmaking, presence, town, relay, and Dojo servers are all running more efficiently, but we’ll continue to monitor!

Deep Archimedea Changes

Changes to address feedback on Deep Archimedea Mirror Defense missions

The following changes were made based on feedback received from players about the difficulty of Mirror Defense missions in Deep Archimedea, but they apply across Warframe.

  • Made the following changes to The Hollow Vein:
    • Greatly reduced how often it hits Defense targets with its ranged laser attack.
      • Before: Due to Defense targets being much larger than players, they were applying several hit ticks in a row onto these targets resulting in massive damage.
      • Now: it will only hit Defense targets once with its laser attack.
    • Changed its AoE attack targeting logic to improve the frequency of when it is used.
      • Before: Once the attack started and it was near something like a Defense target, it would trigger and linger indefinitely.
      • Now: The attack will only trigger when players are nearby and will be canceled when players are no longer within its radius.
    • Fixed a possible issue where Hollow Vein could theoretically make allies, Defense targets, and players hit by its laser attack permanently vulnerable to friendly fire.
  • Changed the amount that Citrine’s Remnants (Tyana Pass) and Vosphene Glyphs (Munio) heal their respective Mirror Defense target.
    • Before: Collecting the required amount of the aforementioned pickups would restore 5,000 Health.
    • Now: Collecting enough pickups will restore 3,500 Health plus 15% of the Defense target’s Max Health, ensuring the pickups scale better as levels increase while still maintaining a level of difficulty.
  • The Auricle and Vitreum Defense targets now have a 75% Damage Reduction against Rogue Voidrig and Bonewidow weapons and abilities.
General Deep Archimedea Changes & Fixes
  • Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip.
    • The tag will only appear if you do not own the specific item shown or any of its variants.
  • In an effort to better communicate to players that they have enabled Elite Archimedea, we have made it more obvious in the Deep Archimedea screen by adding the Elite Archimedea logo and an “Elite Archimedea Active” indicator above the “Begin Research” button after unlocking with Search Pulses.
  • Added a pulse VFX to the “Unlock” and “Begin Research” (specifically when Elite Archimedea is enabled) buttons.
  • Vampyric Liminus’ Health/Energy drain can now affect spawned allies (Specters, Abilities that spawn NPC units, etc.) and vehicles (Necramechs and Merulina).
  • Fixed the Host’s “Gear Embargo” Personal Modifier applying to the whole squad even if you did not select to play with the Modifier.
  • Fixed Vampyric Liminus’ being eligible to be marked by the Alchemical Invulnerability Mission Deviation. They are invulnerable and cannot be affected by the Amphora. This was caused by a bug that allowed Vampyric Liminus’ to take hits after a stun/stagger Status Effect.
  • Fixed broken icon appearing for the Hek in the Individual Parameters Loadout UI.
  • Fixed a script error caused by Vampiric Liminus and Host migration.
  • Fixed Necraloid’s sassy remarks about you closing out the Deep Archimedea screen playing before you’ve even unlocked the week with Search Pulses. Now, he’ll only share his true feelings once you’ve committed and then backed out of said commitment.

Line of Sight (LoS) Changes & Fixes

As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).

For today, we have made LoS improvements to the following Warframe abilities:

  • Hildryn’s Aegis Storm (Raycast Check)
    • In Hotfix 35.5.6, we made it so that Aegis Storm performs LoS checks from the floor where Hildryn is hovering, but that could be limiting based on her positioning. So, we’ve changed it so that the checks occur from Hildryn to enemies that are in LoS and within the ability’s range.
  • Caliban’s Sentient Wrath (Rendered Check)
    • In addition to rendered checking, we’ve also made improvements to address issues where LoS checks would fail on clearly visible enemies that are behind terrain.
  • Garuda’s Blood Altar
    • The LoS checks for Blood Altar remains the same (similar to raycast it does a sweep to identify if there are obstructions along the path to the target), but we’ve added the ability for Blood Altar to perform an additional jump to help clear small obstructions since LoS checks could fail on targets that were clearly visible but partially behind terrain.
  • Hydroid’s Plunder (Rendered Check)
    • In addition to rendered checking, it is also no longer FOV dependent to prevent issues where low FOV settings would cause Hydroid’s body to obstruct LoS.
  • Ember’s Inferno (Rendered Check)
    • In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks.
  • Fixed Mag’s Pull ability pulling enemies from all directions instead of in a cone directly in front of her as intended.
    • This was accidentally introduced with Hotfix 35.5.6 as part of our efforts to improve LoS check consistency with Pull. The established behavior for many years has been that Pull only works in the direction you are looking, so we’ve returned it to that intended state but with the new and improved LoS check logic.
  • Fixed the following Warframe abilities not ignoring terrain for enemies that are up to 5 meters from the ability starting point:
    • Dante’s Dark Verse
    • Garuda’s Seeking Talons
    • Mag’s Magnetize explosion (specifically on HOLD cast)
  • Made audio mix adjustments for the Amphor pickup, aim and throw sounds in Alchemy missions. This should help these sounds be more audible during tense encounters.
  • Fixed Clients experiencing performance issues (FPS dropping to 15) during Void Mirror objectives in Duviri.
  • Fixed Inaros’ Sandstorm not picking up enemies directly below him.
  • Fixed Nyx’s “Pacifying Bolts” Augment Mod not throwing an additional 3 force Psychic Bolts as intended.
  • Fixed fully ranked Requiem Mods not ranking down after a successful Parazon stabbing a Kuva Lich/Sister of Parvos.
  • Fixed Inaros’ Sandstorm VFX persisting indefinitely if canceled/recast repeatedly.
  • Fixed Ostrons in Cetus during the “Void Sling to break Veil” objective of The New War Quest having the “Stealth Attack” prompt.
  • Fixed players getting knocked down every 5 seconds after leaving the Arsenal in a town/Relay when the Negate Mod is equipped on their Wyrm.
  • Fixed the Nexus Fur Pattern having orange/green mottled skin under the fur.
  • Fixed the Arsenal UI for Necramechs only showing their Melee attack stats.
  • Fixed the Onos’ magazine always using its default color regardless of the color picked by the player.
  • Fixed the Onos’ Evolution upgrade screen only showing a portion of the weapon and not the whole thing.
  • Fixed Wukong’s Celestial Twin indicating it needs ammo while using the Nataruk (silly monkey the Nataruk has infinite ammo).
  • Fixed issue with Valkyr Prime not holding Nataruk’s arrow in her hand while her Noble Animation Set is equipped.
  • Fixed scaling issues with Yareli’s Batomorpha Helmet.
  • Fixed enemies (notably The Anatomizer and Necramite Drones) in Albrecht’s Laboratories being susceptible to getting stuck on terrain.
  • Fixed the Deadlock Protocol Quest requirements in the Codex missing mention of completion of the Saturn Junction.
  • Fixed being unable to close out of the Mission overview screen using the same binding you opened it with in Index and Conclave missions.
  • Fixed Shield Charger's Russian description not displaying Regen correctly.
  • Fixes more cases of errors caused by joining a Profit Taker Bounty while the Vox Solaris Quest (specifically a replay) is active.
    • To prevent further issues, the context action to speak to begin Profit Taker Bounties is now disabled while the Vox Solaris Quest is active.
  • Fixed a couple of rare crashes that could occur at game startup.
  • Fixed a script error caused by clicking on Cephalon Simaris in the Syndicates management screen.
  • Fixed a script error in the Magus Aggress Arcane if the player was killed/respawned after initiating a Heavy Attack.
  • Fixed a script error when viewing stats for Itzal’s Penumbra ability.
  • Fixed a script error when Thrax Legatus is killed during its beam attack.
  • Fixed a script error in Qorvex’s Chyrinka Pillar ability.
  • Fixed a script error when picking up Citrine's Remnants in the Tyana Pass Mirror Defense mission.
  • Fixed a script error when enemies attempt to spawn into the Undercroft.
  • Fixed a script error that could occur after Host migration while Undercroft portal is active in Duviri.
  • Fixes towards script errors that could occur when Host migrates after completing Chest objectives in Duviri.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.6

April 10, 2024 Forum Post - Dante Unbound: Hotfix 35.5.6

Today’s Hotfix continues last week’s efforts to address community feedback since the changes made in Hotfix 35.5.3. More specifically, we have adjusted Dante’s Dark Verse, Pageflight and Tragedy, Nezha’s Divine Retribution Augment, and Arca Titron’s “Slam Capacity” buff with player sentiment in mind. We have also made quality-of-life changes to Overguard and Line of Sight (LoS) checks on other Warframes based on feedback sparked by Dante’s balance changes. Full details are listed below in dedicated sections.

There has been a considerable amount of change in a small amount of time, much of which could have arguably received some more careful consideration prior to release. Balance changes are only ever done with the best of intentions for the overall health of the game, but we have to recognize when we’ve overstepped. The combined changes from last Friday’s and today’s Hotfix acknowledge that and are intended to rectify and course-correct.

Dante Changes

As promised last week, we have made more adjustments to Dante as part of our continued effort to address player feedback regarding the balance changes made in Hotfix 35.5.3.

Dark Verse
  • Made Dark Verse’s Line of Sight (LoS) checks more reliable to bring it in line with Tragedy.
    • Following the improvements to Tragedy’s LoS last week, we’ve applied the same logic to Dark Verse to ensure enemies within LoS are properly considered to prevent cases where being only partially visible would not trigger the check. This is part of the greater LoS improvements detailed in the “Line of Sight Improvements” section below.
  • Returned the Status Damage increase applied to enemies hit by its Paragrimms.
    • At Max Rank, the Status Damage Increase is 50% (scaleable with Ability Strength).
    • This was an undocumented/unintended element of Pageflight at release that we decided to remove, but in doing so, we broke our promise of “not touching damage” with Dante, so we’ve returned it, and it now has proper documentation in the ability UI!
  • Because of the return of Pageflight’s Status Damage increase, we have added a 1 billion damage cap to Tragedy, purely as a preventative measure against game errors. This is our highest damage cap in the game, a testament to how powerful Pageflight and Tragedy can be with the right setup. We will monitor feedback and performance over a longer time span before reviewing again.

Updated Overguard Interactions With Vex Armor, Rage, & Hunter Adrenaline

As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, Chroma’s Vex Armor and the Rage and Hunter Adrenaline Mods. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Vex Armor, Rage, and Hunter Adrenaline.

The following changes are in addition to their existing functionality.

Chroma’s Vex Armor

Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard:

Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills).

This has the additional perk of self-sufficiency where players have far more control over the buffs, instead of having to rely on the unpredictability of damage dealt by enemies.

Rage and Hunter Adrenaline

Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change:

Now, Rage and Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive.

More specifically, they will trigger when the last source of Overguard originates from an ally (includes Warframe Specters with Overguard abilities spawned by allies.) This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies.

Here are the exact stat details:

  • Rage:' +40% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.
  • Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.

NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage and Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus).

Necramech Rage and Kinetic Diversion (Archwing) have also had the same changes applied to them with Overguard interactions:

  • Necramech Rage: Convert +15% of Damage on Overguard gained from allies to Energy.
  • Kinetic Diversion: Convert +40% of Damage on Overguard gained from allies to Energy.
General Overguard Change
  • Frost’s Icy Avalanche Augment Mod will now grant Overguard to non-player allies in radius (i.e. Sentinels, Companions, Specters).

Line Of Sight (Los) Improvements

As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.

To reiterate, there are now two variations of LoS checking:

  1. The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
  2. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.

For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.

The following Warframe abilities have received the aforementioned improvements
  • Excalibur’s Radial Blind (Rendered Check)
  • Excalibur Umbra’s Radial Howl (Rendered Check)
  • Dante’s Dark Verse (Rendered Check)
  • Helminth’s Sickening Pulse (Rendered Check)
  • Hildryn’s Pillage (Rendered Check)
  • Mag’s Pull (Rendered Check)
  • Nova’s Null Star Augment (Rendered Check)
  • Hildryn’s Aegis Storm (Raycast Check from floor where Hildryn is hovering)
  • Khora’s Whipclaw (Raycast Checks from multiple points around the whip's impact)
  • Qorvex’s Chyrinka Pillar (Raycast Checks from top and center of pillar)

The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Dante’s Dark Verse, Hildryn’s Pillage, Khora’s Whipclaw, Mirage’s Prism, and Mag’s Pull).

More LoS Improvements in Future Update

The following Warframe abilities will be receiving the same treatment in a future update, since they require Cert update (more information on what this means here) in order to launch across all platforms.

  • Ember’s Fire Blast
  • Gyre’s Rotorswell
  • Vauban’s Tesla Bank Augment
    • While a Cert update is required to apply the new LoS checks onto Vauban’s Tesla bank, we have in the meantime fixed the AoE from the mines getting blocked by non-static objects.The Augment was preventing the mines from behaving as they do in their non-augmented state where they check for cover for static objects (level geometry), so we’ve rectified that so that it is subject to the same checks as Tesla Nervos AoE.
  • Zephyr’s Tailwind (Dive Bomb)

As written directly above, we are not done with improving LoS and will continue to assess where further improvements can be made. New reports related to LoS will be investigated for future Hotfixes/Updates. Thank you, Tenno!

Nezha's Divine Retribution Change

Divine Spears now have a set base radius of 14m (scaleable with Ability Range) instead of the previous 50% Ability Range reduction while the Augment is equipped.

After reading player feedback, reducing Divine Spears’ range by 50% rendered the Augment quite limiting and carved heavily into Mod Slot space to accommodate for it. So we’ve instead given it a base Radius to keep it within reason, but also to bring it back to a much more manageable level without dipping into extremes (as it was prior to the changes).

Arca Titron “Slam Capacity” Trait Changes

Arca Titron was an outlier to the Slam Attack rework in Dante Unbound, as its Unique Trait allowed for ludicrous damage numbers. We aimed to change its damage output to a more reasonable level, but as a result made the weapon too underpowered.

To address this, we’ve made the following changes to the Titron based on the community feedback we received after the adjustments we made to the buff in last week’s Hotfix:

  • Reduced the max charges from 10 to 5.
    • We wanted to make it easier for players to achieve max charges so that they can benefit from the Slam Damage and Range increase more often.
  • We’ve also adjusted the Slam Damage and Range per charge increase to accommodate for the change of max charges:
    • Increased the Slam Damage increase per charge to +250% (was +100%) for a total of +1,250% (was +1,000%).
    • Increased the Slam Range increase per charge to 2m (was 1m) for a total of 10m (same as before!).
  • Fixed Slam Capacity’s guaranteed Electricity Status proc to Slam Attack not occurring.

Deep Archimedea Fixes

  • Fixed Void Angel scaling in difficulty based on the squad’s total death count, instead of for the downed individual as intended.
  • Fixed still earning Reward Points from matching Loadout after swapping off of the options during the mission vote countdown timer.
  • Fixed being able to awaken multiple Void Angels at once after multiple teammates have fallen and need to be revived.
  • Fixed Clients being unable to see the “Alchemical Invulnerability” elemental icons on enemies in Alchemy missions.
  • Fixed being unable to complete Deep Archimedea missions due to Stalker spawning in.
  • This was due to Stalker spawning on the other side of locked doors, preventing players from completing the mission. We’ve disabled Stalker spawning into (including Stalker Beacon) Albrecht’s Laboratories missions to prevent this and similar issues from reoccurring in Deep Archimedea and the base missions.
  • Fixed several script errors caused by the Loadout options (notably when Host migration occurs).
  • Fixed a typo in the description for the “Barbed Glyphs” Mirror Defense mission Deviation.
  • Fixed unlocalized text appearing in the Deep Archimedea screen for Loadout options.

General Fixes

  • Fixed players being unable to matchmake for Omnia Fissure missions located on the Zariman or Albrecht’s Laboratories.
  • Fixed the possibility of Distressed Pipes in Alchemy missions spawning under the floor in the new tiles that were released with Dante Unbound - making them untargetable unless with Slam Attacks.
  • Fixed being unable to trade Mods in the Dojo immediately after Ranking them up.
  • Fixed Residual Arcanes not triggering while riding Merulina.
  • Fixed Akjara having strange shot patterning that leads to poor Accuracy.
    • With no added Multishot, the bug was causing it to shoot its projectiles as a line to the right of the point of aim. With Multishot, they would shoot as a line to the left of the point of aim. Now, it should correctly shoot its projectiles in an averaged radius around the point of aim.
  • Fixed loss of function after casting Kullervo’s Wrathful Advance while dual wielding a Secondary Weapon with a Glaive Melee.
  • Fixed Onos’ Evolution V not unlocking after completing a Solo mission with an Incarnon Weapon equipped in every slot (as required) if the player had an Exalted Weapon active while extracting.
  • Fixed destroyed Murmur Sarcophages not always counting towards the “Find X Murmur Sarcophages” Cavia Bounty Challenge.
  • Fixed Lohk Surges not spawning reliably to complete the “Find and Activate X Lohk Surges” Cavia Bounty Challenge.
  • Fixed the Heart of Deimos Quest not progressing if the player reaches the Requiem Cipher door while the “Kill Infested” objective is still active.
    • Now, the door to the Requiem Cipher will remain locked until after defeating all the Infested enemies to prevent this issue from recurring.
  • Fixed Styanax’s Tharros Strike infused onto another Warframe via Helminth not having any visible projectiles.
  • Fixed Mirage’s Hall of Mirror Clones obstructing player’s view (instead of fading out when in reticle) after casting Eclipse with the Total Eclipse Augment Mod.
  • Fixed being able to have more than 4 players in a Railjack mission.
  • Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically:
    • Wisp’s Reservoirs
    • Titania’s Tribute
    • Chroma’s Spectral Scream
    • Xaku’s The Lost
    • Vauban’s Minelayer
  • Fixed the UI backtracking after opening the Archon Shards screen via the Arsenal and quickly selecting the “Archon Shards” button in the Helminth screen.
  • Fixed Challenge descriptions box in Profile appearing black when switching tabs.
  • Fixed the glass material on Lavos’ vials and Helmet being too bright in GI lighting areas.
  • Fixed the Vehicles Arsenal (for Archwing, K-Drive and Necramech) having much darker lighting than the standard Arsenal in the Orbiter.
  • Fixed a crash related to Yareli’s Merulina getting destroyed after spawning.
  • Fixed a crash caused by Host migration occurring in a secret part of Albrecht’s Laboratories.
  • Fixed the Chains of Harrow Quest “Equip Kinetic Siphon Traps” prompt missing instructions on how to acquire them.
  • Fixed Valkyr’s Carnivex Skin causing her to hold Bows awkwardly in one of her idle animations.
  • Fixed Onos appearing on Yareli’s left arm instead of the right as intended while using the Loyal Merulina Augment Mod.
  • Fixed the Onos having too much flickering in its beam motion.
  • Fixed the Narmer Faction name not being localized in the mission node popup.
  • Fixed information pop ups in the Foundry appearing on items that don’t have the crafting components being shown.
  • Fixed environment flickering issues in one of the Albrecht’s Laboratories tiles.
  • Fixed a gap in one of the doorways in the Albrecht’s Laboratories tileset.
  • Fixed being unable to destroy the grates in certain areas of the Albrecht’s Laboratories tileset.
  • Fixed several script errors in Cavia Bounties.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.5

April 5, 2024 Forum Post - Dante Unbound: Hotfix 35.5.5

The last Hotfix unintentionally changed this week’s Deep Archimedea missions, modifiers, deviations and risk variables, so we’ve reverted it back to its previous state. It will properly refresh as scheduled on Monday at 0:00 UTC. You will not lose any Research Points in the revert.

  • More fixes towards Conduits in Armatus Disruption missions having glowing blue orbs.

For full visibility on our Hotfix plans for next week, please see our PSA here: https://forums.warframe.com/topic/1392156-dante-unbound-our-plans-for-next-week-3555

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.4

April 5, 2024 Forum Post - Dante Unbound: Hotfix 35.5.4

Dante Changes & Fixes

Tragedy Line of Sight (LoS) Changes & Fixes

As a result of yesterday’s Hotfix and the understandable feedback we’re receiving, we wanted to address the clearly broken state of Dante’s Tragedy LoS checks. It was not implemented to our standards, and that is on us. We know that this has been an unpopular change, which was greatly aggravated by the fact that a) it launched in a defective state and b) that LoS checks in general suffer from broad inconsistencies.

Our first step is improving how LoS checks work with Tragedy to fix the inconsistencies and ineffectiveness. We’ll use our learnings from this incident to review other cases of LoS check issues for a future update.

  • Improved Tragedy’s Line of Sight checks per enemy to be much more forgiving and reliable to fix the many cases players reported of not being able to hit enemies at all. Now, it considers not only the enemies that Dante sees but also those visible on screen/via the camera—so any part of them, big or small, is considered visible/eligible to pass the LoS check.
    • To break that down a bit deeper:
      • Enemies positioned directly behind or in front of Dante
        • We have made it so that enemies within 5 meters of Dante are automatically considered visible; no LoS checks are required.
      • Enemies barely in cover or who had just run to cover
      • Enemies positioned at a different height to Dante where they are still partially in view
    • Enemies that are not caught by the "Is the enemy on screen?" check (behind or to the sides of you) use an improved target detection where we now check for line of sight to the target's head, torso, and feet. Previously we only checked for their torso. This will improve the reliability of hitting enemies even when they are not directly on the screen.
  • Fixed Tragedy not hitting/affecting ragdolled enemies that are in LoS.
    • This was a particularly brutal bug considering the number of abilities, weapons, and other effects that can cause enemies to be ragdolled. This issue also contributed to the many scenarios in which Tragedy did not apply at all.

With the changes above, this is where Tragedy’s LoS should have been originally. As mentioned above, we are also taking what we’ve learned from Dante and will be making general improvements to LoS checks as a whole in a future update. We provided details on how we plan to do that in the post we made today, but in short we will be making LoS checks across the board far more reliable than they are currently.

Light Verse and Triumph Overguard Increases

The second pillar of feedback we want to address is our changes to Dante’s Overguard capabilities. We went too deep with the initial decrease and are, therefore, bumping up the Overguard gain from Light Verse and Triumph to a middle ground between their pre- and post-balance states.

  • Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank.
  • Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank.

We knew we could tackle LoS improvements and Overguard bumps today without hesitation. However, this is just the tip of the feedback iceberg, and we know there’s more that’s been shared beyond what we can accomplish today regarding both LoS, Overguard, and more. So we’ll continue to digest and evaluate feedback, and we encourage you to keep sharing in the dedicated Dante Feedback subforum.

We value your input and how it helps us iterate and improve together. Thank you, Tenno.

Deep Archimedea Fixes
  • Fixed Clients being unable to interact with Void Angels to revive fallen Host for the second time in a mission due to the context action missing.
  • Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended.
    • All conditions for Deep Archimedia are on a weekly reset, so the Loadout Modifiers follow this standard.
  • Fixed the message to defeat the Void Angels to revive downed players lingering on screen for Clients.
  • Fixed [PH] tag appearing in the additional Search Pulses tooltip in the Netracell screen.
  • Fixed a script error that could occur between missions.
  • Fixed a crash caused by recovering from being knocked down in Deep Archimedea.
    • This was also causing an issue where your Warframe would seemingly “trip” all over the place before crashing.
  • Fixed a crash caused by the “Complete an Exterminate mission in 6 minutes” Cavia Bounty challenge.
  • Fixed the Void Angel in the Angels of the Zariman Quest, as well as those in Void Armageddon missions, not having an objective marker.
  • Fixed the lighting in the interior of the Orbiter (not on Drifter Camp) changing from bright to dark as you move around when the Dynamic Lighting or Sun Shadows settings are disabled.
  • Fixes towards some surface artifacting occurring in the Drifter Camp.
  • Fixed Secondary ammo pickups in the Simulacrum not charging the Grimoire’s alt-fire.
  • Fixed the splash sound FX from throwing Amphors at Crucibles being heard throughout the level.
  • Fixed given Grimoire to friendly NPC (i.e. Rescue Target, etc.) causing Secondary ammo pickups to stick to the player.
  • Fixed Blueprints that have crafting costs that exceed a player’s owned Credits appearing at the top of the Foundry list when sorted by “State”.
  • Fixed glowing blue orbs appearing on the Conduits in the Armatus Disruption mission.
  • Fixed broken lighting throughout the Grineer Sealabs Assasination (Titania) tileset.
  • Fixed [PH] tag appearing in the TennoGuide when instructed to visit Onkko after completing The War Within Quest.
  • Fixed some hitching when loading into Venus missions.
  • Fixed a crash caused by weapon hit direction.
  • Fixed crashes caused by Keyglyphs being reassigned to players after Host migration.
  • Fixed a script error in Isolation Vault Bounties.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.3

April 4, 2024 Forum Post - Dante Unbound: Deep Archimedea: Hotfix 35.5.3

Dante Unbound: Deep Archimedea: Hotfix 35.5


Embark on perilous research expeditions in Albrecht’s Laboratories! Deep Archimedea is a weekly challenge with three missions that must be completed in a single sequence. Rewards are given based on a number of factors, with the core principle being the higher the risk the higher the potential reward. Read on to learn more!

Before we get into the nitty gritty here, we're excited to get Deep Archimedea into your hands and will watch for feedback as players engage in this challenging gamemode.

Please use our dedicated Bug and Feedback Subforums now that this mode is live!


  • Completed the Whispers in the Walls Quest
  • Rank 5 with the Cavia Syndicate
    • Upon hitting Rank 5, a special transmission from Necraloid will play, directing you to him in the Sanctum Anatomica for Deep Archimedea. If you were already Rank 5 before the update, when you load into the Sanctum Anatomica it will play automatically and Necraloid will be accessible there to begin Deep Archimedea.

Difficulty Level

Deep Archimedea has an extremely high difficulty level and is designed to really put you and your Arsenal to the test.

Enemy Levels
  • Normal: 250 - 275
  • Elite Archimedea: 375-400 (more information on Elite Archimedea in its dedicated section below)

NOTE ON LOADOUT RESTRICTION: In addition to a variety of difficulty modifiers, there are no opportunities to change your Loadout in between missions. Meaning the Loadout you start Deep Archimedea with is the Loadout you will use throughout all three missions.

While it can be attempted solo, we highly recommend you go into Deep Archimedea with a Squad that has carefully prepared their Loadouts and is ready to take on the challenges ahead.

Where & How To Access

Deep Archimedea begins at Necraloid in the Sanctum Anatomica! Find him stationed on the second level of the Sanctum Anatomica.

Necraloid in Sanctum

How To Begin

The following simplifies how to jump into Deep Archimedea in three steps, but the sections that follow go into much greater detail on what you can expect in preparation for the missions ahead.

1. Interact with Necraloid to open the Deep Archimedea screen & use Search Pulses to unlock

Players can exchange 2 of their 5 weekly Netracell Search Pulses to access the week’s Deep Archimedea. Doing so gives you unlimited chances to play Deep Archimedea missions, with each reward tier being earned once before each weekly reset on Monday @ 0:00 UTC.


You can view and interact with the Deep Archimedea screen prior to unlocking access each week, but you won’t be able to start the missions until you have sacrificed your Netracell Search Pulses.

Additional Search Pulses for week of Deep Archimedea’s launch

We have given players an additional 5 Netracell Search Pulses for this week with Deep Archimedea’s release to ensure anyone meeting the requirements can participate in Deep Archimedea for its debut! These are in addition to the usual 5 weekly Pulses, so 10 in total if you haven’t used any yet on Netracells this week. These additional Pulses will expire at the next reset on Monday, April 8th @ 0:00 UTC.

2. Select Individual Parameters (if any)

You have the option to select Individual Parameters which will be applied to all three missions - these increase the overall difficulty in exchange for Research Points, which can unlock Reward Pools. Learn more about unlocking Deep Archimedea rewards in the “Research Points & Rewards” section further down. These Parameters are not required to begin Deep Archimedea, should you not be up to the extra challenge.

Individual Parameters consist of Loadout Modifiers, Personal Modifiers and Elite Archimedea - we cover each of these in detail in their own dedicated sections below.

3. Select the “Begin Research” button

Doing so will begin the mission countdown. Enter the Laboratories to start the missions with all of the parameters you had activated. Good luck, Tenno!

Mission Restrictions

Deep Archimedea missions, similar to Netracells, have the following restrictions on by default:

Empowered Enemies
  • Enemies have their Health and Shields increased by 100% and an additional 50% for each squad member, up to a maximum of 300%.
  • Increased chance of Eximus.
Respawn Restrictions
  • No Self Revive: Self-reviving is disabled. Instead, 30s after a Tenno has been slain, a dormant Void Angel bearing the glyph of the fallen Tenno, will appear in the mission . Awaken and defeat the Angel to revive the dead Tenno. Each subsequent Void Angel will be much stronger.
    • These Void Angels will only have one health bar and do not include the Ethereal Void Angel stage to defeat them.
    • Known issue: Clients unable to interact with Void Angels twice in a single mission to revive fallen Host - we are looking to have this fixed hopefully by next Hotfix!
  • Last Gasp Penalty: Activating Last Gasp Focus ability reduces the timer by 2 seconds.
  • Bleedout Shortens:' The bleedout timer shortens after each revive, to a minimum of 5 seconds.
  • Mortis Strikes: After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any more rewards for this run. A timer will be displayed while you are dead to track time until your next Mortis Strike.
    • All mission rewards earned before receiving 3 Mortis Strikes will be retained, including mission completion rewards.
      • Ex: if you received your 3rd strike in Mission 3, you would still retain earned rewards from Mission 1 and 2.
    • The Mortis Strike timer only begins once a player’s bleed out timer expires and they have fully died.
    • The Mortis Strike timer accumulates while a player is dead, awaiting revival. The counter is cumulative and does not reset upon revives, so try to stay alive, Tenno!
Consumables Restrictions
  • Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of Restore type.

Individual Parameters

There are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers.

Enabling any Individual Parameter increases potential Research Points by one for all three missions (totalling 3 Research Points per Parameter) in exchange for making these already difficult encounters even deadlier. Increasing your Research Points can unlock additional Reward Pools. We cover Research Points in more detail in the “Research Points & Rewards” section.


These Parameters are applied based on your Loadout equipment. Match your Arsenal Loadout to any of the Warframes, Primary Weapons, Secondary Weapons, or Melee Weapons listed in the Deep Archimedea screen to increase your Research Points by one Point per equipment per mission.

In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Matching Warframes, Primaries, Secondaries, and Melee weapons will activate their correlating parameters automatically. Deactivate them by changing your equipment to something other than what’s listed.

Deep Archimedea Loadout

Loadout parameters reset weekly Monday at 0:00 UTC.

Personal Modifiers

These Modifiers affect players directly, providing a challenge in exchange for increased Research Points. These are applied individually, allowing a player to increase the challenge for themselves without affecting their teammates.

In order to activate/deactivate any of the Personal Modifiers, simply select them in the Deep Archimedea screen.

Deep Archimedea Modifiers

Here is the list of all of the possible Personal Modifiers:

  • Gear Embargo: Gear cannot be used.
  • Powerless: All Abilities are disabled until you kill 50 enemies.
  • Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage.
  • Lethargic Shields: Shield recharge delay increased 500%
  • Ammo Deficit: Ammo restored by drops and gear is reduced 75%
  • Fractured Armor: Casting an ability reduces armor by 10% for 10s.
  • Untreatable: Pickups do not heal, and Health Orbs cannot be picked up
  • Abbreviated Abilities: Ability durations reduced by 75%.
  • Concussive Drain: Taking health damage also consumes 5% of max energy per hit.
  • Transference Distortion: Transference into Operator and Drifter is blocked.
  • Terminal Velocity: You do 0 damage while not moving.
  • Framecurse Syndrome: Activating an Ability inflicts 50 damage upon you.
  • Knifestep Syndrome: Lose 2 Health when moving. Jumping pauses the effect.
  • Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.
  • Ammo Scarcity: Ammo depletes steadily. Battery weapons recharge slowly.
  • Exposure Curse: Shields are removed.
  • Sanguine Syndrome: Every time you take damage, you also suffer a Bleed Status Effect.
  • Vampyric Syndrome: Lose Health every second. Killing enemies restores Health.
  • Conductive: Take Electrical damage every few seconds.

Mission Deviations & Risk Variables

Each Deep Archimedea mission has its own Deviation and Risk Variable - modifiers which make these missions substantially more difficult. Each individual Elite Archimedea mission also has their own additional Risk Variable to contend with.

Deep Archimedea Missions

Deviations live up to their name - they deviate from the bounds of a standard mission type, forcing new strategies to adapt to their conditions. They are variations of mission elements you may already be familiar with, designed to keep even the most experienced Tenno on their toes.

Here is the list of all of the possible Deviations:

  • Necramech Influx: Necramechs appear with greater frequency.
  • Fissure Cascade: Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further.
  • Damage Link: Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.
  • Sealed Armor: Enemies take 90% less damage from non-weak point hits.
    • Weak points will be highlighted with this Deviation active.
  • Parasitic Towers (Survival): Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them.
  • Hostile Support (Survival): The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed.
  • Hazardous Areas (Survival): Activate Life Support Towers to clear Hazardous Areas for your squad.
  • Hazardous Goods (Alchemy): Amphors will inflict their associated elemental damage while being carried.
  • Alchemical Invulnerability (Alchemy): 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element.
  • Eximus Amphora (Alchemy): Eximus units always drop Amphor but they are the only units that drop them.
  • Eroding Senses (Mirror Defense): The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them.
  • Glyph Inflation (Mirror Defense): The security system requires twice as much Vosphene Glyphs to activate.
  • Glyph Trap (Mirror Defense): Some Vosphene Glyphs are booby trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s.
  • Radioactive Breakdown (Mirror Defense): All enemies are invulnerable and can only take damage when they are inflicted with Radiation Status. Chryrinka Pillars appear randomly and inflict Radiation Status.
  • Barbed Glyphs (Mirror Defense): Each Glyph inflicts a small amount of damage when collected.
  • Coordinated Front (Assassination): Eximus units support The Fragmented Tide and its final form.
  • Relentless Tide (Assassination): The Fragmented Tide never stops attacking.
  • Angelic Cohort (Assassination): Void Angels fight alongside the final Fragmented form.
  • The Fragmented Two (Assassination): Face two Fragmented forms in the final battle.
  • Engorged Gruzzlings (Disruption): All Gruzzlings are Eximus.
  • Parasitic Conduits (Disruption): A Conduit's timer is paused unless a player is within 10m, more players in range will accelerate the timer. Conduits will slowly drain the shields of any players in range.
  • Double Demolishers (Disruption): Two Necramech Demolishers will attack any Conduit, but their health is reduced.
Risk Variables

Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they’re prepared for whatever lies in front of them.

Here is a list of all of the possible Risk Variables:

  • Hostile Regeneration: Enemy health slowly regenerates.
  • Vampyric Liminus: Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close.
    • While immortal, they are affected by CC effects. They also deal increased damage to players with Overguard.
  • Adaptive Aberrations: Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.
  • Bolstered Belligerents: All enemies have Overguard equal to 50% of their max health.
  • Ranged Engagements: Only enemies with ranged attacks are present.
  • Close Quarters: Only enemies with melee attacks are present.
  • Fortified Foes: Guardian Eximus units may be encountered, including Guardian Eximus Necramechs.
  • Myopic Munitions: Enemies will only take damage if a player is within 15m of them.
  • Postmortal Surges: Slain enemies burst with Void energy.
  • Elemental Potency: Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage.
  • Eximus Reinforcements: Additional Eximus units will be deployed.
Additional Endless Mission (Survival & Mirror Defense) Mechanic
Reduce Mission Timer

Summoning and defeating a Rogue Necramech Eximus unit will reduce the mission timer by 45 seconds of Survival and Mirror Defense missions. To summon a Rogue Necramech, locate the dispensers that Rogue Culverins use to summon Rogue Necramechs in Albrecht’s Laboratories missions. Interact with the terminal there to summon a Rogue Necramech unit. There is a 50% chance that the unit spawned is an Eximus! Once you have used a terminal, all Necramech dispensers are put on a 60 second cooldown.

Elite Archimedea

For the truly courageous Tenno, Elite Archimedea is standard Deep Archimedea cranked up to 11, with increased enemy levels and an additional Risk Variable per mission.

How to unlock and Enable

Completing all 3 Deep Archimedea missions with a Research Points of 25 or higher will unlock Elite Archimedea permanently. From the Deep Archimedea screen, it’s as easy as selecting the “Elite Archimedea” button to enable it.

Elite Archimedea

Research Points & Rewards

Players can earn up to 5 Rewards (plus resources) each week from Deep Archimedea, depending on their total Research Points. 3 Rewards are available from Deep Archimedea, while all 5 are available from Elite Archimedea should players be up to the challenge.

Rewards from each Reward Pool can only be earned once per week, so the only way to earn more rewards is to increase your possible Research Points before heading into your missions.

Research Points

Research Points determine the rewards that are granted at the end of each successful Deep Archimedea mission. They can be increased by enabling Individual Parameters and Elite Archimedea.


While Deep Archimedea can be attempted an unlimited number of times in a week, Research Points do not stack across attempts. In other words, each attempt is independent from the previous. Rewards are earned based on the singular attempt at hand, not the sum of your attempts over the week.

  • Completing all 3 missions of a Deep Archimedea awards 3 Research Points.
  • Completing all 3 missions of an Elite Archimedea awards 10 additional Research Points, for a total of 13.
    • Elite Archimedea is unlocked after completing a Deep Archimedea with at least 25 Research Points, which requires players to complete Deep Archimedea with all Individual Parameters enabled.
  • Each Research Modifier adds an additional 1 Research Point per mission, for a maximum of 24 bonus Research Points earned by completing all 3 missions with every Individual Parameter enabled.
  • The maximum number of Research Points possible is 37 (13 from Elite Archimedea, 24 from Individual Parameters).
Reward Pools

Enabling Elite Archimedea and all Individual Parameters gives a maximum of 37 Research Points for unlocking rewards! There are five Reward Pools that can be unlocked via Research Points, and three additional resource bundles. These Reward Pools have their drop tables spread across three different tiers: Silver, Gold, and Diamond.

Deep Archimedea Rewards
Silver Rewards

These rewards share their reward pool with Netracells, so obtaining both Silver Rewards is just like you had used your 2 Search Pulses to take on 2 Netracells.

NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.

  • Crimson Archon Shard
  • Azure Archon Shard
  • Amber Archon Shard
  • Melee Arcane Adapter
  • Melee Crescendo
  • Melee Duplicate
  • Tauforged Crimson Archon Shard
  • Tauforged Azure Archon Shard
  • Tauforged Amber Archon Shard

Silver Rewards are available at 5 and 10 Research Points, which means the minimum to receive them is:

  • 5 Research Points: Complete all 3 Deep Archimedea missions with 1 Individual Parameter enabled.
  • 10 Research Points: Complete Deep Archimedea with at least 3 Individual Parameters or Elite Archimedea enabled.
Entrati Lanthorn Bundle

Completing a Deep Archimedea run with at least 15 Research Points will earn you a bundle of 15 Entrati Lanthorns.

  • 15 Research Points: Complete Deep Archimedea with at least 4 Individual Parameters or Elite Archimedea enabled.
Gold Rewards

These rewards contain the same items as the Silver Rewards, but with improved drop chances for the rarest rewards! The chance of receiving a Melee Arcane Adapter is reduced, resulting in an increase to the Melee Crescendo and Melee Duplicate Arcane drop rates. Additionally, Archon Shards are twice as likely to be Tauforged compared to the Silver Rewards!

NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.

  • Crimson Archon Shard
  • Azure Archon Shard
  • Amber Archon Shard
  • Melee Arcane Adapter
  • Melee Crescendo
  • Melee Duplicate
  • Tauforged Crimson Archon Shard
  • Tauforged Azure Archon Shard
  • Tauforged Amber Archon Shard

Gold Rewards are available at 20 and 31 Research Points, which means the minimum to receive them is:

  • 20 Research Points: Complete Deep Archimedea with at least 6 Individual Parameters or Elite Archimedea enabled.
  • 31 Research Points: Complete Elite Archimedea with at least 6 Individual Parameters enabled.
Vosfor Bundle - Exclusive to Elite Archimedea

Completing a Deep Archimedea run with at least 28 and 37 Research Points will earn you 20 Vosfor (28 Points) and 50 Vosfor (37 Points).

  • 28 Research Points: Complete Elite Archimedea with at least 5 Individual Parameters enabled.
  • 37 Research Points: Complete Elite Archimedea with all Individual Parameters enabled.
Diamond Reward - Exclusive to Elite Archimedea

This final reward is the absolute best, guaranteeing either a Tauforged Archon Shard or a Legendary Melee Arcane (Melee Crescendo, Melee Duplicate)!

The Diamond Reward is available at 34 Research Points, which means the minimum to receive the reward is:

  • Complete Elite Archimedea with at least 7 Individual Parameters enabled to reach 34 Research Points.

Dante Balance Changes

In the time that Dante has been available to play, he has quickly become a fan favorite! We recognize how much of a blast it's been to play this quill-wielding Leverian wizard, which is something we have kept at the forefront while determining the following balance changes. These changes are not meant to suspend the fun factor but to maintain our philosophy on why we nerf things in Warframe (automated play, disruptive to squad, or overly dominant).

After much review and feedback consideration, we recognized that it’s not the damage Dante can deal that needed to be addressed, but rather his accumulation of Overguard. We still believe Dante is in a strong place even with these adjustments, as our goal from the start was never to nerf him into the ground. However, finding balance isn’t found simply in the nerfs, but also in the buffs! So we have also given a little bit of love to Wordwarden and Triumph.

  • Increased Wordwarden’s weapon damage on warded allies from 30% to 50%.
    • The Wordwarden felt a bit lackluster in comparison to the rest of Dante’s abilities, so we gave it a boost to encourage players to experiment and engage with it more.
  • Final Verse’s “Tragedy” now only affects enemies within Line of Sight.
    • This felt like the most reasonable change to Tragedy since it could be cast back to back without much forethought on positioning. So to make it a more active ability, enemies must now be within range in your Line of Sight to be impacted by it.
  • Reduced the amount of Overguard gained from Final Verse’s “Triumph” from 5000 to 2000 at Max Rank.
    • For a bit of compensation, we increased Triumph’s base Overguard Regeneration per second from 50 to 100 at Max Rank (can still be modified with Ability Strength).
  • Reduced the amount of Overguard gained from Light Verse from 500 to 250 at Max Rank (can still be modified with Ability Strength).
  • Added Overguard Cap stat to Final Verse’s “Triumph” description to make it clear that there are cases where the cap for Light Verse and Triumph can be different (ex: when using the Precision Intensify Mod).
  • Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms.
    • This was an undocumented element of Pageflight, but for the sake of transparency we wanted to inform you of its removal. We believe its removal strikes a better balance and synergy with Status Damage inflicted by Tragedy.
    • NOTE: This is not a removal of the Status Vulnerability added to enemies by Pageflight. We are only removing the unintended additional damage taken from Status Effects.

You can continue to share your feedback in the dedicated Dante Feedback sub-forum.

General Dante Changes & Fixes
  • Updated Dante’s Final Verse ability videos to better showcase the custom HUD.
  • Made improvements to cast animations for Dante’s Final Verse to allow for smoother Ability chaining.
  • Fixed the Archon Intensify Mod triggering upon casts of Dante’s Light Verse regardless if players were actually healed. Now Light Verse will only trigger Archon Intensify if Health is restored.
  • Fixed Tome skins being upside down when equipped on Noctua.
  • Fixed Dante Specter casting Final Verse interfering with the player's custom Dante HUD that displays which Verses are active.
  • Fixed several crashes caused by shooting an enemy with Dante’s Noctua while riding Kaithe or K-Drive.
  • Fixed being unable to shoot weapons after casting Fractured Blast (infused onto Dante via Helminth) at the end of Final Verse’s “Triumph”.
  • Fixed bug where Melee weapon would briefly appear at the end of each of Dante’s ability casts if it was equipped in hand.

GI Lighting Changes & Fixes:

  • Increased the overall luminosity of the Orbiter to better account for shadows and player’s Decorations.
  • Improved lighting in the Orbiter Arsenal by balancing the shadows so that they aren’t so dominant.
    • This was a prevalent feedback point from players as it was causing colors to appear darker than what is seen in the color palette, making it rather difficult to fashionframe.
  • Improved lighting in the walkway of the Transference room to fix the lighting looking blocky.
  • Improved the lightning when transitioning between the Landing Craft and the Orbiter in the Drifter Camp.
  • Fixed broken lighting on the portal between the Landing Craft and the Orbiter in the Drifter Camp.
  • Fixed issues with reflections and gaps in the GI Lighting volumes.
  • Fixed reflection volume line appearing in the glass materials in the Helminth room.
  • Fixed Decorations with reflective glass-like surfaces showing up as bright low-resolution circles.
  • Fixed the Arsenal, Transference Room, and Helminth Room not being lit properly when Dynamic Lighting is disabled in settings.
  • Fixed several Decorations having very little lighting on them when the Graphics Preset is set to low, notably:
    • Prex Cards
    • Argon Pegmatite
    • Agkani Stone
    • Ludoplex
  • Fixed issues of GI lighting volumes clipping through into other levels in the Albrecht’s Laboratories tileset.
  • Fixed the water surface in the Helminth room having an unnatural blue tint caused by GI lighting.

Arca Triton’s “Slam Capacitor” Buff Changes & Fixes:

With the changes we made to Slam Attacks in the Dante Unbound Update, the Arcan Triton in particular benefitted from the overall buff to Slam Attacks thanks to its Unique Trait “Slam Capacitor.” Since Slam Attacks are now entirely Radial Damage, scale with Mods, and have a 2x Multiplier applied across all Melee weapons, Slam Attacking with the Arca Triton was leading to ludicrous damage numbers (even reaching into the billions).

With that in mind, we’ve made the following two changes to bring it back to a more balanced state:

1. Changed Slam Capacitor’s Slam Damage buff from multiplicative to additive.
  • Before: Each Slam Capacitor charge multiplied base Slam Damage by 2 up to a max of 10 charges, which would total out to a 1024x multiplier. A combination of the multiplier at max and the buffs we made to Slam Attacks allowed players to ramp up to those unruly damage numbers in no time.
  • Now: Each Slam Capacitor charge additively stacks the base Slam Damage up to a max of 10 charges. For comparison sake, it calculates similarly to the Seismic Wave Mod, but at max charges grants a +1000% damage Slam Damage increase.
2. Changed Slam Capacitor’s charge duration from 20 seconds to infinite.
  • Before: Charges expired after 20 seconds unless they were refreshed by killing enemies or using them.
  • Now: Charges are now stored indefinitely, meaning you can use them at any point without having to constantly refresh them.

While we were investigating the Arca Triton for the above changes, we found other elements that we can change/fix:

  • Slam Attacks performed in Stance Combos for the Arca Triton no longer consume Slam Capacitor charges.
    • They were always ineligible to receive the buff in the first place, which meant they were consuming charges without any benefit. So now, you can continue to perform your Combos without worrying about the charges being consumed accidentally.
  • Fixed an issue where one player doing a Slam Attack with the Arca Triton would clear everyone else's Arca Triton charges in the Squad.

Missed Notes from Update 35.5.0:

Observant Tenno may have noticed some Abilities are no longer interacting with Crowd Control immune foes the same way. This is due to a change that went out with Dante Unbound, but was unfortunately missed in Patch Notes. These particular interactions fell outside of the intended design of CC immunity, so we have removed these outliers to restore expected behaviors.

Enemies with Crowd Control immunity (ex: Overguard) have had the following interactions removed:

  • Frost's Ice Wave Impedance Augment (specifically the frozen trail that slows them)
  • Rhino’s Stomp (slow effect)
  • Primary Obstruct (weapon jamming)
  • Exodia Epidemic (enemy suspension)
  • Zenurik Temporal Drag (slow effect)
  • Wisp’s Breach Surge (blind)
  • Halikar (disarm)
  • Mesa’s Muzzle Flash (blind)
  • Proboscis Cernos (stun and pull)
  • Mag’s Counter Pulse Augment (robotics disabling and disarm)
  • Mag’s Fracturing Crush Augment (immobilization)
  • Malicious Code (immobilization)

Player Overguard Changes:

  • Players with Overguard will no longer be pulled towards Trauma Clamps in the Undercroft.
  • Added a “listen” context action in Dante’s Leverian for those who have already picked up his Prex Card.
  • This allows players to re-listen to Drusus’ dialogue that was triggered upon picking up the Prex!
  • Doubled the Reactant drop rate in Void Cascade Omnia Fissure missions.
    • We were receiving reports that it was taking a long time to crack Relics due to low drop rates, so we’ve increased it to alleviate the issue.
  • Inaros can now cancel Sandstorm with a Melee attack!
  • Casting Yareli’s Surging Blades will no longer root you in place.
    • Aquablades already received this change with Dante Unbound, but now her Augmented version also received this treatment.
  • While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks).
    • We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level.
  • Enemies put to sleep by Aero Set Mods are now open to Melee Finishers.
  • Changed the Polarity of the Dreamer’s Bond Aura Mod from Madurai to Universal, as promised in the Whispers in the Walls: 35.1 Update where it was introduced!
    • What this means is that it will increase Mod capacity regardless of the Polarity of the Aura slot.
    • Since this Aura Mod is awarded from completing the Earth to Venus Junction, we wanted to make it that much more new player friendly and useful across Warframes.
  • Enemies that are already in a ragdoll state will no longer be impaled by Ruvox's Heavy Slam Void Spikes.
    • This fixes several scenarios in which enemies could be insta-killed from a combination of the Void Spikes and other abilities with ragdoll effects (such as Nezha's Divine Spears or Hydroid's Tentacle Swarm).
  • Onos Changes & Fixes:
    • Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds.
      • This is a fixed amount and does not stack up to 10x like the previous “+10% up to 10x stacks”.
    • Increased Swift Deliverance’s Projectile Speed buff from +30% to +50%.
      • We also fixed an issue where this buff was only being applied to while aiming.
    • Fixed the “Sequential Skullbuster” Evolution perk not resetting its consecutive headshot stacks after missing a hit on a new enemy.
    • Fixes to the Onos’ Incarnon Form Projectile ring and shot trail VFX positioning.
    • Fixed a floating mesh lingering from the Onos while in Incarnon Form after swapping between it with the “Show when Holstered” option is toggled on.
    • Fixed the Onos’ transition to/from Incarnon sound FX being out of sync with the animation.
    • Fixed the Onos’ holster position being on the thigh instead of on the hand.
    • Fixed the Onos not being visible while riding K-Drive/Merulina.
  • Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters.
    • It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”.
  • Increased the amount of Affinity gained from killing Rogue Bonewidow Eximus to match other Eximus units.
  • Updated the Incarnon Evolution descriptions to provide more instructions about accessing Incarnon Evolution Challenges.
    • Now reads: “Challenge complete. Select Upgrade to unlock the next challenge.”
  • Updated Inaros’ Ability preview videos to accurately showcase his rework.
  • Fixed issue that could cause players to matchmake into the incorrect Cavia/Holdfasts Bounty difficulty (selecting Steel Path but loading into Normal).
  • Fixed Glaives failing to throw while airborne if players held down jump while attempting their throw.
  • Fixed Clients being able to earn Bounty completion rewards for Cavia Mirror Defense Bounties if they leave the mission after only one wave.
  • Fixed Qorvex losing Disometric Guard stacks every 5 seconds by Status Effect procs caused by the game thinking that he was being inflicted by a slowing Status.
  • Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount.
  • Fixed ability stats in the Upgrade screen not updating to show modified Energy cost.
  • Fixed Banshee’s Sonic Boom ability stripping armor without the Augment equipped.
  • Fixed the "Incarnon ready" sound FX playing when swapping to/from an Incarnon Form weapon or Transferencing back to your Warframe with an Incarnon Form weapon equipped.
  • Fixed using Transference to return to Warframe while capturing a Conservation animal causing a loss of function and inability to complete the Conservation.
  • Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.
  • Fixed the second Railjack Void Fissure mission in a row (when started from Railjack Navigation) not rewarding a Relic reward.
  • Fixed the screen on the back of the TennoCon 2024 Syandana not properly taking Energy color.
  • Fixed entering an early segment of the Whispers in the Walls Quest as Dante resulting in a progression stop.
  • Fixed the Foundry showing a Blueprint as craftable even if a player has insufficient Credits.
  • Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma.
    • Only one Augment is allowed to be equipped per Ability.
  • Fixed being unable to fire weapons after casting Xata’s Whisper from a Xaku that has Dante’s Noctua ability injected via Helminth.
  • Fixed Halls of Ascension not rewarding Drift Mods.
  • Fixed remaining Grakata ammo determining how much ammo of Kahl-175’s Corinth has upon pickup in The New War Quest.
    • Now it will always have full ammo upon pickup!
  • Fixed the option to reduce Clan Tier via the Clan Management screen missing.
  • Fixed block forward combo sound FX playing for all squad members regardless of distance when using a Staff Melee weapon with the Clashing Forest Stance equipped.
  • Fixed a stray out-of-bounds volume partially sticking out of a staircase in the Albrecht’s Laboratories tileset. This caused the screen to go black while traversing over this particular spot.
  • Fixed issue with enemies spawning into the ground in a specific room in the Albrecht’s Laboratories tileset.
  • Fixed Yareli’s Merulina duplicating after Host migration when the “Loyal Merulina” Augment Mod is equipped.
  • Fixed Rogue Bonewidow, Rogue Bonewidow Eximus, and Demolisher Bonewidow requiring 20 scans to fully unlock in Codex.
    • They now only require 3 scans each to complete their Codex entry. If you have completed at least 3 scans or more before this Hotfix, the entry should now be automatically completed!
  • Fixed the subsumed version of Grendel’s Nourish not using the “Altered” description of the stats in the Upgrade screen.
  • Fixed Ceramic Dagger Incarnon’s Gun and Blade Evolution Perk using the wrong description and Breacher’s Opportunity being blank.
  • Fixed Styanax's Final Stand ability using default Spear colors if the Styanax Tonatiuh Skin is equipped.
  • Fixed the feathers on Styanax Tonatiuh’s shield not using custom tints during his idle animation.
  • Fixed holster positioning issues for pistol and dual pistols on the Styanax Tonatiuh Skin.
  • Fixed a square appearing at Inaros’ feet when casting Scarab Shell with the Sands of Mars Ephemera equipped.
  • Fixed sections on the underside of Khora Urushu’s helmet and on her posterior not properly taking Energy color.
  • Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece.
  • Fixed the scale of Yareli’s Batomorpha Helmet not matching the size of her other Helmets.
  • Fixed a texture issue on the back of Yareli’s Batomorpha Helmet.
  • Fixed The Archwing Quest appearing at the bottom of the Codex instead of being listed by completion order.
  • Fixed Kahl’s Grakata disappearing from his hand after a cinematic in the first stage of The New War Quest.
  • Fixed waypoint in the Heart of Deimos Quest leading players in the wrong direction after returning to the Necralisk from the “Descent to the Heart” stage.
  • Fixed overlapping UI elements when attempting to Claim or Retrieve Resource Extractors in the Navigation menu.
  • Fixed the name of a node in the Star Chart overlapping on top of its own UI if there are multiple modes available (ex: Omnia Fissure, Nightmare, etc.).
  • Fixed a softlock occurring when trying to remove a Clan from an Alliance.
  • Fixed the music in Disruption missions doubling up or stopping entirely after Host migration.
  • Fixed special objective markers for certain enemy types (Demolishers, Demolysts, and Gruzzling) appearing when spawned in the Simulacrum.
  • Fixed Clatharc Planter decoration appearing black when placed in the Orbiter.
  • Fixed loss of function upon Confronting Kullervo if the player spoke to the Warden in Duviri while mid-teleport to a Materlith.
  • Fixed Inaros’ Swarm Kavats HUD buff using Dante’s Pageflight buff icon.
  • Fixed the “Entrati Crystal” fixture in the Albrecht’s Laboratories tileset not being localized.
  • Fixed extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with Inaros’s Passive active.
  • Fixed a crash related to Gauss’ Mach Rush ability.
  • Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission.
  • Fixes towards a crash caused by Gruzzling’s Sands of Khra ability.
  • Fixed a rare crash in Armatus Disruption missions.
  • Fixed a crash caused by casting Yareli’s Sea Snares right before entering Bleedout.
  • Fixed several misplaced punctuation issues in some of the entries in Dante’s Leverian.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.2

March 28, 2024 Forum Post - PC Dante Unbound: Hotfix 35.5.2

  • Updated the Onos and Ruvox Blueprint description to indicate that they also drop in the Armatus Disruption mission on Deimos.
  • Improved teleport volumes in the Albrecht’s Laboratories tileset to prevent issues with players getting spawned in weird spots.
  • Fixed Armatus Disruption not rewarding the highest amount of Vessel Capillaries per Necramech Demolishers destroyed in the normal/Steel Path ranges:
    • Normal: 2-4 Vessel Capillaries (only 2-3 were being rewarded before this fix).
    • Steel Path: 5-7 Vessel Capillaries (only 5-6 were being rewarded before this fix).
  • Fixed the TennoCon 2024 Display (from the TennoCon 2024 Digital Pack) having the wrong dimensions, causing it to appear stretched.
  • Fixed crash that could occur on launch if you had copied your install from Steam to another distribution (eg: the Epic Games Store).
  • Fixed receiving the incorrect Standing amount (compared to what was advertised in the Bounty UI) from Steel Path Bounties in Albrecht’s Laboratories and the Zariman.
    • EDIT: We're aware that this issue is still occurring. We discovered that there is a bug with public matchmaking that causes Steel Path players to load into the normal version of the Bounty, so you end up receiving the "normal" amount of Standing instead of Steel Path. There seems to be a 50/50 chance that this occurs, so the best workaround at the moment is pre-made Squads, which we understand isn't always a realistic option. But rest assured we'll be tackling this early next week once the team has returned from the long weekend we have here in Canada.
  • Fixed Clients playing Dante not dealing full damage from Final Verse’s Tragedy.
  • Fixed cases where Mirage’s Eclipse damage buff was not applying to Melee Weapons.
  • Fixed Mirage’s Hall of Mirrors clones unintentionally being able to indefinitely fire Onos’ charge beam.
  • Fixed Loki’s “Damage Decoy” Augment Mod not applying Radiation Status Effect on enemies.
  • Fixed using Loki's Switch Teleport ability on friendly AI resulting in other AI turning hostile against it.
  • Fixed Nidus’ “Parasitic Vitality” Augment Mod not scaling with Ability Strength.
  • Fixed squad kills not contributing towards the Host Chroma’s “Guardian Armor” Augment Mod, which meant it wasn’t restoring the Host’s Health and didn’t increase Vex Armor’s Duration as intended.
  • Fixed Saryn’s Toxic Lash only applying one instance of Toxin Damage to weapons with Multishot instead of a second hit of Toxin Damage every damage instance as intended.
  • Fixed a crash caused by Mirage casting Sleight of Hand within proximity of Yareli’s Merulina with the “Loyal Merulina” Augment Mod equipped.
  • Fixed progress not tracking for the Onos and Ruvox’s Evolution IV challenge (Open X Conduits in Disruption on Armatus, Deimos), making it impossible to unlock.
  • Fixes towards being unable to leave Submersible Archwing areas (throwing you back into the water instead of putting you on land) and often experiencing a loss of function after attempting.
    • Note: It may take a couple of attempts before you are able to successfully exit water volumes after this fix.
    • Also, if you are playing on a controller, approaching the exit with the analogue stick will allow you to exit the water after a couple attempts. However, using the context action to exit still causes the same issue to occur.
    • We will continue to look into ways to fix these issues, but they may be code fixes which require a Cert update to deploy.
  • Fixed non-Legendary Arcanes showing up in the Netracell screen.
    • These were removed from the Drop Tables in Dante Unbound to better balance the overall drop table. Read the full details in the official update patch notes!
  • Fixed certain Incarnon Secondaries missing the new special reticle introduced with Dante Unbound when in Incarnon form.
  • Fixed killed Rogue Bonewidows not contributing to the “Eliminate X Rogue Voidrigs” Cavia Bounty challenge.
    • We will be updating the title and description of this challenge to reflect this change in a future Hotfix!
  • Fixed Dante missing his own custom animations while dual wielding Glaive and Secondary Weapon.
  • Fixed an issue with Onos’ projectiles which prevented them from being absorbed into Mag’s Magnetize bubble and causing them to literally bounce off of it into the stratosphere.
  • Fixed extreme camera shake when using Kullervo’s Wrathful Advance ability.
  • Fixed issue where Lohk Surges spawned in the same room could have the same buff. The buffs will now be more randomized!
  • Fixed black Energy color appearing white (in Orbiter and mission).
  • Fixed a crash that could occur on game start on low-spec machines.
  • Fixed a rare crash when picking up a Decree Fragment right as you dismounted Merulina in the Undercroft.
  • Fixed a crash related to Qorvex’s Passive.
  • Fixed Styanax Tonatiuh Skin green color sometimes appearing when changing Helmets.
  • Fixed seeing broken fur textures when viewing Kubrow Accessories in the in-game Market if your Kubrow is not equipped or is roaming the Orbiter.
  • Fixed the Lua Planter and Pitcher Planter Decorations missing textures when placed in the Orbiter and/or Drifter Camp.
  • Fixed a teleport volume in the Albecht’s Laboratories tileset spawning players out of the map.
  • Fixed the Tranq Rifle unintentionally killing Avichaea instead of tranquilizing them (RIP).
  • Fixed ability tooltips in the Upgrade screen missing their descriptions (only showing stat information).
    • Also fixed weird spacing occurring the the tooltip for locked abilities.
  • Fixed the Grimoire missing its Unique Trait description.
    • Now reads: “Alternate Fire releases a voltaic orb that travels slowly then explodes after 6 seconds, shocking an enemy every second within 6m. Shock will chain to 2 additional enemies within 6m."
  • Fixed Mod slots in the Upgrade screen showing as red instead of green for Mods with the Universal Polarity (ex: Dreamer’s Bond).
  • Fixed the Fog of War Ephemera not playing nicely with GI Lighting.
  • Fixed Vessel Capillaries being sorted to the bottom of the End of Missions results screen. It will now be sorted higher to the top.
  • Fixed overlapping reward UI when killing the last Necramech Demolyst in Disruption.
  • Fixed seeing a PH text when attempting to trigger the Onos’ Incarnon form when on Merulina.
  • Fixed seeing PH text in the Dojo and Relay Quick Access wheel.
  • Fixed several script errors related to Void Fissure Tears triggering.
  • Fixed a script error caused by Grendel’s Feast ability.
  • Fixed a script error caused by Dante’s Passive and Final Verse’s “Tragedy”.
  • Fixed a script error caused by Nyx’s Psychic Bolts ability.
  • Fixed a script error in the Duviri Void Mirror objective.
  • Fixed a script error caused by Rogue Voidrigs in Albrecht’s Laboratories.
  • Fixed a script error occurring from a combination of the Manifold Bond and Electro Pulse Mods.
  • Fixed a script error when trying to contribute to the Vault of a Clan in the same Alliance.
  • Fixed some languages missing localized text in certain menus.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Hotfix 35.5.1

March 27, 2024 Forum Post - Dante Unbound: Hotfix 35.5.1

  • Adjusted GI Lighting in the Orbiter to improve lighting on various Decorations.
    • Also fixed an issue with the glass shelves appearing translucent in the Personal Quarters.
  • Removed the ability to use Noctua in Archwing/Submersible Archwing.
    • This matches the standard for other similar Exalted weapons.
    • This change also fixes cases of Dante losing access to his Secondary weapon and Abilities when in Submersible Archwing with Noctua active.
  • Added a duration cap to Chroma’s Guardian Armor Augment Mod.
    • This Augment was intended to offer players a way to extend its duration but was released uncapped, resulting in some pretty impressive numbers. For the sake of balance, we have capped this bonus time at your current modded Vex Armor duration.
  • Fixed being unable to trade newly Unveiled Rivens.
  • Fixed an issue that was causing Tributa Dojo Decorations to load in the wrong order, which would affect the displays players created using them.
  • Fixed context action to access Deep Archimedea appearing in the Sanctum Anatomica.
  • Fixed issues with the new GI Lighting in the Obiter, Railjack, and login screen that caused crucial real-time lights not to appear based on certain Video Settings.
  • Fixed the Rogue Bonewidow’s Morgha having an extremely high fire rate for Clients compared to Host.
  • Fixed Red Energy colors appearing pink/magenta across Warframes, Attachments (notably VFX-heavy Syandanas), and Weapons.
    • Also fixed cases where red, orange, and brown Energy colors looked like they were more yellow.
  • Fixed returning from a Host Migration with Noctua equipped resulting in an unmodded version of Noctua replacing Dante’s secondary weapon.
  • Fixes towards Fog of War being white instead of its original default gray with the new GI Lighting system in Orbiters.
  • Fixed Elemental FX applying to the entirety of the Tequihua Polearm Skin instead of just the striking end.
  • Fixed Entrati Lanthorns dropped from the Gruzzling counting as progress towards the “The Hunt is On” (Find X Syndicate Medallions) Nightwave Act.
  • Fixed a loss of function that could occur when accessing your Incubator’s Imprint list.
  • Fixed getting stuck auto-meleeing after interacting with the stay/leave screen in the Circuit.
  • Fix Slam Attacks not benefiting from Melee Slam Damage Mods.
  • Fixed the “Ammo Pickup” secondary stat not being visible inside of the Magazine tooltip.
  • Fixed Rogue Bonewidow not appearing in the Codex.
  • Fixed Onos having animation misalignment issues during its Incarnon Form blast attack.
  • Fixed being able to walk out of the map in the Albrecht's Bureau and The Abandoned Vessel Captura Scenes.
  • Fixed a case of leaving the Leverian resulting in a black screen and players having their game be black and white. We will neither confirm nor deny if this brought you back to Warframe 1920.
  • Fixed issues with the Onos’ beam effect having sporadic motion.
  • Fixed being unable to progress in the Rising Tide Quest if attempting to repair Railjack without being in a Clan (which was an old requirement from back in the day that snuck back in somehow!).
  • Fixed clipping halfway into the ground when deploying Archwing as Chroma while Effigy is active.
  • Fixed Protea’s utility belt clipping through many Syandanas.
  • Fixed getting an error when attempting to purchase something from Cephalon Simaris.
    • Error message read: “The transaction could not be completed. Your account has not been charged. Please try again later”.
  • Fixed some minor visual glitches that could occur on some Weapon attachments.
  • Fixed a crash caused by the “Return to Duviri” context option that appears in the Undercroft lobby when more than 50% of the Squad is still in Duviri (introduced in Dante Unbound).
  • Fixed a crash caused by the new Armatus node on Deimos.
  • Fixed a crash caused by Dante’s Final Verse ability.
  • Fixed a crash caused by hovering over the Tenno Guide while in a mission.
  • Fixed a crash in Captura while in any of the Duviri Landscape Scenes.
  • Fixed an extremely rare crash that could occur when joining a mission in progress.
  • Fixed several script errors caused by Gruzzling enemies.
  • Fixed a script error that could break the Chat window if you opened it while being disconnected.
  • Fixed a script error caused by the Batch Remove option in the Friends list.
  • Fixed a script error caused by Yareli’s Merulina.
  • Fixed a script error caused by Loki’s Damage Decoy Augment Mod.
  • Fixed a script error caused by Incubator UI.
  • Fixed several script errors caused by Dante’s Final Verse ability.
  • Fixed a script error caused by Rhino’s Roar ability.
  • Fixed a script error caused by viewing Crew Members at Ticker.
  • Fixed a script error caused by Gauss’ Mach Rush ability.
  • Fixed a script error caused by Chroma’s Vex Armor ability.
  • Fixed a script error caused by Inaros’ Scarab Swarm.
  • Fixed a script error caused by Kullervo’s Wrathful Advance.
  • Fixed a script error caused by Rogue Necramechs in the Whispers in the Walls Quest.
  • Fixed a script error in the Netracell caused by carrying the Knifestep Keyglyph and using Transference/Merulina/Necramech.
    • Additionally, fixed Knifestep not activating consistently while moving.
  • Fixed a script error when sorting by Owned/Rarity in the Arcane list accessed from the Upgrade screen (this was causing a loss of function).
  • Fixed a script error when interacting with the Steel Path Bounties in Cetus, Fortuna, and the Necralisk.
  • Fixing a script error caused by removing Noctua off Dante via Helminth and then casting his other abilities.
  • Fixed a script error caused by Dante’s Pageflight ability.
  • Fixed a script error caused by one of the plaques in Dante’s Leverian.
  • Fixed a script error caused by the new Map Legend (introduced in Dante Unbound).
  • Fixed several script errors (notably while riding Merulina/controlling Necramech) in the Effervo, Assassination mission on Deimos.

For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/

Update 35.5

March 27, 2024 Forum Post - Update 35.5: Dante Unbound

Update 35


Defend the Leverian from the avaricious clutches of Parvos Granum and the Corpus! Drusus, curator and caretaker of the Leverian, requests your help to get out from under Parvos’s gilded thumb. It falls to you to track down his assistant and chief chronicler, the Warframe Dante. Master Dante’s Abilities as you take on new Missions and greater challenges than ever before. Read on to learn more about everything in Update 35.5: Dante Unbound!

Happy 11 Year Anniversary, Tenno!

The future of the Origin System has never looked brighter, or more chock-full of exciting possibilities! The next era of Warframe is now here and all Tenno, new and old, are invited to join us as we honor both this legacy and our astonishing future — together.


The celebrations continue with Dante Unbound! Login now until December 31st, 2024 to earn the Dex Nikana Melee Weapon and Year Eleven Anniversary Glyph.

The Dex Nikana also has a Unique Trait: Melee Combo Multiplier increases for every 11 hits. Max Combo Multiplier is 11x.

Learn more about what else is going on in Warframe to celebrate its 11 Year Anniversary including in-game Alerts, Giveaways, and more: https://www.warframe.com/news/11-year-anniversary

Deep Archimedea Launches Next Week!

As announced earlier this week, we have made the decision to launch Dante Unbound without the Deep Archimedea game mode. Instead, it will launch in a Hotfix next week on all platforms.

Given the complexity of the game mode and all the careful design considerations required in its development, we want to ensure that when it gets to you in its best state!

As an additional reminder, Deep Archimedea requires 2 Netracell Search Pulses in order to play. With that in mind, we want to reassure you that we will be adding a one-time bonus of 5 Netracell Search Pulses with its release next week, which will last until the following weekly reset (Monday, April 8th @ 0:00 UTC). This will ensure everyone who meets the requirements can attempt Deep Archimedea, even if the weekly five Netracells have been completed!

There is still so much to explore in Dante Unbound - read on to learn more!

Dante Unbound is a Mainline Update!

A Mainline Update means that everything the team has been working on since the launch of Whispers in the Walls is in this update (with the obvious exception of content that is not ready to be released). Like with all Mainline Updates, it is very likely that things slip through the cracks so we will be watching for bug reports and feedback in the Dedicated Dante Unbound Subforums to address in follow-up Hotfixes.

If any of the terms above are new to you, visit “The Warframe Lexicon for Updates” to learn more about Warframe’s development cycle.

Update 35.5: Dante Unbound’s Download Size: ~1.46 GB


Dante Unbound contains a multitude of additions, changes, and fixes! We highly encourage you to read the following patch notes in full for the best understanding of the contents of this update. But if you are looking for a specific topic, we have provided some of main headers and subheaders for each section below (there is even more to explore in between!) - simply CTRL+F the keywords to jump to its dedicated section:

  • New Warframe: Dante
  • New Incarnon Weapons
    • Onos
    • Ruvox
  • New Deimos Node: Armatus (Disruption)
    • Disruption Quality Of Life Changes
  • New Enemy: Gruzzling
  • Albrecht’s Laboratories & Sanctum Anatomica Changes
    • “Research Dante” Store
    • Albrecht’s Laboratories Tileset Expansion!
    • Weekly Archon Shard Offering Moved to Sanctum Anatomica
    • Netracell Drop Table Changes
  • Styanax Tonatiuh Collection
  • Tennogen Unbound
  • New In-Game Market Additions
  • Archon Shard Expansion: Ascent Fusion
  • New Warframe Augment Mods
  • Warframe Ability Changes
    • Inaros Rework
    • Mirage Eclipse & Prism Changes
    • Gara Passive Change
    • Nourish Helminth Change
    • Loki Ability Changes
    • Yareli Ability Changes
    • Customization For Warframes With Invisibility Abilities
  • Omnia Void Fissures
  • Steel Path Additions
    • The Steel Path: Zariman & Cavia Bounties
    • Steel Path Incursion Expansion: Zariman And Albrecht’s Laboratories
  • New Player Path Improvements
    • Cephalon Simaris Introduction
    • Mote Amp Acquisition
    • Junction Changes
    • Mastery-Rank Locked Inbox Messages
    • Railjack Market Bundle Changes
    • Quest Changes
  • Melee Attack Changes
    • Melee Ground Slam Attack Changes
    • Melee Finisher Improvements
    • Auto-Melee Fixes
  • UI Quality Of Life Changes
    • New UI Sorting Categories
    • New Fast Travel Menus: Orbiter, Relays, & Dojo
    • Upgrade Screen Changes
    • Warframe, Weapon, And Railjack Stat Ui Rework
  • Duviri Improvements
    • Top Quality of Life Changes
    • Circuit Assassination: Corrupted Jackal Changes
  • Enemy Bonewidow Necramech Rework
  • GI Volume Lighting Updates
  • Kubrow Fur Updates
  • Haztech & Smelter Suit Drifter Conversion
  • General Additions
  • General Changes
  • Optimizations
  • Top Fixes
  • General Fixes



Seeker of knowledge. Keeper of history. Daring researcher of Leverian lore. Dante composes arcane tales to support allies and devastate enemies.


Chronicler’s Mark

Noctua scans targets, recording information for your Codex. Status Chance increases by 50% on fully scanned targets

Ability 1

Wield the power of Dante's chronicles. Customize Noctua with Tome Mods that enhance Warframe Abilities and reward strategic combat. Primary attack releases pages that tear into lethal pieces on hits. Its alternate attack releases a wave with infinite Punch Through.

As an Exalted Weapon, the Noctua can be customized (Tome Skins can be equipped onto Noctua!) and upgraded in the Arsenal. It also has a Unique Trait; there is no restriction to how many Tome Mods can be equipped onto it.

Ability 2
Light Verse

Dante’s vitalizing composition grants him and his allies Overguard and increases their Health.

This is Dante’s Railjack ability.

Ability 3
Dark Verse

Dante’s composition draws blood from nearby enemies, inflicting Slash Damage upon them.

This is Dante’s Helminth ability.

Ability 4
Final Verse

Dante must compose two other Verses before his Final Verse.

TRIUMPH: Two Light Verses cast in succession invigorate allies with a buff that increases Health and grants Overguard. Kills and assists briefly regenerate Overguard.

TRAGEDY: Two Dark Verses cast in succession attack enemies. Any Damage Over Time they have suffered accumulates in a single blast.

WORDWARDEN: A Light Verse followed by a Dark verse supports allies with copies of Noctua. Noctua copies synchronize their attacks with their designated ally’s attacks.

PAGEFLIGHT: A Dark Verse followed by a Light Verse summons Paragrimms that swoop at enemies, making them vulnerable to Status Chance and drawing enemy attacks away from allies.

Dante’s Leverian

Tenno, Drusus desperately needs your help. Visit him in Dante’s Leverian (accessible via the Codex) to learn of Dante and why Drusus is requesting your aid. Dante’s Prex Card can also be yours, if you can blow off the dust in his Leverian to find it.


Entry Requirements: Access to Dante’s Leverian via the Codex requires you have completed both The Deadlock Protocol and Whispers in the Walls Quests. Once you have done so, Drusus will send you an inbox message inviting you to join him in the Leverian. For players who have already completed these Quests, you shall receive this inbox upon downloading the update and logging in.

How to Acquire Dante

  • Armatus (Deimos) Drop Tables: Dante’s Blueprint and Component Blueprints have a chance to be rewarded from the new Disruption Deimos Node, Armatus (more information in the “New Deimos Node” section below).
  • Loid’s “Research Dante” Store: Dante’s Blueprint and Component Blueprints can also be acquired at Loid in the Sanctum Anatomica using Vessel Capillaries (earned from Armatus).
  • In-game Market: Dante is available for Platinum individually or as part of the Dante Collection.
Maximum Loadout Slot Increase

With the release of Dante, the maximum number of purchasable Loadout Slots has been increased from 24 to 25.


Dante with Ruvox


Albrecht's Void experiments revealed the true destructive potential of this fist weapon. In Incarnon form, perform Heavy Slams to impale nearby enemies with spikes.

How to acquire the Ruvox:

  • First and foremost, in order to acquire the Ruvox you must first complete the Whispers in the Walls and The Deadlock Protocol Quests to gain access to Armatus!
  • Armatus (Deimos) Drop Tables: Ruvox’s Blueprint and Components have a chance to be rewarded from the new Disruption Deimos Node, Armatus (more information in the “New Deimos Node” section below).
  • Loid’s “Research Dante” Store: Ruvox’s Blueprint and Components can also be acquired at Loid in the Sanctum Anatomica using Vessel Capillaries (earned from Armatus).
  • In-game Market: Ruvox is available for Platinum individually or as part of the Dante Collection.*

*Players can purchase this item without the Quest prerequisites, but Whispers in the Walls must be completed to unlock its full potential.

Exal with Onos


Albrecht's Void experiments revealed the true destructive potential of this wrist-mounted cannon. In Incarnon form, draw in ambient power to deal steadily increased damage to enemies. At full power, release a blast of Heat.

How to acquire Onos:

  • First and foremost, in order to acquire the Onos you must first complete the Whispers in the Walls and The Deadlock Protocol Quests to gain access to Armatus!
  • Armatus (Deimos) Drop Tables: Onos’ Blueprint is rewarded from the new Disruption Deimos Node, Armatus (more information in the “New Deimos Node: Armatus (Murmur Disruption)” section below).
  • Loid’s “Research Dante” Store: Onos’ Blueprint can also be acquired at Loid in the Sanctum Anatomica using Vessel Capillaries (earned from Armatus).
  • In-game Market: Onos is available for Platinum.*

*Players can purchase this item without the Quest prerequisites, but Whispers in the Walls must be completed to unlock its full potential.


Drusus Leverian owes a debt to Parvos Granum, who seeks a total takeover of the Leverian. Without enough donations, funding ran short, and he took a deal with Parvos that could spell the end of the Leverian. Visit Dante’s Leverian to discover just exactly what’s been happening, to both listen to Dante’s story and Parvos’ power grab to remove Drusus from his own museum.

Murmur Disruption can be accessed via the ARMATUS node on Deimos from either the Star Chart or the Laboratory Navigation in the Sanctum Anatomica. It can also appear as a Bounty at Fibonacci.

How to Unlock Node: Complete The Deadlock Protocol and the Whispers in the Walls Quests. This is due to the fact that they provide substantial lore context to the mission!

What to Expect

Reaching out to the Tenno to act as field associates, Drusus asks you to retrieve high-value Entrati artifacts from Albrecht’s Conduit system to bolster his financial resistance. Enter the Laboratories once more to defend the Arterial Conduits from hulking Obol-adorned Necramech Demolishers and the Key-consuming Gruzzlings (learn more about this new enemy in its dedicated section below!) to earn new rewards.

How To Play

The Gruzzlings hold the keys known as Dockets, each correlating to the Void Tongue symbols of Xata, Lohk, Khra and Vome, instead of the square, triangle, circle and diamond seen in regular Disruption missions. Any enemy destroyed can drop a Docket, like regular Disruption, but you can eliminate roaming Gruzzlings to earn a guaranteed Docket drop.

Insert the Docket into a Conduit, and expect burdens: enemy buffs or environmental dangers. Or, perhaps Loid will reverse a detriment to become a boon as you face off against any Demolishers.


Rotation Rewards
  • Dante’s Main and Components Blueprints
  • Ruvox Blueprint, Blade Blueprint, and Glove Blueprint
  • Onos Blueprint
  • Endo
  • Void Relics

Visit the Official Warframe Drop Tables for more information.

New Resource
Vessel Capillaries

A crucial sub-component in the construction of Albrecht Entrati’s vessels, these Capillaries are earned by destroying Necramech Demolishers.

  • Normal: 2-4 Vessel Capillaries per Necramech
  • Steel Path: 5-7 Vessel Capillaries per Necramech
New Loid Vendor Menu
Research Dante

Vessel Capillaries can also be traded to Loid in the Sanctum Anatomica for the rotation rewards listed above (Dante Blueprints, Ruvox Blueprints, Onos Blueprints). Additionally, players can purchase Riven Transmuters here for 180 Vessel Capillaries. These were originally exclusive to Eidolon drop tables, but now have an alternative acquisition path via Loid! Learn more about this new shop at Loid in the “Research Dante Store” section below.

Disruption Quality Of Life Changes

With the introduction of the new Disruption node on Deimos, we took the opportunity to make some quality of life changes to the mode overall.

While players highly engage with Disruption, requests to de-emphasize the audio component are at the forefront. With accessibility in mind, Disruption has received a few quality-of-life changes so all players can easily manage the game mode. The intention is to better support those who have difficulty with the audio cues.

  • Locating the Demolishers is now easier! When the beeping is heard, you’ll receive an objective marker leading you to your foe.
    • The closer you are to the Demolisher, the less the marker will fade out.
    • When you’re within line of sight, the enemy marker becomes permanent.
  • The red Conduit is now yellow to promote visual clarity between icons and the Demolisher.
  • The Conduits for the original Disruption nodes have received a sound refresh!
    • When you insert a key into a Conduit, the insert noise is much more pronounced.
  • Players that have “Enable Hint Transmissions” disabled will no longer hear the tutorial transmissions for Disruption.


Greedy creatures born from The Indifference, these little Murmur tricksters love to steal Conduit Dockets and other coveted items from Albrecht's Laboratory.

In the new Deimos Node, Armatus (Disruption), the Gruzzlings can carry around the Dockets necessary to activate the Conduits.

In any other Deimos/Albrecht’s Laboratory missions (including Netracells), these avaricious beings contain within them one of the following:

  • 3x Entrati Lanthorns
  • 1x Echo Voca
  • 1x Common Entrati Melee Arcane:
    • Melee Retaliation
    • Melee Fortification
    • Melee Exposure
    • Melee Influence
    • Melee Animosity
    • Melee Vortex


“Research Dante” Store

A new store has been added to Loid in the Sanctum Anatomica where you can acquire the following items for Vessel Capillaries:

  • Dante Blueprint and Component Blueprints
  • Onos Blueprint
  • Ruvox Blueprint and Component Blueprints
  • Riven Transmuter
  • New Captura Scenes:
    • The Abandoned Vessel Scene
    • Dante's Retreat Scene
  • New Simulacrum Room: Sanctum Simulacrum
    • Simulate a battle in the Sanctum Anatomica! This Simulacrum allows enemy difficulty to be set 25 levels above the standard maximum.
  • 100,000 Credits

Albrecht’s Laboratories Tileset Expansion!

Several new tiles (roughly 15!) have been added to the Albrecht’s Laboratories tileset! Explore new passageways, rooms (maybe even some secret ones), and more with this environment expansion.

One of the tiles was featured in the Warframe: 1999 TennoCon 2023 demo, first one to find it gets bragging rights.

The new tiles also feature the GI lighting and volumetric fog systems, to create a more realistic feel as you navigate through the new areas of this Entrati labyrinth.

New Somachord Tones

New Somachord Tones have been added to Albrecht’s Laboratories! Scanning them will unlock the following Whispers in the Walls tracks for your Orbiter’s Somachord:

  • Murum Vull
  • No God Above Knowledge
  • Platform 7
  • Sanctum Anatomica
  • See It In The Flesh
  • The Fragmented
  • Vashtav
  • Yara Jeliira
  • The Master Returns

Weekly Archon Shard Offering Moved to Sanctum Anatomica

Weekly rotating Archon Shard Offerings have been moved out of Chipper’s Store and are now available from Bird3 in the Sanctum Anatomica! The Archon Shard is specifically in their Shiny Treasures offerings.

The weekly Archon Shard becomes available once you’ve reached Rank 5 with The Cavia Syndicate and can be purchased for 30k Cavia Standing.

Having them at Chipper meant players had to repeat Break Narmer missions weekly to acquire the Stock needed to purchase them. In an effort to make Archon Shards more accessible and to refresh the gameplay path to acquiring them, they have been moved to the Sanctum Anatomica. With this change, we’ve adjusted some of Chipper’s lines to remove mentions of Archon Shards. This chipper line lives on in our hearts: “Got archon shards if you're interested. Only one previous owner. Ha ha HA!”.

Netracell Drop Table Changes

In the same vein as the above change to make Archon Shards more accessible, we’ve made the following changes to the Netracell Drop Tables.

1. Removed all non-Legendary Arcanes (as listed below)
  • Melee Exposure
  • Melee Animosity
  • Melee Retaliation
  • Melee Influence
  • Melee Vortex
  • Melee Fortification
2. Adjusted drop rates in light of the removal of the above Arcanes

Overall the majority of the rewards have had their drop rate increased by roughly ~40-50%, with the exception of the Melee Arcane Adapter which has been slightly reduced to accommodate for the increased rates for Archon Shards and Legendary Arcanes.

Here are the new drop rates for each reward:

  • Crimson Archon Shard - 17.50% (was 9.17%)
  • Azure Archon Shard - 17.50% (was 9.17%)
  • Amber Archon Shard - 17.50% (was 9.17%)
  • Melee Arcane Adapter - 15% (was 20%)
  • Melee Crescendo - 10% (was 5.62%)
  • Melee Duplicate 10% (was 5.62%)
  • Tauforged Crimson Archon Shard - 4.17% (was 2.50%)
  • Tauforged Azure Archon Shard - 4.17% (was 2.50%)
  • Tauforged Amber Archon Shard - 4.17% (was 2.50%)

The Official Warframe Drop Tables have also been updated with the above changes!

General Albrecht’s Laboratories and Sanctum Anatomica Changes & Fixes
  • You can now embrace the Cavia members in the Sanctum Anatomica! The new “Offer Comfort” option appears in their options when interacting with them. For those of you who know, you can agree that they need all the comfort they can get!
  • Fixed the Albrecht’s Laboratories Bounty drop information missing from the Official Warframe Drop Tables.
  • Added new animations to Murmur faction enemies so that they react to Limbo’s Stasis, Rhino’s Stomp, and Mag’s Crush abilities.
  • Yareli will now be automatically dismounted from Merulina when injecting Atropos Probe to the Vitreum scanners.
  • Weapons will now be hidden during the animation to inject the Atropos Probe into the Vitreum scanner.
  • Crucibles in Alchemy missions will now dissolve in/out instead of just spawning/despawning out of thin air.
  • Added purchase detail diorama for the Decorations available at Bird3 in the Sanctum Anatomica.
  • Rebalanced The Hollow Vein and The Anatomizer to be less of a bullet sponge, and made The Anatomizer pose more of a threat in missions.
    • Reduced the total health values of these foes to make them easier to take out, especially for Eximus variants. Their large health pool was in place to help their survivability since they have no Shields or Armor, but the result was a little too tanky for our liking.
    • Increased the attack frequency and grenade area of effect for The Anatomizer to make it a more active presence in battle. Also slightly increased the range at which it will engage with players.
    • Also fixed Anatomizer being self-staggered by their own grenades.
    • Fixed The Hollow Vein’s beam attack damage being tied to frame rate (damage per frame).
      • The higher the frame rate, the more damage it dealt. So we’ve decoupled it from frame rate and given it a defined tick rate to prevent this from happening.
  • The Hollow Vein is now vulnerable to Warframe abilities, staggers, and knockdowns.
    • This enemy is already fairly strong and the resistances it had were mostly invisible to players, which made it even more difficult to deal with.
  • Rogue Bonewidows can now be spawned into Albrecht’s Laboratories by Rogue Culverins. Meaning, there is now a 50/50 chance that either a Rogue Voidrig or Bonewidow spawns (and an additional chance for them to be Eximus units as well).
    • Enemy Bonewidows have also been reworked! Read more on that in the dedicated “Enemy Bonewidow Necramech Rework” section further down in these patch notes.
  • Fixed the Anchorhold door in Netracell missions not opening if Host migration occurred after it was hacked but not triggered to open, leaving the returning players unable to start the mission.
  • Fixed Steel Path missions started via the Sanctum Anatomica Elevator not spawning Acolytes.
  • Fixed Sentinels breaking open Murmur Sarcophages not counting towards the “Find X Murmur Sarcophages” Bounty challenge.
  • Fixed the containers in Persto (Deimos) not dropping Life Support Capsules.
  • Fixed Voca pickups not counting towards the “The Hunt is On” Nightwave Act and the “Find X Syndicate Medallions” Riven Challenge.
  • Fixed Murmur faction enemies who could not be disarmed not taking damage from Disarming abilities (ex: Loki’s Radial Disarm).
  • Fixed the Anatomizer being able to be disarmed (ex: Loki’s Radial Disarm).
    • Since the Anatomizer only has a ranged attack, when it is disarmed it has no way to melee attack as a fallback, so it is no longer affected by disarming abilities/attacks.
  • Fixed Netracells having the incorrect enemy level if a Cambion Drift bounty is started before speaking to Tagfer.
  • Fixed Mocking/Scathing Whisper getting killed along with the rest of the enemies when the alert level hits 0% in Netracell missions.
  • Fixed Lumbering and Shuffling Fragments never ending up in Grendel’s belly and instead completely despawning when Feast is cast on them.
    • This was caused by a lack of recovery animations on these enemies, which we have now added! With that, they can also now be properly Regurgitated.
    • Known issue: They do not have any velocity to them when Regurgitated and will spawn back on top of Grendel when cast.
  • Fixed a crash when walking up to Loid in the final stages of the Whispers in the Walls Quest.
  • Fixed script error caused by aborting during the stage of the Whispers in the Walls Quest where you first pick up the Grimoire.
  • Fixed a random wall from the Albrecht’s Laboratories tileset appearing in unintended locations, causing holes in the map.
  • Fixed Mocking/Scathing Whisper stretching weirdly in reaction to Warframe abilities.
  • Fixed Rogue Culverins not firing at players while readjusting positioning.
  • Fixed Tagfer missing his specific voice lines to react to you accepting or rejecting the Netracell mission.
  • Fixed Host using the wrong throwing animation to toss Amphors at Crucibles in Alchemy missions after Host migration.
  • Fixed interacting with and exiting the POM-2 terminal in the Sanctum Anatomica triggering Parazon Mods.
  • Fixed Atropos Probe stands not updating their light from green to red if picked up by Yareli while riding on Merulina.
  • Fixed Atropos Probes not appearing in Yareli’s hand for several seconds after if picked up while she’s riding on Merulina.
  • Fixed being unable to throw Alchemy Amphors while riding Merulina.
  • Fixed throwable items (ex: Voidrig’s Necraweb Canister) missing their arch projection/trajectory preview lines in certain areas of the Albrecht’s Laboratories tileset.
  • Fixed an issue where you would need to relog or run a mission after completing The New War Quest to access the inbox message that unlocks the Whispers in the Walls Quest.
  • Fixed more instances where the Heat Vents in Alchemy missions would spawn very far away from players.
  • Improved how tiles in Albrecht’s Laboratories are randomized to prevent cases where certain tiles would never appear.


The warrior spirit reincarnates in the image of a god. His collection includes the Tequihua Polearm Skin, Huitzilin Syandana, and Chimalli & Tequihua Decoration for your Orbiter.

Styanax Tonatiuh Skin

The warrior spirit reincarnates in the image of a god.

Includes Auxiliary Attachment: The Styanax Tonatiuh Embellishments are an Auxiliary Attachment that can be equipped/unequipped in the Arsenal.

The jade green mosaic on the chest and shoulder area also features a new material that leverages an improved clearcoat feature that’s been added to the shader. It provides that “iridescent” effect when the light hits it at certain viewing angles.

Tequihua Polearm Skin

Each strike proves that the serpent is both creator and destroyer.

Huitzilin Syandana

Spread your monolithic wings.

Chimalli & Tequihua Decoration

You will honor Styanax Tonatiuh when you display these cherished armaments.

Gifting Bonus: Gift this bundle to another player and receive the Chimalli & Tequihua Decoration as a Gifting Bonus in return!

The Styanax Tonatiuh Collection can be purchased from the in-game Market for Platinum. Each item can also be purchased separately



The first batch of TennoGen for 2024 delivers 6 brand new creations from talented community artists, available on all platforms!

Sevagoth, Gyre, and Yareli have each received their first ever TennoGen pieces! They arrive with a brand new Syandana, Sword Skin, and Landing Craft Skin to ensure they touch down in style.

  • Sevagoth Ezriel Skin skin by Goosmo
  • Gyre Kuvael Monarch Skin by Erneix
  • Yareli Batomorpha Alt Helmet by Ventralhound
  • Ezriel Syandana by Goosmo
  • Ezriel Sword Skin by Goosmo
  • Mantis Vammatar Skin by Ventralhound

As stated in the “TennoGen and Cross Platform Save” article from November 2023, TennoGen purchased on PC can only be used on PC. TennoGen items purchased for Platinum can be accessed via Cross Platform Save on licensed platforms.


Dante Collection

Write a new chapter for the keeper of history. The Dante Collection includes the Dante Warframe, Ruvox Melee Weapon, and the following:

Dante Cantist Helmet

For those midway upon their journey.

As with all newly released Alt Helmets, its Blueprint will be added to the Nightwave Cred Store in the future.

Oranist Chest and Shoulder Plates

Armor reminiscent of gilded vellum pages.

Rencowl Syandana

A Syandana reminiscent of scriptoriums.

Noctua’s Paragrimm Decoration

A Paragrimm ascends from Noctua’s pages to accompany you in your Orbiter.

Gifting Bonus: Gift this bundle to another player and receive the Noctua’s Paragrimm Decoration as a Gifting Bonus in return!

The Dante Collection is available to purchase from the in-game Market! All of the items in the Collection can also be purchased separately. They are also part of the Dante Chronicles Pack.

Inaros Eternal Bundle

Honor Inaros with items reminiscent of his desert home. This bundle includes the Sands of Mars Ephemera, King Inaros Glyph, and Inaros Sarcophagus Decoration.

Sands Of Mars Ephemera

Let the familiar sands of Mars accompany you.

Inaros Sarcophagus Decoration

Inaros feels welcome in any space that displays this protective sarcophagus.

  • Since Inaros’ Passive has changed and he no longer enters his Sarcophagus (more information on that in the “Inaros Rework” section below), you can now have it as a token of remembrance of its former life as a tomb of revival.
King Inaros Glyph

Proudly display the Warframe known as the God King.

All of the items in the Inaros Eternal Bundle can also be purchased separately.

In addition to this brand new Inaros-themed bundle, we have also reworked him! Visit the “Inaros Rework” section to learn about what’s changed.

Void Adornment Bundle VI

Make the most of the morphic material created during the Zariman Void Jump. This collection includes the Banshee Voidshell Skin, Loki Voidshell Skin, Nekros Voidshell Skin, and each skin’s matching material structure.

Banshee Voidshell Collection

Adorn Banshee in the morphic material created during the Zariman Void Jump. This collection includes the Banshee Voidshell Skin and the Sonar Ripples material structure.

Loki Voidshell Collection

Adorn Loki in the morphic material created during the Zariman Void Jump. This collection includes the Loki Voidshell Skin and the Murkray Scales material structure.

Nekros Voidshell Collection

Adorn Nekros in the morphic material created during the Zariman Void Jump. This collection includes the Nekros Voidshell Skin and the Necrotic Stitch material structure.

Redliner Emote

Taunt your enemies with this new emote that was featured in the Gauss Prime trailer!

Observant Vitreum Decoration

A watchful eye for the Orbiter.

Also available in the Dante Chronicles Pack!

Ostarus Headgear

Manifest the joys of blossoming flowers and hopping Rablits in any season.

A new Auxiliary cosmetic will be hopping into the in-game Market on April 3rd @ 2 PM ET! Adorn your Warframe with a pair of floppy ears that are sure to make even the most confident of Rablits jealous.

They feature the tech implemented in our new Kubrow Fur Updates to give them a true fluffy feel.

Unlike its seasonal predecessor (Lepus Headgear), the Ostarus Headgear is a permanent Market item and, once purchased, is yours to wear all year round!

Note On Seasonal Items

The Lepus Headgear will continue to return each year to the in-game Market for Credits in its usual time-limited fashion. There are currently no plans to make other seasonal items into upgraded and permanent in-game Market items, but we may reassess that in the future.

Community Art Pack I

A bundle of glyphs highlighting various Warframes, created by Community Artists CalamityDeath, Kirdy, Ritens, UpsideDownSmore, and StudioCyen.

  • Community Kullervo Glyph
  • Community Chroma Glyph
  • Community Equinox Glyph
  • Community Titania Glyph
  • Community Revenant Glyph

This is the first of a new series of bundles - Community Art Packs! These packs will focus on various Warframes and characters, with art crafted in the style of community artists.

Learn more about the artists who created the glyphs in our article here: https://www.warframe.com/news/introducing-community-art-packs

11 Year Anniversary Community Glyph Bundle

A bundle featuring glyphs from Community Artist DarikaArt.

  • Community Cavalero Graffiti Glyph
  • Community Little Duck Graffiti Glyph
  • Community Mother Graffiti Glyph

These glyphs will also be obtainable through our 11 Year Anniversary Twitch Drop campaign. More information on the campaign can be found here: https://forums.warframe.com/topic/1387661-11-year-anniversary-twitch-drops-campaign-starts-march-25/


The process of Ascent Fusion allows for three Archon Shards of the same type to be fused together to create a single Tauforged Shard.


  • Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
  • 3 Archon Shards of the same type.
  • Helminth Coalescent Segment: The Blueprint is purchased from Bird3 in the Sanctum Anatomica.
    • If you already have the Helminth Coalescent Segment on your Helminth, both Coalescent AND Ascent Fusion are now available to you!
  • 100 Stela: Resource earned from Albrecht’s Laboratories.

How to unlock Ascent Fusion

The Helminth Coalescent Segment Blueprint can be acquired from Bird3 in the Sanctum Anatomica after reaching Rank 2 (Researcher) in the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.

For players who already have the Helminth Coalescent Segment Blueprint installed, Ascent Fusion is ready for you to use!

How to use Ascent Fusion

Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.

Step 2. Select the new Ascent Fusion icon located on the right of the Archon Shard embed UI.


Step 3. Hover over one of the three slots on screen to select the Archon Shard type you’d like to fuse together. Once you’ve selected an Archon Shard, the rest of the slots will be automatically filled with the same type from your inventory (only types with 3 or more Shards will be selectable). The Tauforged Archon Shard fused from the base Shards will appear in the center. Hover over the Tauforged Archon Shard to preview its stats and bonuses.


Step 4. Select the “Fuse” button to complete the process.

  • Fusion Requirement: 100 Stela for each Fuse.


11 new Warframe Augment Mods are available from Syndicate Offerings!

Stats below are shown at Max Rank.

Elusive Retribution (Baruuk - Elude)

Every attack Baruuk Eludes increases his Melee Attack Speed and Melee Critical Damage by 5% up to 6 stacks. Stacks last 6s.

Available in the Arbiters of Hexis and New Loka offerings.

Guardian Armor (Chroma - Vex Armor)

Chroma's Health takes 50% of damage dealt to allies within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s.

Available in the Cephalon Suda and The Perrin Sequence offerings.

Recrystalize (Citrine - Crystallize)

Enemies killed by crystalline growths stagger and spread the crystals to enemies within 16m.

Available in the Red Veil and Steel Meridian offerings.

Wrath of Ukko (Kullervo - Storm of Ukko)

Wrathful Advance moves the storm of daggers to the teleportation location and increases its duration by 6s.

Available in the New Loka and Steel Meridian offerings.

Valence Formation (Lavos - Passive)

Upon Ability cast, applies the Ability Element as 200% Elemental Damage to your weapons with guaranteed Status for 20s.

Available in the New Loka and Red Veil offerings.

Damage Decoy (Loki - Decoy)

Decoy can be cast on enemies. Enemies who attack that decoy receive 5 random Status Effects, and the reflected damage is increased by 350%.

Available in the Arbiters of Hexis and Red Veil offerings.

Divine Retribution (Nezha - Divine Spears)

When a speared enemy suffers from a Status Effect, the Status Effect spreads to all speared enemies. Spear explosions apply 1.5x Status Damage.

Available in the Cephalon Suda and Steel Meridian offerings.

Parasitic Vitality (Nidus - Parasitic Link)

Nidus and any ally he's bound to gain 4% Max Health per Mutation during Parasitic Link.

Available in the Steel Meridian and The Perrin Sequence offerings.

Axios Javelineers (Styanax - Axios Javelin)

A pair of Styanax Specters spawn to throw javelins, creating vortexes on impact. Impale an enemy to increase vortex duration by 5s.

Available in the Arbiters of Hexis and New Loka offerings.

Warrior’s Rest (Excalibur Umbra - Passive)

Umbra's Ability Strength increases by 15% but he no longer fights independently alongside his Operator.

Available in the Arbiters of Hexis and Red Veil offerings.

Loyal Merulina (Yareli - Merulina)

You no longer ride Merulina. Instead, she follows her and casts Sea Snare on nearby enemies. 2s cooldown.

Available in the Cephalon Suda and New Loka offerings.


In addition to the highly anticipated Inaros rework, a few other Warframes have had their abilities tweaked with this update. Here’s a list of what this section will cover:

  • Inaros Rework
  • Mirage’s Eclipse & Prism
  • Gara’s Passive
  • Grendel’s Nourish (Helminth only)
  • Loki’s Decoy and Switch Teleport

Upon downloading the update and logging in, all players will receive an inbox message with the following items to help you experiment with new builds and Helminth infusions for these Warframes:

  • 2 x Forma
  • Helminth Resource Bundle, enough to feed your Helminth once per Resource type!
    • 750 Oxium
    • 6000 Rubedo
    • 50 Ganglion
    • 12,500 Polymer Bundle
    • 3,000 Cryotic
    • 4,000 Plastids
    • 5 Cetus Wisps

Inaros Rework

Awaken the king of the desert once more and command the sands with far more ferocity than ever before!

  • Inaros still heals from performing Melee Finisher Kills on enemies. This is unchanged.
  • Inaros' special bleedout state where he could pull enemies toward his Sarcophagus and leech their Health has been replaced.
    • Now: When Inaros dies, he turns into a Sand version of himself with normal movement and a Melee attack. Land a certain number of hits on enemies before time runs out in order to respawn, but the more often you die, the more enemies you have to hit!
Ability 1

Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.

  • Desiccation is now Inaros’ Railjack Ability (was previously Devour).
Ability 2
Sandstorm (Was Devour)

Devour has been removed entirely and replaced by an improved Sandstorm.

  • Inaros becomes a Sandstorm whirlwind, now with faster animations and movement, so it feels less punishing.
  • Inaros is now invulnerable while spinning in Sandstorm.
  • Sandstorm now has a duration instead of being a channeled power. (Will not block Energy Regeneration while in Sandstorm mode).
  • You can still choose to end the power early if you like.
  • Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.
  • Inaros regenerates 50 Health per second (base, scales with Ability Strength) for each enemy held in his Sandstorm.
Ability 3
Scarab Shell

Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.

  • Increased Armor from 240 to 350 (at max) and can now be scaled with Ability Strength.
  • Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab.
  • Charging Scarab Shell no longer stops you from moving around.
  • The "Negation Swarm" Augment Mod has been retired, its special effect is now part of the base ability: While Scarab Shell is active, hostile Status Effects are ignored at a small cost in Armor.
    • This mechanic was initially part of the "Negation Swarm" Augment Mod, which has been reworked entirely.
    • Please see “Augment Changes” below for more info on the retired Negation Swarm.
  • Balanced for Conclave: Scarab Armor does not deal AoE damage while charging.
Ability 4
Scarab Swarm
  • Scarab Swarm no longer requires you to charge up the ability by investing Health.
  • On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second.
  • Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum of 3 Swarm Kavats can be active at once).
  • The maximum amount of Swarm Kavats can be increased to 5x with the Dessication’s Curse Augment Mod.
  • Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.
  • Balanced for Conclave: Swarm Kavats do not spawn and the Health scaling is halved.
Inaros Augment Mod Changes

Desiccation's Curse: Instead of enemies turning into a sandy copy of their former selves on death, they become Swarm Kavats capable of applying Scarab Swarm on their targets. Mod description reads: “Killing a blinded enemy with a Finisher has a X% chance to summon a Swarm Kavat that will spread Scarab Swarm.” Elemental Sandstorm: No changes! Negation Swarm has been replaced by Negation Armor: When Inaros takes fatal damage, consume Scarab Shell to heal and become briefly invulnerable. Inaros is affected by a strong Bleed Status when this ends.


Mirage Eclipse Rework

After a great amount of input from the Community, Mirage’s Eclipse ability no longer determines the buff (Solar or Lunar Eclipse) to apply based on the environment’s light level, will always be at maximum strength, and is now a Tap/Hold ability!

In its previous state, Eclipse was quite unreliable. One step in any direction could suddenly switch the buff or lower its strength, which left players little control over its benefits. It also did not function correctly in every area of the game, notably in Open Landscapes and Albrecht’s Laboratories where only the Solar Eclipse buff would be active at full strength - even at night time.

The changes listed below affect both Mirage and Eclipse applied via the Helminth (with some notable exceptions listed below its Diminished Effectiveness).

How it works
  • Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction).
  • Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage).
Scaling change

Since the ability no longer depends on level lighting to determine the buff type, the buffs themselves also no longer scale based on light level. Instead, their previous maximum effect is now the base (affected by Ability Strength):

  • Solar Eclipse now has a base 200% increased Weapon Damage.
  • Lunar Eclipse now has a base 75% Damage Reduction.
    • We have lowered the Damage Reduction cap to 90% (previously 95%), to bring it in line with other Damage Reduction abilities (Gara’s Splinter Storm, Citrine’s Preserving Shell, etc.).
Helminth Diminished Effectiveness Change

Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied via the Helminth.

  • Solar Eclipse has a base 30% increased Weapon Damage.
    • This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar.
  • Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction.
    • The Damage Reduction cap also remains the same at 75%.

Mirage Prism Changes

In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which is impacted by the same inconsistency issues that Eclipse suffered from. The team has reviewed Prism and made similar changes to Eclipse:

  • Removed damage scaling based on environmental lighting.
  • Prism now has extrinsic synergy with Eclipse
    • If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%.
    • If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency.

Gara Passive Change

Similarly to the Mirage Eclipse/Prism changes, we realized Gara’s Passive also relied on “standing in light” and, therefore, would have the same issues as Mirage regarding GI Lighting and inconsistent lighting areas. We have removed the scaling with illumination (standing in light) and made the following changes:

  • When casting an ability, there’s a base 15% chance to radially blind nearby enemies for 10s.
  • Each cast without a blind increases your chances by 20% until it creates a radial blind.

Nourish Helminth Change

Nourish is by far the most used Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is to remove situations where it feels like “You’re playing wrong if you’re not using Nourish”, without making the ability unusable.

Nourish when Infused via Helminth now has the following alterations
  • Base Energy Multiplier has been reduced from 2x to 1.6x.
  • Base Viral Damage Buff has been reduced from 75% to 45%.

Everything else related to Nourish through the Helminth remains unchanged.

Loki Ability Changes


Previously, Decoy had a fixed amount of Shield (400) and Health (200). Now, Decoy converts 15% (base, scales with Ability Strength) of enemy Health and Shields within 15m (base, scales with Ability Range) into its own Health and Shields!

This should make Decoy much more useful in higher-level missions, as it can survive a lot more exposure to enemy attacks!

Switch Teleport
  • Loki now gains a brief movement speed buff (50% increase for 5 seconds) after using Switch Teleport (scales with Ability Strength and Duration).
  • Switch Teleport will also no longer root you in place after the teleport.

Yareli Ability Changes

Aquablades & Riptide
  • Yareli is no longer rooted in place when casting Aquablades and Riptide! Now the casting animation is upper body only to allow you to stay nimble and mobile.
  • Added a shake animation and VFX to Merulina’s damage absorption UI element in the HUD, to better indicate when it's been destroyed.

Customization For Warframes With Invisibility Abilities

Warframes now have Invisibility customization - no longer will you have to be strictly transparent!

Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia, and Voruna) will now find customization options in the Arsenal under Appearance > Attachments > Auxiliary Attachments.

Instead of Invisibility being completely see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character.

Semi-Cloak Option
Glow-Cloak Optionl

An alternate, opaque glow, for when the Warframe is cloaked. Does not alter enemy perception.

Invisibility colorization is affected by the primary Energy color of your Warframe.


A new type of Void Fissure is available! Found on Star Chart nodes previously untouched by Void Fissures, the new Omnia Fissure allows Tenno to crack Lith, Meso, Neo, or Axi Relics - whatever they choose!

There is one Omnia Fissure available at all times on both standard and Steel Path difficulties. Tenno must have access to the respective node on the Star Chart in order to access the correlating Omnia Fissure, including any Quests necessary for the node:

  • The War Within Quest for Lua Conjunction Survival Missions
  • Angels of the Zariman Quest for Zariman
  • Whispers in the Walls Quest for Albrecht’s Laboratories

Omnia Fissures can be found on:

  • Lua: Yuvarium (Conjunction Survival)
  • Lua: Circulus (Conjunction Survival)
  • Zariman: Everview Arc (Void Flood)
  • Zariman: Tuvul Commons (Void Cascade)
  • Albrecht’s Laboratories: Cambire (Alchemy)
  • Albrecht’s Laboratories: Persto (Survival)


The Steel Path: Holdfasts & Cavia Bounties

The Steel Path is now available for Holdfasts and Cavia Bounties. Accessing the Steel Path variants is possible through a selection UI when speaking to a Bounty Giver.

How to change Bounty difficulty

When interacting with a Bounty giver, select “Bounties” and change the difficulty at the top left of your screen, below your rank and Daily Standing Cap.


With Steel Path Bounties, you’ll earn 50% more Standing from The Cavia bounties, while The Holdfasts will net you 50% more Voidplume Quills, rounded up (e.g. Tier 5 SP Bounties will reward 8 Plumes)!

As always, you’ll find many similarities between these Bounties and other Steel Path missions across the Origin System. Enemies are tougher and higher-level, you’ll earn one guaranteed Steel Essence upon Steel Path Bounty completion, and the Acolytes will “torment” you within Zariman & Albrecht’s Laboratories Steel Path Bounties.

Steel Path Incursion Expansion: Zariman And Albrecht’s Laboratories

Steel Path Incursions are a familiar feature in the Origin System, with five Star Chart nodes being chosen each day that reward an additional 5 Steel Essence each on completion. With Dante Unbound, an additional sixth Incursion will make an appearance daily.

This new addition will work the same as existing Incursions, but will only appear within the Zariman and Albrecht’s Laboratories, meaning a daily incursion will always be on one of these Tilesets. The existing five Incursions will not see any changes and will not appear on Zariman or Albrecht’s Laboratories nodes.


Following our work in Abyss of Dagath and Whispers in the Walls, we have more New Player Path improvements. This batch of changes touches a variety of aspects of the game, including Junction Requirements, Quest Difficulty, and more.

Cephalon Simaris Introduction

We are adding Synthesis to the Junction path (see “Junction Changes” for more details), and have made the following changes to improve a Tenno’s first introduction to Simaris.

  • Moved the “talk” interaction placement for Cephalon Simaris so players don’t have to get quite so close.
  • Updated tutorial dialogue option to better indicate that it is a tutorial.
    • It now reads “Teach me how to Perform Synthesis”.
  • Added a waypoint to the Offerings console after completing the Synthesis Simulation.
  • Fixed having to speak to Simaris again after his introductory dialogue. Now the conversation will continue on seamlessly!

Mote Amp Acquisition

Receiving your first Amp from Onkko becomes vital soon after The War Within. Right now, an inbox message from a mysterious figure who tells of a secret door in Cetus is all that directs new players to the Quills. New players are never forced to find the door and receive their Amp to progress, which can cause problems by the time they play The Sacrifice.

To address this, we are now making Mote Amp acquisition an explicit requirement to progress in the main questline:

  • Removed the Mot requirement from Chains of Harrow Quest and replaced it with the requirement to visit Onkko in Cetus.
  • Added a new inbox after completing The War Within directing players to visit Onkko in Cetus.

Junction Changes

  • Mercury Junction:
    • Added “Complete Quest: Vox Solaris” to the Mercury Junction Tasks
    • Removed the “Rescue a Hostage at Linea on Venus” Task
  • Added The Deadlock Protocol as a Saturn Junction Reward.
    • Previously this was rewarded from Vox Solaris, but since it has a Mastery Rank 4 requirement, many new players would not be able to access it. Placing it further along the Junction path gives them more time to gain Mastery Rank before diving.
  • Added “Perform Synthesis for Cephalon Simaris” task to the Uranus Junction.
    • Performing Synthesis and scanning targets are vital tasks for player progression, so we are adding an official introduction to it via Junctions.
  • Added “Visit Maroo” to the Phobos Junction Tasks.
    • We also improved the flow of the “Visit Maroo” button in the Ayatan Treasures screen to match that of Varzia’s. Now players will be presented with an introductory screen about Maroo, and will be taken directly to her Bazaar.

Mastery-Rank Locked Inbox Messages

The following content is already locked behind Mastery Rank, but players receive details about it before reaching that Mastery Rank. Now, these messages will not be sent until players have met the Mastery Rank requirement.

  • The Waverider Quest will now be delivered via inbox upon completing Vox Solaris AND reaching Mastery Rank 3.
  • Otak’s Tyana Pass inbox message will now be delivered upon completing the Heart of Deimos AND reaching Mastery Rank 3.
    • Tyana Pass originally did not have a Mastery Rank requirement, but we are adding it so as to not distract new players from the Main Questline.

Railjack Market Bundle Changes

With the significant improvements made to acquisition over the years, including adding Rising Tide to the Main Story Path, we have revisited the Railjack Market bundles added back in 2021. Given the updated ease of acquiring a Railjack, our goal is to amend the cost of Railjacks - players can continue to earn it via the Main Story Path, but for those who want to pilot their own ship before Rising Tide, the 400 Platinum cost felt too steep.

To start, we have removed the following items from the Market:

  • The New War Firepower Bundle
  • Railjack
  • Railjack Captain’s Bundle

In their place, we are introducing a new Starter Railjack Bundle, offering the following items for 175 Platinum:

  • Railjack
  • 4 x Crew Member Slot
  • 4 x Components & Armaments Slots

Those who have purchased any of the removed Bundles will receive the value difference via a Platinum refund script in the coming days. Refer to our official PSA for Refund Script details: https://forums.warframe.com/topic/1388577-psa-railjack-market-purchase-refund-script/

Quest Changes

Saya’s Vigil Improvements and Fixes
  • Added a white highlight around Glass Shards to make them easier to find and scan.
  • Removed the requirement to hack the Trailer Door. Now it will spawn open, allowing for players to start searching for and scanning Shards immediately.
  • Moved one of the Glass Shards to a more visible placement.
  • Amended enemy levels in the Galleon to be on-par with enemy levels on the Landscape.
  • Players must now complete the “Prove Yourself” introductory Bounty from Konzu before being able to start Saya’s Vigil.
    • Previously you would be able to start this Quest if you had been taxi’d into the Plains of Eidolon and completed a different Bounty. Now this introductory Bounty must be completed first!
    • This change also restricts full access to the Plains of Eidolon Bounty board behind this introductory Bounty. Being taxi’d will no longer unlock it for you.
  • Fixed needing to speak to Saya in Cetus twice to start Saya’s Vigil. Now the conversation will continue on seamlessly after her introduction!
  • Fixed an empty box appearing in the Abort Menu instead of saying “Cetus” during Saya’s Vigil Quest.
  • Fixed Liset not properly animating in the Eidolon Extraction cinematic in Saya’s Vigil.

Quest Blueprint Build Times:

We reduced the following Quest-related blueprint crafting time to 10 seconds, and updated the Rush Cost to be 0 Platinum:

  • Nightfall Apothic, Twilight Apothic, Sunrise Apothic (The Silver Grove)
  • Scorched Beacon, Chroma Signal, Chroma Mark (The New Strange)
  • Railjack Cephalon (Rising Tide)
  • Ascaris Negator (Vor’s Prize)
  • Limbo Theorem Components (The Limbo Theorem)
  • Mandachord (Octavia’s Anthem)
  • Potent Pherliac Pods (The Jordas Precept)

Other Quest Changes:

  • Added 60 Kuva to The Sacrifice Quest mission rewards so players can more easily build Excalibur Umbra.
  • Added a waypoint to the Orb that players must interact with to start the Apostasy Quest.
  • Reduced the Drone health in the Vox Solaris Quest to make it easier to shoot down before hacking.
  • Added introductory Kuva Lich and Sister of Parvos inbox messages after the completion of their prerequisite Quests (The War Within and Call of the Tempestarii).
  • The riddles from Hidden Messages will now appear in the TennoGuide to help players more easily find them. (or to help those who accidentally deleted the inbox messages -- oops!).
  • Added a “Obtain Kinetic Siphon” objective to the “Paying with Synthesis” stage of The New Strange Quest.
  • Re-ordered the Side Quests suggested by the Tenno Guide to prioritize Quests that introduce players to new systems and those that offer Warframes.


Melee Ground Slam Attack Changes

Prior to Dante Unbound, Melee Ground Slam Attacks were distributed between two damage instances - they appeared in the Arsenal UI (includes the stats window when hovering over equipment as well as the Upgrade screen) as follows:

  • Slam Attack: Damage inflicted on an enemy by hitting them directly with a Ground Slam Attack.
    • Note: We’ll refer to this stat as “Slam Direct Hits” moving forward in this section of the patch notes to avoid confusion between all the terms. This term denotes that the damage instance came from the direct Melee hit on an enemy while performing your Ground Slam - effectively Goomba Stomping them, if you will.
    • Damage on Slam Direct Hits was scaleable with Mods.
  • Slam Radial Damage: Additional damage inflicted to all enemies in the radius of a Ground Slam attack.
    • Other than a few specific Mods (Seismic Wave, etc.), Slam Radial Damage was locked at a flat value and did not scale with Mods.
What’s Changed
1 - Ground Slam Attacks are now entirely Radial Damage

Ground Slam Attacks now only have one instance of damage: Slam Radial Damage! It is now the whole sum of the damage dealt by Ground Slam Attacks instead of being “additional”.

What this means is that Slam Direct Hits are no more. All the damage done by a Ground Slam Attack is now purely Radial.

With this change, it's worth noting that we have also maintained the Damage Falloff on Slam Attacks, where damage diminishes the further an enemy is from the point of impact, but with some changes:

  • Previously: Damage could fall off to ~0% at the edge of the impact radius.
  • Now: Damage will only ever go as low as 50% (of total damage) at the edge of the impact radius for normal Slam Attacks, and 70% for Heavy Slam Attacks.
2 - Ground Slam Attack’s Radial Damage now scales with Mods

Since Slam Attacks are now purely Radial Damage, we’ve made its damage scaleable with Mods, when previously it wasn’t. This effectively buffs Ground Slam Attacks since you can now directly increase its damage and apply Weapon Status (inherited from Mods), which ultimately improves its scalability for late game content.

It’s worth noting that all of the above changes only apply to AERIAL/JUMP Ground Slam Attacks (In air + Aim Downwards + Melee) and AERIAL/JUMP Heavy Ground Slam Attacks (In air + Aim Downwards + Heavy Melee). They do not affect Slam Attacks that are part of Stance Combos. For example, Slam attacks during combos deal flat damage amounts and do not scale with Mods. We currently do not have plans to change this.

3. Added a 2x Multiplier to its Radial Damage

Slam Direct Hits had a 2x-3x multiplier (depending on Weapon Class) to account for the fact that it was actually quite difficult to land them, so the multiplier helped in making those rare instances feel impactful.

Since Slam Direct Hits are no more, we have accounted for its removal by applying a 2x multiplier to Slam Attack’s Radial Damage across all Weapon classes. For the reasons listed directly above (Radial Damage now scalable with Mods) and for the sake of balance, the 2x (3x for Heavy Slam Attacks) multiplier on Radial Damage maintains the damage output without going overboard.

How The Changes Appear in the Arsenal

Melee Ground Slam Attacks now has only one core stat in the Arsenal: SLAM ATTACK. The number listed beside indicates its Radial Damage.

You’ll notice that with all of the above changes, some Melee weapons’ Slam Attack Damage has changed. Previously “Slam Attack” in the UI informed of “Slam Direct Hits”, which for some Melee weapon types (ex: Polearm, Sword, Two-Handed Nikanas, etc.), had a 3x multiplier applied. Now, since “Slam Attack” in the UI indicates Radial Damage and has had a 2x multiplier applied across all Melee types, the damage for those weapons may differ. But now that you can scale Slam Attack Damage with Mods, those differences can be easily recouped and then some.

We’ve also added a Slam Radius stat to the tooltip to better inform players in-game: “Ground Slam attack hits all enemies around the point of impact within X meters.”

  • It’s worth noting that the Slam Radius for each Weapon class has been untouched.

Melee Finisher Improvements

Melee Finishers have been updated to standardize Finisher eligibility across enemies and weapons. Previously, if an enemy did not have a finisher animation prepared for a certain weapon type, then players would not be able to perform that specific Finisher on them. We have added default animations for all weapon types to prevent this restriction, meaning all enemies* should now be eligible for every type of finisher.

  • Also added a new VFX to showcase when an enemy is open to Finishers. You will still need to get into proper position to execute the finisher with this VFX active!
    • This includes finisher openings created by Warframe abilities (ex: Inaros Desiccation) and Ground Finishers.
    • Flying enemies (Corpus Ospreys, The Anatomizer, etc.) are still ineligible for Melee Finishers with this change.
  • Added new unique Mercy Finishers to the Hollow Vein, Severed Warden, The Anatomizer, Lumbering Fragment, and Shuffling Fragment enemies! Each with their own custom animations to really stick it to the Murmur in style.
    • The context action to perform a Finisher on the airborn Murmur enemies (The Anatomizer and The Severed Warden) are not anchored to their bodies and will instead appear on the HUD when you are within radius of them. This is an experimental approach into finding ways to include Finishers on other airborne enemies in the future.

Auto-Melee Fixes

  • Fixed getting locked auto-meleeing (even without input) after interacting with items and other actions while melee attacking. Notably:
    • Interacting with Golden Hand Tributes
    • Selecting Duviri Decree
    • Entering Sanctuary Onslaught portal
    • Selecting Endless Void Fissure reward
    • Opening Gear Wheel
    • Using Transference
    • Interacting with turrets in Railjack
      • Known issue: We are aware that this issue can occur from the Stay/Leave screen in the Circuit.
  • Fixed Auto-Meleeing in a certain location in the “Awaken the Sleeper” stage of the Whispers in the Walls Quest causing an interaction to be skipped.
    • Melee will now be disabled when in this area to prevent key moments from being skipped.
  • Fixed getting locked auto-meleeing after holding the ability menu open and auto-meleeing simultaneously while using a controller.
  • Fixed getting locked auto-meeling after opening the pause menu/chat window while holding the Melee attack button.
  • Fixed Auto-melee persisting after exiting a Railjack turret / pilot seat if melee input was held upon entering it.


New UI Sorting Categories

Warframe Arcane Selection Screen (Arsenal)

We have added sorting categories to help you find the Arcanes you are looking to equip onto your Warframe. They can now be sorted based on their effects:

  • Health
  • Shields
  • Armor
  • Resistance
  • Energy
  • Abilities
  • Weapon Damage
  • Weapon Stats
  • Movement Speed
  • Companion
  • Special
    • Arcanes that do not fit into the above categories due to their unique effects. For example: Arcane Trickery (On Finisher Kill: 15% chance to become invisible for 5s).
Captura Scene Selection Screen
With well over 100+ Captura Scenes to own, scrolling through the Captura menu could be quite tedious to find the scene you were looking for, especially if you couldn’t remember its name.

To help you spend more time Captura-ing instead of scrolling, we have added sorting categories to the Captura Scene screen! Tab between Faction, Syndicate, Quest, Open Landscape, and more themed tabs to find exactly what you’re looking for. Shoutout to all of the incredible Captura Artists out there!

Orbiter Decoration Selection Screen

It is now easier than ever to make your Orbiter feel like home with new Decoration sorting categories! Spend more time placing your Floofs so that it looks like they are having a tea party, and less time scrolling through the selection screen to find the Zariman Spoon (a key component to any tea party) with these sorting categories:

  • Statues
  • Floofs
  • Displays
  • Vendor
    • Decorations that can be acquired from various Vendors (Hombask, Ticker, etc.).
  • Market
  • Tenno
    • Includes Decorations rewarded from Quests/Events, Mastery Rank Slates, and more!

New Fast Travel Menus: Orbiter, Relays, & Dojo


No longer shall you need to journey through layers of menus to fast travel! You can now hold the Gear Wheel/Decrees binding (default “Q” on keyboard) in the Orbiter and Relays to bring up a radial menu with the following options:


  • Navigation
  • Arsenal
  • Foundry
  • Mods
  • Decorate
  • Helminth (if you have the Helminth Segment installed)
  • Operator (if you have completed The Second Dream Quest)
  • Board Railjack (if you have completed the Rising Tide Quest)
  • Codex
  • Void Relics
  • Friends
  • Market

Relays: These options may vary depending on the Relay you are visiting.

  • Navigation
  • Arsenal
  • Teshin
  • Cephalon Simaris
  • Darvo Deal
  • Syndicates
    • Selecting this option will open a secondary menu for each Syndicate available in the Relay.
  • Ergo Glast
  • Arbitration Honors
  • Friends
  • Void Trader (When Baro Ki’Teer is visiting the Relay you are in)

Dojo: As expected, if you do not have certain rooms constructed (such as the Dry Dock, etc), they will not appear.

  • Navigation
  • Arsenal
  • Set Up Shop
  • Transporter
  • Trading Post
  • Vault
  • Dry Dock
  • Crimson Branch
  • Decorate
  • Research Rooms
    • Selecting this option will open a secondary menu for each Research Room in your Dojo (Tenno Lab, Bio Lab, Energy Lab, Chem Lab, Orokin Lab, Ventkids’ Bash Lab, and Dagath’s Hollow).
  • Friends
  • Clan

Upgrade Screen Changes

  • Dragging Mods will now provide more visual information in the Upgrade Screen:
    • Dragging a Mod will now maintain the same aspect ratio as an “open” Mod but scaled down, so that you can still identify it, its Polarity, and its Capacity Cost when moving it across the screen.
    • Slots with matching Polarities to the dragged Mod are now highlighted in green and have a slight pulsing effect to indicate that they are eligible. Slots with mismatched Polarities are highlighted in red.
    • Hovering a Mod over a slot will now show how its capacity cost will be affected based on their Polarities.
  • Made it more obvious that Damage Type stats are affected when swapping a Weapon or Modding one. Now, when you are making changes, the Damage types that are negatively impacted will shuffle lower in the list and appear slightly transparent, so that it's easier to spot the changes between comparisons.
  • Added an “OVERLEVELING” tag on equipment that’s Max Rank goes beyond 30 (Kuva/Tenet Weapons, Necramechs, etc.).
  • Added a “VALENCE BONUS” tag for Kuva/Tenet Weapons to indicate that they are eligible for Valence Fusion and to expose their damage bonus type.
  • Added a tooltip when hovering over locked Exilus Slots to inform players that it “Requires Exilus Weapon Adapter” to unlock.
  • Added new VFX when Exilus Slots are unlocked.
  • Added new VFX when unlocking the Arcane Adapter Slot.

Warframe, Weapon, and Railjack Stat UI Rework

Looking at a wall of stats can be overwhelming, especially for new players who are familiarizing themselves with all the important information contained in those screens.

In an effort to highlight the most important information and reduce the overall visual noise, we have made the following changes to the screens that display Warframe, Weapon, and Railjack stats:

  • Stats are now organized in order of importance.
    • Core stats (most important) are visible at all times in these screens.
    • Secondary stats (branched from Core stats) have been moved into tooltips that can be viewed by hovering over their respective Core stat.
  • Added several new Core and Secondary stats to help communicate more relevant information to players.
  • Improved how descriptions in core stat tooltips are presented to better distinguish between the Core stat’s description and its Secondary stats.
    • Added a dividing line to separate Core and Secondary stats.
    • Added arrow icons next to each Secondary stat.
  • Added new headers to group stats and better organize them.
  • Added a “Base Stats” and “Upgraded Stats” tag at the top of the stat windows to indicate what kind of stats are being shown.
  • Certain stats are no longer visible at all times and are now considered “Conditional”, meaning they will now only appear when Mods alter said stat.
  • Removed/edited certain stats.
Exact Details

The following section provides the nitty gritty details on all of the above changes and exactly how they’ll appear for each equipment type. We’ve also provided additional information on the specific changes that have been made for certain stats below as well.

Here’s a guide to better understanding how we’ve written out how you will see it in the UI:

  • Anything marked “New” is a stat that’s been exposed in the UI with this update.
  • Anything marked “Conditional” is a stat that only appears depending on if correlating Mods have been equipped.
  • Anything marked “New Header” denotes that a text line has been added to the UI to better categorize stats that follow below it.
Warframe Stats
  • Health
  • Shield
    • Shield Secondary Stats:
      • Shield Gate Duration: When Shields break, gain invulnerability for Xs. Increasing max Shields lengthens the invulnerability time.
      • Shield Recharge Delay (New): The time in seconds between when Shields are damaged and recharge: Xs.
      • Shield Recharge (New): The rate Shields recover after being depleted: X%/s.
  • Armor
    • Armor Secondary Stats:
      • Tau Resistance (Conditional)
        • Condition: Only appears with Umbral Mods equipped.
      • Elemental Damage Resistance (Conditional)
  • Energy
    • Energy Secondary Stats:
      • Starting Energy (how much you have when loading into missions)
      • Energy Recovery (New): Energy recovers at X/s.
  • Sprint Speed - No Secondary stats

Ability (New Header)

  • Duration
  • Efficiency
    • Efficiency Secondary Stats:
      • (New) Efficiency Calculation: Abilities cost X% of their original cost.
      • (New) Channeled Abilities Efficiency Calculation: Also accounting for the effects of Ability duration, your channeled abilities cost X% of their original cost.
  • Range
  • Strength
Primary/Secondary Weapon Stats

Note: To avoid confusion, the following lists the new order of all Primary & Secondary Weapon stats combined. Meaning, you will see stats that apply to some weapons but not all (ex: weapons with Radial Attack will have the Range stat but not others).

  • Fire Rate
  • Multishot
  • Magazine
    • Magazine Secondary Stats:
      • Ammo Maximum (Conditional)
        • Condition: Appears on Weapons that have any amount of Ammo Maximum (>0)
  • Ammo Pickup
  • Reload
  • Accuracy
    • Accuracy is now displayed as the following:
      • Very Low
      • Low
      • Medium
      • High
      • Very High
        • Previously, the numbers that used to be shown in the Accuracy stat were, in fact, not totally accurate to what players were actually experiencing. For example, the Grinlok had a Accuracy of 44.4, which could lead players to assume that its shots wouldn’t be very precise, but they in fact were. So now, in the UI it will properly indicate that it has High Accuracy.
    • Accuracy Secondary Stats:
      • Deviation With Aim: X degrees
      • Max Deviation (New): X degrees
    • We also changed the descriptions of Mods that used "Spread" instead of "Accuracy", so that “Accuracy” is the only term we use to describe this attribute across the board.
  • Trigger
  • Noise (Conditional)
    • Silent weapons show this by default.
    • Condition: Appears with Noise Level Mods.
      • We also added a new “SUPPRESSED” tag for when noise is modded but not enough to be totally silent.
  • Punch Through (Conditional)
    • Weapons with any amount of Punch Through (>0) show this by default.
    • Condition: Appears with Punch Through Mods.
  • Range
  • Riven Disposition


  • Critical Chance
  • Critical Multiplier
  • Status
    • Status Secondary Stats:
      • Status Effect Chance per shot (New): Effective Status Effect Chance for each Status per shot.
      • Radial Status Chance (New): Status Effect chance for each Status per Radial attack.
  • Impact, Puncture, Slash Damage
  • Elemental Damage
  • Damage Falloff
  • Total Damage

Radial Attack

  • Range
  • Impact, Puncture, Slash Damage (conditional)
  • Elemental Damage
  • Falloff
  • Total Damage
Melee Weapon Stats


  • Attack Speed
  • Range
  • Slam Attack
    • Ground Slam Attacks have received some changes that impacted the way its stats are shown in the UI - more details in the dedicated “Melee Ground Slam Attack Changes” section of the patch notes above.
    • Slam Attack Secondary Stats:
    • Slam Radius (New): Ground Slam attack hits all enemies around the point of impact within X meters.
  • Slide Attack
  • Combo Duration
    • Combo Duration Secondary Stats:
      • Combo Count Chance (New & Conditional): Additional Combo Count Chance X%
        • Condition: Only appears with Combo Chance Mods. This will also cause its core stat Combo Duration to appear so that this secondary stat is accessible in its tooltip.
      • Initial Combo (Conditional): New Combos start with X points instead of Zero.
        • Condition: Only appears when equipping Initial Combo Count Mods. This will also cause its core stat Combo Duration to appear so that this secondary stat is accessible in its tooltip.
  • Follow Through
  • Blocking Angle (Conditional)
    • Sword and Shield Melee Weapons have this by default.
    • Condition: Only appears with Blocking Mods.
  • Riven Disposition


  • Critical Chance
  • Critical Multiplier
  • Status
    • Status Secondary Stats:
      • Status Effect Chance per hit (New): Effective Status Effect Chance for each Status per hit.
  • Impact, Puncture, Slash
  • Elemental Damage
  • Total Damage (Conditional)
    • Condition: Only appears when there is more than one Damage type.

Heavy Attack

  • Damage
  • Slam Attack
    • Ground Slam Attacks have received some changes that impacted the way its stats are shown in the UI - more details in the dedicated “Melee Ground Slam Attack Changes” section of the patch notes above.
    • Slam Attack Secondary Stats:
      • Slam Radius (New): Ground Slam attack hits all enemies around the point of impact within X meters.
  • Tennokai Chance (New & Conditional)
    • Condition: Only appears with Tennokai Mods (with the exception of the Discipline's Merit Mod, which enables Tennokai opportunities every 4 melee hits instead of at random).
  • Wind up (Conditional)
    • Condition: Only appears with Wind Up Mods.
Railjack Stats
  • Railjack
  • Hull
  • Armor
  • Shield
  • Forge Capacity
  • Engines
  • Shield Recharge
  • Shield Recharge Delay

Battle Mod (New Header)

  • Strength
    • Formerly “Battle Mod Strength”
  • Duration
    • Formerly “Battle Mod Duration”
  • Range
    • Formerly “Battle Mod Range”

General UI Changes:

  • Added “Incarnon Upgrade Available” to the notifications drop-down list to inform players when they have an Incarnon Weapon that has pending Evolutions. Hovering over it will show the list of Incarnon Weapons that are available to update in the Arsenal/at Cavalero.
  • Note: The tooltip will only list the Incarnon Weapons you have equipped, so a maximum of Weapons (Primary, Secondary, and Melee) will show here.
  • Added an “UPGRADE AVAILABLE” category to Cavalero’s “Evolve Incarnon Weapons” screen that’ll sort the weapons available to be upgraded.
    • These weapons also now have an “Evolve” tag, icon, and special backing to indicate they have upgrades available.
  • Added the ability to view the Augment Mods that are compatible for the selected Helminth ability in the Infuse Ability Screen. Follow the prompt to “VIEW AUGMENTS” for a full list of compatible Augment Mods.
  • Added a map Legend for Cetus, Fortuna, the Chrysalith, and the Necralisk/Sanctum Anatomica to help players identify and locate where each Vendor is located.
    • The Legend is accessible by first opening the map and hitting “L” as indicated to open the list.
      • This format also now applies to Dojo Legends. Previously the Legend menu would be ever-present while in Dojos. Now it will appear only when the Dojo Map is opened.
    • To prevent spoilers, the Legend for the Cavia members in the Sanctum Anatomica is hidden from the Necralisk Legend if the Whispers in the Walls Quest has not been completed.
  • You can now sort weapons by Mastery Rank in your Profile and Codex.
  • Newly Unveiled Rivens will now appear first in the Mod screen when sorting by “Recent”.
  • Unidentified rewards will now be sorted at the top of the End of Mission list.
  • Added an “Owned” tag to the Circuit Rewards tooltips to inform players if they own an item and how many.
  • Added an “Owned” tag in the tooltip of collected resources in the End of Mission screen.
  • Warframe Abilities are now viewable from the Arsenal preview screen! Hover over the Ability icons to read their description.
  • You can now view Warframe Passives from the Arsenal’s Upgrades screen. Hover over the Passive icon to read their description.
  • Added a bunch more of the missing HUD buff descriptions, most notably Incarnon upgrades, Warframe Augments, Void Fissure buffs, Mod Set bonuses, Sentinel Mods, Weapon Unique Traits, Conclave Mods, Drifter Intrinsics and many many more!
  • Changed the tooltip next to the “NEW ITEMS” title in the Update screen from “GO TO MARKET” to “VIEW IN MARKET” - the previous tooltip was leading players to believe they could click on it to go to the in-game Market, which is not the case.
  • Damage numbers will now appear below reticles and hit indicators to improve visibility.
  • Added a new Reticle for Melee Incarnon weapons to a) better communicate when the Incarnon form is ready and b) better showcase how much Incarnon charge is remaining.
    • Now an indicator will appear at the bottom of the Reticle when Incarnon Form is ready to trigger.
    • A custom reticle appears while in Incarnon Form, which showcases how much Charge is left via a progress bar in the inner section.
    • Also added new SFX when swapping to and from a weapon in Incarnon form.
    • Known issue: We are aware that some of the Melee Incarnon Weapons are missing this new reticle! We are investigating a fix.
  • Made some visual updates to the Reticle for Primary/Secondary Incarnon Weapons to improve visibility similar to the changes above for Melee Incarnon weapons:
    • A new indicator will appear at the bottom of the Reticle when Incarnon Form is ready to trigger.
    • The remaining Charge in the bar is now a blue color (the previous white was at times very difficult to see in contrast with the environment).
  • Updated the Revive UI to be more visually distinctive in-mission. While making this change, we also updated the reviving sounds for a bit of extra polish!
    • Added a new heartbeat-like SFX while players are in bleedout.
    • Added a new SFX when players have died without further revives.
    • Added new reviving SFX and SFX upon successful revival.
  • Added Mod tooltips (hovering over Mods with bold words in their description) for the following terms:
    • Knockdown: Enemies fall to the ground, opening them up to melee ground finishers.
    • Sleep: Enemies become unable to perform actions and open to melee finishers.
    • Disarm: Disarmed enemies lose their firearms and can only engage in melee combat.
    • Lifted: Certain melee attacks can lift enemies into the air, making them temporarily incapable of attacking you.
  • Updated “Health” on-hover description to not be specific to Warframes.
    • Now reads: “How much damage can be sustained before becoming incapacitated.”
  • The in-game Market’s “Back” button will now recall the history of your click-throughs items in the “View Related” list. The “Exit” button will take you to the main Market page when you are several pages deep.
  • Moved the text describing that a node is locked to a tooltip (on hover) to prevent issues where text could clip outside of the World State Window UI.
  • The in-game Market has a “NEW” section on the landing page to help you browse all the new additions.


Top Quality of Life Changes

  • Rewards and Circuit Progress are now preserved after every completed Stage.
    • For example, if you are in Stage 6 and the Defense Target is destroyed, you will now keep all of the Circuit Progress and Rewards you had earned from the last 5 Stages.
  • “!” notification will now appear in the Star Chart and Duviri navigation screen when Circuit rewards are available to claim.
  • Added the ability to leave the Undercroft Waiting Area via new “Return to Duviri” context action at the portal.
    • This context action becomes available provided the teleportation timer has not begun (10 seconds if more than 50% of the players have entered the portal).
    • This should address issues of players becoming marooned in the Undercroft Waiting Area due to their squadmates not joining them.

Circuit Assassination: Corrupted Jackal Changes

The introduction of the Corrupted Jackal Assassination Circuit mode was designed with a twist to the standard Jackal fight for a bit of a challenging edge. However, players have expressed that the fight can quickly end you and your Squad’s Circuit run due to it being rather difficult to defeat.

In an effort to make the fight less arduous and improve its success rate overall, we have made the following changes:

  • Significantly reduced its turret damage.
  • Significantly reduced the damage and the radius of its Plasma Grenade Cluster attack.
  • The Plasma Grenade Clusters will now only target players outside of the bubble during its Grid Wall state/attack.
  • Since Plasma Grenade Cluster has a much smaller radius and is much less punishing, we wanted to ensure players are still feeling engaged with this segment of the fight when leaving the bubble.
  • Slightly increased the delay of when it uses its Plasma Grenade Cluster during its Grid Wall state to give you a bit more time to clear the area.
  • Removed the nullifying effect from its Massive Shockwave attack.
  • Fixed Corrupted Jackal having its abilities disabled by Banshee's Silence in the Circuit.
    • This would temporarily halt progress as it needed to use its Grid Wall attack to proceed with the fight.

General Improvements & Fixes

  • We have made significant infrastructure changes to Duviri missions to address widespread bugs caused by Host Migrations. These changes should address various instability caused by Host Migrations, including specific issues such as the following:
    • Being stuck in the Undercroft or in a permanent loading screen if a Host Migration occurs during the stage completion countdown.
    • Clients being Duviri Drifter in the Undercroft after returning from a Host Migration.
    • Migrating at the end of a Void Flood Undercroft stage resulting in loss of mission objective for returning players.
    • Returning players in the Jackal fight having a dark screen in the next Circuit stage.
    • Migrating during the Stage transition after the Jackal Fight sometimes causing the new Host to crash or be in a broken state.
    • Host Migration while returning to Duviri from the Undercroft resulting in loss of mission objectives.
    • Host dying, migrating, and rejoining resulting in not being able to be revived upon their return.
    • Leaving while dead in the Kaithe stage of the Steel Path Orowyrm Fight resulting in loss of function upon rejoining.
    • Large hitch for Clients loading into a new Circuit session after a Host Migration.
    • Blue VFX from the second stage of the Steel Path Orowyrm fight persisting for the rest of the fight after Host Migration.
    • Migration after breaking the final Orowyrm Ring resulting in returning players being unable to complete the fight due to the cutscene not playing properly.
    • Migration in Undercroft causing one player to be split from the squad into their own session with a randomized Loadout.
    • Players returning to an Undercroft mission after Host migration as Operator instead of Drifter and getting flung out of the map.
    • A case of crashing upon migration during the Kaithe stage of the Steel Path Orowyrm fight.
    • Fixed Host Migration in Teshin’s Cave and re-joining resulting in the player falling through the world as a “SUIT”.
    • Fixed Host Migration during Orowyrm cinematic putting the players back into the arena with no Orowyrm.
  • The “Decrees Exhausted” message that occurs when opening up the Decrees menu while at the max amount will now only occur once and then will revert back to the Emote Wheel access.
    • This fixes the issue where players were unable to access the Emote Wheel at all after hitting max Decrees since they use the same binding.
  • Added UI notification that clarify why they are waiting in the Undercroft while players are loading or 50% of the players are not in the Undercroft.
  • Fixed remaining in Teshin’s Cave if the player is using the Drifter Appearance Mirror while the rest of their squad teleports to the first Circuit Stage.
  • Fixed teleporting out of the Undercroft while playing the Shawzin Emote causing players to spawn into the Orowyrm fight in a broken state.
  • Fixed Decree Fragment clipping into the ground for Clients in various Undercroft tiles.
  • Fixed Duviri minimap markers not populating properly at the edge of the map.
  • Fixed Duviri map briefly having the incorrect orientation upon opening it.
  • Fixed Duviri Fish earned from Maw Feeding not using the rare item pop-up.
  • Fixed being unable to drive Yareli’s Merulina through the Corrupted Jackal’s dome in the Circuit.
  • Fixed account progress not being accurately updated in Profile when viewing in Duviri.
  • Fixed disconnected ground textures in the Circuit tilesets (notably the Amphitheater tile).
  • Fixed getting swung around violently by the Tubular Bell rope in Duviri if another player shoots it at the same time you interact with it.
  • Fixed the Decree screen being stuck open when pulled into the Circuit lobby from Duviri.
  • Fixed a long soft lock/hitch occurring to the third member of a squad that gets Host migrated into a new squad in the Circuit.
  • Fixes towards objective marker pathing from the Duviri caves to the outside not updating if you take a different exit that isn’t part of the intended path.
    • It won’t update immediately upon leaving the cave, it’ll update when players are about 50 meters above ground.
  • Fixed rare issue where Clients could get stuck infinitely loading in Duviri after Host migration.
  • Fixed picking up items in Duviri as Drifter auto-swapping your equipped weapon to the Sirocco.
  • Fixed players getting stuck in Warframe after using Transference immediately after completing the first Undercroft objective in Duviri.
  • Fixed a grammar error in the confirmation prompt for Duviri Steel Path Circuit reward choice.
  • Fixed Decree Fragments spawning in the ground in certain Undercroft tiles.
  • Fixed players remaining in Warframe after using Transference after completing the first Undercroft in Duviri.
  • Fixed players being stuck in a Warframe T-pose after defeating the Orowyrm.
  • Fixed receiving XP from a previous Orowyrm if you Host Migrated before opening the Chest and loaded into another Duviri mission.
  • Fixed Clients unable to use Transference in the Undercroft after defeating the Orowyrm.


For those who have ventured through Albrecht’s Laboratories and the Isolation Vaults, you may have become very familiar with the robust shield-wielding Necramech known as Bonewidow. Much of what has changed with Bonewidow in this update matches the Voidrig rework that occurred in the Whispers in the Walls update with the same goals: reducing the difficulty and improving the legibility of their attacks and abilities.

Ultimately, since defeating enemy Necramechs is key to earning the components needed to build your own personal Necramech, we want their combat sequence to be much more attainable and enjoyable overall!

The changes below apply to Bonewidows in the Laboratories and in the Isolation Vaults.

General Changes
  • Bonewidow can now receive damage anywhere (with damage attenuation) instead of just its weak points. Now, when its weak points are targeted it’ll receive increased damage.
    • This change should make the fight much less taxing, while still incentivizing players to target weak points. Since it is now susceptible to attacks from all angles, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and prevent it from being one-shot.
  • Bonewidow’s weak points have received a visual upgrade to make them easier to identify. They now appear as vials filled with a liquid substance that can be targeted and destroyed.
  • Changed Bonewidow’s Archgun from the Mausolon to the Morgha (with modified slower Fire Rate).
    • Voidrig uses the Mausolon so we wanted to give Bonewidow its own Archgun!
  • Removed the small amount of Shields it had (the stat not its actual physical Shield).
  • The waypoint for Bonewidow will now appear as red (similar to Voidrig).
  • Bonewidow enemy level will now show in the HUD.
  • Fixed Bonewidow not recovering right after missing its dash attack.
Ability & Attack Changes
  • General:
    • Bonewidow will now more frequently alternate between Melee and Ranged attacks to better engage with players.
    • Added new VFX at the front of Bonewidow during its dash attack to more clearly communicate the damage width.
      • Also fixed a bug where players could get knocked down on the other side of a wall that the Bonewidow dashed into.
    • Improved the aim direction when Bonewidow is shooting with the Morgha, so that it correctly points its Archgun in the direction of the players it is shooting at.
  • Firing Line:
    • Reduced the number of shots per burst from 2 to 1.
    • Bonewidow will now rotate towards the player before using its Firing Line ability and will stay locked in place for the ability’s duration.
    • Bonewidow will now pause for a brief moment after Firing Line before continuing other attacks.
    • Updated the “beams” VFX to launch the “blast” after the beams collapse in on enemies so that the effect looks more impactful.
      • This change has also been applied to player Bonewidow.
    • Added new sound FX when Firing Line is cast.
  • Shield Maiden:
    • Improved the hitbox of its Shield to make it easier to shoot at and destroy.
    • Increased Health of the Shield.
    • Added new VFX when Shield Maiden has been cast (Shield has spawned).
    • Bonewidow will now stagger when its Shield has been broken.
    • Added new VFX when you damage its Shield to improve the readability of when it's about to break.
    • Added new sound FX for when Bonewidow casts Shield Maiden.
    • Added new sound FX when the Shield takes damage from players and when it has been broken.
      • The sounds will also adjust based on the amount of damage being dealt to the Shield.
    • Added new VFX to Shield Maiden’s ranged attack to better communicate when it is coming to help players dodge/escape it.
  • Ironbride (Melee Attack):
    • When hit by its Ironbride melee weapon, players will now get pushed back slightly and stagger briefly.
    • Added new 90 degrees rotation animation to help the Bonewidow transition more elegantly during its Melee attacks.
    • Bonewidow can now perform a 3 hit combo attack with its Ironbride.
      • This originates from the player version of Bonewidow’s Exalted Ironbride!

Also made the following changes to enemy Voidrigs:

  • Improved the accuracy of the direction enemy Voidrigs will look while they are moving using their dash attack.


The Orbiter, Railjack, and Drifter Camp have had their lighting system updated to the new GI Volume tech that was first introduced in the Whispers in the Walls update. However, all three locations will continue to receive tweaks to perfect the now-present GI Lighting.

Players will find the Orbiter, Drifter Camp, and Railjack lighting composed of real-time, contrasting lighting elements. We aim to integrate GI Volume lighting to best enhance the spectacle of these areas by portraying the shadows, colors, and character and environmental lighting more closely to how you’d imagine them.

To be more specific, our GI Lighting creates better parity between how characters and the environment interact with bounced or ambient lighting. Additionally, the interior of your Orbiter uses many more sources of real-time direct light, much more than before!

Whereas previous surfaces may have used little real-time contributions via baked-in lighting, the uptick in dynamic lighting and improved parity from our GI system allow objects to be more accurately lit within their surroundings, whether moving or static. More dynamic lighting typically means better, more interesting dynamic shadows. The goal is to achieve greater accuracy in character and object lighting within their surroundings!

The Drifter Camp has introduced new Volumetric Fog systems to enhance the area's feel. With GI Lighting, characters will be more accurately lit relative to their environment. These lighting systems combined create a new Drifter Camp feel. While this is the same system we used in Albrecht’s Laboratories, this is the first time we’ve tailored it to an outside landscape! We’ve further developed this Volumetric Fog system to better suit outdoor environments. Here, the sun bursts through layers of fog and vegetation, while the Orbiter’s lights illuminate the murky fog in front of the Liset’s teleporter.

Other GI Volume Lighting Updates
  • Enabled GI lighting for “glass”/transparent materials on Warframes. Includes (but not limited to) Gara’s glass parts, Sevagoth Glaukus’ transparent parts, Nidus Phryke’s transparent parts, and more. The benefit is that they all look upgraded and improved thanks to the way they interact with areas where GI lighting is enabled.
    • This fixes Energy colors on Warframes with “glass” materials not taking on their Energy colors and being blown out. This would occur in the Sanctum Anatomica and Albrecht’s Laboratories tileset because it was not playing nicely with the new GI lighting system. So, we’ve enabled GI lighting on these materials so that they interact and look better in these areas!
  • Improved Volumetric Fog's color grading to avoid oversaturation and darkening issues in some instances.
  • Made optimizations to when Volumetric Fog Quality is set to HIGH.
  • Made some bug fixes and improvements to Volumetric Fog's sampling math.

If you see any broken lighting in the Railjack, Orbiter and/or Drifter Camp due to the new GI Volume lighting, please include a screenshot in your bug report so our incredible lighting team can investigate.


The long awaited Kubrow Fur Updates are here! Your loyal canine Companions are now sporting more realistic fur that you’ll want to bury your face into. We’ve made the following updates to Kubrow fur to achieve a more true to life feel:

  • Improved lighting and shading response in different environments for better texture resolution.
  • Improved fur density so that it looks softer and fluffier.
  • Added depth to fur color and shading.
    • Players may want to revisit their Kubrow(s) fur fashion to adjust to their liking in light of these changes!

The above changes only apply to Companion Kubrows for now, Feral/Enemy Kubrows will receive the same updates in a future update.

Known issue: Changing the colors of the Nexus Fur Pattern leaves your Kubrow with an orange/green skin under fur.


Representing the Solaris is now possible with your Drifter! The Smelter and Haztech Masks, Pauldrons, Cuirass, Greaves, and Apparel have all been converted to be able to be equipped onto your Drifter.


*Pictured: Haztech Collection (Left) and Smelter Collection (Right) equipped on female Drifters.

Purchasing or crafting any of these customizations will include both the Operator and Drifter variants! For those of you that already own Smelter/Haztech items, the Drifter versions will be added to your inventory upon downloading the update and logging in.


  • New Somachord Tones have been added to [REDACTED]. Scanning them will unlock the following tracks for your Orbiter’s Somachord:
    • Entwined Forever
    • Granum Void
  • Over 100 Albrecht’s Laboratories-themed Dojo Decorations have been added. To help you find them in the list, they are each titled with “Entrati Lab”.
  • Added new End of Mission screen medals for the following game modes:
    • Void Cascade - Most Thrax Kills
    • Void Flood - Most Vitoplast Deposited
    • Void Armageddon - Most Argozene Collected
  • Added teleport volumes to transversal gaps in the Awakening Quest that require you to Bullet Jump over them and smoothed the collision of the rock walls to make them easier to climb.
    • These changes were made to help players along in their process of learning and familiarize themselves with Warframe’s controls. Now, if you fall into the gaps you will spawn on the other side to proceed through the Quest and won’t be as likely to get stuck while climbing the walls.
  • Added new preset Battlegroups to the Simulacrum to allow for players to summon a variety of enemies in one click! Each Squad summons 20 predetermined enemies to test your builds on. Each Squad is unlocked once you have scanned 30% of the Faction -- meaning this feature will allow you to spawn in enemies you haven’t fully scanned. Squads are available for the following Factions:
    • Grineer
    • Corpus
    • Infestation
    • Orokin
    • Narmer
    • The Murmur
    • Sentient


  • Player avatars no longer get stuck at corners of obstacles when going up a slope or when sliding along a wall that isn't perfectly vertical. Sticky corners be gone!
    • This was a consistent issue for Warframe over its development, and the result of this change should be a more fluid movement and parkour experience for players!
  • We have updated Operator Voice Lines for across various Quests, using the voice actors for Drifters introduced with The New War. While we cherish the contributions of our original Operator Voice Actors, our goal was to ensure that the Drifter voice actors play their Operator counterparts. This ensures voice actor consistency across the game, which is especially important in our main narrative story.
    • The following Quests and scenarios feature the new dialog recordings:
      • The Second Dream
      • The War Within
      • The Sacrifice
      • Apostasy
      • Chimera Prologue
      • Erra
    • In-mission Operator barks (ex: “My Warframe is strong”) have not been touched in this update, but will be revised in a future release.
  • Secondary and Universal Ammo Pickups will now add charges to the Tome Weapons’ (Grimoire and Dante’s Noctua) Alt-Fire.
    • Since the Grimoire and Dante’s Noctua have infinite ammo, these pickups had no use. So we’ve given them a purpose for the Grimoire and all Tome weapons in the future.
  • Kubrow/Kavat Incubator changes:
    • You can now breed a Kubrow/Kavat Companion while also having one equipped at the same time!
      • How it used to work: Incubating a new Companion would unequip the one currently equipped for the entire duration of the incubation. This also meant you had no access to the other Companion options available.
      • How it works now: When you incubate a new Companion while also having one equipped, your equipped Companion will remain active in the Incubator segment in your Orbiter. Meaning you will be able to regress its genetic aging, learn more about it, consign, create Imprints and rename the equipped Companion. Once breeding has completed, the Incubator will close up with a notification to claim and name your new Companion. Once you’ve claimed your new furry friend, it will automatically be put into Stasis to access later, and the Incubator will swap back to displaying your equipped Companion.
      • If you do not have an equipped Companion at the time of claiming the new one, your furry friend will be automatically set to roam your Orbiter instead.
    • Imprint Menu Improvements:
      • You no longer need to have the Kubrow/Kavat that you want to create Imprints equipped to do so!
        • Previously: After creating Imprints of the equipped Companion, it would unequip them.
        • Now: It will still unequip the Companion if you create Imprints of an equipped Companion, but! You can continue to create Imprints of the Companions that aren’t equipped. This avoids having to equip a Companion via the Arsenal, go to Incubator, create Imprints, and go back to Arsenal to equip a new Companion, etc. etc.
      • Added the option to mature baby Kubrows/Kavats from the Imprint UI.
        • This prevents players from having to equip the baby Companion via the Arsenal to then mature it at the Incubator.
        • Once they are mature, you can continue with the Imprint creation process without ever having to leave this screen!
  • Players who did not receive the Gigelor Prime Syandana with their purchase of the Gigelorum Prime Syandana before Thursday, March 4th @ ~3 PM ET, will now have it in their accounts after downloading the update and logging in! The original PSA provides more context for those interested.
  • The Inactivity Penalty will now cause your Warframe to drop any crucial mission items (ex: Data Mass) if you are inactive while in control of Operator.
    • This is to allow active players to continue on the mission by picking up those items from the inactive player.
  • Tyl Regor should attack players more often in his Assassination missions! Made minor improvements to Manic enemy logic in his fight as well.
  • Slightly reduced jittering animation on the Necramite Decoration.
  • Updated Archimedean Yonta’s Thrax Plasm dialogue prompt to say “Trade in Lua Thrax Plasm”.
  • Updated Trinity’s Blessing description to accurately communicate the damage reduction offered by it.
    • Previously the description indicated it “[gave allies] some damage resistance”, which is not accurate as damage resistance is a separate mechanic not offered by Blessing.
    • Now reads: “Restore the health and shields of nearby allies while reducing the damage they take from enemies.”
  • Updated various Open World resource descriptions to indicate the planet they are from, and to more clearly communicate acquisition paths for Mining Resources specifically.
  • Updated “Don’t Blow It” Nightwave Act description to reflect the new Disruption Node on Deimos.
  • Removed mention of needing to ride Merulina in the Surging Blades Augment description to indicate it can be used with the new Loyal Merulina Augment.
    • Now reads: “Activate Aquablades when the ability is in use or cooldown to throw one blade. [...] No cost to throw with Merulina.”
  • Updated Trinity’s Well of Life ability description to better explain its mechanic:
    • “Create a well of life on an enemy. Allies near the target gradually regenerate health and are immune to Status Effects. Status Effect damage intended for nearby allies will be absorbed by the enemy. Allies gain additional health when they attack the enemy.”
  • Changed Titania’s Tribute Thorns Ability description from “Damage” to “Damage Reduction” to better specify the buff’s effect.
  • Updated the materials on the Nidus Phryke Skin to increase the overall level of detail and quality of the textures.
    • Players may need to tweak their fashion frame to accommodate for these adjustments, but should notice an overall improvement on this Deluxe Skin!
  • To fix cases of infinite bleedout (often from a combination of the Undying Will Mod and Oberon’s Renewal), Bleedout Reduction is now capped at 90%.
  • Added a new method for calculating the low and high Energy colors to add more depth to the colors. Also made minor changes to Energy color blending on VFX for more depth in the colors.
  • Made subtle updates to the eye shader.
  • You can now chat link any and all fish types from the Open Landscapes!
  • The Manus Sumdali can now be chat linked if you own it.
  • Changed the “Crystal Clear” (Complete 3 waves of Mirror Defense) Nightwave Act name to “Mirror, Mirror”.
    • The Act was originally named for Tyana Pass (Mars), since it was the only Mirror Defense node. Now that we have Munio (Deimos), we’ve renamed it to better encompass both!
  • Cross Platform Save players who have not received their Synkra Syandana after attempting to update their email address before Hotfix 35.1.2, now have it in their accounts with this update!
  • Updated the hit VFX from ranged weapons on environment (ex: the bullet holes) - has the added benefit of being more optimized as well.
  • Slightly updated the Dojo Research icons.
  • Updated the following Topaz Archon Embed Bonus descriptions to make them more accurate:
    • "Regenerate X Shields when you kill an enemy with Blast Damage.”
    • “Increase Secondary Critical Chance by X% every time you kill an enemy affected by Heat Status. Max X%.”
  • Added a unique trait description to Acrid’s upgrade screen: “Shots apply a guaranteed Toxin Status Effect”.
  • Kullervo’s Wrathful Advance teleport visualization will now not appear if teleportation is blocked or not possible (obstacles in the path, gaps, etc.).
  • Updated the Grimoire’s primary fire throw and release timing to create a more consistent feeling while firing its projectiles (this is purely a visual change!)
  • You will now receive a message when attempting to invite a Cross Platform Play player while Cross Platform Play toggle is disabled that informs them they need to turn it on to be able to invite them.
  • The following Eximus Units will now inherit the abilities/attacks of their base unit:
    • Ancient - grapple player and pull them in
    • Scorpion - grapple player and pull them in
    • Flameblade - teleport
    • Brood Mother - spawn Maggots
    • Heavy Gunner - ground slam
    • Shockwave Moa - shockwave
    • Comba - magnetic attack
    • Sniper Crewman - spawn Ratels
  • Made improvements to waypoint pathing while under water in a specific Grineer Sealab tile.
  • Updated Mod Drop Chance Booster description to include its impact on Endo and Arcane Drop rates.
    • Now reads: “Doubles the chance that enemies will drop Mods, Endo, and Arcanes.”
  • Improved default orientation and sizes of 3D previews in the Dojo Decoration menu.
  • Cinta’s main Blueprint is now tradeable!
  • The Prominence Wisp Totem Decoration can now be donated to the Dojo!
  • Updated the following Riven Challenges descriptions to better explain what is needed to complete it:
  • “Get a Headshot kill while Aim Glide” is now “Get a Headshot kill during Aim Glide”
  • The Grimoire will now be in a closed state when holstered, to prevent weird animation issues.
  • Removed the Narmer Thumper and Narmer Thumper Bull Codex entries, since only the Narmer Thumper Doma can spawn during Narmer Bounties, making it impossible to complete these entries.
  • Helminth now has the "FEED" button available once you've fed it a Resource. Previously you'd get the "FEED" prompt only upon exiting the screen after feeding.


  • Made several optimizations to the memory footprint on all platforms.
  • Made level memory and level load time optimizations to the Open Landscapes (Orb Vallis, Plains of Eidolon, and Cambion Drift).
  • Made micro-optimizations to the minimap.
  • Made systemic micro-optimizations to game code.
  • Made systemic micro-optimizations to networking CPU usage.
  • Made systemic micro-optimizations to content loading.
  • Made optimizations to the Chat Link suggestions system.
  • Made micro-optimizations to the UI system and UI rendering.
  • Made systemic micro-optimizations to memory used by Steam Input.
  • Made systemic micro-optimizations to the script run-time.
  • Made some improvements to prevent freezing while loading into Dojos, Relays, Towns, and Conclave sessions.
  • Fixed all players in the squad experiencing hitching after hacking one of the Necramech summon terminals in Albrecht’s Laboratories.
  • Fixed swapping Appearance Slots with Heirloom Skins in the Arsenal causing hitching.
  • Made a number of systemic micro-optimizations to string processing.
  • Made a number of small optimizations to game startup.
  • Improved performance of ReduceFrameLatency in DirectX 11.
  • Made systemic micro-optimizations to code-gen for Windows build.
  • Optimized the Grimoire in the moment in the Whispers in the Walls Quest when it is first picked up.
  • Fixed a small hitch that could occur when the friendly Necramite Drones spawn.
  • Optimized the VFX that occurs after injecting Atropos Probes into Vitreum scanners to prevent it from causing performance issues.
  • Fixed several spotloads caused by Operator abilities.
  • Fixed hitch that could occur when opening the Pause menu in an Open Landscape.
  • Fixed loading hitch caused by Jen Dro when they mimic a Warframe in the Index.


  • Fixed Shard Ephemeras not properly showing Tauforged VFX for equipped Tauforged Violet, Topaz, and Emerald Archon Shards.
  • Fixed Arctic Eximus creating a brief map-wide slow upon spawning.
  • Fixed Ally Highlight applying to Sentinels and Companions in the Arsenal.
  • Fixed Lunaro Arena Captura scene forcing players to use Conclave Loadouts.
  • Fixed being able to Heavy Attack mid-air. Now mid-air Heavy Attacks will perform a Heavy Ground Slam as intended.
  • Fixed being unable to perform a Melee Ground Slam if started while in Transference.
  • Fixed Dreamer’s Wrath description stating that it increases Opportunity Window instead of Opportunity Chance.
  • Fixed Kullervo’s Wrathful Advance missing SFX on Heavy Attacks.
  • Fixed some of Wisp’s abilities not consuming Inner Might upon cast.
  • Fixed various SFX not being replicated for Clients in Alchemy missions.
  • Fixed enemies in Grendel’s gut instantly dying if he jumps off a cliff with them inside. Now they will respawn safely on the ledge they were thrown off of.
  • Fixed Energy color not applying to the entirety of the transparent materials of Sevagoth’s Glaukus Shoulder Armor, the Gillychap Shoulder Plate, and Sevagoth Glaukus' Shadow.
    • Players may want to tweak their fashion frame to accommodate for this fix!
  • Fixed Sporothrix’s Volatile Variant Augment Mod not working for Clients.
  • Fixed being unable to Solo extract from Alchemy missions.
  • Fixed Helminth flower placement using the locations chosen from a player’s Cross Platform Save PC account, even if they had chosen a Console account as their primary.
  • Fixed Wolf Sledge and Sigma & Octantis not being able to activate Tennokai (combo counter was still being consumed).
  • Fixed bug where Hydroid’s Passive Corrosive mark on enemies would not show up for other players.
  • Fixed Hydroid’s Passive causing other Armor stripping abilities to not work.
  • Fixed Disclipline’s Merit’s “Opportunities [for Tennokai] occur every 4 melee hits” not counting all the hits from an Exalted Melee Weapon and standard Melee Weapon when equipped on both.
  • Fixed Yareli being unable to interact with Operatives in the Abyssal Zone mission while she’s riding Merulina.
  • Fixed Kullervo’s Wrathful Advance path being blocked after swapping to and from Operator.
  • Fixed the Melee Arcane Adapter not being listed first in the End of Mission screen when rewarded from Netracells.
  • Fixed the randomize button assigning incompatible weapons to Sentinels and Companions.
  • Fixed issue where you could end up facing the wrong direction after exiting Nova’s Wormhole if you entered it while Aim Gliding.
  • Fixed enemies equipped with beam weapons (notably the Fusion Moas) continuing to track and shoot players while they are invisible.
  • Fixed D-Pad left on controller skipping over the left Emissive Color Slot (when hovering over the right Emissive Color Slot) and instead taking the cursor all the way up to the C Loadout.
  • Fixed rolling while activating Wukong’s Cloud Walker ability resulting in players being unable to turn while Cloud Walking.
  • Fixed kills from Styanax’s Final Stand not counting towards the “Power Trip” daily Nightwave Act.
  • Fixed Vauban’s Minelayer and Bastille not consuming Arcane Steadfast stacks.
  • Fixed low framerate (below 30 FPS) affecting the efficacy of Damage Attenuation.
    • A combination of low frame rate and high fire rate/damage weapons was allowing enemies with Damage Attenuation (Archons, Kuva Liches, etc.) to be quickly one-shotted. Basically, low frame rates would extend the time it took for Damage Attenuation to kick-in and ramp up in relation to the damage per second being dealt. We found that this issue was present before the changes we made to Damage Attenuation in the Abyss of Dagath update, but it only really became apparent afterwards due to the increase in maximum damage per damage instance and damage per second. So we’ve fixed this unintended interaction by ensuring frame rate has no impact on Damage Attenuation. For reassurance, this fix has not changed anything about the current intended functions of Damage Attenuation.
  • Fixed Melee Heavy Slide Attacks not functioning with various mechanics, including but not limited to Tennokai, Heavy Attack Decrees (ex: Salted Wound), etc.
  • Fixed Status Effects negated by Qorvex’s Disometric Guard still causing the Riven Challenges with the “without getting afflicted by a Status Effect” condition to fail.
  • Fixed Profit Takers Stage 4 cinematic not playing and leading to loss of function in the Steel Path fight.
  • Fixed equipping a Violet Archon Shard in the rightmost slot of the Embed screen and leaving some of the other slots empty causing the Electricity Damage Bonus to be increased beyond intended values.
  • Fixed Client weapons only inflicting their damage to enemies in Zephyr’s Tornadoes, but not Status Effects.
  • Fixed Zephyr’s Tornadoes losing their hitbox for player weapons and lose their adapted Status after reaching the damage cap.
  • Fixed the Capture target on Jupiter becoming invincible if downed while flying around on their jetpack.
  • Fixed an issue where if you had any Heavy Attack Efficiency and your Combo Duration was zero, you would immediately get all of your Initial Combo back instead of it regenerating overtime.
  • Fixed the Mandonel retaining a fully charged (unreleased) shot even after performing an action that should reset it as intended (rolling, reloading, etc.).
  • Fixed Latron Incarnon’s “Swift Punishment” Evolution tooltip missing the "With Sprint Speed 1.2 or Higher" buff description.
  • Fixed Familiar and Advances Debt-Bonds rarely showing up in Ticker’s Cases offerings.
    • Now, the Cases she offers will always include at least 3x Common, 1x Uncommon, 1x Rare Cases to ensure that rare Debt-Bonds can be acquired at any given time.
  • Fixed case where Survival mission would not start properly if the starting transmission was interrupted by opening the pause menu.
  • Fixed bug that prevented Gara’s Passive from being triggered by casting Splinter Storm.
  • Fixed Fishing Spear disappearing from Gear Wheel after being killed and revived in the Heart of Deimos Quest, which caused players to be unable to complete the “The Exocrine Expedition” stage.
  • Fixed a loss of function after choosing the Relic Pack reward in the Entrati Syndicate’s Rank 2 offerings.
    • We removed the option to prevent this bug from occuring again.
  • Fixed Vauban’s Minelayer and Bastille not consuming Arcane Steadfast stacks.
  • Fixed the Rakta Dark Dagger and Sancti Magistar not giving Shields and Health respectively for damage dealt to enemy Overguard (it previously only counted damage dealt to enemy. Shields & Health).
  • Fixed context action Finishers not triggering “On Finisher Kill” Arcanes (Arcane Trickery, Arcane Ultimatum, Melee Crescendo).


  • Fixed part of the Haztech Apparel missing on female Operators.
  • Fixed Clients experiencing hitches when using the Arsenal in the Simulacrum.
  • Fixed being unable to catch Servofish with Qorvex using the Stunna and Shockprod Fishing Spears.
  • Fixed “Catch X fish without missing a throw” Riven challenges resetting after each throw if attempted with Qorvex.
  • Fixed Archon Shard Coalescent Fusion not displaying a success message upon successful Fusion.
  • Fixed players without a Clan displaying a rank 0 unnamed Clan in their Profile.
  • Fixed returning to the Dojo from a mission after successfully Unveiled Rivens not revealing the Riven until players go to their Orbiter.
    • Now the Riven will be revealed upon returning to the Dojo!
  • Fixed Critical Mutation Catabolyst Mod’s buff incorrectly decreasing if players reload while on Merulina, even if 3 enemies are hit.
  • Fixed roaming companions (ex: Kavats, Kubrows, etc.) disappearing for Titania if she was in Razorwing during a Host Migration.
  • Fixed Aerodynamic Mod bonus not applying upon installation, requiring players to re-enter the Upgrade screen for it to work.
  • Fixed Augment Mods in Chat Link previews showing as unowned if they are for Infused Helminth Abilities.
  • Fixed certain Corpus models being stretched weirdly upon death.
  • Fixed Operators entering bleed out in Stage 11 of The Sacrifice Quest if the player has Last Gasp unlocked.
  • Fixed Operator Suit and Hair appearing before the Operator does during a certain cutscene in The War Within Quest.
  • Fixed Captura Lights sliders showing large decimal numbers when “3 Light Setup” is toggled off.
  • Fixed the Lone Guardian being affected by Volt’s Speed in Conjunction Survival missions.
  • Fixed Dojo Decoration build count increasing when a decoration is previewed.
  • Fixed being able to use UI Themes without purchasing them by switching between Controller and Keyboard & Mouse while previewing them.
  • Fixed Clients being unable to pass through a door in Kuva Spy missions.
  • Fixed a few map holes in the Grineer Forest tileset.
  • Fixed a floating resource container in the Orb Vallis.
  • Fixes towards waypoints leading players on confusing paths in the Ara, Capture mission on Mars.
  • Fixed an unintended symbol appearing in the Infested Ship Tileset skybox.
  • Fixed a missing map section in an Infested Ship tile.
  • Fixed the littlest typo in Aeolak weapon passive description.
  • Fixed Requiem Obelisk SFX playing over and over if initiated in an area filled with Fass Residue.
  • Fixed the wrong error message appearing after purchasing an item from a Vendor then unsuccessfully attempting to purchase something via the Arsenal.
  • Fixed a script error if exiting the game while the Star Chart is open.
  • Fixed a script error related to Security Node lasers from Corpus capital ships in Empyrean missions.
  • Fixed missing reload SFX for various weapons while on a K-Drive.
  • Fixed Kullervo missing his Skin selection button in the Arsenal.
  • Fixed Status Effect VFX floating below The Severed Warden instead of on its body.
  • Fixed a rare case of Railjack fighters not spawning.
  • Fixed various navigation issues in the Orokin Void tileset.
  • Fixed various navigation issues in the Orokin Derelict tileset.
  • Fixed spacing issues between the title text and divider line in the Update screen.
  • Fixed Domestik Drones in Captura Scenes randomly dropping Mods that cannot be picked up (and would stick to Warframe, ruining your photos!).
  • Fixed issue with Excalibur Umbra’s Noble Animation Set that caused its Bow idle to blend badly with other animations.
  • Fixed floor piece clipping through neighboring tile in the Orokin Moon tileset.
  • Fixed being able to escape through the map as Titania in Razorwing in certain areas of the Orokin Moon tileset and Zariman Tileset.
  • Fixed Qorvex Specter not rotating to face enemies when casting Crucible Blast.
  • Fixed being able to interact with the Seven Crimes bulletins in Kullervo’s Hold during the fight with Kullervo.
    • To avoid distracting from the fight or accidentally interacting with them and putting players in a vulnerable position from standing still. Players can still interact with these before or after the fight!
  • Fixed the pause menu getting dragged on top of the camera view of Kullervo’s cell after interacting with one of the bulletins in Kullervo’s Hold.
  • Fixed the inbox message sent after completing the New War Quest not including the sender based on the end of Quest choice.
  • Fixed a rare case of Host being unable to return to Cetus from the Plains of Eidolon.
    • This was caused by the Host transitioning to the Plains of Eidolon from Cetus while Clients were still loading into Cetus.
  • Fixed offset issues with the Gillychap Shoulder Plate on several Warframes (notably Qorvex and Frost).
  • Fixed a Client crash that could occur from Warframe Specters casting an ability.
  • Fixed the search bar not pulling up results if there are hyphens and extra spaces between parts of an item’s name.
  • Fixed rare crash that could occur when returning to Orbiter when disconnecting from a fight with the Eidolons.
  • Fixed transmissions idling on screen if the pause menu was opened while they were active during Solo gameplay.
    • It will now fade out when the menu is opened and will resume after exiting the menu.
  • Fixed all breakable Storage Containers in Grineer Galleon tileset during the Korm’s Belt Railjack floating above the ground.
  • Fixed Nova’s Molecular Prime’s horizontal ring VFX being quite visible. Toned it down so that it doesn’t block vision.
  • Fixed a long texture gap on one of the walls in the Galleon Chamber Dojo Room.
  • Fixed Skittergirl still haunting a player that loads back into a Zariman mission Solo after Host Migration.
  • Fixed the text in the Update Screen not fitting in the UI bounds for certain languages.
  • Fixed an expired Clan advertisement in Maroo’s Bazaar preventing the Founder from leaving their own 1-person solo Clan.
  • Fixed the blade of a Zaw Melee (specifically with the Sepfahn Strike and the Undercutter Skin equipped) clipping out of the sheath and not staying in the sheath when moving forward.
  • Fixed the “Dormizone” fast travel option appearing in the pause menu while in the Dormizone during the Duviri Paradox Quest.
    • Selecting this option would prompt the “Leave Duviri” popup and selecting “Yes” would cause a black screen to occur and the Lotus suddenly saying “Dream” in the spookiest jump scare moment. For the sake of our hearts, we have removed that rogue Dormizone button that didn’t belong there in the first place.
  • Fixed HUD buff icons lingering and overlapping menu UI.
    • They will now be hidden if there’s any active UI background when the player Profile is open.
  • Fixed the Corruption VFX applied to enemies by Void Fissures not applying to all parts of the enemy’s body (notably Grineer helmets).
  • Fixed fade to black not working properly during the Second Dream’s major cinematic reveal.
  • Fixed the Grimoire’s default model (no skins equipped) not appearing on the ground after being disarmed by a Drahk Master.
  • Fixed an objective marker in the Corpus Ship tileset Railjack missions leading players to a stairwell that isn’t necessary to travel to extract.
  • Fixed Sigils being very bright and blown out in the Albrecht’s Laboratories tileset and in the Cambion Drift.
  • Fixed Syndicate Medallions (and other loot) spawning under rubble in the Grineer Shipyards tileset.
  • Fixed the Rank Up visual and sound FX playing in the “Tune In” Nightwave screen if you have pending rewards.
  • Fixed an issue where players would be arbitrarily pushed by invisible volumes that are associated with the conveyor belts in the Grineer Shipyards tileset.
  • Fixed the Solaris Large Access Housing Dojo Decoration having broken textures.
  • Fixed the Corpus Corporate Flag Dojo Decoration missing its flag and being just a frame.
  • Fixed an oversized splash VFX appearing when previewing the Waterfall (Gentle) Dojo Decoration.
  • Fixed the cloth flags on the Ostron Sign (Fish) and Ostron Sign (Fruit) Dojo Decorations floating away from their wooden frames in the preview screen.
  • Fixed the Sparks Bursting Dojo Decoration not being visible when GPU Particle Quality is disabled.
  • Fixed several plant Dojo Decorations having partially or fully see-through foliage in the preview screen.
  • Fixed the spores on the Infested Spores Dojo Decoration being flat.
  • Fixed the “placing” yellow diamond still being visible after fully building the Electricity Bolt Dojo Decoration.
  • Fixed the grid in the Arcane Dissolution screen not displaying correctly when you open it for the first time.
  • Fixed the Tenno VIP East Sigil having a PH title and description.
  • Fixed the Tenno VIP East Glyph not having a space between “Tenno” and “VIP” in its name.
  • Fixed a script error caused by Ghoul Devourer losing track of its target during its jump attack.
  • Fixed Clients being unable to see the lingering VFX from Caliban’s Fusion Strike ability.
  • Fixed the Shelves and the Somachord in Personal Quarters appearing through the Vignette VFX.
  • Fixed a script error after logging out while watching an on-hover video.
  • Fixed the extraction door appearing duplicated and shrunken during the extraction animation in the Orokin Moon and Orokin Derelict tilesets.
  • Fixed Kullervo and a couple of the items in his cell in Kullervo’s Hold slightly floating above the ground.
  • Fixed rare script error that could occur when hovering over titles in the Syndicate screen.
  • Fixed an offset issue with the Glissanda Prime Chest Armor when equipped on Wisp Prime with the Somnium Skin.
  • Fixed enemies in The New Strange Quest not rushing towards the Defense objective.
  • Fixed crash related to having square brackets in your Clan/Alliance MOTD.
  • Fixed the gameplay spheres in a couple of Mastery Rank Tests having extremely blown out VFX.
  • Fixed Kullervo’s cyst being hidden in his neck. Now they should be fully visible and ready for lancing!
  • Fixed some of Yareli’s water having a different wavy motion than its FX.
  • Fixes towards performance issues caused by multiple Necramech units exploding at once.
  • Fixed an animation error for the Lotus during The New War epilogue cinematic.
  • Fixed Grendel stumbling at the end of Pulverize if he runs out of energy but still has enemies in his stomach. He should not be stumbling when he has a full belly!
  • Fixed a crash caused by a host migration while the sphincter door is opening at the start of the second stage of Isolation Vault Bounties.
  • Fixed players seeing duplicate Bounties from Mother in the Necralisk upon returning from the Cambion Drift after completing an Isolation Vault Bounty.
  • Fixed random artifacting appearing at the top edge of Glyphs.
  • Fixed cases of resetting Mod Config names sometimes not working.
  • Fixes towards performance issues in the Dojo caused by a large amount of Tributa Statue decorations.
  • Fixed Note Beacon and Tributa Statue decoration text being visible through Dojo walls.
  • Conclave Mod Fixes:
    • Fixed Sword Alone’s Sprint Speed stat description from “+1.3” to “+30%”.
    • Fixed the Air Thrusters and Deft Tempo Conclave Mods not affecting slide stats.
    • Fixed the Tactical Retreat Conclave Mod increasing slide friction instead of decreasing it.
    • Fixed Armored Acrobatics, Deft Tempo and Tactical Retreat not using % in stat descriptions.
    • Fixed Tempered Bound accidentally reducing slide by too much.
  • Fixed the Capture target on Copernicus (Lua) getting stuck in a loop near the Extraction location.
  • Fixed the objective and required Elements waypoints on the Crucible in Alchemy missions overlapping with one another.
  • Fixed a hitch that could occur after opening your Inbox for the first time in a long time and there are many pending messages.
    • Now, a loader icon will appear to indicate that the messages are loading.
  • Fixed a crash in Grendel’s Locators missions on Europa.
  • Fixed artifacting issues on the Mod cards in the UI.
  • Fixed the Free Flight Railjack node on Earth Proxima counting towards the “Mission Complete” (Complete any 15 missions) Nightwave Act.
  • Fixed several Open Landscape Resources missing the Planet they originate from in their description.
  • Fixed loss of function when attempting to preview Warframe from Inventory.
  • Fixed search boxes being case-sensitive for certain Cyriliic script.
  • Fixed Excalibur being washed out in the in-game Market preview of the Deimos Tribute Pack.
  • Fixed being unable to Chat Link the Javi Scrawlings if you do not own them.
  • Fixed Qorvex’s Agile/Noble Animation set causing left hand to clip into Rifle.
  • Fixed the “Most Demolishers killed” medal in the End of Mission screen only being rewarded to Clients and not to the player who actually had the most kills.
    • Now, the medal is properly awarded to the player who both killed and assisted with killing Demolishers.
  • Fixed Daughter having Nights of Naberus transmissions (while the event is live) during the Heart of Deimos Quest.
  • Fixed a script error caused by Vitriol Phials in Albrecht’s Laboratories.
  • Fixed rare crash that could occur when idling near a character in the Sanctum Anatomica during the Whispers in the Walls Quest.
  • Fixed Clients being unable to pass through a door that appears unlocked in Pago’s (Kuva Fortress) Vault C room.
  • Fixed a crash after killing a Deimos Genetrix in the Cambion Drift.
  • Fixed offset issues with the Commodore Prime Suit.
  • Fixed an issue where using Melee attack to switch from Operator to Warframe and then immediately using Transference could leave you with an invisible Operator.
  • Fixed a script error when the Void Angel appeared in Void Armageddon missions.
  • Fixed issues with enemy pathing in the east areas of Duviri.
  • Fixed a mismatch between movement and animation of NPCs that are on moving platforms.
  • Fixed multiple Primary Incarnon HUD buffs (Gorgon, Burston, Torrid, Dread, Braton, Paris, and Ghoulsaw) using a generic icon instead of their own.
  • Fixed issue where certain characters in cinematics would be facing the wrong way.
  • Fixed one of Dread Incarnon’s Evolution missing localized text.
  • Fixed shading issues on the Octavia Iridos Skin.
  • Fixed kneeling Warframe from login screen overlapping onto the pause menu if it is opened immediately after logging in.
  • Fixed some edge cases where AI would not correctly path towards their target and could spin around in circles.
  • Fixed some of Qorvex’s dash animations being cut short when using Amalgam Barrel Diffusion.
  • Fixed the inbox messages for The War Within and The Call of Tempestarii not allowing for replay of the opening Quest cinematic.
  • Fixes towards Decorations in the Dormizone room that are located near the cave entrance hallway door being affected by that room's lighting.
  • Fixed receiving random Deimos resources if you joined a public Cambion Drift mission, left, and joined another Cambion Drift mission.
  • Fixed staying too close to the Plans of Eidolon door during extraction can cause the door not to load.
  • Fixed Nyx’s Psychic Bolts may cease to apply non-damage effects to targets after playing for a short time for Clients.
  • Fixed canceling Yareli’s Riptide by entering Operator mode desyncing future Riptide casts.
  • Fixed Kullervo’s Wrathful Advance causing sudden camera movement when using the Syam.
  • Fixed inability to spawn the Hurling Fragment and Shuffling Fragment in the Simulacrum.
  • Fixed being able to place Decorations close to the Dagath Prex card in Dagath’s Hollow Dojo Room if the decorator had picked it up.
    • This resulted in being able to block other players from picking up the Prex Card through decoration placement!
  • Fixes towards Grineer ships appearing in Archon Hunt mission skyboxes for Clients.
  • Fixed an explosive barrel in The New War Quest being inconsistent to other barrels. All as one.
  • Fixed a floating landscape element and unintended blocking volume in the Cambion Drift.
  • Fixed players being able to get stuck in the corner of a Grineer Forest tile.
  • Fixed a map hole in the Grineer Asteroid tileset.
  • Fixed a map hole in the Corpus Outpost tileset.
  • Fixed a map hole in the Corpus Gas City tileset.
  • Fixed cases of being stuck in an infinite fall loop in the Lua tileset.
  • Fixed slight clipping between two tiles in the Orokin Derelict tileset.
  • Fixes towards a floating Senta Turret in the Infested Ship tileset.
  • Fixed a case of broken waypoint pathing in Amar Archon Hunt missions.
  • Fixed a case of endless mirror reflection in a specific Zariman tile.
  • Fixed being able to walk underwater in a specific pond in the Plains of Eidolon.
  • Fixed missing collision for a Grineer structure in the Plains of Eidolon.
  • Fixed Operator skin appearing very shiny when previewing Operator Cosmetics. A little blotting paper goes a long way!
  • Fixed missing pedestal in the Chamber of the Lotus Captura Scene when in a squad.
  • Fixed several Infested Dojo Decorations having broken preview models in the preview screen.
  • Fixed performance issues caused by Eximus enemies taking up most of a player’s screen.
    • Now their Eximus FX will fade out when seen up close to address this issue!
  • Fixed Gauss Prime and Acceltra Prime build requirements descriptions incorrectly referencing Disruption missions.
  • Fixed loss of function for controller users when closing a menu while the cursor is hovering over a notification in the upper right-hand corner of the screen.
  • Fixed being trapped in the Ropalolyst Arena if a host migration occurs after the Ropalolyst has been killed.
  • Fixed Operator faces becoming distorted when using the New Loka Piloting and Combat emotes.
  • Fixed the icon for the Valkyr Carnivex Animation Set appearing stretched in the in-game Market.
  • Fixed held items (Datamass, Life Support, etc.) completely blocking the screen when shooting the Grimoire at the same time.
  • Fixed the Gara statue in the Ballroom Simulacrum missing its glass shoulder and back pieces.
  • Fixed glow FX on the Orphix field locks lingering even after hitting them with Orvius during the Teshin stage of The New War Quest.
  • Fixed Grimoire’s firing and angles being broken when used with Wisp’s Animation Sets.
  • Fixed the Vulkar (base and Wraith) being misaligned in Warframe's supporting hand (left), causing the fingers to clip through the body of the weapon.
  • Fixed an issue where inbox messages coming from Quests and other places would end up having a timestamp of Jan 1st, 1970 and being impossible to mark as read or delete. Shoutout to the inbox messages that have been holding it down for 54 years.
  • Fixed several instances of Albrecht’s name being misspelled across many languages.
  • Fixed the settings screen after logging in for the first time after account creation displaying the wrong default values for some settings while using a controller.
  • Fixed a crash that could occur when Kuva Lich/Sister of Parvos performs a finisher on you.
  • Fixed a crash in the Call of Tempestarii Quest after Vala cinematic in the final stage.
  • Fixed the Helminth Cyst spawning inside of Gauss Prime’s Helmet instead of on his neck, making it near impossible to see.
  • Fixed the Red Veil Knee Guards being misaligned on Mag’s Voidshell Skin.
  • Fixed being unable to update the Vignette in the Personal Quarter’s and getting this message "Failed to set new diorama. Please try again later".
  • Fixed the Artisan Abacus Desk Dojo Decoration having a spelling error in its name.
  • Fixed Puncture’s tooltip incorrectly indicating that it has a 90% damage reduction at max instead of the intended 80%.
  • Fixed a typo in one of Qorvex’s ability tips.
  • Fixed the Impetus Prime Syandana not sitting in its intended spot on Warframe’s back.
  • Fixed one of the robotic arms in the Grineer Ocean tileset missing collision, which meant players could walk right through it.
  • Fixed lizard in Drifter Camp being stuck t-posing in the ground by the water.
  • Fixed some minimap marker inconsistencies when they overlap.
  • Fixed a script error when choosing a gift recipient from a list of players with the same name.
  • Fixed a soft lock occurring when attempting to load into the first stage of a replay of The War Within Quest.
  • Fixed crash caused by a combination of ragdolled enemies and Titania’s Razorwing.
  • Fixed the number 99 appearing in the Upgrade screen when another player’s Xianlong Ephemera passes through the UI while in a Relay/Town.
  • Fixed a HUD error with the Grimoire.
  • Fixed tooltips at times not using the selected UI theme (in screen where UI themes are supported).
  • Fixed Protea's Grenade Fan projectiles sometimes not firing properly.
  • Fixed a crash caused by casting Warframe ability while in ragdoll after being yeeted off K-Drive.
  • Fixed a script error caused by Client leaving the mission while Chroma’s Elemental Ward is active.
  • Fixed a map hole in the ceiling of a tile in the Second Dream Quest.
  • Fixed map hole in the Grineer Forest tileset.
  • Fixed getting teleported out of bounds by entering a map hole in Zariman Cascade missions as Titania in Razorwing form.
  • Fixed a script error when awakening Void Angel in the Zariman
  • Fixed Stalkers spawned using the Stalker Beacons sometimes attacking after their death.
  • Fixed players getting a downed/revived UI message when a squadmate’s Necramech exploded in Albrecht’s Laboratories.
  • Fixed Aborting to Orbiter then traveling to Necralisk resulting in loading into the Sanctum Anatomica.
  • Fixed progression stopper in Isolation Vault Bounty due to the Host Migrating right as Client player throws the Bait at the door.
  • Fixed various Codex objects in Orb Vallis unable to be scanned after completing The New War.
  • Fixed the following issues in Afentis’ Unique Trait description:
    • Incorrect Reload Speed values - It was showing 100% when it is intended to be 50%.
    • Not showing values for Fire Rate and Ammo Maximum.

For a list of known issues, please visit our dedicated Known Issues Thread!

Hotfix 35.1.2

February 28, 2024 Forum Post - Whispers in the Walls: Hotfix 35.1.2

  • Tusk Dargyns will no longer spawn in the Plains of Eidolon during Saya’s Vigil Quest.
    • Killing these airborne enemies can be a challenge for new players, so we have removed them as they could prevent players from progressing through the Quest.
  • Players with Overguard are now immune to the slow effect from enemy Necramech’s Necraweb ability.
  • Slightly turned down the Grimoire’s projectile firing and impact sounds.
  • Tweaked Konzu’s transmission timing when completing Eidolon Hunt Bounties.

Cross Platform Save Change:

  • Changed how the Synkra Syandana is delivered based on Cross Platform Save linking status:
    • Prior to this Hotfix, the Syandana was exclusively rewarded for including an email address in the Console “Account” tab in Settings. Now, once a player has linked a Console account, they will automatically receive the Synkra Syandana instead of going through the aforementioned steps.
      • Note: Console players who have not linked accounts will still be able to receive the Synkra Syndana by adding their email address in the “Account” tab in Settings (full steps on how to do so here).
    • Moving forward, the email address option will no longer appear for Cross Platform Save Console accounts. This is so that we can prevent potential issues associated with being able to change your email address to something other than your PC account’s address (which is required to retain your PC login access).
    • For Cross Platform Save players who have not received their Synkra Syandana after attempting to update their email address before this Hotfix, the Dante Unbound Update in March will deliver it to you once it has launched.
  • Fixed Overguard earned on Warframe in Duviri from the Killer’s Confidence Decree causing players to be indefinitely invulnerable in the Undercroft.
    • Now, Overguard earned from the Decree will be cleared from Warframe after entering the Undercroft.
  • Fixed Lohk Surges not spawning in Zariman missions when started from the Chrysalith immediately after completing the Angels of Zariman Quest.
    • This also resolves being unable to progress in Bounties that had the “Find and activate X Lohk Surges”.
  • Fixed Companions being able to pick up Keyglyphs in the Anchorhold, which would prevent Squads from being able to interact with the terminal to begin the search for the Netracell. As reported here: https://forums.warframe.com/topic/1381469-unable-to-proceed-past-1st-room-in-netracell-mission/
  • Fixed the Munio, Mirror Defense mission not counting towards the “Crystal Clear” Nightwave Act (Complete 3 waves of Mirror Defense).
  • Fixed case where pre-New War players replaying the Vox Solaris Quest could matchmake with post-New War players after selecting a Bounty in Fortuna.
  • Fixed Clients being unable to use the interactable Blinkpads in Open Landscapes.
  • Fixed casting Grendel’s Feast on the Dax Equitem in Duviri causing the Dax to disappear off his Kaithe, rendering the fight impossible to complete.
    • To prevent similar issues from occurring, the Dax Equitem is now properly immune to Warframe CC abilities as intended for a mini-boss.
  • Fixed unread Clan/Alliance Inbox messages at times causing players to be unable to login.
  • Fixed Clients at times falling out of the map after rush chomping while Maw Feeding in Duviri.
  • Fixed being able to pull out a fishing spear while Titania is in her Razorwing form, causing the player to lose functionality.
  • Worth noting that she was never able to actually use the spear in this form, as intended.
  • Fixed the Railjack Cephalon Blueprint still being available for purchase in the in-game Market.
    • Since the Whispers in the Walls Update, the Blueprint is now sent via Inbox message after starting the Rising Tide Quest from the Codex - so there is no longer a need for it to still appear in the Market.
  • Fixed physics getting whacky after using Qorvex’s Chyrinka Pillar to dive into a Sanctuary Onslaught portal or to approach the closed Fortuna elevator doors in the Orb Vallis.
  • Fixed the Shard Hex and Shard Bane Ephemeras not properly reflecting the correct yellow color of embedded Amber Archon Shards.
  • Fixed Translocators (where enemies spawn from) in The Index missions creating a huge field of low-rest blue particles that hang in the air indefinitely.
  • Fixed extreme blowout VFX after equipping the Bloodshed Sigil on both the front and back of your Warframe and setting its colors to white.
    • We’re aware of a similar issue occurring with the Catena Prime Ephemera.
  • Fixed the Legacy Mastery Sigil not appearing correctly for certain Legendary Mastery Ranks.
  • Fixed a crash related to dealing damage to Thrax enemies in the Zariman.
  • Fixed a crash after placing a Domestik Drone in the Orbiter and going to the Drifter Camp Captura Scene.
  • Fixed a script error in Zephyr’s Tail Wind ability.

Hotfix 35.1.1

February 21, 2024 Forum Post - Whispers in the Walls: Hotfix 35.1.1

We’ve got a small Hotfix for you today so that we can address our top fix listed below as soon as possible.

Top Fix:

  • Fixed not receiving rewards after completing the first rotation of an Alchemy mission, as reported here.

Cross Platform Play/Save Changes & Fixes:

  • Founders items can now be accessed on platforms other than PC from Cross Platform accounts.
    • We want to thank our Founders for their continued support from the start and are honored to have them here with us to enjoy Cross Platform Play and Save almost 11 years later! We greatly appreciate our day 1 supporters and thoroughly enjoy seeing them continue to sport their Founders gear. If you still can’t access your Founders items from your Cross Platform accounts after this Hotfix, please submit a ticket to support.warframe.com.
    • Note: The Excalibur Prime Dark and Bright Glyphs are not accessible at the moment, but we will have a follow up fix to ensure they are in the near future!
  • Fixed the PlayStation-exclusive Obsidian Syandana being visible and equippable from the Drifter Clothing menu on other Platforms via Cross Platform Save.
  • Fixed players who linked their iOS account for Cross Platform Save not receiving the iOS Pre-Order / Day 1 Rewards (Bombyx Syandana and 3-Day Affinity Booster) in their Cross Platform Save accounts.
    • For affected accounts, an inbox message containing the rewards will be delivered after downloading this Hotfix and logging in.
  • Lowered the Akbolto’s Mastery Rank requirement from 9 to 8.
    • The Akbolto is a manufacturing requirement for the Akjagara, which is a Mastery Rank 8 weapon, so we reduced it so that players can craft the Akjagara without having to reach Mastery Rank 9.

General Fixes:

  • Fixed a rare crash that could occur when traveling between a town and Open Landscape.

Update 35.1

February 20, 2024 Forum Post - Whispers in the Walls: Update 35.1.0


Hello Tenno! Whispers in the Walls: Update 35.1.0 is an Interim Cert* update that brings many code changes* and fixes, including many new player path improvements and more!

It’s worth noting that some of the QOL mentioned in Devstream #176 is in this update but not all - more is planned for March (Inaros Rework, Arsenal Stat Audit, Archon Shard Expansion, etc.) with the release of Dante Unbound!

*Learn more about what these terms mean in the Warframe Lexicon for Updates.


The next batch of changes to improve the new player experience are here! In this update, we address Quest progress obstacles and rebalance the Fortuna Syndicates rank-up requirements to make them more accessible.

Quest Changes

Saya’s Vigil Quest Changes:

  • “Locate the Shatter-Lock pieces” stage:
    • The Grineer Armored Vault in the Plains of Eidolon that contains one of the Glass Shards that needs to be scanned will now be opened by default.
      • Before, you would have to interact with the unlock terminal for the doors to open. This made finding the Glass Shard difficult, as players would, understandably, overlook the locked Vault.
    • Moved the Glass Shard in the Grineer Armored Vault from a hard to see corner to the floor.
    • Added a highlight to the Glass Shard to make them more visible.
  • “Board Hek's Galleon” stage:
    • Reduced the level of enemies from 5-8 to 4-5.
    • Reduced the level of the Nox that players have to defeat to progress from 12 to 7.

The Sacrifice Quest Changes:

  • Added 60x Kuva to the “Explore Lua” mission rewards.
    • Since 60x Kuva is required to craft Excalibur Umbra to proceed in the Quest, we want to prevent players from having to interrupt their Quest flow in order to obtain some.

Vox Solaris Quest Changes:

  • “Talk to Thursby in Fortuna” stage: Lowered the Health of the Corpus Spy Drone (from 8,000 to 2,500) you have to shoot down and hack to progress.

Solaris United & Vox Solaris Syndicate Sacrifice Changes:

The Rank-up Sacrifices for Solaris United and Vox Solaris have undergone a rebalance! Both have had their requirements significantly reduced to help make these Syndicates much more accessible for players. We also made some slight changes to the Rank requirements of some of Little Duck’s Offerings - read on for specifics on all of the above!

Solaris United Sacrifice Changes:

  • Rank 1 “Outworlder”
    • Training Deb Bonds - Reduced to 2 (was 13)
  • Rank 2 “Rapscallion”
    • Shelter Debt Bonds - Reduced to 3 (was 15)
    • Training Debt Bonds - Reduced to 2 (was 12)
  • Rank 3 “Doer”
    • Medical Debt Bonds - Reduced to 4 (was 13)
    • Shelter Debt Bonds - Reduced to 3 (was 15)
    • Training Debt Bonds - Reduced to 2 (was 10)
  • Rank 4 “Cove”
    • Advances Debt Bonds - Reduced to 5 (was 13)
    • Medical Debt Bonds - Reduced to 4 (was 10)
    • Shelter Debt Bonds - Reduced to 3 (was 12)
  • Rank 5 “Old Mate”
    • Familial Debt Bonds - Reduced to 5 (was 10)
    • Advances Debt Bonds - Reduced to 5 (was 12)
    • Medical Debt Bonds - Reduced to 3 (was 12)

Vox Solaris Sacrifice Changes:

  • Rank 1 “Operative” - No changes
  • Rank 2 “Agent”
    • Gyromag Systems - Reduced to 1 (was 8)
    • Vega Toroid - Reduced to 1 (was 5)
  • Rank 3 “Hand”
    • Atmo Systems - Reduced to 1 (was 5)
    • Calda Toroid - Reduced to 1 (was 5)
  • Rank 4 “Instrument”
    • Repeller Systems - Reduced to 1 (was 3)
    • Sola Toroid - Reduced to 1 (was 5)
  • Rank 5 “Shadow”
    • Repeller Systems - Removed (was 3)
    • Crisma Toroid - Reduced to 1 (was 3)

Little Duck’s Offerings Rank Changes:

  • Changed the Vox Solaris Rank requirement for purchasing Gyromag Systems from Rank 3 to Rank 1 and changed Atmos Systems from Rank 3 to Rank 2.
    • Since Rank 2 requires a Gyromag System Sacrifice, and Rank 3 requires an Atmo Systems Sacrifice, we adjusted their Rank requirements so that players could acquire them with Standing to rank up. This logic was already applied to the Repeller Systems, which you can purchase at Rank 3 and need for the Rank 4 & 5 Sacrifices, so we did the same with these.

New Venus Junction Reward: “Dreamer's Bond” Aura Mod

Upon completing the Venus Junction, players will now be rewarded with a new Aura Mod:

Dreamer’s Bond

Squad receives +0.3 Energy Regen/s and +1.5 Health Regen/s.

The intent is to get new players familiar with Aura Mods earlier in the game. Which is also why we have temporarily assigned it the Madurai Polarity, which matches the Aura Slot for our starter Warframes Mag and Volt (Excalibur has an unassigned Aura Polarity). We will be changing its Polarity to Universal (can be equipped onto any Aura Polarity to increase mod capacity) in the Dante Unbound update, so that all Warframes can benefit from equipping it!

Acquiring outside of Junction: For those who have already completed the Venus Junction, Dreamer’s Bond will be sent via inbox message upon login after downloading this update. We have also added it to the Nightwave Cred Offerings rotation!


  • To celebrate the launch of Warframe on iOS, the new Starter Weapon Pack is available for purchase on all platforms (one per account) and includes:
    • Aeolak Rifle (Max Rank)
    • Serration Mod (Max Rank)
    • 100 Platinum
  • New Somachord songs are now available at Varzia’s Prime Resurgence Offerings for Aya! Enjoy the signature themes of these Prime Warframe that were featured in their respective trailers.
    • Gauss Prime Theme (also known as “Redline”)
    • Grendel Prime Theme
    • Gara Prime Theme
    • Hildryn Prime Theme
    • Hydroid Prime Theme
    • Khora Prime Theme
    • Nekros Prime Theme
    • Nidus Prime Theme
    • Oberon Prime Theme
    • Octavia Prime Theme
    • Revenant Prime Theme
    • Vauban Prime Theme
      • Note: The Somachord songs may take a moment to appear in Varzia’s Offerings - rest assured that they will be there momentarily after the update has launched!

Cross Platform Play/Save Changes & Fixes:

  • Fixed being unable to progress in the Awakening Quest after Merging an account that had completed with an account that hadn’t yet.
  • Fixed Exalted Weapons losing their progress after merging accounts.
    • Since a Warframe can only have a singular Exalted Weapon, the Primary account would override the Secondary’s Exalted Weapon progress, regardless of its state. Now, when accounts are merged, the account with the Exalted Weapon that has more Forma and Rank/Affinity will be prioritized.
  • Fixed the warning pop-up informing players that they cannot trade Platinum with Nintendo Switch accounts (as intended with the Platform specifications for Cross Platform Trading & Gifting) stating that the trade has failed instead of specifying why.
    • This would occur specifically when adding Platinum to the Trade window after another item or after attempting to add it a second time.
  • Fixed cases where players would not be properly Host Migrated if the Host was on a Console platform.
  • Fixed having both an incubating and equipped Companion active at the same time after merging an account that is Incubating a Companion with an account that has a Companion equipped.
    • Now, when merging accounts in these states, the equipped Companion will be unequipped.
  • Fixed players on other platforms being unable to add an Xbox player as a friend if they had spaces in their alias.
  • Fixed a rare issue where the "You are already logged in. Login here and terminate the other connection?" message would pop up repeatedly after linking a Console account to a brand new PC account and using the Companion App.
  • Fixed Operator/Drifter Configs not retaining their assigned customizations after making a Console account the primary during merge. This would often appear as if Config A’s customizations had been copied over to all Configs.
    • Any future merges will now take the primary account’s Configs. For existing merges, the Configs have been reverted to those from the primary account.
  • Fixed case where you could end up with more Loadouts than Loadout Slots after merging accounts.
    • This was caused by Loadout Slots from the Initiate Power Pack and those from Mastery Ranks not carrying over into the merged account. Players would see, for example, “SLOTS 4/3” in the Loadout screen after merging.
      • Note: Merged accounts that were created from an account with the max amount of purchasable Slots (24) with one that also had a lot of Loadouts will likely still have more Loadouts than Slots even with the above fix. These Loadouts are still accessible/usable, but in order to create new Loadouts you will have to get below the 24 Slot limit by deleting some.

Albrecht’s Laboratories Changes & Fixes:

  • Enemies hit with Amphor’s AOE will now count towards the “Hit Enemies with X Amphor” Alchemy Bounty Challenge.
    • Previously, the challenge required a direct hit to count as progress towards the challenge, so we made it much more forgiving. In light of this change, we have slightly increased the required amount of enemies needed to hit to complete the challenge now that it is easier to gain progress:
      • Low tier Bounty: From 5 to 6
      • Mid tier Bounty: From 10 to 12
      • Higher tier Bounty: From 15 to 18
  • Vitreum scanning duration now scales according to squad size in the Effervo Assassination mission:
    • Solo player: 30 seconds
    • Two players: 27 seconds
    • Three players: 24 seconds
    • Full squad: 20 seconds (this was the original duration for all squad sizes prior to this change)
  • Removed the “Find X Murmur Sarcophages” challenge from Alchemy Bounties.
    • There was an issue with not enough Sarcophages spawning in Alchemy Bounties, making it impossible to complete the challenge, so it has been removed.
  • Added an eyelid to the Vitreum that reacts based on its various scanning states.
  • Fixed only 3 Acolytes spawning in total during Steel Path Alchemy missions.
    • They will now continue to spawn in intervals as they usually do in endless mission types.
  • Fixed the maximum number of Vitreums that can be activated simultaneously in the Effervo Assassination mission not scaling based on Squad size if started from Sanctum Anatomica’s navigation.
  • Fixed Netracell Keyglyphs equipping onto the player closest to the terminal instead of the player that actually selected it.
  • Fixed Clients seeing Keyglyph names in the Host’s language instead of their own in the pop-up that occurs when picked up.
  • The Netracell search radius will now gradually shrink rather than suddenly jump after hacking the Pom-3 terminals.
  • Repositioned and condensed the Netracell objective text so that it takes up less screen space.
  • Fixed Exhaustion Keyglyph’s Energy drain causing the Sanguine Keyglyph to trigger and deal Bleed Status in Netracell missions.
  • Fixed Host migration causing the next round of pressure vents in Alchemy missions to spawn far from the Crucible’s location.
  • Fixed Clients switching to their Primary weapon after throwing an Amphor in Alchemy missions instead of their Secondary if they had it equipped upon picking up the Amphor.
  • Fixed another section in the Netracell being accessible and bypassed by Titania in Razorwing.
  • Fixed enemies continuing to spawn outside of The Fragmented’s arena (Effervo, Assassination node) after Host Migration.
  • Fixed Murmur Eyes visually lingering after killing their Hurling Fragments with damage over time effects at the same time they expire.
  • Slight timing tweak to when the audio transmission plays after hacking the terminal in the Persto, Deimos Survival mission.
  • Made tweaks (pacing, repeat frequency, etc.) to the audio transmissions in the Deimos Assassination (Effervo), Alchemy (Cambire), and Netracell missions.
  • Made an extremely minor tweak to Eximus units spawn timing in Alchemy missions so that they spawn a tad faster.
  • Fixed lighting issue that would cause the depth fog to pop randomly in Albrecht’s Laboratories.


  • You will no longer be forcibly dismounted from your Kaithe in Duviri when near the Table for Two and Void Mirror objectives. In its place, a message will pop up to inform players that they must dismount first.
    • Players are also no longer blocked from mounting Kaithe while engaged with these objectives.
    • This initial restriction was added due to players on Kaithes causing animation issues for their mirrored Operators. Now your Mirror version will disappear when you are on a Kaithe to prevent those animation issues from occurring.
  • Adjusted Riven type drop rates in Sorties, Archon Hunts, Steel Path Circuit, Nihil’s Oubliette and Acrithis’ and Pallidino’s Veiled Riven Offerings to be more proportional to weapon ratios.
    • In all Riven sources other than Sorties and Archon Hunts, each Riven type has had an equal chance of being rewarded, meaning you are as likely to get a Kitgun Riven as you are a Melee Riven, despite Kitgun Rivens having 6 possible weapons and Melee having well over 100. Now, Kitguns and Zaws are the least likely to be rolled, followed by (in ascending order) Shotguns, Rifle, Pistol, and Melee. This order is applied to both guaranteed and drop table Rivens:
    • Drop rates for guaranteed Rivens (Acrithis, Pallidino, and Nihil’s Oubliette):
      • Kitgun 3.5%
      • Zaw 3.5%
      • Shotgun 8%
      • Rifle 25%
      • Pistol 25%
      • Melee 35%
    • Drop rates for each type have been adjusted in places where Rivens are only a portion of the drop tables (Sorties, Archon Hunt, Duviri Steel Path Circuit). The total chance for a Riven remains the same (ex: Sorties still have a total 28% chance of rewarding a Riven). For full details, visit the public drop tables.
  • Thrax Centurions and Legatus enemies will now clear all active Status Effects when transitioning to their spectral forms.
    • They were already immune to new Status Effects in their spectral form, but any Status Effects they had before transitioning would still persist. This led to issues such as their transition animation being slowed down considerably by Cold Status Effects that were inflicted while in their corporeal form.
  • Refined the volume of Tombfinger’s explosion sound effects.
  • Removed the “Arcane” button from the Foundry.
    • When the Arcane Segment was added to the Orbiter in 2022, this button was left in the Foundry as a means for players to get used to the new location. Now that it’s been over a year, the Arcane Segment is officially the spot for all things Arcanes!


  • Made optimizations to level loading and texture streaming to improve load times for systems that can only render at 30 FPS.

Top Fixes:

  • Fixed Operator getting stuck infinitely Void Blasting after switching from Warframe to Operator while auto-meleeing.
    • We are aware of and investigating other issues related to Auto-Melee that we’re hoping to fix for Dante Unbound.
  • Fixed Kullervo’s Wrathful Advance ability not activating Tennokai.
  • Fixed alt-fire for Secondary weapons and Incarnon Mode not activating when dual wielding with Glaive.
  • Fixed certain Arcanes (including but not limited to: Arcane Victory, Arcane Avenger, and Arcane Grace) having “0” in their Buff icons instead of the actual stat.
  • Fixed the Grimoire’s alt-fire not benefitting from Multishot Mods.
    • Multishot Mods will now properly increase its alt-fire’s chain depth.
  • Fixed the Volumetric Fog Quality setting not changing when switching the Graphic Quality Preset, which could cause performance issues for low-spec machines.
  • Fixed Zephyr’s Tornadoes having an unintended damage cap of 500k.
    • The cap was causing Tornadoes to lose their adapted Elemental Damages and the ability to absorb new source damage once it had been hit.
    • Additionally, we fixed Electricity damage endlessly chaining between enemies in the Tornadoes and unintentionally contributing to the absorbed damage total.
  • Fixed being able to gain Melee Combo by unconventional means if your Melee Combo Duration was negative. Indirectly also fixed Heavy Attacks not consuming from Combo Counter when Melee Combo Duration was negative.
  • Fixed weapons with a higher max Melee Combo Multiplier (such as Venka Prime) being unable to increase their Combo Counter beyond 12x (and resetting to 0) when using the Rauta and Tandem Bond Mod.
  • Fixed UI becoming unresponsive in the Upgrades screen of the Arsenal after switching from keyboard/mouse to controller by using the shoulder buttons to swap between categories.
  • Fixed Melee Animosity no longer functioning after activating and deactivating Titania’s Razorwing.
  • Fixed Melee Animosity not triggering on Glave hits while dual wielding with Secondary weapon.
  • Fixed Melee Influence’s buffs applying to clones spawned from Warframe abilities (ex: Mirage’s Hall of Mirror clones).
    • While this has been a popular combination, it has also been the source of many severe performance issues that can crash players. We have removed this interaction in the name of stability for the game.
  • Fixed Primary and Melee Arcanes being triggered by Secondary Weapons while on K-Drive/Merulina.
  • Fixed Melee Influence being triggered by Dual Ichor Incarnon’s Toxin fields.
    • Melee Influence is intended to trigger “On Melee Electricity Status” and not from secondary effects (as they are not considered direct Melee hits). Since the Toxin fields deal damage independently of Melee attacks, it does not meet the Arcane’s criteria of triggering only if the Electricity Status originates from the weapon in hand.
  • Fixed Last Gasp getting canceled (and as a result killing Operator/Drifter) after hitting the Melee attack binding.
    • Now, the Melee attack binding needs to be held down to end Last Gasp before it times out.
  • Fixed Clients experiencing a complete loss of functionality if they are Maw Feeding while Host starts the Dax Equitem fight in Duviri.
  • Fixed a bug with Trinity’s Well of Life and self-stagger-inducing weapons that allowed Thumpers in the Plains of Eidolon to be one-shot.
    • In order to address this bug, the Well of Life wisps will no longer spawn from self-staggering and as an additional precaution to prevent similar issues from occurring, they now negate 5% (previously 10%) of the maximum Health of non-ability immune bosses (non-boss targets still receive 10%). While we understand this may have been a popular way to use the ability, the interaction with certain boss units, such as Thumpers, allowed players to bypass the intended gameplay loops that make these units challenging in comparison to standard enemies.
  • Fixed loss of function after selecting the “Visit Maroo” button from the Ayatan Treasures screen when accessed from the Arsenal.
    • This button will no longer appear if accessing the Ayatan Treasures screen from the Arsenal (Upgrade > Mods > Ayatan Treasures).
  • Fixed Orokin Eye and Kahl Beacon not consuming Air Support Charges.
  • Fixed being unable to do the quick time event in the “She Gives, We Live” stage of The New War Quest with a controller.
  • Fixes towards network issues causing Mastery Rank Test completions to register as failures.
    • In extreme cases, where you lose network connection for 30 seconds or more, it is likely that you can still be forcibly disconnected and mark the Test as failed as a result. We have added a loading spinner to help inform you that we are waiting for network issues to pass to save test results.

General Fixes:

  • Fixed a combination of Magus Aggress and the Tenacious Bond Mod (when equipped on both Khora’s Venari and Companion) causing buff icons to disappear.
  • Fixed being unable to swap Polarities on a Melee weapon if you do not own the Tennokai Segment.
  • Fixed a crash caused by Status Effects spreading from Melee Influence.
  • Fixed failing first attempt at the Mastery Rank 19 stealth Test causing enemies to spawn facing the player and detecting them immediately - ultimately causing them to fail the test.
  • Fixed Gauss’ Noble Animation Set having a noticeable “pop” when looping - it has been smoothed out for a more seamless loop!
  • Fixed Excalibur Umbra’s Exalted Blade not draining Energy after being disarmed while dual wielding with Glaive.
  • Fixed Exalted Melee weapons (ex: Excalibur’s Exalted Blade) experiencing animation issues if they were deactivated after parrying.
  • Fixed being unable to switch back to Secondary weapon after hitting the “Switch Weapon” binding while Exalted Melee weapon is active and you don’t have a Primary weapon equipped.
  • Fixed the Aero Set Mods unintentionally increasing the duration of Double Tap’s “20% Bonus Damage on next Shot for 2s” buff.
  • Fixed Weapon Mods and Arcanes that have “on kill” effects (such as Primary Merciliness, Galvanized Chamber, etc.) being triggered all at once upon entering a Rampart Turret.
  • Fixed the Akarius appearing in Teshin’s Cave instead of Akarius Prime if you own both.
  • Fixed the Grimoire’s Default Config in Teshin’s Cave using Rifle Mods instead of Secondary Mods.
  • Fixed the blue VFX from the Kaithe stage of the Steel Path Orowyrm fight lingering for the rest of the fight after Host migration.
  • Fixed opening pause menu while transitioning from Open Landscape to Town (ex: Orb Vallis to Fortuna) leading to a loss of function.
  • Fixed an objective marker in Octavia’s Anthem Quest leading players into a room that has a difficult to find exit. The marker has been adjusted to properly guide players to where they should be going.
  • Fixed Argo & Vel being unable to damage enemies through bushes/foliage in Duviri.
  • Fixed the Argo Mace (of the Argo & Vel Melee weapon) turning invisible after exiting the Shawzin Emote (including when playing it as an objective in Duviri).
  • Fixed Endo and Orokin Catalyst/Reactor Blueprints missing from the Sortie & Archon Hunt rewards UI in the world state window.
  • Fixed the friendly Necramech in the “Locate Father Within the Cambion Drift” stage of the Heart of Deimos Quest dropping resources from Albrecht’s Laboratories instead of the Cambion Drift.
  • Fixed the Shadows created from Sevagoth’s Shadow Haze Augment not using the Glaukus Skin if equipped.
  • Fixed Riven Challenge descriptions in the Challenges screen being cut short.
  • Fixed Father using unranked Entrati Syndicate voice lines regardless of what Rank you are in the Entrati Syndicate.
  • Fixed Daughter saying a line about Brother when visiting her for the first time in the Heart of Deimos Quest (at this point in the Quest, you had not met Brother yet, which was understandably confusing).
  • Fixed audio not triggering correctly when marking Tomes in the Paragrimm’s Tomes Recovery Duviri side objective.
  • Fixed Kullervo’s Wrathful Advance missing its special sound effect when performing a Heavy Attack, as reported here: https://forums.warframe.com/topic/1381691-kullervos-wrathful-advance-no-longer-growls-on-heavy-attacks/
  • Fixed parts of certain Drekar Grineer units being completely black.
  • Fixed missing sound during “Finding Squad” after selecting mission node.
  • Fixed the minimap markers for Hyena Pack being yellow instead of the intended red.
  • Fixed Conclave/Index scoreboard UI overlapping with the other options in the mission progress screen.
  • Fixed a couple of crashes in Conclave Dedicated Servers.
  • Fixed minor typo in the Ekhein’s Blueprint Market description.
  • Fixed “Tradeable” label appearing in the Relic Pack Market UI.
    • The Relics themselves are tradeable, not the pack - this was creating confusion that the pack itself was its own standalone item that could be traded.
  • Fixed lip sync missing on some transmissions in the Saya’s Vigil Quest.
  • Fixed Ordis inbox transmissions repeating.
  • Fixed the Exilus Slot appearing for Melee weapons in the Upgrade screen even if you don’t own the Tennokai Segment.
  • Fixed Mod Slots overlapping in the Zaw Gild screen if the Tennokai Segment isn’t installed.
  • Fixed Erra getting stuck in certain areas during the “Approach Praghasa” stage of The New War Quest.
  • Fixed clipping issues with the Operator’s Zariman Suit during the final cinematic of The Second Dream Quest.
  • Fixed offset issues with the Doppline Prime Armor set on several Warframes.
  • Fixed players being unable to deploy Extractors on Deimos if they haven’t completed the Albrecht’s Laboratories nodes.
    • Players only need to complete the base nodes (pre-Whispers in the Walls Quest) to be able to use Extractors on Deimos.
  • Fixed lighting issues with Rhino’s Iron Skin that would cause it to look black.
  • Fixed Yareli getting stuck in an infinite respawn loop after falling off of Merulina into the lake in the center of Vay Hek’s arena (Oro, Earth).
  • Fixed Drone in the “Escort the Drone to Safety” Bounty stage getting stuck going up a hill near Gara Toht Lake in the Plains of Eidolon.
  • Fixed being unable to play Komi using Steam Input/Steam Deck during The Sacrifice Quest.
  • Fixed the Dual Swords Lunaeus Skin missing its ribbon attachments.
    • Also adjusted Sugatra offsets on the skin to work better with the ribbons.
  • Fixed Velocitus’ projectile speed being 100 m/s instead of the intended 500 m/s.
  • Changed it to accelerate from 100 m/s to 500 m/s extremely fast, so that enemies within 8m can still be hit.
  • Fixed performance issues after entering Command Mode as Kahl in the “Prison Break” Break Narmer.
  • Fixed Clients with connectivity issues seeing four identical symbols on the Isolation Vault door.
  • Fixed the Tenno Guide prioritizing side objectives and quests (Mastery Rank Tests, Junctions, etc.) instead of the main story Quests.
  • Fixed the videos in the Drifter Intrinsics screen not being cropped.

Hotfix 35.0.11

January 24, 2024 Forum Post - Whispers in the Walls: Hotfix 35.0.11

Hello Tenno! This hotfix predominantly contains behind-the-scenes changes in preparation for today’s launch of the 2024 Lunar New Year celebration items for the Year of the Dragon 🐉

  • Fixed a script error in the Clan/Alliance Message of the Day that would cause chat to break for players who interacted with it.
  • Fixed the UI in the Shiny Treasures Offerings in the Sanctum Anatomica not indicating if a Decoration is “owned” and how many the player has in their inventory.

Hotfix 35.0.10

January 18, 2024 Forum Post - Whispers in the Walls: Hotfix 35.0.10

  • Continued updates to the sounds in the Awakening Quest’s Warframe select screen.

Cross Platform Save Fixes:

  • Fixed case where a merged account could be a member in two different Clans.
    • This was caused by merging a Console account in a Clan with a PC account that has a pending Clan request that was accepted after the merging. Affected accounts have been returned to the Clan they were in on their Console account prior to the merge.
  • Fixed Clients experiencing performance issues when using the Astral Bond Mod on their Sentinel.
  • Fixed Sentinel customizations purchased from the Arsenal not equipping onto the Sentinel and causing the customization UI to disappear from the screen.
  • Fixed disabling the Depth of Field option in Captura for the first time not doing anything.
  • Fixed the amount of Aya owned not updating in the Syndicate “Next Title” popup after using it for Rank 4/5 Pledge Sacrifices.
  • Fixed Gauss’ battery gauge overlapping the combo counter UI if higher than 2x.
  • Fixed the Zenurik Badge being comically big and positioned above Gauss Prime’s head.
  • Fixed several offset issues with Emblems (when Gauss Prime has a skin equipped), the Prisma Latron Armour Set, and the base Protovyre Chest and Leg Armor on Gauss Prime.
  • Fixed the Coildrives in the Orb Vallis having erratic pathing, often leading them to drive into walls and drift from side to side. So basically, what you see on the road during Canadian winters.
  • Fixed the “owned” status for non-Platinum packs (ie. Prime Access, Supporter Packs, etc.) in the in-game Market not appearing for players who are purchasing for the first time.
  • Fixed artifacting issues caused by lens flares.
  • Fixed potential script error from Alliance/Clan’s having special characters in their Message Of The Day.
  • Fixed script error in the End of Mission screen.
  • Fixed script error in Teshin’s Cave when the game is selecting a Mod Config for your Warframe’s Exalted Weapon.

Hotfix 35.0.9

January 17, 2024 Forum Post - Whispers in the Walls: Gauss Prime: Hotfix 35.0.9


Leave your enemies in the dust with Gauss Prime, now entering Prime Access!


Gauss Prime

Quicksilver takes form. Gauss Prime brooks no talk of defeat.

Acceltra Prime

Engage your enemies with deadly speed. This weapon reloads even faster when its wielder sprints, faster still with Gauss.

Akarius Prime

Wield a golden pair of rocket launchers. Sprint to reload them faster. They reload fastest when wielded by Gauss.

Altra Prime Syandana

A shining garment befitting the Saint of Altra.

Exclusive Gauss Prime Glyphs


Gauss Prime Accessories feature
  • Doppline Prime Armor: The signature armor of Gauss Prime’s aesthetic.
  • Altra Prime Syandana: A shining garment befitting the Saint of Altra.
  • Gauss Prime Blazargaze Helmet*: Style meets aerodynamics.
  • Noggle Statue - Gauss Prime*: A small wobbly statue of Gauss Prime.
  • Gauss Prime Floof*: A cuddly floof of golden thread.
    • Prime Noggles for each Prime Warframe are historically given out via Inbox messages at the end of the year. Since Gauss hates to keep anyone waiting, we’re giving them the spotlight they deserve alongside bonus additions including the adorable Gauss Prime Floof and the aerodynamic Gauss Prime Blazargaze Helmet.
  • 90-Day Resource and Affinity Boosters

*This round of Prime Accessories features bonus items of the Blazargaze Prime Alt Helmet, Gauss Prime Noggle, and Gauss Prime Floof! These items are limited to the Prime Accessories Pack (including the Complete Pack) but will be offered in his future Prime Resurgence rotation.

Instantly gain access to Gauss Prime from the in-game Market or earn Relics in-game to craft Gauss Prime, Acceltra Prime, and Akarius Prime in your Foundry.

Now that Gauss Prime Access is available, the following items have been added to the Prime Vault for a future Prime Resurgence rotation. If you have Relics that contain these items they will remain in your Inventory.

  • Garuda Prime
  • Nagantaka Prime
  • Corvas Prime

Syndicate Sacrifice Change: Starting with this Vaulting, all Rank 4 and 5 Pledged Syndicate Sacrifices have been replaced with Aya:

  • Rank 4 = 2 Aya
  • Rank 5 = 3 Aya

This change reduces the amount of time spent acquiring and crafting specific Prime parts to rank up in a Syndicate, and offers players additional uses for their Aya. Since Aya drops from many sources, reaching those higher ranks is now much more accessible as it is no longer wholly tied to Relic RNG.

Riven Disposition Changes: As with each round of Prime Access come updated Riven Disposition numbers - check the full details here: https://forums.warframe.com/topic/1380863-january-2024-riven-dispositions/%0A

  • Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets.
    • In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits.
  • Changed the Nightwave “Episode Status” button to “Nightwave Status” in the Navigation menu.
    • This button appears when players have toggled on to Resource Drones view in their Navigation.
  • Made updates to the sounds in the Awakening Quest’s Warframe select screen and cinematics.
  • (Hot-dropped on Monday) Re-enabled the ability to decrease your Clan Rank.
    • As explained in the PSA, this temporary measure was taken during Operation: Gargoyle’s Cry to address a bug that prevented Clans from being able to progress in the Operation after decreasing their Rank. Since the Operation concluded on Monday, you can now decrease.

Albrecht’s Laboratories Changes & Fixes:

  • Fixed the map search radius for Necramite Drones not appearing in Netracell missions (including the Whispers in the Walls Quest stage).
  • Fixed the “kill enemies to lower security level” radius marker in Netracell missions spawning very far from the Security Matrix.
  • Fixed heat vents in Alchemy missions spawning very far from players.
  • Fixed Mocking Whispers becoming indefinitely invulnerable after using its Exalted Bladestorm attack and hitting a Revenant player that has Mesmer Skin active.
  • Fixed being unable to do the quick time event at the end of the Whispers in the Walls Quest if Melee Attack is bound to scrolling the mouse wheel up/down.
    • In order to fix this issue and potential others, you can now tap during these events even if the “Repeated Button Presses” option is set to “Hold” (for both the Keyboard/Mouse and Controller settings).
  • Fixed Murmur Sarcophages becoming unbreakable after Host Migration.
  • Fixed Bounty objectives appearing in Netracell missions after starting a Netracell from the Sanctum Anatomica while the Bounty vote is active.
  • Fixed Clients not hearing the alarm during the “kill enemies to lower security level” stage of the Netracell mission.
  • Fixed the sound FX for the doors in the Sanctum Anatomica and a vent wall in the Labs being out of sync with their animations.
  • Tweaked the Vitreum seeking alarm sound FX duration in the Assassination, Effervo mission to match the pulsing VFX.
  • Improved the balance between sounds that occur when opening the Netracell.
  • Fixed certain Vitriol Phials having mesh scaling issues with their puddles.
  • Fixed the Operator’s head doing a 180 twist while placing an Atropos Prove into a Vitreum in the Assassination, Effervo mission.

Cross Platform Save Fixes:

  • Fixed a primary account being automatically selected for you if either of the accounts being linked had been created after the merge cutoff date (November 24 at 2 p.m. ET).
    • Now in the case where both accounts were created after the cutoff, you can now choose either as the primary during the linking process. This only applies to first time linking (as has been the case since launch) - once the PC account has had other accounts linked in, that PC account is set as the primary.
  • (Hot-dropped on Monday) More fixes towards various issues (ex: being unable to equip/unequip Kubrow) occurring when merging accounts that both have Kubrows in various states (incubating, incubated, etc.). To prevent further issues, newly merged accounts automatically put 1 of the 2 Kubrows into Stasis.
  • Fixed the synergy between Sevagoth’s Reap and Sow abilities (enemies explode when hit by Reap while seeded with Sow) not working for Clients.
  • Fixed the Dreamer’s Wraith mod only increasing Heavy Attack Critical damage by 20% instead of the intended 32% (at max rank).
  • Fixed the following issues with Secondary Outburst when used by Clients:
    • Fixed Clients’ Combo Multipliers not being consumed when switching to Secondary.
    • Fixed Clients’ Secondary dealing less than the intended damage while Secondary Outburst’s buffs are active.
  • Fixed an additional +25% (+37% for Tauforged) applying on top of the Violet Archon Shard’s “Gain +25%/+37% Melee Critical Damage. When max Energy is over 500, the damage boost doubles” embed bonus.
    • This bug caused the bonus to exceed well beyond its intended and described values. To break it down, when below 500 Energy the Shard granted +50%/ +74% and when above 500 it granted +75%/+111% (resulted from +25%/+37% applying on top of the intended +50%/+74%). As far as we can tell, this bug has been live since the release of the Violet Archon Shard in the Whispers in the Walls update, so we understand if this fix is disappointing for those who have been using it in this state since then. But in the interest of properly executing the intended bonuses as outlined in the UI, we have restored it to its original design.
  • Fixed Wukong’s Clone being inactive at the start of the first and second phase of the Archon Hunt fight.
  • Fixed cases where Exalted Weapons could be unmodded in Duviri.
    • Exalted Weapons use the Mods in the Config you select for your Warframe in Teshin’s Cave, but in the case where a Config didn’t have Mods equipped onto the Exalted Weapon, there was no fallback system to ensure you didn’t go into Duviri with it unmodded. Now, if a Warframe Mod Config is selected that doesn’t have any Mods equipped for the Exalted Weapon, the game will choose the Exalted Mod Config that uses the most Mod Capacity (as is the case with other equipment in Teshin’s Cave) to prevent players from going into Duviri with a bare bones Exalted Weapon.
  • Fixed the introductory cinematic in the Heart of Deimos Quest not playing for players on low spec machines, causing them to be unable to progress in the Quest.
  • Fixed level 6 Terra Sniper Crewmans being able to one-shot Corpus Drones in Fortuna Bounties.
    • They were capable of doing over 1000 damage per shot, so we modified their Snipers while they weren’t looking to be more appropriate for those lower level Bounties.
  • Fixed the “Auxiliary” tab appearing in the Arsenal even if the Warframe does not have any Auxiliary customizations available.
  • Fixed bundle items disappearing from the Bundle’s in-game Market page after hitting the “Cancel” button from the “Confirm Purchase” options.
  • Fixed Nyx’s Chaos Sphere ring VFX appearing as a very thin line.
  • Fixed the Skaut’s “Kahl Beacon” Air Support missing its name and description in the HUD.
  • Fixed Daughter and Son using their unranked Entrati Syndicate voice lines at Rank 5.
  • Fixed a rare issue that could allow a Dojo Room’s construction to be canceled when it had already finished.
  • Fixed hitch occurring when selecting a placed Grimoire Altar Decoration while in decorating mode.
  • (Missed note from Hotfix 35.0.7) Fixed the Grimoire Altar Decoration missing a panel on the bottom.

Hotfix 35.0.8

January 11, 2024 Forum Post - Whispers in the Walls: Hotfix 35.0.8

Hello Tenno, today’s Hotfix includes more behind the scenes changes as well as the handful of fixes below - see you tonight at twitch.tv/warframe for our first Prime Time of 2024!

  • Fixed Sevagoth’s Glaukus Skin missing its custom deluxe Tombstone.
  • Fixed Tenacious Bond’s Final Critical Damage Multiplier not functioning.
    • While the UI indicated that it was active, it was not actually triggering and applying to the player. It will now!
  • Fixed a script error after dismissing the “Not Enough Platinum” pop-up.
  • Fixed a script error caused by Melee Duplicate.
  • Fixed a script error caused by Necramech summon terminals.
  • Fixed a rare crash caused by a player leaving (notably during Duviri sessions).
  • Fixed a crash possibly caused by a combination of Mirage and certain upgrades.

Hotfix 35.0.7

January 9, 2024 Forum Post - Whispers in the Walls: Hotfix 35.0.7

Hello Tenno and Happy New Year! This Hotfix includes back-end fixes and improvements towards Cross Platform Save that are needed before we re-open the gates again this January. Dates to come - stay tuned!

Cross Platform Save Fixes:

  • Fixed rare instances where selecting an account that has not completed Vor’s Prize as your primary during the merging process would cause progression issues for the merged account.
  • Fixed rare case where merged PC and Console accounts that were in the same Clan would no longer be a member of it in the merged account.
    • If you have experienced this and would like assistance returning to your Clan, you can submit a ticket to support.warframe.com.
  • Fixed rare case where TennoGen purchases made via the Steam Workshop would be incorrectly locked to a player’s Console account instead of their PC account (as intended) if the player was logged in on Console at the time of purchase.
    • We are working on a script to correct this for affected players.
  • Fixed Companion Incubation not progressing after merging two accounts that both had a Companion active. Moving forward, new merges will automatically move those Companions into Stasis to avoid this issue.
    • If you have experienced this issue and need assistance in regaining access to those Companions, you can submit a ticket to support.warframe.com.
  • Changed the Violet Archon Shard embed bonus affecting Health/Energy pickups to function similarly to the Equilibrium Mod. Now, Health/Energy Orbs can be picked up if one is full, but the other is not to apply the bonus.
  • Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered.
    • An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves.
  • Changed the required amount of players needed to start the Effervo boss fight from all squad members to half. This addresses feedback that the boss fight could take a long time to start (and potentially result in Host migrations) if players were off collecting Voca, resources, etc, instead of moving to the boss zone. Players outside of the zone will now be teleported into the arena once activated.
  • Changed Pangolin Prime’s Slam attack to match its base version:
    • Now applies a forced Slash Status Effect.
    • Changed damage type from Impact to Puncture.
  • Replaced the “Skip” button in the Circuit reward screen with a “Continue” option if multiple rewards are available. This aims to help prevent players from skipping them all, and instead, will now show the next reward.
  • Arcanes offerings from Vendors are now displayed as unranked.
    • Hovering over the Arcane will now display both its unranked and max rank stats. This is to help avoid players thinking they are buying a fully ranked Arcane.
  • Added a Default Mod Config for the Grimoire in Teshin’s Cave options.
  • Mandonel’s orb will now spin faster during reload for some added flare!
  • Removed mention of Syndicate Sigils in the “Loyalty” Nightwave Act’s tip description, as they are no longer required with the Pledge system to gain Standing.


Made small optimizations to server-side database performance.

Albrecht’s Laboratories/Sanctum Anatomica Changes & Fixes:

  • Improved spawn rates of The Anatomizer and The Severed Warden enemies in Alchemy Bounties. Particularly to address the issue of being unable to complete the “Kill X Flying Enemies” Bounty Challenge.
  • Fixed individual Focus School Eidolon Lens Blueprints being rewarded in Rotation C of the Survival, Persto mission instead of the intended Eidolon Lens Blueprint.
    • Each individual Lens Blueprint had a drop rate of 10% for each type, so we have adjusted the drop tables to compensate for this change by increasing the drop rate for the Eidolon Lens Blueprint and the Mandonel Barrel and Receiver. More details in the public drop tables.
  • Fixed cases where Rogue Voidrigs would not spawn/be marked on the map.
    • With this fix, the “Kill 2 Rogue Voidrigs” Bounty Challenge has been re-enabled! It was disabled in Hotfix #2, as the above issue was preventing Bounties from being completed.
  • Fixed case where Rogue Voidrigs would suddenly teleport to a different location after being spawned by a Rogue Culverin.
  • Fixed Rogue Culverins’ animations popping while spawning a Rogue Voidrig.
  • Fixed the map search radius for Necramite Drones not appearing in Netracell missions (including the Whispers in the Walls Quest stage).
  • Fixed reward containers in the Netracells having different Codex entries.
  • Fixed breaking a Murmur Sarcophages counting as more than one towards the “Find X Murmur Sarcophages” Bounty challenge.
  • Fixed hitches occurring after hacking a Necramech summon terminal.
  • Fixed the maximum number of Vitreums that can be activated simultaneously in the Assassination, Effervo mission not scaling based on Squad size.
  • Fixed damage type icons appearing next to the “Vitreum Seeking” UI in the Assassination, Effervo mission instead of “A, B, C…” to indicate which Vitreum is active and where.
  • Fixed Murmur Eyes not despawning after its timer has run out in the Assassination, Effervo mission.
  • Improved the accuracy of the direction in which broken furniture pieces will fly out when destroyed. We’re collectively keeping the Necramites employed with all this senseless furniture demolition.
  • Fixed certain character color customizations (if you know you know) not appearing in their transmissions.
  • Fixed loss of UI functionality in the certain character color customizations screen after saving.
  • Fixed the Cavia rank up dioramas being obfuscated by Vendor UI if you interacted with them before it appeared.
  • Fixed opening Operator Equipment in the Sanctum Anatomica in the “Back to the Future” stage of the Whispers in the Walls Quest causing functionality loss.
  • Fixed minimap waypoint for the Grimoire page not disappearing after collecting it in the “Lost and Found” stage of Whispers in the Walls Quest. Also fixed the Lotus “mission complete” transmission playing on extraction.

General Fixes:

  • Fixes towards DirectX 12 AMD graphics card crashes.
    • DirectX 12 was disabled in Hotfix 35.0.4 as a temporary solution while we worked on a fix (PSA here). We have re-enabled DirectX 12 for AMD Graphics Cards in this Hotfix now that we have made some progress - but we encourage you to continue to share your findings here if the issues persist.
  • Fixed Topaz Archon Shard embed bonuses not triggering from enemies that were killed by the required conditions.
    • For example, if you killed an enemy with Electricity Damage, it would not trigger the embed bonus of gaining Ability Damage on enemies affected by Electricity Status. With this fix, if the killing blow was going to apply the required condition, it will count towards the embed bonus.
  • Fixed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus removing Overshields when triggered.
  • Fixed a Wares option appearing at Mother when interacting with her immediately after arriving into the Necralisk.
  • Fixed being unable to complete the Enigma in Kullervo’s Hold due to the final target door not opening.
  • Fixed the Ammo Pool for Primary Weapons increasing beyond its max intended amount after transforming the Angstrum to its Incarnon Form and picking up ammo while Primary is out.
  • Fixed Wisp’s Animation Sets missing a custom animation while running with the Grimoire. The floor is always lava challenge is officially back on!
  • Fixed Clients not seeing some of Mandonel’s animations.
  • Fixed dual wielding with the Cirriped Epitaph Skin equipped causing the Epitaph to have offset issues.
  • Fixed player Voidrig’s arm not moving when aiming down sights while standing still.
  • Fixed Grimoire’s projectile explosion sound FX at times cutting off.
  • Fixed projectile explosion sound FX missing for the Morgha and Kuva Ayanga ground Archguns.
  • Fixed flat lighting issues in the Cambion Drift.
  • Fixed the “Last Words” Ground Finisher missing a Blast Damage icon in the High Noon and Bullet Dance Stance Mod screen.
  • Fixed the Stahlta Shock Rifle Skin missing controller vibration support.
  • Fixed icon missing in the HUD for Burston Incarnon’s “Fortress Salvo” buff.
  • Fixed incorrect icons being used in the HUD for the Zylok and Kunai Incarnon evolution buffs.

Hotfix 35.0.6

December 22, 2023 Forum Post - Whispers in the Walls: Hotfix 35.0.6

Cross Platform Save Fixes:

  • Fixed the inability to Merge your Console account if you had to make a new PC Account after the November 24th cut-off date in order to Merge.
    • If you encountered the issue and did not link the accounts, the website should now say the accounts will be merged
    • If you encountered the issue and did link the accounts, please contact support
  • Fixed some Merged accounts not getting various Quest inboxes which resulted in an inability to start the Quests.
  • Fixed Helminth abilities from the merged account being unlocked on the Primary Account. Helminth abilities are determined by the chosen Primary Account.

Hotfix 35.0.5

December 21, 2023 Forum Post - Whispers in the Walls: Hotfix 35.0.5

Topaz Archon Shard Fixes:

  • Fixed Topaz Archon Shard traits applying the buffs every 5 kills instead of every kill where described.
  • Fixed the Shield regen buff provided by a Topaz Archon Shard not functioning.
    • You will not get the Shield regen buff when a Blast damage is applied.
  • Fixed the Secondary Critical Chance buff provided by the Topaz Archon Shard not functioning.
  • Fixed various Abilities not respecting Boss immunity status on all Octopede bosses.
    • Octopede bosses are now more in line with other enemy bosses.
  • Fixed a crash related to Rogue Culverins using Necramech consoles.
  • Fixed a crash related to The Severed Warden.
  • Fixed another case where you could place multiple Vigil Jahu Gargoyles in the Dojo.
    • Additionally, we’ve added an error message when you attempt to duplicate the Decoration.
  • Fixed the World State Window in your Orbiter displaying 0% below your actual progress % for Operation: Gargoyle's Cry.
    • Hotfix #4 had a partial fix for this, it should be working properly now.
  • Fixed incorrect throwing animation during the Alchemy mission if you re-joined the squad due to a Host Migration.

Check out our Known Issues thread!

Hotfix 35.0.4

December 20, 2023 Forum Post - Whispers in the Walls: Hotfix 35.0.4

DirectX 12 Crashes

Earlier this week we posted a PSA about DirectX 12 causing crashes with Warframe while using an AMD graphics card. The team is still investigating a stable fix for this issue, but for the time being, we are temporarily disabling DirectX 12 for AMD Graphics Cards with RDNA2 architecture or lower. This is done to ensure affected users can have a stable Warframe experience over the holidays until we can find a permanent solution.

Gargoyle’s Cry Changes and Fixes:
  • You can now access the Operation Store via Vigile Jahu Gargoyles in other players’ clans!
    • Note: You cannot contribute to their Curse progress, but you’ll be able to purchase wares with Grotesque Splinters.
  • Increased reward sorting importance for Curses and Grotesque Splinters so they now appear near the top of the list in the Mission Progress screen.
  • The Fragmented Trio (Anchorite/Suzerain/Zelator) will now search out cloaked opponents if they sense a hiding enemy nearby, instead of just giving up.
    • Now, these enemies will use their area-of-effect attacks to find you if they sense you're hidden nearby!
  • Adjusted the Fragmented Trio's beam attack to better match its effects.
  • Adjusted secret boss’s Cascading Fragmentation ability to deal more damage and scale more aggressively, but be triggered later in the fight.
  • Fixed secret boss not dropping Stela.
  • Fixes towards killing the Void Angel not registering in Effervo, preventing players from completing the mission.
  • Fixed Titania still being able to float if Razorwing was disabled in secret boss fight.
  • Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent.
  • Fixed Gargoyle’s Cry not appearing at the top of the Operation tab in the Star Chart.
  • Fixed various crashes related to host migrations on Effervo (Deimos).
  • Fixed a script error related to Operation: Gargoyle’s Cry.
  • Fixed the ability to place multiple Vigile Jahu Gargoyles in Clan Dojos.
    • These decorations have 0 capacity cost so as to not restrict Clans from placing them -- as a result, they are limited to 1 per Dojo with performance concerns (and your tolerance for a certain Cavia member’s sass) in mind.
  • Fixed Operation rewards being affected by boosters if picked up in a specific way.
  • Fixed the World State Window in your Orbiter displaying 0% progress for the Operation. Also fixed goal progress being shown here if you did not complete Whispers in the Walls.
    • Updated the description in the confirmation window of Archon Shard Coalescent Fusion to indicate it is a permanent action. Players will now be prompted to type “Confirm” to complete the fusion.
    • “Archon Shard fusion is permanent. This action cannot be undone. Type CONFIRM to confirm.”
    • H35.0.4ArchonShardConfirm
  • Added a waypoint marker to lore fragment drops from Mocking/Scathing Whispers.
  • Changed Mocking/Scathing Whispers’ enemy waypoint to be white to help it stand out amongst other objective waypoints.
  • The Tennokai Mod Bundle no longer requires completion of the Whispers in the Walls Quest to purchase in the Market.
    • Players can access Tennokai without the Melee Upgrade Segment installed in their Arsenal, so we see no reason to lock it behind Quest completion.
  • Changed Cavia Syndicate minimap markers to be yellow to improve visibility.
  • Renamed “Promotion” Clan Role to “Promoter” to be consistent with other Role naming.
  • Updated Topaz Archon Shard Blast Damage embed bonus description to more clearly communicate the effect.
    • Now: “Gain X Health per enemy killed with Blast Damage."
  • Added missing sound effects to the Bounty Portal in Sanctum Anatomica.
  • Adjusted the Sanctum Anatomica elevator sound effects to have a clearer spool up and tweaked the sounds to be at less of a high pitched frequency.
  • Reduced the amount of Rogue Culverin weak points required in the Cavia bounty challenge to address players having difficulty completing it.
  • Adjusted Rogue Culverin weak point explosion to scale with level and do less damage to players.
  • Made various small server optimizations.
  • Fixes towards Heavy Attacking while using Transference causing players to be stuck in an endless Void Blast loop as Operator/Drifter.
    • We cannot guarantee this is a perfect fix, but after testing we hope that this issue should be less prevalent at the very least!
  • Fixed Murmur Spawners leaving behind an incredibly bright light in Albrecht’s Laboratories missions.
  • Fixed additional cases of Whispers in the Walls Quest completion inboxes not being received by players.
  • *Those who were still missing Quest rewards should see the messages in your inbox upon login!
  • Fixed The Severed Warden not counting towards "Kill x Flying Murmur Enemies" Cavia bounty challenges.
  • Fixed The Murmur Assassination (Effervo) and Alchemy (Cambire) missions on Deimos not having session lock checkpoints. Now players will not be able to join your squad once the following objectives are complete in your missions:
    • After the first Vitreum scanner is deployed on Effervo
    • After the first Crucible is filled on Cambire.
  • Fixed enemy levels not increasing over time in Steel Path Alchemy missions.
  • Fixed failing a Netracell mission counting towards the weekly limit if the player aborted or failed the mission after the Vault was opened.
  • Fixed Topaz Archon Shard Secondary Crit buff not functioning as intended. Also fixed the Tauforged variant being capped at 50% instead of the 75%.
  • Fixed Topaz Archon Shard bonuses being capped at the value of 1 Shard regardless if multiple Shards were embedded.
    • Now if you have 5 Topaz Shards embedded, your Secondary Crit Chance would be capped at 250% instead of only 50% before, as an example.
  • Fixed Melee Influence spreading status effects applied to invulnerable enemies.
  • Fixed Melee Influence being able to trigger Exodia Force.
  • Fixed Critical Mutation Catabolyst Augment incorrectly applying its Critical Chance and Critical Damage buffs, leading to significantly higher than intended damage output.
  • Fixed Hydroid’s Tentacle Swarm throwing Murmur enemies into the air instead of grabbing them.
  • Fixed Nautilus’ Cordon Precept affecting enemies that should be immune to crowd control effects.
  • Fixed Yareli not automatically dropping off Defixio in the Extraction zone when she is riding Merulina in Abyssal Zone missions.
  • Fixed Steel Path Effervo Assassinate enemy level calculation to be more consistent.
  • Fixed Voruna’s Shroud of Dynar not being extended with melee kills.
  • Fixed Aerodynamic’s Wall Latch duration stat not properly scaling with Mod Rank in the Arsenal or Mod Menu.
    • This was a UI only bug and had no impact in-mission.
  • Fixed players not retaining rewards or Affinity from Stage 1 of the Whispers in the Walls Quest.
    • The End of Mission screen will not appear upon extraction as a stylistic decision, but you should actually keep all that you’ve earned now!
  • Fixed Mocking/Scathing Whispers becoming invulnerable if affected by Cold procs during certain points of the fight.
  • Fixed Loid having a nose ring in a cutscene in the Whispers in the Walls Quest.
  • Fixed a crash related to the Cataboylst Critical Mutation Augment.
  • Fixed a wall clipping into the map on an Albrecht’s Laboratories tile.
  • Fixed Tennokai attacks sometimes occurring in the wrong order if multiple Heavy Attacks are done in a row.
  • Fixed Loid missing collision in Stage 9 of Whispers in the Walls Quest.
  • Fixed animation warping for Rogue Culverins when interacting with consoles.
  • Fixed using the wrong throwing animation upon rejoining an Alchemy mission.
  • Fixes towards new inbox message notification popping up while in Quest Complete screens. You’ll still get those notifications when you leave the screen, now they won’t ruin the moment.
  • Fixed Vitreum scanner dispensers still rotating towards players when they are inactive.
  • Fixed enemies on Tyana Pass spawning in front of players.
  • Fixed only receiving the first round Mirror Defense rotation rewards when playing a bounty on Munio (Deimos).
  • Fixed Saryn’s Molt, Titania’s Razorwings, and Loki’s Decoy spawning Alchemy amphors on death.
  • Fixed being unable to extract in Survival Bounties on Persto (Deimos) if Life Support runs out.
  • Fixed Stalker being able to drop multiple items in Munio Mirror Defense.

Check out our Known Issue thread!

Hotfix 35.0.3

December 18, 2023 Forum Post - Whispers in the Walls: Hotfix 35.0.3

Happy Monday, Tenno! Today’s Hotfix, alongside some great fixes and changes listed below, contains some prep for Operation: Gargoyle’s Cry, going live today at 2 PM ET. LIVE NOW! A full “How To Play” has been posted alongside its launch to give you all the details on how to play, rewards, and more:


  • A teleport portal will now appear after selecting a Bounty in the Sanctum Anatomica that will take you directly to the mission start waypoint (similarly to the Zariman Bounties).

Heart Of Deimos Quest Changes:

Seeing as Heart of Deimos is a requirement to unlock the Whispers in the Walls Quest, the following changes have been made to make it more newer player-friendly.

  • “Locate Father Within the Cambion Drift” Stage:
    • Reduced the number of Jugulus that spawn after the Necramech’s final stand.
  • “Exocrine Expedition” Stage:
    • Reduced the number of Jugulus that spawn with the Infested enemies that must be cleared outside of the Necralisk.
    • Reduced the amount of Infested enemies needing to be cleared outside of the Necralisk.
    • Added the Gear Wheel binding callout to the “Equip Fishing Spear” prompt to better direct players on how they can do so.
  • Adjusted push volume on Necraloid in the Whispers in the Walls Quest so that players can get closer to him. Taking notes from Simaris, I see.
  • Made improvements to the background placement for in-game Market purchase screens.
  • Murmur Sarcophages will now display their name when hovered over with the reticle to help players identify them better!
  • Added markers to the rewards dropped from defeating the Mocking/Scathing Whispers and The Fragmented Trio.
  • Added Summon Necramech consoles to additional tiles in the Albrecht’s Laboratories tileset.
  • Primed Redirection can now be Chat linked!
  • Made improvements to performance in Albrecht’s Laboratories tileset by turning off destruction effects for items that are out of view.
  • Renamed “Duviri Slipper Chair” Dojo decoration to “Duviri Senate Chair”, and updated the description to match.
  • Reduced the flare size of Mandonel’s charged projectile VFX.
  • Made adjustments to the Rogue Culverin’s recovery animations.
  • Made adjustments to the Lumbering Fragment’s animations.
  • Updated Rogue Culverin sound effects timing to better match animation.

Netracells Changes & Fixes:

  • Increased Netracell enemy levels by +30 to bump up the difficulty slightly.
  • Fixed Netracells having Steel Path modifiers applied if the player’s Star Chart was set to Steel Path. It is intended that there is no Netracell Steel Path variant.
  • Added additional movement sound effects to the Necramite Drones.
  • Further fixes towards Necramites not having the intended blue pulsing effects in Netracell missions.
  • Fixes towards a crash related to Netracells.
  • (Missed note from last Hotfix) Fixed being able to clip through the map as Titania Razorwing to enter the Netracell.
  • Fixed the Secondary Critical Chance embed bonus from Topaz Archon Shards not working. It seems the fix didn't take! We're looking into why this bug is still occurring to hopefully resolve in the next Hotfix.
    • We are also aware of and looking into the issue of the Tauforged version using the default 50% buff instead of the intended 75%.
  • Fixed receiving a defective blank Riven (no stats or compatibility) after activating a stackable Riven and then immediately using a Riven Cipher on it or sometimes after returning to your Orbiter after completing the unlock challenge.
    • Any existing "blank" Riven Mods you had before this hotfix should resolve themselves to their intended state on login or mission completion.
  • Fixed various levels of function loss when casting Qorvex’s Chyrinka Pillar or Containment Wall in a nullifier field.
  • Fixed Tennokai not applying to Heavy Slam Attacks.
  • Fixed inventory counts not updating immediately after fusing Archon Shards with Coalescent Fusion.
  • Fixed Melee Exposure counting Transference as an Ability cast.
    • Similarly to Arcane Power Ramp, the Arcane requires an ability be cast (Energy consumed) in order to trigger the Corrosive Damage buff on Melee strikes.
  • Fixed being unable to progress in the Rising Tide Quest after purchasing the New War Firepower Pack or a Railjack from the in-game Market before the “Inspect the Reliquary Drive” stage.
  • Fixed Loki’s Irradiating Disarm causing several issues to the Fragmented enemies in the Whispers in the Walls Quest and the Effervo, Deimos mission.
  • Fixed revives being reverted after Host Migration in a secret mission variant where they are disabled.
  • Fixed boss in secret mission variant being named incorrectly for Clients after Host Migration.
  • Fixed the amount of Vosfor received from dissolving Arcane Momentum being lower than intended.
  • Fixed Magus Aggress’ description stating “Critical Chance” instead of “Critical Damage” as intended to the Arcane’s function since launch. Now reads:
    • “On Warframe Melee Transference: Heavy Blades deal +300% Critical Damage for 4 consecutive attacks. Cooldown 20.”
  • Fixed Whispers in the Walls Quest tileset elements appearing in regular Albrecht Laboratories missions.
  • Fixed Amps appearing in a Whispers in the Walls Quest cinematic.
  • Fixed a certain gate in the Whispers in the Walls Quest opening too early and also not playing sound when it does.
  • Fixed Mocking/Scathing Whispers being killed immediately upon spawning the Fragmented Trio on Effervo (Deimos).
  • Fixed Mocking/Scathing Whispers getting stuck in some of their ability casts, causing them to be invincible and unmoving.
  • Fixes towards the doors to Albrecht’s Laboratories not opening after beginning Bounty/Mission from the Sanctum Anatomica.
  • Fixed being unable to pull in Murmur enemies with Sevagoth’s Shadow’s Embrace.
  • Fixed an unintended teleport volume in the Albrecht’s Laboratories tileset.
  • Fixed Albrecht’s hands missing texture in the intro sequence of the Whispers in the Walls Quest cinematic.
  • Fixed Velocitus Heavy Gun charged projectiles not being detected as hits if they were too close to terrain.
  • Fixed a script error in Stage 1 of the Whispers in the Walls Quest.
  • Fixed being able to skip the extraction cinematic in Albrecht’s Laboratories missions.
  • Fixed Albrecht’s Laboratories nodes on the Star Chart being able to matchmake into Bounty variants of those missions.
  • Fixed player Necramechs not regenerating Shields.
  • Fixed Rogue Necramechs in Albrecht’s Laboratories not having their intended Machinery health resistances.
  • Fixed Rogue Necramechs missing their recovery animations after being ragdolled.
  • Fixed Violet Archon Shard’s “+% primary electric damage” stat not updating if multiple of these Shard effects were imbued in a Warframe.
  • Fixed Qorvex’s Disometric Guard not scaling with rank.
    • With this change, we did not increase the Ability’s stats at Rank 30, instead we have reduced the stats at lower ranks to match scaling with other Warframe Abilities.
  • Fixed players being able to get stuck in the first stage of the Whispers in the Walls Quest.
  • Fixed a script error related to Murmur spawners.
  • Fixed enemies unintentionally appearing in a Whispers in the Walls cinematic.
  • Fixed Velocitus Heavy Gun charged projectiles not being detected as hits if they were too close to terrain.
  • Fixed Jarka’s Ignis floating in the Drifter Camp.
  • Fixed Xaku’s Grasp of Lohk not targeting The Fragmented Trio.
  • Fixed a script error caused by Frost’s Freeze.
  • Fixed a hole in the Mirror Defense, Munio tileset.
  • Fixed a script error in the final stages of the Whispers in the Walls Quest.
  • Fixed a crash related to Mocking/Scathing Whispers.
  • Fixed a script error with The Fragmented Trio.
  • (Missed note from last Hotfix) Fixed a rare crash going from hub to Open Zone.

Check out our Known Issues thread!

Hotfix 35.0.2

December 14, 2023 Forum Post - Whispers in the Walls: Hotfix 35.0.2

  • Reduced the Cavia Rank required to acquire the Helminth Coalescent Fusion Segment from 4 to 2.
    • This relates to Loid sending you an Inbox message upon reaching Rank 2 that the Segment is now available.
  • Temporarily replaced the “Kill X Dargyn Pilots before they hit the ground” Riven challenge with “Kill X Enemies with Headshots”.
    • There is a bug that prevents this challenge from gaining progress (as reported here), so we have replaced it while we continue to investigate.
  • Added motion blur to Ayatan Sculptures, a particularly depressed character, and the Necramite drone in the Sanctum Anatomica.
  • Added the Netracell rewards to the public Drop Tables.
    • The team is working on fixing other discrepancies such as missing Cavia Bounty tables, and Alchemy/Mirror Defense being listed incorrectly. UPDATE: The information currently listed for Netracells and other Albrecht's Labs missions is not currently accurate. We are investigating and will remedy in a future hotfix.
  • Improved visibility of the “Dissolve Arcanes” button in the Arcane Dissolution vendor screen in the Sanctum Anatomica.
  • Updated the Duviri Senate Seat Orbiter Decoration’s colors to differentiate it from the Dojo version, which has also been renamed to Duviri Slipper Chair.
  • Changed Mandonel’s crosshair to remove unnecessary charge bar and fix cases of flickering.
  • Reduced Cavia member collisions so players don't bounce off of them.
Whispers in the Walls Quest Changes & Fixes
  • Energy Orbs will now drop from enemies during the Arthur segment of the quest to let you cast his abilities more often!
  • Fixed players not receiving items from the quest (notably the Grimoire) if they encountered network issues at the point they’d be delivered to their accounts.
  • Fixed mission failing in the first stage of the quest.
    • The quest would progress but players would see “Mission Failure” and not receive the items they had collected during the mission.
  • Fixed cases where hair and cloth would pop in the quest cinematics.
  • Fixed the objective marker pointing to the Netracall during the quest being duplicated.
  • Fixed cases where the waypoint markers for the Necramite Drones wouldn’t appear during the Netracell stage of the quest.
  • Fixed being able to sell the Grimoire to prevent progression issues in the quest.
    • If you have sold the Grimoire and are unable to progress in the quest, please create a ticket with our Support Team.
  • Fixed being able to interact with the Grimoire as Sevagoth’s Shadow during a pivotal fight of the quest.
  • Fixed certain VFX not appearing for Drifter during finale of quest.
  • Fixed the door to Laboratory Navigation in the Sanctum Anatomica opening when it should be locked during certain stages of the quest. This was causing confusion since players would hear it opening but the door before leading to it was locked.
  • Fixed a certain gate not being locked in the quest if you got there too early.
  • Fixed a rare script error related to a camera in the Sanctum Anatomica during the quest.
  • Fixed a several script errors in the quest.
  • Fixed your companion’s icon showing up in the HUD during the 1999 section of the Whispers in the Walls Quest.
  • Fixed players becoming permanently slowed if they were Operator/Drifter during a certain segment of the first mission in the quest.
  • Fixed players being able to extract early from a certain quest mission without completing the objective (and missing out on some cool cutscenes, if we do say so ourselves).
Netracell Changes & Fixes
  • Necramite drones in the Netracell missions now have Health Bars to better identify them as the ones needing to be destroyed.
  • Added an additional react sound effect to the Necramite Drones in the Netracell missions when they are hit.
  • Added a UI sound for when the Netracell is ready to be opened.
  • Fixed teleporting into the Netracell after clipping through the map at a certain location. It will now teleport players to the waypoint outside of the Netracell.
  • Fixed the Necratite Drones that need to be destroyed in Netracell missions rarely having their pulsing blue VFX. Now that this has been fixed, you should be able to identify them for destruction better!
  • Fixed the hacking progress bar in Netracell missions momentarily resetting after Host Migration.
  • Fixed a script error when Host Migrating after hacking terminal during a Netracell mission.

Cavia Bounties Changes & Fixes:

Cavia Bounties offer new challenges to complete, but sometimes the tiles generated for the mission prevented players from progressing, or players otherwise had issues completing them. As a result, we have either removed or fixed the following challenges to help improve Bounty flow!

  • Temporarily removed the “Kill X Rogue Necramechs” Bounty challenge.
    • There is an issue with Rogue Necramechs not always spawning that we are still investigating, so we have removed this challenge for the time being since it is difficult to complete while this bug is active.
  • Temporarily removed “Kill X Flying Murmurs” challenges from Cavia Bounty rotations as only one flying Murmur enemy type was counting as progress towards it.
    • We aim to re-add this challenge once we’re able to fix the issue.
  • Temporarily removed the “Summon Necramech” challenge from Cavia Bounty rotations as players were unable to consistently complete them.
    • We aim to re-add this challenge once we’re able to fix the issue.
  • Fixed not enough Murmur Sarcophages spawning in the Mirror Defense (Munio, Deimos) mission to complete the “Find X Murmur Sarcophages” Bounty challenge.
    • We also made it so that tiles with guaranteed Murmur Sarcophage spawns will always appear in Survival (Persto, Deimos) missions to address the same issue of being unable to complete the challenge.
    • Also increased the number of Murmur Sarcophage spawns in various Albrecht’s Laboratories tiles to further improve player chances of finding them.
  • Removed the “Douse enemies in Vitriol” Bounty challenge from the Exterminate (Nex, Deimos) and Assassination (Effervo, Deimos) missions.
    • It was possible to complete these missions before this challenge, which would make enemies stop spawning and therefore make it impossible to extract (since the Bounty challenge was not complete).
Albrecht’s Laboratories Mission Changes & Fixes
  • Adjusted resource drop rates in Albrecht's Laboratories Entrati Coffers and Murmur Sarcophages to slightly decrease rates in more common crates, and increase rates in rarer ones.
  • Fixed Stela having an unintentionally high drop rate on various Murmur enemies.
  • Fixed players being unable to select Steel Path missions in the Sanctum Anatomica’s mission selection screen.
  • Improved the way the Auto Breach Parazon Mod interacts with the new hacking terminals to make it clearer that had been used.
  • Improved waypoint pathfinding in Albrecht’s Laboratories missions.
  • Fixed Entrati Obols falling through the map.
  • Fixed rewards earned during the Alchemy (Cambire, Deimos) not appearing in the mission progress screen.
  • Fixed the reward pop-up after completing a round of Survival on Persto, Deimos not occurring. Also fixed the rewards not appearing in the End of Mission screen after extracting.
  • Fixed Alchemy Crucible progress in the UI resetting and not tracking properly after Host Migration.
  • Fixed multiple Crucibles appearing after Host Migrations in Alchemy missions.
  • Fixed the ground rifts that Fragmented enemies crawl out from not appearing in non-quest Albrecht Laboratories’ missions while the quest is active.
  • Fixed the explosion preview VFX for the Vitriol Phials not appearing in Albrecht’s Laboratories if the mission was started as a Bounty or from the Laboratory Navigation.
    • This is a new feature that was released with Update 35 that allows you to see the explosion radius by hovering your reticle over the explosive item!
  • Fixed rare care of tileset issues occurring (lighting and map holes) when transitioning between defense targets in the Mirror Defense (Munio, Deimos) mission.
  • Fixed a script error in Assassination mission (Effervo, Deimos).
  • Fixed several script errors from abilities cast by a certain bookbound enemy.
  • Fixed the bookbound enemy’s avatar lingering after death.
  • Fixed several script errors when extracting from Albrecht’s Laboratories missions.
  • Fixed a map hole in the tileset.
  • Fixed various minor map holes and a spot where players could get stuck in Albrecht’s Laboratories tileset.
  • Fixed a crash in the missions.


  • Made systemic micro-optimizations to DirectX 12 memory usage.

General Fixes:

  • Fixed the Tyana Pass, Mars Mirror Defense mission not starting after entering the defense target’s radius.
  • Fixed the Update Highlights screen using the previous update instead of the latest.
    • If you’d like to read through the previous updates in that screen there is a “Update History” button!
  • Fixed player’s Warframe casting a “shadow” over the Update Screen windows, resulting in players being unable to read the text.
  • Fixed Cavia members saying the wrong voice lines if players were Rank 0 in the Syndicate.
  • Fixed lighting issue in Qorvex’s in-game Market diorama.
  • Fixed Sevagoth’s energy VFX in the diorama for Sevagoth’s Glaukus Collection appearing black instead of the default white.
  • Fixed Albrecht’s Notes Fragments not showing up in the order they are unlocked in the Codex.
  • Fixed Wisp not having her custom running animation when using the Grimoire.
  • Fixed weapons going invisible after deploying Heavy Archgun in open zones.
  • Fixed being unable to interact with the Duviri Torch Flame Dojo Decoration after placing it.
    • Also fixed its capacity cost being 1 instead of the intended 20.
  • Fixed several offset issues with Sevagoth’s Glaukus Skin.
  • More fixes to come!
  • Fixed the launcher playing Duviri’s OST instead of the Whispers in the Walls.
  • Fixed several script errors from a particular machine in the Sanctum Anatomica.
  • Fixed a script error when selecting a Warframe in the Arsenal.
  • Fixed a script error in Qorvex’s Chyrinka Pillar ability.
  • Fixed several script errors when Ranking up a Mod.
  • Fixes towards a crash caused by Grimoire's Alt Fire

Check out our Known Issues thread!

Hotfix 35.0.1

December 13, 2023 Forum Post - Whispers in the Walls: Hotfix 35.0.1

  • Hotdropped (already live!): We have added a bonus built Orokin Reactor to the Sanctum Supporter Pack! Install it onto your new Vaska Kavat from the Pack or save it for something else!
    • We will be running a script to give the Orokin Reactor to those who have already purchased the pack. Script completed!
  • The Gillychap Shoulder Plate can now be purchased separately for Platinum in the in-game Market! Your new best friend and crewmate awaits you!
    • If you desire a refund of the Sevagoth Glaukus Collection (which included the Gillychap Shoulder Plate) please create and submit a ticket to our Support Team.
  • Made slight adjustments to The Hollow Vein’s animation.
  • Made audio mix and sound adjustments for a particular machine in the Sanctum Anatomica hub and in the new Assassination mission (Effervo, Deimos).
  • Made adjustments to Qorvex’s idle sounds.
  • Made adjustments to the pathing of the Necramite in the Albrecht’s Laboratories tileset.
  • Updated the Whispers in the Walls Update Screen to better direct players on how to start the Quest.
  • Added a description to Sevagoth’s Lullaby to properly communicate what it is.
Whispers in the Walls Quest Changes & Fixes
  • The repair Necramite drones will no longer spawn during the “Find and Destroy the Necramite Drone To Continue” phase of the Netracell phase in the Quest as well as for all Netracell missions after quest completion. Now, only the drones that need destroying will appear to prevent confusion between the two.
  • Increased Necramite waypoint range during the “Find and Destroy the Necramite Drone To Continue” phase of the Netracell mission, to help players suss them out easier.
  • Fixed a soft lock occurring when talking to one of the Cavia Syndicate members right after completing the Whispers in the Walls Quest.
  • Fixed the Necramech summon consoles not being visually disabled during the Quest.
  • Fixed a script error when picking up the Grimoire in the Quest.
  • Fixed dialogue sync issue in the Whispers in the Walls epilogue cinematic.
  • Fixed several script errors caused by certain cinematics in the Whispers in the Walls Quest.
Albrecht’s Laboratories Mission Fixes
  • Fixed case where Host and Clients could sometimes get different or no rewards at the end of Alchemy rounds.
  • Fixed heavy spot loading occurring when opening Mission Progress screen in an Albrecht’s Laboratories mission.
  • Fixed issue with text on wall decal in the Albrecht’s Laboratories tileset.
  • Fixed Harrow’s Thurible VFX being extremely bright in the Albrecht’s Laboratories tileset.
  • Fixed several script errors resulting in Host rejoining after Host Migration once defeating the voidborn creature released from the Grimoire in Albrecht’s Laboratories missions.
  • Fixed z-fighting issue on rocks in Albrecht’s Laboratories tileset.
  • Fixed Cavia voice lines not coming out of the center channel properly in 5.1 surround sound audio.
  • Fixed players being able to exit the map in an Albrecht’s Laboratories tile.
  • Fixed a crash related to Cavia Bounties.
  • Fixed a Cavia rank up screen not scaling up with Menu Scale settings.
Sanctum Anatomica Fixes
  • Fixed interacting with the machine in the Sanctum Anatomica hub counting towards Cipher challenges and “Hacker” Nightwave Act (there is no active hacking sequence needed to interact with it!).
  • Fixed other players in the Sanctum Anatomica being visible while interacting with the machine.
  • Fixed the Menu Scale setting affecting the screen of the machine in the Sanctum Anatomica, which would cause the edges to appear black and the UI elements on the screen to no longer be intractable.
  • Fixed subtitle punctuation errors when speaking to one of the vendors in the Sanctum Anatomica hub.
  • Fixed a script error when closing the game from the Sanctum Anatomica hub.
General Fixes
  • Fixed the Exilus Slot in the upgrade screen for the Melee weapon offerings in Teshin’s Cave appearing before completing the Whispers in the Walls Quest and installing the Melee Upgrade Segment. This was causing the Exilus and Stance Slots overlapping in the UI.
  • Fixed offset issues with the Cirriped Epitaph Skin.
  • Fixed the Vosphene Dojo Decorations icons being pixelated/warped in the preview window, making them difficult to see.
  • Fixed an unintended sound effect at times occurring while playing Sevagoth with his Glaukus Skin equipped.
  • Fixed the Update 35 highlights screen not popping up on login after downloading the update - be sure to check it out to learn more about the features of Whispers in the Walls.
  • Fixed chat window appearing when the Update Screen menu is open.
  • Fixed a script error when closing the game during the new Mirror Defense mission on Deimos.
  • Fixed pressing back after purchasing an in-game Market item through the Update Screen not properly taking you back to the Update Screen, or reflecting the ownership of the items.
  • Fixed a rare crash in the Undercroft arena.
  • Fixed a script error in Xaku’s Grasp of Lohk ability.
  • Fixed a script error in Atlas’ Rumbler ability.
  • Fixed a script error in Qorvex’s Chyrinka Pillar ability.
  • Fixed a script error in Wisp’s Sol Gate ability.
  • Fixed a script error in relation to having the Focused Defense Mod equipped.
  • Fixed a script error when talking to Konzu.
Check out our Known Issues thread!

Update 35.0

December 13, 2023 Forum Post - Update 35: Whispers in the Walls

Update 35: Whispers in the Walls


The mysteries left behind by the brilliant Albrecht Entrati and the unknowable Man in the Wall have begun to unravel. Welcome to Whispers in the Walls: the next major chapter of Warframe’s sprawling cinematic story!

New or rejoining? Welcome all!

If you are NEW to Warframe, you have joined at an exciting point in the game’s story and development! To prepare for the journey ahead of you to reach the Whispers in the Walls content, read our New Player Guide.

If you are RETURNING to Warframe, welcome back! Get caught up on the latest content with our Returning Player Guide.

SPOILER WARNING: If you are in need of a refresher on the Warframe story so far, you can take a peek into the [REDACTED] files found on a particular machine located in the new Sanctum Anatomica hub on Deimos after you have completed the Whispers in the Walls Quest.

Whispers in the Walls is a Mainline Update!

Meaning that everything the team has been working on since the launch of Abyss of Dagath is in this update (with the obvious exception of content that is not ready to be released). It is very likely, as it is with all Mainline updates, that things slip through the cracks so we will be watching for bug reports and feedback in the Dedicated Whispers in the Walls Subforums to address in follow-up Hotfixes.

If any of the terms above are new to you, visit “The Warframe Lexicon for Updates” to learn more about Warframe’s development cycle.

Update Download Sizes:

  • DirectX 11: 2.82 GB
  • DirectX 12: 4.18 GB
    • The larger download size is due to all new optimized DirectX 12 shaders.


There is so much to explore in Update 35: Whispers in the Walls! We highly encourage you to read the patch notes in full to learn all you can about the Whispers in the Walls update! But if you are looking for a specific topic, simply CTRL+F the following keywords to jump to its dedicated section:

  • Time-Limited In-Game Alerts: Earn Sevagoth & Epitaph!
  • Cross Platform Save Rollout (Begins Dec 14th)
  • Cross Platform Trading & Gifting
  • New Cinematic Quest: Whispers In The Walls
  • Coming Soon - Operation: Gargoyle’s Cry (Begins Dec 18th!)
  • New Tileset: Albrecht’s Laboratories
  • Deimos Expansion: New Nodes & Mission Types
  • New Syndicate: Cavia
  • Albrecht’s Laboratories Bounties
  • New Warframe: Qorvex
  • New Archgun: Mandonel
  • Qorvex Collection
  • New Melee: Ekhein
  • New Secondary Weapon Type: Tome
  • New Mods
  • New Deluxe Collection: Sevagoth Glaukus
  • Archon Shard Expansion: Coalescent Fusion
  • Arcane Dissolution
  • New Heavy Attack System: Tennokai
  • New Player Path Improvements
  • Archgun Deployer: Heavy Weapon Changes
  • New In-Game Market Items & Bundles
  • Enhanced Graphics Renderer On PC
  • Additions, Changes, Optimizations, Top Fixes, And General Fixes


Sign in starting December 13th @ 3 PM ET until December 20th @ 3 PM ET to play the following alerts and earn the Blueprints and Components for the Sevagoth Warframe, as well as his signature Epitaph Secondary Weapon and Glyph.

  • Alert 1 Rewards: Sevagoth Blueprint and Epitaph Blueprint
  • Alert 2 Rewards: Sevagoth Systems and Epitaph Receiver
  • Alert 3 Rewards: Sevagoth Chassis and Epitaph Barrel
  • Alert 4 Rewards: Sevagoth Neuroptics and Sevagoth In-Action Glyph


STARTING DECEMBER 14TH, we will begin the rollout of Cross Platform Save across all available Platforms!

Cross Platform Save is an upcoming optional feature that allows you to Merge or Link your accounts to unify Warframe progress across all platforms. This allows you to use a single Warframe account across any Linked or Merged platforms (with some restrictions outlined in this FAQ).

To ensure success and stability during the launch of this highly requested feature, Cross Platform Save will be made available in staggered phases.

You can check if your Account is included in the latest phase and is ready for Cross Platform Save by going to the Account Management page on www.warframe.com.

If you do not qualify for the active phase, please wait for our announcement that the next phase is live before checking again. We appreciate your patience while we roll out these features — our intention is to have Cross Platform Save in everyone’s hands in 2023.

We are excited to reach this milestone in Warframe with the arrival of Cross Platform Save allowing Tenno to access their account on any Platform they choose. We will of course monitor and respond to any issues during the rollout phases. If you would like to report an issue or share feedback, please use our dedicated Cross Platform Save sub-forums.

For errors encountered during Cross Platform Save account setup, please contact Warframe Support www.support.warframe.com.

Thank you for your cooperation and feedback while we ensure the landmark new feature is working for all Tenno!

For all the details on the Cross Platform Save rollout, including an extended FAQ, please visit:


12/14/2023 Status Update: Internal staff testing has revealed new issues we need to address before we can guarantee stability with more players. Please stay tuned for more updates tomorrow on our next "drip gate" steps.


Tenno can now trade with players on different platforms (depending on those players’ Cross Platform settings). Trading will function the same as gifting, except for trading Platinum between Nintendo Switch and other platforms, which is not available.

To trade with friends or fellow Tenno across platforms, make sure you are using a Cross Platform Save Account (or PC account*) and have Cross Platform Play enabled via your in-game settings. TennoGuard 2FA is required to trade in-game items with fellow Tenno in Warframe, which can be enabled via the Account Management page.

  • PC accounts can automatically trade with players on other platforms — provided that both players still have Cross Platform Play enabled in their settings and that any non-PC player trading with them has a Cross Platform Save Account (more information on this in the link below).

For all for the details on Cross Platform Trading & Gifting, please visit:




Deep within the Necralisk, a dormant precept known as The Kalymos Sequence has been activated. You must return to Deimos and investigate Albrecht’s hidden, subterranean Laboratories for any clues he may have left behind.

Whatever he was working on, you will quickly discover that his Laboratories are the source of many unknowns…

The Whispers in the Walls Quest acts as an introduction into Warframe’s next major chapter. As with all research, discoveries often lead to more questions…

Note to Content Creators: Content creators are able to broadcast and/or publish VODs of their Whispers in the Walls Quest experience without DMCA concerns. This does not include edited video content outside of the context of your gameplay stream which includes licensed music from the Quest.

Quest Prerequisites

You must have the following Quests completed to access the Whispers in the Walls Quest:

  • Heart of Deimos
  • The New War

Note: We have removed Mastery Rank requirements from all main story Quests (which includes those listed above) to allow players to enjoy story content without the delays that Mastery Rank gain and tests would cause (more information on that covered below in the New Player Path Improvements section below).

Quest Rewards
  • Blueprint for the New Warframe Qorvex
  • New Secondary Weapon: Grimoire
    • Max Ranked and includes a Weapon Slot and pre-installed Orokin Catalyst.
  • Melee Upgrade Segment (more information in the New Heavy Melee Attack System: Tennokai section)
  • Mentor’s Legacy Mod (more information in the New Heavy Melee Attack System: Tennokai section)
  • Melee Arcane Adapter (more information in the New Heavy Melee Attack System: Tennokai section)
  • Access to the Cavia Syndicate in the new Sanctum Anatomica hub on Deimos
  • Access to new Deimos nodes and mission types
Murmur fragmented promo


The Murmur encroaches on our systems, Tenno. The Whispers beyond the Wall are a new threat; we must ensure they stay confined to Albrecht’s Laboratories

Operation: Gargoyle’s Cry is a time-limited event, launching on December 18th @ 11 AM ET on all platforms!


1. Complete the Whispers in the Walls Quest

If you are new to Warframe and have not completed the Heart of Deimos and The New War Quests to be able to play the Whispers in the Walls Quest, we have made it much easier in this update to catch up! More information on that in the New Player Path Improvements section below.

2. Be a part of a Clan and own a Clan Key

If you aren’t already in a Clan, you can either join or create one!

How to Join a Clan: You can either search for a Clan OR a friend can send an invite to join theirs. To search for a Clan, follow these steps:

  • Pause Menu > Communication > Clan > Select the “Search for a Clan” option.
  • From there you can choose from the available options (Tier, language, activity level, etc.) to search for your ideal Clan.
  • Select the Clan that appeals most to you to send in a request to join, from there the Clan can accept your request if you also meet their requirements.

How to Form a Clan:

  • Pause Menu > Communication > Clan > Select the “Form a Clan” option.
  • Enter the name of your Clan
  • Congrats you are now the Founding Warlord of your very own Clan!

In both scenarios, a Clan Key is required for the Operation as you will need access to your Clan’s Dojo. Upon joining/creating a Clan, the blueprint will be added to your Foundry for you to craft it.

3. Ensure a Clan Member has the Architect or Dojo Decorator Role

Placing a Decoration in your Clan Dojo is a key component to participating in the Operation. In order to do so, you’ll need an active Clan member with the Architect or Dojo Decorator Role! A Clan’s Founding Warlord, Warlord, General, Officer, and Sage all have this role by default.

Albrecht's Labs promo


Impressive though they may appear, the Laboratories are not without dangers of their own. You’ll find the gilded alcoves patrolled by abandoned Necramechs faithfully defending their departed master’s secretive research.

These majestic halls constitute a brand-new Warframe tileset, expanding outwards directly from the tunnels beneath the Necralisk. Gilded rooms filled with instruments are not all that can be found below… A haunting but familiar presence also lingers within the labyrinth. Weaved in with Albrecht’s place of research are vast bleak spaces where an unending storm rages on, a clear demonstration of The Man in the Walls’ influence.

Wally Desert


Known by many names, The Murmur are the hands (and feet, and eyes, and... you get the idea) of The Indifference. They are attempting to break through Albrecht’s Laboratories into the Origin System - something Tenno will need to stop at all costs.

Murmur faction

*The image above shows The Anatomizer in the foreground and The Hollow Vein in the background.

The Fragmented

On the rare occasions when Murmur fragments assemble themselves into a whole, the result is a monstrous and potent entity. It may manifest in three different forms, the Suzerain, Zelator and Anchorite, with a fourth form, The Fragmented One, being the most formidable of all. Together, as heralds of the Indifference, they tether down the Strands of Khra which their bizarre master must travel. To learn more about where and how you will encounter The Fragmented, read the Assassination: The Fragmented section.

The Severed Warden

Brutally cut from the Indifference in order to protect the greater whole, its three hands bestow the Void’s twisted blessing upon its allies, so long as they remain attached.

The Anatomizer

A vortex of clinical destruction, it hurls explosive charges, intent upon dismembering opponents as it was itself dismembered.

The Hollow Vein

Albrecht Entrati was unsure whether this awkward composite was the result of the Indifference’s incomplete understanding of human anatomy, or an attempt at creative rearrangement thereof.

Shuffling Fragment

In its calcified chaos, the Indifference is disjointed even from itself.

Lumbering Fragment

These sundered limbs have only partly fused. Lumbering, mindless horror is the result.

Hurling Fragment

Clings to the cliffs and walls, hurling masonry on anything unfortunate enough to be traveling below.

Rupturing Fragment

This lumbering fragment, unconcerned with self-preservation, is liable to rupture violently when in proximity to its target.

Necramech hounds

*The image above shows the Rogue Arcocanid.


Originally designed to defend Albrecht’s Laboratories from outsiders, these Necramechs have gone rogue and will attempt to destroy any interlopers who cross their path.

Rogue Culverin

An experimental Necramech, optimized for ranged combat, built for Albrecht Entrati by his son-in-law. It now fights alongside the very Murmur foes it was meant to repel.

Rogue Arcocanid

An experimental melee Necramech, a variant on the Tombjockey class, built for Albrecht Entrati by his son-in-law. It now fights alongside the very Murmur foes it was meant to repel.

Rogue Voidrig

A robust, if primitive, war-engine initially developed by Albrecht Entrati’s son-in-law to fight in the Old War and now repurposed as a laboratory guardian. Confused as to who its true master is, it now sides with the Murmur, contradicting its original precepts.


The Laboratories are brimming with instruments and research technologies that can be used to your advantage!

Summon Personal Necramech

Colorless antiques pepper the Laboratories and contain archaic hacking technology. Convince the system to let you in by matching the corresponding icons to the sequence.

Pom 2 computer

Inserting the incorrect sequence (red icons) will increase corruption levels, which risks failing the hacking attempt. Correctly matching the sequence will reward you by delivering your personal Necramech and your Squad’s to nearby dispensers. Once a terminal has been used, it is disabled for the rest of the mission and the ability to summon a Necramech is put on cooldown. Seek out new terminals once the cooldown has expired to once again dispatch your Necramech!

Vitriol Phials

As one might expect, the Laboratories contain a multitude of health and safety hazards beyond the enemies that patrol the halls. Most notable being the Vitriol Phials - destroying them releases their Corrosive contents which can aid against foes but watch your step! Vitriol does not distinguish friend and foe.

Lohk Surges

Lohk Surges are inescapable reminders that the Void has leaked into the Laboratories… Interact with them to provide you and your squad a buff. Be wary that doing so will spawn a foe!


There is much to discover in the Laboratories. If you can brave the dangers within, your searches within its long and winding corridors will prove fruitful.

Codex Fragments
Albrecht’s Notes

Much has unfolded within the confines of Albrecht’s Laboratories and he made sure to document the events of his research in great detail. These notes are bound tightly within his Grimoire, which can materialize in the Laboratories, but be forewarned… unbinding it and looking into Albrecht’s lost notes summons something that cannot be easily banished. If you are successful in eliminating it, a note from Albrecht’s Grimoire may be left behind in its stead.


Physical manifestations of Voidtongue cries, moans, and whispers. There are three kinds of Voca: Shrill Voca, Bellow Voca, and Echo Voca.

Voca promo

They are sought after by the Cavia and are used in the following ways:

  • Turn in for Cavia Standing in the Sanctum Anatomica hub on Deimos
  • Exchange for Wares in the the Sanctum Anatomica hub on Deimos
  • Used to craft Qorvex, Ekhein, and more

Voca can be earned as rewards in Cavia Bounty drop tables and can be found throughout Albrecht’s Laboratories similarly to Syndicate Medallions (squad-wide pickups!). Each mission spawns 8 Voca for you to seek out. They emit a distinct sound when you are near them, so keep your eyes and ears open as you explore every nook and cranny.


The following resources can be found by exploring Albrecht’s Laboratories, killing enemies within them, and completing the new Deimos missions.

Entrati Obols

During the Orokin era, these obols were a commonly recognized mark of the Entrati family. Some Archimedeans even used them as good luck talismans.


This experimental array transmutes Void energy into high voltages with low currents.


This Void-touched stone contains an ominous essence. Stela is specifically used in Coalescent Fusion - read the Archon Shard Expansion: Coalescent Fusion section to learn more!

Look out for a unique resource cache and destroy it to wrest the Stela from its grip. Stela can also be obtained by collecting Vosphene Glyphs in Mirror Defense on Munio, Deimos, completing Sanctum Anatomica Bounties, and defeating enemies in Albrecht’s Laboratories.


Completing the Whispers in the Walls Quest unveils five new nodes on Deimos to continue your excursions throughout Albrecht’s Laboratories. One of these new nodes feature a brand new mission type called Alchemy and four feature existing mission types (Assassination, Mirror Defense, Survival, and Exterminate) with an Entrati twist. All of these nodes are also available on The Steel Path!

There is also a special weekly mission type called Netracell that is exclusively accessed in the Sanctum Anatomica hub on Deimos. Read on to learn more!


The Netracells are secured by hazardous Keyglyphs found only in the Anchorhold. They contain highly sought after valuables and can only be opened by using the correct Keyglyph. The Keyglyphs were designed by Albrecht Entrati to open his secretive Netracells. Each one imposes a heavy burden on its carrier. An added security measure to give the lab’s defenses an advantage, should a Keyglyph fall into unknown hands.

Anchorhold promo

*Image above shows the Anchorhold.

Note On Difficulty

This game mode is intended to be very challenging, and specifically tuned for full squads. Be sure to prepare accordingly! The following restrictions apply to all Netracell missions:

  • Empowered Enemies: Enemy Health and Shields increased by 100% and an additional 50% for each squad member, stacking to a maximum of 300%. There is also an increased chance of Eximus.
  • Respawns: No self revive, Last Gasp penalty (activating Lasp Gasp reduces the timer by 2 seconds), and the bleedout timer shortens after each revive (to a minimum of 5 seconds).
  • Consumables: Summons are disabled for the entire duration of the mission and each type of Restore (all sizes) has a 3 minute cooldown timer applied.

How To Access: A specific member of the Cavia Syndicate in the Sanctum Anatomica knows how to enter the Anchorhold. Visit them and select the “Enter the Anchorhold” option to begin the hunt for a Netracell.

A maximum of 5 Netracells can be found and unlocked per week for rewards (resets every Monday at 0:00 UTC). You can still play the mission after you have completed the weekly allowance, you just won’t receive any rewards for doing so until the next weekly reset.

How To Play: Upon entering the Anchorhold you and your squad will be required to select and carry the four randomized Keyglyphs presented. Each impose their own debilitating burden onto their bearer.

Anchorhold keyglyph promo

There is no limit to how many Keyglyphs one person can shoulder - coordinate with your squad who will carry which type (and how many) before beginning the search.

Exit the Anchorhold by hacking the terminal located at the bottom of the stairs and begin your search for the Netracell. Terminals are located and marked on the map to help narrow down the search radius, should you require aid. Upon finding the Netracell, the security level needs to be reduced by eliminating the enemy threat before gaining access to open it up. After successfully doing so, the player with the required Keyglyph will need to interact with the console to unlock its doors.

Collect your hard earned rewards in the Netracell and make your way to Extraction.

Rewards Notable rewards for opening a Netracell include:

  • Melee Arcanes (more information in the New Melee Arcanes section)
  • Melee Arcane Adapter (more information in the Melee Upgrade Segment section)
  • Archon Shards (base and Tauforged)
    • Note: Only Crimson, Azure, and Amber Shards are rewarded from Netracells. The new Archon Shard types (Violet, Topaz, and Emerald) created via Coalescent Fusion can only be obtained via the Fusion process at Helminth (learn more in the Archon Shard Expansion: Coalescent Fusion section)
  • Guaranteed: Entrati Lanthorn

Visit the official drop tables for specifics.


Alchemic devices in Albrecht’s Laboratories known as Crucibles allow elemental powers to be wielded and fused into complex forces. The Cavia are is requesting your assistance to ensure they remain operative for a greater goal.

Alchemy mission

How To Access: Select the Cambire node (normal and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play: Crucibles within the Laboratories are capable of mixing complex elements, provided you can supply the elemental forces required. Killed enemies drop Amphors full of Heat, Cold, Toxin, or Electricity. Throw Amphors into the Crucibles to mix the requested complex element to 100%. They can also be lobbed at enemies as concentrated elemental grenades!

Once you have filled it with the required elements, the Crucible will begin its mixing process and a random Crucible Overflow buff will be applied to the squad for the duration of the mix. Ensure the stability of this high powered mixing process by breaking distressed pipes to drop the pressure if it gets too high.

Rewards Notable rewards for successfully completing a Crucible include:

  • New Tennokai Mods (more information in the New Heavy Attack System: Tennokai section)
  • Mandonel Components

Visit the official drop tables for specifics.


Ready to go toe-to-toe with something that almost certainly has way more toes than you do? Seek out and destroy The Fragmented, a nightmarish assembly of Murmur fragments.

Fragmented One promo

How To Access: Select the Effervo node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play: Seek out an Atropos Probe and inject its serum into a Vitreum to begin scanning. Defend the Vitreum while it scans for Murmur’s Eyes. Prevent the scan from being interrupted by keeping the search radius around the Vitreum clear of enemies. Once Murmur’s Eyes have been exposed, they will become visible to you for a limited amount of time. Collect them quickly before they fade from view.

Atropos Probes power the Vitreums for a limited amount of time, so once it has been depleted, new Probes and Vitreums must be found to continue the process. Collecting the required amount of Murmur’s Eyes will pinpoint The Fragmented’s location. Upon arrival, you will face off against one of the three variants (Suzerain, Zelator, or Anchorite). Dispatching it will reward you!

Rewards Notable rewards for successfully defeating The Fragmented include:

  • New Mods (more information in the New Mods section below):
    • Ready Steel
    • Shivering Contagion
    • Precision Intensify
    • Energy Nexus
  • New Melee Arcanes (more information in the New Melee Arcanes section below):
    • Melee Fortification
    • Melee Retaliation
    • Melee Exposure
    • Melee Animosity
    • Melee Influence
    • Melee Vortex
  • Guaranteed: Stela

Visit the official drop tables for specifics.


The Murmur is staging an attack against Albrecht’s Laboratories! They have pinpointed the Laboratories best defenses against them and it is up to you to protect against the onslaught.

How To Access: Select the Munio node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play: Protect the Vitreum and the Auricle as the enemies alternate their attacks between the two. A rotation is complete once both have been defended.

Vosphene Glyphs are the key to triggering the Laboratories’ automated security system. Gathering the required amount will bolster the active defense target by surrounding it with offensive turrets. Doing so will also reward 3x Stela (5x on Steel Path).

Rewards Notable rewards for completing a round of Mirror Defense include:

  • New Tome Mods (more on information on these in the New Secondary Weapon Type: Tome section)
  • Mandonel Components

Visit the official drop tables for specifics.


The Murmur is not backing down, so it’s time to whittle down their numbers.

How To Access: Select the Persto node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play: Your classic Survival mission! Head into Albrecht’s Laboratories and see how long you can hold out against the Murmur and the Rogue Necramechs waiting within.

Rewards Notable rewards for completing a round of Survival include:

  • Mandonel Components

Visit the official drop tables for specifics.


A section of Albrecht’s Laboratories needs to be cleared out.

How To Access: Select the Nex node (default and Steel Path) on Deimos from the Star Chart or from the Laboratory Navigation in the Sanctum Anatomica.

How To Play: Your classic Exterminate mission! Eliminate all of The Murmur and Entrati enemies to reduce the danger in this area.


Upon completion of the Whispers in the Walls Quest, you have access to Cavia, a new Syndicate located in the Sanctum Anatomica on Deimos.


Build rapport with Cavia members and work your way up from the Assistant Rank.

To avoid spoilers from The Whispers in the Walls Quest, the names of each member has been redacted in the sections below.

Wares & Shiny Treasures Vendor

A peculiar Vendor is nested atop one of the platforms in the Sanctum Anatomica, and offers the following items that can be acquired using Standing:

  • Qorvex Blueprint and Component Blueprints
  • Ekhein Blueprint
  • Grimoire Blueprint
  • Helminth Coalescent Segment Blueprint
  • Melee Arcane Adapter (more information in the Melee Arcanes section)
  • Melee Arcanes (more information in the Melee Arcanes section)
    • Melee Influence
    • Melee Retaliation
    • Melee Exposure
    • Melee Animosity
    • Melee Fortification
    • Melee Vortex
  • 5x Cavia Syndicate Sigils
  • 5x Albrecht’s Laboratories Captura Scenes
    • Albrecht’s Archive Scene
    • Albrecht’s Bureau Scene
    • Fragmented Gorge Scene
    • Fabrica Anatomica Scene
    • Sanctum Anatomica Scene
  • Necramech Mods - All of the Necramech Mods are now available between Necraloid and this new Vendor!
    • Necramech Redirection
    • Necramech Steel Fiber
    • Necramech Thrusters
    • Necramech Continuity
    • Necramech Slipstream
    • Necramech Reach
    • Necramech Blitz
    • Necramech Seismic Wave
    • Necramech Streamline
    • Necramech Stretch
    • Necramech Fury
    • Necramech Hydraulics
    • Necramech Augur
    • Neramech Enemy Sense
    • Necramech Rage
    • Necramech Repair
    • Necramech Aviator
    • Necramech Deflection

This Vendor also enjoys all things that sparkle and shine and has Shiny Treasures available to trade for resources. Decorate your Orbiter with Entrati splendor - we promise these versions are significantly less breakable than the ones found in-mission.

Arcane Dissolution & Voca Vendor

Located next to terminals in the Sanctum Anatomica, a key member of the Cavia stands as your access point to Arcane Dissolution (read the dedicated Arcane Dissolution section to learn more), exchanging Voca for Cavia Standing and resources for Voca.

Bounty Giver

Contained and sodden, this grandiloquent Cavia member hands out Bounty assignments and is your contact to increase your Cavia Rank.

Netracell Guide

Only this Cavia member knows how to enter the Anchorhold to find the Netracells located throughout Albretch’s Laboratories. Learn more about the new Netracell mission type in the Deimos Expansion: New Nodes and Mission Types section above.


All of the new Deimos nodes and mission types are available as Bounties! Accessible from the Bounty giver in the Sanctum Anatomica hub on Deimos, these Bounties offer a variety of enemy levels to really test your expertise in navigating and conquering the Laboratories.

In addition to playing the standard mission, you must also complete a special objective (for example: Eliminate 2 Rogue Voidrigs) in order to extract and complete the Bounty.

Successfully completing a Bounty will reward you with Standing towards the new Cavia Syndicate, as well as several other potential rewards:

  • Qorvex Blueprints (New Warframe)
  • Mandonel Blueprint (New Archgun)
  • Voca (All variants: Shrill, Bellow, and Echo)
  • New Resources
    • Necracoil
    • Stela
    • Entrati Obols
  • Credits, Endo, Focus Lenses, Aya, and Ayatan Amber Stars.
Qorvex Promo


Albrecht Entrati designed Qorvex to protect a Chosen Operator from the unique hazards of his lab. A Crucible Core gives Qorvex high survivability as he provides crowd control.

How to Acquire Qorvex: Qorvex’s Blueprint and Component Blueprints are rewarded from Cavia Bounties. They can also be acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica for Standing. The Qorvex Collection can also be purchased from the in-game Market for Platinum.

Core Exposure

Weapons wielded by Qorvex have an additional +3 Punch Through.

Chyrinka Pillar*

Summon a Chyrinka Pillar that slows enemies. It pulses Radiation Damage with a guaranteed Status Effect.

*This is Qorvex’s Helminth and Railjack ability.

Containment Wall

Contain the threat. Qorvex summons walls that slam together, damaging all enemies caught between them and inflicting Radiation Status.

Disometric Guard

Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.

Crucible Blast

Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies that were already affected by Radiation Status explode in a chain reaction.

Maximum Loadout Slot Increase

With the release of Qorvex and the Initiate Power Pack (due to the inclusion of fully built Warframes), the maximum number of purchasable Loadout Slots has been increased from 22 to 24.



Mandonel fires Radiation Damage projectiles. Partially charged shots release a spread and fully charged shots release a beam that dissolves into a radiation field. Projectiles that pass through the field are empowered.

Mandonel's beams charge Qorvex's Chyrinka Pillars. Fully charged shots dissolve into a radiation field. Projectiles that pass through the field gain 2x Damage, 2x Status Chance, +10% Critical Chance, +50% Critical Damage, +2 Bounce, +1m Punch Through, and increased Projectile Speed.

How to Acquire Mandonel: Its Blueprint is rewarded in the Cavia Bounties and its Components are found in the drop tables for the new Endless Mission Nodes on Deimos (Persto, Munio, and Cambire). It can also be purchased fully built via the in-game Market for Platinum (also comes pre-equipped with a Gravimag!).



Summon a guardian with the strength to face Albrecht’s Laboratories. This collection includes the Qorvex Warframe, Qorvex Raxpart Helmet, Portcull Syandana, and Mandonel Archgun (comes pre-equipped with a Gravimag).

Qorvex Raxpart Helmet

Resist the siege.

How to acquire Qorvex’ Raxpart Helmet: It is available for purchase in the in-game Market. As with all newly released Alt Helmets, its Blueprint will be added to the Nightwave Cred Store in the future.

Portcull Syandana

Qorvex’s signature Syandana looks like stone but remains as light as it is stylish.

Available for purchase in the in-game Market! All of the above items can also be purchased separately.


Wield the timeless power of this mighty hammer. Heavy Attacks performed with Ekhein temporarily increase its Damage and Attack Speed (Trait name: Heavy Insight).

How to Acquire Ekhein: Ekhein’s Blueprint is acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica.

Grimoire with Excal Umbra


The Grimoire is the first of this new weapon type!

Claim the power of Albrecht Entrati’s knowledge. Its alternate attack releases a voltaic orb with guaranteed Electricity Status.

How To Acquire The Grimoire: Complete the Whispers In The Walls Quest. Its Blueprint can also be acquired from the Wares & Shiny Treasures Vendor in the Sanctum Anatomica.


Judge a book by its cover, Tenno. The following skins are available in the in-game Market for Tome weapons!

Vitreum Tome Skin

Set watchful eyes upon the battle.

Necratech Tome Skin

Give your tome a high-tech appearance.


Power the Grimoire with Tome Mods that enhance Warframe Abilities and reward strategic combat.

There are two types of Tome Mods: Canticle and Invocation. Only 1 of each type can be equipped onto Tome weapons. Canticle Tome Mods are eligible for the Exilus Slot.

The stats below are shown at Max Rank.

Ris Invocation

Alternate Fire increases Ability Duration by 4% for 20s for each enemy hit. Stacks up to 15 times.

Xata Invocation

Alternate Fire grants 1 Energy Regen/s for 20s for each enemy hit. Stacks up to 10 times.

Vome Invocation

Alternate Fire increases Ability Strength by 4% for 20s for each enemy hit. Stacks up to 15 times.

Netra Invocation

Alternate Fire increases Ability Efficiency by 4% for 20s for each enemy hit. Stacks up to 15 times.

Fass Canticle

Killing enemies grants Allies in Affinity Range 40% Shield Recharge Rate and -28% Shield Recharge Delay for 15s.

Khra Canticle

Enemies have a 12% chance to drop a Universal Orb on death.

Jahu Canticle

Killing enemies reduces the Armor and Shields of other enemies within Affinity Range by 5%.

Lohk Canticle

Killing enemies grants Allies within Affinity Range +30% Fire Rate for 15s.

How to Acquire Tome Mods: Tome Mods are available to earn via Rotation C of the Mirror Defense node on Deimos (Munio).

The Essential Tome Mod Bundle, which contains all of the above Tome Mods, is also available for purchase in the in-game Market (after you have completed the Whispers in the Walls Quest).


A new source of power surges through your Arsenal with 12 brand new Mods! Acquire them by defeating the new enemies in Albrecht’s Laboratories. Visit the official drop tables for specifics.

Stats below are shown at Max Rank!

Energy Nexus (Warframe)

Warframe receives +3 Energy Regen/s.

Precision Intensify (Warframe)

+90% Ability Strength for your 4th Ability

Ready Steel (Aura)

Squad begins the mission with +24 Initial Combo.

Shivering Contagion (Primary)

Enemies affected by Cold Status have a 30% chance to spread that status to other enemies within 6m.

Radiated Reload (Rifle)

+60% Radiation Damage +40% Reload Speed

Atomic Fallout (Shotgun)

+60% Radiation Damage +60% Magazine Capacity

Accelerated Isotope (Pistol)

+60% Radiation Damage +40% Fire Rate

Focus Radon (Melee)

+60% Radiation Damage +40% Heavy Attack Efficiency

Containment Breach (Archgun)

+60% Radiation Damage +30% Multishot

Critical Meltdown (Archmelee)

+60% Radiation Damage +60% Critical Chance

Bane Of The Murmur (Rifle)

x1.3 Damage to Murmur.

Cleanse The Murmur (Shotgun)

x1.3 Damage to Murmur.

Expel The Murmur (Pistol)

x1.3 Damage to Murmur.

Smite The Murmur (Melee)

x1.3 Damage to Murmur.

Sevagoth Glaukus promo


Sevagoth Glaukus Skin

Rail agents told of the legendary battle between Sevagoth Glaukus and Hydroid Rakkam. Agents looked on as the pair disappeared into the Void, locked in combat. Nobody knows how much of the old railer’s tale is true.

This skin features a custom Tombstone and Sevagoth's Lullaby, a custom song that plays for Sevagoth's Shadow. It also includes the Glaukus Halyard Auxiliary Attachment, the signature adornment of Sevagoth Glaukus.

Have a listen to Sevagoth’s Lullaby here:

Gillychap Shoulder Plate

Bosun Gillychap, the brave and beloved crewmate of Sevagoth Glaukus. Always ready to follow his captain into the heart of a Void Storm. Enjoy his company as he swims around this shoulder plate reef.

Cirriped Epitaph Skin

A weapon forged in the depths.

The Sevagoth Glaukus Collection can be purchased in the in-game Market and contains all of the above as well as the Sevagoth’s Lullaby Somachord track, a custom space shanty which can be played from your Orbiter’s Somarchord!


Archon Shard technology has been extensively researched in the Albrecht’s Laboratories and has led to the advancement in their capabilities! The process of Coalescent Fusion allows for two Archon Shards to be fused together to create a single Shard that offers a set of new embed bonuses.

Coalescent Fusion Requirements
  • Helminth Archon Shard Segment: The Blueprint is earned for completing the Veilbreaker Quest.
  • Archon Shards: More than one of various types (base or Tauforged).
  • New Helminth Coalescent Segment: The Blueprint is earned from the Wares & Shiny Treasures vendor in the Sanctum Anatomica.
  • Stela: New resource earned from Albrecht’s Laboratories.
How to unlock Coalescent Fusion

The Helminth Coalescent Segment Blueprint can be acquired from the Wares & Shiny Treasures vendor in the Sanctum Anatomica after reaching the Researcher tier with the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it.

How to use Coalescent Fusion

Step 1. After installing the Segment, interact with the Helminth chair and select the “Archon Shards” button.

Step 2. Select the new Coalescent Fusion icon located on the right of the Archon Shard embed UI.


Step 3. Hover over one of the two slots on screen to select the Archon Shard types you’d like to fuse together. Once both slots are filled, the Shard they will fuse to create will appear in the center. Hover over this Shard to preview the stats and bonuses it offers.

  • Base Archon Shards can only be fused with other base Shards. Likewise, Tauforged Shards can only be fused with Tauforged Shards to create a Tauforged variant.
  • To remove an Archon Shard, simply select it again.

Step 4. Select the “Fuse” button to complete the process.

  • Fusion Requirement: 50x Stela for each Fuse.

You’ve now successfully created a new Fused Archon Shard that can be embedded into your Warframes!

Archon Shard Fusion Types

There are 3 total combinations possible when fusing the different Archon Shards: Violet, Topaz, and Emerald. Each fused Shard has their own set of embed bonuses to choose from:

Violet Archon Shard (Crimson + Azure)
  • Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Electricity Status.
  • Gain +30% (Tauforged: +45%) Primary Electricity Damage. Gain an additional +10% (Tauforged: +15%) per Crimson, Azure, or Violet Archon Shard equipped.
  • Gain +25% (Tauforged: +37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
  • Health pickups give +20% (Tauforged: +30%) Energy. Energy pickups give +20% (Tauforged: +30%) Health.
Topaz Archon Shard (Crimson + Amber)
  • Recover 1 (Tauforged: 2) Health per enemy killed with Blast Damage. Max 300 (Tauforged: 450) Health.
  • Regenerate +5 (Tauforged: +7.5) Shields when you inflict an enemy with Blast Status.
  • Increase Secondary Critical Chance by 1% (Tauforged: 1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (Tauforged: 75%).
  • Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Radiation Status.
Emerald Archon Shard (Amber + Azure)
  • Toxin Status Effects deal +30% (Tauforged: +45%) more damage.
  • Recover +2 (Tauforged: +3) Health each time enemies are damaged by a Toxin Status Effect.
  • Gain +10% (Tauforged: +15%) Ability Damage on enemies affected by Corrosion Status.
  • Increase max stacks of Corrosion Status by +2 (Tauforged: +3).

For the fashion fans out there these new Archon Shards apply to the Shard Hex and Shard Bane Ephemeras!

General Archon Shard Changes
  • Each Archon Shard type now has its own icon associated with it to help identify them when making selections (primarily for our colorblind Tenno out there!).
  • Reduced Archon Shard removal cost from 50% to 30% Bile.
  • Updated the confirmation pop-up when removing an Archon Shard to specify the exact conditions of its removal:
    • Was: "Are you sure you want to remove the Embedded Archon Shard from this slot? Shard will be refunded and Helminth materials will be consumed."
    • Now: "Are you sure you want to remove the Embedded Archon Shard from this slot? (Shard Name) will be refunded and 30% Bile will be consumed."
  • Hovering over Archon Shards in the embed slots at Helminth will now show their embed bonuses!


The Albrecht Laboratory is equipped with devices that can dissolve Arcanes into Vosfor, a potent powder for alchemical processes. It is used to trade for Arcane packs from a vendor in the Sanctum Anatomica!

The goal of Arcane Dissolution is to provide an alternative way for players to access and acquire the wide range of Arcanes found throughout Warframe.


Step 1: Speak with a vendor in the Sanctum Anatomica and select the “Arcane Dissolution” option to get started.

Step 2: Select the “Dissolve Arcanes” button

Step 3: Select the Arcanes you’d like to dissolve.

  • The amount of Vosfor obtained per Arcane is determined by a variety of factors, including its rarity and rank.
  • Note: The list includes Arcanes that are currently equipped - a warning message will pop-up to inform you if the selected Arcane is equipped.

Step 4: Once you have chosen the Arcanes you’d like to Dissolve, hit the “Dissolve” button.

Step 5: Return to the Arcane Dissolution menu to exchange the earned Vosfor for a variety of Arcane packs.


The following Arcane Packs can be acquired from a vendor in the Sanctum Anatomica for Vosfor. Each pack is themed based on where their containing Arcanes are acquired.

Purchasing a pack will randomly reward 3 unranked Arcanes from their list. The possibility of a certain Arcane being selected is based on its rarity and respective drop rates through gameplay means. We want to maintain the integrity of its original acquisition methods in this new alternate way to access them.

Expand the spoilers to view the full list of Arcanes per pack!

Reveal hidden contents
Magus Husk
Magus Vigor
Virtuos Null
Virtuos Tempo
Exodia Triumph
Exodia Valor
Magus Cadence
Magus Cloud
Magus Replenish
Virtuos Fury
Virtuos Strike
Exodia Brave
Exodia Force
Exodia Hunt
Exodia Might
Magus Elevate
Magus Nourish
Virtuos Ghost
Virtuos Shadow
Reveal hidden contents
Arcane Blade Charger
Arcane Bodyguard
Arcane Pistoleer
Arcane Primary Charger
Arcane Tanker
Primary Deadhead
Primary Dexterity
Primary Merciless
Secondary Deadhead
Secondary Dexterity
Secondary Merciless
Reveal hidden contents
Arcane Double Back
Arcane Steadfast
Theorem Contagion
Theorem Demulcent
Theorem Infection
Primary Plated Round
Secondary Encumber
Secondary Kinship
Residual Boils
Residual Malodor
Residual Shock
Residual Viremia
Reveal hidden contents
Arcane Consequence
Arcane Ice
Arcane Momentum
Arcane Nullifier
Arcane Tempo
Arcane Warmth
Arcane Acceleration
Arcane Agility
Arcane Awakening
Arcane Deflection
Arcane Eruption
Arcane Guardian
Arcane Healing
Arcane Phantasm
Arcane Resistance
Arcane Strike
Arcane Trickery
Arcane Velocity
Arcane Victory
Arcane Aegis
Arcane Arachne
Arcane Avenger
Arcane Fury
Arcane Precision
Arcane Pulse
Arcane Rage
Arcane Ultimatum
Arcane Barrier
Arcane Energize
Arcane Grace
Reveal hidden contents
Magus Accelerant
Magus Anomaly
Magus Drive
Magus Firewall
Magus Overload
Virtuos Spike
Virtuos Surge
Magus Glitch
Magus Repair
Virtuos Forge
Virtuos Trojan
Pax Bolt
Pax Charge
Pax Seeker
Pax Soar
Magus Destruct
Magus Lockdown
Magus Melt
Magus Revert
Reveal hidden contents
Arcane Intention
Magus Aggress
Arcane Power Ramp
Primary Blight
Primary Exhilarate
Primary Obstruct
Shotgun Vendetta
Akimbo Slip Shot
Secondary Outburst
Arcane Reaper
Longbow Sharpshot
Secondary Shiver
Reveal hidden contents
Arcane Blessing
Arcane Rise
Molt Augmented
Molt Efficiency
Molt Reconstruct
Molt Vigor
Fractalized Reset
Primary Frostbite
Cascadia Accuracy
Cascadia Empowered
Cascadia Flare
Cascadia Overcharge
Conjunction Voltage
Emergence Dissipate
Emergence Renewed
Emergence Savior
Eternal Eradicate
Eternal Logistics
Eternal Onslaught


With the launch of Auto Melee in Abyss of Dagath, we mentioned that we were working on a “Perfect Heavy Attack” system for Whispers in the Walls, and it is officially here!

Recall the ancient art of Tennokai with new Tennokai Mods for your Melee Weapons. Tennokai is a long-lost melee art form, allowing Tenno to make the most out of their Heavy Attacks. With Tennokai enabled on your Melee weapon, you will have a 15% chance for a symbol to appear while performing a melee attack. If you perform a Heavy Attack while the symbol is active on your reticle, it will trigger a Tennokai Heavy Attack, which has a faster wind-up speed and does not consume any combo counter.

With this new Tennokai system, there are a variety of Mods that allow you to further customize the frequency and effects of these Tennokai attacks.


You can enable Tennokai for your Melee Weapon by equipping any of the new Tennokai Mods onto it. Tennokai Mods can be equipped in your build as normal, or in the new Melee Exilus Slot that is unlocked via the Melee Upgrade Segment acquired upon completion of the Whispers in the Walls Quest.


These Mods can be earned from Rotation C of the new Alchemy game mode (Cambire, Deimos) or purchased via the Market in the Essential Tennokai Mod Bundle*.

*The Market purchase option is not available to players until they have installed the Melee Upgrade Segment (rewarded from completing the Whispers in the Walls Quest).

Stats below are shown at Max Rank.

Discipline’s Merit

Enables Tennokai. Opportunities occur every 4 melee hits instead of at random.

Dreamer’s Wrath

Enables Tennokai. Increases opportunity chance by 50% and Heavy Attack critical damage by 32%.

Master’s Edge

Enables Tennokai. Increases Tennokai damage by 60%.

Condition’s Perfection

Enables Tennokai. Increases status chance by +100% on Tennokai Attacks.

Opportunity’s Reach

Enables Tennokai. Increases opportunity window to 4.0s and melee range by 3m for Tennokai attacks.

Tenno will also receive a basic Tennokai Mod in their Inbox upon completion of The Whispers in the Walls Quest:

Mentor’s Legacy*

Enables Tennokai. *This mod is not tradeable as it is a Quest reward!


Upon completion of the Whispers in the Walls Quest, players will receive a new Melee Upgrade Segment via their in-game Inbox. Installing it will further expand your Melee Arsenal with two new upgrade options:

Melee Exilus Slots

Fuse an Exilus Weapon Adapter into your Melee weapon to unlock the new Melee Exilus Slot. Players will be able to equip the new Tennokai Mods into this slot, as well as the following newly Exilus-compatible Mods:

  • Parry
  • Dispatch Overdrive
  • Focused Defense
  • Guardian Derision
  • Electromagnetic Shielding
  • Whirlwind
Melee Arcane Slot

In these new Arcane Slots, players will be able to equip new Melee Arcanes, which have also been released with this update. Players can earn Melee Arcane Adapters via the Wares & Shiny Treasures Vendor in the Cavia Syndicate, Netracells, or by purchasing them in the Market for Platinum*.

*The Market purchase option is not available to players until the completion of the Whispers in the Walls Quest.

Melee Arcanes and Zaw Arcanes

Like Kitguns, Zaws will offer both a slot for Zaw Arcanes and Melee Arcanes (once Melee Arcanes are unlocked). Zaw Arcanes cannot be used in Melee Arcane Slots, and vice versa.


With the new Melee Upgrade Segment, players are now able to install Arcanes into their Melee Weapons. With this Arsenal Expansion, we have added a variety of new Arcanes at the Wares & Shiny Treasures Vendor in the Cavia Syndicate. These Arcanes can also be earned from taking down The Fragmented (Effervo, Deimos), defeating the void-born creature contained in Albrecht’s Grimoire, or by completing Netracell missions. The two Legendary Tier Arcanes (Melee Influence and Melee Crescendo) are exclusive to Netracells.

The stats below are shown at Max Rank.

Melee Animosity

On Melee Hit: Gain 42% Critical Chance on your next Heavy Attack, up to 420%.

Melee Duplicate (Legendary)

On Base Critical Hits: 100% chance for your attack to strike a second time. *Base Critical Hits (yellow by default) are all critical hits that are not “big” (orange by default) or “super” (red by default).

Melee Retaliation

Gain 30% Melee Damage for every 200 current Shields, up to 420%. Bonus halved for Overshields.

Melee Exposure

On Ability Cast: Gain 60% Corrosive Damage on Melee strikes for 25s. Stacks up to 240%.

Melee Influence

On Melee Electricity Status: 20% Chance for elemental Melee Status Effects to apply to enemies within 20m for 18s. Cannot refresh while active.

Melee Fortification

On Melee kill: +210 Armor for 10s.

Melee Crescendo (Legendary)

On Finisher Kill: Gain 6 Initial Combo for the rest of your mission.

Melee Vortex

Kill an enemy affected by Magnetic Status for a 45% chance to pull in enemies within 18m radius.


We’ve tackled New Player Path improvements from a variety of angles, and we’ll go over these adjustments point-by-point:

  • Main Quest Path Restructuring
  • Junction Task Changes
  • Rising Tide Quest Improvements
  • Mastery Rank Requirements for Progression

The story that has guided players throughout their journey in Warframe has evolved throughout the years -- to put it lightly. Quests lead players to meet the fantastic cast of characters spread throughout the Origin System, but also introduce them to various mechanics that enhance and deepen their gameplay experience. With that said, we have restructured our Quest Path to ensure that players meet the vital NPCs and are set up for success to take on The New War.

Quests removed from the Main Quest Path
  • Stolen Dreams
  • The New Strange

With these Quests no longer considered Main Quests, applicable Junctions have had their tasks updated to no longer require these Quests -- see the Junction Requirement Changes section for more details.

Quests added to the Main Quest Path
  • Heart of Deimos
  • Rising Tide

Saya’s Vigil was added as a Main Quest with Abyss of Dagath in October 2023, and we intend to give Vox Solaris the same treatment in 2024. Before we do so, we will be revisiting this Quest’s difficulty level to ensure it is new player friendly.

Here is the updated Main Quest Path as of December 2023:

  1. Awakening
  2. Vor’s Prize
  3. Saya’s Vigil
  4. Once Awake
  5. Heart of Deimos
  6. The Archwing
  7. Natah
  8. The Second Dream
  9. Rising Tide
  10. The War Within
  11. Chains of Harrow
  12. Apostasy Prologue
  13. The Sacrifice
  14. Prelude to War
  15. The New War
  16. Whispers in the Walls

With these changes, we have updated our in-game Tenno Guide to prioritize Main Quests when directing players what to do next. Our goal is to reduce player confusion and simplify their progression path -- by de-prioritizing Side Quests, players are less likely to embark on Quests that may be too difficult for their current progression or otherwise serve as a distraction.

Tenno who are interested in completing Side Quests will still have access to those unlocked in their Codex! Once players have completed all Main Quests (at time of writing, up to Whispers in the Walls), the Tenno Guide will recommend any incomplete Side Quests.


Junctions are a great way for players to learn about new systems in Warframe and offer a guided path throughout the Origin System -- but they can also be a frustration point if the tasks are too hard or unclear. With that in mind, we have made the following adjustments to our Junctions:

Venus Junction

Added Orokin Reactor to Junction Rewards

  • While players have access to Orokin Reactors via Nightwave, we want to introduce a guaranteed way for new players to receive this upgrade as they continue to improve their Arsenal.
Mercury Junction

Removed “Defeat 5 Eximus Enemies” task.

Mars Junction

Removed Tasks:

  • Defeat 150 Frontier enemies on Earth.
  • Complete Suisei on Mercury
    • In the early days of Warframe, the Junction Path encouraged players to clear all of a planet’s nodes before advancing to the next planet. Tasks that ask players to hunt a specific enemy type or clear a node that’s distant from the main Junction path reflect that goal. We now want to encourage players to stay on the main path to advance through the main quests and then clear nodes when they are interested in Steel Path.

Adjusted number of Rubedo needed for “Collect 250 Rubedo in missions” task.

  • Task originally required 500 Rubedo.
  • Rubedo has a low spawn-rate on Earth. This Junction task was designed to make players clear all of Earth before moving on to Mars. They can move on more quickly now while still having a light intro to Resources.
Phobos Junction

Removed Tasks:

  • Defeat 150 enemies in a single mission on Mars
    • There are already so many strength tests on Mars from Relic missions to the Heart of Deimos quest. We no longer felt this strength test was necessary.
  • Scan 1 Cephalon Fragment on Mars
    • This Junction Task was meant to be an introduction to Codex Scanners, but the Saya’s Vigil quest now provides a formal introduction to Scanners, so we no longer felt this task was necessary.

Moved “Refine a Void Relic once at the console in your Orbiter” task to Phobos Junction.

  • This task originally was in the Ceres Junction, but we have moved it to Phobos Junction to keep all Relic tasks in one place.

Added Orokin Catalyst to Junction Rewards.

  • Similarly to the Reactor, this gives new players a guaranteed path to this important upgrade in their Arsenal.
Ceres Junction

Removed Tasks:

  • Defeat Lt Lech Kril at War on Mars
    • In the early days of Warframe, bosses like Lt Lech Kril were a staple of the Warframe experience, and we worried new players would be out of the loop if they didn’t experience them on their way to The Second Dream. Today, however, there is a lot of new content players are eager to experience, so we no longer feel new players will be left out if they choose not to fight Lt Lech Kril at this stage.
  • Defeat 300 Arid Grineer enemies on Mars
    • As mentioned above, this task encourages players to clear all of a planet’s nodes before advancing to the next planet, which is no longer the goal of the Junction Path.
  • Refine a Void Relic once at the console in your Orbiter. (Moved to Phobos Junction)

Added “Complete Quest: Heart of Deimos” task.

  • This allows players to build a relationship with the Entrati, and gets them on the path to building their Necramech for The New War Quest.
Europa Junction
  • Removed “Complete Quest: Stolen Dreams” task.
    • Stolen Dreams is now a side Quest and therefore isn’t vital for the new player path!
Saturn Junction
  • Removed “Complete Quest: The New Strange” task.
    • The New Strange is now a side Quest and therefore isn’t vital for the new player path!
Uranus Junction
  • Removed “Craft a weapon requiring Mastery Rank 1 or higher” task.
    • Our primary goal with these changes is to decouple Mastery Rank from the Main Quest experience. That way new players can advance all the way to Whispers in the Walls without worrying about the 24-hour Mastery Rank Timer. To that end, all Junction Tasks that relate to Mastery Rank have been removed.
Neptune Junction
  • Removed “Open a Cache during any Sabotage mission on Uranus” task.
    • Searching for Caches in Sabotage missions is taught via Nightwave now, so we are removing this to reduce overall grind.

Adjusted “Complete a mission on Uranus with only your Melee weapon equipped” task.

  • This task originally required a player to do so 5 times, now they must only do it once!
Pluto Junction

Removed tasks:

  • Defeat the Hyena Pack at Psamathe on Neptune
    • As with Lt Lech Kril mentioned above, we no longer feel new players will be left out if they choose not to fight the Hyena Pack at this stage.
  • Complete a Corpus Spy mission with 3 successful data extractions on Neptune
    • We no longer feel a player must master Spy Missions at this stage in order to advance along the Main Quest Path. Players may instead choose to sharpen their Spy Mission skills when they pursue Nightwave, the Steel Path, or Ivara Blueprints!
Sedna Junction

Removed tasks:

  • Defeat Vay Hek at Oro on Earth
    • As with Lt Lech Kril and the Hyena Pack mentioned above, we no longer feel new players will be left out if they choose not to fight Vay Hek at this stage.
  • Collect 1 Exilus Mod from any Orokin Principle challenge room on Lua
  • The “Ascendant” Nightwave Act teaches players about these puzzles on Lua, so we chose to remove it from the Junction path.
    • Craft a weapon requiring Mastery Rank 5 or higher
    • Our primary goal with these changes is to decouple Mastery Rank from the Main Quest experience. That way new players can advance all the way to Whispers in the Walls without worrying about the 24-hour Mastery Rank Timer. To that end, all Junction Tasks that relate to Mastery Rank have been removed.

Adjusted “Defeat 2 Sentient enemies on Lua” task.

  • Originally required players to defeat 5 Sentients. Only 2 spawn per Lua mission, so this reduces the grind needed to complete this task.

Add “Complete Quest: Rising Tide” task.

  • The other removed tasks allow players more time to focus on this new Quest requirement, which arms them with a Railjack for The New War.


While Rising Tide has seen improvements over the years with the goal of reducing the overall grind, we have still heard complaints from the community about its overall difficulty for less experienced players. Since this Quest is now a required part of the Main Quest Path, we have made some adjustments to ensure it matches the expected player progression between The Second Dream and The War Within.

Starting the Quest

Players will no longer need to purchase the Railjack Cephalon Blueprint from the Market to trigger this Quest. Now, once The Second Dream is complete, players will be able to start Rising Tide in their Codex. Upon doing so, the Railjack Cephalon Blueprint will be delivered to them directly via an Inbox Message.

Quest Mission Changes

These changes apply to all Rising Tide recovery missions with the goal of reducing overall difficulty for players.

  • Removed solo-only requirement for these missions to allow players to squad up with a friend or matchmake with fellow Tenno.
  • Reduced the spawn rate of enemies by half, and added a random stagger to spawn frequency so that players were not dealing with large waves of enemies at once.
  • Slightly reduced the scanning beacon objective radius to make defending it easier.
  • Enemies within the radius of the scanning beacon will now be marked with a red waypoint to help players identify who to target.
  • Reduced the frequency of Cephalon Cy’s voice lines when the scanner perimeter is breached.


Right now, Mastery Rank timers make it impossible for new players to advance to the War Within until 120 real world hours have passed due to their time gating. Our goal is for new players to be able to catch up with their Tenno friends over the course of a weekend. To that end, we have removed Mastery Rank from the Main Quest Path, which includes Junctions.

Mastery Rank requirements remain for Side Quests like The Deadlock Protocol, more advanced gameplay systems like Rivens, and features like trading.

Astute Tenno will also have noticed that The War Within quest implicitly locked late-game content behind Mastery Rank 5, because you needed to be Mastery Rank 5 to complete Sedna Junction and unlock The War Within quest. We still want to prevent new players from diving into late-game content too quickly, so in lieu of The War Within Mastery Rank prerequisite, we have deliberately added a Mastery Rank 5 prerequisite to certain experiences:

  • Kuva Liches and Sisters of Parvos now require players to have completed The War Within and be Mastery Rank 5.
  • Kuva Siphon Missions now require players to have completed The War Within and be Mastery Rank 5.
  • Sorties now require players to have completed The War Within and be Mastery Rank 5.

We also removed the Mastery Rank 2 requirement for Natah.

  • We already removed the scanning requirement to start this Quest, but now we are reducing further friction by removing the Mastery Rank requirement outright.

Added Mastery Rank 3 requirement for Waverider.

  • This is so as not to distract new players from their Main Quest Path, as this Quest originally became available to them upon completing Vox Solaris.
Misc. Quest Changes
  • Baro’s arrival inbox message will no longer appear while playing the Vor’s Prize Quest.
  • Reduced build time for the Personal Quarters segment from 12 hours to 1 hour.
    • This Segment is required to access the Apostasy Quest, so reducing the wait time aligns with our goal of reducing overall friction to complete the Main Story Quests.
  • Added a new pop-up message directing players to equip Kinetic Siphon Traps when attempting to start “Capture Manifestations” missions in the Chains of Harrow Quest.
    • “You must equip Kinetic Siphon Traps in your Gear Wheel to play this mission. To purchase them, visit Cephalon Simaris in any Relay and explore his Offerings at the console behind him to his right”.
    • Ordis originally offered gentle guidance for the players to acquire them, but we felt more specific instruction was helpful here for those attempting to venture forward unprepared.


With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:


Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

  • Exceptions: The Kuva Grattler, Grattler, Mausolon and Kuva Ayanga have unique Damage Resistance values when used against the Profit Taker. These are adjusted to keep their damage output the same against these foes -- as these weapons did not have their damage doubled, the amount of damage resistance is balanced to account for their buffs.
  • Corvas Prime’s damage stats were untouched so we did not implement Damage Resistance for this weapon.
  • The Orowyrm also received a 50% Damage Reduction against the Imperator to balance against its buffs.
Heavy Weapon Stat Changes

Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.


  • Held: Increased from 90 to 180 Heat Damage
  • Damage / Projectile: Increased from 10 to 20 Impact Damage
  • Radial Attack: Total Damage increased from 3000 to 6000
    • Blast Damage increased from 1000 to 2000 (per projectile, of which there are 3)


  • Total Damage increased from 120 to 240
    • Impact Damage increased from 39.6 to 80
    • Puncture Damage increased from 39.6 to 80
    • Slash Damage increased from 39.6 to 80
    • Punch Through increased from 0.0m to 1.5m
  • Increased Projectile Size

DUAL DECURION These changes apply to both the Heavy Weapon and Archwing Variants, unless otherwise specified.

  • Total Damage increased from 110 to 190 (Heavy Weapon only)
    • Impact Damage increased from 49.5 to 85.5 (Heavy Weapon only)
    • Puncture Damage increased from 30.2 to 52.2 (Heavy Weapon only)
    • Slash Damage increased from 30.2 to 52.2 (Heavy Weapon only)
  • Punch Through increased from 0.0m to 1.2m
  • Fire Rate increased from 8.33 to 10.42
  • Magazine increased from 32 to 64
  • Ammo Maximum increased from 400 to 512 (Heavy Weapon only)
  • Increased Bullet Hit Radius (Heavy Weapon only)
  • Recoil reduced by about half

PRISMA DUAL DECURIONS These changes apply to both the Heavy Weapon and Archwing Variants, unless otherwise specified.

  • Total Damage increased from 110 to 220 (Heavy Weapon only)
    • Impact Damage increased from 49.5 to 99 (Heavy Weapon only)
    • Puncture Damage increased from 30.2 to 60.5 (Heavy Weapon only)
    • Slash Damage increased from 30.2 to 60.5 (Heavy Weapon only)
  • Punch Through increased from 0.0m to 1.2m
  • Fire Rate increased from 10 to 12.5
  • Magazine increased from 32 to 64
  • Ammo Maximum increased from 400 to 512 (Heavy Weapon only)
  • Increased Bullet Hit Radius (Heavy Weapon only)
  • Recoil reduced by about half


  • Quick Shot: Total Damage increased from 440 to 880
    • Impact Damage increased from 32 to 64
    • Puncture Damage increased from 4 to 8
    • Slash Damage increased from 4 to 8
  • Charged Shot: Total Damage increased from 880 to 1760
    • Impact Damage increased from 64 to 128
    • Puncture Damage increased from 8 to 16
    • Slash Damage increased from 8 to 16
  • Punch Through increased from 0.0m to 2.4m


  • Punch Through increased from 0.0m to 1.4m


  • Total Damage increased from 250 to 500
    • Impact Damage increased from 50 to 100
    • Puncture Damage increased from 25 to 50
    • Slash Damage increased from 175 to 350


  • Primary: Total Damage increased from 150 to 225
    • Impact Damage increased from 15 to 22.5
    • Puncture Damage increased from 120 to 180
    • Slash Damage increased from 15 to 22.5
  • Radial Attack: Blast Damage increased from 205 to 310


  • Primary: Total Damage increased from 94 to 140
    • Impact Damage increased from 9.4 to 14
    • Puncture Damage increased from 75.2 to 112
    • Slash Damage increased from 9.4 to 14
  • Radial Attack: Blast Damage increased from 155 to 235


  • Total Damage increased from 50 to 100
    • Impact Damage increased from 20 to 40
    • Puncture Damage increased from 17.5 to 35
    • Slash Damage increased from 12.5 to 25
  • Punch Through increased from 0.0m to 1.2m
  • Increased Bullet Hit Radius


  • Total Damage increased from 50 to 100
    • Impact Damage increased from 20 to 40
    • Puncture Damage increased from 17.5 to 35
    • Slash Damage increased from 12.5 to 25
  • Punch Through increased from 0.0m to 1.2m
  • Increased Bullet Hit Radius


  • Primary: Impact Damage increased from 87 to 130
  • Radial Attack: Blast Damage increased from 187 to 280


  • Held: Total Damage increased from 90 to 180
    • Impact Damage increased from 10 to 20
    • Radiation Damage increased from 80 to 160
  • Charge: Total Damage increased from 420 to 840
    • Impact Damage increased from 140 to 280
    • Blast Damage increased from 180 to 360
    • Radiation Damage increased from 100 to 200
  • Charge - Radial Attack: Total Damage increased from 800 to 1600
    • Blast Damage increased from 400 to 800
    • Radiation Damage increased from 400 to 800


  • Held: Total Damage increased from 90 to 180
    • Impact Damage increased from 10 to 20
    • Radiation Damage increased from 80 to 160
  • Charge: Total Damage increased from 420 to 840
    • Impact Damage increased from 140 to 280
    • Blast Damage increased from 180 to 360
    • Radiation Damage increased from 100 to 200
  • Charge - Radial Attack: Total Damage increased from 800 to 1600
    • Blast Damage increased from 400 to 800
    • Radiation Damage increased from 400 to 800


  • Auto: Total Damage increased from 120 to 180
    • Impact Damage increased from 24 to 35
    • Puncture Damage increased from 48 to 70
    • Heat Damage increased from 46 to 75
  • Auto - Radial Attack: Heat Damage increased from 48 to 72
  • Charge: Total Damage increased from 1000 to 1500
    • Impact Damage increased from 100 to 150
    • Puncture Damage increased from 400 to 600
    • Heat Damage increased from 500 to 750
  • Charge - Radial Attack: Heat Damage increased from 3000 to 4500


  • Auto Burst:
    • Impact Damage increased from 32 to 64
  • Auto Burst - Radial Attack: Blast Damage increased from 164 to 328
    • Increased distance at which the explosion occurs to help prevent it from exploding in your face
  • Semi: Impact Damage increased from 100 to 200
  • Semi - Radial Attack: Total Damage increased from 3600 to 7200
    • Impact Damage increased from 600 to 1200
    • Puncture Damage increased from 800 to 1600
    • Slash Damage increased from 1000 to 2000
    • Blast Damage increased from 1200 to 2400


  • Total Damage increased from 56 to 116
    • Impact Damage increased from 14 to 29
    • Puncture Damage increased from 36.4 to 75.4
    • Slash Damage increased from 5.6 to 11.6
  • Punch Through increased from 0.0m to 1.2m
  • Increased Projectile Size


  • Quick Shot: Total Damage increased from 600 to 1200
    • Impact Damage increased from 150 to 300
    • Puncture Damage increased from 150 to 300
    • Slash Damage increased from 150 to 300
    • Magnetic Damage increased from 150 to 300
  • Charged Shot: Total Damage increased from 1600 to 3200
    • Impact Damage increased from 400 to 800
    • Puncture Damage increased from 400 to 800
    • Slash Damage increased from 400 to 800
    • Magnetic Damage increased from 400 to 800
    • Increased Projectile Size
  • Punch Through increased from 0.0m to 5m



A gilded collection worthy of the Entrati family. Includes:

  • Ekhein Hammer
  • Kalymos Kavat Gene-Masking Kit
  • Kalymos Fur Pattern
  • Vitreum Brown Fur Color
  • Auricle Green Fur Color
  • Sanctum Red Fur Color
  • Alchemy Black Fur Color
  • Envine Signa
  • Necramite Drone
  • Albrecht 1999 Display
  • Albrecht Jahu Display
  • Grimoire Altar Decoration
  • Vasca Kavat & Precept Mods
  • Draining Bite Precept Mod
  • Transfusion Precept Mod
  • Albrecht’s Treasures Glyph*
  • Sanctum Color Picker*
  • Too Late Emote*
  • 350 Platinum

This pack may only be purchased once per account. Items marked with an asterisk are pack exclusive, while the rest can be purchased in the in-game Market for Platinum!


Give your space an air of scholarly sophistication. Includes:

  • Necramite Drone
  • Albrecht 1999 Display
  • Grimoire Altar Decoration

A bundle featuring themed glyphs from Community Artists SirEnarion & death_ma666ots.

  • Albrecht Hat Community Glyph
  • Man In The Wall Community Glyph

These Glyphs can also be earned in our Whispers in the Walls Twitch Drop campaign. More information can be found here:



Warframe on PC now solely uses the Enhanced Graphics Renderer! Meaning the Classic Graphics Renderer has officially been retired on all platforms.

Retiring the Classic Renderer on all platforms has been the goal since 2020, as maintenance of two engines meant twice the work for our graphics programmers, twice as much testing, and most importantly, it meant our artists were limited by what the Classic engine could do.

Overtime, we’ve slowly been moving all platforms to the Enhanced Graphics Renderer and retiring Classic for each:

Whispers in the Walls was developed using all of the systems and features supported by Enhanced to create a visual experience that’s on an entirely new level.

The Enhanced Graphics Renderer supports the following systems and features
  • New Fog System: With this update, we have updated our fog system in Warframe. Instead of the previous raymarch system that depended on lighting from the sun and other various baked-in light sources, the new system is lit in real time. Meaning that fog now has a much more realistic appearance based on the environment that it is in.
    • We have added a “Volumetric Fog Quality” setting under the Advanced Video tab. There are 4 options available to tailor based on your PC’s capabilities; disabled, low, medium, and high. Disabling it will revert the fog system back to the previous raymarch system.
  • Skin Shader Improvements For Drifter: With this update, we have changed the way skin is encoded and textured to improve the appearance of deeper skin tones on the Drifter.
  • GI Volume Lighting: The character lighting response is of a higher fidelity when interacting with the environment. Reflections look more realistic and lighting across the environment is more accurate.
  • Decal system, tattoos, facial hair, and more that help raise the overall quality of Warframe!

The following PC Video options have been removed now that Classic has been retired:

  • Window Scaling Mode (i.e. the option to pick between “Scaled” and “Native”)
    • Note for players using high-DPI scaling and players with low-spec PCs: If you have been playing Warframe in windowed or borderless fullscreen and have been using this option, be sure to adjust the Upscaling options available under the “Video” tab to meet the desired performance and graphic quality possible with your hardware. More information on this video:
  • Blur Reflections Toggle
    • The Enhanced Graphics Engine uses its own reflections system that does not require it.


  • Over 150 new Duviri-themed Dojo Decorations have been added.
  • Added Vosphene Dojo Decorations for each type (Fass, Jahu, Khra, Lohk, Netra, Ris, Vome, and Xata).
  • The Legendary 4 Mastery Rank Test is now available to those eligible!
    • Cephalon Simaris’ room in the Relays has also been fitted with new Legendary Rank pods as he was running out of room!
  • Added the remaining buff descriptions for Warframe Abilities, Focus Abilities, Augment, Archwing Abilities, Companion Precepts, Mods (Galvanized Set, Aerial & Covert Bond, Fired Up, Adaptation), Arcanes (Steel Path Arcanes and Virtuous Shadow), Dragon Keys, Necramech Abilities, and all of the Status Effect debuffs (when applied to players).
    • To refresh your memory, in the Abyss of Dagath update we added the ability to hover over the HUD buff icons and read their descriptions. Since there are many many many buffs across Warframe it took us a bit more time to write and include descriptions for all the existing buffs - but we’re all caught up with this update!
  • Players can now “Activate” their Stackable “???” Rivens into Veiled Rivens via their Mod Segment. Doing so will reveal the challenge required to Unveil it and take up a Riven Slot.
  • Added the ability to sort by “Recent” (most recently purchased or acquired) in the Landing Craft Decoration Menu, and in the Dojo Decoration Menu (for Personal Decorations only).
    • Note: Ayatan Sculptures will always be listed at the top, followed by the most recent.
  • Added a “Preview Visual Effects Intensity” toggle in the Accessibility options to enable/disable the pop-up preview that appears when making changes to the Visual Effects Intensity slider. This is always disabled by default and must be toggled on each time you want to check how change will apply.
  • Added a “Enable Ordis Orbiter Transmissions” toggle in the Audio settings.
    • In Hotfix 34.0.4, Ordis’ transmissions were added to the “Enable Hint Transmissions” toggle but it is best suited as its own option to give players more ways to adjust their audio preferences. Be sure to check your Audio settings to enable/disable those toggles to your liking!


Enemy Voidrig Necramech Changes

These Entrati war machines have proven that they are fierce opponents, but fighting against them with their high power level requirements can feel like a bit of a trudge, which in turn also made them rather difficult for less experienced players to defeat.

Since these foes are critical targets to earn your very own Necramech, the following changes have been made to Voidrigs (both Albrecht’s Laboratories and Isolation Vaults) to improve the combat experience for all!

  • Voidrigs can now take damage anywhere (with damage attenuation) instead of just their weak points. Targeting their weak points will now deal increased damage!
    • This change is already live as it accidentally went out with Abyss of Dagath. The intention of the change was to make the fight much less taxing, while still maintaining some benefit to focusing attacks at their weak spots. Since they are now susceptible to all attack points, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and prevent them from being one-shot. Enemy Bonewidows will receive the same treatment in a future update.
  • Updated the look of their weak points to better highlight them - they now appear as vials filled with a liquid substance that can be targeted and destroyed.
  • Removed its Shields and slightly increased its Health.
  • Voidrig ability changes:
    • Storm Shroud now deals Electricity Damage and Status Effect in a short range. A sound effect will now play when it is cast to help communicate the incoming danger.
    • Reduced the range at which Voidrig will cast Gravemines.
    • Improved the general readability of enemy Voidrig abilities to help players telegraph their attacks:
    • Added VFX at the front of Voidrigs during their slide attack to communicate the damage width more clearly.
    • Added VFX to the Gravemines’ explosions to improve visibility of the grenades and their travel range.
    • Improved readability of Necraweb’s VFX when the canister is thrown and explodes. Also improved visibility of the explosion area in which players would be slowed.
  • Improved the way Voidrigs aim at players - in other words they will now aim their guns at you more accurately.
  • Made several tweaks to their ambient noises.
Helminth Changes
  • Added the ability to contribute the following resources to Bile Secretions:
    • Hemocyte Cystoliths
    • Enigma Gyrum
    • Kullervo's Bane
    • Ariette Scale
    • Rune Marrow
    • Aggristone
    • Vainthorn
  • Added the ability to contribute the following resources to Biotics Secretions:
    • Connla Sprout
    • Eevani
    • Kovnik
    • Dracroot
    • Ueymag
    • Yao Shrub
    • Silphsela
    • Tasoma Extract
  • Added the ability to contribute the remaining Duviri resources to the following Secretions.
    • Saggen Pearl (Synthetics)
    • Lamentus (Pheromones)
    • Maw Fang (Oxides)
    • Nacreous Pebble (Calx)
Nightwave Changes

Nightwave will now recover Permanent Weekly Acts that weren’t finished in previous weeks, allowing you to collect any missed Standing starting the next rotation. Read the official PSA for a full recap on the events that lead to this change.

Additionally, Permanent Weekly Acts are now numbered. Players can differentiate between new weeks and weeks you’ve missed.


For example, if you missed two weeks of “Not a Warning Shot” at the start of Nightwave, the third week will have “Not a Warning Shot III,” with “Not a Warning Shot I” and “Not a Warning Shot II” being recoverable. This change will occur next week, the current rotation will maintain the previous naming conventions until then.

General Nightwave Changes
  • Updated “The Hunt Is On” Nightwave Act’s description for clarity on challenge requirements:
    • Was: Find X Syndicate Medallions as a squad.
    • Now: Find X Syndicate Medallions. You can search by yourself or with a squad.
Mirage Eclipse Changes

Tenno who are familiar with Mirage's ability Eclipse know how temperamental it can be. Areas that look light are actually dark and vice versa, which can make it rather difficult to know how much of a bonus the ability is actually giving you at any moment.

To address this issue, the HUD icon for Eclipse will now continuously update to show an accurate and responsive state of what effect Mirage is currently getting, rather than just showing the maximum values from standing in light or dark. We have also updated the HUD icons with names to distinguish which buff is being given:

  • Low light environments = Lunar Eclipse
  • Bright light environments = Solar Eclipse

This at least gives us (and you) a better tool to measure what Eclipse is really doing.


With this update we started assessing how inconsistent and frustrating this ability was, and noticed a variety of problems: it didn’t work properly on the Plains of Eidolon and, super relevant for this update, it didn’t work at all with the new lighting technology in Albrecht’s Laboratories!

We are still considering what we can do to make this ability better in the long term. Stay tuned for further changes on Eclipse.

General Changes
  • Hovering your reticle over explosive barrels will now show its explosion radius!
  • Narmer Bounties are now always available on both Venus and Earth, regardless of what time of day it is on the Plains of Eidolon!
    • Prior to this change, Narmer Bounties on the Plains of Eidolon would only appear during the day cycle and Orb Vallis during the night cycle. Instead of waiting 150 minutes for the cycle to switch and to gain access to the bounty-exclusive rewards, you can now play them at any time!
  • Daily Tribute reward scaling is now capped at 3000 days. This is a preemptive measure! The first time 3000 days can be hit will be in March 2024.
    • The Daily Tribute system was first introduced in Update 18.0 (2015-12-03) and if you’ve been around long enough to hit day 3000 in 2024, thanks for sticking with us! Ultimately, we want to ensure the longevity of this system by proactively putting in measures that prevent an unbalanced reward system caused by indefinite scaling.
    • Players will continue to receive rewards beyond this milestone (and the day counter in the UI will still update by day), but the scaling for the following rewards (listed below) will no longer increase past the 3000 day multiplier.
      • Credits
      • Endo
      • Affinity Booster
      • Credit Booster
      • Resource Booster
      • Resource Drop Chance Booster
      • Resources
      • Forma Blueprint
  • Reduced the duration of Magnetic Status Effects when applied to players from 6 to 3 seconds and decreased the total Energy drain from 120 to 90.
    • In addition to general feedback on Magnetic Damage being a bit harsh, the new tileset has many Magnetic Damage sources so the following changes were made to ensure it still had an impact without becoming unmanageable.
  • To address severe performance issues caused by the unlimited amount of Status Effects stacks that could be transferred by Contagion Bond, we have added a 100x stacks total cap to the Mod.
  • Enemies can still be inflicted with Status Effect stacks even after hitting this cap. In other words, if 100x stacks have been transferred to an enemy from Contagion Mod, they can still receive more stacks from different sources.
  • The following items can now be purchased for Platinum in the in-game Market:
    • Veiled Riven Cipher
    • Primary Arcane Adapter
    • Secondary Arcane Adapter
    • Melee Arcane Adapter
  • Hovering over Warframe color channels in the Arsenal will now highlight the associated area!
  • Added a message to the end of mission screen when a key-based mission (e.g. Abyssal Zone) failed due to the key-owner quitting or disconnecting: “Owner of the mission key left the squad.”
  • Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
    • Grendel Prime from 100 to 115
    • Inaros Prime from 50 to 75
    • Ivara Prime from 75 to 100
    • Khora Prime from 75 to 100
    • Limbo Prime from 100 to 125
    • Nidus Prime from 50 to 75
    • Titania Prime from 100 to 125
  • Updated the Daily Special purchase message at Legs to indicate that Moas use Sentinel Weapons. It will now indicate if a player does not own a Sentinel Weapon to use with their new Moa.
    • “You do not own any compatible weapons for this Moa. Moas share ranged weapons with Sentinels, these weapons are included when Sentinels are purchased or built in the Foundry. Are you sure you want to purchase this Moa?”
  • Removed the Tomb Guardian from the list of spawnable enemies in the Simulacrum.
  • Since these enemies split into smaller versions of themselves upon defeat, they could result in a large number of foes spawned into the Simulacrum, leading to performance issues or crashes.
  • Updated buff description for Nova’s Escape Velocity Augment Mod to specify “Movement Speed” instead of just “Speed”. Now reads:
    • “Increased Movement Speed after traveling through Worm Hole.”
  • The Gear Wheel now displays your respective Hot Key binding on the actual item instead of the description when opening the Gear Wheel.
  • Pressing “P” in-match will now directly open the End Of Mission preview screen instead of forcing the Pause Menu to also open and swing the camera.
  • Added on-hover tooltips to Mods with unique effects. Mods with a special mechanic will now appear bolded in its description indicating that you can hover over it to learn more about it. This applies to the following (not exhaustive):
    • Syndicate Mods (Justice, Truth, Entropy, Blight, Purity, Sequence)
    • The new Tennokai Mods
    • Mods that grant Overguard
  • Reduced the delay that could occur between using a Riven Cipher and witnessing the Unveiling visual effects.
  • Primary and Secondary Arcane descriptions now indicate that you require a Primary or Secondary Arcane Adapter in order to install said Arcane.
  • Updated the Veiled Riven Cipher’s description to better explain its usage:
    • Was: "Identify a Veiled Riven."
    • Now: "Use this cipher to instantly complete one Veiled Riven Challenge at the cost of consuming the cipher."
  • Renamed “Secondary Fire” in the Controls settings to “Alternate Fire” to unify naming with Weapon and Mod descriptions
  • Sentinels will now only be Highlighted with Character Highlights if the “Self Highlight” option is toggled on.
    • Previously, Sentinels would be affected by Ally Highlights regardless of the Self Highlight toggle. Since Sentinels hover over the Warframe’s shoulder, we now consider them to be an extension of the “Self” for the purposes of the Character Highlighting system.
  • You can now unlock Waverider Challenges in any mission, not just Open Zones, if you have Yareli equipped and Merulina unlocked.
  • Cobra and Crane’s passive interaction with Baruuk (the first strike of this weapon will put enemies to sleep) now respects enemy CC immunity (Eximus, Bosses, Overguard, etc.).
  • Increased Garv’s armor in Cambion Drift Bounties to improve his survivability.
  • The crystal fractals on Citrine’s Crystallize will now disappear more quickly to reduce overall visual clutter. This does not impact the duration of the Crystalline Growths on foes -- we simply adjusted the ability effects where they search out foes.
  • Added sound effect to opening the Arcane Segment in the Orbiter and when equipping Arcanes.


  • Made systemic optimizations to the Chat Linking system.
  • Made systemic optimizations to the memory footprint for all platforms.
  • Made systemic micro-optimizations to rendering for all platforms.
  • Made several optimizations to DirectX 12 memory consumption and rendering.
  • Made systemic micro-optimizations to the memory footprint on all platforms.
  • Made systemic micro-optimizations to the script runtime.
  • Made micro-optimizations to loading the inventory of large accounts.
  • Made optimizations to disconnecting Razer Chroma devices while playing Warframe.


  • Fixed loss of functionality caused by using Kullervo’s Wrathful Advance with an Archgun equipped.
  • Fixed becoming invulnerable and gaining use of your Primary and Secondary weapons when rolling immediately after Kullervo’s Wrathful Advance.
  • Fixed Ember’s Inferno not earning Shields from Energy spent when used with Augur Set Mods or Brief Respite.
  • Fixed Dagath’s Rakhali’s Cavalry not applying defense reduction to Doomed enemies while they are ragdolled.
  • Fixed being able to use Inner Might multiple times when casting Abilities via the Railjack Tactical Menu. Now, Inner Might will be used for the initial cast and go into cooldown, as intended.
  • Fixed detonating a Glaive weapon while dual wielding using the Alternate Fire binding instead of the intended Heavy Melee Attack binding.
  • Fixed subsequent casts of Xaku's The Lost and The Vast Untime Abilities not consuming Inner Might or Mystic Bond charges, allowing them to be cast for free repeatedly.
  • Fixed Excalibur Umbra being able to pass into Kuva Trokar anti-Warframe fields after using Transference (or being ejected from your Warframe). Now he will be stopped outside the bubble like all other Warframes.
  • Fixed Exploding Barrels applying full damage to Defense objectives (moving targets, terminals etc.) As reported here: https://old.reddit.com/r/Warframe/comments/17b8u7b/why_did_this_barrel_oneshot_the_objective/
  • Fixed Exploding Barrels dealing 100% of their damage to Companions and friendly NPCs. They will now only deal the same 30% damage that players receive.
  • Fixed Arcane Power Ramp losing its stacks upon using Transference.
  • Fixed Auto Melee persisting if the first melee of a mission is a Warframe ability (Kullervo’s Wrathful Advance, etc.)
  • Fixed Host Migrating with a dead Client sometimes resulting in a Failed mission for the returning players.
  • Fixed using Auto Melee while entering a Cutscene resulting in being locked in a perma-melee state with no input required.
  • Fixed Clients’ Warframe rotation being replicated badly for Host after Transference.
  • Fixed Zariman Void Cascade bubble not knocking back Client Warframes.
  • Fixed Clients experiencing a loss of function if a Host Migration occurs while said Clients are in an Exolizer bubble during a Zariman Void Cascade mission.
  • Fixed cases where enemies would ignore Clients after a Host Migration occurred.
  • Fixed Umbra's sentient mode ceasing to function if Clients get Host Migrated while in Operator mode.
  • Fixed Orowyrm Dive ability button appearing as “UNBOUND” during Stage 9 of the Duviri Paradox Quest.
  • Fixed block combos not working seamlessly with auto-melee.
  • Fixed the damage multiplier HUD tracker for Voruna’s Ulfrun’s Descent not updating properly for Clients.
    • We had attempted to fix this in Hotfix 34.0.6, but it ultimately required a code fix which has been included in this update!
  • Fixed Affinity gained from killing enemies with Voruna’s Ulfrun’s Descent applying to the whole loadout, instead of to Voruna exclusively as intended (all Affinity gained from ability kills go to Warframe).
  • Fixed an issue where Zephyr's Tornadoes weren’t dealing their tick damage to enemies until players shot Elemental Damage into them.
  • Fixed the Pack Leader Mod not granting Companions Health or Overguard from Gunblade Melee attacks.
  • Fixed Allies and Enemy Highlighting remaining active during Quest cutscenes. They will no longer be visible during cutscenes if enabled.
  • Fixed Parazon getting equipped in hand after Mercy-killing an Eximus enemy while auto-meleeing.
  • Fixed Clients getting stuck loading into a Void Cascade mission indefinitely.
  • Fixed endlessly Melee attacking in Duviri as Drifter if the “Melee with Fire Weapon Input” toggle is enabled.
  • Fixed receiving friend requests when you have the “Receive Friend Requests From” option set to “Nobody” in your settings.
  • Fixed Councilor Vay Hek getting stuck in a ventilation pipe in his boss arena, causing a progression stop.
  • Fixed damage numbers from attacks affected by Voruna’s Shroud of Dynar being the incorrect Critical Hit color.
  • Fixed Warframe abilities being able to target invulnerable turrets in the Index.
    • This fixes issues where certain abilities, like Protea’s Blaze Artillery, would target the turrets despite being unable to harm them.
  • Fixed opening the pause menu while Transferring into the Orowyrm causing the player camera to detach from the Orowyrm.
  • Fixed Clients using Transference right as they get teleported to the next Circuit Stage getting teleported to the Circuit “Waiting Room” instead.
  • Fixed Xaku’s Grasp of Lohk being able to kill enemies through doors.
  • Fixed explosive consoles created by Mirage’s Sleight of Hand causing enemies to trigger alarms when interacted with. Now these consoles will explode once enemies use them, but alarms will no longer be raised.
  • Fixed a case of players being able to bypass the inactivity detector in the Plains of Eidolon.
  • Fixed Slingshotting into Corpus Ships in Railjack missions causing instant mission failure.
  • Fixed Magus Aggress charges being unintentionally consumed by Companion attacks.
  • Fixed Enemy Highlights not applying Archon Amar’s clones.
  • Fixed armor stripped by Hildryn’s Pillage sometimes regenerating on enemies affected by Hydroid’s Passive.
    • We are aware of other issues related to Hydroid’s Passive and armor strip, but those require a Code Fix that did not make it in time for this update.
  • Fixed cases of Tusk Thumpers on the Plains of Eidolon becoming invulnerable.
  • Fixed certain multishot alt-fire attacks, namely from the Arum Spinosa and Quassus, dealing unintentionally high damage to Archons.
    • Maximum Damage Per Instance was incorrectly using these weapons’ Primary (single instance) attack instead of its alt-fire (multi-instance) attack in the damage attenuation calculation - which resulted in higher than intended damage numbers for each instance.
  • Fixed certain Sentient enemies being pushed away by Nidus’ Larva, instead of being pulled in as intended.
  • Fixed a bug where auto-melee was preventing players from throwing throwable objects, such as Thermia Canisters, with their Melee equipped.
  • Fixed Xaku’s Grasp of Lohk weapons being able to hit enemies inside of the Arctic and Guardian Eximus’ protective bubbles.
  • Fixed the “Invert Tap/Hold Abilities” toggle not applying to Vauban’s Bastille and Titania’s Spellbind ability.
  • Fixed a bug with long dedicated server sessions “leaking” slots (Clients partially joining a session but never connecting/disconnecting from the slot). Thank you to a dedicated Tenno out there who sent useful reports to help us nail this down!
  • Fixed the Catabolyst sometimes skipping its reload animation which was preventing players from using its grenade throw attack.
    • This also fixes being unable to benefit from its Critical Mutation Augment Mod, which applied buffs to its grenade.
  • Fixed Clients being unable to skip mission intro cutscene if the Host skipped it before they loaded in.
  • Fixed Host and Clients experiencing performance issues caused by Kubrow with the Duplex Bond Mod and a Collar equipped.
  • Fixed Ivara Prime’s jellyfish effects missing from her helmet. She has been jellified once again.
  • Fixed being unable to progress past the “Find the Vault” stage of the Heart of Deimos Quest.
Cross Platform Play Changes & Fixes
  • Newly created Clans and Alliances will now have the “Cross Platform Clan” toggle enabled by default.
    • A pop-up explaining how to disable Cross Platform Clan will occur upon creation, to ensure players are familiar with the setting.
  • Fixed an issue where players on console were unable to add a friend on PC if they had the same account alias.
  • Fixed players receiving an incorrect error message, “Cannot sync to Warframe database due to no internet connection.”, when trying to send a friend request to someone with a duplicate name on another platform, for whom they already have a pending friend request.
  • Fixes towards unclear error prompts when inviting a player when you have Cross Platform Play disabled. It will now better communicate why an invite isn’t being sent due to Cross Platform Play settings between sender and receiver.


  • Fixed a case where Zylok and Zylok Prime’s flipping firing animation triggered too frequently for Clients when viewed by Host.
  • Fixed various armor offset issues on Grendel Prime with the Grendel Voidshell Skin equipped.
  • Fixed the first letter typed into a text box not registering if the text box is selected by a Controller, but the text input is performed by a Keyboard.
  • Fixed various Syandanas appearing smaller on Dagath compared to other Warframes.
  • Fixed a case of Sibear’s heavy attack causing a performance hitch.
  • Fixed an issue where players could get stuck in the back half of the Railjack after the Host aborted the mission.
  • Fixed the Updates Screen button above the in-game news console being pushed off-screen if there were a lot of in-game news links.
    • Now the screen will offer players the ability to scroll should all links not fit on one page.
  • Fixed icons of currently inflicted Status Effects not appearing over enemy heads with the “Show Enemy Names” setting toggled off.
  • Fixed Buff Icons not updating when using the Railjack Tactical Menu.
  • Fixed Nightwave Screen displaying the incorrect background if a player accesses it via the new Episode pop-up menu.
  • Fixed custom reticle color from HUD settings not applying to the Dorrclave and Incarnon Weapons.
  • Fixed Clients being unable to see the Status Effects spread from Contagious Bond in the UI.
  • Fixed the End of Mission screen showing the incorrect amount of Stock earned in a Break Narmer mission (UI only issue).
  • Fixed Client crash that could occur when trying to Abort a mission from the pause menu while transitioning to a hub.
  • Fixed various Warframes displaying incorrect Health values when previewed in the Conclave Arsenal.
  • Fixed an issue where Nidus' Virulence Energy refund per enemy hit was incorrectly displayed as zero when Zenurik's Inner Might was equipped.
  • Fixed Transmissions appearing squished with FSR2.2 or DLSS upscaling enabled.
  • Fixed an issue with Orb Vallis coolant shaders.
  • Fixed inconsistent capitalization in Node names when checking with the Arbiters of Hexis which Nodes must still be unlocked to gain access to Arbitrations.
  • Fixed Heavy Attack charge up animation not respecting “Camera Tracks Melee Target” setting while the player is stationary.
  • Fixed unintended "|CONDITION|" appearing in Cascadia Empowered’s and Rising Agony Decree’s description.
  • Fixed cases of the HDR settings being available to players when graphical settings did not support it, resulting in nothing happening when toggled on.
  • Fixed K-Drive trick chains less than 10 seconds triggering completion for the “Keep a K-Drive trick chain alive for 10 seconds” challenge on Page 3 of the Waverider Quest.
  • Fixed black splotches appearing at the bottom of Parazon Mods.
  • Fixed armor offset issues with the Commodore Prime Suit.
  • Fixed players getting stuck respawning endlessly if they are standing on top of the cannon in the Koro, Kuva Fortress mission after it has been fired.
  • Fixed a rare crash that could occur when Clients in a squad have an Aura Mod equipped and there was Host migration.
  • Fixed rare cases where weapons can instantly reload with proper timing on mouse release.
  • Fixed Azima Alt Fire indefinitely rising upwards instead of at its fixed height. As reported here: https://forums.warframe.com/topic/1359463-azima-alt-fire-indefinitely-rises-upwards/
  • Fixed Waypoint functionality breaking if the full large-sized map was up before mounting/dismounting a K-Drive.
  • Fixed the Axio Engineer always having the enemy waypoint marker on him when spawned in the Simulacrum.
  • Fixed lingering Intrinsics screen when a player is dragged into the Duviri Circuit while the Intrinsics screen is open.
  • Fixed rare cases where you could trigger Auto Melee while on the Kaithe.
  • Fixed Velocipods trailing under the Deimos exocrine instead of hovering on top, making it hard to Tranq or mount them.
  • Fixed cases where dismounting and remounting a K-Drive will leave players unable to shoot their secondary weapon.
  • Fixed players who are inactive during the entirety of an Abyssal Zone mission still receiving End of Mission rewards.
  • Fixed Mods starting with a special character are incorrectly sorted in the End of Mission screen when using the French client.
  • Fixed various buff icons appearing in the Pause menu and overlapping the menu UI.
  • Fixed a random clothes rack spawning in the Grineer Galleon tile set.
  • Fixed a rare issue where Incarnon challenge requirements could be surpassed which prevented the next Evolution tier from being unlocked.
  • Fixed an issue in the first part of Vor's Prize where some Grineer showed odd movements as they approached players.
  • Fixed Corpus Condor Dropships having no collision, making it difficult to land Melee attacks on the enemies within them.
  • Fixed an issue where new players would only have access to the SPROUT area in Teshin’s Cave after restarting the game.
  • Fixed getting the “Failed to Connect to Server” error message instead of “User Cannot Be Found” if you enter an account name in chat that does not exist and attempt to view its profile.
  • Fixed the “Unable to join; Relay instance is reserved for players on another platform” error message occurring when attempting to join a Relay/Hub with Cross Platform Play Enabled.
  • Fixed issue where markers with no background icon could stack on top of another marker.
  • Fixed the preview description for Chat linked songs saying that it is part of the Kuva Lich Hunter Collection.
  • Fixed hitch occurring upon opening the Index scoreboard.
  • Fixed being able to clip through the ceiling by jumping up into various doorways in the Corpus Outpost tileset.
  • Fixed enemies having trouble climbing up the stairs in the Grineer Forest Defense tileset.
  • Fixed the Dax Equitem going temporarily invisible after teleporting through Gara’s Mass Vitrify.
  • Fixed the hologram door icons for the Harbinger’s Pass and Courtier’s Bliss Dojo Rooms hovering away from the door.
  • Fixed weird behavior with the Nukor’s enlarging effect on enemy limbs.
  • Fixed an issue where aiming at enemies with Incarnon weapons, like the Felarx, caused a brief white flash in the reticle. The reticle now remains red as intended.
  • Fixed being unable to chat link certain Companion fur colors.
  • Fixed a crash that could occur when hovering over empty slots in the End of Mission screen.
  • Fixed a crash that could occur when trying to enter the Cambion Drift from the Necralisk during the Heart of Deimos Quest.
  • Fixed a script error caused by the Melee Guidance Aura Mod.
  • Fixed a script error caused by Hydroid's Tentacle Swarm.
  • Fixed a script error causing certain materials failing to fade correctly after defeating Councilor Vay Hek.
  • Fixed rocks near the elevators in the Strata relay having visible grid lines.
  • Fixed an invisible object underneath the crashed ship in the Awakening Quest.
  • Fixed a wall panel in the Corpus Gas City tileset unloading and reloading depending on how far away you are from it.
  • Fixed a gap in the Grineer Galleon tileset.
  • Fixed a hole in the Grineer Forest tileset.
  • Fixed root/rock textures clipping through the ground in the Break Narmer Junk Run mission.
  • Fixed Clients being unable to see a specific zipline in the Plains of Eidolon.
  • Fixed a small area on one of the floating rocks in the Undercroft being unlit.
  • Fixed disconnected ground textures behind one of the houses in the Undercroft.
  • Fixed some haloing on various in-game icons.
  • Fixed offset issues with the Maggor Leg Guard and Towsun variant on Inaros.
  • Fixed the Shield Gate Invulnerability stat tooltip for Sevagoth not updating based on the equipped Shield Mods.
  • Fixed an invisible wall preventing players from entering a door in Lua Spy missions.
  • Fixed a case of a neighboring tile causing clipping in the Orokin Tower tileset.
  • Fixes towards various cases of floating resource crates in the Grineer Galleon tileset.
  • Fixed a texture gap in the mountain during The War Within Quest.
  • Fixed a lighting issue in the Vay Hek assassination mission.
  • Fixed a hitch when selecting a Warframe in Teshin’s Cave.
  • Fixed Client disconnect when selecting a Warframe in Teshin’s Cave.
  • Fixed the Thunderbolt Mod causing self-damage to Ivara when equipped on her Artemis Bow.
  • Fixed a small area in Deimos where a player could fall out of the world.
  • Fixed context action for a Zariman Mobile Defense terminal being misaligned.
  • Fixed ability to freely move the camera through the locked doors of the Sands of Inaros Quest.
  • Fixed the ability to place the camera inside your Warframe when speaking to Darvo.
  • Fixed Warframe not aligning correctly to the Void Relic segment when installing it.
  • Fixed News console in the Orbiter having a very small interaction radius.
  • Fixed the Market console screen in the Orbiter being too far forward.
  • Fixed an issue where your Landing Craft would dock at a weird angle after quickly skipping the cutscenes while loading into Maroo's Bazaar.
  • Fixed the Javi Evolution Scrawling Decoration laying flat in Decoration Menu and Baro Ki'Teer dioramas instead of upright as intended.
  • Fixed a script error caused by Hydroid’s on-hover Ability information.
  • Fixed being able press "repeat mission" while already reconnecting to a disconnected squad, resulting in a crash.
  • Fixed a script error in Archon Hunt missions.
  • Fixed an issue where lightly tapping the melee input to swap from Sirocco to Melee as Drifter would not actually perform a melee swing, resulting in players being unable to quick fire for a short period of time.
  • Fixed the Waverider Challenge list still appearing in the pause menu after deselecting it as the active Quest in the Codex.
  • Fixed the Navigation Console, Star Chart, and World State Window UI not updating at the exact moment Baro arrives.
  • Fixed enemies falling through the map in the Helene, Saturn Defense mission.
  • Fixed casting Baruuk’s Desolate Hands ability in Teshin’s Cave targeting the kneeling Warframes, which was also causing a script error.
  • Fixed being unable to use Wisp’s Will-O-Wisp in the Undercroft after casting it in the lobby before loading in.
  • Fixed the HUD filling up with Blast icons if hit with Blast Damage while riding Merulina.
  • Fixed being unable to chat link the new Tennobaum 2023 Glyphs and several crafting components.
  • Fixed a map hole in the Grineer Asteroid tileset.
  • Fixed a set of stairs having incorrect textures in the Corpus Outpost tileset.
  • Fixed Panthera firing its primary and alt fire simultaneously and repeatedly after casting Wukong's Cloud Walker.
  • Fixed the Khinn Syandana getting stuck on Yareli’s legs when equipping in Arsenal.
  • Fixed certain parts of the Gauss’ Nitrolyst Helmet being incorrectly positioned when Redline mode is disabled.
  • Fixed the scrolling speed being far too fast in long Inbox messages.
  • Fixed the Helium Barrels in the Corpus Gas City tileset not having collision.
  • Fixed a script error in the Last Gasp Focus ability.
  • Fixed a script error in Mirage’s Prism ability.
  • Fixed performance issues caused by interactions between Wisp’s Shock Mote and Saryn’s Spores with a companion with Vicious Bond equipped.
Known Issues List