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⚫ | '''Weapons''' are used by [[Warframes]], [[Archwing]]s, [[Sentinels]] and [[Factions|enemies]] |
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+ | {{Quote|The Old War found humanity facing a technologically superior force, and their own weapons were turned against them. Melee and ballistic weapons, inspired by primitive counterparts, became part of the Tenno arsenal to circumvent the Sentient interference of more technologically-involved weaponry.|Archaic Weapons Fragment}} |
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⚫ | '''Weapons''' are used by [[Warframes]], [[Archwing]]s, [[Sentinels]] and [[Factions|enemies]]Ā to cause [[damage]]. Weapons can be leveled up for more [[mods|mod]] capacity to apply more mods and increase capability. There are three main weapon types used by Warframes: Primary, Secondary, and Melee weapons. Sentinels also have a single weapon that is leveled up independently. Excluding [[:Category:Modular Weapons|Modular Weapons]], there are a total of '''{{#invoke:Weapons|getWeaponCount|}}''' weapons in the game: |
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+ | *'''{{#invoke:Weapons|getWeaponCount|Primary}}''' primary weapons |
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+ | *'''{{#invoke:Weapons|getWeaponCount|Secondary}}''' secondary weapons |
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+ | *'''{{#invoke:Weapons|getWeaponCount|Melee}}''' melee weapons |
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+ | *'''{{#invoke:Weapons|getWeaponCount|Arch-Gun}}''' [[Arch-gun]]s |
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+ | *'''{{#invoke:Weapons|getWeaponCount|Arch-Melee}}''' [[Arch-melee]]s |
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+ | *'''{{#invoke:Weapons|getWeaponCount|Robotic}}''' [[Robotic]] weapons |
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==Usage== |
==Usage== |
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ā | Weapons in |
+ | Weapons in [[WARFRAME]] obtain [[Affinity]] (experience points) when used in combat. When enough Affinity has been obtained, the weapon rank increases, up to a maximum rank of 30 (with the exception of the {{Weapon|Paracesis}}Ā and [[Kuva Lich|Kuva Weapons]]). Ranking up weapons grants 100 [[Mastery Rank|Mastery Points]]Ā per rank (for a total of 3,000 Mastery Points)Ā to the player. Mastery Points are only awarded once per rank, per weapon; once a rank has been completed, doing it again with another copy of the weapon or using a Forma to reset the weapon's rank gives no extra Mastery Points. Different variants of the weapon, such as MK1, Prime, Wraith among others, each have their own Mastery Points. Some weapons, mainly pistols, have dual-wielded versions, but these are for all purposes distinct weapons and also have their own Mastery Points. |
+ | A weapon's [[Mod]] capacity is equal to the higher of either the weapon's rank or the player's [[Mastery Rank]]. An [[Orokin Catalyst]] can be installed to double the weapon's capacity, for a new maximum of 60. All weapons have 8 Mod slots, and melee weapons have an additional Stance slot, which can be used to further expand the capacity. |
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ā | Leveling up weapons grants 100 [[Mastery Rank|Mastery Points]]Ā per level (for a total of 3,000 Mastery Points) Ā to the player. Once a weapon has been leveled up, one cannot purchase the weapon again and level up it for more mastery points. Only levels attained beyond that of the first time around will add points. However, Dual Weapons will add more points, such as the [[Akbolto]]Ā and the [[Akbronco]], if you mastered their respective single weapons. |
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⚫ | A new player will have the choice of 6 different weapons in the [[Vor's Prize]] tutorial, 2 from each weapon slot. Players can choose between the {{Weapon|MK1-Braton}}Ā andĀ {{Weapon|MK1-Paris}}Ā as their primary, the {{Weapon|Lato}}Ā andĀ {{Weapon|MK1-Kunai}}Ā as their secondary, and the {{Weapon|Skana}}Ā andĀ {{Weapon|MK1-Bo}}Ā as their melee. |
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ā | Many Melee weapons have cosmetic "skins" that can be applied in the color pallet option menu. With a few notable exceptions, these skins do not change the attributes of the original weapon. |
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+ | ==Attributes== |
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ā | Weapons have eight mod slots. Installing and removing mods can be done freely, when a mod is removed you gain back all mod capacity that was being used by that specific mod, now available for use with any other mod. |
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+ | * A player's loadout can have up to 3 weapons; primary, secondary, and melee. It is not necessary to be equipped with one of each, though at least one weapon must be equipped. |
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+ | * [[:Category:Primary Weapons|Primary weapons]] are mainly separated into rifles, [[:Category:Shotgun|shotguns]], [[:Category:Sniper Rifle|sniper rifles]], and [[:Category:Bow|bows]], as these are the four categories that have unique mods to them, as well as [[Sortie]] missions limited to each type. |
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+ | ** "Rifles" includes practically all primaries that aren't separated into the other three categories; this includes fully automatic assault rifles, semi-automatic precision rifles, [[:Category:Continuous Weapons|beam weapons]], [[:Category:Launcher|explosive launchers]], and others. Most of them use Rifle [[Ammo#Ammo_Packs|ammo]], though most launchers use Sniper ammo. |
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+ | ** Shotguns have their own set of Mods and use the rarer shotgun ammo. |
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+ | ** [[Sniper Rifle]]s have magnifying scopes and the unique Shot Combo mechanic. They share mods with Rifles but use the rare Sniper ammo. |
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+ | ** Bows, as well as crossbows, use Rifle mods. Bows use Sniper ammo, while crossbows use Rifle ammo. |
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+ | * Secondary weapons come in many forms, mostly pistols, though also throwing knives, shotguns, and launchers. They all use the same mods and Pistol ammo, however. |
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+ | * [[Melee]] weapons do not use ammo. They all use the same mods, though there's a variety of melee types, each with their unique [[Stance]]s. |
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+ | * RoboticĀ weapons serve as weapons used by [[Sentinels]] and [[MOA (Companion)|Moas]]. They have internal magazines that they must reload but do not require ammo to stock. Their [[mod]] types depend on the weapon equipped (e.g. {{Weapon|Deconstructor}} uses melee mods, {{Weapon|Artax}} uses rifle mods). |
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+ | * Certain [[Warframes]] come with [[Exalted Weapon]]s that are tied to their abilities. These can be modded as with normal weapons, but do not require separate copies of the mods. These weapons don't require ammo. |
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+ | * [[Kitgun]]s and [[Zaw]]s are modular secondary and melee weapons, respectively, assembled from a variety of parts. In addition to mods, they can be equipped with unique [[Arcane Enhancement]]s. |
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+ | ===[[Damage 2.0|Damage]]=== |
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⚫ | A new player will have the choice of 6 different weapons in the [[Vor's Prize]] tutorial, 2 from each weapon slot. Players can choose between the |
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+ | * How much damage is dealt to [[Health]] and [[Shield]]s. Can consist of a number of damage types, either Physical or Elemental damage. |
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ā | == |
+ | ===[[Accuracy]]=== |
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ā | ** The basic function changes with weapon type. |
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ā | ** Primary weapons, which fall under the category of Shotguns, Snipers, or Rifles, each have their own ammo types. |
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ā | ** Sidearms, which all share a single ammo type regardless of whether they are categorized as Machine-pistols, Hand-cannons, or standard Pistols. |
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ā | ** Melee weapons do not use ammo but are categorized in a large variety of different types. |
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ā | * '''[[Damage 2.0#Physical_Damage|Physical Damage]]''' |
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ā | ** How much damage is dealt to health and shields, consists of {{Icon|Proc|Impact|Text}}, {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage. |
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ā | * '''[[Damage 2.0#Elemental_Damage|Elemental Damage]]''' |
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ā | ** The type of damage the weapon naturally deals. e.g. [[Penta]] deals {{Icon|Proc|Blast|Text}} damage and [[Dual Ichor]]Ā deals {{Icon|Proc|Toxin|Text}}Ā damage etc. |
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ā | * '''[[Accuracy]]''' |
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** A weapon with 1.5 Reload Speed means it takes 1.5 seconds to reload. |
** A weapon with 1.5 Reload Speed means it takes 1.5 seconds to reload. |
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ā | + | ===[[Ammo#Magazine Capacity|Magazine]]=== |
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ā | + | * Amount of shots you can fire before you have to reload. |
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ā | ** Charged attacks for normal melee weapons have been removed from game when [[Melee 2.0]] has been released, however charge functions exist on some specialized melee and some guns as special attacks. |
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ā | + | ** Mainly bows, but also in effect for other weapons like the {{Weapon|Opticor}}. |
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ā | *'''[[Channeling|Channeled Attack]]''' |
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+ | * Heavy attacks for melee weapons have a wind-up time before an attack. |
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ā | **When channeling a melee weapon it uses Warframe energy with each attack and deals a bonus multiplier of damage. |
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ā | + | ===[[Critical Hit|Critical]] Chance/Hit Multiplier=== |
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ā | + | * The chance that a weapon will land a critical hit and how much more damage it deals. |
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ā | * |
+ | *Orange critical hits deal increased critical damage and can be scored if the critical chance lies above 100%. Likewise, red Critical hits deal further increased critical damage if the Critical chance lies above 200%. |
ā | + | ===[[Status Effect|Status]] Chance=== |
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ā | + | * The chance that a weapon will land a proc depending on the damage types. |
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ā | ** The range where a weapon deals less damage, up to a maximum distance (applies to shotguns and snipers) |
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ā | * '''[[Conclave]]''' |
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ā | + | * The range where a weapon deals less damage, up to a maximum distance. |
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==Foundry Tree== |
==Foundry Tree== |
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==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{ver|9.8}} |
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ā | {{PatchHistoryNeeded}} |
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+ | *You may notice that mods you have equipped in a weapon are in your options for customization in other weapons. You no longer need to remove the mod from weapon X to equip in weapon Y, it will appear in the UI for you now. |
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+ | {{ver|7.11}} |
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+ | *Weapon damage amount no longer stacks on top of Weapon projectile explosion chance. |
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}} |
}} |
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==See Also== |
==See Also== |
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ā | *[[Weapons Mastery Rank]] |
+ | *[[Mastery Rank#Equipment Unlock|Weapons Mastery Rank]] |
*[[:Category:Enemy Weapon|Enemy Weapons]] |
*[[:Category:Enemy Weapon|Enemy Weapons]] |
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{{WeaponNav}} |
{{WeaponNav}} |
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+ | [[es:Arma]] |
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+ | [[de:Waffen]] |
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[[Category:Weapons]] |
[[Category:Weapons]] |
Revision as of 19:28, 31 July 2020
Weapons are used by Warframes, Archwings, Sentinels and enemies to cause damage. Weapons can be leveled up for more mod capacity to apply more mods and increase capability. There are three main weapon types used by Warframes: Primary, Secondary, and Melee weapons. Sentinels also have a single weapon that is leveled up independently. Excluding Modular Weapons, there are a total of 0 weapons in the game:
- 169 primary weapons
- 132 secondary weapons
- 201 melee weapons
- 0 Arch-guns
- 0 Arch-melees
- 20 Robotic weapons
Usage
Weapons in WARFRAME obtain Affinity (experience points) when used in combat. When enough Affinity has been obtained, the weapon rank increases, up to a maximum rank of 30 (with the exception of the Paracesis and Kuva Weapons). Ranking up weapons grants 100 Mastery Points per rank (for a total of 3,000 Mastery Points) to the player. Mastery Points are only awarded once per rank, per weapon; once a rank has been completed, doing it again with another copy of the weapon or using a Forma to reset the weapon's rank gives no extra Mastery Points. Different variants of the weapon, such as MK1, Prime, Wraith among others, each have their own Mastery Points. Some weapons, mainly pistols, have dual-wielded versions, but these are for all purposes distinct weapons and also have their own Mastery Points.
A weapon's Mod capacity is equal to the higher of either the weapon's rank or the player's Mastery Rank. An Orokin Catalyst can be installed to double the weapon's capacity, for a new maximum of 60. All weapons have 8 Mod slots, and melee weapons have an additional Stance slot, which can be used to further expand the capacity.
A new player will have the choice of 6 different weapons in the Vor's Prize tutorial, 2 from each weapon slot. Players can choose between the MK1-Braton and MK1-Paris as their primary, the Lato and MK1-Kunai as their secondary, and the Skana and MK1-Bo as their melee.
Attributes
Weapon Type
- A player's loadout can have up to 3 weapons; primary, secondary, and melee. It is not necessary to be equipped with one of each, though at least one weapon must be equipped.
- Primary weapons are mainly separated into rifles, shotguns, sniper rifles, and bows, as these are the four categories that have unique mods to them, as well as Sortie missions limited to each type.
- "Rifles" includes practically all primaries that aren't separated into the other three categories; this includes fully automatic assault rifles, semi-automatic precision rifles, beam weapons, explosive launchers, and others. Most of them use Rifle ammo, though most launchers use Sniper ammo.
- Shotguns have their own set of Mods and use the rarer shotgun ammo.
- Sniper Rifles have magnifying scopes and the unique Shot Combo mechanic. They share mods with Rifles but use the rare Sniper ammo.
- Bows, as well as crossbows, use Rifle mods. Bows use Sniper ammo, while crossbows use Rifle ammo.
- Secondary weapons come in many forms, mostly pistols, though also throwing knives, shotguns, and launchers. They all use the same mods and Pistol ammo, however.
- Melee weapons do not use ammo. They all use the same mods, though there's a variety of melee types, each with their unique Stances.
- Robotic weapons serve as weapons used by Sentinels and Moas. They have internal magazines that they must reload but do not require ammo to stock. Their mod types depend on the weapon equipped (e.g. Deconstructor uses melee mods, Artax uses rifle mods).
- Certain Warframes come with Exalted Weapons that are tied to their abilities. These can be modded as with normal weapons, but do not require separate copies of the mods. These weapons don't require ammo.
- Kitguns and Zaws are modular secondary and melee weapons, respectively, assembled from a variety of parts. In addition to mods, they can be equipped with unique Arcane Enhancements.
Damage
- How much damage is dealt to Health and Shields. Can consist of a number of damage types, either Physical or Elemental damage.
Accuracy
- How tight of a spread a weapon has when firing. A weapon with 100.0 Accuracy will always hit on the center dot of the reticle, whereas a weapon with lower accuracy will see a larger spread over multiple shots.
Reload Speed
- How quickly the weapon is reloading.
- A weapon with 1.5 Reload Speed means it takes 1.5 seconds to reload.
Magazine
- Amount of shots you can fire before you have to reload.
Charge Time/Heavy Wind Up Time
- How quickly a weapon can be charged and damage it does from a charge.
- Mainly bows, but also in effect for other weapons like the Opticor.
- Heavy attacks for melee weapons have a wind-up time before an attack.
Critical Chance/Hit Multiplier
- The chance that a weapon will land a critical hit and how much more damage it deals.
- Orange critical hits deal increased critical damage and can be scored if the critical chance lies above 100%. Likewise, red Critical hits deal further increased critical damage if the Critical chance lies above 200%.
Status Chance
- The chance that a weapon will land a proc depending on the damage types.
Fire Rate
- How quickly the weapon fires its ammunition. Semi-automatic weapons are highly affected by frame rate, resulting in fire rates at around half their depicted values.
Total Ammo
- Total amount of ammunition that can be carried (including magazine).
Damage Falloff
- The range where a weapon deals less damage, up to a maximum distance.
Polarities
- If the weapon has a Polarized mod slot or not.
Foundry Tree
- Main article: Weapons Required as Crafting Ingredients
In this section are blueprints that require weapons as crafting ingredients (without mentioning their components). The weapons on the left side are consumed in the process of crafting the weapon on the right.
If you are wondering whether you should delete a weapon from your inventory (based on the currently known weapons available for crafting), use CTRL + F or ā + F to use your browser's search function to check if the weapon you wish to discard is present in the left side of this table.
The Dual Kamas, Tipedo, Bolto, Mutalist Cernos, and Akbolto are special cases in that they are both products and ingredients on this list; be careful not to sell any of these if you want to craft them.
Note that some weapons are listed twice in the below table for ease of access since it is sorted by alphabetical order.
Ingredients | Result | |
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Boltor + Kronen (melee) | ā | Boltace (melee) |
Cernos | ā | Mutalist Cernos |
Drakgoon | ā | Zarr |
2x Grakata | ā | Twin Grakatas (secondary) |
Latron | ā | Tiberon |
MiterB + Hikou (secondary) | ā | Panthera |
Mutalist Cernos | ā | Proboscis Cernos |
Ingredients | Result | |
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Akbolto + Dual Skana (melee) | ā | Akjagara |
AkstilettoD | ā | Aksomati |
AkstilettoD | ā | Sarpa (melee) |
Atomos + Dual Zoren (melee) | ā | Twin Basolk (melee) |
2x Bolto | ā | Akbolto |
Bolto + Viper | ā | Hystrix |
2x Bronco | ā | Akbronco |
2x Bronco Prime | ā | Akbronco Prime |
2x Cestra | ā | Dual CestraD |
2x Furis | ā | Afuris |
Gammacor | ā | Heliocor (melee) |
Hikou + Miter (primary) | ā | Panthera (primary) |
2x KohmakD | ā | Twin KohmakB |
Kraken | ā | Kulstar |
Kunai + Bo (melee) | ā | Tipedo (melee) |
LatoM | ā | Bolto |
2x LexM | ā | Aklex |
2x Lex Prime | ā | Aklex PrimeV |
2x Magnus | ā | Akmagnus |
2x Vasto | ā | Akvasto |
Vasto + Dual Skana (melee) | ā | Redeemer (melee) |
2x Vasto Prime | ā | Akvasto PrimeV |
2x Viper | ā | Twin Vipers |
Ingredients | Result | |
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Amphis | ā | SydonD |
Ankyros | ā | Tekko |
Ankyros + Dual Cleavers | ā | Ripkas |
Bo | ā | Cadus |
Bo + Kunai (secondary) | ā | Tipedo |
Broken War | ā | War |
Dual Kamas | ā | Dual RazaD |
Dual Skana | ā | Dark Split-Sword (Heavy Blade)D |
Dual Skana + Akbolto (secondary) | ā | Akjagara (secondary) |
Dual Skana + Vasto (secondary) | ā | Redeemer |
Dual Zoren + Atomos (secondary) | ā | Twin Basolk |
Furax | ā | KnuxD (archmelee) |
Galatine | ā | Paracesis |
2x Kama | ā | Dual Kamas |
Kogake | ā | Hirudo |
2x Krohkur | ā | Twin KrohkurD |
Kronen + Boltor (primary) | ā | Boltace |
Magistar | ā | Sibear |
NikanaD | ā | Dragon Nikana |
Ninkondi | ā | ShakuD |
Tipedo | ā | Lesion |
- M Directly purchasable in the Market for credits
- D Requires Clan Dojo research
- B Blueprint only drops from a Boss
- V Requires components which relics are vaulted/occasionally available from Baro Ki'Teer
Last updated: Hotfix 35.1.2 (2024-02-28)
Bugs
- Equipping only a secondary weapon in your inventory will result in the weapon's name not being displayed in the Squad's Arsenal Overview. This will make it appear as if you only have a Warframe equipped. However, you will still bring said secondary with you into any mission.
- If a primary weapon is not equipped and a challenge requiring primary kills appears in a mission, pistol kills will count towards the objective count.
Patch History
Update 9.8 (2013-09-03)
- You may notice that mods you have equipped in a weapon are in your options for customization in other weapons. You no longer need to remove the mod from weapon X to equip in weapon Y, it will appear in the UI for you now.
Update 7.11 (2013-05-17)
- Weapon damage amount no longer stacks on top of Weapon projectile explosion chance.