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Broken Warframes adrift in the Void converged to create Xaku. Together, they deal high damage. Xaku proves that the sum of the whole is greater than its parts.

Forged from the remnants of lost Warframes, they channel the spirits of the Void. This is Xaku, the fragmented, the restored.

In the concert of mayhem, Xaku is a law unto themselves, Tenno.

Release Date: August 25th, 2020

Of the Void ethereal, yet coalesced into corporeal shape, the fractured anomaly Xaku exists as an entity thrice entwined. Fused from the shattered remnants of three warriors, they bridge reality to the horrors from beyond the fold. Xaku reassembled in Update 29.0 (2020-08-25).

Lore

Xaku is a composite of three Warframes that used to be beneficiaries of the Entrati. Throughout the ages, the trio were lost to the Void. Over time, their shattered remnants fused together into the being that is now known as Xaku.[1]

Acquisition

Xaku's main blueprint will be awarded upon completion of the Heart of Deimos quest. Xaku's component blueprints are acquired from Cambion Drift Bounties. The Helmet Neuroptics are obtained from Bounties lvl 15-25, Systems Systems from lvl 30-40 and Chassis Chassis - from either lvl 40-50 or Steel Path lvl 100; each of those can be acquired from any stage beyond the first one.

Verbose Acquisition Drop Table
Item Source Chance Expected Nearly Guaranteed
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Final Stage / A 11.32% ~ 8 Stages 57 ± 19 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Final Stage / C 11.32% ~ 8 Stages 57 ± 19 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Final Stage / B 11.32% ~ 8 Stages 57 ± 19 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Stage 4 / A 6% ~ 16 Stages 111 ± 37 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Stage 4 / C 6% ~ 16 Stages 111 ± 37 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Stage 4 / B 6% ~ 16 Stages 111 ± 37 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Stage 2 & 3 / A 8.22% ~ 12 Stages 80 ± 26 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Stage 2 & 3 / C 8.22% ~ 12 Stages 80 ± 26 Stages
Systems Systems Blueprint Necralisk Bounty Lvl 30-40 Stage 2 & 3 / B 8.22% ~ 12 Stages 80 ± 26 Stages
Helmet Neuroptics Blueprint Necralisk Bounty Lvl 15-25 Stage 2 / A 8.82% ~ 11 Stages 74 ± 24 Stages
Helmet Neuroptics Blueprint Necralisk Bounty Lvl 15-25 Stage 2 / C 8.82% ~ 11 Stages 74 ± 24 Stages
Helmet Neuroptics Blueprint Necralisk Bounty Lvl 15-25 Stage 2 / B 8.82% ~ 11 Stages 74 ± 24 Stages
Helmet Neuroptics Blueprint Necralisk Bounty Lvl 15-25 Final Stage / A 12% ~ 8 Stages 54 ± 18 Stages
Helmet Neuroptics Blueprint Necralisk Bounty Lvl 15-25 Final Stage / C 12% ~ 8 Stages 54 ± 18 Stages
Helmet Neuroptics Blueprint Necralisk Bounty Lvl 15-25 Final Stage / B 12% ~ 8 Stages 54 ± 18 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Final Stage / A 13.04% ~ 7 Stages 49 ± 16 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Final Stage / C 13.04% ~ 7 Stages 49 ± 16 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Final Stage / B 13.04% ~ 7 Stages 49 ± 16 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Stages 2 & 3 / A 8.57% ~ 11 Stages 77 ± 25 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Stages 2 & 3 / C 8.57% ~ 11 Stages 77 ± 25 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Stages 2 & 3 / B 8.57% ~ 11 Stages 77 ± 25 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Stage 4 / A 6.67% ~ 14 Stages 100 ± 33 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Stage 4 / C 6.67% ~ 14 Stages 100 ± 33 Stages
Chassis Chassis Blueprint Steel Path Necralisk Bounty Lvl 100-100 Stage 4 / B 6.67% ~ 14 Stages 100 ± 33 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Final Stage / A 13.04% ~ 7 Stages 49 ± 16 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Final Stage / C 13.04% ~ 7 Stages 49 ± 16 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Final Stage / B 13.04% ~ 7 Stages 49 ± 16 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Stage 4 / A 6.67% ~ 14 Stages 100 ± 33 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Stage 4 / C 6.67% ~ 14 Stages 100 ± 33 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Stage 4 / B 6.67% ~ 14 Stages 100 ± 33 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Stages 2 & 3 / A 8.57% ~ 11 Stages 77 ± 25 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Stages 2 & 3 / C 8.57% ~ 11 Stages 77 ± 25 Stages
Chassis Chassis Blueprint Necralisk Bounty Lvl 40-60 Stages 2 & 3 / B 8.57% ~ 11 Stages 77 ± 25 Stages

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Additional main blueprints can be bought from Cephalon Simaris for ReputationLarge 50,000.

Additionally requires the rank of Old Mate with Solaris United in order to access Heist Bounties and Vox Solaris and therefore acquire GyromagSystems Gyromag Systems required in its construction.


Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell
3
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 325 Blueprint2 Blueprints Price: N/A
Xaku Neuroptics Blueprint
Credits
15,000
NeuralSensors
10
ThaumicDistillate
60
SharracTeeth
20
EsherDevar
40
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Xaku Chassis Blueprint
Credits
15,000
GyromagSystems
5
SpinalCoreSection
3
VenerdoAlloy
50
LucentTeroglobe
50
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Xaku Systems Blueprint
Credits
15,000
BreathOfTheEidolon
10
Scintillant
5
Pustulite
45
Ganglion
60
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes

  • When Xaku wields their signature Quassus Quassus, the weapon's ethereal daggers become more accurate.
  • Xaku's DmgVoidSmall64 Void damage is only capable of procing its Bullet Attractor status and resetting Sentient and Shadow Stalker resistances, and only Xata'sWhisper130xWhite Xata's Whisper and TheLost130xWhite The Lost's Deny can do this. Their DmgVoidSmall64 Void damage lacks all other benefits, including bypassing Eidolon-type Sentient invulnerabilities and changing Profit-Taker Orb's shield weakness.

Trivia

  • Xaku is the 44th unique Warframe to be released.
  • Xaku is the second community-designed Warframe after NovaIcon272 Nova. Xaku's theme selected from the chosen entries is "Broken Warframe", suggested by forum community member eaterofstorms.
    • Xaku's abilities were selected from multiple suggestions by hundreds of community members in the Open Call forum threads, with a Void-manipulation power theme chosen by the developers.
    • Community artists involved with the design of Xaku and their accessories include: Eornheit (Warframe concept art), Faven (alternate helmet), Kedemel (signature weapon), and Karu (signature Syandana).
  • Because Xaku is an amalgamation of three different Warframes, Xaku is the first Warframe to not have a distinct gender, being addressed by DE as "they/them".[2]
    • Despite this, concept art for Xaku shows that they were originally designed as a distinctly female Warframe. Some elements of this early design were incorporated into the final version.[3]
  • Xaku's idle, dodge, and ability animations involve the fragmentation of their body parts and exposure of the arboriform skeletal structure beneath.
    • Xaku is the sixth Warframe with unique rolling animations, after LimboIcon272 Limbo, HildrynIcon272 Hildryn, WispIcon272 Wisp, TitaniaPrimeIcon272 Titania Prime, and ProteaIcon272 Protea, where Xaku launches themselves forward a short distance while their broken pieces come apart and reattach onto their energized skeletal form.
    • Xaku becomes fully skeletal in appearance while TheVastUntime130xWhite The Vast Untime is activated.
  • Xaku's ability names relate to four Requiem Mods: Xata, Lohk, Fass and Ris.
    • The Lost's name may refer to part of Fass' description ("Roiling, moaning this realm of ours / In madness lost shall die") and the name of its sub-abilities - Gaze, Accuse, and Deny - are taken from Ris' description ("In luminous space blackened stars / They gaze, accuse, deny")
  • Xaku is the first Warframe to possess an ability buff that deals DmgVoidSmall64 Void damage.
  • Xaku is the first Warframe to break the trend that all Warframe base attributes are multiples of 5.
  • Xaku's skeletal form has a visible face with distinct eye slits and eyes within them, marking them as the second Warframe in the game to have visible facial features, after Excalibur Umbra.
  • When Xaku is unarmed and using Wisp's Agile animation, they will split into their composite and skeletal form. This is similar toWukongIcon272 Wukong, who summons his CelestialTwin130xWhite Celestial Twin with the same animation, or EquinoxIcon272 Equinox who will split into her Day and Night forms.

References

  1. "This Warframe Xaku. Somewhat of a family themselves. A sum of many, a composite of others we lost in the ages that our Entrati family has served here." - Grandmother at the end of the Heart of Deimos
  2. Confirmation Tweet (Archived)
  3. Concept Art Tweet (Archived)

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Passive

Shifting their pieces unpredictably, XakuIcon272 Xaku has a 25% Dodge chance to harmlessly phase through incoming enemy weapon attacks, while protected by a 25% Damage Reduction against area of effect damage. Passive dodge chance and area damage reduction both raise to 75% while TheVastUntime130xWhite The Vast Untime is activated.

  • Passive values are not affected by Mods.
  • Enemy attacks affected by the dodge passive include hitscan, bullets, projectiles, and melee attacks. Explosions that occur near Xaku are not dodged, instead Xaku will receive damage reduction against them.
  • Evasion (such as from Mod TT 20px Agility Drift) and Xaku's dodge chances are separate mechanics that do not stack.
  • Does not affect DmgToxinSmall64 Toxin damage and procs.

Abilities

View Maximization
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Main article: Xata's Whisper (edit)
Xata'sWhisperModx256 Xata'sWhisper130xWhite
1
EnergyOrb25
Xata's Whisper

Wield Void damage for all attacks from equipped weapons when activated.


Introduced in Update 29.0 (2020-08-25)

AbilityStrengthBuff Strength:17 / 23 / 23 / 26 % (DmgVoidSmall64 Void damage bonus)
AbilityDurationBuff Duration:20 / 30 / 30 / 35 s
AbilityRangeBuff Range:N/A

Misc: 1 (extra hit per damage instance)
Sentient resistance reset (upon status proc)

Subsumable to Helminth
Expand/Collapse
Main article: Grasp of Lohk (edit)
GraspofLohkModx256 GraspofLohk130xWhite
2
EnergyOrb50
Grasp of Lohk

Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament.


Introduced in Update 29.0 (2020-08-25)

AbilityStrengthBuff Strength:20 / 30 / 40 / 50 (DmgVoidSmall64 Void scaling damage)
AbilityDurationBuff Duration:5 / 7 / 9 / 12 s
AbilityRangeBuff Range:6 / 9 / 12 / 15 m (grab range)
5 / 6 / 7 / 8 m (target range)
3 / 4 / 5 / 6 (max targets)

Misc: 1.2/s (fire rate)
? % (stagger chance on hit)
Damage is multiplied by enemy level

Expand/Collapse
Main article: The Lost (edit)
TheLostModx256 TheLost130xWhite
3
EnergyOrb75
The Lost

Cycle through and cast one of the three abilities originating from the Warframes that make up Xaku: Accuse, Gaze, and Deny.


Introduced in Update 29.0 (2020-08-25)

Strength: 5 / 6 / 7 / 8 (max targets)
Duration: 4 / 8 / 12 / 16 s
Range: 5 / 7 / 9 / 11 m
Misc:∞ (cast range)

Strength: 20 / 30 / 40 / 50 % (defense reduction)
Duration: 5 / 8 / 11 / 14 s
Range: 10 / 15 / 20 / 25 m (cast range)
? / ? / ? / 12 m (aura radius)
Misc:?° (cone angle)
2 (max targets)
100 % (reduction cap)

Strength: 1,000 / 2,000 / 3,000 / 4,000 (DmgVoidSmall64 Void damage)
Duration: 5 / 8 / 11 / 14 s
Range: ? / ? / ? / 40 m
Misc:? m (beam radius)
100 % (Sentient resistance reset on hit)

Expand/Collapse
Main article: The Vast Untime (edit)
TheVastUntimeModx256 TheVastUntime130xWhite
4
EnergyOrb100
The Vast Untime

Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new, swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage.


Introduced in Update 29.0 (2020-08-25)

AbilityStrengthBuff Strength:600 / 800 / 1,000 / 1,200 (DmgVoidSmall64 Void damage)
10 / 15 / 20 / 25 % (slow)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:10 / 15 / 20 / 25 m

Misc: +50% (DmgVoidSmall64 Void damage vulnerability)
100 % (slow cap)
75 % (Dodge chance and area damage reduction)
+20% (move speed bonus)
Ability duration paused

Expand/Collapse

Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

Xata'sWhisper130xWhite Xata'sWhisper130xWhite
GraspofLohk130xWhite GraspofLohk130xWhite GraspofLohk130xWhite
TheLost130xWhite TheLost130xWhite TheLost130xWhite
TheVastUntime130xWhite TheVastUntime130xWhite TheVastUntime130xWhite

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XakuIcon272 Xaku can be equipped with the following items:

Cosmetics

Augments

See Also

Edit Tab

Patch History

Hotfix 35.0.3 (2023-12-18)

  • Fixed Xaku’s Grasp of Lohk not targeting The Fragmented Trio.

Hotfix 35.0.1 (2023-12-13)

  • Fixed a script error in Xaku’s Grasp of Lohk ability.

Update 35.0 (2023-12-13)

  • 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 Xaku’s Grasp of Lohk being able to kill enemies through doors.
  • Fixed Xaku’s Grasp of Lohk weapons being able to hit enemies inside of the Arctic and Guardian Eximus’ protective bubbles.

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

XAKU
Health: Base Rank - 269 (from 97) / Max Rank - 359 (from 291)
Shields: Base Rank - 239 (from 89) / Max Rank - 329 (from 267)
Armor: Base Rank - 145 (from 137)
Energy: Base Rank - 160 (from 153) / Max Rank - 230 (from 230)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Update 32.3 (2023-02-15)

  • Fixed Ratels spawned by Corpus Sniper Crewmen while under the effect of Xaku’s Accuse becoming invincible to all incoming attacks, and allied to Xaku for the remainder of the mission.
  • Fixed Hyekkas spawned from Hyekka Masters while under Xaku’s Accuse being invincible until the Hyekka Master dies.

Hotfix 32.2.9 (2023-01-11)

  • Fixed script errors caused by Xaku’s Grasp of Lohk, Xata’s Whisper, and The Vast Untime.

Update 32.2 (2022-11-30)

WARFRAME AUGMENT BUFFS - PART 3 (FINAL)

In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.

*Stats below are all at Max Rank.

XAKU
The Relentless Lost

  • Was: Casting The Lost increases Ability Strength for The Lost by 35%. The bonus can stack up to 3x and resets if you cast the same ability twice.
  • Changes:
    • Each stack also increases Ability Efficiency for The Lost by 15% up to 45%.
    • Clarified in description: Casting the same ability back-to-back resets the effect.
General Changes:
  • Added a pulsing glow FX to Xaku’s unused The Lost abilities while The Relentless Lost Augment Mod is equipped.
Fixes:
  • Fixed Xaku’s Grasp of Lohk sound FX being choppy if Range Mods are equipped.

Hotfix 32.0.7 (2022-09-28)

  • Fixed Chroma’s ‘Cold’ Elemental Ward applying a large damage multiplier bonus to bullets that hit an absorb/redirect volume (Xaku’s Whisper).
    • Elemental Ward should only add bonus damage to bullets that hit the player and then get reflected at enemies. Absorb spheres are not intended to gain any special benefit from this.

Hotfix 32.0.3 (2022-09-14)

  • Fixed the Laetum and Felarx gaining charges in their Incarnon form from headshots while Xata’s Whisper is active.
  • Fixed the following Warframe ability descriptions extending beyond the screen and clipping:
    • Xaku

Update 32.0 (2022-09-07)

  • Fixed issue of recasting Vast Untime on Xaku consuming a charge of Inner Might but not reducing the casting cost.

Hotfix 31.5.4 (2022-05-02)

  • Fixed Xaku being unable to cast the Vast Untime if they have no Energy available while Inner Might is active.

Hotfix 31.5.2 (2022-04-28)

  • Fixed script error related to Xaku’s Last Grasp ability.

Update 31.5 (2022-04-27)

  • Enemies that are not affected by CC can now be armor stripped by Xaku’s Gaze.

Update 31.1 (2022-02-09)

  • Fixed enemies held by Xaku’s Gaze attempting to attack friendly units (Specters, Crewmates, or other players' companions).

Update 30.9 (2021-11-11)

  • Augment: Grasp of Lohk - Mod TT 20px Vampiric Grasp
  • Augment: The Lost - Mod TT 20px The Relentless Lost
  • Changed The Vast Untime to recast while active by tapping ability and deactivated by holding.
  • Fixed inability to turn off Vast Untime if you do not have enough Energy.
  • Fixed a gap between the casting animation with Xaku’s Gaze and freezing the target, which allowed them to die before they were affected by Gaze.
  • Fixed Xaku’s Grasp of Lohk weapons having glitchy animations.

Hotfix 30.5.3 (2021-07-09)

  • Fixed a script error related to the Simulacrum and Xaku.

Hotfix 30.5.2 (2021-07-07)

  • Fixed inability to release a target from Xaku’s Gaze if you don't have Energy.

Hotfix 29.10.8 (2021-03-31)

  • Fixed a script error when Xaku’s Passive triggers.

Hotfix 29.10.7 (2021-03-26)

  • Fixed Xaku custom ability HUD overlapping Melee Combo Counter when dual wielding.

Update 29.10 (2021-03-19)

  • Fixed issues with Xaku’s hand positions and left arm in their Agile and Noble animation sets.

Hotfix 29.6.4 (2021-01-06)

  • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
  • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

Hotfix 29.5.8 (2020-12-11)

Hotfix 29.5.7 (2020-12-10)

  • Lowered Xaku Grasp of Lohk ability sounds.

Hotfix 29.5.6 (2020-12-01)

  • Fixed recasting Xaku’s Grasp of Lohk with no targets nearby resulting in all guns to be lost.

Update 29.5 (2020-11-19)

XAKU ROUND 2 CHANGES & FIXES

We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!

General Changes:

  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.

Xata’s Whisper (Void Status Effect):

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.

Grasp of Lohk:

  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
  • Added HUD tracker for active weapons.
    • Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!
  • Stolen weapons will no longer target invulnerable enemies.
    • Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability’s duration drain. As a result, we’ve removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range.
  • Grasp of Lohk weapons will visually darken when near the end of their lifespan.
    • Although the ability bar does count down the lifespan once cast, this visual change offers another way to determine when your Grasp of Lohk needs to be recast as opposed to waiting until the ability expires completely, or having to watch/recheck the ability bar.
  • Note on Grasp of Lohk’s ‘Target Range’:
    • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

The Lost: Accuse

  • We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
    • How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to “top up” to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch.
    • Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen!
  • Added HUD tracker for active "Accused" enemies
    • This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!

The Lost: Gaze

  • Increased base radius from 8m to 12m.
    • Increasing the base radius range on “Gazed” enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability’s effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.

The Lost: Deny

  • Increased Deny’s beam width and base range (25m to 40m).
    • Straightforward change to help you target and damage more enemies. More bang for your beam!
  • Deny can now be cast while moving.
    • Currently, Deny’s casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you’ve become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, “more firepower... faster”, but this time we really mean it!

Fixes:

  • Fixed Xaku’s Xata’s Whisper sometimes not applying its damage buff or Void Status Effect when using the Komorex.
  • Fixed Xaku’s Xata’s Whisper not using the intended Status Chance for projectile weapons.
  • Fixed the HUD timer icon for Xata’s Whisper in the top right corner ticking down regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
  • Fixed Xaku’s skin not being properly localized.
  • Fixed Xaku missing their head and armor when viewed in the Mods Tutorial screens.
  • Fixed camera obstruction and misaligned aiming if Xaku’s Grasp creates a Shedu armament.
  • Fixed missing bow animations when equipped with Xaku.
  • Fixed constructing Xaku in the Foundry resulting in the hologram for the Mire appearing, rather than Xaku's helmet.

Hotfix 29.3.2 (2020-11-05)

  • Fixed Saryn’s Toxic Lash and Xata's Whisper Status Effect procs from also proc'ing the other.

Hotfix 29.2.2 (2020-10-06)

  • Updated Xaku's The Lost ability descriptions to list the sub-abilities and a brief general description of what they do. Tips related to these sub-abilities have also been edited for accuracy as a result.

Update 29.2 (2020-09-29)

  • Fixed Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.

Hotfix 29.1.2 (2020-09-22)

  • Increased the audible distance of Xaku’s weapon sounds in the Grasp of Lohk ability use.

Hotfix 29.1.1 (2020-09-18)

  • Fixed Xaku’s abilities having old descriptions that did not reflect the recent changes made in Update 29.1.0.

Update 29.1 (2020-09-17)

Xaku Changes & Fixes

Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official Dev Workshop: https://forums.warframe.com/topic/1223976-upcoming-xaku-changes/

We consider these changes “Round 1” with more to come once players have graciously again provided their feedback!

Xaku’s Passive:
  • Including AOE damage reduction as part of Xaku’s Passive.
    • How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
    • Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!
Xata’s Whisper:
  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.
    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.
Grasp of Lohk:
  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall.
    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed.
  • Increased Grasp of Lohk’s disarming range from 8m to 15m.
    • Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk.
  • Allowing Grasp of Lohk to be recast.
    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
    • Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired.
The Lost: Deny
  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.
    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier.
  • Increasing the casting speed of Deny.
    • More firepower... faster!
The Vast Untime:
  • Removing the Energy drain and keeping it a duration based ability.
    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing.
  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities.
    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened.
      • Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.
Xaku Fixes:
  • Fixed Deny having poor hit detection on ragdolled or suspended enemies.
  • Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).
  • Fixed a case of dealing self damage via Xata’s Whisper.

Hotfix 29.0.7 (2020-09-03)

  • Fixed Xaku's base slow of The Vast Untime being 50% instead of intended 15% at Level 2. As reported here!

Hotfix 29.0.6 (2020-09-01)

  • Xaku’s Gaze ability has been added to the Railjack Tactical Menu.
  • Xaku will now hide their Syandana and Armor pieces during their The Vast Untime ability to prevent floating objects.
    • Note: we are about 1 week away from a full Community feedback pass on Xaku’s abilities. Sit tight!
  • Fixed Xaku’s Vast Untime ability not always damaging enemies within radius.

Hotfix 29.0.4 (2020-08-27)

  • Fixed Xaku’s ‘Vast Untime’ damaging Teralysts and Variants. As mentioned at TennoCon, this is not intended.

Hotfix 29.0.2 (2020-08-26)

  • Added Xaku Blueprint to Cephalon Simaris Offerings for those who have completed the Heart of Deimos Quest.
  • Fixed a script error when casting Xaku’s Accuse ability.

Hotfix 29.0.1 (2020-08-25)

  • Fixed a script error when casting Xaku’s Grasp of Lohk ability.

Update 29.0 (2020-08-25)

  • Introduced.

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