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TheBlingKing

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  1. When I found out that auto-installation of Ayatan Star is MR-locked (...for some reason), I implemented a list of quality-of-life changes tied to MR inspired by this. Made it so you receive a new QoL spaceship segment in your inbox every 5 MRs: MR5 - Orbiter Improvements Segment that comes with an Ayatan Star Auto Installer and Foundry Item Tracker With the tracker, clicking on a resource in a specific Blueprint will cause missions that drop said resource to showcase how much more of it you need for that blueprint’s recipe. MR10 - Adds a Foundry Queue to the Orbiter Improvements Segment, and a Void Cooler This Queue allows up to 5 of the same item to be set to built automatically once one finishes. The Queue capacity increases by 1 for every 2 MRs afterward. The Void Cooler ensures that up to 10 Argon Crystals can exist within the player’s inventory without decaying timers. The Cooler capacity increases by 2 for every MR afterward. MR15 - Void Relic Improvements Segment and adds a Extractor Queue to the Orbiter Improvements Segment With the Void Relic segment comes a Multi-Relic Select Mode where you can select which relics to Radiate all at once if you possess enough Void Traces. This Select Mode may also be used in the pre-mission Relic selection screen. With the Extractor Queue, you’re allowed two additional planets to drop Extractors onto, and you can select up to two planets to continuously pull out and drop in Extractors for resources to and fro. MR20 - Helminth Bulk Feeder Segment With the Bulk Feeder, you have the ability to select which resources to Auto-Feed Helminth if you try subsuming an ability you don't have enough Helminth-byproducts for MR25 - Boost Staller Once a month, you can apply the Staller to a Resource/Mod/Credit/Affinity Booster (Relay Blessings/Event Boosters do not count) to pause its timer when offline for up to two weeks. MR30 - Arsenal Advancement Segment As well as the other perks that come with maxing out your Mastery Rank, you are also rewarded the Advancement Segment, which allows your Loadouts to equip three of ANY type of weapon in each arsenal slot (three primaries, three melees, three secondaries, or two-and-one!).
  2. Yep. Need extra slam range for heavy weapons, or fist weapons, or literally anything the F else that isnt Diet Heavy Impact
  3. Her sheer toxicity transcends gender norms.
  4. the endo: "*sniff* And then he said I'd NEVER be a Rare Fusion Core!" Cephalon samodeus pretending to be writing all this down in a notepad: "mhm, and tell me more about how that made you feel"
  5. Heavy on the Grineer Forest defense and the Orokin Void tiles. Both relics of their time. Also, when Archwing gets its eventual control update over in 2027, I'd like the Uranus submersible tiles to change with the controls in tandem.
  6. And when if that scenario comes into fruition, I'm giving you permission to stone me first for when Melee 4.0 drops and the Stances become even more unbearable. ALL the yes. I need a reason to blow the dust off of my Ghoulsaw riven.
  7. When the Melee changes hit, a lot of the Stance mods were revamped to incorporate the new Combo system. But in today's case, I use the word "revamped" very lightly, because despite being one of my favorite aesthetic-and-range-wise class of weapons, the Polearms are suffering from a serious case of CSMS (Crappy Stance Mod Syndrome). Twirling Spire is the only polearm Stance animation-wise that feels like the Warframe is taking full advantage of the weapon's length and potential for fluidity, but its polarity only matches that of two of the possible 14 weapons (at time of posting) it can be equipped on, and some of the moves lock the movement in place. Shimmering Blight literally uses the exact same animation for THREE of its possible four Combo moves. Bleeding Willow shares this exact same problem, but not only lacks the spins you get from Stance 2, but also shares the 2-weapon Polarity issue from Stance 1. At the very least, I'd suggest the Stances have differing animations for other attacks within the Stances as well, like Slide Attacks, which you would want to do with a weapon class of this range, or Heavy Attacks, which the new addition of Tennokai is incentivizing players to use more of. Just a little something to keep the variety there. I know Forma's an easy fix for the polarity issue but it shouldn't have to be considering there is a multitude of weapons with stances that fit all weapons of their class just fine. In this day and age, I don't really see the reason why two weapons in particular (especially when said weapons are the Serro and the BASE ORTHOS) need to be the exception. CSMS isn't a Polearms-exclusive syndrome, but I thought I'd call out the polearms specifically because I'm biased and the Edun is the closest I'm getting to a spear weapon in WF other than spearguns and Styanax, so...
  8. One of two. The second being the Prova Master who downed Phorid single-handedly. Finally: a new Gunblade tailored just for my rapid-fire samurai needs.
  9. Yes to each and every one of these. Kahl has been given enough love. Time to grant some to the OG Tenno-aligned Grineer.
  10. It's not that I'm wholly opposed to the idea. In fact, with the right combinations and available abilities, it could be yet another fun mix-match thing we get to play with. Especially for Necras. Archwing, though, needs to be reassessed and revamped before we even think of finding out how Warframe abilities would act in the confines of space.
  11. Knowing that they've decreased but haven't stopped using concepts made by fans (Xaku just for one example) is the main reason why I've made so many of these fan concepts over the years. It's just mad fun to think of what could be That's the goal 🙏 Appreciate the kudos Kind words
  12. Very solid Devstream. But it came at a price: a devastating typo. ^ On the first of April, make THIS the actual value of status procs the distracted enemies receive. If the concept of the chance of granting your Steel Path Elite Dark Archimedea Rogue Necramech Eximus 350 Virus procs and deleting it from existence makes you nervous or something, then decrease the reflected damage percentage to compensate. Maybe to something small. Like three. If the concept of the chance of this augment mod blowing the H up on every single platform's (including iPhones now, apparently (congrats on the launch, btw!)) trade chat makes you nervous or something, then I have just the solution! Pull a Dreamer's Bond, and email it to every single Tenno ever! If everyone in the system owns one, the trade chat value vaporizes into thin air! Plus, you get to see the global Loki usage stats increase for the first time since Deceptive Bond became PvE-compatible. It's a win-win! And it'd only be for 24 hours! please, i just want really want a screencap of a corpus crewman with 300 magnetics it'd be so funny
  13. Throwing up picturing first-person bullet jump POV
  14. I highly appreciate it !! And yeah, this doc can get a little overwhelming but I'm glad you've found the time to read it
  15. Ten years, huh? Time really does fly. Let’s celebrate by going back to the beginning. This is a concept about a year (!) in the making that attempts to tackle every gameplay loop and system, every mission and resource, every foe and friend, both old and new, and modernize them to showcase Warframe’s true potential. There is a decade’s worth of content in this concept, so I recommend using the Find feature to sift through the aspects you’d be most interested in, with new stuff being referenced back to whatever chapter they appear in. Short disclaimer: this concept is simply that - a concept. This isn’t intended to be a display of everything wrong with the game and how to fix it, nor a misunderstanding of how many months of game dev it would take to even make a list of changes this big possible. This is essentially just fanfiction in game design document form, typed by an aspiring techie with far too much free time. Also, tons of updates came out during the making of this concept so forgive me if anything I address has already been fixed. This massive game rework document could not be made possible without ideas and contributions from fellow players, Councilors, and content creators. So to all who helped make this possible, a huge thank you, and to those tuning in, I hope you enjoy, and do not hesitate to let me know what your thoughts are. Take care, Tenno. - @(PSN)LeBlingKing (please let me back into this account :sob:) 1. REFORMATTING THE FORMIDABLE Wake up, Tenno. The first portion of the Solar Returns concept tackles the topic of touching up both the Warframe and Operator gameplay mechanics, either by reintroducing abandoned content, changing it altogether, or adding new stuff. Not every Warframe in existence is accounted for in this chapter of the concept, either due to not having played the WF enough to get an idea of changes to make to it (Dagath, Gyre, Kullervo, Lavos, Qorvex, Xaku, Yareil, Zephyr), or believing that the WF is in good enough shape in aesthetic, power, and augments to not need changes(Baruuk, Citrine, Gara, Garuda, Gauss, Harrow, Mag, Nezha, Nidus, Octavia, Protea, Saryn, Sevagoth, Styanax, Vauban, Volt, Wukong, Wisp). The Reworks category is split into Small, Medium, and Large Reworks. The ideas that come afterward include updates to Focus and the Warframe combat system across the board, including changes to how the Parazon functions, an unarmed melee stance, and the return of Void Blast, among other things. 1.1. SMALL WF REWORKS The smallest concepts are either changes to one or two abilities and/or the passive, or more direct quality-of-life changes to make the Warframe more accessible. Ash - These changes include another look at his Passive, alongside synergy among his abilities to go with it. Passive Addition The damage of Ash’s Finishers is multiplied by half the number of Slash procs that enemy is afflicted with. Shuriken Holding 1 while Blade Storm is active will allow it to add Death Marks to enemies it hits for no added energy cost. Enemies hit by Ash's 1 while Smoke Screen is active have a 5/7.5/10/12.5% chance of being opened up to a Finisher (P.Strength) Chroma - Thematic changes to his Spectral Scream inspired by a great Chroma rework concept made by @Endrian, along with tweaks to his other few abilities. Spectral Scream Can be cast without impeding his gunfire The projectile type changes in function and aesthetic depending on Chroma’s aligned element, a la the below illustration: Elemental Ward Chroma's hold-cast ability to change aligned element in-game is now tied to his 2 instead of his 1 (not accessible upon Subsumption). Effigy Effigy keeps the benefits of an active Fury, even when it exits the Vex Armor radius, until either ability is deactivated or Chroma’s energy reaches 0. Ember - Improvements to her Fireball, and slight changes to her Immolation-boosted Fire Blast. Fireball Pressing 1 during another Fireball’s cast animation allows for an input buffer, for an easier time queuing up more Fireballs for the combo meter. Fire Blast At Max Immolation, casting 3 creates a stationary ring of fire from Ember’s Fire Blast of old, adding a +50% Heat proc chance to gunfire shot through it. This ring of fire is not accessible upon Subsumption, as it requires Ember’s 2 to activate. Equinox - Buffs to her 1 and her Night-form capabilities. Metamorphosis Her respective buffs to 🌙armor/shields and ☀️damage/speed upon changing forms now last 60s instead of 25s, with no decay Duality (augment): now has a base duration of 20s up from 10s Pacify Max damage reduction now applies to Equinox regardless of enemy distance. Pacify buff applies to allies in range but keeps the distance mechanic Mend The healing moonburst now provides overshields to Equinox and allies in range Excalibur/Excalibur Umbra - Changes made to both variants to add a bit more differentiation between the start-game and mid-game swordsmen. Exalted Weapon Changes Blade/Umbra Blade can be utilized as an alternate melee weapon at 0 Energy (a la Garuda claws), but has no slide-blind, and no energy waves Slash Dash (Excalibur Umbra) 1 can be held-cast to have Umbra surge straight forward through enemies instead of chaining between them (a la Slash Dash’s very first iteration), dealing 2 Slash procs to each enemy along the way. Slash Dash (Excalibur Vanilla) Slash Dashing through enemies blinded by Radial Blind adds a slight (+5%) buff to shield recharge time for every enemy hit by the Dash. Slash Dashing through enemies blinded by Exalted Blade’s slideblind replenish shields with each hit Radial Javelin (Excalibur Umbra) The javelins drive enemies toward Umbra instead of away / onto walls, bringing them closer to melee range. Khora - The main function of these changes is to revitalize the Physical-Damage type theme that Khora was originally designed for while maintaining her cat-mistress aesthetic. Passive Addition: “While Venari is alive, Khora’s physical damage procs become enhanced by her livewire”: at 5 Impact procs, each subsequent proc has a 10% to Disarm an enemy at 5 Puncture procs, each subsequent proc has a 10% chance to permanently reduce an enemy's base armor by 1*(current number of Puncture procs) at 5 Slash procs, each subsequent proc has a 10% chance of applying two procs Whiplash Holding 1 cycles through the 3 Physical Damage types and converts a portion of the whip's and her weapon's damage (regardless of whether or not the weapon is capable of applying IPS) into that respective damage type (+15/20/25/30%, P.Strength) Loki - Changes to his lesser-used abilities to keep his crowd control scalable and usable. Passive Addition Wall-clinging halves the duration timers of all active abilities. Decoy Decoy’s health now scales with the mission's enemy level Holding down 1 while targeting Decoy grants it your currently-equipped firearm and heightens its threat level. Casting 1 on an eligible terminal allows for remote hacking, success chance (+20/30/40/50%) scales with Ability Strength Switch Teleport Can no longer teleport allies, but can be used on a downed ally to instantly teleport to and revive them Energy cost is halved while invisible Several chained teleports adds to a stacking parkour speed boost of +20%, up to +200%, that decays over-time. Mesa - Changes revolving around his passive and 1, meant to emphasize her gunslinging prowess. Passive Additions No-melee health boost is now doubled. (up to +100hp from +50). Automatic secondary weapons have reduced (-25%) recoil. Ballistic Battery When cast while Shatter Shield is active, that instance of Ballistic Battery has no maximum charged-damage cap. Mirage - Small, quality-of-life changes to Eclipse. Eclipse 3 can now be held-cast to toggle what type of Buff, Solar or Lunar, to carry over New diminished stats for Subsumption: 125%/50% Nekros - Changes revolving around his passive and 1, meant to emphasize his power over the dying. Passive Additions: Nekros gains 10 health from every enemy he kills, and 5 health from every enemy that dies within a 15m radius of him. Soul Punch Enemies afflicted with Soul Punch grant double the passive health regen upon death. Terrified enemies have their soul punch instakill threshold increased from 25% to 30% max HP. Rhino - Changes revolving around his passive and 1, meant to emphasize his role as “the heaviest Warframe”. New Passive: Bruiser - Rhino applies his enhanced weight and brute strength into his melee attacks and hard landings. Melee slam attacks and Heavy Attacks gain +50% the range and damage (doubled for Heavy Weapons, Hammers, Fist, and Sparring weapons). Slam attacks, Heavy Attacks and Hard Landings all trigger a 1.5 second Rhino Stomp effect on all enemies hit within 5 meters. Rhino Charge Rhino maintains his momentum upon exiting the charge animation, allowing for further-traveling maneuvers and quicker access to enemies for combos. Rhino Charge can be cast during the follow-through animations of Heavy and Slam attacks. Voruna - Changes revolving around her many passives, and animation tweaks for her ultimate. Passive(s) Beastmaster: can equip an additional Companion, robotic or organic, for missions Ulfrun Passive: only goes on cooldown upon usage, not upon selection Ulfrun’s Descent Voruna’s downward stance is maintained during movement animations while ability is active, applying a more werewolf, quadruped feel (if you’re gonna make a Wolf-frame, full send!) 1.2. MEDIUM WF REWORKS The medium folder contains more broad revision of the Warframes, either animation-wise, changes in ability function to modernize it, or more synergy between abilities that are less commonly used. Atlas - These changes are meant to improve the utility/synergy of his Rumblers and Tectonics abilities, while also removing his need for a stat stick. Landslide Atla’s Landslide (i.e. his “””Exalted Rock Melee”””) is now completely moddable, and both Landslide and Rumblers benefit from the mods equipped Landslide now chains up to three punches in one cast, a la Slash Dash. Tectonics Tectonic Totem: a new augment that replaces Tectonic Fracture Atlas summons a singular giant "Bulwark Totem" that grants him, his allies, and his Rumblers a 5/10/15% damage reduction buff within a 15m radius around the totem instead of turning into a boulder, a shockwave upon recast draws all enemies in the radius toward the totem's original point, grouping them together in preparation for Landslide Rumblers No longer on a duration-based timer, now alive purely on HP value. Melee kills by the Rumblers contribute to Atlas’ current melee combo counter. Titanic Rumbler (augment): the slam attack benefits from Atlas’ melee combo counter, and the 400% damage buff also applies to its Death Detonation. Banshee - A list of changes to how her Sound Quake works and interacts with her other abilities. Sonic Boom Now a one-handed ability (can move and shoot) Sound Quake new thematic animation: instead of using hands, Banshee wails into the ground to initiate the quake (sounds akin to the video below (6:49): a shrill, continous scream) a guaranteed Blast proc occurs per damage/stagger tick Enemies that are knocked down, either by 1 or other means, take +150% critical damage from the Quake, as it’s now their entire body receiving the impact instead of just their legs Enemies stunned by initial cast of Silence will take +300% critical damage from the initial cast of Sound Quake (to emphasize the damage of going from 0 to 200+ decibels) and be knocked down. Caliban - These changes grant more control over his summons, and streamlines his ability interactions. Lethal Progeny now a Minelayer-like, three-prong cycle ability (Conculysts for melee damage, Battalyst for ranged damage, Symbilysts with increased shield regen and a Sentinel-like shield beam) Tap 3 to switch between selected Sentient, hold 3 to activate Vauban-like channeling cast where Caliban conjures in his hand up to 3 Sentient cores, releasing 3 deploys multiple drones in one cast for no extra energy cost. Sentient Wrath Maximum enemy cap increases by +2 for every Sentient drone on the field. Razor Gyre Holding the Fire button while 1 is active now increases the speed at which you move during the spin until release. Frost - Granting Frost more abilities to freeze enemies, as well as allowing him more command over the Cold. Passive Addition Biting Frost (the mod) ceases to exist, its benefits (double crit chance and damage against Frozen enemies) are now added to Frost’s passive Snow Globe Now has an UI element that shows the health of the last generated Snow Globe at the top-right as well as the percentage health under the ability icon. Allied weapons and abilities can penetrate the Snow Globe and hit the other side Casting Ice Wave while in a Snow Globe freezes every enemy hit by it. Holding Avalanche while in a Snow Globe destroys it, distributing its remaining hit points into damage. Nova - Changes to her passive and active abilities to grant even more opportunities for movement utility and burst damage at the cost of energy. New Passive: Annihilation - Nova's antiparticles become infused in her weaponry, increasing their effectiveness as they interact with more matter. Every 50 critical hits and/or status procs, Nova’s next status effect procs 5 times and her next critical is a guaranteed red. Antimatter Drop 2 can be tapped to cast immediately, or 2 can be held to hold the Drop in front of Nova, absorbing energy and enemy fire to increase damage before releasing (continues to absorb enemy fire with Augment) Max Damage Antimatter Drop flight speed increases by +10% for every Null Star Nova is surrounded with Wormhole now a two-prong cycle ability: one for Entry Portal, one for Expel Portal each portal can be attached to a wall, ceiling, or empty space in front of Nova from anywhere on the tileset within range of the other portal. when both portals are within 20m of each other (P.Range), allied gunfire from one portal exits the other Escape Velocity - speed bonus now scales with Power Strength Molecular Prime while active, any Staggers or Knockdowns Nova suffers will apply to every enemy affected by Molecular Prime. Oberon - A modernization of his Radiant (Radiation) Damage-dealing abilities and support capabilities to better fit his paladin-druid multiclass forest aesthetic. New Passive: The Faeshield - Oberon's luminous aura of vitality is only as strong as his shield of faith. A constant, Affinity-ranged healing aura pumps out 5 health/sec + 1 per every 20 shield points Oberon currently has, overshields included. Hallowed Ground Armor bonus now active without Renewal (buff called Divine Favor) Casting Smite on an enemy standing on Hallowed Ground guarantees health orb drop on death, with 5% chance of Energy Orb per Radiation proc. Reckoning Casting Reckoning on Hallowed Ground doubles the armor gain from Divine Favor for 5/7.5/10/12.5 seconds (P.Duration). Revenant - More Eidolon-themed buffs to his passive and active abilities. Passive Additions At 50% shield loss, a Sentient pulse of energy spreads out from Revenant, increasing the faction damage vulnerability of each enemy hit (Magnetic for corpus shields, Corrosive for fossilized health, etc.) The shockwave which occurs at 100% shield loss no longer has damage falloff. Any enemy under the effects of either shockwave become a Thrall Pillar upon death. Enthrall Revenant can be revived if at least 3 enemies are enthralled, being summoned to his side and killing themselves off by transferring their lifeforce to him Enthralled foes killed by Reave become Spectral Vomvalysts upon death, drawing fire and shooting projectiles until their health decays. Danse Macabre Enemies killed by Danse Macabre while Mesmer Skin is active add to a damage resistance buff (+1%/enemy) to a maximum of +50% that activates when all Mesmer Skin charges have expired and quickly decays All Thrall Pillars double in range and damage when hit by the beams of a Danse Macabre. Titania - A revision of her abilities with more focus on her fairy-themed aesthetic, as well as deliberate changes to how Tribute works and interacts with the field. New Passive: The Grove’s Guardian - Titania’s swarm cultivates the fae magic applied on enemies and uses it to replenish. Any enemies affected by Titania's abilities will be swarmed by 2 Razorfly drones, upon death they have a 20% chance of dropping a health orb Lantern now assigned to her 1 casting on an enemy surrounds them with light-infused Razorflies, turning them into an illuminated statue that distracts enemies in a radius when in Razorwing mode, Titania gains status immunity when in the Lantern’s radius Tribute - Titania casts a fey hex on her allies and her abilities, enchanting both with benefits. tap while targeting ally/summon to cast the Tribute buff, which increases bullet jump distance, critical damage multiplier, and damage reduction by +50% casting on different abilities enhances their properties casting on a Lantern blinds surrounding enemies Spellbind now assigned to her 3 Titania casts a traveling wave of pixie dust that leaves a conal field of fae magic on the ground enemies that were hit by the wave have 75% reduced accuracy and are slowed by 40%, the field slows incoming enemies for 20% the wave cleanses Titania and allies of status effects casting Tribute on a Spellbind magic field increases status duration on all enemies within by +200% Trinity - A thematic change to how her passive functions (more on it later) and added benefits to her already impeccable support. New Passive: Embrocation - Trinity can channel her revival fluid directly into her Parazon, detaching and allowing for revival at great distances. Trinity can revive fallen allies from up to 10m away and 50% faster. Her first revival of any mission is instantaneous, stacking with that Vazarin skill. Well of Life the aura now heals a percentage of health (5%/pulse) instead of a flat amount Blessing Cast can now cleanse status effects. 1.3. LARGE WF REWORKS The large folder is home to the most ambitious front-and-back reworks of Warframes that don’t see as much play, or whose kits, aesthetically or function-wise, require modernization due to being left in the dust by more recent releases. Hydroid - A total kit refinement meant to emphasize the pirate/water theme while also granting more functionality besides being the Corrosion-frame now. New Passive: Buried Treasures - Hydroid's buccaneering spirit bolsters the effectiveness of his watery crusade. Enhanced Corrosive procs, and a unique Status effect called Deluge, with an icon similar to the Hydroid passive corrosion icon he has now. Deluged enemies are devastatingly moistened, increasing status duration by +50% and spreading half of all elemental statuses to other Deluged foes within 3m .+1% casting speed for every piece of loot picked up from an enemy, capping at an extra +30%, stacks with Natural Talent Not picking up items for 5 seconds begins to decay the casting speed. Downpour - Target an area and call down a sphere of liquid fury. Enemies hit are moistened, strengthening and spreading any current status effects. his new 1, replacing Tempest Barrage Hydroid calls down a singular giant water cannonball from above upon a 10m targeted area, dealing 275 Corrosion damage and Deluging foes Tidal Surge Press 2 to move with the wave as usual, hold 2 to cast a conal wave independent of Hydroid’s position Each Deluged enemy hit by the wave increases its armor stripping potential by +5%, additively. Plankwalker - Hydroid conjures a water trap housing his kraken, drowning unsuspecting foes. his new 3, replacing Plunder Hydroid opens a small Void portal to the ocean that houses his spirit Kraken, casting a whirlpool in the ground that drags all enemies around him into it, then follows him around for 30 seconds at base (P.duration), dealing continuous Corrosive damage with Deluged proc. Enemies can enter the portal 4 different ways: The initial cast, where enemies are dragged in by the whirl. Enemies hit by Tidal Surge while ability is active are dragged in by the wave. While ability is active: a ranged, linear cast activated by pressing 3 while Aiming, dragging targeted enemies in with a tendril. While ability is active and melee is equipped: a stealth attack-like prompt called Walk the Plank that performs a quick Finisher-like animation of a Kraken tendril reaching out from in the portal and swiping them in. Holding 3 cancels the move early. Kraken’s Wrath - Hydroid generates a rainstorm, summoning the wrath of his kraken’s tentacles to entangle and ravage its foes. his new(-ish) 4 Hydroid summons his spirit kraken at targeted area, which conjures a rain cloud over 15m radius around its spawn point Enemies within the raincloud’s radius are entangled by a Kraken’s tentacle, holding them still. Enemies killed while suspended by a Tentacle are feasted upon by the Kraken, replenishing shields to allies within 20m of the raincloud. While 4 is active, Hydroid and allies are buffed with effect called Tentacle Swarm (water tendrils summoned on ground slam attacks, heavy attacks, finishers, heavy landings, wall clings, and bullet jumps that are viable to be eaten by Kraken or affected by augment) Inaros - An alternate take on his desert-based moveset to capture the feeling of an undying pharaoh with command over a seemingly endless army of sand. New Passive: Famished Pharaoh - Inaros' vestigial desert sands take form both in life and death to consume everything in their path. Next to Inaros’ health bar is an UI element called Sand Souls, which have multiple applications but are mainly used to summon Shadows Enemies killed while affected by Inaros' abilities have their essence turned into a Sand Soul, which Inaros can carry a max of 20 of at a time. All Finishers/Mercy Kills replenish 10% health, all Finishers on an enemy affected by one of Inaros' abilities replenishes 10+(Soul Count)% health Sand Shadow Mechanics Can only be conjured through specific ability interactions and if at least 1 Sand Soul is available upon a marked enemy’s death. Melee only, but deal huge damage and provide small amounts of lifesteal for Inaros for every swing. Scorching Sands - Blast enemies with a wave of burning sands that blinds them and steals their health. Hold power to create a hazard of desert that slows enemies down. his new 1 tap-cast acts similar to Dessication hold-cast adds a Heat proc to the Dessication wave, and creates a 20m conal hazard of desertscape that slows down enemies that enter it tap-casting 1 on a Sand Shadow replenishes its health Cursed Sands (augment) - Scorching Sands can now be cast using 25 Health. Enemies that walk on the desertscape are opened up to Finishers. King’s Feast - Quicksand entraps foes and allows Inaros and allies to draw the lifeforce out of them. In death, enemies impacted become ravenous Sand Shadows. his new(-ish) 2 Pressing Interact instead of Holding it around a Devour-marked enemy takes a huge (“huge” is relative depending on enemy level/armor) chunk of health all at once rather than locking Inaros in the eating animation if the Sand Soul counter is 1 or greater, any Devour-marked enemies become Sand Shadows upon death Hold-casting 1 on an enemy affected by 2 unleashes a radial burst of Heated sand from the primed enemy, and all enemies that get caught in the blast and die will become Sand Shadows if enough Souls are available Holding down 2 with Sand Shadows active kills them all instantly, adding +5% damage per Shadow to all sources for 15 seconds Sandstorm the initial cast of 3 is energy-based but the following spin drains from his health non-Devour-marked enemies caught in the Sandstorm are pulled toward Inaros and can become Sand Shadows upon death new Ability Interactions: casting while on a patch of desertscape from his 1 adds Heat procs to each Sandstorm hit holding 3 while its active grants a +5*(Sand Soul)% speed boost holding 2 while its active destroys all Shadows and increases Sandstorm’s damage by +10*(Shadows)% for the rest of that channel Sarcophagus Mechanics Each ability can be activated once per being entombed, the properties of each changing Scorching Sands loses its Heat proc and area denial, but enemies hit grant more revive meter while targeted holding King's Feast automatically replenishes Inaros if his Shadow or Soul count is >=10 pressing Sandstorm violently pulls enemies towards Inaros’ sarcophagus to make it easier to target and feast if entombed while Scarab Swarm is active, the revive-o-beam ignores 5% of the targeted enemy's armor, +5% for every Shadow or Soul Ivara - Not that she at all needs a rework, but this list of ideas is based primarily on my desire to give her something other than Navigator, as well as to emphasize her Huntress theme. New(ish) Passive: Eagle Eye - Ivara’s enhanced target radar becomes even more thorough when she’s cloaked. When cloaked, either through her 1, her 3, or some other source like Ash’s 2 augment, her minimap and target radar are granted more information: Target radar radius increases from 20m to 30m separate minimap icons for Loot Crates, Unlocked Lockers, and "Specials" (rare resource drops, Ayatans, scannables, medallions, etc.) current enemy alert levels (Unbeknown, Cautious, Alerted) show up as icons next to enemy health bars Heavy and Eximus units show up in minimap as different colored triangles from the other units to emphasize their danger level Exalted Weapon Changes Artemis Bow can be utilized as an alternate primary weapon with 0 energy, but only shoots one arrow at a time, has +50% draw rate, and no Quiver alt-fire feature is now eligible for Split Flights Quiver Noise Arrow: now functions like a miniature Banshee’s Silence when it hits a surface/enemy, stunning enemies in range, dragging their alertness down to 0, and causing all enemies affected to sprint to the source rather than a leisurely walk Dashwire Arrow: now provides additional crit damage by default, regardless of augment Trick Arrows (augment) - Quiver Arrows now deals 50% of the modded damage of Ivara’s Artemis, and each deal 5 specific guaranteed status procs on hit Dashwire - Electricity Cloak - Toxin Noise - Fire Sleep - Cold Headhuntress - Ivara fires off a beacon arrow that attracts her weapon fire, and can also be used as a teleportation device. her new 2 while the Headhuntress arrow is stuck on an enemy, it drains energy/second causing all the following hitscan/projectile fire from Ivara to land specifically on that enemy (slightly more energy if its stuck to a headshot hitbox) while the Headhuntress arrow is stuck on terrain, Ivara can hold 2 to deactivate it or press 2 to instantly teleport herself to it while it’s within range Tracer Ammo (augment) - Enemies affected by Quiver within 5m of someone killed by Headhuntress receive +300% damage from projectile weapons (halved for hitscans). Prowl Infiltrate ceases to exist, benefits are added to base ability (if she’s acquired through Spy missions, it only makes sense that she should be able to Infiltrate by default) Piercing Prowl (new augment) - When Prowl is active while teleporting to the Beacon arrow, the Prowl headshot bonus triples for 5 seconds Limbo - An attempt to refresh how the Rift functions, how it interacts with players, and what benefits Limbo receives from each dimension, granting incentive to visit both. Riftbound Changes A greater distinction between Riftbound and Materialized enemies/allies via the Duviri Desaturation filter, coated with magic flames tinted with Limbo’s energy color The Rift, to allies, now functions more like a Limbo-specific status effect and less like its own plane that impedes gameplay Riftbound enemies take 75% damage from Materialized Limbo/allies, and 150% from Riftbound Limbo/allies (weapons only, abilities do all their damage across the board) Passive: Danse Dimension - Dash in and out of the Rift, gaining a different buff that builds up in one plane and carries over into another. In a land of both shadow and substance, Limbo is both nowhere and everywhere. - Lotus Limbo retains his special Rift Dash, but it no longer creates portals when Materialized, Limbo gains constant health regen (5/sec) and Void damage accumulation that starts at 25% and maxes at 150% when Riftbound, Limbo is invulnerable to Materialized attacks, gains constant energy regen (5/sec) and passive dodge meter that starts at 10% and maxes at 75% evasion both buffs decay upon switching planes Banish - Limbo casts a wave of Rift energy at a targeted area, chauffeuring several light enemies or one Heavy unit into his humble abode. Hold power to lock Limbo’s dimensional buff in place. Now deals 250 Void damage instead of Impact damage on cast At targeted area, a Rift Fissure appears that allies can Interact with in order to gain the Riftbound status and benefit from the Rift's energy regen and semi-invulnerability. When targeting an Eximus unit, Banish becomes single target, transferring the Eximus’ aura into the opposite plane, allowing Limbo to divide and conquer. holding 1 increases energy cost from 25 to 35, but locks Limbo’s current passive buff (dodge evasion/Void damage capability) in place regardless of rift, and instantly boosts it to max potential, for 15 seconds. Voidflux - Limbo bends the Rift’s flow of time to the favor of himself and his allies, stalling his enemies with Voidborne horrors and allowing his allies to phase through enemy fire. his new 2, replacing Stasis (sorry, JoJo fans) summons an aura that provides the following (de)buffs: all Riftbound allies gain the benefit of Limbo's evasion chance passive upon exiting the Rift. all Riftbound enemies are distracted by "Rift Phantoms", temporary spectres of Limbo that spawn around, shoot at, and disorient the foe before dying off relatively quickly Rift Surge - A surge of Rift energy converts the enemy’s defenses into a chaotic elemental damage buff that applies to both Limbo and allies. Riftbound enemies within 20 meters are stripped of 15% their armor/shields, which contributes to a pool of any randomized damage type that is added to all allies within range regardless of their current plane Riftbound allies that are in cast range of Rift Surge while Voidflux is active gain the increased Void damage buff as well as the randomized damage type, but at the cost of the dodge chance passive (allows allies to choose between passive evasion or increased casting/damage) Cataclysm the dome no longer shrinks in size, and allows gunfire and casting from each side casting Voidflux while Cataclysm is active pauses the health decay of Rift Phantoms, and causes them to fire at whoever Limbo is firing at a small Rift fissure appears in the dead center of the Cataclysm where it was cast; Nullifier auras must hit the fissure in order to cancel the entire ability while Rift Surge is active, projectiles fired gain +10/15/20/25% (P.strength) flight speed Valkyr - Several changes to Ripline to make it more tactile, and interactions between her abilities that allow her to pump out massive melee single-target amounts of damage with enough energy and precise timing. New(ish) Passive: The Experiment - Valkyr’s torment via experimentation allows her to maintain her momentum and enhance her killing prowess on the battlefield. no Heavy Landings unless forced via Heavy Ground Slam attacks access to a Finisher known as a Brutalizer, performed with her Talons regardless of Hysteria, and which deal triple the damage (can only gain access to these through some of her abilities) Ripline - Valkyr infuses her rage into her experimental Parazon, turning it into a makeshift energized grappling hook with many applications. upon cast, Valkyr primes her Parazon (one-handed ability) and shoots it out at extreme force in a straight line (25/40/60/75 meters) if it attaches to an enemy, Valkyr holds the Parazon string in her hand and readies herself in a stance with several follow-up moves: Grasp: doing nothing or pressing Fire drags the enemy directly in front of Valkyr a la Mag’s Pull Bash: pressing Melee drags Valkyr to the enemy, shoulder checking them and increasing melee damage on them (+150%) for a small amount of time (3s) Snatch: holding Fire drags the firearm/weapon out of the enemy's hand, disarming them Lash: holding Melee has Valkyr tug her enemy into the ground, knocking them down and staggering surrounding enemies if it attaches to terrain, Valkyr is pulled the full distance to the hook's location multiple inputs of Ripline can be buffered to keep the combo alive Warcry the end of Valkyr’s Warcry animation can be canceled into either Paralysis or Ripline Paralysis Casting Paralysis on enemies affected by Warcry within a window of 1 second opens them up to a Brutalizer for 2 seconds. Hysteria while Hysteria is active, Paralysis costs 15 energy to cast, but opens up for Brutalizers without the need for a Warcry cast Ripline: Grasp drags more than one enemy toward Valkyr. Ripline: Bash has a 10% chance to open enemies up to a Brutalizer. Ripline: Lash knocks surrounding enemies down, dealing 25% Talons damage in a 3m radius Ripline: Snatch tears the armor off an enemy by 15% 1.4. NEW WARFRAME COMBAT MANEUVERS Wall-Sprinting Pressing Sprint after a Wall Hop initiates a Wall Sprint, which travels faster and allows for you to Wall-Aim at enemies without halting movement. Pressing/Holding Crouch button while Wall Sprinting cancels it back into a Wall Hop without hopping off the wall Jump Kick Criticals Jump Kicks (aerial slide kicks) are now capable of dealing Doubled damage to enemies if the foot lands by their head/weakspot. Auto Wall Grab There is now a toggleable option in the Gameplay Menu that automatically transitions Aim Glides into Wall Grabs whenever you hold Aim while aim gliding into a wall. Bullet Jump Wall and Spin Attacks Bullet jumps can be performed toward your reticle off of a Wall Sprint, and Wall Melee Attacks can be performed from these bullet jumps, dealing an increased amount of damage the further from the wall the attack is performed. Pressing Melee during grounded Bullet Jumps provides a new type of Melee maneuver (Spin Attack) only found within Stances and whose attack changes depending on Weapon Type and/or the Stance mod currently equipped. The above animation example (by John Muscarella) could be utilized by a Dual Swords/Nikana stance of some sort. Excalibur does something pretty similar to this in the cinematic trailer! Bullet Jump additive mods like Lightning Dash and Firewalker add their respective Status procs to equipped melee weapons during Bullet Spin Attacks. Sniper Finishers At appropriate health values, sniper rifle headshots are capable of performing cinematic, slow-motion, killcam-like Finishers at long range as rewards for marksmanship. Parazon Rework Upon completion of both The War Within and Chains of Harrow, Palladino of the Iron Wake has a new item to offer: Requiem Ideograph Adapter Blueprint After killing one of each Nemesis, the Parazon unlocks one of three Ideograph Slots that an Adapter (constructed with Forma, Riven Slivers, Kuva, and an Orokin Cell) can be installed into Upon installation, one of the Requiem mod slots disappears, and is replaced with an Ideograph selector that can allow that specific slot to mimic any non-Oull Requiem card for when future Nemeses are targeted The Parazon is now utilized to revive fallen allies via injection of the green revival fluid into allies, rather than pouring the fluid over allies itself. This is the change that plays into Trinity's passive and Valkyr's new ability listed before. New mods have been implemented to aid in these brand new utilities. To compensate for this, as seen in the image above, the number of mod slots on the Parazon is increased from three to SIX when you gain access to all 3 Ideograph Adapters. Mod Categories Hacking - Mods focusing on intruding enemy terminals. Auto Breach Failsafe Intruder Spear Phishing - on successful hack, show loot on minimap and +50% enemy credit drop for 15s Radar - on successful hack, highlights enemies in a 30m radius for 15s DDOS - on successful hack, disable enemy alarm triggering for 90s Runtime Untraceable Live Wire Master Key - now unlocks 10 lockers within 20m Mercy - Mods focusing on lethal assassination. Blood for Ammo Blood for Energy Blood for Life Hit and Run Out of Sight Hard Reset Malicious Code Blood for Precision - +50% critical damage bonus for 12s Blood for Potency - +50% status duration bonus for 12s Blood for Peace - +2%/s health and shield regeneration for 12s Swift Mercy ceases to exist: its benefit (Mercy Kill increase speed) is now added to the Parazon by default Revival (new) - Mods focusing on resurrecting your allies. Revitalize - increase revive rate by +25% Resuscitation - crouch while Reviving to grant ally with instant revive in exchange for 25% of your health Revival Bolster - crouch while reviving to grant ally with 10s invulnerability in exchange for 25% of your health First Aid - allows ONE self-revive per missions where you can go into Bleedout Extensive Tether - +5 meter revive length Nemesis (new) - Mods that have a 10% chance to drop from nemeses that focus exclusively on player-adversary interaction. Just like you'll know when a Lich has an ephemera, you'll know when they'll drop a Parazon mod upon vanquish or conversion. The Whisperer - Mercied Troops have a 20% chance of granting 2 murmurs Irritation - Mercying Troops grant +50% more Anger to the meter. Progenitor's Power - On successful Nemesis stab, +150% Progenitor-assigned element damage for 60s Requiem Rancor - Nemesis stabs have a 25% chance to not reset anger meter Assassin's Eye - Mercy Kill threshold for Troops and regular enemies increases by +10% Parazon Melee Stance If a Tenno either doesn’t equip any weapons, or has all their weapons disarmed, they gain access to the Unarmed weapon, which allows their Parazon to be modded like a Melee weapon. In addition to six mod slots, there’s also a Stance that incorporates hands, feet, and the Parazon as both a dagger and a rope-dart by extending the tether. In the above video, I perform combos in a Mortal Kombat game that could theoretically resemble possible Fist/Parazon melee attacks in the following order: Normal Combo Forward Combo Forward Combo (mashing E) Tactical Combo (can knock down) Tactical Forward Combo (knocks down and deals heavy damage to single target) Heavy Attack (ranged, staggers) 1.5. REFOCUSING THE FOCUS SYSTEM (COMPANIONS 2.5?!) The final subchapter dedicated to a full Tenno rework revolves around the Focus System, adding new maneuvers for the Operator, a sixth “Tenno school”, changes to the first 5, and the like. Focus Acquisition Changes Once access to the Operator has been unlocked, ANY excess affinity earned in a mission goes into a general Focus point pool that can be divided between the 5 at will. Lenses can be attached to Gear to automatically pull percentages of excess affinity earned to a specific School’s pool or, if they’re Greater or above, you can sacrifice them, like Eidolon Shards, for a small/moderate/large burst of Focus (only to their respective schools). Tenno School Skill Tree Changes The old Void Dash and Void Blast (Operator melee blast) have returned. Melee-transferring into a Warframe is an option accessible by a feature described later in this subchapter. Outside of new Void Blast / Void Dash / Passive branches being added to each tree, there is also now a third castable ability per Focus. Naramon - Changes to emphasize Knowing The Enemy: adding more stealth and recon-based skills as well as modifiers to existing skills to bring more gunplay into this notoriously melee-based tree. Void Hunter (a returning Focus 1.0 Skill) - Void Mode tracks enemies through walls, highlighting all within 10/12/18/25m for no added energy cost. Void Marksman (new Skill, requires Void Hunter) - Every second spent in Void Mode builds +5% to crit chance, and allows you to shoot highlighted enemies. Buff lasts 5/10/15/20 seconds upon exiting Void Mode. Disappearing Blast (new Skill) - Void Blast has a 20/30/40/50% chance to vanish and disarm the weapons of enemies hit. Warframe and Operator gain 2/3/4/5 seconds of invisibility for every enemy hit by the Blast. Vanishing Act - Disappearing Blast becomes recastable (can continuously Void Blast while invisible to reset timer), but costs an additional 4/3/2/1 energy. Stealth Surge - Third ability taps into the mind of every enemy in a 15/20/25/30m radius, dropping their alert level to 0 and increasing their finisher damage vulnerability by 125/150/175/200%. Stealth Step - After triggering Stealth Surge, both Warframe and Operator have reduced perceptibility for 20 seconds, being able to last up to 2/3/4/5 full seconds in an unalerted enemy’s field of view, and gaining 10/20/30/40% evasion when being shot at. Zenurik - This is already a solid Focus school, but changes have been made to let the “arcane” theme of it really shine, including more crowd control via Electricity and a defense-stripping alternate use for Wellspring. Lightning Dash (a returning Focus 1.0 Skill, replaces Disarming Sling) - Every Void Dash releases a 4/6/8/10m burst of void lightning that deals 200/250/300/350 Damage and has a 25/50/75/100% chance of proc’ing Electricity to enemies hit. Thunderclap (new Skill, requires Wellspring) - Void Blasting an active Wellspring zone triggers a 4/6/8/10m radius burst of energy that destroys the Wellspring but deals 500/750/1000/1250 Electricity damage to, deafens, and knocks down all enemies hit. Damage to shields and armor is tripled. Arcana Surge - Third ability emits 3 pulses that deal 250/500/750/1000 Void damage each over 8/10/12/15 meters. Each pulse has a 10/20/30/40% chance to trigger a random IPS/elemental proc on all enemies hit. Arcana Eximus - A 5/10/15/20% chance for the initial cast of Arcana Surge to steal an Eximus’ aura for 15 seconds. Each pulse strips 1.5/2/3.5/5% of Overguard off any Eximus unit hit. Unairu - Repurposes Zenurik 1.0’s Heavy Attack efficiency Skill and adds more recovery and “tanking” capabilities. Defensive Poise - (new skill, requires Poise) Waybound passive: Increases Operator’s knockdown recovery by +25/50/75/100% Fossilizing Blast - Enemies hit by Void Blast are petrified for 4/6/8/10s. Petrified enemies killed by a Warframe have a 25/50/75/100% chance to drop Health orbs. Kinetic Surge - Third ability summons a magnetic field around both Warframe and Operator, and for every 100 damage absorbed, heavy attacks are sped up by +3.5/5/7.5/10%, and armor is increased by 50/150/250/350 for 15/20/25/30 seconds. Kinetic Survival - For every 200 damage absorbed, max health and shield pools increase by 10/15/20/25% which decays when Kinetic Surge expires. Vazarin - More opportunities to heal and reinvigorate both your squad and, with the new ability, yourself. Mending Rebirth (new Skill, requires Mending Soul) - Passive: Every revive releases a burst of 200/250/300/350 health and shields to allies in Range. Effect is doubled on first Revive. Purifying Blast - Void Blasting near a Health or Energy Orb increases its effectiveness by +125/150/175/200% and allows it to provide 150/200/350/400 Overshields to Operators/Warframes upon pickup. Paralyzing Blast - Void Blasting near a Health or Energy Orb now additionally releases a 4/6/8/10m shockwave that stuns enemies and opens them up to finishers. Medicinal Surge - Third ability triggers a Void surge in the Warframe’s health systems: for 30/60/90/120s, every Health Orb collected provides +5/10/15/20 max Health to both the Warframe and the Operator. Medicinal Shielding - While the surge is active, shield recharge speed increases by +1/2/4/8% for every Warframe in Affinity Range. Madurai - The third ability acts as a more proactive version of Phoenix Spirit while also providing a way for Operators to deal heavy single-target damage. Both the Void Dash and Blast branches of the Madurai tree have been returned, modernized, and as fiery as before. Power Transformation (new Skill, requires Power Transfer) - Passive: Each enemy affected by a Warframe’s ability adds +1/2.5/3/5% to Amp Crit Damage, each enemy affected by an Operator’s ability adds +1/2.5/3/5% Warframe Ability Strength. Bursting Dash (replaces Chained Sling) - Consecutive Void Dashes cost less energy, triggering a burst of Void damage that deals more damage after each Dash. Meteoric Returns (replaces Sling Strength, requires Blazing Dash) - Switching to Warframe after a Blazing Dash adds +50% Heat damage to melee attacks for each Dash. Blazing Dashes now leave a trail of Heat damage along with its bursts. Power Blast - Upon Void Blast, a ball of fire is released which explodes on impact. It deals 100/200/300/400% of Void Blast's damage, dealt evenly as Void, True and Heat damage, and can trigger up to 1/1/2/3 Heat procs. Rising Blast - Increases the damage of Void Blast and Flame Blast by 50/100/150/200%. Can now charge Void Blast, which doubles Void Blast's and Power Blast's damage, range, and Heat procs. Elemental Surge - Third ability has the Operator target an enemy, drenching them in Void energy. While in this state, each Elemental proc they receive adds 1/1/2/3 more procs on top of it and triggers an 1000/2000/3000/4000 Elemental Damage burst with guaranteed Elemental proc to enemies within 3/5/7/10 meters. Elemental Force - Elemental Damage increased by 5/10/15/20% for every enemy hit with an Elemental Surge burst. Operator Affinity Skill Tree Just like Helminth, all Focus you earn is added to an Experience bar that the Operator can use to Level up to 30. Every 3 ranks, they can access a brand new Maneuver, and each can be toggled on and off to suit the playstyle required of a Tenno. Even further, using some Maneuvers a specific amount of times unlocks their Waybound version, which grants a special bonus effect to each maneuver depending on your currently selected School. Level 3 - Void Haste - While sprinting, press LMB and RMB (L2/R2||LT/RT) at the same time. The Operator will channel Void energy through their veins, increasing adrenaline levels. Speed increases by +100% and drains 2 energy per second. Press them again or switch to Warframe to cancel. Madurai: Blazing Charge - All enemies touched while in Haste will be dealt 1000 Void damage. Zenurik: Galvanized Sprint - Haste leaves behind a trail of Void energy that replenishes 25 energy to any ally who touches it. Naramon: Sharp Hurtle - Adds +10% melee attack speed for as long as the Operator was in Haste. Vazarin: Purifying Run - All allies touched while in Haste will have all status effects removed. Unairu: Advancement - Damage is decreased by 25% while in Haste. Level 6 - Void Sling - While Haste is active, press and hold Jump. If the Operator is facing forward, they will channel Void energy into their legs, and propel themselves a great distance. If they are facing up, they will propel themselves upward, allowing the Operator to reach new heights. Madurai: Relentless Bound - The initial sling will cause an explosion of Fire damage around the Operator. Zenurik: Dynamic Spring - The initial sling will proc Electricity on all the enemies surrounding the Operator. Naramon: Silent Jump - The Operator is invisible while in the air and 3 seconds after landing. Vazarin: Vitalizing Leap - Slinging or landing next to allies restores 50 health to them. Unairu: Weakening Clear - All enemies caught in the initial jump and the landing will have their armor stripped by 10%. Level 9 - Void Shockwave - While gliding in the air with Void Mode/Release or after Void Sling, press the melee button while aiming at the ground. The Operator will Sling to where the reticle was and punch the ground with a Void-saturated fist, consuming 15 energy and knocking all enemies in a 15-meter radius down and away. (For reference, a default Operator's Void Dash costs 25 energy, Void Blast 20.) Madurai: Smoldering Wave - The shockwave increases Amp damage by +15% for 10 seconds for every enemy hit by the Shockwave. Zenurik: Invigorating Pulse - All allies (Warframes and Operators) caught in the shockwave will be granted 2 energy/sec regen for 10 seconds. Naramon: Epicenter - Enemies hit will be visible on the minimap for 10-20 seconds, depending on how close to the center of the wave the enemies were. Vazarin: Void Mend - Allies hit will be granted 200 shields, overshields included. Unairu: Reinforce - Allies hit will be granted additional 250 armor for 15 seconds. Level 12 - Void Release - Pressing the Jump button twice while airborne will cause the Operator to cross the fold and nullify the effects of gravity on their body, allowing for full-directional levitation and flight. Drains 2 energy per second. No Focus augmentations, general maneuver. Level 15 - Void Momentum - Your Operator is halfway through their journey to mastery. At this checkpoint, your Operator gains a stamina bar underneath their Amp ammo bar. With it, they are now capable of the same movements of their Warframes, as long as their stamina is up. Let's say the total stamina of your Operator is 100: Sprinting and sliding cost no stamina. Double Jumping, Rolling, Divekicking and Edge Grabbing cost 5 stamina. Wall Running and Jumping costs 10 stamina per "run"/"jump". Wall Latching and Sprinting costs 20 stamina per second. Bullet Jumping, Aerials (Sidesprings) and Back Handsprings cost 25 stamina each. Stamina passively regenerates at a rate of 2 stamina per second, 5 seconds after a Maneuver. Level 18 - Void Flash - While making Haste, aim at an enemy and Void Dash. The Operator will flash step instantaneously to the targeted enemy, breaking the sound barrier and creating a 10m sonic boom where the Operator left. All enemies caught in the sonic boom will be deafened and dealt 1000 Void damage. The targeted enemy is opened up to Finishers. Madurai: Bursting Rush - All enemies caught in the boom are set on fire. Zenurik: Shocking Bolt - All enemies caught in the boom are electrified. Naramon: Fixated Fold - All enemies caught in the boom are locked in place for 10 seconds. Vazarin: Medicinal Dart - All enemies caught in the boom will drop a health orb upon death. Unairu: Ironclad Zip - All enemies caught in the boom will have their armor stripped by 10% each. Level 21 - Void Onslaught - The Operator can now perform standing and ground Finishers. By pressing the melee button on a downed or staggered enemy, the Operator will forcefully grab the enemy's face and create a small Void explosion around their palm, dealing lethal damage (standing) or will infuse the Void into their fists and beat the enemy down over and over (ground). No Waybound augmentations, but can use this Skill to select whether or not the Melee button snaps you to your Warframe or not. Level 24 - Void Burst - A passive ability. When the Operator gets killed, they will channel the last of their power into a powerful radial burst of energy. All enemies caught in the 15m burst are dealt (500*Remaining Energy) Void damage. Madurai: Rending Blast - A second burst triggers around the Warframe that doubles the damage retrieval of all enemies hit. Zenurik: Shielding Burst - Upon the Operator’s death, 50% of the Warframe’s remaining energy is added to their Overshields upon their next summon. 30s cooldown. Naramon: Weakening Rumble - Every enemy hit by the burst adds 10 points each to the Warframe’s Melee combo counter, if they have one equipped. Vazarin: Blessed Blast - The burst adds a 10 health/s regen to allies in range. Lasts for every second the Operator was last out, maxing out at 45s. Unairu: Fossilized Fury - A second burst triggers around the Warframe that petrifies all surrounding enemies. Level 27 - Transcendent Void Beam Remember when the only way you could use your Starchild was by having them float in the air and shoot a giant laser out of their chest? Now you can do that physically! While in Operator mode, holding 5 (R1/RT--L1/LT) allows the Operator to cup their hands, and create a Beam with the same effects of Focus 1.0. This ability lasts 5 seconds, and is on a 60 second cooldown that goes down by 1 second for every secured kill the Beam achieves. Make it count, Tenno. Level 30 - Void Zenith - Why use the Void as a tool when you can BECOME the Void? Upon getting enough kills, or retrieving a Convergence Orb, as an Operator, pressing 4 will allow the Starchild to become one with the Void and gain the following buffs for 30 seconds: Amps have unlimited ammunition and double the fire rate. The Operator has unlimited energy and stamina -- powers and maneuvers cost nothing! Sprinting is twice as fast (this speed buff stacks with Void Haste!) PENJAGA: The “Sixth” Tenno School of Companionship and Survivability And so you became Tenno. Serving the Orokin... but bound by honor. As the Tenno grew, they founded great schools. The Tenno Ways. Do you see yours? “I see two palms, extending out to each other, joining into a firm handshake: the Penjaga Way. We were taught to Outnumber the Enemy: that through our sheer numbers, we could overcome any threat, scale any obstacle.” The Penjaga Skill Tree is an “extracurricular” Tenno School of sorts: a small skill tree with an array of benefits to Companions that can be used in tandem with the Operator. Once fully upgraded, every Skill becomes automatically Waybound, usable during any of the main 5 Focuses. Penjaga has no Lens mechanic, but can borrow from the main Focus point pool. Companion Eternal - Default skill: Passive - Companion revive cooldown is reduced by 15/10/7.5/5s whenever the Operator gets a kill. Void Aim - Upon Void Blast, enemies hit are marked for prioritized targeting by your Companions/Specters, being dealt 200/300/400/500% damage by them. Void Target (requires Void Aim) - Holding the Waypoint button causes any Waypointed enemy to be automatically targeted by your Companions/Specters. Soul Link - Passive - 5/10/15/20% of the damage the Companion takes is converted to health for your Operator. Soul Echo - Whenever the Operator performs an Ability, the Companion has a 5% chance to recast it after it expires. Comeuppance - The enemy that defeats your Companion and every enemy within a 10m radius of them takes +500% more damage from your Operator. Vengeful Companion - The enemy that sends your Warframe into Bleedout takes +750% damage from your Companion for three seconds, and is prioritized for attacking. Side by Side - Allows for another Companion to be equipped pre-mission. Retaliation - If both Companions are downed, the Operator gains doubled critical and status chance until they’re both recovered. Urgent Care - If one Companion is downed and there are no enemies within 20m, the other Companion will rush to Revive them. 2. RESTARTING THE STARCHART The System Sol is host to an abundance of planets, satellites, and pocket dimensions awaiting the Tenno’s traversal. These lists and sublists of changes to resource canisters, tileset-specific events, enemy types, mission types, side missions, and even bosses is an attempt to take all the information we know about this solar system and allow each planet within to truly shine with life and uniqueness even in a game meant for its procedural map generation and movement-based core gameplay loop. 2.1. PLANETARY CHANGES All Planets Counter-Air: The War that plagues the Solar System is fought just as much in the sky as it is on the ground. After completion of The Archwing and Rising Tide, every Starchart node on a planet with a Proxima contains a Counter-Air meter that resets biweekly, and can be charged to 100% through the following actions: Playing Archwing nodes within those planets Playing Empyrean nodes within those planets’ Proximas Finding side-mission Archwing Beacons on all regular Starchart nodes that Tenno can play to take on an Archwing Exterminate time trial Utilizing Air Support modules in missions Getting each planet’s Counter-Air meter to 100% for that cycle grants all Tenno the following buffs for the rest of that biweekly cycle: Increased duration (+50%) of Air Support modules Increased damage (+50%) from all sources for Archwing and Railjack missions Each completed meter buffs the nodes of the following celestial bodies: Venus Proxima: Mercury, Venus, Phobos, Ceres Earth Proxima: Earth, Mars, Lua, Deimos Saturn Proxima: Jupiter, Saturn, Europa Neptune Proxima: Neptune, Uranus, Sedna Pluto Proxima: Pluto, Eris, the Kuva Fortress Abandoned Extractors Planetary/galleon sidemission: an abandoned Tenno resource drone of three rarities (Titan, Distilling, Distilling Prime) that must be hacked into and defended (for 1:30 normally, 3:00 in Steel Path) in order to gain a cache of all that planet’s resources. one drone per tileset, Steel Path drones guaranteed to drop at least 1 Steel Essence Void Rupture An uncommon Void Fissure found in corners within tilesets can be interacted with to summon a plethora of several Corrupted enemies that must be killed within a small time trial successful completion yields Void Traces Inner Planets and Satellites (and Colony Ships) Quarries: Hidden pathways within Mercury’s Grineer Asteroid tilesets that lead to a cache room of chests and walls filled of ore veins: these chests can be destroyed and/or these veins mined with a Nosam Cutter/Sunpoint Drill (if acquired) to gain built alloys and/or raw material Thermia Fractures: Nef Anyo’s desecration of the Orb Vallis is starting to take form in Venus’ planetary missions. An optional sidequest of each one, players can choose to defend a Thermia Canister against up to 2 separate waves of Fracture repairment, and bring it with them to extraction to gain Distilled Thermia and small bouts of reputation for Solaris United. Crystallized Resource Canisters: Canisters afflicted by the crystal-like Void magic of Citrine’s last wish. Opening these uncommon canisters found on either Venus or Mars’ planetary tilesets provide uncommon/rare resources for each planet as well as Belric (Venus) or Rania (Mars) Crystal Fragments. Silvana Shrines: After completion of The Silver Grove, supportive shrines consisting of Razorflies can be walked over on Earth’s Grineer Forest tilesets. At day, they gradually replenish health. At night, they gradually replenish shields. Wandering Tomb Guardians: Neutral until attacked, these sandstone golems can be found walking along Mars’ desert tilesets after Sands of Inaros, and have a giant amount of Object-based health (immune to crits and status procs), but provide a rare resource and a Health-based buff upon their killing for the rest of that mission (either increasing max HP, gradual regen, or damage decrease on Health only) Spaceborne Orokin Vaults: Counter-Air Archwing side objectives on Phobos have a chance to spawn in an Orokin Derelict vault that flew into space upon the devastation of Deimos’ surface, which can be unlocked with Dragon Keys and causes the Corrupted to spawn on the ground missions Paradoxes: After completing the Duviri Paradox, purple waypoints within Lua can be located and interacted with through Operator/Drifter only, and starts performing the “guide your reflection into the light” minigame that allows you to obtain Lua Thrax Plasm and/or Duviri resources (these Paradoxes can also be encountered on Zariman nodes) A ‘New” Home: The Dormizone can be selected as a third choice for the player’s base of operations, besides the Orbiter and the Camp. Gas Giants and Satellites (and Plutoids) Ice Quarries: Hidden pathways within Europa’s Corpus Ice Planet tilesets that function similarly to Mercury’s, but looks a lot like the Ice Mines you can encounter during Railjack missions: Heavy Rain: Cere’s rain can fall heavier on some days than others. On nodes afflicted with Heavy Rain and with tileset access to the outdoors, Electricity proc duration is increased for both friend and foe, and Heat proc duration is decreased, when exposed to the rain. Tep-kout: Rarely, a Gas City tileset’s atmosphere will be influenced by the raging storm of Jupiter’s Great Red Spot. The Corpus refer to this phenomenon as Tepkout, or “Red Hour”. For now, this phenomenon is non-combative, and is simply aesthetic. Neptunian Gas City - The older Gas City tileset can be found in some of Neptune’s nodes, with a recolored blue sky to boot. Betting Taverns - In either Sedna or Neptune, you have a rare chance to discover non-combative rooms of Grineer/Corpus viewing Rathuum/The Index on giant teleprompters. In these rooms, you have a slight chance of finding a “Prize Pot” interactable Resource Canister that you can throw credits into to bet on a certain Executioner / Team. At the end of said mission, the winner is randomly chosen, and players who bet correctly will be rewarded either their credits back, or Judgment Points for Kela. based loosely on this room found in the Fortress: Corposium Tribute - On Pluto, cupped-hand versions of Parvos’ Golden Hand statues can be located within its planetary tilesets. Sacrificing a Granum Crown to the statue provides a temporary credit booster on that node and nodes surrounding it for one hour. 2.2. MISSION CHANGES Excavation The amount of Cryotic gained from each Excavator increases per that Excavator’s reward tier (A/B/C), but only the total amount gained upon completing said Excavator (if its destroyed mid-dig, you’ll unearth the normal amount of Cryotic you would’ve gotten from it) Warframes can now hold onto two Power Cells at once, but at the cost of being unable to attack/cast and only move Capture Higher-level Capture missions now allow for multiple VIPs (up to 3) across the tile to be captured before heading to extraction Interception Higher-level Interception missions will require Tenno to manually hack into a Conflicted point’s terminal in order to set it back to Neutral and recapture it. Naturally, Ciphers would be disabled during these missions in Sorties. Kuva Fortress Assault Now renamed to a “Sabotage” type mission Kuva Survival Adding new Kuva Catalysts to a Kuva Harvester instantly replenishes 50% of its health if lost. Infested Salvage Every 5 Antiserum Injectors added to a Vaporizer instantly replenishes 10% of its health if lost. The number of Injectors needed to heal increases by +1 for every time the healing activates and +1 for every 4 waves (AABC) completed. Every so often, a Juggernaut will spawn and double the Corrosion effect of the air on your Warframes. Killing these Juggernauts not only ends the Corrosion buffs and rewards you with parts of it, but also spawns Nidus-like maggots to help latch onto and kill surrounding Infested. Attrition (new Type) “The commander of this node is occupied with affairs in space, and will only be summoned to this place once there’s an emergency severe enough to warrant their presence. I need you to get inside and make as much noise as you can.” - The Lotus Main objective: Summon the node's commander by performing acts of vandalization up to a culminating point, kill the commander, and then proceed to extraction There is an objective progress meter called the Culmination Meter, which fills upon completing the following: killing enemy units unlocking secret rooms destroying resource canisters/opening lockers completing sidemissions if any available getting the alarms triggered deploying the tileset’s traps unloading constant gunfire once the meter has reached the Culminating Point (maintaining 100% Attrition for at least 10 seconds), the mission’s Commander will be summoned onto the tileset (will always be a variant enemy or an Eximus Heavy Unit) once summoned, the meter will begin decaying, if the Commander is still alive when the meter reaches zero, the mission is failed Sabotaged Survival (new Type) In the room needed to begin any Survival mission, a second Terminal with a waypoint can be found on the opposite side of the tile. When this one is activated before the level is, the mission type changes, as does the Life Support: With every Life Support capsule on the map that hasn’t been activated, the mission timer moves 5% faster (stacking at 40% with a full 8), but the Life Support drains faster as well, granting players with the choice of faster reward acquisition at the cost of having to manage life support better, lest they fail the mission at an increased rate. 2.2.1. INVASION CHANGES - Changes to Invasions to turn them into a “Planetary Sortie” of sorts. War’s half the game, after all. General Changes During Invasions, each planet’s respective Boss will lead the attack/defense of a Compromised Node within their planet, with one, two, or three other adjacent Support Nodes marked for Invasion. The surrounding nodes will be randomly renamed to emphasize the ongoing war or outbreak (e.g. Battle of/for Venera [Venus], The Siege of/on Galatea [Neptune], etc.) A Compromised Node consists of a Sortie-like, triple-set of missions granted from each faction that rewards you with a weapon skin, weapon blueprint, credit cache, rare mod, etc. depending on the Faction you decide to align yourself with. A Support Node is a one-mission Invasion node that guarantees you’re rewarded a Fieldron/Detonite Injector/Mutagen Mass, and the completion of all Support Nodes grants a secondary reward if the Compromised Node has been completed. Invasions now have two universal changes: The tileset of the Node changes dynamically based on the percentage of Invasion progress each faction possesses (more destruction, smoke, and fire hazards, Grineer/Corpus propaganda drones and weapons scattered along the tileset, music transitioning between areas, etc.) All Field Bosses and Syndicate Deathsquads have an increased chance of spawning into Invasion missions. After completion of TNW, Narmer Invasions become accessible, and like Infested Outbreaks, Narmer cannot be sided with, regardless of which faction they’re targeting on a set of Compromised Nodes. Invasion Occurrences - Events/modifiers on Compromised Nodes triggered at random and meant to change how they’re played. Nightmare Invasions - By the Boss’ command, each Support Node adds a Nightmare Mode modifier to the Compromised Node’s set of missions. Completing each Support Node rids the Compromised Node of its Nightmare aliments. Syndicate Third Party - Occasionally, a Syndicate will occupy an ongoing Compromised Node for whatever reason (Arbiters for a challenge, Suda for research, etc.), and its Operatives can be seen in-missions battling either faction. The Syndicate can offer a side objective to be done alongside the Invasion missions, and will reward you with one of their low-rank offerings if it's completed before the Invasion concludes. Void Fissure Invasions - Occasionally, a Void Fissure opens up on a Compromised Node. When this occurs, two of the three missions provided by either Faction will allow you to choose a Relic you wish to open. Even more rare is the chance of Aya being offered as a secondary reward for completing the Support Nodes. Kuva Invasions - When the Kuva Fortress nears a planet, there’s a chance that Kuva Siphons and Troops will be forcibly dropped into any of that planet's Invasion nodes, regardless of faction. New Infested Construction Project: Return of the Golem Just like contributing to Grineer and Corpus offensives add to the Construction of a Balor Fomorian or a Razorback, respectively, so too will the Infested gain a Construction meter that leads to the introduction of a new Tactical Alert: Return of the Golem. Multiple strains of Infestation have turned an abandoned Corpus vessel into another Jordas Golem, which is prepared to crashland into any one of the active Tenno Relays within three day’s time unless the integrity meter reaches 0%. While the Golem is active, one of the Nodes on the planet its targeting becomes a new, temporary Dark Sector, an Infested-controlled mission which players will need to complete in order to gain access to the Golem Asssassination Node. The new Dark Sector borrows its objective from the Node that’s invaded, and provides the same modifiers as the usual ones: Mission completion credit bonus Affinity booster to a random weapon type (long gun/handgun/melee) Resource drop chance bonus Should the Golem be allowed to crashland into a Relay, a Pyrus Initiative will begin to assist in the Relay’s reconstruction, and until that reconstruction is complete, the new Dark Sector permanently remains on that planet’s node. Beating the Golem in a certain amount of time leads to rewards, the more you gain the faster you complete: An Exilus Adapter An Aura Forma Bundles of Mutagen Samples/Masses A Lua Lens blueprint On top of Atlas parts, the Golem also has a chance of dropping main/part blueprints for a new weapon: the Mutalist Dragon Nikana. "This once majestic tool of the Tenno has been warped and evolved by Infested biomass. Heavy attacks unleash toxic, bony protrusions from the sheath’s roaring, draconic maw." (art by @EternaldrkMako) A status-based single Nikana with an Infested dragon-sheath that roars like an Ancient upon Heavy attacks and releases a cone of Slash-Toxin projectiles capable of punching through multiple enemies. 2.3. ENEMY CHANGES Warframe is no stranger to enemy variety, but said variety tends to be spread and separated between several tilesets, mission types, and even quests. This isn’t all bad, as it allows each individual questline to shine, but all the same, these additions to the frontlines will grant the average Tenno some sort of immersion (for like 15 missions before they become just Another Thing To Shoot At). 2.3.1. THE COMMON The Grineer Rook: a Heavy troop that walks slow and wields a gigantic transparent shield, buffing the gunfire of enemies behind it and staggering Warframes that get too close with a shield bash Promoter: a Light troop that wields the Nukor, a combat morale booster who chants Grineer propaganda, boosting speed and damage of units in a decent ranged aura around him Elite Promoters have a chance to spawn Regulators Practitioner: a Heavy combat medic troop that can inject fellow Grineer with syringes that either heal, increase damage output, or make them immune to statuses. Can revive one troop every 60 seconds if their body is still intact. Demoman: a Medium troop that primarily attacks using grenades instead of gunfire. At a certain health threshold, they’ll charge in to suicide bomb the enemy like Oxium Ospreys The Corpus Disabler Osprey: flying support unit that uses magnetic pull to yank weapons from Tenno and disarm them Prodman Student: a heavy melee unit utilizing the Prova in more advanced ways, like shooting electric waves or creating shockwaves in the ground Protector MOA: a biped proxy with a built-in shield that it can elongate to match the length of the current tile its in, buffing the projectiles shot through it by Corpus Domestikaze: a “Volatile Crawler”-type enemy, a Domestik Drone rigged to explode rushes the Tenno down The Infested Tosser: instead of the Runners and Chargers being given ranged attacks for unreachable Tenno, the Tosser will default as the common light Infested ranged unit, tossing balls of flesh at opponents from afar Ancient Tosser: a heavy ranged unit that shoots balls that explode into clouds of biogas, dealing Toxin damage and disabling abilities Creeper: flat Infested entity that embeds itself to the environment: on the wall, it can shoot corrosive liquid at Tenno, on the floor, it acts as a hazard dealing Slash procs to Tenno who walk over it New Enemy Behaviors: Formations, Maneuvers, and the like Save for the Infested, the Murmur and the Corrupted, who all possess “hivemind” alert systems, enemies alerted to a Tenno’s presence but who don’t have visual will prepare Tactical Formations to attack the player in The Grineer format themselves triangularly, focusing their heavier units to the front (the vertex) of a formation to shield the squisher mediums behind them. Light, melee-focused units can pack behind the formations and swarm the Tenno as they focus fire on the ranged units. The Corpus format themselves in arrays, alternating between meat-crews and proxies, with Nullifier units providing shelter for Corpus units within the field. If there is a Heavy unit, like a Bursa or Tech, they will find themselves traveling with their own arrays of units for supporting fire. Alerted Infested Chargers and Crawlers can now assault the Tenno by climbing and pouncing off walls, a la wild Kavats, grappling a Warframe that doesn’t maneuver out of the way in time Grenades thrown by humanoid units can now be picked up via the Interact button and tossed back to the enemy with the alt-fire button. If not thrown in time, they can damage and self-stagger the Warframe holding onto it (which might be good if you’re using a build reliant on self-damage wink, wink) If they’re aren’t enough enemies around or if whole Formations are being killed far too quickly, Grineer and Corpus units’ AI can account for this and begin switching tactics: Flanking Maneuvers - A Formation splits quickly into two or three smaller groups of mobs that attempt to shoot at the Tenno from different sides of the room. Ambush Points - Though they already do this to a certain extent, alerted Enemies can group up in neighboring rooms to block the Tenno’s progress with either a crapton of environmental hazards, a crapton of heavy units, or both. Shoot-and-Scoot - If the enemy picks up on heavy AoE ability/weapon usage, they will opt for suppressing fire from far spread out along the room, their AI attempting to switch cover as quickly and as often as possible. During Invasions, Grineer and Corpus can be seen using these tactics against each other. 2.3.2. THE NOT-SO-COMMON With the Tenno’s awakening throughout the Sol System comes an unforeseen consequence. The Void energies that provide each Warframe with its great strength have made their way into the foe. Eximus units – Void-tainted adversaries of the Tenno with newfound abilities – find themselves among the rank-and-file of enemy troops. With several variants to be found among the factions, they will prove to be obstacles on your path to balancing the system. Overguard Changes While Overguard is present, the Eximus unit is immune to status effects, crowd control and to being critically hit. However, the damage done to Eximus enemies is split between Overguard and Health, with the Overguard absorbing more damage the higher enemy level goes. DamageTaken = 100 * {1 - [50/(EnemyLevel + 50]}: as the EnemyLevel increases, so too does the percentage of DamageTaken by Overguard keep increasing but never quite reaching 100% (i.e. their regular Health takes damage no matter what Level they are, it just decreases the amount). when EnemyLevel = 1, DamageTaken = 75% when EnemyLevel = 10, DamageTaken = 83.333% when EnemyLevel = 50, DamageTaken = 90% when EnemyLevel = 1000, DamageTaken = 98.04% All Void damage sources deal tripled damage to Overguard. Immunity to crowd control can be removed by targeting randomized Achilles Nodes (i.e. weakpoints) on an Eximus unit’s body, sort of like Synthesis scanning. All Factions Arctic Eximus - Walmart Frost 3. Blitz Eximus - Big ground slams. Energy Leech - The Magnetic UI jamming is now less severe coming from an Energy Leech Magnetic proc, but the Energy reduction lasts about the same. The UI jamming and Energy reduction cease immediately upon killing the Eximus responsible. Leech - Rollers and Orokin Drones are no longer eligible for Leech Eximus status. Shock - Number of shock orbs now scales with Enemy Level. Max 7. Flash - Their special ability is emitting a bright light within a certain radius. The unit telegraphs the area-of-effect and not moving away fast enough Blinds all within. Think of that one Alad V ability. Grappler - These Eximus units will make constant attempts to tether onto and immobilize a Warframe (either through rope/energy tethers or an organic hook). The Grineer Arson - Big flame fart. General - General Eximus can periodically rally their troops, boosting their armor value temporarily. Demolition - Uses their firearm secondarily, much preferring to throw grenades and such at the player, providing area denial for their crew. The Corpus Guardian - Big shields. Marksman - Marksman Eximus have a telegraphed beam attack that, if hit by it, triggers a Bullet Attractor sphere around your Warframe/Necramech, not hindering its movement speed but increasing its potential to absorb and take damage for a limited time. Laser - Laser Eximus regularly deploy small spherical electric teslas that, whenever paired up, create a laser beam trap in between the two, dealing Slash procs to players that pass through, a la Vauban’s old Tesla augment. The Infested Venomous - Constant toxic aura. Hivemind - Hivemind Eximus periodically releases Infested Pods that, if not destroyed fast enough, summon short-lived Infested copies of a player’s Warframe and its abilities. This Infested Specter doesn’t copy weapons, and will always spawn with an Infested-faction primary or secondary. Evolutionary - Evolutionary Eximus are built for being prioritized: if left alone long enough, it will be able to continuously steal and perform abilities from other, surrounding Infested units, such as the following: The death detonation noxious cloud, electric current, upchuck, and toxic grenade attack of a Toxic, Electric, Nauseous or Lobber Crawler Miniature variants of Ancient’s auras The swarm/tar area denial of a Mutalist MOA The maggot summoning of a Brood Mother Camouflage - Camouflage Eximus are capable of agile attacks and the ability to grant invisibility to itself and some surrounding units, visible by an environmental shimmer or, if afflicted, the FX of several status effects once its Overguard is dealt with. 2.3.3. THE SECOND WAVE: NEW ASSASSINATION TARGETS When unlocking The Steel Path, an additional final boss for each planet will show themselves. Each boss would come with their own mechanics, and illustrate the changes the Starchart had gone through since you traversed through it the first time. Upon completion of said nodes, they might even show up in Sorties as the Assassination objective. Mercury: Mutalist Doctor Tengus - Doctor Tengus, the man who released the Infestation into the inner Origin System all the way back in Once Awake, has since then been making the same mistakes that Alad V did, fusing himself with the Infested and intending to turn Mercury's landscape into a second Eris. Being rather fragile, he created for himself a Nox-inspired exoskeleton fused with Grineer and Infested technology. With it, he can create various means to attack the Tenno with the powers of both factions. Venus: O.M.E.G.A - OMEGA is a rogue AI housed within a reinforced Lynx that sees flaws in the Crewman's biological design, and wishes to replace them across the System with robots, believing them to be more resilient and efficient. art by @IAmFozzieBear This Lynx is reinforced and supported by proxies (Omega Ospreys, Omega MOAs) also controlled by the AI. Earth: Admiral Boril - Knocked out by Vor’s electric mines during the old Warframe Path’s tutorial cutscene ("You can't be here, old man. This is MY price!"), he wanted to avenge the System for taking you, his Warframe price, from him. He incorporated weaponry into his arsenal and poison-infused it with the old abandoned Cicero Toxin Injectors that Vay Hek installed throughout Earth. Now he's an agile, toxic killing machine who poses a dangerous threat to his adversaries. He utilizes a Panthera to deadly effect. He launches poisonous slaw blades from afar, and deals massive damage with the chainsaw up-close. At mid-range, he'll swing his trusty Atterax. Mars: Kuva Lich Kril - Being dragged back to the Kuva Fortress, Lech Kril, bloody and bruised, begged his Queens for forgiveness for failing to subdue the Tenno, and the Worm Queen, knowing Kril’s great reputation amongst the Grineer as a war hero, decided to augment him into something unkillable. Now infused with Kuva, he goes by the name Lich Kril, and will gain revenge for the Tenno who brutalized him. He acts a lot like a normal Kuva Lich mixed with Lech's old moves and his now signature Kuva Brokk hammer. He uses ice powers for his first bar, fire powers for his second, and combines both for a Blast focus on the third. He requires no specific Parazon Requiem configuration. Phobos: The Mutant Skate - Recent reports state that there's a gigantic skate that’s been consuming a huge underground deposit of Cryotic, and is now wreaking havoc on the surrounding area. It has shown to have blood curdling shrieks that temporarily alter the mindset of all companions, causing them to target their masters. Choose your pets carefully and proceed with caution. Ceres: Galvanik Dreg - An Elite Prosecutor in charge of promoting high-ranking Lancers to Guardsmen through extensive training, he is the only known Prosecutor on Ceres with the technology necessary to withstand the effect of all 4 basic elements. Some say he got this technology by getting on Vay Hek's good side. He's constantly looking to recruit new soldiers into his battalion, and will not rest until he leads an entire Grineer army. He spends each phase of his fight (4 phases) cycling between the usage of each primary Element type in his attacks, and summoning the respective Prosecutors to deal additional damage. He is a master of the two-handed Amphis, but wields an emergency Quatz in case he spots a ranged foe. Jupiter: The Indiculyst - Hidden in plain sight, the Indiculyst is a biped, humanoid Sentient fragment of the Ropalolyst, who enforces the Bioengineers’ work and is highly adaptive in both damage and strategy. Indi’s form and gameplay changes based on the opponents he's dealing with, performing a miniature version of a Conculyst’s Cyclone to players up close, using explosive bolts of energy at mid-range and, if the player is very far away, will start blasting you with pulses from one cannon arm, and start charging up an instant laser cannon with the other. It has access to every Amalgam ability in the System. Saturn: The Wolves of Saturn Six - Now that the deal with Alad V is off and he has gained his Sentient armor, the Wolf and his Pack gained new members, the Grustrag Three, and together they've been wreaking havoc on Sargas Ruk's troops in order to overthrow him and turn Saturn into some living space for the members of the Max-Pen. The members of G3 and the Wolf all have Amalgam armor, allowing them reduced damage and the ability to adapt to the elements. They'll never be accompanied by less than 5 Fugitives with Molotovs and Sheevs. You'll have to be quick in killing them all at once, because if left alone for a long time, other Wolves can revive an incapacitated member of their pack. Uranus: The Aqueduct - One of the highly advanced Tubemen escaped its tube and started working with some of the Drekar Grineer under Tyl Regor's radar to build a suit that utilized high-pressure torrents of water to slice his enemies open. Having a special Manic strain, he's highly mobile and stealthy. Neptune: John Prodman - Anyo Corp's Treasurer and The One Who Slayed Phorid, John Prodman has been passing his time by making himself known to brokers who are able to last an hour in the Index. Prodman is a master of his Prova and has modified it for "ease of use" and "maximum satisfaction". The profits he has gained allowed him access to his very own Galleon, where he may be confronted by the Tenno. Pluto: Doctor Intehb - Mentioned once ever in the game, Doctor Intehb was the one attempting to breed a Kubrow for Frohd Bek. After being demoted by Frohd for failing to breed a successful pet for him, he moves over to machinery after becoming inspired by the Sisters of Parvos and the Ambulas Project. Using his knowledge of both robotics and animals, he has secured a mass-produced army of Hounds at his disposal: not as potent as those assigned to the Sisters, but their numbers can prove formidable. Sedna: The Herald of Hydron - A Cryopod opened up one day while a squadron of Warframes was defending it and the operative, to his contempt, found out after escaping the galleon that the Tenno were only motivated to defend it out of the promise of riches and artifacts. Using the plethora of knowledge on Warframes he gained by posing as a “lone Tenno operative raiding ships for supplies”, the Herald can use the Tenno’s own abilities against them. Eris: The Emissary - You'll be tasked with finding a cave, deep within Eris’ Infested surface, that leads to Arlo's Chamber, where you will find Arlo and Kendi, mutated Infested beings, fused together by its rancid flesh. Arlo will deal heavy melee damage, while Kendi will launch ranged Infested attacks. Lua: The Eyes of the Moon - Tenno scouts on Lua picked up on the presence of four rogue Security Eyes (codenamed Zen, Urai, Nairu, and Vaz) that are eliminating any who try to desecrate the ruins of the Orokin Moon. What makes these Eyes different is that it's not only highly evident that they are cooperating, but they're actively seeking enemies to kill instead of acting as dormant defense systems. Each Eye has a unique attack style, and they all have secondary attacks that only activate if one of the other Eyes is killed. Void: Phantom Vor - After countless eons in the Void, Vor has learned how to turn himself into pure Energy. By absorbing the power of the Void, he is able to dish it out for tremendous effect. He can even go as far as to channel his own energy into Corrupted troops, bolstering their power and vitality. 2.3.4. BRAND NEW NEMESIS SYSTEM (AND NEW NEMESIS!?) This portion of the Starchart Chapter not only redefines the Nemesis system to truly give the player their own personal antagonist, with their own agenda against the player that will affect the entire Origin System if they're not taken care of in time, but also introduces the acquisition of a brand new type of Nemesis that can only be acquired after completing The New War. General Changes You can’t queue into specifically-conquered node missions: i.e. once a node has been Influenced by a Nemesis, all the missions on that node (Nightmare, Alert, Event, Relic, etc.) will be overtaken by their respective faction’s forces Troops (which am I using as a catch-all term within 2.4 to describe the enemies you can gain Requiem Murmurs from) at higher Nemesis levels now have a chance to spawn in surrounded and guarded by Heavy units within their respective faction for Liches, these are called Thrall Squadrons for Sisters, these are called Hound Packs Nemeses will now grant an audiovisual warning, akin to the red/blue tint you see when they’re first being created, when spawning into a mission You are now guaranteed to get at least one Requiem hint off of two failed Nemesis mercies, three more to get the second hint, and four more times to get the third Nemeses have an “experience bar” that passively levels up over time, allowing the Nemesis to gain more Influence and Levels even when you’re not actively pursuing them pursuing the Nemesis itself and failing to kill it allows it to gain a bunch of experience from fleeing/killing you Nemeses each now have their own “resource” you collect from killing their Thralls and clearing their Influence off missions: Intel. New Sentient-Based Nemesis: MIMICHONS (name pending) “Mimichons… the new underbosses of Narmer. Pazuul’s attempt at mass-producing Archons to overtake the System through my Mimic subroutine. Unfortunately, taking down these new drones requires that you venture deep into the Veil Proxima, and board one of his Murexes. These Mimics are coded to impersonate Archons crafted from your very Warframe. Proceed with caution.” - The Lotus Acquisition/Progeniture (requires The New War completion) To activate a Mimichon, you will need the Paracesis, a Railjack, and a Warframe to “sacrifice” to the Murex so that the drone may acquire its physiology. Bring the Warframe you wish to have Mimicked into the Murex nodes of Veil Proxima, where you will hear the Narmer chimes when eligible. A transmission from Pazuul will play out, and a waypoint to the Aphid Chamber will show itself, a dungeon that contains a singular Sentient spawn pod that spawns 5 Aphid Mimics, whose must all be killed before the Warframe who deals the final blow can plunge themselves into the Sentient fluid. At the end of the Murex, gazing at the red Crystal will showcase the weapon you earn. If you accept the procedure, you can lock in by shattering the Murex with your Paracesis. Your Progenitor Warframe impacts two things: the element bonus of the Mimichon’s weapon, a la Kuva Lich, and their first elemental immunity As the Mimichon stays alive, the Warframe they were crafted from will be inflicted with the “Manifolded” status, a lingering Dragon-Key or Grustrag Bolt-like debuff that decreases their damage done to Sentients by 50% The animal head graft is chosen at random and can be one of the following: Snake, Owl, Wolf, Bull, Bear (with a secondary set of clawed arms a la Wolf), Shark (with a fin that goes down the back like the Snake), and Lion (with a “mane” comprised of Sentient energies) Abilities: Each Mimichon has four abilities. Their 1 is an ability based on their Sentient/Mimic nature. Their 2 and 3 are based on abilities chosen at random from the progenitor Warframe. Their 4 is an ultimate based on their Archon head. Probable First Abilities Aero Burst - The Mimichon rains down a barrage of Aerolyst canisters that damage and slow down any Tenno hit. Battalyst’s Blast - The Mimichon morphs one of their Warframe-arms into a laser cannon that shoots bolts of Sentient energy. Conculyst’s Club - The Mimichon closes in on the Tenno, performing several Sentient baton strikes. Conculyst’s Cyclone - The Mimichon twirls around, creating a whirlwind around them that staggers nearby players. Fighter Escort - With a summoning screech, the Mimichon conjures a group of up to 5 Choralysts, spectral Vomvalysts, or Oculysts, which must all be killed before targeting the Mimichon. Emsleyan Maneuvers - If it takes enough damage, a Mimichon can split itself into several resource canisters and/or environment hazards that must each be shot at for it to regain form. Tauforged Transfer - Occasionally, the Mimichon will remove its own damage resistances, transferring the types of damage it adapted to into its own moves for a limited time. Probable Ultimates Nira’s Gaze - The Mimichon’s snake head slows down and petrifies all enemies caught in its piercing gaze. Ursine Maul - With a bear’s savagery, the Mimichon lunges high into the air, descending upon a player up to 3 times, creating a shockwave of Tau energy with each leap. King of Beasts - With a lion’s ferocity, the Mimichon’s energy mane flares up and it lets out a mighty roar that buffs all Sentient troops within its radius, increasing their speed and decreasing their ability cooldowns. King of the Sea - With a shark’s barbarity, the Mimichon dives, burrowing underground and targeting Tenno from below as it bursts back up into the sky, creating “waves” of Sentient energy that push players back. Boreal’s Screech - The Mimichon’s owl head produces a paralyzing yell that deflects gunfire on the outside of its resulting energy sphere. Troop / Boss Battle Mechanics The Troops spawned in for Mimichons are named Narmer Drones: Sentient creatures with modified Narmer Veils surrounding their usual cores. Upon Secret Mercy, the Veil is shattered by a Parazon stab, targeting the core and killing that unit. Higher-level groups of Narmer Drones are called Narmer Fleets, and each Drone is surrounded by either Amalgam units or Brachiolysts the name of these troops is as follows: [Archon Name] [Sentient Type] Drone All Mimichons, upon defeat, will flee to the Veil Proxima, boarding their own Pazuul-granted Murex, which you will need to board. Upon boarding, the boss arena might not be accessible without killing Narmer Deacons first, and presenting their Veils to the main entry door, a la Archon Hunts Weapons and Other Rewards Ceti Shedu - has an ammocap (5 mag/20 ammo), 20%/30% crit/status chance, Radiation radial attack instead of Electricity Ceti Komorex - zoom in to reduce recoil and add a tripled headshot multiplier, zoom again to switch the chances of crit/status (10%/40%) and add a Viral explosion that also procs Heat on headshot kill Ceti Cyanex - Duplex primary fire that shoots sentient gas slugs on and off trigger release. Secondary fire shoots a trio of these bombs in a singular burst Ceti Battacor - full auto primary fire, can now hold up to 5 charges, each charge is fired up as a beam Ceti Ocucor - 30/15% crit/status, secondary fire launches a slow homing projectile that explodes and can self-stagger Ceti Basmu - semi-auto, secondary fire beam replenishes shields, and health burst upon empty mag also increases shield regen rate Plasmu - Triple burst Electric pistol that charges up a capsule every time a full magazine of ammo is used up (up to 3, kinda like the Battacor), alternate fire triggers a shotgun-like blast that uses up the capsules, and for a few seconds afterward, the projectiles fired from the capsule shoot automatic projectiles that deal Heat damage with an added status chance. Javelyst - speargun with unlimited magazine, shoots Toxic, Shedu-like projectiles. When thrown, it will create a spinning laser orb similar to a Battalyst's that will spin around for several seconds and deals Slash and Heat damage with high (35%) status chance and decent crit. Other Drops: Ceti Prism Blueprint - fires semi-auto energy orbs, charge for a devastating Tau orb that laser spins but moves slower Ceti Scaffold Blueprint - small Tau missiles that home in on enemies Ceti Brace Blueprint - +30% status chance / -5% crit chance [Amalgam Hikou Gunslinger] - +120% Fire Rate, +66% Reload Speed on Automatic Rifles // Hikou deal Elemental Damage based on First Emissive color [Amalgam Sibear Melee Prowess] - +120% Status Chance, Ability Cast increases Secondary Crit Damage by +60% // Melee slam attack inflicts Cold proc [Amalgam Okina Organ Shatter] - +120% Critical Damage, +60% Multishot on Bows // Finishers render you invisible for 6s [Amalgam Karyst Covert Lethality] - +160% Finisher Damage, Reduces the chance enemies will hear gunfire by 100% // Front-facing finishers have a 5% of killing instantly [Amalgam Gunsen Fury] - +45% Attack Speed, -100% Zoom on Secondaries // Heavy Attack gains 50% Combo Count efficiency Requiem Ultimatum Riven Transmuters and Slivers Narmer Rifle Skin Intel and How It Works Intel is a resource that can be gained by completing missions taken over by the Nemesis Intel works in tandem with the Nemesis’s Anger meter: Intel is used to interact directly with the Nemesis’s Influence, while Anger is used to draw them out for elimination There are specific mission objectives that draw out more Intel than Anger, depending on the ratio of data retrieval to killing and overall destruction, so you get the choice between getting a Nemesis’s influence off of a planet for the time being, or pissing them off and going right for that kill. mission types like Spy, Mobile Defense, and Interception provide great amounts of Intel mission types like Exterminate and Survival rapidly fill the Anger meter mission types like Capture or Rescue provide a happy medium Intel can be expended to activate several new, Nemesis-specific mission types Expel - costs a small bit of Intel to activate: an Attrition2.2 mission objective where you make your presence known to the Nemesis, who will send tons of Troops to combat you. Once you kill and perform Mercy on a specific amount of enemies in a predetermined amount of time, the enemies will surrender the node’s Influence to you Raid - costs a moderate amount of Intel to get into: objective is a mixture of Mobile Defense and Disruption - hack into three terminals to find data on the location of the Nemesis’ treasury (where your stolen stuff is being kept), kill VIP enemies near the location until one of them drops the key to the place, and then defend the treasury’s door as it’s unlocking, retrieve a portion of your stuff, and head to extraction If your Nemesis is at least Level 3, it becomes possible to sacrifice a bit more Intel in order to retrieve specific types/amounts of your stolen goods Purge - a brutal, large-scale offensive attack targeted at a Nemesis’ planetary Headquarters, which is very difficult but wipes a Nemesis’ influence off of the face of an entire planet if successful, doing so will max out a Nemesis’s anger and guarantees that they’ll Encounter you in the next Influenced mission you enter Can only be done if the Nemesis' influence is on two or more planets, and will cost more Intel the more nodes the Nemesis has Influence over How Killing Your Nemesis Work - There are two ways you can fight your Nemesis: Last Stand - basically an Assassination mission node with your Nemesis as a boss: only occurs when you expel Nemesis’s Influence from all nodes but one, that node automatically becomes the Last Stand mission type Encounters - kinda like right now, when your Nemesis gets angry enough to want to ambush you If you have the right Requiem sequence, they’ll flee to their Galleon/Murex to be killed off permanently, but if there’s a slight error (incorrect order/no mods but you get at least one Requiem correct), they’ll be mostly killed (“defeated”) and retreat for 1-3 days to recover their strength using their Kuva/Granum tech/Shard You’ll still get the Nemesis’ treasury, but the Nemesis will keep their weapon until permakilled A “defeated” Nemesis has a very small chance to come back with an Ephemera, which can only be claimed through a permakill During the permakill Choose cutscene, there is also a third option outside of Vanquishing and Converting, where you Harvest the Nemesis, forgoing your treasury to plunder their sources of power [Lich-name brand] Kuva Catalyst, that can be placed in your Liset and interacted with once every 24 hours to gain 100 Kuva [Sister-name brand] Granum Crown, that can be placed in your Liset and interacted with once every 24 hours for 10,000 Credits, or which can be sacrificed to a Corposium Tribute2.1 for a sum total of 500,000-1,000,000 credits (depending on their level) Tauforged [Mimichon-name brand] Archon Shard, which can be installed into your Warframes via Helminth, or placed in your Liset and interacted with once every 24 hours for a random Sentient resource (Anomaly Shard, Narmer Isoplast, Exceptional Cores) Bounties (new): Client-side alerts granted by several partners of interest who are pissed off at the efforts your nemesis is going thru to take control of the system Every 24 hours, there’s a chance that when a random Syndicate gets pissed at your Nemesis disrupting the system, they’ll email you and put a Bounty on your Nemesis’ head to get you to stop them at a certain Influenced node, which can be anything from credit caches, ducats, Formas, Orokin Reactor/Catalyst, Riven Mods, etc. The Bounty's level and rewards will grow both as time passes and your Nemesis levels up When you remove your Nemesis from the system, either through vanquishing, harvesting or converting, you earn any Bounty you've successfully completed Assets (new): Tools (i.e. modifiers) implemented by your Nemesis to keep you at bay during any mission they might have control over. A Nemesis needs to level up at least once to gain access to Assets. After that, Assets will start being acquired as the Nemesis is left alone to Influence the System. Assets will become more populous the longer time goes on, and acquired Assets will become stronger as the Nemesis levels up. Level 2 Nemesis gains access to Tier 1 Assets Beastmasters - Kuva Thrall Squadrons become populated with Hyekka/Drahk masters, and their animals double in numbers, have slight Overguard, and become more dangerous Lynx Protocol - chance for a Sister-brand Lynx to spawn into an alerted tileset as a Field Boss, but with Hounds as support instead of Ospreys For the Golden Son - Narmer Squadrons appear with Mimichon Sentient Drones Level 3 Nemesis gains access to Tier 2 Assets Insanity Influx - Manics now have a significant chance of spawning in Lich-Influenced nodes Insurance Agent - Treasurers have a chance to spawn in Sister-Influenced Nodes and attack the Tenno more deliberately Chest Monsters - on any Tileset, Mimic units may show up as sculptures, medallions, or other rare loot Level 4 Nemesis gains access to Tier 3 Assets Disruptor Squadrons - Lich has stolen Corpus technology and incorporated it, albeit crudely, into their troops: Thrall Squadrons now spawn with Disruptor Thralls, which carry red-tinted Nullifier field backgear Cybersecurity - Corpus hacking minigame timers go double speed as soon as one tile is turned, no ciphers allowed, any objective involving a datamass (Disruption/Mobile Defense) requires you hack the datamass before it can be picked up Orphix Cores - there are now certain rooms/areas in Mimichon-Influenced nodes where Warframes will be unable to function until an Orphix Core can be exposed and destroyed You can perform Obstruction missions with enough Intel, and an Obstruction mission not only destroys a specific Asset if you succeed, but also rewards you for doing so depending on the Asset For example: obstructing the Cybersecurity Asset might reward you with Ciphers or Parazon Mods, while obstructing the Insanity Influx Asset might reward you with Ash blueprints, a Manic Mask for your Operator, etc Final Procedure (new): A massive, System-wide Asset accessible only to the highest-level Nemeses. If at max rank and left alone for long enough, a Nemesis might plan on something huge, maniacal, and the consequences of which CAN AND WILL have a significant effect on your gameplay until they are exterminated. An inbox message arrives when your Nemesis becomes eligible to initiate their Final Procedure, at which case you will have a timeframe of 5-7 days to put an end to your Nemesis before said Procedure floods the System. Examples of different types of Procedures per type of Nemesis: Kuva Liches Necromancy - Your Lich has become fascinated with the Ghoul Project, and is trying to enhance their interaction with the Ghouls to synergize with his efforts to take over the System. Your Lich would start by studying the pack behavior of Ghouls on the Plains, and then would try and influence that behavior by syncing their brainwaves to a device embedded into the Lich’s head. Should the Lich succeed, EVERY mission, with or without Influence, will have several Ghoul pods waiting underground, and Thrall Squadrons will be packed with Ghouls. The Wolf’s Howl - Your Lich will become obsessed with the Wolf of S6, and will genetically enhance themselves to match his physique. If successful, they will gain 50% DR and more HP. However, they will also have lost all mental function, speaking only in howls, and only being able to use melee, despite their equipped weapon. Sisters of Parvos Asset Liquidation - The Sister plans on utilizing her power over the System to change Origin laws on credit acquisition and taxing. If this Procedure is allowed to occur, players affected will have to pay a small Credit fee to access Influenced missions, and have a 10% chance of having all their credits taken on any mission in the Origin System Mutualism - In their morbid curiosity, your Sister ends up making the same mistake that Alad V did: playing around with the Infested in order to further their strength. Should they expose themselves to too many strains, they might unify with it, and become obsessed with spreading its influence to the system. Every mission you play on will greet you with the warm arms of Infested enemies and Mutalist machines. Narmer’s Mimichons All as One - Through information gathered by its offensive takeover of several established nodes, the Mimichon will station Narmer units through all the system’s major weapon factories, melting Veils into the metals used to construct them, allowing for brainwashing via gunfire should any poor soul survive the bullets. It adds a stacking Status effect called Veiled to all Narmer attacks, and at 10 stacks, any buff/debuff triggered by the Warframe affected now bolsters any Narmer units nearby/weakens allies. Narmermechs - The Mimichon's power grows, and with it, its desire to craft soldiers out of the Old War vessels on Mars' mangled moon. Narmermechs – Mimics impersonating Necramechs with Narmer veils and regalia – have a chance to spawn into Influenced missions as a field boss of sorts, armed with various weapons and attacks. When a Final Procedure has gone through, the Starchart will change aesthetically to reflect this. Think of how it looked when Narmer took over, then apply that same mindset to Kuva ships blasting planetary propaganda for the Grinner, or Corpus galleons shining gigantic spaceborne advertisement. New Nemesis Weapons Kuva Javlok - Primary fire is a Ignis-like flamethrower dealing constant damage and Heat procs. Secondary fire triggers an explosion at the impact point and strips 10% of the armor of all enemies affected by a Heat proc caught in the explosion. Kuva Machete - Combo counter increases the range of this machete’s Heavy Attack. Tenet Convectrix - A continuous-fire dual-beam Slash weapon that charges up three Battacor-like capsules. Alternate Fire expends a capsule to instantly reload the next magazine and cause the beams to lock onto enemies for 5 seconds each. Tenet Supra - Sports slightly less base damage than the original variant, but packs more status chance, a faster fire rate, and a reload buff that gets 0.1s faster the more status effects afflicted by the previous magazine, up to 2s. 2.4. THE WHISPERS ARE GETTING LOUDER Admittedly, I haven’t had a lot of time to explore the Sanctum Anatomica. As such, this list of changes is fleeting and, as it is new, subject to the most change out of this entire list. I figured it wouldn’t hurt to try, however. General Changes The Warframe companion app now monitors Cavia Standing in the Syndicates tab. Netracells Netracell Runs now guarantee an Archon shard each run, with each non-Tauforged shard adding to a Archon-Hunt-like pity system, so that the five limited runs are more forgiving on the mission time investment. You now earn Cavia standing for Netracell runs. Cavia members will notify offending players via transmission that KILLS OUTSIDE THE MARKED AREA WILL NOT COUNT TOWARDS PROGRESS. New Tome Weapons - Various books rendered magical by the Void. Blueprints for these could either be offered by Bird-3, added to the Netracell loot tables in lieu of the Arcanes you can already get from Bird-3, or as ultra-rare drops from defeating Whispers. Nomikon - Primary fire dishes out semi-automatic bolts of decaying Viral dark energies, with alternate fire releasing a short-ranged shotgun-like burst of toxic Gas. Biograf - Primary fire discharges a triple burst of biolight bullets, dealing Fire damage. Alternate fire charges up an Opticor-like beam of light that pierces through many enemies and Blinds them. Encryopedia - Holding primary fire conjures a ball of ice that can be charged to deal Cold splash damage. Alternate fire conjures a slow-moving snowstorm that tracks enemies for a small period of time releasing pulses of Cold. New Offerings - Speaking of Bird-3. Arcocanid - Building component blueprints for a new Hound companion can be found from the Bird or as rare drops from killing Rogue Arcocanids. They are agile, Shield-heavy, and possess the following Precepts: Rogue Retribution - +15/30/45/60% chance to deal Electrical and Void damage when shield struck by melee enemies. Nanoblast - The Arcocanid releases a 5/10/15m radial Magnetic pulse from their head, stunning enemies caught. Culverin - Also in lieu of the Arcanes found in the Netracell loot table could be part blueprints for this once-abandoned Necramech model. Emphasizing precision and speed, this model’s ability set encourages and rewards the “ranged combat” it was built for, switching out one of its arm-mounted laser cannons for an Archgun. Marksman Shot - Hold 1 to charge up a precision blast from the Culverin’s arm cannon. Kind of like the Nataruk, the ability must be held for a specific amount of time (not too early, not too late) in order to get maximized damage. Target Locked - Press 2 when an enemy is within your crosshairs to lock onto them for 5 seconds, dealing +200% critical damage plus +10% for every Meter away from the target you are. Hitting a locked-on target with a Marksman Shot buffs shield regen rate for a limited time. Volatile Armor - Culverin’s 3 opens the green canisters and shrouds it in an ionic shield that prevents gunfire from penetrating but explodes at the hands of melee assailants, dealing increased damage to the Armor but performing Magnetic explosions that knock enemies back. Infravoid - Culverin’s 4 drains its green canisters and bolsters its Void-powered optics, allowing it to see all enemies through walls and terrain within 60m. Enemies can be Locked-on through walls, and Locked-on enemies can be shot through walls with Marksman Shot. While Infravoid is channeled, the Hover lasts forever and Slides move twice as fast. 2.5. EVEN OPENER WORLDS This part of the concept aims to look specifically at the Landscapes of Warframe, gigantic “open world” missions with their own features, mechanics, and stories, and find a way to better emphasize their presence within the entirety of the Origin System. General Changes Up to two Extractors can be deployed per Landscape for their respective resources. Sidequests - A beginner-friendly, Landscape-exclusive alternative to Alerts, Sidequests will be provided by a few of the denizens from Cetus, Duviri, or Fortuna, who will task you with a side job to do alongside your normal Open World activity in exchange for Open World rewards. Cetus Example: Listen up, outworlder. I have word that one of my [friends/family members] got looted by Grineer troops. If you can help me go out on the Plains and find the [caches/datamass] they kept the loot in, they'll be fine giving you a cut of it. You in, surah? Fortuna Example: G'day, tinstuff! Friend- or rather, partner -or rather... “associate” of mine was hoping I could provide 'em with some metal parts to help sort out their rig, but I'm already up to my chin in IOUs, so I figured I'd ask the lovely walking Void-rigs to help take a weight off my shoulder. If you could head up to the Vallis and provide me with some [Servofish], I'd forever be in your debt. I really should stop saying that. Duviri Example: Psst. You there, outlaw. I have a bit of a favor to ask of you. One of those thieving, Kaithe-riding Dax came around these parts, stole my [reward] and escaped off into [Duviri region]. I’m hoping you can put that weapon of yours to use and act as my avenger, lest the Dax that traveled with him hear that I spilt the news. My thanks in advance. Beacons - Accessible only to the Origin System Landscapes, Beacons are a new Gear item you can buy from The Business in Fortuna or Summbatt from Cetus. When on a Landscape, Beacons can be placed down by themselves or attached to any above-world Loc-Pins to act as alternate spawnpoints when viewing and entering them from either your Orbiter (the Starchart), or your Railjack (if applicable). Railjack Integration Tactical Intrinsics 5 (Deploy Necramechs) now ceases to exist, its feature (Necramechs during Railjack missions) is allowed by default, and is now replaced by an Intrinsic called Tunguska Beacon. When unlocked, you gain access to the Tunguska Beacon in your Gear Items. During Landscape missions, you can deploy the Beacon at your reticle, and after 10 seconds of charging, your Railjack will deploy forward artillery that vaporizes nearby enemies within a radius around the beacon. Be careful, however, as this artillery can damage you and your Warframe as well if you’re too close to the focal point. In Empyrean Navigation, the Venus and Earth Proximas will showcase the Plains and the Orb Vallis as landing areas, allowing you to spawn into your own session or an existing one via your Railjack if you have Beacons placed down. Maximum of 10 Beacons per Landscape. In the appropriate Landscapes, the Omni will be auto-equipped into your Gear Items, and can be used to teleport to your (or a host’s) Railjack and initiate Empyrean missions from within the Landscape. Grand Theft Warframe - You can already hijack Deimos’ Necramechs and the Eidolon-Moh’s dargyns. These will provide alternate ways to travel across the Origin System Landscapes yet, solo or with a squad. Tusk Firbolgs: bigger, heavier airships, unarmed but can carry an entire 4-player squadron. Only one of the players may pilot it at a time. Empty Firbolgs can be randomly found on certain Grineer bases and hacked into, and can even fast travel from Beacon to Beacon. Tusk Bolkors and Ogmas: packing even more health than the Firbolgs, and armed as well! You can only get one of these if you manage to incapacitate one that was summoned by a Seeker Drone before it despawns. One player pilots while the others get to either shoot the cannons or fire carpet bombs (on a cooldown). Tusk Thumpers: when you incapacitate a Thumper, you can either let it die and loot its resources, a la Bursa, or you can hack it, reboot it, and ride it along the planes. It can man three Tenno and has unique abilities of its own, including its Super Jump, its Charge, its Cannons, and its Groundpounder. For Nightwave purposes, Tusk Thumpin' and Walk Without Rhythm count as completed upon hijacking a defeated Tusk Thumper (Doma). Coildrives: Credit-shaped two-man unicycles of the Orb Vallis. Coildrives can be hijacked just like Dargyns, and are a very fast ground-variant vehicle. Can fit a maximum of two players and comes with a cannon. A non-piloting player can also lean out of the coildrive to shoot Corpus with their secondary, a la K-Drive. Condor Dropships: In a similar manner to Firbolgs, a Dropship can be either found or incapacitated, then ridden by one person and can hold an entire squad. Unlike Firbolgs, these come armed with autofiring Senta Turrets. Windsurfers: On Duviri, the Drifter is allowed to ask civilians (some of which can refuse) to utilize their windsurfers (if the Void is fluid in its base energy form, does that make these things sailboats?) to traverse great distances between separate islands. You can park it anywhere, like Dargyns, but Dax can find, aggro, and destroy it so keep that in mind. 2.5.1. CETUS / THE PLAINS General Changes Master Teasonai only speaks up on the death of wandering Animals if any of the Tenno are actively in the middle of Conservation. The Plains of Eidolon is now a Node eligible for Void Fissure, Kuva Siphon, and Nightmare variant missions. New Vendor: Pedlek, Hok’s lackadaisical protégé, has now set up his own shop, granting new options for Arcanes, unique Zaw Grips, "Extensions" (blueprints), and other add-ons to complement the base Zaws you can acquire from Hok. His wares are on a cycle, and they cost standing. Xaraza - Extension: A crude, rectangular shield that can be paired with any one-handed Zaw. Can be attached to a one-handed Zaw to provide a stance-switch to Sword and Shield, add an additional polarity, and increase blocking range. Malika - Grip: A sturdy, two-handed grip that provides specific Strikes (Sepfahn, Cyath, Dehtat, Kronsh, Mewan, Ooltha, Plague Kripath) with a Two-Handed Nikana stance. Latigo - Extension: A barbed, bladed whip that can be paired with any one-handed Zaw. Can be attached to a one-handed Zaw to provide a stance-switch to Blade and Whip, add an additional polarity, and increase attack range. Shabiki - Grip: A special, interlocked grip that provides specific Strikes (Balla, Cyath, Mewan, Ooltha, Sepfahn, Plague Kripath) with a Warfan stance. Samphanth - Extension: A blueprint that can turn two existing one-handed Zaws of the same Strike to provide a Dual Sword / Dual Dagger result. Ikunku - Grip: A fisticuff-shaped grip that provides Strikes with either a Gauntlet stance (Kronsh, Rabvee, Dehtat, Plague Keewar, Balla) or Claws stance (Cyath, Dokrahm, Mewan, Ooltha, Sepfahn, Plague Kripath). Cakram - Grip: A disc-shaped grip that provides Strikes with a Glaive stance. Tufia - Grip: A matching pair of one-handed grips that provides Strikes with a Tonfa stance. Bulala - Grip: A grip attached to a long tether that provides Strikes with a Whip stance. Kadena - Grip: A short chain-like grip that provides Strikes with a Nunchaku stance. Mashi - Extension: A blueprint that allows you to weaponize your Cetus-brand fishing Spears, changing them into an alternate Polearm weapon with a spear-throw heavy attack. Exodia Gallantry - Range extends +0.15/0.2/0.25 times Combo Multiplier. Exodia Fortitude - Blocking angle extends +0.15/0.2/0.25 times Combo Multiplier. Exodia Covert - On Finisher, turn invisible for 2/4/6 seconds Exodia Defiance - On Slide Attack, +25/50/75 Armor for every enemy hit for 5/10/15s Peculiar Vocals - Enemies killed by melee have a chance of reproducing a PoE animal’s cry instead of their usual death rattle. New Quill Vendor: Quill Nakai Secondary - Quill Nakai Secondary is a Quill associate and covert assassin. After reaching Level 5 with the Ostron, Nakai can be found on a different Cetus rooftop each night. In exchange for standing gained by trading in Sentient cores, she provides upgrades for your Parazon and stealth-oriented gear for the truly dedicated space ninja. Security Flaw - Upon terminal hack, convert security systems (turrets, laser doors, etc.) to Tenno side for 30s Blood for Accomplice - Upon Nemesis Troop kill, create a Specter of them to fight with you for 60s Bloodlust - Nearby enemies opened up to Melee Finishers for 5s after a Mercy Kill Death Mist - Upon Mercy Kill, deals 50% of enemy’s remaining HP as small Viral explosion to nearby enemies Rushed Code - Upon a terminal hack that takes <5 seconds, +75% movement speed for 10 seconds Amnesiac Smoke Grenade - Gear, can be used to make enemies in a 20m radius to drop to an idle alert level Cloaking Smoke Grenade - Gear, can be used to turn any Warframe invisible for a few seconds, but enemies may be able to detect a “void ripple” in your cloak if you remain too close to them for too long Decomposing Technocytes - Gear, when used, can destroy an enemy’s corpse quickly for 180s, no matter which weapon is utilized Assassin Forma Blueprint - Allows the Warframe to perform aerial finishers with either your melee weapon or Parazon, either from jumping, bullet jumping, or wall clinging New Bounty: Town Defense - After the New War, at night, Konzu can be conversed with to gain access to a new bounty. “Ai yo, surah. What has come to pass is exactly what all Ostron has feared for the longest: with the Unum bruised and her Tower battered, weaker remnants of the Great Eidolon have been seen by the Quills breaching past the door and endangering our livelihoods. Kruna metta, your old man Konzu implores that you help Onkko kick them back to the Moh.” A Defense variant accessible only at night, and which takes place in a sleeping Town of Cetus instead of on the Plains. The mission starts when inside the big door, with Quill Onkko as mission control. The town door will re-open once the mission loads in, and every civilian will be off the streets. “Once-dormant Sentient drones are attempting to rush and raid several buildings of interest in order to gain access to their loot. Assist me with their elimination, and your efforts shall be rewarded.” Onkko will produce a waypoint on the minimap to showcase which building he is currently defending the inside of. When you reach it, an onslaught of Sentients and Vomvalysts begins spawning in, and you must kill them while Onkko does his work. Each round (A/A/B/C) is 3 defended buildings, and each building takes 1:30 to defend. If 6 buildings total are allowed to be destroyed by Sentient forces, the mission ends in failure. Every 4 rounds, a giant roar is heard from outside the Door, highlighting all Sentient units with shimmering Eidolon energy. Kill enough Sentients while they’re shimmering, and you will summon an Eidolon Teralyst from the door to help the smaller units with their siege. This Teralyst functions differently from the Landscape one, as it has less armor and no longer teleports away or screams when one of its Synovia is destroyed, simply being stunned for several seconds instead. Until defeated by destroying all its Synovia and then its body, the Teralyst slowly lumbers its way to Onkko’s current building. If allowed to reach a building, it will be destroyed if the Teralyst is allowed to charge up and release its overhead arm swing. If you have the legs for it, or another Tenno on your squad, you can reach the entrance of the Quill’s cave and interact with the door for a modifier called the Nakai Assist. When activated, full Eidolon lures will be instantly spawned across town for 5 minutes (3 minute cooldown afterward), slowing down all Sentients within radius, the Teralyst included. New Grand Boss: THE FLYDOLON (The Eidolon Karuralyst) This airborne Ancient still has a fragment of Temple Flesh embedded into its head, the kuva within granting it with additional intelligence and cunning. At Ostron Rank 5, you will receive an inbox message from Konzu about the news. The Quills have tipped us off. They're NOT happy with something going on in the Plains. Apparently, thanks to the massive influx of Tau Energy present from your tyrant stepuncle’s Murex attack on the temple, something's awakening from within the lakes of the Eidolon-Moh: a new fragment of the Great Sentient that we thought long gone. I'm tasking you offworlders once again, in hopes that this threat to the Unum can be dealt with quickly and efficiently. Dah-dap. -Konzu Attacks - The Flydolon possesses a wide array of lethal airborne and grounded attacks. As more of its Synovia get destroyed and its desperation grows, so too will its moveset. Air Slash - It attacks with its wings one-four times, dealing moderate damage per hit. Seeking Bullets - Various bolts of damage that home in on the Tenno. Sentient Residue - Hazards of poisonous blood that spills from broken Synovia. Giant Laser - shoots the Laser into the sky, raining down various bolts of light dealing massive Tau damage Grab - The Karuralyst makes several attempts to grab a Warframe, each more brutal than the last. If successful and no Synovia is destroyed, they'll squeeze the Warframe in a similar manner to the Jupiter Flydolon. If successful and one Synovia is destroyed, they'll hover and slam the Warframe onto the ground. If successful and two or more Synovia are destroyed, they'll hover a distance, dragging the Warframe across the ground. Trail of Fire - Occasionally, it dashes a short distance along the ground, creating a field of harmful Sentient energy. Ring of Fire - Occasionally, it digs the tips of its wings into the earth and spins around, creating a ring of harmful Sentient energy. Sentient Displacement - In later stages, it periodically creates a field of energy that takes Warframes that aren't constantly moving and teleports them to a random spot on the Plains. Anti-Lure Maneuvers - With at least one Synovia missing, The Karuralyst silently spawns a Demo-Vomvalyst, which will tether to a Lure and explode if it's allowed to stay on it for long enough, destroying the Lure in the process. Energy Spike - Performed after a Synovia is destroyed. Instead of 5 moderately-sized ones, it's one spike that extends about 150m. Fearless Flight - Without sufficient lures, the Karuralyst will enter a phase where it spawns four copies of itself into the air which all flock around the Plains in a circle. If the player approaches the wrong copy, the copy will start pulsing and explode with massive Tau damage, knocking back Archwings and disrupting Kaithes. Service Summon - Upon losing all Synovia, the Karuralyst starts spasming and spawns Amalgam and Sentient units to aid in healing, all of which need killing before the Karuralyst can be killed/captured. Boss Battle Mechanics Either through Free Roam or through an Eidolon Hunt bounty, the Karuralyst can be spotted on the opposite end of the map as the Teralyst spawn, flying through the air or hovering above lakes. Some can be found gorging on the fish within or, occasionally, on some Ghouls. Once shot at, their Boss Health bar appears above the screen and fighting commences. The Flydolon possesses an “Eidolon Overguard”, Shields, and 4 Synovia. The Synovia all require 1 full Eidolon Lure each to capture instead of kill, skipping its Fearless Flight phase if the Lures are successfully tethered. The “Eidolon Overguard” is slight, but can only take damage from Archguns, Archwing Abilities, direct hits from the Tunguska Beacon, and Necramech Abilities. The shields become vulnerable once it’s gone, and they are susceptible to Void damage. After a Synovia is vanquished, it unleashes an Energy Spike, and one of two things occurs: It performs Fearless Flight, requiring you to find the correct Flydolon. If tethered, 50% of the Overguard returns and the Flydolon stays grounded. The amount of Overguard replenished decreases as more Synovia are destroyed. Rewards Abnormal Eidolon Shard (if killed and/or captured) - 20,000 Focus Peculiar Eidolon Shard (if captured) - 45,000 Focus Arbitration Arcanes (Blade Charger, Bodyguard, Pistoleer, Primary Charger, Tanker) Secondary Ricochet - Upon Status Proc, 1.5/3/4.5/6/7.5/10% chance at bullet/projectile ricocheting between 1/2/3/4/5/6 more enemies before expiring Secondary Tracker - Upon Headshot Kill, 10/20/30/40/50/60% chance to highlight enemies behind walls within a 4/8/12/16/20/24 meter radius for 3/6/9/12/15/18 seconds. Virtuos Cut - On hit, 24/48/72/96% chance of Void damage converted to Slash damage Virtuos Melt - On hit, 24/48/72/96% chance of Void damage converted to Radiation damage Ghoul Purge / Plague Star Akin to Invasions, Construction Status Bars will show up next to Bounties for both Ghoul Purge and Plague Star events. Performing normal Bounties adds up to a Ghoul Purge event, while Eidolon Hunts add up to Plague Star. Ghoul Purge New Ghoul Weapons available for access within Operational Supply: Twin K’attaki - The many-prodded explosive shields of the Ghoul Expired, converted into gauntlet weapons. Heavy attacks and ground slams trigger a series of explosions, the number of which increases with the Combo count multiplier. Twin Drillfists - The Ghoul Auger’s drill-like claws bore into their foes: with every kill, the drills extend in range. Their special Tactical Combo hurls flame from canisters attached to each auger. Changes to Butcher’s Revelry, the Stance Mod All attacks are sped up by 50%. Every hit on every attack now procs Slash. The ground slam attack is now attached to its Block Combo. The Forward and Forward Block combos can be performed ad infinitum if the Melee or Forward button continues to be mashed or held. The Forward Block combo (riding the Chainsaw onto the ground) procs Heat behind it where the sparks fly, and can be canceled into regular Melee attacks, or the ground slam with Heavy Attack. Plague Star Infestation units from Deimos’ Gray Strain are now visible during the final phase of the boil spawning Infested (things like Saxum, Carnis, Leaping Thrashers, etc.). A Steel Path version of Plague Star that introduces higher level enemies and the ability to sacrifice up to 6 Eidolon Phylaxes and/or Infested Catalysts. On top of Hemocytes, Infested Catalysts also have the chance to spawn Macrophorids, even larger variants of normal Infested units, like Chargers, Crawlers, and Runners. 2.5.2. FORTUNA / THE VALLIS General Changes Bases across the Vallis that you overtake and defend can act as Beacon-like spawn points for up to 8 hours. The Override (Liset) Air Support is capable of temporarily resetting the current Alert Level back to 0. Business only speaks up on the death of wandering Animals if any of the Tenno are actively in the middle of Conservation. Railjack Integration At Max Alert Level, your Railjack starts being targeted by Anyo’s troops. Damage can be mitigated by reducing the Alert Level, combating the troops around/within the Railjack, or by healing the Railjack with Revolite. If the Railjack takes enough damage and isn’t healed in time, your access to Air Support and Tunguska Beacon gear items become temporarily disabled until it autoregens back to full health. New Heist and Boss: The Liquidator, Tertiary Orb Mother - The long-awaited third Orb Mother, the Liquidator Orb, is finally available for a heist under Vox Solaris. PHASE 1 - Thanks for joining us, Sparky. As I said in my transmission to you, our scouts have been discussing that near the dig site the Taxmen made lies a third Orb Mother laying dormant in a pool of coolant. As to why it's in there, how long it's been, and how active it is... we're not sure. We need that information ASAP, so I'm assigning you to pick up some intel on this Raknoid. Head up to the Vallis, and I'll guide you from there. Upon entering the Orb Vallis, Eudico will inform you of a drone the Corpus are meaning to pick up that contains the location of the information terminal. Once you hack into the drone and defend it from Corpus troops and walkers, the location of the terminal will be marked on your map. You must be careful, however, as the files in this terminal are encrypted and heavily secured with a security failsafe: trigger alarms and you risk having the information deleted if it's not hacked fast enough. Once you bypass security and unlock the information, you will be tasked with returning to Fortuna while Eudico decrypts it. PHASE 2 - Upon entering the Vox room, Eudico will have decrypted the information and translated it from Corpus, explaining the nature of the new Orb Mother. Eudico: Get this: the Raknoid our scouts were talking about... it was the result of an unsuccessful venture. Nef Anyo's making desperate attempts to copy the doctrine of that Void-pruned father of his, and one of his associates was told to think outside of the box. The result? An unholy faction threeway with no one calling back for dinner: an Exploiter-based model with Sentient armor, Corpus technology... and Grineer artillery. It explains the mechanical noises, dark color scheme, and bulbous carapace. They call it the Liquidator. Obviously, because Grineer technology is about as effective as stabbing a Taxman to death with a rusty spoon, the model acted... erratic and sadistic, preferring to attack its victims with the heat and steam it builds up over time. The associate had his team ensnare it, switch it to low power mode, and submerge it into one of the coolant pools to render it unusable. Little Duck: Unfortunately, this hasn't made his Grineer partner-in-crime all the merrier. As a matter of fact, in the file you got for us, they've apparently scheduled a meeting on the outskirts of the Vallis. Your job is to intercept and eavesdrop on their meeting, but make sure you don't. get. spotted. If they found out the Tenno are onto them, they'll evacuate and the mission will be a bust. Best of luck. You'll head up to the elevator where one of ten random spots near the borders of the Orb Vallis will be waypointed. Once you enter, you'll find a Grineer in Kuva attire and a Corpus unit in Jupiter attire talking amongst themselves, along with a few bodyguards each. They'll move along the general area, and your job will be to enter a specific radius that travels with them without getting spotted. If you're spotted, the bodyguards will start taking you on while the two VIPs make their escape. You'll be tasked to rendezvous back to Fortuna and the mission will fail. The next time you enter, they'll have rescheduled the meeting, and the location will have changed. If you stay in the circle for long enough, you'll be able to pick up on some dialogue that suggests that the Grineer Official isn't happy with the discontinuation of the Liquidator Orb, as he's being punished for wasting funds on a defunct project. Even after the Associate explained that the orb was acting up, and that it was becoming unprofitable to continue development on it, the Official warned that if the Queen(s) punished him for his investments that he plans on punishing the Associate for his lack thereof. Once you have the information, you can return to Fortuna. PHASE 3 As you were intercepting private information, and have now confirmed that the Grineer plan on taking action, Little Duck lets you know that there is a supposed device that some members of the Associate's team made behind his back that are supposed to be utilized should the Liquidator find its way out of the coolant. There's not much information on it right now, but the fact that information about this device has been recently updated could mean that the Orb is in danger of escaping the coolant. You are tasked with investigation yet again. When you reach Fortuna, the lake that contains the Liquidator will be waypointed and once you arrive, you'll find that the lake has already been drained by the Grineer, and there's a Crossfire occurring between Kuva troops and Vallis Corpus troops. Acknowledging that it's too late to refill the entire lake with coolant, the only remaining option will be to reactivate the Liquidator in hopes that it can be destroyed from outside the lake. After killing both the Grineer and Corpus, you'll need to reactivate two terminals attached to the Orb and defend them both from waves of Vallis troops. After doing so, the Orb awakens with a sickening screech and detonates around the surrounding Tenno with a burst of fiery energy that launches them all the way back to the Fortuna elevator, ending the mission. PHASE 4 In between Phases 3 and 4, Little Duck will provide you with a Gear item: an Orb Tether. She knows the Corpus used these devices to ensnare the Liquidator but is unsure how it actually functions, hoping it’ll help with the Orb’s defeat. As feared, the erratic behavior makes the Liquidator nigh impossible to take control of, the machine targeting everything in its sight, including Corpus units. You have no choice but to destroy it before it targets Fortuna and rains hell on the Solaris people. The Orb will be found in between the Spaceport and the Dig Site attacking various Corpus troops, and will target Tenno once they are in range. Unlike the Profit-Taker, who whispers sadistically, and the Exploiter, who yells triumphantly, the Liquidator makes constant inaudible screeching noises. Enjoy. Attacks Passive: Agility - Unlike the other two Orb Mothers, the Liquidator is energized by an experimental core, and almost never stops moving. Think of a slightly-smaller Exploiter Orb but with the speed of a Tusk Thumper. Flaming Trample - The Orb will stomp with each foot, releasing a wave of fire from each one. In later phases, it occasionally mistimes one of the four feet to confuse Tenno. Rocket Barrage - The Orb shoots homing rockets from the top of its carapace that explode and stagger Warframes. They can be dodged with quick enough movement. Incendiary Bombs - The Orb shoots cluster bombs from the top of its carapace that create temporary fields of flames. Steam Eruption - The Orb violently vents superheated steam from underneath its chassis, burning Tenno within melee range. Burning Onslaught - The Orb cloaks itself in flames and then charges towards enemies. Flaming Bolts - In Phase 2, the Orb cloaks itself in flames and then fires those flames off of itself in the form of several fireballs, catching the surrounding area aflame. Fire Pulse - In Phase 3, the Orb cloaks itself in flames, lifts its carapace up by the legs and slams it directly into the ground for an omni-directional wave. Mechanics Target each of its legs first. Once the Liquidator is stunned, each of its legs will need to quickly be magnetically linked to the ground using the Orb Tether. With its legs tethered to the ground and its movement halted, the steam and heat will rapidly build up inside of it, exploding and opening up the carapace, revealing its vulnerable core. While the core is exposed, it will continuously blast orbital strikes using the heat and steam. Once the core has taken enough damage, the carapace will reclose, and the battle will enter the next Phase. In Phase 2, the Orb starts jumping around, dealing a Heat damage shockwave wherever it lands, as well as launching more frequent and longer-homing-in rockets. In Phase 3, the damage taken by the core creates an electric cloak around the Orb's carapace that will sometimes seek out and shock Tenno that are within a certain radius near it. Most of its Fire-based moves now deal Fire and Electricity damage and procs. Once you successfully destroy the core, the Liquidator's heat will start getting the better of it, building up and eventually causing the Liquidator to explode (because what's an Orb Mother that doesn't self destruct). Rewards 10-20 Vega Toroids 10-20 Calda Toroids 10-20 Sola Toroids Virtuos Overdrive - On 0 Amp Energy, grant the ability to use Operator energy to fire Amp with 15/30/45/60% efficiency Magus Pickpocket - On Void Dash, enemies hit have 15/30/45/60/75/90% chance of dropping additional ammunition Virtuos Singularity - On Status, 25/50/75/100% chance of Void status effect to also proc on all enemies within 4/6/8/10 meters and last 50/75/100/125% longer Pax Alchemy - Upon Critical Hit, 10/20/30/40/50/60% chance to convert existing Primary status proc on enemy to a eligible secondary Status proc 2.5.3. NECRALISK / THE DRIFT General Changes If you place a Pherliac Pod on the Cambion surface, all Infested within a certain radius will actually become docile, allowing you to perform non-Combative activities while its active. You can increase the radius and refresh the timer by adding more Pods to the first. 25m a Pod, max 150m, last 90 seconds each Each tier of Isolation Vaults must still be unlocked to gain access to the other ones, but all Tiers of Isolation Vaults can be accessed by each Bounty Selection. Son only speaks up on the death of wandering Animals if any of the Tenno are actively in the middle of Conservation. Warframes can now dodge out of the way of Deimos’ Tendril Drones. The Remnants of the Drift - Deimos should be a Landscape defined by its verticality both downwards and upwards. This section provides opportunities for the latter to present itself. Sometimes, Infested pieces of Deimos’ crust will crack apart from the planet, being pulled across the Cambion Drift’s troposphere by its gravitational pull. Each session, these procedurally generated Remnants hover above the main surface and serve as floating, Duviri-like infested islands that can be visited with Archwing or Kaithes. Some contain a new Tile Set: Infested Remnant Forest, where flora mutated and contorted by the Infestation grant hazards that temper a Warframe’s speed, while Infested units attack from above branches. The surfaces of Remnants contain things like lakes for fishing, animals for Conservation, Requiem Obelisks, or Resource Caches, all of which might be occupied with Ally/Enemy Necramechs, hordes of Infested units or, if they’re floating close enough to one of the two Infested Titans, a crap-ton of Fass/Vome Residue. Isolation Crypts - “Eighty. Layers. Deep. The Infestation has made a meal of Deimos, carving a hole that cuts through a remarkable set of Isolation Vaults. There’s no telling who or what can be found down there, but something tells me that any chance of loot would call to you like a starving Kubrow to the leg of a Grineer. Go on, put on a Necramech and see how long you last.” - Father An “Endless” dungeon-crawler take on Isolation Vaults, this gamemode serves to combine Deimos’ procedurally generated Entrati caverns with gameplay suited for Operator, Necramech and Warframe gameplay, all while providing an alternate way for endurance runners and the like to play and farm the Cambion Drift. Ten rounds maximum can be played in one session, and you’ll be loaded into it until extraction, kind of like interacting with Deck 12 for Fortuna. Mechanics One AABC round is as follows: two waves of bypassing an Infested cavern with Bait, waiting out toxic gasses, and destroying enemy Necramechs. Each wave grants a player/squad the opportunity to open a Vault door, and every two waves grants players an extraction opportunity. Giant, procedurally generated Infested caverns and Entrati shrines/catacombs will be scattered in between main objectives, even more so in B and C rounds, granting access to all sorts of dungeon rooms, rich in valuables, rich in lore and, occasionally, rich in bull[redacted]. Orokin Dragon Key Vaults can sometimes be encountered. If no one is carrying a Key, one can be found scattered somewhere across the dungeon, making a faint noise. Prepare for a swarm of Corrupted that have a chance to become Infested should they exit the confines of the Vault. Orokin-engineered Void energy pipes can be found scattered across certain rooms. These Arteries absorb trace Void energy from across the surface and interior of Deimos and pumps it into the Heart. They can be wall-clung on to provide Warframes (or Operators with Void Momentum1.5) with temporary buffs. Increased Shield Regen Health Regen Increased Fire Rate (+50% for 30s) Two Free Ability Casts Void Damage to all weapons Hive-Covered Vaults - Both Isolation Vaults and Dragon Vaults have a chance to be covered in an Infested Hive similar to those seen in Eris’ Infested Sabotage. Some can be shot at to eliminate, others will require players to find and shoot at Infested Tumors to rid it before they can summon Loid to open the Vaults. Miniboss Arenas - Some rooms are large chambers that contain giant enemies with rare drops, including Juggernauts, Phorids, Rogue Enemy Necramechs, or Rex versions of Deimos Heavy Infested. Parkour Rooms - Infested Resource containers can be found at the highest points on some chambers, requiring usage of Warframe’s wall latching, bullet jumping, and aim gliding across terrain to gain access to them. Operator Parkour Rooms - Orokin-based chambers where toxic Infested gas makes Warframe usage improbable allows an Operator’s Void Mode to latch toward certain points to have to navigate a room before it expires, a la the traveling-from-point-to-point performed in certain quests. Toxic Lakes - Rooms that contain one or more pools of Infested exocrine, giving way to rare fish. Some lakes have the chance of triggering Toxic, Gas, or Corrosive Damage to those that step on them. Arcana Bounties - At certain points, Mother has the chance to show up and offer some 3-mission bounties within the current Vault floor as a possible side-quest for additional Mother Coins and rewards. A New Tactical Alert: Jahu’s Wrath The Grey Strain within and upon Deimos’ surface can amass, sometimes taking form as a third, benign Infested Wyrm that emerges from across the horizon of the Cambion Drift during both Fass and Vome cycles, attempting to overtake the Infested land if its growth is left unchecked. This sentient mass of flesh has been appropriately named Jahu by the Entrati family, meaning “Form” in Voidtongue. Jahu's Wrath shows up underneath the same menu as Ghoul Purge for the Plains and Thermia Fractures for the Vallis. Mechanics Idly, Jahu can be seen in the backdrop of the Cambion Drift, duking it out with the other active Infested Wyrm (Fass/Vome) during their cycle. Areas of gray Infested spores will be scattered at random across the surface, gradually slowing down Tenno that venture them. Jahu Residue is a frequent find within these zones. When ready to engage Jahu, Mother in or outside the Necralisk can be interacted with to start the Hunt Down Jahu Bounty. First, Daughter will waypoint a repurposed Bait Station somewhere on the Drift that can absorb Jahu Residue and turn it into a chemical that will distract Jahu from its in-fighting with the other Wyrm. Once enough is gathered, the Station will need to be defended from surrounding Infested. Then, using Archwing/Kaithe to ascend into the sky toward Jahu, tossing the Jahu Bait canister within a certain radius of the Wyrm and shooting it open directs its attention to you, initiating Phase 1 of the battle. Jahu’s healthpool is composed of Fossilized health and Infested Sinew armor, and its fight contains three phases. Attacks In Phase 1, Jahu Residue alters the ground surrounding the Wyrm’s location, slowing players and weakening their damage. Archwings have to be utilized in order to get close to Jahu without decaying. Infested Laser - Periodically, Jahu will charge up the same Infested bio-laser that Fass and Vome use to destroy each other in the cycles. It’ll do devastating Radiation damage but is heavily telegraphed. Summoning Shout - Jahu’s screech will plague the skies with swarms of Mutalist Ospreys providing additional fire. Corrosive Breath - Jahu’s “head” expels clouds of Corrosive toxin that have slight homing capabilities and reduce a Warframe’s armor quickly. Body Slam - If being attacked by ground assailants that aren’t within range of its residue, Jahu will wind up and attempt to crush them onto the surface of the Cambion Drift using its entire body. Maw Lunge - If being attacked by sky assailants or ground assailants within range of its residue, Jahu will wind up its “head” and attempt to bite at them with great effect. Infested Pustules - Only a certain amount of Jahu’s health can be lost if any of the 4 Pustules attached to its body remain intact. Destroying one of these four releases tar onto the ground near it but allows its body to take more damage. Destroying all four initiates Phase 2. In Phase 2, Jahu detaches its entire body from out of the Infested ground, shaking the Cambion Drift as it burrows its now worm-like self deep, deep, deep within the caves of Deimos. Every three minutes, Jahu’s head disappears and reappears within the confines of one of Deimos’ caverns, which Loid will waypoint as it moves. Regenerative Emergence - Jahu’s head is vulnerable to damage but it will replenish bits of health if allowed to move from one cave to the next. You can toss Processed Fass/Vome Residue at Jahu in order to keep it stationary for just a while longer. Smog - If kept in one place for long enough, Jahu will periodically pollute the cavern it's located in with hazy areas caked with Toxic infested gas. They can be cleared out using Void damage or Pherliac Pods to soak it up. Quill Shot - Jahu will spit razor-sharp bony quills at enemies combatting it from afar. Rocky Tomb - Jahu will crane its “neck” back and slam its head across the surface of the cavern wall, causing Infested rocks to fall from above and deal damage. In Phase 3, the Wyrm will retreat from the caverns in one last desperate attempt to spread its influence across the Drift, surfacing on top of it and slithering across, spreading a trail of Decay in its path. Body Lunge - Jahu propels itself headfirst into the skybox, preparing to crash down upon a singular target with its entire body, creating a shockwave that gets weaker the further players are from it. Acid Rain - The Wyrm looks skyward, firing its Infested Laser into the atmosphere and letting the Radioactive energy rain down upon the Cambion. Acid Armor - The Wyrm temporarily coats itself in a corrosive substance that has a chance to deal damage to any melee attackers. Rot Taking Form - Wherever the Wyrm moves from, the zones that are created have high chances of spawning Infested Pods that will swarm grounded attackers with Infested units. Rewards A plethora of different Family Tokens Any one of the Cambion Drift Rare mod rewards Voyager component blueprints Necramech Number Three: Voyager - Recent scans of the Zariman through Cephalon Simaris’ Sanctuary work have uncovered the model of a lost Necramech, whose armaments were based on those found within the Ten-Zero. Named after the voyage to Tau the Mothership 10-0 was bound to take, this Necramech is a fast, glass cannon/caster model that pumps out huge damage but lacks vitality. Aesthetic: This Necramech is a thinner model, combining the golden trim/white accent Orokin scheme with the light blue energy/mute gray primary colors of the Zariman interior. Voidskip - Perform a moderate-distance teleport through the Void. The energy of the sudden exit engulfs nearly enemies in flames, and hastens movement speed temporarily. Tap 1 to “dash” up to 10 / 15 / 20 / 25m towards your reticle, dealing a 200 / 400 / 600 / 800 Fire damage burst 5m around Voyager, and increasing movement speed by + 10 / 20 / 30 / 40% for 10 seconds. Remote Corralizer - Voyager deploys a miniature version of a Void Armageddon’s Corralizer, drawing in several units with cold rays of energy. Tap 2 to build a Corralizer at your reticle’s location. After 2 seconds of build time, the turret drags in up to 5 / 6 / 7 / 8 units with cold tether beams, dealing 50 / 100 / 150 / 200 Cold damage a second with guaranteed proc. The Corralizer is capable of drawing small amounts of aggro, but has no health and stays up for 10 / 10 / 15 / 20 seconds. Eternalized Armor - Voyager drenches its healthpool in Void-like chainmail, draining energy to keep it on. Taking lethal damage causes the armor to rupture, instantly replenishing half the health lost while it was active, as well as intoxicating attackers with Voidtainted gas. Tap 3 to shroud the Necramech in Void Chainmail, draining 5/4/3/2 energy a second to keep it channeled. If killed, all attackers in a radius are dealt 500 / 750 / 850 / 1000 Toxin damage with a guaranteed Gas proc and replenishes 50% of the Health it had when the power was activated. Shield Pulse - Voyager charges up an EMP by using its own shielding as a damage source, triggering an electrifying explosion. Tap 4 to expend 100 energy and 10% shields to generate a 10 / 15 / 20 / 25 meter electromagnetic pulse that deals 1500 / 1500 / 2000 / 2250 Electricity damage with a guaranteed Magnetic proc. Holding 4 drains more shields, adding an additional set of procs every 5% of Shields expended. 2.5.4. THE PARADOX General Changes The Drifter can respond to discussions with locals, and starters change depending on the mood spiral, whether on horse, if attacking them, etc. Different responses can be unlocked depending on if the player is Sun-leaning or Moon-leaning. The base flight speed of the Kaithe scales with the Kaithe Intrinsic level (and galloping on the Kaithe counts toward the Deadly Momentum decree). If not yet purchased, the Drifter is allowed to test the other melee weapons within Teshin’s cave on the fighting dummy to get a feel at their speed / Power Strikes before they decide if they’re worth purchasing. As part of Duviri’s roguelite vision, the Drifter only has one life and, after a Dominus Thrax death cutscene, can revive at the nearest activated Materlith at the cost of one of their Decrees. Aesthetically, the missions of Duviri begin with the monochrome, gray Void landscape we are introduced to, but the colors of the Spiral begin shining through as the Drifter completes objectives and interacts with items around the map. As the Drifter begins losing health, this grayness returns gradually as a sort of near-death indicator, a warning that their run is about to reset. Intrinsics Changes New Rank 8 Kaithe Intrinsic: Jousting Drifter - Drifter can now perform melee attacks atop a Kaithe. Ability to name Kaithe made default. New Rank 3 Endurance Intrinsic: Perseverance - Gain 200 Overguard per Decree whenever you respawn at a Materlith. New Rank 8 Endurance Intrinsic: Safe Haven - Upon death, you may choose any activated Materlith on the map to respawn at. Undercroft Changes New Mission Objectives Capture (3 extremely fast capture subjects will spawn across the Croft, damage and capture them) Interception (Intercept two waves) Mobile Defense (Defend two terminals) Disruption (Defend 3 conduits) During the Undercroft portions of the Story / Duviri Experience, Decree Fragments can be picked up and Decrees earned are applied to that current Spiral. If you don’t pick up all 3 Fragments in time, progress carries onto Undercroft missions in future Spirals. New Gamemode: Endless Fantasy - Just life in the Spiral. Duviri devoid of all objectives. A free-roam, Drifter-only variation of Duviri, where the current Spiral plays out without a Bounty and the Drifter is free to perform non-combative, open world side stuff. New Circuit Variant: Nightmare Circuit - Circuit with a Twist! (only available to those who have completed the Starchart) Main Gameplay Differences Dominus’ emotions have more control here, adding a different Modifier for each round. Eximus and Dax units also have a chance of dropping the rarest Mods your selected gear is able to equip. Every 3 rounds, after a “Continue or Extract” screen, each player will get 60s to edit the mod configs of their Warframe/weapons, in exchange for Dominus retracting one Decree. Possible Round Modifiers Halved Shields Halved Energy Bars Low Gravity Friendly Fire Enabled (direct gunfire only) Tripled Ally Speed Tripled Enemy Speed Instakill Enemy Melee Attacks High Fog Magnetic Hazards No Minimap Floor Hurts You Jumping Hurts You Increased Eximus Enemies Deal More Damage at Lower Health Crit Immune Enemies Status Immune Enemies Airborne Enemies Only Abilities are Cooldown-Based Instead of Energy Enemy Elemental Enhancement/Resistance After performing 1 of every available mission type, the players are allowed 120s to edit their current mod configs and reshuffle one of their Weapons/Warframes for a chance at a better one. Players have the option to sacrifice one of their Decrees to specifically select a Weapon from their arsenal. New Vendor: Nadro Sirrak - A mysterious citizen of Duviri whose personality seems to be split and who claims he used to live on one of the old islands that sank into the Void after an Orowyrm attack. Nadro is a weekly vendor that offers certain Aura mods as a Decree for the current Spiral, “Gear items” for the Drifter, and a Commandment, a randomized buff earned by sacrificing two of your pre-existing Decrees, essentially acting as a Decree Transmuter. Possible Mod Offerings Corrosive Projection Holster Amp Pistol Amp Rejuvenation Armored Agility Sprint Boost Steel Charge Stand United Other Offerings - “The God-King would be enraged to find that the products of that once-spacious Island of Duviri had survived Lodun’s wrath, but I - have had it with what he thinks - need you to purchase them so his soldiers stop being suspicious.” Moodbrew Potions - Elixirs containing the essence of Dominus’ many moods. Can be used as Consumable Gear to grant the Drifter temporary elemental buffs, or as a crafting component of Mood Formas whose blueprints you can find from Acrithis. Mood Formas grants weapons with a new polarity and a Duviri Radial Effect akin to Syndicate Weapons, based on the Moodbrew Potions it was crafted from. Joy Forma - When installed on a weapon, it adds a polarity, brings the rank down to 0, and grants it the Joy radial effect: All enemies within 25m are hit with a burst of Mathila’s manic joy, lowering their inhibitions – they deal 50% less damage and are opened to finishers. Sorrow Forma - Formas the weapon, and grants it the Sorrow radial effect: All enemies within 25m are weighed down by Luscinia’s lament – they move and fire 50% slower, and their special attacks are disabled (non-weapon attacks like shockwaves, charges, lunges, Eximus attacks, etc.). Fear Forma - Formas the weapon, and grants it the Fear radial effect: Within 25m, all enemies are confined within Sythel’s unease – their accuracy drops significantly, and some have a chance to attack each other out of fear, allowing for great crowd control. Envy Forma - Formas the weapon, and grants it the Envy radial effect: All enemies within 25 meters are driven mad by Bombastine’s envy – enemies disarm themselves and approach with melee weapons, seeking to acquire your own. Enemies afflicted by Envy have a 25% chance to disarm you if they get a melee hit in. Anger Forma - Formas the weapon, and grants it the Anger radial effect: Enemies within 25m are enraged by Lodun’s wrath – they deal 25% more damage, but your critical hits become enhanced and your status effects last twice as long. Pathos Clasps and Rune Marrow can be secured from Nadro in exchange for both Origin and Duviri resources (Pathos) or just Duviri ones (Marrow). Melee Eternalizer - A consumable Gear item that, at random, temporarily changes the Drifter’s melee weapon into an Origin System melee weapon they own or, rarely, not owned. Secondary Eternalizer - A consumable Gear item that temporarily changes the Drifter’s Sirocco into an Origin System single secondary weapon they own. Possible Commandments: Lotus’ Levitation - Just like in the Duviri Quest, triggering Guiding Hand right before plummeting from a large fall causes the Drifter to be levitated, avoiding any lethal fall damage. Sky and Earth Aflame - Requires Level 3 Kaithe Intrinsic: The Kaithe’s barrel roll and Hoof Stomp both deal 500 Fire damage with a guaranteed proc. Cooldown 60s. Cosmic Madness - After each kill, damage and speed goes up by +5%, maxing out at +50%. The buff lasts 5 seconds + 1 second for every Decree you own that spiral. Blackened Star - Grants the Drifter 20% projectile evasion. Hold Guiding Hand to release all damage evaded as a singular beam projectile with a cooldown. Stalwart Mind - Cuts status effect duration on the Drifter by 5% per existing Decree. Ending as We Began (Rare) - Ability cooldowns are reduced by 50% but only if the Drifter hasn’t died yet this Spiral. Melee/Combat Changes - Changes to the IPS status effects in Duviri to further differentiate the combat systems: Impact status impairs the Drifter/Dax, preventing parkour movement like rolling or getup rolls. Puncture status halves damage done with ranged attacks / the Drifter’s secondary. Slash status halves damage done with melee attacks / the Drifter’s melee weapon. (Heat and Toxin already make for good Damage-over-time statuses.)Any melee attack, even Power Strikes, can now be canceled into Block or Quick Draw. Through Accessibility, the Drifter has the ability to change Lock-in transition speed between enemies. It would provide smoother transitions at the cost of some combat speed. During Lock-in mode, turning to face another enemy as you reflect a projectile redirects it to said enemy, dealing additional damage. Additional overhead icons / more telegraphing for when an enemy is Blocking or is about to perform a Parryable attack. Smoke Screen can now be held-cast to hold the smoke bomb in the Drifter’s hand, tossing it a greater distance with alt-fire. Hitting an enemy directly with the bomb opens them up to a finisher kind of like a Parry would. Enemy Additions - More Dax soldiers with varying mechanics, and a new subtype called Maxim Dax, Dominus’ more lethal forces. Dax Akgladius - A stronger variant of the common soldier: wielding two swords instead of one. If not prioritized quickly enough, their special attack combos can easily wipe a Drifter off the surface of Duviri. Dax Arcuballista - A Heavy unit variant of the Dax Arcus, firing weaker but faster projectiles from a Duvirian crossbow. Their special attack casts an AoE spell that temporarily prevents healing. Dax Prostasia - A unit holding a sword and shield, immune to ranged attacks unless their Guard is Broken by Heavy Melee attacks. Their special attack is unblockable, but might be able to be stopped if a Drifter’s quickdraw is good enough. Dax Soprana - An unarmed mage-singer, who dances and twirls behind other enemies for protection, buffing their speed by singing Dominus' song. Dax Gladius Maxim - A trickster fencer, wielding a Duvirian rapier. Swift, this unit is capable of dodging Heavy melee attacks if not staggered by Impact or after a Parry. Dax Herald Maxim - A rallying troop that wields a staff capable of many an Impact proc. Their unrelenting basic combo must be Parried twice in succession before they can be Finished. Dax Iudex - Duviri’s personal jurist, wielding a Gavel-like Hammer. If hit by a Special attack, it will trigger a debuff called Judged, which disables one of your Decrees until their death. Liminus Maxim - A life-siphoning enemy that will sometimes spawn from the corpses or shadows of Dax soldiers or terrain. colored like the atmosphere, can possess Dax to boost their Damage Reduction, use Heavy Melee attacks to knock them out of the Dax. New Spiteful Decrees Rogue’s Rage - Upgradable: You deal 10/20/30/40% more damage, but take 5/10/15/20% more. The Best Defense - Deal 200% damage for 5 seconds after a parry. Your parry window is 50% smaller. Adept Surge - Rolls and slides are performed 20% faster. You lose 10% max HP. Weighted Armor - Upgradable: You gain 50/100/150/200 passive Overguard that replenishes at 10 Overguard a kill. Your movement speed is 5/10/15/20% slower. Void Platform - The Drifter gains access to a double jump and ground slam attacks. The Drifter may no longer roll. Power Combo - Power Strikes deal 50% less damage, but can be performed as much as the Drifter wants. Darkened Spirit - Invincibility frames on rolls increased by +20/30/40%. Your parry window is 25/30/35% smaller. Voidkissed Rounds - The secondary’s magazine triples, but its reload time doubles. Origin System Integration The Goldmaw can now be utilized as a Companion for Warframe missions, performing bite-like melee attacks. New Railjack skin: Orowyrm Trophy - Void Jumps are now turbulence-free thanks to the sleek exterior design of this decapitated Orowyrm head. Wyrmling Sentinel skin available for purchase by Acrithis. 3. REUNIFYING THE UNIVERSE This chapter covers everything the hell else I wasn’t able to fit into the first two. 3.1. THE ORBITER General Changes When "Invite Only" is selected, the Host of that squad is the sole Tenno who can decide when the mission starts. Mastery Rank Integration - For every milestone of Five MR upgrades, up to MR30, the Tenno will receive an inbox message from Ordis or the Lotus including various quality-of-life Segment additions to the Orbiter. MR5 - Orbiter Improvements Segment that comes with an Ayatan Star Auto Installer and Foundry Item Tracker With the tracker, clicking on a resource in a specific Blueprint will cause missions that drop said resource to showcase how much more of it you need for that blueprint’s recipe. MR10 - Adds a Foundry Queue to the Orbiter Improvements Segment, and a Void Cooler This Queue allows up to 5 of the same item to be set to built automatically once one finishes. The Queue capacity increases by 1 for every 2 MRs afterward. The Void Cooler ensures that up to 10 Argon Crystals can exist within the player’s inventory without decaying timers. The Cooler capacity increases by 2 for every MR afterward. MR15 - Void Relic Improvements Segment and adds a Extractor Queue to the Orbiter Improvements Segment With the Void Relic segment comes a Multi-Relic Select Mode where you can select which relics to Radiate all at once if you possess enough Void Traces. This Select Mode may also be used in the pre-mission Relic selection screen. With the Extractor Queue, you’re allowed two additional planets to drop Extractors onto, and you can select up to two planets to continuously pull out and drop in Extractors for resources to and fro. MR20 - Helminth Bulk Feeder Segment With the Bulk Feeder, you have the ability to select which resources to Auto-Feed Helminth if you try subsuming an ability you don't have enough Helminth-byproducts for MR25 - Boost Staller Once a month, you can apply the Staller to a Resource/Mod/Credit/Affinity Booster (Relay Blessings/Event Boosters do not count) to pause its timer when offline for up to two weeks. MR30 - Arsenal Advancement Segment As well as the other perks that come with maxing out your Mastery Rank, you are also rewarded the Advancement Segment, which allows your Loadouts to equip three of ANY type of weapon in each arsenal slot (three primaries, three melees, three secondaries, or two-and-one!). Arsenal/Inventory Changes All Necramechs that have been Forma’d at least once can be installed with a Gravimag that allows it to utilize Archmelee weapons with preset, Necramech-friendly Stances. You now have access to XYZ positional sliders for every piece of customizable Armor. You no longer need typed confirmation to copy a Mod Config onto an empty Config Slot. Through the Inventory, you can tag eligible items as Sellables or Tradables to be added to the new Sellables/Tradables tabs. Whenever an item in each tab is clicked and a confirmation is put through, it is automatically inserted in the Trading Chat textbox as “WTS [Item]” or “WTT [Item] F”, respectively. Not only does this streamline and organize the items you wish to trade for Platinum or other items, it also introduces new MMO players to the WTB/S/T terminology. Helmets can now be colored independently of the Warframe’s body. This option is toggleable per Loadout slot. All shoulder pieces now turn transparent when a warframe is aiming, as to avoid interfering with the reticle. Foundry Changes There is a new Favorites tab where blueprints you can tag as Favorites all show up in their own category. There is now a Search bar within the Resources folder so you can seek out a specific item(s) and see how much of it you have. There are two checkboxes now available down at the bottom of the Foundry: Hide/Show Event-based BPs (things for Formorians and other Operations) Hide/Show Built Blueprints The text below the grid will display the amount of Warframe or Weapon slots you currently have left the moment you claim a Warframe/weapon. Mod Gallery Changes General A new checkbox menu grants the ability to sell, where applicable, all mods within specific stacks/rarities/categories for Credits/Endo, at a given value (for example, any stack of Stance Mods over 2 that aren’t equipped to any arsenal items) Hovering over an Installed Mod allows you to see a dropdown list of everything it’s installed on for added clarity. Rivens Cephalon Samodeus is now a voiced character in his own right, having a chance to deal out remarks during a Riven Reroll or Unveiling. (They’d be a Volume slider for him in the Options, of course.) Kuvalock - For 1,000,000 Kuva, you can have one stat on a Riven Mod locked in place during rerolls for up to 7 days. Kuvalocked Rivens can’t be traded. Selling a Riven for Credits while its Lock is active refunds 20% of your Kuva. Helminth Changes General Players may now equip the same Helminth Ability in different ability slots on different configs. Players may now choose which config they want to remove an ability from if said ability is in two or more configs. In Clan Dojo Orokin Rooms, you can build a Dragon Key Diluent that you can use to siphon the corrupted curses out of Dragon Keys and fit abilities into them using Helminth. After a 23h wait, you can then install these Ability Keys onto Necramechs and Archwings like Gravimags, replacing one of their existing abilities. New: Bioadaptive Cysts - Weekly, Helminth will produce a list of Cravings for a specific kind of enemy. Once Master selects which Craving to satisfy, Helminth will inject the current Warframe with a Bioadaptive Cyst. Once that Warframe targets and kills the specified amount of that enemy, the Cyst will mature. Master can then bring the Warframe's cyst over to Helminth, who will absorb the information and, after a few hours of learning (platinum-skippable), have a new ability ready to subsume into any Warframe. Adaptive Ability Examples Seismic Shockwave Enemy: Heavy Gunner (random type) The Warframe pounds the ground, dealing 200/250/350/400 Impact damage in a 5 meter radius uncharged, and dealing 400/500/700/800 Impact damage in a 10 meter radius fully charged (affected by Power Strength and Power Range, respectively), dealing a 100% guaranteed Impact proc along with knockdown. Ratel Deploy Enemy: Sniper Crewman The Warframe deploys a Ratel Pad that lasts for 15/30/45/60 seconds (Power Duration) that spawns 1 Ratel every 3 seconds for a maximum of 5 Ratel units active at once. The Ratels distract enemies while also proccing Electricity to all foes in range with its beam. Latcher Deploy Enemy: Seeker The Warframe deploys 2/3/4/5 Latchers that seek out and latch onto enemies, staggering enemies they're latched on to. Enemies will try attacking the latchers attached to their comrades, dealing damage to them until the Latchers explode, dealing (100/150/200/250*Enemy Level) Blast damage to the enemy it's latched onto. Shield Bash Enemy: Shield Lancer The shield will block 500 damage for every Energy in your reserve. You cannot wield weapons while it is active, but bullets/projectiles shot through it by allies will have their damage increased by +10/20/30/40% (Power Strength). Noxious Surf Enemy: Mutalist Osprey The Warframe’s next ten bullet jumps release a large cloud of toxic air around itself, dealing Toxic damage to enemies that enter it while having a rare chance to inflict either Viral or Corrosive as well. Echoes of Umbra Every 3 days, Excalibur Umbra can apportion his sentience to other Warframes. While Umbra is on the chair, Helminth gains the option to Subsume his Passive into an “Umbra Echo”, which is stored as its own Ability and then expended by transferring it into another Warframe, allowing it to act as a Specter in missions during Operator-based gameplay. Transference Room Changes Completing The Duviri Paradox and The New War unlocks a Paradoxical Transference Segment that allows you to choose which Warframes and one weapon of each type you want to reserve a permanent guaranteed Duviri slot for. Completing Whispers in the Walls grants you access to the Platforms of Khra, a new Gear item: the four circular slots surrounding the Operator’s chair can be assigned Warframes, loadouts, and builds, and when that Platform of Khra is used in-game, it allows for you to switch out your current loadout for the one selected back at the Orbiter. This can only be used once per mission, and interacting with the Platform again switches you right back. The four Platforms of Khra, pictured. Chat/Inbox Changes Trade, Recruiting, Clan and Council chats can now be accessed within missions. Ban/mute reasons/times will now be sent to the Inbox of the user. Heralds of sponsored Clans may send their Message of the Day through an Inbox message sent to all Clan members. Ludoplex Changes Orbiter Home Planner - With this, you and other Tenno can examine other people’s customized Orbiters and Personal Quarters’, save up to 5 as Captura scenes, and even match Looks with Look Link, provided you and the Tenno share the same inventory of decorations. Komi - Online Komi, as seen in Duviri and that one Umbra cutscene. Frame Fighter 2 - Literally the exact same as Frame Fighter, but with features you’d expect of a fighting game. A combo counter for consecutive hits. A “Choose Ability” option that allows you to choose which of the Warframe’s abilities can be used during the battle. A “Choose Taunt” option that allows you to choose which emote plays whenever you win. New Stage Options that are randomized whenever you enter a fight: Orb Vallis, the King’s Palace, the Grineer Queen’s chambers, the Void Towers, etc. The ability for players to fight with an AI, single-player, of a Warframe and ability of their choosing. Smoother, more consistent netcode and attack animations. The ability to choose if matches should be Best of 3 or Best of 5. Hacking Practice - An endless minigame that cycles between Grinner, Corpus, Duviri, 1999, and Narmer hacking minigames of gradually increasing difficulty. Lotus Hat Changes Mission Control Change: Through the helmet, a Tenno may be able to choose which other NPC they would like to perform transmissions for their missions. Access to different mission control voice packs can be gained through the following: Teshin (Origin) - 100,000 Standing, Rank 3 of Conclave Teshin (Duviri) - Completing the quest Any of the 6 Syndicate Leaders - Unlocked upon Rank 5 Any of the main Planetary Bosses - Upon defeating at least 3 times Any of the main Landscape Hub leaders - Unlocked upon Rank 5 3.2. THE RELAYS General Changes Sidequest missions2.5 can also be found being offered from the various different NPCs encountered in Relays. The levels, rewards and mission objectives all scale with your personal progress throughout the Starchart. When Baro is not present, his Ducat stands will provide three items at random from his stock, with an extremely rare chance of one of the items being discounted. When Baro is present, he has new voicelines for whenever Prime items are dissolved for Ducats. Darvo Weapon menus on Darvo’s Deals now have a “Test” feature that allows Tenno new to the weapons a chance to hop in a temporary (timed) Simulacrum mission, mod them, color them, and test them on enemies. Sales no longer have a limited and set amount of inventory, because in a game with 40,000,000 registered losers, why would you ever need that? New Rooms Nora’s Nightclub - A Nightwave-themed tavern where Nora can be heard broadcasting her radio station. Includes a bar with interactable NPCs and cosmetic, credit-dump beverages, a dance floor for emoting, and an open-mic Shawzin stage where Tenno can join a queue to go up for 60 seconds and shred on the Shawzin for all those watching. The Ventkids’ Lair - An indoor K-Drive park that allows for several preset courses you can perform tricks and gain Standing on, and also allows for custom spacepark building if the Clan you're a member of has built a Bash Lab. It also grants leaderboards and freeplay access to all Open World K-Drive races. The Simulacrum Cephalon Simaris now offers a Simulacrum Blinkpad for 125,000 Standing that you can place anywhere on your Orbiter to load you directly into the Simulacrum, no Relays required. You can now summon your Necramech in the Simulacrum. There is now a Captura-like Slow Motion Toggle to make rapid-fire Damage numbers easier to see. If you’ve purchased at least one thing from Simaris’ offerings and completed one Task for him, you will be able to set enemies at any Level without restrictions like MR. If you’ve completed at least one Sortie, you will be able to set Sortie level conditions, like Augmented Armor, Fog, Fire Hazards, etc. Players can now underclock (i.e. reduce the rank of) their equipped mods for testing purposes. Teshin/The CONCLAVE New Game Modes - Three new gamemodes within THE CONCLAVE to add variety to this sad, pathetic PvP. Prime Annihilation - A 1.v.all take on Annihilation. Eight Tenno are in an arena and seven of them can't use their powers. The one Tenno in the lobby who can is called the "Prime", who is identified via a Conclave logo above their head. Whoever kills the Prime player becomes the Prime, and the transfer of power is announced to the entire lobby, with a 5 second invincibility cooldown so that the power isn’t immediately taken away. This gamemode lasts 5 minutes. Whoever has been the Prime for the longest amount of time wins the game. Technocyte Takedown - An Infested take on Infection Tag. An Infested tileset lobby with up to eight players, in which one starts the game as an Ancient, and the other seven as Grineer Lancer soldiers, with controls similar to those of Kahl-175’s. As an Ancient, your objective is to turn every Lancer in the lobby into an Ancient by Infesting them and turning them against their brethren. You have 10,000 health and access to a claw swipe and two abilities: An Infested Charge that provides a boost in mobility with a charge that leads into a claw swipe, which can do upwards of 500 damage. An Infested Screech that temporarily slows down any units that are making eye contact with the Ancient during its duration, but makes the Ancient immobile. Ancients can sprint but at the start, it’s only slightly faster than the walk. It increases in speed for each new Ancient. When you bring a Lancer to 0 health, they despawn and an Infested Spawn Pod appears somewhere random on the map that spawns an Ancient for that player to control after a 5-second cooldown. As a Lancer, your objective is to survive 5 minutes in a lobby running rampant with Infestation and use your gunfire and other abilities to drown out the shouts of an increasing number of Ancients. You have 1,000 armored health, access to a randomized weapon upon game start, and 3 abilities: Probable Weapons Grakata Ignis Miter Karak Hek Hind Tonkor Ability 1: Hellion’s Hover - Upon casting, you gain 5-second usage out of the jetpack attached to your back, allowing for added maneuverability and quick escapes from pursuing Ancients. Ability 2: Smoke Grenade - A basic smoke bomb that obscures the position of all Lancers within it for a small period of time. Ability 3: Arc Trap - Deploys a temporary Arc Trap on the ground that stuns nearby Ancients if not destroyed within a short window. Team Interception - A King-of-The-Hill game based on an existing PvE gamemode. This mode has two types: Split Interception and Base Interception. Split Interception is based on the Interception we know and lov- uh, tolerate. An arena with 4 Interception-like capture points that unlock after the first 10 seconds of the game. Two teams will attempt to get their progress meters to 100% by staying in and keeping control of the capture points for as long as possible. Same sH!+ from there: the more capture points your team has intercepted, the faster the progress meter increases. Best two of three rounds. Base Interception consists of a singular point opening up near the center of an arena's tileset, kind of like Defense. The progress meter takes longer to fill than in Split Interception, but the meter increases faster for one team if more of its members are near the objective than the other team’s. For example: the progress meter would not raise at all if 2 members of Team Sun and 2 of Team Moon were on the point, would raise at the same slow pace if there was 1 Sun / 2 Moon or 4 Sun / 3 Moon, and would raise substantially faster with 4 Sun / 2 Moon or 3 Sun / 0 Moon. Best two of three rounds. Additional Blessings - More options for the Zariman-MR30. Mod Drop Chance Blessing Endo Blessing (doubles (2x) Endo pickups from enemies and gives +50% (1.5x) boost to Endo gained from Ayatans) Credit Cache Blessing (2.5x boost only to the Credits earned in mission objective caches) Focus Blessing (2.5x boost to Focus conversion from affinity and Orbs) Void Trace Blessing (-25% Void Trace discount when radiating Relics and +25% boost to Void Traces gained from Fissure missions) 3.3 THE SYNDICATES General Changes The Arbiters of Hexis now offer an Arbitration Shield Drone Sentinel skin, purchasable with Vitus Essence. The Deathsquads no longer consist of full Eximus squadrons: they now send a squad of Syndicate Operatives (at Rank -1) along with one or two Eximus troops (at Rank -2). The weapons of each Syndicate are now available in different tiers: Secondaries at Level 3, Primaries at Level 4, and Melee weapons at Level 5. Sixth Ranks - A brand new tier for all the main six Syndicates and the supplies they provide, cosmetic and battle-ready, including things like new Ephemeras, Mods, and even abilities! When purchased, abilities become instantly subsumable via Helminth. Steel Meridian: Brigadier Ammunition Ephemera - An ethereal bullet bandolier wraps around the Warframe’s shoulder. Upon reloading any weapon, bullet casings fall from off the Warframe chassis. Depending on the weapon, the number of bullets in the belt decreases with magazine/ammo capacity in real time. Ability: Cressa’s Resilience - The Warframe bolsters itself for 10 seconds, gaining 5% ammo efficiency and 100 armor for every enemy actively targeting them within 15 meters. After the armor buff duration expires, you can absorb one negative status ailment. Blast-based Mod Set Tactical Missiles (Pistol) - -10% Fire Rate, but headshots explode, dealing +15/30/45/60% of their damage to enemies within 5m as Blast. Tactical Combustion (Warframe) - When all shields hit 0, Warframe explodes for 1000 + (50/60/70/80% shield value) Blast damage within 10m. Tactical Shockwave (Melee) - Heavy slam attacks deal +10/20/30/40% of their AoE damage as Blast, and increase by +10/20/30/40% in range. Tactical Detonator (Shotgun) - +60% Blast, and -1/2/3/4% reload speed for every Blast proc on the last enemy killed with the shotgun Set Bonus: Every 10/9/8/7 Blast procs on an enemy, the procs are consumed and the enemy is dealt 10% of their health in a 5m explosion. Cephalon Suda: Erudite Afterimage Ephemera - A short-lived spectral duplicate of the Warframe this is equipped onto appears behind it every few seconds. Ability: Software Update - Out of a possible 5 buffs, the Warframe is optimized with a random choice of 4 on the first cast, then 3 on the second cast, then 2, then 1, each of an increasing value, before eventually resetting back to 4. +5/10/15/20% loot radar +10/15/20/25% ammo conversion +15/20/25/30% slower melee combo counter decay +20/25/35/40% additive crit chance +5/10/15/20 seconds status immunity Magnetic-based Mod Set Ionic Pulse (Secondary) - +20/30/40/50% Magnetic, upon headshot kill, enemies within 5/7.5/10/12.5m are Pulled toward the death point. Ionic Railgun (Assault Rifle) - +15/30/45/60% Status chance, +20% critical damage for every Magnetic proc afflicting enemy Ionic Charge (Melee) - Heavy attack kills deal 25% of Heavy Attack damage as Magnetic to enemies within 5/7.5/10/12.5m. Ionic Momentum (Warframe) - While bullet jumping, deal +50/100/150/200% Magnetic damage with guaranteed proc. Set Bonus: Every 10/9/8/7 Magnetic procs on an enemy, the procs are consumed and a 3m, 10 second Bullet Attractor appears over the enemy’s head/weakpoint. Red Veil: Acclaimed Kuva Ephemera - A shimmering red and black dust shrouds the Warframe. Upon collecting Kuva, the ephemera grows in size and opacity. Ability: Cloak and Dagger - The Warframe turns invisible where it stands, attracting enemy’s attention with a ringing replica of Rell’s Donda that lasts 10/15/20/25 seconds. Those enthralled have a 7/8/9/10% chance of being opened up to Mercy Kills. Stealth-Based Mod Set Palladino’s Quiver (Bow) - +12.5/25/37.5/50% Fire Rate, while aiming, +25% crit damage for every consecutive headshot. Stacks at +200%. Palladino’s Edge (Parazon) - Upon Mercy Kill, +50% Slash to all weapons for 5 seconds. Palladino’s Arm (Thrown Melee) - -1/2/3/4 Bounce, bodies of enemies killed with a Throw immediately decompose Palladino’s Vision (Warframe) - 5/10/15/20 meters of Loot and Enemy radar, doubled while Invisible Set Bonus: Hold Crouch to activate up to 10/15/20/25 seconds of Invisibility. Disappears upon gunfire or prolonged enemy contact. Sustained through Finishers and Mercy. Arbiters of Hexis: Magistrate Warrior’s Ephemera - A fresh coat of blood drips and trails behind the Warframe’s footsteps and, with enough melee kills, off its hands and arms as well. Ability: Sword of Retribution - The Warframe marks up to 10 enemies around themselves with a spectral sword ground slam, increasing the damage they receive. All marked enemies killed conjure another spectral sword that homes into surrounding foes, dealing Slash damage. Critical-based Mod Set Bullets of Hexis (Pistol) - Bullets that hit solid surfaces (walls/ceilings/obstacles) have 5/7.5/10/12.5% chance to ricochet toward enemies within 10m for +250/275/300/325% Crit damage. Riposte of Hexis (Melee) - After Melee block, enemy is opened to Finisher and weapon gains +150/175/200/225% Crit damage for 5 seconds. Steel of Hexis (Melee) - +10/15/20/25% Crit chance for every Status ailment affecting a melee-struck enemy Brigandine of Hexis (Warframe) - Upon full shield regen, Warframe’s bullet jumps and jump kicks gain +25/50/75/100% Crit damage for 5 seconds. Set Bonus: +10/15/20/25% chance to enhance Critical hits from Melee weapons. New Loka: Pristine Flora Ephemera - White arboriform vines and an array of flowers growing off them coil around the limbs of the Warframe its equipped to, and leaves scatter from the muzzle flash of gunfire or during fatal melee strikes. Ability: Grove of Amaryn - Where the Warframe is aiming, a garden of white Void trees that lasts 5/7.5/10/12.5 seconds is summoned that provides 20/25/30/35% damage reduction and health regeneration for all allies within. Enemies killed by those in the Grove are guaranteed to drop health orbs. Support-based Mod Set Sylvan Rounds (Pistol) - Drains secondary ammo reserves to prevent lethal damage, 4/3/2/1 ammo per Health. Sylvan Sights (Sniper) - While aiming, +50 health in a 10m radius for headshot kill upon targeting a specific enemy for up to 4/3/2/1 seconds. Sylvan Breeze (Melee) - Slide attack kills increase parkour velocity and shield regen by +15/30/45/60% for 5 seconds each. Sylvan Spirit (Warframe) - Converts energy spent by abilities into 30/40/50/60 Overguard within Affinity Range. Set Bonus: +20/40/60/80% Health capacity for Warframe and full squadron. The Perrin Sequence: Beneficiary Commercialism Ephemera - Credits, platinum, and ducats scatter from off the Warframe. Don’t worry, it’s fake currency, but don’t tell anyone. Ability: Financial Stress - In a 10 meter radius around the Warframe, all surrounding enemies are caught in a wave of financial chaos, and become literally crippled by debt. Enemies caught in the crash are afflicted with jammed weapons and 50% slowed movement for 5/6/7/8 seconds, and the resources of enemies replenish shields. Overshield-based Mod Set Sponsorship (Aura) - Warframe and Squad gain +15/30/45/60% Overshield capacity. Salesmanship (Warframe) - +25/50/75/100% Overshield Capacity, -5/10/15/20% Shield Capacity Dealership (Melee) - Heavy Attack kills with a full 12x Combo Counter instantly replenish +50/60/70/80% Shields. Managership (Primary) - When Overshields are active, headshot kills grant 2/3/4/5 energy. Set Bonus: Warframe gains Passive Overshield regen at 12.5/25/37.5/50% the rate of normal Shields.
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