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PlayStation Update 30.5: Sisters of Parvos

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Looking at needing to level the Helminth 5 more levels, it would have been nice to get some  xp  for those who apparently wasted subsuming all of the Warframe’s already since I was capped at 10 for a bit before I ever finished that…once again something not bothered to be addressed 

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55 minutes ago, (PSN)digitalgabeg said:

When DE announced this, we (the community) pointed out that when the XP cap for Helminth goes up, those of us who have used the Helminth system should be retroactively granted the XP appropriate to our use, and that not doing so would effectively punish players for investing heavily in the Helminth system. It now appears that DE’s only response to this concern was to add a line of text to the update notes to rationalize why they wouldn’t be doing that. This is disappointing, especially since DE is often very good about compensating players for their investment when a system change alters the value of that investment.

This explanation also does not hold water. “This is similar to other MMOs, you won't retroactively get leveled up for past play when the Helminth level cap increases.”

* No, it isn’t similar to other MMOs, because we cannot redo our subsumes.

* Other MMOs might not track excess XP and apply it retroactively because for those MMOs, levelling up is the game. With Helminth, levelling up is the entry fee you pay to be allowed to play the game.

* Other MMOs might not attempt to calculate a player’s excess XP retroactively because the various actions players take which can generate XP are numerous and usually not recorded. With Helminth, it is clear for each player which warframes they have subsumed, and what the XP value of those subsumes would be.

Assuming that DE does not keep records of each interaction the player has with their Helminth, the least they should do is to calculate the minimum amount of XP a player would have earned for the subsumations they have performed, and ensure that that player has at least that much Helminth XP after the cap increase.

I am excited about the new Helminth abilities. I am not interested in the new Helminth Invigorations at all; they feel gimmicky and aren’t predictable, so I was planning to avoid them entirely. I have subsumed every Warframe which was available prior to this patch, so my investment in this system should allow me to explore the new abilities; indeed, if I were to make a new account now, it would do so. But now instead, I will be required to earn those abilities, I will be required to invest more for those abilities than newer players will, and I will be required to earn those abilities by interacting with a system I wanted to avoid.


I was thinking the same thing, except for the helminth changes. I have no interest in the abilities whatsoever as theyre things we can already do and those things arent too useful, but i have tons of intrest in the invigorations as we cant do any of it outside of arbitrations. Would to change up some builds on my less used warframes 💙💙💙


But as for no compensations, im with you there. Im okay with it but i truely wasnt expecting us to get nothing

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10 minutes ago, (PSN)RWalls91 said:

Seeing these notes, and how the community has effectively been ignored, I just can't bring myself to boot the game up.

Don't get me wrong a few good changes and additions, but generally feel like been slapped in the face.

What have you been ignored about? Keep in mind sometimes the community has irrational feedback and expectations about certain things. Depends on what you're talking about.

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1 hour ago, (PSN)KCLegionOfZoom20 said:

What smeeta nerf ain't nothing in patch notes that I can see so please explain 

It's a shadow nerf.

By placing a despawn timer of Steel Essence and Vitus Essence it prevents players from using Smeeta's charm to pick up boosted essence.

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Im down for credits rewards from sister fights but  no Kuva ???   We didnt get very much for grineer lichs but it was something to actually look forward to in terms of rewards.  Kuva and rerolling rivens is ALOT more appealing than credits we use on what exactly ??  

I like railjack.. its making me freaking rich lol.  


Nerfed melee and upped Lich toughness so not even a mech can nuke them??  Uhhhh ok I guess thats something to look forward to testing....


Please show off pics of all 7 of the new ephemera...  


I think gladiator mods should get BUFFED.   

  • might 60% - >90% cd
  • vice 40-60% attack speed -> same + 25-50% combo chance 
  • Rush +6 sec combo duration -> same + 30% per combo multi status chance (weeping wounds)

Set bonus should be 15-20% cc per mod.  (giving us back red crits but as a reward for equipping a set of mods.)

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I just went to start a mission to continue unlocking my Sister and the game matched my up with a different group, no issues with that but the group were running for Kuva Liches, is that expected behavior as I gain nothing from the Thralls? PS5

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16 minutes ago, (PSN)Madurai-Prime said:

What have you been ignored about? Keep in mind sometimes the community has irrational feedback and expectations about certain things. Depends on what you're talking about.

I said the community, not just me. That being said while the community can sometimes over-react and like you say be irrational, in this case I find not only the overwhelming consensus but the such large quantities of feedback to be generally true.

Considering how much this community has had to say, DE has hardly acted upon or responded to it, therefore ignoring it. Even taking whether feedback or DE themselves are right or wrong about this update, there has been a clear lack of communication beyond 'this is what we're doing.

If we're going to point out particular areas that haven't been fully addressed or outright ignored, then I would immediately point out helminth invigorations and concerns about on kill mechanics. I think DE needed to take more time to discuss the issues the community had (whether it was valid or not) amongst themselves and with the community.

I think this update needed more time in the oven considering the backlash, and it might have been wiser of DE to decouple the workshop contents from the update. They've created anger, again whether justified or not, and not responded to it accordingly.

In short it's not just the content of the workshops, but more importantly the lack of communication from the development team over it. You'd think they'd want to put out fires, go into deeper explanations, show more figures etc. but alas they chose silence; and that is the ignorance to the community of which I speak.

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3 hours ago, [DE]Danielle said:

PlayStation Update 30.5: Sisters of Parvos


Update 30.5: Sisters of Parvos is jam packed with everything from PC Hotfix 30.1.1 to Sisters of Parvos and everything in between. Meaning this update has a larger download size than usual (~2.6 GB on PS4 and ~4.9 GB on PS5 - size variations are to be expected based on the ways in which the different systems operate), but there are good reasons for that! First, it’s a combination of two mainline updates (Update 30.3.0 and Sisters of Parvos). If you don’t know what that means, it’s when we deploy all pending changes to the game in a big batch. Second, it is chock full of Quality-of-Life changes for you to enjoy. And third, it includes all new content from Sisters of Parvos - The Sisters themselves (Corpus Liches), new Corpus weapons, Command Rank 10 Intrinsic, the new Warframe Yareli, and more - read on! 


There are a total of 55 pages of patch notes below! Quickly find header topics (CTRL + F and copy-paste the topic of choice as listed below) by using this Table of Contents to help guide you in your reading journey.

  • Sisters of Parvos
    • Sisters of Parvos Weapons
    • Sisters of Parvos Ephemeras 
    • Hound Companions 
  • Yareli + Yareli Quest - Waverider
  • New Kuva Lich Weapons
  • Lich Additions, Changes & Fixes
    • Parazon Rework
  • Void Storm Rewards Update & New Tenet Melee Weapons
  • New TennoGen Bundles 
  • New Ember Pyraxis Skin 
  • New Syndicate Offerings 
  • New Steel Path Honors
    • Steel Path & Loot Changes 
  • Melee / Primary Balance Changes 
  • Helminth Updates
  • Companion System Simplification 
  • Damage Resistance Mod Math Changes
  • New Deimos Enemy: Jugulus Rex
  • New Warframe Augments
  • General Additions
  • Arbitrations Changes
  • Railjack Additions, Changes & Fixes
    • Wreckage Quality of Life 
  • New Player Experience Changes 
  • UI Changes 
  • Sevagoth Changes & Fixes 
  • General Changes 
  • Optimizations 
  • PlayStation Specific Notes
  • Fixes



Parvos Granum’s days of collecting grain are far behind him. His newest grand achievement, born of technology and a desire for family, has finally come to fruition. Modeled with the latest in Corpus advancements, the Sisters of Parvos are ready to claim their Sectors and your lives.

The Kuva Lich system, originally introduced in the Old Blood update on Halloween of 2019, has expanded to introduce a new faction! The Sisters of Parvos update will bring your own personal Corpus adversary to the Origin System. Those acquainted with the Kuva Lich system will find familiarity with the Sisters of Parvos, but with a full Corpus experience!

A new cinematic awaits those who have finished The Call of The Tempestarii and The War Within… 

Below is a breakdown of how to obtain a Sister from beginning to end:

First, one must not have an active Kuva Lich, meaning a Kuva Lich and Sister cannot actively be hunting you at the same time - it’s one or the other! Once you are free from the grips of your Kuva Lich (the process is faster now, see below) it’s time to enter The Granum Void!  

To be deemed worthy of a Sister, you must enter the Granum Void found on Corpus Ship tilesets. By using a Zenith Granum Crown at a Golden Hand Tribute you will enter Parvos Granum’s pocket of the Void to battle Errant Specters. By reaching at least Rank 1 within the Granum Void you will call a Sister.

Once back in the Corpus Ship a Candidate will spawn within the level! The player who downs the Candidate will be the one eligible to Mercy. Once this Candidate is downed, the Sister’s weapon is shown above them and it becomes open to a Parazon Mercy kill if that Sister is desired. By choosing to kill the Candidate with a Mercy kill, this causes a Sister to arise in the Origin System, thus becoming the Progenitor of that Sister, and the Warframe used for this is recognized as the Progenitor Warframe. Progenitor Warframe determines Damage types and is displayed on the Sister’s Hound - that’s right, they have their own pets!  

Once back in your Orbiter, the Sisters name is revealed and takes over the pre-existing Kuva Lich screen to display all her attributes, abilities, AND her trusty Hound. New to the Lich system these Hounds serve as the Sisters personal assassin, tasked with making your life difficult within the Sisters influenced Sector.  

Your Sister then begins her reign over the Star Chat by influencing nodes as her own, but she won’t let you walk into her Sector easily. To help with matchmaking, we have made influence nodes consistent across all Lich and Sister levels. Venus is where Sisters of Parvos start at Rank 1! Once in an influenced node, the Sister’s Hound is released! While these Hounds pose a much harder battle than Kuva Lich Thralls, the Murmur progress is significantly greater. In addition, Hound Mercy Kills can award you Requiem Relics! As a typical Corpus, your Sister will steal any earned Credits from the mission.

As you continue fighting the Sister’s Hound on influenced nodes the chance of having your Sister spawn in the mission increases. The process of testing the Requiem order on your Sister is similar to Kuva Liches as failure levels her up, but instead of providing Kuva you and your squadmates can earn between 5K-10K Credits per Requiem attempt.

Once you’ve performed the correct sequence of Requiem Mods on your Sister, she will flee to a final, guaranteed showdown in her Capital Ship within Railjack in the Neptune Proxima (minimum Pilot Intrinsic 5)! Take her on when you’re ready. Other Tenno looking to fight their own Sister of Parvos will matchmake to the same node, where you can work side-by-side to take down your unique foes one-by-one! 

Complete the Railjack objective to gain access to the Capital Ship. As you traverse through the Capital Ship corridors in search of your Sister you must defeat Warframe Specters tasked with protecting her. 

Once you’ve Parazoned the Requiem Sequence you have the familiar decision to either Convert or Vanquish your Sister. Converting a Sister earns you back all stolen Credits, allows her to randomly join you in mission as an ally and becomes eligible for a Railjack Crew member (including On-Call)! Vanquishing your Sister earns you back all stolen Credits, the Sister’s signature weapon, and Ephemera (if applicable).


Be on the lookout for these coveted weapons wielded by your Sister of Parvos! Bestowed by Parvos Granum himself, there are 8 weapons in all to obtain! 

This discreet rocket launcher is equally at home in a board meeting or on a casual outing. Aimed rockets are wire-guided for greater accuracy, but travel more slowly. The patented Granum Attaché System reloads the weapon when holstered.

Itemize and execute with this pair of auto-lock-on, homing-projectile pistols. Shoot from-hip for a more conventional pistol experience. The patented Granum Attaché System reloads the pistols when holstered.


Dominate rivals with this pistol’s lightning fast rail-slugs. Head-shots speed up reload.

Primary Variants:

Parvosian upgrade of the classic Tetra. Slower fire rate but with a larger magazine. Can now alt fire entire clip as a large burst radius grenade launcher.

Sister-modified Flux Rifle with increased fire rate and range. Recharge has been replaced with ammo clips to accommodate greater power needs.

Custom variant of a Corpus classic. Staggering blasts now ricochet and have greater range at the cost of a slower fire and reload speed. Surviving enemies are consumed with radiation.

Secondary Variants:
This reengineered Cycron features a refracting energy disc that can split off the main target hitting up to 2 additional nearby targets.


Parvos Granum’s engineers have made this already ferocious hand-cannon, even more deadly with addition of an alternate fire mode that empties an entire clip in one devastating burst.

Seven New Ephemeras sporting a distinctly Corpus Style are here!

Information flows like live current through this Ephemera seized from a converted or vanquished Sister of Parvos.
A blazingly regal Ephemera seized from a converted or vanquished Sister of Parvos. 

An icily imperious Ephemera seized from a converted or vanquished Sister of Parvos.

Hatch venomous plots in this Ephemera seized from a converted or vanquished Sister of Parvos.

A radiant Ephemera seized from a converted or vanquished Sister of Parvos.

A striking Ephemera seized from a converted or vanquished Sister of Parvos.

A magnetically compelling Ephemera seized from a converted or vanquished Sister of Parvos.


Each Corpus Sister comes with their very own Hound. As an added reward for Vanquishing your Sister, you’ll earn her Hound as your own Companion! There’s more, though! Hounds are also Modular Companions and in addition to earning your Sister’s Hound, there’s also a chance at a separate Hound Component to start the process of creating your truly customized Hound Companion! Each Hound you come across can have a subset of different Components (think MOA Companion Crafting). 

Hound Component Blueprints are tradeable. Visit Legs in Fortuna to assemble a Hound Companion with your Components! Here you can also Provide your Hound to Legs for 4K Solaris United Standing. This amount is higher in comparison to MOA Companions due to the acquisition flow required for a Hound.

*Building a Hound includes a weapon, therefore requiring 2 Companion Slots.



Hound Precepts are rewarded based on the Model, Bracket, and Stabilizer chosen at Legs in Fortuna. 

*Precept stats below are at max rank.

Model Precepts: 

  • Hec Model - Equilibrium Audit Precept
    • Unleashes a series of shockwaves that knock down enemies within 15m and deal 300 damage.
  • Dorma Model - Repo Audit Precept
    • Emits a magnetic pulse that disarms enemies within 30m. 
  • Bhaira Model - Null Audit Precept
    • Negates the aura and abilities on an Eximus enemy and transfers the aura to the Hound for 60s. 

Bracket Precepts:

  • Urga Bracket - Diversified Denial Precept
    • Fabricates 3 Specters that fight for 30s that each deal 85% of the Hounds damage.
  • Zubb Bracket - Evasive Denial Precept
    • Teleports a safe distance away and engages a displacement field, gaining 75% chance to dodge enemy fire for 8s. 
  • Cela Bracket - Reflex Denial Precept
    • Generates a shield that reflects 90% damage taken (including friendly fire) in pulses over 10s as Magnetic Damage in a 12m radius. 

Stabilizer Precepts: 

  • Hinta Stabilizer - Synergized Prospectus Precept
    • Fires a spark that seeks out the nearest enemy in 30m, dealing 300 Electricity Damage in a 10m radius. The spark ricochets up to 7x, seeking out the nearest enemy in 30m. 
  • Wanz Stabilizer - Aerial Prospectus Precept
    • Launches a beacon at an enemy within 27m that calls down an Orbital Strike dealing 1200 Blast Damage in a 7m radius. 
  • Frak Stabilizer - Focused Prospectus Precept
    • Fires a beam of energy that deals 900 Heat Damage over 4.5s. 


Melee Hound weapons are rewarded after claiming a completed Hound from the Foundry (when you’ve vanquished a Sister of Parvos) or when building a Hound at Legs in Fortuna. The Melee weapon type is dependent on the Hound’s Model. 

Akaten (Hec Hound Model)
Hound melee attacks eviscerate with Puncture and Slash damage. 

Batoten (Dorma Hound Model)
Hound melee attacks pierce hard with Impact and Puncture damage. 

Lacerten (Bhaira Hound Model)
Hound melee attacks devastate with Impact and Slash damage.

Discharged specter particles form an inert dust that can be collected and re-energized for various robotic projects.

Errant Specters in the Granum Void have a chance to drop Spectral Debris. This Resource is used in the Hound Component crafting process. 

Always on the move, the vivacious Yareli commands the ocean's fury. The original waverider.


PASSIVE: Yareli gains +100% Critical Chance for Secondary weapons when she has been moving for at least 1.5s.

Form three water globules that seek out enemies and expand on contact, simultaneously damaging and immobilizing their victims.

Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage. 

*Subsumed Helminth Abilities cannot be used while Merulina is active.

Tear through foes with a trio of orbiting aquatic blades.

*Aquablades is Yareli’s Helminth Ability!

Drag enemies into a crushing maelstrom and then blow them away in a watery burst. Each enemy trapped in the vortex increases the burst’s damage.

Purchase Yareli in the in-game Market or earn the Yareli Blueprint from the Waverider Quest and her parts from the new VENTKIDS' BASH LAB Dojo Room as Clan Tech!



Tenno who have completed the Vox Solaris Quest will receive an Inbox from Roky upon login for the Waverider Quest. The Ventkids have a story to share - will you listen, Tenno?

If you purchase Yareli with Platinum, you will receive a Riven Mod as a Quest Reward in addition to the Yareli Blueprint and the Yareli Prex Card!

*For those who accidentally sell the Yareli Blueprint you can find another in Simaris’ Offerings once the Waverider Quest is complete.
** Yareli being able to switch to and from Operator while aboard Merulina is in progress for a future Hotfix. 
*** Known Issue: Security Cameras cannot detect Yareli while she is on Merulina. This will be fixed. 

Launch a volley of virulent, hyper-pressurized, water globules that envelope targets and explode with torrential force. Yareli’s signature pistol.

Purchase the Kompressa in the in-game Market or from Ventkid Offerings for Standing.

Dance atop the waves with Yareli’s Signature Syandana.

Purchase the Merulina Syandana in the in-game Market!

An Alternate Helmet for Yareli!

Purchase the Yareli Physalia Helmet in the in-game Market or as part of future Nightwave Cred Offering rotations.


Purchase these Animations from the in-game Market and equip them on any Warframe of your choosing!

Purchase the Yareli Agile & Noble Animations in the in-game Market!



The youthful sovereign of the sea arises from the waves, attired for battle. Includes Yareli Warframe, Yareli Physalia Helmet, Kompressa Pistol, Merulina Syandana, Waverider’s Heart Decoration, and 3-Day Affinity and Credit Boosters.

Purchase the Waverider Collection in the in-game Market! If you gift this Collection to a friend, you’ll receive a bonus copy of Waverider’s Heart Decoration!

Snickety-snack, guess who's back with more weapons? Kuva Liches!

Be on the lookout for Kuva Larvlings with the following new weapons:


Forged at the behest of the Worm Queen herself, this already powerful shotgun now has the additional ability to fire from all four barrels simultaneously.


Reconfigured for maximum lethality, the Kuva Grattler still shatters targets with explosive shells, but now reaches maximum fire-rate instantaneously. 


An even stronger Zarr cannon to meet the demands of Kuva Liches. With stronger explosive barrages, and long-range flak shots.




Murmur Reduction
With the addition of the Sisters of Parvos to the Lich system we took another look at the overall Murmur requirement from a few angles: how the current Murmur requirement applied to Sisters and how it felt with the current Kuva Liches. 

As a result, we’ve reduced the Murmur requirements so that getting all 3 Requiems solely by killing Thralls should be about 12-13 missions on average, down from 18-19 average.

Region Consistency for Matchmaking improvements

We have changed the way you progress against your Lich by having consistent Influence regions per level of your Lich!.

The problem we aim to solve here is scattered matchmaking for players seeking Murmurs overall. Players would often have the same goal but never cross paths due to their Liches separation across the Origin System.

The details of this change are:

1) Rank 1 Kuva Liches appear on Earth
2) Rank 2 Kuva Liches appear on Mars
3) Rank 3 Kuva Liches appear on Ceres
4) Rank 4 Kuva Liches appear on Sedna
5) Rank 5 Kuva Liches appear on the Kuva Fortress

*Please note: if you had an Active Lich before the Update, it’ll progress through its current occupation nodes before it adopts the new Region flow. 

New Requiem Mod - OULL 
Through endless faces, countless forms, a multitude unfolds.
(Mimics any Requiem Mod needed to complete a lethal sequence)

This new Oull Requiem Mod counts as the correct Requiem Sequence for whatever Parazon Requiem slot it is in when taking down a Lich or Sister of Parvos! Like other Requiem Mods, the Oull can be used successfully 3 times. 

Earn this new Requiem as a 25% drop chance when your Kuva Lich or Sister of Parvos flees after you’ve used the correct Requiem Sequence. *This Requiem only drops for the person whose Lich/Sister is downed. 

Take control of your nemesis with the new REQUIEM ULTIMATUM - a call too powerful to resist! A new Gear item that can be used to spawn your current active Kuva Lich or Sister on an Influence Node to bring the fight to you! Our intention here is to add an option to force the feud in your favor.

Earn this Requiem Ultimatum as a 25% drop chance when choosing to either Convert or Vanquish your Kuva Lich or Sister of Parvos. *This Requiem only drops for the person whose Lich/Sister is downed. 

New Kuva Lich Showdown Flow

Do you and your Squad have what it takes to beat your Kuva Lich Showdown?

Kuva Liches have also received the new boss showdown flow in Railjack! Your Kuva Lich will now flee to their Galleon once you’ve weakened them with the correct Requiem sequence. Once you’ve unlocked their Requiem, a new showdown node will appear within the Saturn Proxima (minimum Intrinsic 5). You and any other Tenno who have weakened Liches will be able to seek out and destroy! 

Our intent behind this change is to match our TennoCon 2019 Lich Showdown presentation. In doing this, we’ve also eliminated the randomness of that final showdown. These are guaranteed fights that you can gear up before you go in! Bring your best gear for the job.

Between reducing the required Murmurs, adding OULL, adding Requiem Ultimatums, and having this new flow, we have shortened the Kuva Lich cycle and added more control for all Tenno! The final fight is now on your terms, and we hope you enjoy the efforts to improve and simplify this system! 

Kuva Lich (And Sister of Parvos) Valence Fusion QOL:

We have made Valence Fusion for Weapons more intuitive in this Update! We are inheriting the behaviour we added for Railjack which was much more clear to our players!


  • Prior to this Update, when you used Valence Fusion to combine two Kuva Lich weapons together in the Arsenal, the order of the weapons picked would determine which element the final bonus damage would be.
  • In this update, when you combine two Kuva Lich weapons (or Sister Tenet weapons) together, you will have the option of which element you want to keep.  The numerical stat of the element still combines using the same logic as previously.
    • This is intended to reduce confusion about the end result you will get, and to make it easier to keep a desired element. Now you don’t need to fuse twice to restore your initial element type if you are combining weapons with different elements.

Adaptive Damage Scaling Changes for Liches:

Throughout our boss design history, we have added things like diminishing returns and damage mitigation techniques like armor or damage attenuation. In the time since we’ve launched the Kuva Liches, we’ve made adjustments to how we handle player damage vs. Liches. We’ve done things like add allowing Status Effects and attenuate damage to try and create a balanced combat experience. Like many bosses in Warframe, Liches have some damage modifiers applied to them. 

We found a bug in the damage attenuation code, and have fixed it and polished the attenuation for Kuva Liches.

This system generally targets the scenario of very high damage things like the Void Rig’s Arquebex vs. a Kuva Lich, a scenario that is now possible due to the final showdown being based in Railjack. When we were testing this Voidrig Vs Lichout, our Liches barely lasted a second and we realized the damage attenuation code could use some review! We found bugs to fix and things to tweak to account for these new scenarios. Our only intention is to give you a fight that lasts more than mere seconds - happy hunting and may your teamwork and gear lead you to victory! We will be closely reviewing this to ensure we strike the right balance of a fight that requires teamwork and consistent offensive gameplay to beat, but also doesn’t feel impossible. Feedback is welcome!

General Lich Changes & Fixes:

  • Updated the Lich Tutorial screen to include new Lich flow and Sisters related information.
  • Changed the "Captured Liches" category to "Converted Adversaries" in the Trade window.
  • If you do not have any Kuva Lich or Sisters of Parvos history in your Codex, a pop-up message will appear to tell you that you have not encountered any. 
  • Added new Kuva Lich transmissions for the following scenarios:
    • Lich Defeated Player Taunt
    • Lich Downed Player
    • Lich Kills Player
  • Fixed failing Requiem Mods sequence affecting the appearance of other players’ Kuva Liches.
  • Fixed holding the Parazon as if it was a sidearm if a Host migration occurred during the Kuva Lich Parazon stab animation.
  • Fixed instances where Parazon would become invisible or not animating during Kuva Lich attempts. 
  • Fixed getting stuck in other players' Kuva Lich stab cinematics.


Parazon attacks were introduced in The Old Blood as a way to Mercy kill enemies. This stylish and universal blade has had a clear role in all things Liches, but their role in the game at large has been hard to play around. There are problems in need of solving, and the below outlines how we’ve done just that!

The problem with Mercy kills is they are hard to pull off, making engagement with the system far too low! Mercy kills only have a chance to trigger when an enemy’s health is 20% HP or less. In practice, you really never know if it’s going to happen. And if it does, it is often too late! You’ve riddled them with Status effects, a Squadmate casts an Ability, or your Kavat might be feeling extra bloodthirsty, and you cannot get in for the Mercy kill. 

We are changing their design, adding new Mods (thanks Design Council!), and refreshing the system. 

The change is based on a core principle: We want to make them more reliable and more strategic so you can actively decide if you want to use a Mercy kill or not.

Our change is rooted in the following:

A Mercy Kill opportunity is guaranteed when an enemy gets below 40% (60% for Corpus, but requires all Shields being stripped), but only on SPECIFIC units in each faction. 

The units are: 

  • All humanoid Eximus
  • Grineer
    • Heavy Gunners
    • Bombards
  • Corpus
    • Scrambus
    • Nullifiers
  • Infested
    • Ancients


And the logic is rooted in the following common scenario: 

Imagine you see a heavy gunner in the distance. You have “Blood for Energy” on your Parazon. You see you need some Energy, so you start shooting the heavy gunner knowing full well once she’s at 40%, she will be open for a Mercy kill and the Energy could be yours!

You can plan and decide! 

This also means that Impact Status Effect is changing: 

Before: Impact Status Effects used to increase the chance that the random Mercy kill opportunity  would happen. 

After: Impact Status Effects increases the Mercy Kill threshold range on eligible enemies. So instead of triggering at 40% on the list above, you can apply Impact Status to do a Mercy kill sooner (4% per Status)… up to 80%. Meaning, applying a lot of Impact Status quickly makes an enemy VIP more quickly susceptible to a Mercy Kill. Impact would then be a build strategy for getting the VIPs out of the fight!

But what about really high levels you ask? 

We have made changes to this since our original Developer Workshop. 

Up until level 150, the Parazon Finisher triggers at 40% Health remaining. 
After that, every 5 levels reduces the threshold by 1%, down to a minimum of 10%! Eligible Enemy Health bars will have a notch on them to indicate these thresholds..

This change was made to make it more clear to our players, as well as still approach guaranteed kills at high levels with an amount of balance. 

In addition, since Parazons were reworked, Zephyr's Airburst no longer overlaps with finishers. 

Long lost CORRUPTED HOLOKEYS have been discovered in the raging Void Storms! Millions of these Holokeys were lost to the Void when Parvos Granum’s flagship was bombed. Perrin Sequence’s own Ergo Glast has a strong desire for these artifacts, and is offering up new Granum weapon technology for them (Syndicate alliance not required)!

Each Proxima Void Storm can reward Corrupted Holokeys as Common mission rewards. These replace the End of Mission Void Trace rewards from Void Storms.

2x Corrupted Holokey: Common 37.50%

2x Corrupted Holokey: Common 37.50%

4x Corrupted Holokey: Common 37.50%

3x Corrupted Holokey: Common 37.50%

5x Corrupted Holokey: Common 37.50%

6x Corrupted Holokey: Common 37.50%

Visit Ergo Glast in a Relay and view his new weekly Merchandise. Every week Ergo will have 1x version of each new Tenet Melee weapon with its additional bonus Damage / Elemental for 40 Corrupted Holokeys.

By visiting Ergo each week with Corrupted Holokeys in hand you can collect them all to Valence Transfer week over week until you get the best possible version of each weapon. If collecting is more your style then Ergo will always have something in stock!

Ergo Glast’s Merchandise:


Drive the agenda with this massive impact hammer. Heavy attacks launch devastating energy disks.

Leverage bleeding-edge Granum tech with this massive heavy blade. Slam sends forth a cascading set of three shockwaves, while Heavy Slam unleashes a swath of shockwaves.

The sleek lines of the Granum Attaché case conceal a infinitely sharp two-handed blade. Blocked attacks have a chance to increase the blocking angle. Note: The Granum Attaché system pauses the combo timer when holstered. Similar to the Xoris, if you have a Melee weapon with infinite combo duration, pseudo-melee abilities consume the Combo on use.


On Heavy Slide Attack this Corpus scythe launches a spinning energy disk that ricochets throughout the battlefield. Its lifetime is derived from the size of the Combo Counter. Note: The Granum Attaché system pauses the combo timer when holstered. Similar to the Xoris, if you have a Melee weapon with infinite combo duration, pseudo-melee abilities consume the Combo on use.

Bring negotiations to an instant conclusion with this Corpus assault rifle. Switch effortlessly between charged sniper shots and rapid-fire electrical assault mode.  Parts and Blueprints are found in the new Corpus Railjack Survival nodes.


5 New Parazon Mods are here! Find them all today to add new power and Utility to your Parazon! 

  • Power Drain (on Mercy) - 100% chance for next ability cast to gain +50% Ability Strength.
  • Malicious Code (on Mercy) - 50% chance for enemies within 15m to cower in fear for 8 seconds.
  • Hard Reset - Execute 3 Mercy Kills within 40 seconds to revive a fallen Sentinel or Companion. 

Design Council Contributions: 

  • Swift Mercy - Speed of Mercy kills increased by 50%.
  • Firewall - Reduces damage by 75% during hacking. 

These new Parazon mods can be collected by completing Corpus Railjack Spy missions.

Ember refined to her most searing elemental form, the primordial flame. Concept designed by Debbysheen!

Ember’s Fourth Law of Thermodynamics: look good doing it.


A flamethrower skin that's twice as hot as the carnage it contains.

Find the Ember Pyraxis Skin, Volca Syandana and Flamethrower Plazm Skin in the in-game Market.




Discover stunning new Tenno-designed Customizations in TennoGen Round 20: Part 2, including Skins for Octavia, Baruuk, Khora, and Atlas! Along with Armor pieces, Weapon skins, and more!  



  • Atlas Blade of the Lotus Skin by BeastBuster
  • Baruuk Blade of the Lotus Skin by BeastBuster
  • Shiroku Blade Of The Lotus Syandana by BeastBuster
  • Asakage Blade of The Lotus Shoulder Armor by BeastBuster
  • Kishikami Blade of the Lotus Chest Armor by BeastBuster



  • Baruuk Zamariu by led2012 & daemonstar
  • Frost Strigid Skin by Rekkou
  • Nidus Kuvael Scrounger Skin by Erneix
  • Ion Sword Skin by Yatus & HugoPolo



  • Khora Graxx Skin by Faven
  • Khora Fiera Helmet by Debbysheen & Crackle2012
  • Aropanex Syandana by kakarrot2812
  • Yamex Tonfa Skin by Kakarrot2812
  • Udjyat’s Serpent Machete Skin by Vulbjorn, the graphical walrus.

The Syndicates you know and love have expanded their Offerings!

Each Syndicate has added respective Armor Sets to showcase your loyalty! Including Ostron Armor from Hok in Cetus, and Solaris Armor from Rude Zuud in Fortuna! That’s 8 unique Armor sets in total to collect! The most ever released in a single Update! 

PLUS, each Syndicate (excluding Ostron and Solaris) has new Emotes based on familiar Railjack Crew animations!

All of these new Offerings are Tradable!


Teshin has expanded his Steel Path Honors! 

  • Veiled Riven Cipher (one a week)
    • This cipher can be consumed to identify the selected Veiled Riven to bypass its Challenge.
      • Replaces Transmute/Cycle button in Mod Segment  when a Veiled Riven is selected.



  • New Shotgun Mod - Counterbalance
    • -60% Weapon Recoil
  • Noggle Statue - Teshin
  • Orokin Tea Set (Decoration)
    • This Orokin Antique once belonged to a powerful Dax.
  • In Action Glyphs 
    • Gauss in Action
    • Grendel in Action
    • Xaku in Action
    • Protea in Action
  • Primary Arcane Adapter (see MELEE / PRIMARY BALANCE CHANGES below)
    • Fuses with a Primary weapon to unlock the Arcane Slot.
    • STEEL PATH access is required to see this Arcane Slot in your Modding Screen as not to confuse new players. 
  • Secondary Arcane Adapter (see MELEE / PRIMARY BALANCE CHANGES below)
    • Fuses with a Secondary weapon to unlock the Arcane Slot.
    • STEEL PATH access is required to see this Arcane Slot in your Modding Screen as not to confuse new players. 



In the Deimos Arcana update, we made several changes to the Steel Path and the acquisition of Steel Essence. Our stated goals were to move away from long endurance missions as the most efficient way to collect Steel Essence, while also reducing randomness. After observing player trends, a loot strategy involving both of these elements has come up once again, making regular unoptimized Steel Path play feel less worthwhile.

With the number of new Steel Path rewards being introduced in this update, we wanted to address those strategies, while also bringing up the lower average. We hope these changes reinforce one of this update’s main themes - you should be able to play the game however you want, without feeling forced into prevalent strategies.

  • Acolytes will now spawn more frequently during Steel Path missions, resulting in more Steel Essence being dropped overall!
  • Steel Path Incursions will each offer a reward of 5 Steel Essence, increased from 3. 
  • Steel Essence will now remain on the ground for 5 minutes before disappearing. If the UI marker is blinking, be sure to get it before it’s gone!
  • For consistency, Vitus Essence follows the same rules and will remain on the ground for 5 minutes before disappearing. 
  • Acolytes will now be teleported to a safe location if pulled into water. This fixes Itzal’s Cosmic Crush pulling Acolytes into water volumes where they instantly died. 

Acolytes will now drop 1 of 6 New Arcanes on death! 

On Kill:
+30% Damage for 4s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max

On Headshot Kill:
120% Damage for 24s. Stacks up to 3x. 
+30% to Headshot Multiplier.
-50% Weapon Recoil

On Melee Kill: 
+60% Damage for 20s. Stacks up to 6x. 
+60% Holster Speed. 
+7.5s Combo Duration.

On Kill:
+30% Damage for 4s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max
On Headshot Kill:
120% Damage for 24s. Stacks up to 3x. 
+30% to Headshot Multiplier.
-50% Weapon Recoil
On Melee Kill: 
+60% Damage for 20s. 
Stacks up to 6x. 
+60% Holster Speed. 
+7.5s Combo Duration.


The Arsenal Divide


When choosing weapons for a mission, the Tenno have a lot to consider...

  • Which weapons are strong enough for me to fight at this level?
  • Which weapons are best against this faction?
  • Which weapons are the most efficient and easy to use?
  • Which weapons do I have the most fun with?
  • Which Mods make these weapons perform best?

The average player will ask themselves at least one of these questions (usually more) before making a selection. Not all weapons are built equal, but ideally there are several answers to each query, so that Tenno can make their own choices from a variety of options and keep things fresh. If one category of weapons outclasses all the others, or makes them feel redundant, then we as developers want to step in to make sure choice exists for the sake of fun.

Enter melee weapons, and equally importantly, the Mods you can use on them. Tenno have spent years sharpening their blades, but as a result, we’ve seen Primary and Secondary weapons collecting rust. And the longer we avoid addressing it, the worse this divide will become. 

We are changing Melee and Primary in for the singular purpose of making the combat experience more balanced, especially at high level play (Steel Path, etc). 

Generally speaking, we feel that gun stats are in a good place, but it's the Mods that are lacking. Inversely, some Melee Mods are too strong. We intend to address these issues in two ways: firstly, careful nerfs to a handful of Melee Mods; secondly, by offering greater strength for the rest of your Arsenal with Primary and Secondary Arcanes and new Galvanized Mods.  

Our goal is to encourage you to use your entire Arsenal in-mission. Switching between Primary, Secondary, and Melee weapons should feel like valid and strategic options, in contrast to the uncontested Melee dominance that exists in the current meta. We want Melee to be fun and powerful as you rip and tear your way through the solar system but we want players to have that same level of fun and power with Primary and Secondary weapons should that be their preference. 

The option to choose is key here -- one that is lessened by the current divide between Melee and everything else. Our approach to lessen this divide will be through changes to existing Mods, the addition of new Mods, as well as introducing new Primary and Secondary Weapon Upgrades. 


  • Melee Mod Nerfs
  • Weapon Changes
  • Primary and Secondary Weapon Arcanes
  • Galvanized Mods
  • Login Items

If you’d rather watch a video going over this Workshop and the Sisters of Parvos Update at large, check this out:

Melee Mod Nerfs

We have 5 categories of changes coming: 

Condition Overload
Kuva Nukor


Attack Speed increases for Melee are part of what makes it so dominant. This is especially true when the conditions to reach animation-breaking Attack Speed are as simple as current Berserker: ‘on Critical Hit’. Infinite Attack-Speed Uptime is possible with a single Mod, and the result is animation noise with no distinction between hits, coupled with massive Damage output. 

We still want to support the ability to increase your Melee Attack Speed and Damage Output, just not to the levels you currently can. 

Berserker is changing from:
+30% Attack Speed (Max 75%) for 24s on Critical Hit

Berserker Fury, cannot stack with Fury. 
On Melee Kill:
+35% Attack Speed (Max 70%)  for 10s. Stacks up to 2x. 

This is important because:

- It decouples it from Critical Chance.
- Adds a more defined ramp up using ‘On Kill’ instead of On Crit (which frequently meant 0 to ‘Max’ in one swing hitting 3 enemies). 
- Renamed to Berserker Fury to communicate that it can no longer be equipped with Fury / Primed Fury. 

Blood Rush:

Blood Rush’s maximum value is being lowered.This changes the achievability of consistent Red Crits from just one Mod (on most Melee weapons, some High-Critical exceptions), and now additional help will be needed via Mods, Arcanes, or Warframe abilities to achieve consistent Red Crits. 

One Mod alone generally delivering the best tier of Criticals felt too powerful. 

Blood Rush is changing from:
+60% Critical Chance stacks with Combo Multiplier

+40% Critical Chance stacks with Combo Multiplier

Condition Overload:

Condition Overload’s maximum value is being lowered. It’s been some time since we originally changed this Mod, and in this time we’ve decided we’re still not happy with the way this goes up against other Damage Mods (namely Primed Pressure Point). We’ve reduced this to 80% to make it almost as good as Primed Pressure Point, and 3 Status Types back to where it was originally. It remains true that even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.

There should now be a more meaningful choice: do you want front loaded damage or a build up from multiple Status Types?

Condition Overload is changing from:
+120% Melee Damage per Status Type affecting the target.

+80% Melee Damage per Status Type affecting the target. 

Weapon Changes 


In late 2020, we reworked the Glaive melee class to be more powerful and comfortable to use. Overall, we feel these changes had their intended effect as weapons like the Glaive Prime skyrocketed from obscurity to the top of the pile with their newfound ability to inflict huge damage using heavy attacks.

However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. In reviewing our Melee system, we felt it was a good opportunity to address this concern, while also doing a balancing pass to reflect the power in this newly reworked melee class.

That said, our two changes to Glaives go hand in hand: 

First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing.

With this increased wind-up speed, players are also more capable of performing quick throws. Right now the damage on quick throws is very close to fully charged, so in order to encourage more meaningful choice, our second change is to reduce quick throw damage to approximately 50% of the maximum charge. Exact number changes are as follows:

Direct Hit Damage from 366 to 201
Radial Damage from 549 to 333

Direct Hit Damage from 460 to 250
Radial Damage from 690 to 345

Direct Hit Damage from 210 to 116
Radial Damage from 315 to 190

Glaive Prime
Direct Hit Damage from 328 to 180
Radial Damage from 492 to 296

Direct Hit Damage from 298 to 163
Radial Damage from 447 to 225

Halikar Wraith
Direct Hit Damage from 503 to 263
Radial Damage from 621 to 329

Direct Hit Damage from 168 to 92
Radial Damage from 252 to 126

Direct Hit Damage from 390 to 215
Radial Damage from to 520 to 293

Direct Hit Damage from 524 to 288
Radial Damage from 786 to 393

Direct Hit Damage from 240 to 120
Radial Damage from 480 to 250

Kuva Nukor

We are indeed touching 1 non-Melee item in the series of Nerfs, and likely to no one’s surprise it’s the Kuva Nukor. It’s a dominant Secondary with incredible power, which is warranted given its acquisition. It’ll keep all of its signature behaviour, but the general output is being notched down slightly with the following change:
- Chains targets reduced to 2 from 4


Reduced the Vermisplicers tendril chains from 5 to 3.

After the original publication of our Dev Workshop, we observed and noted that the Vermisplicer’s behaviour is very similar to the Kuva Nukor. To this end, we wanted to ensure we were consistent in handling the beam chain weapons in this update.

Onward to Primary & Secondary…

With all the information about how we are lessening power in some ways, let’s move onto the way we are increasing the power available to Primary & Secondary weapon options. 

Primary and Secondary Weapon Arcanes

We are going to start with the biggest change: You can now add Arcane Slots (name not final) to your Primary and Secondary weapons, and fill the Slots with new Arcanes that enhance and reward diverse gameplay. 

Our entire approach to making Guns a comparable choice in your Arsenal orbits around the notion that Gunplay is fundamentally more varied than Melee: there are pinpoint accuracy guns, AOE guns, and high fire rate Guns (and everything in between). There’s reload times, magazine sizes, and more. We want to make these varied options better at what they do by rewarding you for using them well - thus, Arcanes! 

Because the Gunplay falloff is more of a late-game problem, these new Upgrades will be earned through late-game content systems -- namely, the Steel Path. You’ll be able to get the Arcane Slot Unlockers from Steel Path Honors, whereas the Arcanes themselves drop from Acolytes in the Steel Path! The spawn frequency of Acolytes is also being increased, meaning you’ll get more Steel Essence, as well as more chances for the Arcane you want. All Acolytes will drop them!  

There are 6 Arcanes (3 Primary, 3 Secondary) that you’ll be able to rank up and put to put into the new Slots:

The first Primary Arcane is designed with Primary weapons that perform well as AOE or high rate-of-fire weapons. This Arcane will reward kills with the following stats at Max rank:

On Kill:
+30% Damage for 4s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max

The more you kill, the more damage you can build up. Groovy!

The second Primary Arcane is designed with high precision weapons in mind. Make your Headshots count for greater performance (excluding AOE headshots)!:

On Headshot Kill:
120% Damage for 24s. Stacks up to 3x. 
+30% to Headshot Multiplier.
-50% Weapon Recoil

The final Primary Arcane is designed with using your full loadout in mind, enter Melee synergy:

On Melee Kill: +60% Damage for 20s. Stacks up to 6x. +60% Holster Speed. +7.5s Combo Duration.

Secondary Weapons will receive the same options as Primary Weapons for their Arcanes, but with their own version. In practice, you’d be able to equip yourself with a Precision Secondary like the Knell, a high-fire rate Primary like the Grakata, and select the Arcane that will reward each play style best!

The stats are the same for the Secondary versions of the New Arcanes:

On Kill:
+30% Damage for 4s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max
On Headshot Kill:
120% Damage for 24s. Stacks up to 3x. 
+30% to Headshot Multiplier.
-50% Weapon Recoil
On Melee Kill: +60% Damage for 20s. Stacks up to 6x. +60% Holster Speed. +7.5s Combo Duration.

Ultimately each Arcane stacks up to the same amount of damage, but it’s how you choose to get there that counts. Precision? Spray and Pray? Melee synergy? Your choice! 

The “Arcane Adapters themselves are an item you’ll need to install on the weapons you want to take further, and you can find the Primary and Secondary Arcane Adapters in the Steel Path Honors. The Arcanes themselves drop from Acolytes on The Steel Path.

Galvanized Mods

Our observation that Arsenal imbalance becomes obvious at higher level content means that we want your progression to this content to matter for your power level. We want to give you the tools to progress to optimal play with a new series of Mods: Galvanized Mods!

The general approach to these Galvanized Mods is that the unconditional upgrade is not quite as good as the non-Galvanized original, but the On Kill conditional increases them well above and beyond what is available with ‘conventional’ Mods in your Arsenal. These will be available from Arbitrations for Vitus Essence.

  • New Galvanized Mods:
    • Galvanized Crosshairs
    • Galvanized Diffusion
    • Galvanized Shot
    • Galvanized Scope
    • Galvanized Chamber
    • Galvanized Aptitude
    • Galvanized Hell
    • Galvanized Acceleration
    • Galvanized Savvy 

General Beam Weapon Mod Change:
Ruinous Extension and Sinister Reach are now slottable in the Exilus slot and their text changed from "+X Range" to "+X Beam Length"

Why: While we are in the revision process for all things Mods, some well reasoned suggestions made it aboard! 

Login Items 

As with many of our large-scale reworks and changes in the past, we want to honour the investment of time and resources our players have put into their Arsenal! Since these changes are both wide-sweeping and precise, we have a general login inbox planned for all players, with a few bonuses for those who meet certain conditions.

With the release of Update 30.5: Sisters of Parvos, players will receive the following upon login: 


  1. All Players Mastery Rank 5 and above will receive 5 x Built Forma.
  2. All Players Mastery Rank 5 and above will receive a 3-Day Affinity Booster.
  3. Any Player who owns a Kuva Nukor will receive an extra 2 x Built Forma.
  4. All Players who owned ANY Lich Weapon at any point OR have a Converted Lich OR have an active Lich get 1x Requiem Ultimatum (a new item to taunt a Lich or Sister into battle)!
  5. Players who have Converted a Kuva lich OR vanquished a Kuva Lich will get OULL, which is a Requiem Wildcard Mod! 

In closing…

The delivery of these changes is rooted in our goals, and if we miss the mark we’ll be watching for what to tweak. Keep in mind what our goals and visions are when you give feedback after playing!  


  • Critical Delay - Critical Chance from 187% to 200% -36% fire rate to -20% fire rate
  • Creeping Bullseye - Critical Chance from 187% to 200% -36% fire rate to -20% fire rate
  • Critical Deceleration - Critical Chance from 48% to 200% -30% fire rate to -20% fire rate can no longer stack with Blunderbuss/Primed Blunderbuss*** If we release that.... ;) Maybe.
  • Cautious Shot increased from 90% to 100%


The Sisters of Parvos update will bring three new Modular Hound Companions, each with a unique Melee weapon. While reviewing these Companion Weapons, we noticed the Helios-old problem that there’s a lot of Melee Mods that you can equip, but don’t really function on companion Melee. There’s also some ‘invisible gear hopping’ where if you put Mods on your Deconstructor (or Prime), they carry over to your Melee which is a many-year-old oversight we’ve lived with, but are approaching changes more thoroughly with this Update and as a result we’re patching up this behaviour. 

These are mostly Mods that deal with combos or heavy attacks, since Companions do not have these features as well as other certain outliers. As a result the following Mods will be incompatible with the upcoming three Hound weapons and retroactively will no longer work with the Deconstructor and Deconstructor Prime:

Amalgam Organ Shatter
Corrupt Charge
Enduring Strike
Body Count
Blood Rush
Dispatch Overdrive
Drifting Contact
Energy Channel
Finishing Touch
Focus Energy
Focused Defense
Guardian Derision
Killing Blow
Life Strike
Maiming Strike
Reflex Coil
Relentless Combination
Seismic Wave
True Punishment
Weeping Wounds
Gladiator Might
Gladiator Rush
Gladiator Vice
Carnis Mandible
Jugulus Barbs
Saxum Thorax
Motus Impact
Proton Snap
Tek Gravity
Strain Infection

You can now go up to Rank 15, and so much more! When it comes to the level cap increase to Helminth (from 10 to 15), we are introducing Invigorations at the same time, which will give around triple the XP of Subsumes. They should help you rank up as you invigorate your Arsenal over time.

This is similar to other MMOs, you won't retroactively get leveled up for past play when the Helminth level cap increases. 

Son has been busy developing new bio-technologies for Helminth. Visit SON in the Necralisk on DEIMOS to obtain the New Helminth Invigoration Segment Blueprint required to upgrade your Helminth to perform a new operation: Invigorations! 

Helminth Invigorations are here! Take a seat, Tenno. Helminth has some flavours of the week!
Every week, your Helminth will have an Affinity toward 3 Warframes. You can interact with Helminth with these Warframes to gain select Weekly Buffs (one Offensive and one Utility/Defense)! For example:

Zephyr: 200% Power Strength and Immune To Status
Atlas: 200% Primary Critical Chance and +1000 Armor
Excalibur: 250% Melee Damage and 75% power Efficiency

Once you infuse the Invigoration, it lasts the week before the power of the Helminth wears off. Check back each week to see what options your Helminth has for you! 

The Helminth takes note of your interactions - for every 10 Invigorations you do, you’ll be able to Select what Warframe receives the next buff! 

With the help of our trusty Design Council, the Helminth has been injected with new Helminth Abilities! Each one unlocks at one of the new Helminth Ranks (11,12,13,14,15)! 

    • Sacrifice Shields to reinforce Armor for a period of time.
    • Grant yourself immunity to Status effects.
    • Consume Energy to heal yourself and grant matching Energy to each ally.
    • Emit a pulse that adds stacks to Status Effects already afflicting enemies, except Bleed, Heat, and Toxin effects which are duplicated with fresh timers.
      • Not affected by Power Strength.
    • Send out a short-lived Void Spark that is drawn toward the nearest Medallion, Ayatan Sculpture, rare crate, unscanned Kuria or unscanned Fragment.

The Companion System has received a much awaited overhaul! The Companion System has undergone many iterations: DNA Decay rate reductions, adding the option to ‘Consign’, removing the negative effects from a lack of Loyalty or Integrity, removing Stasis completely - the list goes on!

The below are our continued efforts to streamline the Companion System structure that is now almost 7 years old! With a combination of Community feedback and internal desires we’ve changed the following:

Genetic Aging Regressing
Within the Incubator you can now choose to “Regress Genetic Aging” of an existing Mature Companion back to their non-mature state (puppy, kitten, etc). Keep in mind that this unequips said Companion (if it was equipped) and it’s Armor/cosmetics are removed. At any time you can choose to Mature said Companion at which it will revert to its former Mature state with its existing Levels, stats, and Armor/cosmetics intact. There’s no limit to how many times you can Regress your Companion!

Stability & Loyalty Removal
We have removed the DNA Integrity and Loyalty groups from the Companion Management Screen, and removed DNA Stabilizers from the Market. Previously only the Nutrio Incubator Upgrade Segment could eliminate DNA degradation. No more Stability or Loyalty degrading!


Damage Resistance Mod Math Changes:

The following changes occurred due to the following scenario being shared:

A player reported that combining Umbral Mods + Adaptation + Lightning Rod on any Warframe made them fully immune to all damage from the Hydrolyst Eidolon.

Prior to this discovery, we already made sure we couldn’t reach 100% Damage Resistance because that would just be excessive in all cases. You can see this in action when we capped the ‘In Air’ Damage Resistance Mods. Even though the Mods theoretically could reach 100% Damage Resistance, there is a hard cap at 90%. 

In response and to avoid future oversights, we have changed the way Damage Resistance works. It now works on ‘Damage Remaining’ instead of having all the Modifiers combined and operating at once. 

Consider the case of:
4x 25% Damage Resistance Mods:

WAS: (25% + 25% + 25% + 25%) = 100% Damage Reduction

NEW: Take 25% Less Damage = Only take 75% Damage

0.75 x 0.75 x 0.75 x 0.75 = 31.5% damage taken AKA 68.5% damage reduction


These enhanced enemies don’t appear for just anyone! Locate and solve the Cenote Pit Monster puzzle in the depths of the Cambion Drift to call forth the Jugulus Rex.

Jugulus Rex enemies drop the Necramech Mods from Operation: Orphix Venom:

  • Necramech Deflection
  • Necramech Rebuke
  • Necramech Repair
  • Necramech Enemy Sense
  • Necramech Augur
  • Necramech Rage
  • Necramech Aviator

Introducing the new VENTKIDS' BASH LAB! Throw on some skeg and bash out a primo Ventkid design or the latest gizmo they nicked from Nef. Here you can find the Yareli Chassis, Neuroptics, and Systems Research! 

New Community Glyphs and Displays
In anticipation of Sisters of Parvos, we commissioned 5 community fan artists to create 3 new Glyphs and 2 new Displays which are now in-game! Acquire these pieces with Platinum individually or as part of the Sisters of Parvos Community Art Pack in the Market! The pieces will also be available via Twitch Drops Campaign beginning soon - stay tuned!


New features and quality of life upgrades make their way to the Warframe Companion App, available on Android & iOS devices! On top of letting you build & claim Foundry items, deploy Drones, read the Codex and more, the Companion App now includes…

    • View current Standing, Active Syndicate Alerts, and Medallions.
    • View the current group of Clans featured on your platform.
    • Added ability to swipe between Baro’s TennoCon Relay and regularly weekly Relay, granting access to both versions. 
    • Confirmation & Cancel buttons relocated for consistency and clarity.



Wisp: Fused Reservoir (Exilus): Reservoir

Adds a fourth reservoir that gives the effects of all three. Costs 200% more Energy.
Grendel: Hearty Nourishment: Nourish

Clear Status and gain 2 sec Status immunity for each victim in Grendel’s stomach.
Protea: Repair Dispensary (Exilus): Dispensary

Hold to create a dispensary that will Revive the Sentinel or Companion Moa of a player within 14m every 60s.
Zephyr: Airburst Rounds: Airburst

Each enemy hit by Airburst increases secondary damage by 25% for 14s.


  • Legendary Rank 1 is now available for eligible Tenno thanks to the new Warframe Yareli and the abundance of weapons in this Update!
    • Mastery Ranks beyond 30 are considered/titled as “Legendary 1”, “Legendary 2”, etc.
  • New Melee weapon: Cadus 
    • A lone Tenno once used this staff to fight back a horde of Infested.
      • Find the Cadus Blueprint in the in-game Market for Credits!
    • An alternate helmet for Harrow, minister of the Void’s veiled verses.    
      • Find this Helmet in the in-game Market or as part of Nightwaves Cred Offerings rotation. 
  • Added a new Mouse Cursor option inspired by Yareli! To equip, go to Options > Interface > UI Customization. 
  • Added custom spin whoosh sounds and updated animations for the Kaszas Arch-Melee weapon. 


  • Doubled the Vitus Essence drop rate from Arbitration Drones to 6% from 3%!
  • Vitus Essence will now remain on the ground for 5 minutes before disappearing. If the UI marker is blinking, be sure to get it before it’s gone!


  • RAILJACK COMMAND RANK 10: Introducing Elite Crewmates! Stronger crew members become available for recruitment from Ticker.
    • These Elite Crewmates have two more Competency Points and they have a random trait based on which of their Competencies have the most points.
      • For example: If their Gunnery skills have the most Competency Points, this Crew member could have “50% more damage with Zetki weapons”. If their Piloting skills have the most Competency Points, this Crew member could have “Increase effectiveness of Lavan engines by 25%”. So on and so forth! 
  • Corpus Spy and Survival missions have been added into the Corpus Proxima regions! With these additional game modes come completely new reward tables including the new AMBASSADOR weapon (see below), Ash Components, Railjack Mods, Parazon Mods, and much more! Head to warframe.com/droptables for the full scoop! You’ll notice that some Corpus Railjack mission nodes have been shuffled, and 1 additional Corpus node has been added per region to accommodate these: 
    • Venus Proxima:
      • New Survival Node, Luckless Expanse
      • Orvin-Haarc is now a Spy Node (Was Exterminate)
    • Neptune Proxima: 
      • New Spy Node, Brom Cluster
      • Enkidu Ice Drifts is now a Survival Node (Was Volatile)
    • Pluto Proxima: 
      • New Survival Node, Fenton’s Field
      • Peregrine Axis is now a Spy Node (Was Orphix)
  • Command Intrinsic Crew Changes & Fixes:
    • Added a ‘Contracts’ tab to Ticker's ‘Hire Railjack Crew Members’ in Fortuna.
    • You can also end Contracts with the Crew Members that are not equipped from here. 
    • This has been highly requested! You can now review your current Crew Contracts while perusing potential Hires to see what positions you have to fill or who might have to be replaced (get the boot!). 
    • Converted Kuva Liches can now be used as ‘On Call’ Crewmates.
    • Crew Members now have more relaxed behaviour when not on a mission.
    • Crew Members will now play transmission voice lines whenever they are being customized in the Dry Dock. More personality for your team!
    • Crew Competencies are now visible in the Tactical Map when hovering over Crew Members. 
      • This was highly requested to help make an informed decision when swapping Crew roles in the heat of battle.
    • Crew Piloting the Railjack will now hold position when you are either in the Archwing Slingshot or using the Forward Artillery. 
      • To help players engage their targets, the Pilot will prefer to point the ship at targets that you are aiming at.
      • This is also our first attempt at this function, so some future tweaking is to be expected!
    • Crew piloting Railjack will now fly to attack the weak-point marker at the end of Railjack Volatile missions. 
    • Updated all of New Loka Crew's mouth shapes for the visemes to improve the overall quality.
    • Fixed Crew attempting to get into the Forward Artillery and/or Pilot harness after giving all three Crew the ‘Gunner’ role.
    • Fixed hitch related to On-Call Crew Member attachments (Armor and Syandana).
    • Fixed Crew getting stuck in turrets if you tried giving them another order while they were still getting into the gun.
    • Fixed long Kuva weapon names escaping the bounds of the pop-up when viewing in Crew Equip and Contracts screens. 
    • Fixed a case where the Crew Pilot would stop if all targets were too far away.
    • Fixed Crew assigned to Gunner after assigning another Crew member to the same position being unable to go into or stay in any of the Railjack turrets.
    • Fixed being prompted with a confusing error message and your Crew member appearing unarmed when assigning the same weapon to a Crew member twice.
    • Fixed Crew mates in the squad panel UI not updating their Status Effects when replacing a player.
    • Fixed script error when teleporting to players/Crew mates while in the Archwing Slingshot.
  • Fixed a script error when using the Omni to Recall to the Railjack.
  • Improved the ‘Abort’ Railjack mission flow by changing and fixing the following:
    • These changes come after reviewing why Clients in Railjack missions would often find themselves feeling unable to leave after mission completion in public squads. We determined that the language used in these scenarios was unclear/confusing and that there were several other issues related to how rewards were shown in the UI and saved to inventory that we have resolved below!
    • ‘Abort Mission’ will now update to ‘Leave Mission’ in the pause menu after successfully completing a Railjack mission. 
      • It will also prompt a new message that better describes what will occur: “Leave Mission: You will keep mission rewards and XP earned to this point, but will disconnect from your squad. Are you sure you want to leave this mission?” vs. the previous “Abort Mission: You will keep progress but forfeit the completion rewards and bonuses. Are you sure you want to abort this mission?”
    • Fixed Clients not being able to ‘Abort’ Mission and retain their rewards once the mission objective has been completed. 
    • Fixed the End of Mission screen not showing the full collection of rewards earned in the mission when returning to the Orbiter. 
    • Fixed ‘Aborting’ Railjack Mission not awarding items earned from POIs.
  • Reduced the opacity on Railjack Armament Reticle UI that cannot be used during ‘Railjack Blink’.
  • Added “A Railjack is required to access Railjack Research” message to the Railjack Research console if you do not own a Railjack yet. 
  • Added the ability to rebind the ‘Reload’ function in the Railjack bindings. 
  • Made updates to the machine sounds and radius in the Corpus POI airlocks.  
  • Added a button to the Crew screen to ‘HIDE ALL’ UI elements for those wanting to get a screenshot of your lineup! 
  • Improved the visual FXs in the Corpus Railjack Defense tileset.
  • Improved enemy pacing in Corpus Railjack Exterminate missions to feel more appropriate for the tileset size and difficulty.
  • Removed Cephalon Cy Research from Clans and moved Blueprint to the in-game Market for Credits.
  • Railjack Crew Members now have a more relaxed behaviour when not in mission.
  • Fixed Crew Members getting stuck in turrets after attempting to give them another order while they were still getting into the gun.
  • Fixed a case where Crew Pilots would just stop if all targets were too far away.
  • Fixed being unable to use the Tactical Map while in Crewship pilot seats. 
  • Fixed script error when using ‘On Call’ Crew Members. 
  • Fixed infinite load from Dry Dock on the second Railjack mission after Host migration and successful first mission. 
  • Fixed an issue where the objective transmissions would repeat the one from the first mission when doing back to back Railjack missions.
  • Fixed softlock when entering a Railjack mission with the Nightwave screen is opened from the Star Chart. 
  • Fixed cargo train entry objective marker not updating position after ejecting each car in Corpus Railjack missions. 
  • Fixed Kuva Lich weapons overlapping over UI in the Crew management screens. 
  • Fixed Crew Members’ barks missing lip syncs. 
  • Fixed the "Press (Button) to open the Tactical Menu" prompt appearing on accounts with no ranks in Tactical Intrinsics. 
  • Fixed the Railjack’s Hull meter in the HUD not updating while you are in the Forge screen.
  • Fixed Capital Ship waypoint in Railjack Defense missions persisting in space after completion. 
  • Fixed the Rising Tide quest not being marked as completed after purchasing Railjack in the in-game Market without relogin. 
  • Fixed camera detaching if a Client tries to switch to Operator as they are leaving a Railjack mission POI.
  • Fixed no mod popup occurring when players pick up a Railjack mod in mission.
  • Fixed Host migration while streaming into a mission causing an infinite load tunnel. 
  • Fixed seeing the Drydock in a yellow box from the front of the Railjack window when entering the loading tunnel to a mission. 
  • Fixed an issue where Clients could sometimes be unable to fire the Forward Artillery weapons.
  • Fixed script error that could occur when extracting from a Railjack Survival mission.
  • Fixed a bunch of non-squad members appearing in Railjack in Relay Dry Docks for a bit. 
  • Fixed Railjack weapons not firing at times.
  • Fixed On Call Crew members appearing like Mr. Potato Head with mixed body and head parts. 
  • Fixed Specters not despawning when returning to the Dojo after completing a Railjack mission.  
  • Fixed crash related to waypoint position in Pluto Proxima. 
  • Fixed the Corpus Troop Spawn Racks in the POIs malfunctioning & ejecting you into space if you get caught underneath it as it's coming down. 
  • Fixed being unable to leave the Railjack or fast travel when returning from a Railjack mission to a Relay. This also fixes the pause menu showing Dojo options instead of Relay. 
  • Fixed using the Dojo Arsenal during Railjack mission countdown creating duplicate companions. 
  • Fixed enemies not spawning in Volatile missions (after mission complete) when you had previously run an Exterminate or Sentient Anomaly mission and travelled directly to the next Volatile mission. 
  • Fixed being unable to exit the Railjack Pilot and Turret seats after returning to the Dry Dock via pause menu.
  • Fixed Railjack Mods popup on pickup in mission using the old UI when they were still Avionics. They will now popup on the left side as Mods like other Mod pickups!
  • Fixed Electricity Hazards on the Railjack also affecting players’ HUD that are on Crewships. 
  • Fixed some Syandanas and Armor attachments not sitting correctly on Crew Members.
  • Fixed being unable to use the Tactical Map while piloting stolen Crewships.
  • Fixed Railjack Shield gauge turning black instead of purple when the Railjack has Overshields. 
  • Fixed another case of infinite loading from Dry Dock on the second mission if Host migration occurred after successful first mission. 
  • Fixed Host and Client getting trapped in an infinite loading tunnel after aborting to Dry Dock from Void Storm mission. 
  • Fixed location HUD popup being blank when entering the Dry Dock. 
  • Fixed crash when entering Pulse Turbine POI.
  • Fixed script error when using ‘On Call’ crew. 
  • Fixed cargo train entry objective marker not updating position after ejecting each car. 
  • Fixed certain dropships not spawning in the Orb Vallis.
  • Fixed not being able to switch off of the Railjack Mods screen when viewing the Railjack console in the Orbiter. 
  • Fixed Orphix missing collision in Orphix Railjack mission - making it impossible to melee. 
  • Fixed several FX lighting issues in the Gas City tileset that were causing bright light flashes.
  • Fixed sound FX popping on trams in the Corpus POIs. 
  • Fixed ‘No Ability Found’ popup in Railjack HUD not being localized.
  • Fixed being able to set up a Trade Shop in a docked Railjack. 
    • This also fixes your Warframe getting stuck with their arm up in the trade position during the entirety of the mission.
  • Fixed Contributing and Rushing Wreckage causing the scroll position to reset to the top of the list. 
  • Fixed ‘Wear and Tear’ slider not resetting when using the ‘Reset Default’ option in the ‘Customize Railjack. 
  • Fixed researched Prerequisites in the Research console showing as ‘Not Researched’ and having a white background. 
  • Fixed Larval state of Vulpaphyla Companion blocking view when in the Pilot seat.
  • Fixed hitches when viewing the Railjack End of Missions screen.
  • Fixed Corpus Railjack Capital Ship airlock not actually teleporting Clients into the Capital Ship.
  • Fixes towards transparency issues with a sign in the Corpus Railjack ship.
  • Fixed some Corpus Railjack Codex dioramas having flashing lights.
  • Fixed a functionality loss when using the Omni to recall and the Archwing Slingshot at the same time. 
  • Fixed a Client crash related to the Host Recalling out of the Corpus Freightlinker. 
  • Fixed a crash when being punted back to the Operator in the Orphix gamemode.
  • Fixed early Crewship meltdown not swapping the player inside back to their Warframe before booting them to space, which could result in a slew of issues when punted out as the Operator. 
  • Fixed a possible crash when firing the Railjack Forward Artillery.
  • Fixed inability to start a Railjack mission from Navigation in a Relay that doesn’t have a Dry Dock. 
  • Fixed entering Orbiter Railjack console as Operator resulting in a second Warframe mesh appearing and animations/context actions breaking.
  • Fixed spamming to exit the Railjack as the Operator resulting in the screen turning black and keeping you inside the Railjack. 
  • Fixed Reactant pickups lingering after each squadmate had collected the full amount during a Void Storm mission.
  • Fixed Unairu's Wisp buff not applying in Railjack missions.
  • Fixed Crew members missing their heads when viewed in the Turret (and missing any attachments you added).
  • Fixed another case where Crew members were invisible when joining in progress.
  • Fixed Crew ‘Contracts’ button moving around at different aspect ratios.
  • Fixed numerous script errors that could occur during a Void Storm. 
  • Fixed Railjack Pulse Turbine doors not opening for either Host or Client.
  • Fixed inability to start another Railjack mission after returning to the Relay Dry Dock 
  • Fixed the Recovered Wreckage button in the configure Railjack console in the Dry Dock being misplaced in certain languages.
  • Fixed not being awarded the final Arcane for completing the 36th Orphix.
  • Fixed becoming locked in a Railjack mission unable to proceed if the Host Aborts/ "Return to Dojo" while they are outside of the Railjack while a client is in the Railjack.
  • Fixed getting put back into the Crewship after being punted to space due to the Crewships meltdown.
  • Fixed Archwing Slingshotting to a Grineer Railjack Point of Interest resulting in colliding with the POI mesh.
  • Fixed Onslaught Matrix not stacking properly when used in a Squad.
  • Fixed waypoints missing their borders in the Call of the Tempestarii Spy phase.
  • Fixed inability to board your Railjack after purchasing the Railjack Instant Access Pack until you visited a Dry Dock or relaunched the game.
  • Fixed inability to use an Emplacement (Railjack Pilot Seat, etc) until someone else interacts with it after you’ve exited it. 
  • Fixed a script error when a Crewship was destroyed. 
  • Fixed a script related to Defense objects in Railjack.
  • Fixed several Corpus enemy types not attacking or repositioning at certain ranges in Railjack missions.
  • Fixed Railjack engine sounds playing when inspecting Railjack items in the in-game Market.
  • Fixed Railjack Host being unable to use Navigation after host migration in Free Flight.
  • Fixed a random mod appearing when opening and closing the pause menu while in the Railjack Pilot seat.
  • Fixed the Grineer platform in the POIs in Railjack missions having multiple seams across its outer surface.


Tenno are currently limited to holding 30 pieces of Railjack Wreckage. Wreckage limits as they currently stand can impact the flow of Railjack missions -- if you are one to play long sessions of Railjack missions in a row, you might have experienced this yourself - you cannot play missions until you manage your inventory. To prevent the interruption of having to scrap Wreckage every few missions, Wreckage is changing in a fundamental way:

All Wreckage of the same type (ex: Zekti MKIII Engines) will exist in one pool, without taking up Scrap Wreckage slots. If you wish to use that Wreckage for Repairs, Fusion, etc., you will be able to “Identify” the Wreckage to move it from that pool, taking up a Scrap Wreckage slot. The unique characteristics of that Wreckage will be revealed upon Identification.

This way you can continue to gather these resources in the background as you play, and choose how to use them once you’re back in your Dry Dock.

So let’s break this down a bit!

You and your Crew are ready to return to the Dry Dock after planet-hopping in your Railjack. Along the way you’ve collected a handful of Recovered Wreckage; Wreckage with no unique stats yet. 


Back in the Dry Dock you notice a new icon/option in the Components/Armaments screen titled ‘SCRAP RECOVERED WRECKAGE’. 


Here contains the Recovered Wreckage you just earned that has yet to be INSPECTED. Here you can own an infinite number of Recovered Wreckage which are nicely bundled together by their Types (Lavan Talyn Mk I, etc). These possess no unique stats in this state until you choose to Inspect them. In the Recovered Wreckage screen you can easily Scrap at a glance. 


You see a Reactor in your Recovered Wreckage that piques your curiosity: what’re its unique stats? Back in the Components screen you locate your Recovered Reactor and choose to Inspect it to discover its unique stats. This action is free and immediate. Once Inspected you can choose to either Repair, Scrap, or Continue to add it to your Wreckage inventory.

*Please note that logic for assigning unique stats remains unchanged - for example Mk I Armaments didn’t possess unique stats before this change, and they still won’t.


Once you’ve reached the max Wreckage (30/30), you’ll notice that Recovered Wreckage can no longer be Inspected until you free up space in your Wreckage inventory. While you may be at the Wreckage limit, this no longer impacts your gameplay, as all Wreckage earned while on Railjack missions is put into your infinite Recovered Wreckage inventory!

New Player Experience Changes: 

  • Swapped game modes of Kelpie and Kappa nodes on Sedna: Disruption <-> Spy. This moves Disruption off the main path forward to aid in New Player Experience.
    • This addresses Stolen weapons picked up by Sevagoth’s Shadow not being returned.
  • Increased the Daily Standing cap you get before including Mastery, slightly reduced the amount you get from Mastery. All players before MR 30 will have a higher Daily Standing cap than they used to, while players at MR 30 will have the same cap as before.
    • In addition to giving more room for Tenno to get to that final rank with their Syndicates, this will ultimately help reduce the time new players spend ranking up with their chosen Syndicates. Previously, if you were Mastery Rank 10, you would have a daily Standing cap of 16,000. Now, with the changes we’ve made, your daily Standing cap for MR 10 is 21,000.
  • The Limbo Theorem and Hidden Messages Quests no longer requires you to finish crafting the Warframe components to move onto the next stage of the Quest.  Simply earning the Blueprint is now enough to progress.
  • Junctions now award Credits upon completion! 
    • On login Credits will be automatically delivered to players who have already completed the following Junctions:
      • Earth to Venus: 5,000
      • Venus to Mercury: 10,000
      • Earth to Mars: 15,000
      • Mars to Ceres: 20,000
      • Mars to Phobos: 20,000
      • Ceres to Jupiter: 30,000
      • Jupiter to Europa: 40,000
      • Jupiter to Saturn: 40,000
      • Saturn to Uranus: 60,000
      • Uranus to Neptune: 80,000
      • Neptune to Pluto: 80,000
      • Pluto to Eris: 100,000
      • Pluto to Sedna: 100,000

UI Changes: 

We have done update passes on some of the social aspects of Warframe, with particular attention paid to screen reworks for Friends and Clans this time around!

Multiple screens have been refreshed with a new look and certain new functionalities! All of the screens listed below also now all take on your chosen UI theme. 

  • Junction Tasks’ Screen Changes: 
    • Rewards will now automatically scroll across the screen to give you a full preview of what will be earned on successful Junction completion.
    • Each task now has a descriptive blurb to help direct you on how to get started on the task.
  • ‘Clan’ Screen Changes:
    • Everything is now more neatly displayed on a single screen. Previously tucked away features such as ‘Edit Hierarchies’, ‘View Alliance’, ‘Invite Member’, and ‘Message of the Day’ are now immediately visible and accessible. 
    • In addition to your MOTD, you can now also have a much longer Clan and Alliance message displayed below! All display on the right hand side of the Clan screen in the ‘News’ Tab. The option to edit the MOTD and message below is available in this window for those with permissions to do so.
    • Added more Clan information to the screen:
      • Added the total number of Clan members to the screen. 
      • Added the ‘Founding Warlord’ to the screen. 
  • The Alliance Screen has also been reskinned: 
    • Added the total number of members to the screen (in addition to the previously live ‘Allies’ count).
  • ‘Friends’ Screen Changes:
    • Everything is now more neatly displayed on a single screen. Previously tucked away features such as ‘Recent Players’, ‘Available Sessions’, and ‘Batch Remove’ are now immediately visible and accessible. 
    • Added ‘Recruit Tenno’ option - This will take you directly to the ‘Refer a Friend’ page on the Warframe website to recruit your pals and earn rewards for doing so.
    • You can now “Favorite” Friends in your Friends list by right clicking on their name. Favoriting Friends will add a star next to their name and will bump them to the top of your lists, both when they are on and offline. If you wish to “Unfavorite” simply right click on their name again and select that option.

Sevagoth Changes & Fixes: 

  • Sevagoth’s Shadow Embrace now respects Bosses that have ragdoll resistances (Vay Hek, Ambulas, etc). If the enemy has crowd-control resistance, repeated Embrace casts will have reduced Duration to adapt against said enemies.
  • Removed Sevagoth’s Gloom FX applying to Sentinels due to too much visual noise. 
  • Disabled Sevagoth’s Shadow being able to pick up stolen weapons.
  • Removed Sevagoth’s Shadow visually animating while he’s invisible due to visual noise.
  • Fixed a rare crash that could occur when a player using Sevagoth abandoned a mission.
  • Fixed killing with Sevagoth’s Shadow Claws not earning Affinity for the Claws. 
  • Fixed inability to use Melee Heavy Attack after second Sevagoth Shadow summon unless Melee is already in hand.
  • Fixed inability to Swap Polarities for Sevagoth’s Shadow.
  • Fixed being able to butt scoot while in Sevagoth Tombstone.
  • Fixed having a Menu open while Sevagoth’s Shadow expires resulting in the Menu becoming mini sized.
  • Fixed Kuva Lich finisher sounds when in Sevagoth’s Shadow.
  • Fixed the Sevagoth Tombstone Form Fan Art by Zarionis not displaying properly when used as a Display.
  • Fixed wrong localized description for Sevagoth’s Agile Animation.
  • Fixed (again) Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.
  • Fixed a case where you could see Sevagoth’s Death Well during the ‘Sleeping in the Cold Below’ phase of Call of the Tempestarii. 
  • Fixed Sevagoth's Shadow not using the proper Energy colours if you change to a different Sevagoth.

General Changes:

  • Ammo Chain will now give Mausolon 1800 Ammo pool instead of 1799.
  • Adjusted the Infested screen FX (Jordas Golem, Cambion Drift Fass pool FX) to be more orange, as the previous red was being mistaken for blood/Health damage.
  • Renamed ‘REGALIA’ to ‘SIGILS’ to aid in New Player understanding.
  • Updated all of New Loka's mouth shapes for the visemes to improve the overall quality.  
  • Updated all of Nora Night’s visemes so it uses all the correct mouth shapes.
  • Added ‘Available Sessions’ icons to Friends list to indicate when players are available to join. 
  • Updated Flux Rifle muzzle FX.
  • Updated the Clan ‘View Permissions’ pop-up.
  • Added “Ready for Ascension” and “Accession Ceremony in Progress:” information as a on-hover popup in the Clan management window. 
  • Improved shading and shape definition of Operator faces.
  • The Archwing Galvanized Blade Mod has been renamed to Conductive Blade so that it doesn't get confused with the new Steel Path Galvanized Mods. 
  • Updated Boon’s visemes - better lipsyncing for our favorite K-Driving rebel. 
  • Updated the Trade error message to “Failed to make offer; your trade partner already owns one or more of these items and cannot receive a duplicate.” when attempting to Trade a Skin that a player already owns. 
  • Added ability to hover over currencies in the top right bar for their names and descriptions.
  • Added missing charge/reload sound FX from Ground Archwing Guns to the Space versions.
  • Players can now install an Orokin Catalyst / Orokin Reactor onto ungilded Modular items, specifically: 
    • Kitguns (Primary + Secondary)
    • Zaw (Melee) 
    • Modular Companions (Moas + Hounds)
      • Being unable to install a Reactor or Catalyst onto an ungilded modular item slowed down progression on new Modular items significantly. Players who were willing to make the investment into Modular items weren’t able to mod them to their full capacity, which left their new gear feeling very underpowered. So we have removed that restriction!
  • Change armed camera offsets when riding the K-Drive to allow for easier view of combat.
  • Updated Sequence Burn Spectra Mod from +Range to +Beam Length.
  • All K-Drives can now do a grind Slam Shockwave! Bomb the landin’ K-Drive Mod will now buff the Damage and Range of the Shockwave.
  • Added small and large grind slam FX and set the default Board to its original orange for K-Drives.
  • You can now use Emotes in Sanctuary Onslaught missions!
    • We’ve also fixed the entire Gear wheel being usable - just Emotes, Simaris said so!
  • Renamed the “None” Dojo Backdrop to “Default Backdrop”.
  • Added a "To be continued..." label to The New War in Codex if the third entry cinematic has been viewed. The third cinematic entry has also officially been titled “The Maker”.
    • This section now also displays completion state for cinematic entries.
  • Added a new dropdown to Quest Codex screen so players can now filter which Quests are displayed (ALL / STORY / SIDE / WARFRAME), ALL is the default option so that players aren't confused as to where all of their Quests went.
  • The Verglas now has custom sounds for weapon fire!
  • The pickup animation now turns your Warframe to face the item being picked up. 
  • Moved camera on Baro Ki’Teer in his Offerings screen to be far more flattering during his Relay Visits. 
  • Added FX when setting a Research Target or accepting a Daily Synthesis task from Simaris.
  • Added Minimap colors options to the HUD color customization options (does not apply to Tactical Map):
    • Ground
    • Outline
    • High Elevation Outline
    • Low Elevation Outline
  • Updated Incubator Power Core description at the Incubator to include how to find them when you do not currently own one: “The first Power Core can be acquired by completing the Mars Junction. Additional recipes can be bought in the Market and built in the Foundry.” 
  • Updated Nora Night’s visemes so that it uses all the correct mouth shapes.
  • Eximus units will now drop from the drop tables twice: Once from the base enemy type table and once from the Eximus table. 
  • Made numerous AI Navigation fixes and improvements in the Orb Vallis. 
  • Updated Zephyr’s Tornado FX to the latest from her rework at the Clan Dojo Backdrops Research console.
  • Updated the daily Standing reached pop-up to "You have reached your Daily Standing Limit with [Insert Syndicate]. Come visit again tomorrow.".
    • The previous “Standing is at maximum for this syndicate” was misleading!
  • Changed the Eris and Pluto Relays in the list of marked Relays in the Rising Tide Quest to the Saturn Relay if you aren’t in a Clan. 
  • Redeeming a Promo Code in the ingame Market will now show the claimed items in the success message.
  • Changed the “None” Dojo Backdrop to a default option instead of a Recipe that must be researched.
    • We made this change because “None” is every room’s default when first constructed. We want this option always available instead of requiring more research on the part of Clans who wish to return a room to how it first appeared.
    • This change will deduct 1K Affinity from Clans that completed the research, but it will not affect the tiers of Clans who upgraded to a higher tier using this 1K Affinity. We will be running a script to refund Clans who spent Credits on “None” Backdrop research.
  • Changed the Uranus Junction Goal text for Find Caches to the correct amount (3 to 1). 
  • Removed eligibility to purchase a Necramech from the Market if you don’t have access to the Operator. 
    • Addresses inability to use the Necramech after purchasing from the Market.


  • Optimized Interception missions for UI performance leaks. 
  • Made dramatic optimizations to the Interception HUD (roughly 10x faster).
  • Made systemic micro-optimizations to core-gameplay code by refactoring data visualization systems to eliminate more code in retail builds.
  • Made numerous systemic micro-optimizations to the UI and HUD code.
  • Fixed some potential hitches when accessing various Friends lists on the Orbiter. 
  • This also fixes spot-loading with Sentinel weapons if you had no Sentinel equipped and Necramech equipment if you didn't have the Necramech Summon equipped. 
  • Fixed a large amount of spot-loading when returning to the Dojo from a mission.
  • Loading optimizations, mostly aimed at new consoles. 
  • Improved compression of Codex Fragment artwork. 
  • Made systemic micro-optimizations to level loading and streaming.
  • Improved handling of a very rare and specific type of cache corruption.
  • Fixed a crash that could occur in very exotic cases of cache corruption.
  • General system micro-optimizations.
  • Optimized Dojo initialization time. 
  • Made micro-optimizations to world-state synchronization.
  • Made some micro-optimizations to object creation code. 
  • Made micro-optimizations to Void Storm missions.
  • Made micro-optimizations to kill tracking.
  • Fixed potential small memory leaks throughout the game.
  • Optimized memory footprint for all platforms.
  • Optimized an effect texture to save 300K of RAM. 
  • Optimized memory footprint in the Orb Vallis.
  • Optimized memory footprint when spawning enemies.
  • Optimized when opening up the Gear Wheel. 
  • Optimized memory footprint in all levels. 
  • Made Ayatan Sculptures dynamically load if needed rather than keeping all loaded all the time to save ~3.5MB.
  • Optimized plant and foliage rendering for all platforms.
  • Optimized away 2MB of heap memory for all platforms.
  • Optimized code-size slightly for all platforms.
  • Optimized memory use for all platforms. 
  • Made systemic micro-optimizations throughout the game.
  • Made optimizations to HUD with missions that have blinking markers.
  • Improved networking performance for all platforms. 

PlayStation Specific Notes:

Controller Specific Fixes: 

  • Fixed the ‘X’ button not working in the Railjack Crew Management screen while using a controller. 
  • Fixed switching to Steel Path mode in the Star Chart causing the UI to swift and overlap with other UI elements while using a controller. 
  • Fixed a functionality loss when using the controller D-Pad while viewing a completed Quest diorama.
  • Fixed not moving down in Archwing when pressing LB on the controller while holding the Tranq Rifle.
  • Fixed script errors when trying to open the sort menu with a controller in the Clan/Friends screen.
  • Optimized memory footprint for consoles.
  • Fixed World State Tabs and button prompt icons for Steel Path overlapping when using a controller. 
  • Fixed being unable to open the Crew Contracts menu at Ticker in Fortuna when using a controller. 
  • The right trigger is now called out to access the contracts. 
  • Fixed being unable to reliably select a mission node in Navigation while using a controller.


  • Fixed functionality loss when Void Dashing in the air while playing The Index.
  • Fixed Excalibur’s Furious Javelin buff becoming permanent and stacking on itself by manipulating recasting and buff timer.
  • Fixed harmless script error that could occur after a host migration during a Kuva Lich showdown.
  • Fixed Reactant not appearing for squad members when both players are using Necramechs or K-Drives.
  • Fixed several Corpus Archwing enemy types not attacking or repositioning at certain ranges in Archwing missions.
  • Fixed Warframe or weapon becoming invisible during Jackal Assassination mission (Venus - Fossa) when standing close to the wall in either of the hologram display objects to the right/left of the main entrance wall.
  • Fixed some of Atlas Karst and Nidus Phryke materials.
  • Fixed top-of-screen health bar positions appearing/disappearing when HUD scale is not set to 100. 
  • Fixed ability info popup for Warframes in the in-game Market appearing way too high.
  • Fixed crash while loading back to the Orbiter from the Dojo.
  • Fixed Companions stopping mid-animation when loading in and out of Deimos. 
  • Fixed being unable to select ‘Confirm’ in the Helminth Configuration options after selecting an ability to be replaced. 
  • Fixed Clan Alliance text potentially extending outside the UI container.
  • Fixed the description for the Conclave Martial Fury mod being misleading. Was “+20% Fire Rate, -50% Power Rate” now: “+20% Attack Speed, -50% Energy Rate”. 
  • Fixed Synth Set mods reverting to a single mod bonus after death.
  • Fixed a script error that would occur if you tried to rip the limbs off of an enemy.
  • Fixed the interact prompt appearing for players visiting other player Orbiters when approaching their Sentinel station.
  • Fixed not being able to switch to your Secondary while on K-Drive.
  • Fixed not being able to use certain Specters while on K-Drive (Clem, Ancient healer, etc).
  • Fixed ceiling gaps in Fortuna. 
  • Fixed crash when opening Abilities screen in the Arsenal. 
  • Fixed script error when attempting to change graphics preset using arrows in Options. 
  • Fixed ‘Preview Gilded’ not showing correct colors/textures for MOA companions at Legs in Fortuna. 
  • Fixed Ivara Prowl being able to gain Energy from sources like Trinity’s Energy Vampire and Energy Restores when other abilities cannot.
  • Fixed Gammacor beam offsets when riding a K-Drive.
  • Fixed mod flickering up and down when attempting to upgrade it at the mod segment. 
  • Fixed being unable to click or drag the Helminth Metamorphosis menu's scroll bar. 
  • Fixed Grineer enemies getting stuck in implacements when you flank them and they attempt to turn to face you. 
  • Fixed shells not ejecting correctly from the Corinth while aiming. 
  • Fixed map hole near the Cerebrum Magna in the Cambion Drift. 
  • Fixed the Paradiso and Sigma Series Chest and Shoulder Plates floating away from Atlas Prime with the Blade of the Lotus skin equipped.
  • Fixed script error with Wukong’s Passive. 
  • Fixed drifting hand animation issues with Mother in the Cambion Drift when she exits her pod. 
  • Fixed ‘Today's Special’ is not visible from Legs or Roky in Fortuna.
  • Fixed a rare edge case of context actions auto-activating after transferring back from the Operator. 
  • Fixed script error with spawn teleports.
  • Fixed GPU particle's mesh emission not scaling properly.
  • Fixed ‘Copy Warframe Colors’ not working for Conclave Loadouts.
  • Fixed Affinity numbers not showing while riding K-Drives.
  • Fixed being unable to fire Secondary weapon while sprinting on K-Drive.
    • It will now work similarly to when you are on foot, shooting simply brings you to cruising speeds. 
  • Fixed the pause menu overlapping multiple menu screens when viewing them as your Operator.
  • Fixed Warframe ability level ups displaying as 255 when it occurs on K-Drive.
  • Possible fixes for a variety of rare crashes. 
  • Fixed the snow and smoke flickering against each other near the extraction zone in the Corpus Ice Planet tileset. This also fixes flickering during the extraction cinematic.
  • Fixed map hole in the Grineer Settlement tileset. 
  • Fixed a crash that could occur when running with debug drivers on a Windows 7  machine. 
  • Fixed a harmless script error that would occur if you ran over a Ghoul's grave with a K-Drive. 
  • Fixed the Flux Rifle beam’s impact sounds.
  • Fixed script error related to Nezha’s Divine Spears.
  • Fixed detonating a Glaive early can lead to automatic charge up after catch.
  • Fixed Glaive automatically throwing after heavy slam if caught in mid-air.
  • Fixed your Warframe blinking in and out of invisibility when the Unairu Void Shadow is active.
  • Fixed missing Necramech landing sounds when transitioning from jump to run/walk.
  • Fixed Lex Prime’s clip being offset and rotated horizontally with the Lex Conclave skin equipped. 
  • Fixed the Terra Trenchers not doing more than one melee hit in their combo. 
  • Fixed being unable to roll, jump, shoot, use context action, etc for an extended period of time when knocked off of K-Drive. 
  • Fixed script error with Mirage’s Prism and Eclipse. 
  • Fixed some cases of inconsistent game times between Host and Client after host migration (eg. Wisp being invisible after jumping after host migration).
  • Fixed Kuva Lich not leveling up if you get disconnected from the internet before using Parazon on Lich. 
  • Fixed K-Drive booster appearing stretched on the rail to the right of the Fortuna elevator in the Orb Vallis. 
  • Fixed a green orb appearing at the Warframe's legs after picking up points in the Index.
  • Fixed objects floating outside the Defense pod in the Stephano, Uranus Defense mission.
  • Fixed inability to color customize the Crania Ephemera. 
  • Fixed Frostfall Ephemera missing its ice skin FX.
  • Fixed Manic Bombards not choosing to use their guns unless you’re out of reach and also throwing imaginary grenades.
  • Fixed Inertia Dampeners not increasing K-Drive trick multiplier.
  • Fixed ability to spin the camera around when you're capturing a Capture Target.
  • Fixed Host having stronger stagger compared to Clients when using Cautious Shot. 
  • Fixed strange orb appearing in the Operator while in Void Mode while playing Index missions. 
  • Fixed the Kuza and Hellkite Liset Skins using the incorrect icons in the in-game Market. 
  • Fixed some of the Helminth Ability icons appearing invisible with the light UI themes (Orokin, Tenno & Nidus). 
  • Fixed Squad menu not reopening if you mouse too far across it.
  • Fixed Dargyn Pilots not appearing as expected and with overly vivid colors.
  • Fixed ‘Add Friend’ auto focusing on message instead of Name. 
  • Fixed Alliance permissions screen displaying incorrectly in a bunch of languages. 
  • Fixed Mastery Rank icons in the End of Mission player tooltip screen appearing incorrectly tinted. 
  • Fixed the Residual Boils FX missing range circle on low graphics default. 
  • Fixed camera detaching from Warframe after switching to Operator over teleport volumes.
  • Fixed some rare animation pops when riding K-Drive.
  • Fixed script error that could occur if you joined in progress while an enemy NPC cast Magnetize.
  • Fixed Nekros’ Shadows of the Dead clones counting as enemies killed in the Mastery Rank 30 test. 
  • Fixed Nihil's Oubliette mission appearing on top of Taranis Node in the Void.
  • Fixed buff notification for Arcane Energize and Grace showing up as a cooldown instead of an upgrade duration. It now appears as a debuff.
  • Fixed SMAA with Bloom causing black boxes on Kuva Siphon.
  • Fixed issues with extraction marker pulse color in mini map. 
  • Fixed the War’s Energy color appearing blue instead of red.
  • Fixed an issue where the endless Defense checkpoint wouldn’t clear between missions.
  • Fixed Magnus magazine not ejecting properly during reload while riding K-Drive. 
  • Fixed a few nooks missing collisions in the Corpus Gas City Defense missions.  
  • Fixed being unable to use the Xoris as a melee weapon after detonating it while Chroma’s Spectral Scream is active.
  • Fixed the Archgun Ace Mod not applying its buff while in Necramech. 
  • Fixed flashing textures on floor in the Grineer Sealab tileset. 
  • Fixed script error with Wukong’s Celestial Twin. 
  • Fixed script error with Mirage’s Eclipse. 
  • Fixed issues with white squares appearing in the UI.
  • Fixed inability to purchase Bonewidow In Action Glyph nor the Voidrig In Action Glyph from Loid wares in the Necraloid Syndicate.
  • Fixed inability to see the full selection of Quests in the Codex if your game is set to Turkish. 
  • Fixed Attachments appearing different on equipping the default Gara skin on Gara Prime.
  • Fixed the "Hide Owned" in Dojo Backdrop Research Panel not functioning.
  • Fixed missing "Toggle Prime Details" option with the Loki Verv Skin.
  • Fixed bad Syandana placements on the Loki Verv Skin.
  • Fixed visual flicker when equipping a Pet immediately after Maturing.
  • Fixed unnecessary extra row in the Operator Skin Color selection.
  • Fixed Excalibur's Exalted Blade being invisible when using Pistols and Glaives.
  • Fixed an issue where Saryn's Molt would not spawn in the correct spot when transitioning from idle to jog.
  • Fixed Maroo’s Bazaar dock floor light having wrong texture/missing light.
  • Fixed quest tileset appearing in regular Grineer Sealab Defense missions.
  • Fixed issue in the 'Search for Father' stage in the Heart of Deimos Quest where the mission would not progress if you were on K-Drive before the objective appeared and got off before reaching the Necramech. 
  • Fixed Necramech in the first stage of the Heart of Deimos Quest appearing in the wrong position.
    • This also fixes enemy spawn issues in this stage.
  • Fixed giant Moa standing in the camera view while configuring Moa companion at Legs in Fortuna. 
  • Fixed Quests no longer being sorted to the top when they aren’t complete.
  • Fixed Vaulted Relics from appearing in codex/chat link as available.
  • Fixed AFK detection not working on players that were using moving parts in the Corpus Ship Defense missions. 
  • Fixed Credit count in the Mission Progress screen showing as doubled when picked up as Operator.
  • Fixed music getting desynced (mostly between drums and melody) in the Corpus Ship tileset. 
  • More fixes to overlapping UI while Lavos is dual wielding, as reported here: https://www.reddit.com/r/Warframe/comments/md8wid/lavos_infusion_hud_element_overlaps_with_melee/
    • Also added a dual wield custom HUD offset handling for Atlas, Gara, and Saryn. 
  • Fixed missing teleport volume in the Mastery Rank 15 Test causing players to fall out of the level. 
  • Fixed an explosive barrel in Rotuma, Kuva Fortress ignoring the room lighting and shining bright like a diamond.
  • Fixed ugliness on certain enemies when they become Corrupted, and other instances of this style of effect.
  • Fixed some broken Bonewidow animations.
  • Fixed misaligned Pillar (was allowing visibility through the level to outside) in the Corpus Ice Planet tileset. 
  • Fixed possible duplicate nodes appearing in the Codex as locations for certain rewards (like Relics). 
  • Fixed incorrect Polish translation for “No Session Found”. 
  • Fixed Host Operator Transference in the Orbiter Captura Scene disabling the pause menu for Clients.
  • Fixed lighting issues in the Grineer Shipyard tileset causing a large straight line above the horizon. 
  • Fixed missing lighting on the extraction cinematic causing the Landing Craft to appear completely black in the Grineer Sealab tileset. 
  • Fixed a purple overlay appearing in the Grineer Shipyard Hijack tileset textures (ex. Ludi, Ceres). 
  • Fixed Kuria appearing almost completely black in the Gas City tileset. 
  • Fixed blinding lights in the Orokin Derelict tileset in areas where water is present.
  • Fixed doors appearing too bright in the Infested Ship tileset. 
  • Fixed extreme purple reflections on the exterior of the Orb Vallis with Deferred Rendering enabled.
  • Fixed black boxes appearing in the Kuva Fortress tilesets. 
  • Fixed being unable to chat link Vaulted Relics unless you specifically had an unrefined version of it.
  • Fixed a light popping in and out of view in the Orb Vallis near the caves by the Temple of Profit. 
  • Fixed the Credit icon for the Razorback Armada rewards in the World State Window being affected by your UI theme. 
  • Fixed being unable to see squad members Reactant progress when both players are using Necramechs or K-Drives. 
  • Fixed Father’s Part Requisition menu items that involve Vome or Fass Residue appearing greyed out, even if you have all the required resources for it. 
  • Fixed Helios UI scan sounds playing loudly during Orbiter fly in cinematics. 
  • Fixed Ephemeras not being visible while using skins on the Shade Sentinel. 
  • Fixed collision issues on certain doorframes in the Corpus Ship tileset.
  • Fixed multiple issues with Mirage’s Hall of Mirrors Clones while in Archwing:
    • Fixed them not using Archwing weapons. 
    • Fixed jittery movement. 
    • Fixed them being very far from Mirage. 
  • Fixed Vulpaphyla’s infected by Vasca Virus creating an Imprint that cannot be used for breeding.
    • Vulpaphyla’s can no longer be infected. 
  • Fixed issues with the Flux Rifle’s FX. 
  • Fixed bug that caused the Mother's Mask to appear untintable.
  • Fixed the position of the Jotunheim Music TennoGen Syandana sitting too low on the Warframe’s back. 
  • Fixed script error with the Corpus Optio abilities.
  • Fixed the campfire heat wave effect appearing behind the corpse in The War Within quest mountain pass stage instead of above the fire.
  • Fixed crash after selecting and placing Personal Decorations in the Dojo. 
  • Fixed script error with the Friends list. 
  • Fixed Orbiter Captura Scene not showing player’s custom colors on the ramp.
  • Fixed Orbiter Captura Scene missing the default Helminth flowers. 
  • Fixed Triple Tap Conclave mod description showing ‘0’ as the duration stat. 
    • This also fixed other issues where mods with descriptions that have up to 3 decimal places if there are no other significant digits. 
  • Fixed being able to go out of bounds in the Grineer Sealab tileset during the Second Dream quest.
  • Fixed Warframe and/or weapons becoming invisible depending on where you are standing in the Jackal Assassination mission. 
  • Fixed Juno Elite Crewman’s Supra shots doing AOE damage. 
  • Fixed elemental particle effects on the Kuva Shildeg not matching its shape.
  • Fixed Mobile Defense Terminals facing the wall at an angle in the Grineer Shipyards tileset.
  • Fixed script error when traveling between Dojo and Relays. 
  • Fixed being unable to turn in Syndicate Medallions at the respective Syndicates in the Relays if you are in negative Standing with them. 
  • Fixed Glyphs with backgrounds appearing low res and having transparency issues.
  • Fixed script error with Arsenal UI popups. 
  • Fixed incorrect amount of Standing in the UI after turning in Medallions. 
  • Fixed numerous textures that would incorrectly render black textures as transparent.
  • Fixed Nekros’ Soul Punch no longer creating a Shadow of the Dead after 7 Shadows if you replace his Shadows of the Dead ability via Helminth. 
  • Fixed Sly Vulpaphyla not being affected by Ivara’s Prowl invisibility while downed and after being revived. 
  • Fixed Platinum price showing with Landing Craft and Skins in the Orbiter customization menu even though you already own the item.
  • Fixed cases where a soft-lock could occur after host migration during squad voting. 
  • Fixed being able to highlight the Mail/Foundry/Boosters/etc icon while walking around the Orbiter. 
  • Fixed text in certain languages wrapping and overlapping in the Syndicates Daily Standing box.
  • Fixed a soft-lock that would occur on a surviving Client if the Host left the squad vote for a Prophet Taker Bounty.
  • Fixed improper Melee sounds when hitting Sentients.
  • Fixed getting stuck in a Glaive throwing loop when using a Glaive that's modded for high Attack Speed.
  • Fixed Vitus Illumina Decoration becoming completely invisible at Low graphics.
  • Fixed Cosmetic Masks from Cetus for Operators (eg. Mag Mask) appear enlarged when switching to Operator in open zone hubs (eg. Necralisk).
  • Fixed script error when focusing on In Progress Research in the Clan screen.
  • Fixed incorrect positioning of Sugatras on numerous Melee weapons.
  • Fixed incorrect VFX when shooting the Defense Terminal with Ivara’s Cloaking arrow.
  • Fixed Helminth Charger Emblems clipping into shoulders.
  • Fixed inconsistent search results in the ingame Market when adding/removing characters.
  • Fixed the "Apply Forma'' picker screen in the Arsenal coming up even if the player only has the basic kind of Forma and no other types are available to purchase. 
  • Fixed arm cannon type (Epitaph, Gammacor, Atomos) reticle area being blocked by a part of Zephyr Harrier's shoulder element.
  • Fixed Endurance Drift not actually increasing your Warframe parkour velocity.
  • Fixed misalignment issues with Delphi, and Laveau Helmets on the Khora Urushu skin body. 
  • Fixed black screen and “waiting for Client to load” issues. 
  • ixed the Tek Enhance mod not increasing the Duration of the Sly Vulpaphyla’s Survival Instinct Precept. 
  • Fixed being unable to swap Khora’s Venari's Polarities in the Arsenal.
  • Fixed multiple issues with the Nikana Zaw (Sepfahn Strike):
    • Fixed sheath disappearing after attacking for the first time in a mission.
    • Fixed the sheath sharing it's colour channels with the blade instead of being coloured in attachments.
    • Fixed the sheath not showing in Captura.
    • Fixed issue when using Sepfahn strike without a skin (rotating on every holster/unholster), was previously fixed only with skin applied.
  • Fixed multiple issues with armor and Regalia not appearing properly on Khora.
  • Fixed Challenges (Achievements, Nightwave) involving mission completion gaining progress when returning to town from an Open Zone mission, or when returning to the Dojo from a Railjack mission. 
    • This was allowing certain Challenges (e.g. "Complete a mission with only a sword", "Complete a mission with a Kubrow", etc.) to gain progress just by going in and out of the town gates, or in and out of free flight.
  • Fixed choosing Conservation Lure type while using Archwing not filtering the animal tracking locations on the map.
  • Fixed a crash related to this fix (has been reverted for now):
    • Fixed an issue where Saryn's Molt would not spawn in the correct spot when transitioning from idle -> jog.
  • Fixed a crash related to water volumes. 
  • Fixed a softlock when opening a Look Link while customizing HUD colors.
  • Fixed the Epitaph moving around and being in random positions when swapping back and forth between Primary and Secondary weapons several times, when getting staggered or when throwing a Glaive while Dual Wielding.
  • Fixed causing Damage to yourself and squadmates if you have Mirage’s Hall of Mirrors active and your clones inflict a Status Effect which causes Damage in a radius (Gas, Electric, etc) that lingers on the target and the clone ability ends.
  • Fixed a functionality loss upon copying a loadout to one of multiple loadout slots that share the same equipment.
  • Fixed a crash in the Fortuna elevator during the Vox Solaris Quest.
  • Fixed a crash occurring whenever any Warframe equipped with the Celestia Syandana tries to open the Abilities menu.
  • Fixed Squad being disbanded automatically during force extract on Endless mission types, instead of the intended choice to stay or leave.
  • Fixed Gara missing from the Invert Tap/Hold list options.
  • Fixed the same node being selected twice when an invading Faction wins a battle and spreads to multiple nodes.
  • Fixed Excalibur Umbra not attacking when in Melee range when you have no Melee weapon equipped. 
  • Fixed cases of Quill Onkko's cave door sometimes not opening after accessing Cetus from the Plains (and potentially other cases of doors not opening).
  • Fixed a handful of misaligned Khora Helmets.
  • Fixed the Neo Z7 Relic from the Profit-Taker Phase 4 rewards not being Radiant.
  • Fixed inability to select the bottom row of Infused Abilities in the Helminth screen. 
  • Fixed numerous Armor pieces being misaligned on Protea.
  • Fixed Cambion Drift Isolation Vault Bounty to Destroy the Tumors not progressing until everyone (and their Necramechs) leave the radius.
  • Fixed inability to interact with the Helminth if Incubator is in use with Imprints.
  • Fixed inability to sell Limbo Blueprint if you have multiples. 
  • Fixed inability to deactivate Ivara’s Artemis Bow or swap weapon after throwing a speargun weapon.
  • Fixed Demolisher Devourer struggling to turn their bodies, which caused them to not properly path towards the Conduit. 
  • Fixed inability to select the first Void Fissure entry when opening the World State Window to the Alerts tab, then switching to Void Fissures.
  • Fixed Zephyr’s Abilities being blocked if Vial Rush (via Helminth) is cast while your Melee was equipped.
  • Fixed Credits collected with a Necramech not counting towards Nightwave Daily Acts.
  • Fixed Credits picked up for the first time not counting towards the Saver Nightwave Act.
  • Fixed friendly Specters not regenerating their Shields after hitting 0 Shields.
  • Fixed ability to escape the Cold Below Captura Scene using Operator Void Dash or Archwing.
  • Fixed cases of Sentinels using their precepts while invisible against semi-alerted enemies.
  • Fixed ability to Transmute Veiled Riven Mods which lead to a broken screen when playing in non-English.
  • Fixed Operator Focus changes not applying when done in the Simulacrum until you exit and re-enter the Simulacrum.
  • Fixed Zanuka's Missile attack waiting until after animation to start firing missiles.
  • Fixed seeing duplicate Emblems when equipped on the Sabella Prime Fur Pattern.
  • Fixed incorrect head and tail coloring when previewing a Kavat Skin while having an incompatible pet type equipped.
  • Fixed Modding discrepancies when moving a Polarity matching Mod and not having enough Mod capacity.
  • Fixed Friends appearing to be offline even though they're not if you go to the ingame Market and try to Gift a Friend before first going to the Friends list.
  • Fixed The Sergeant's sniper rifle having too long of a delay between shots.
  • Fixed HUD Customization list not scrolling all the way to the bottom.
  • Fixed the Trumna Stock icon in Father’s Wares depicting that it’s a Prime Stock and not a standard Stock.
  • Fixed missing Vor taunt when hovering over the Tolstoj node.
  • Fixed disconnected tube on the Inaros Ozymandias Helmet.
  • Fixed Khora's Helmet spikes not dissolving/hiding like her body spikes do.
  • Fixed the shape at the bottom of the Mote-Cocoon for Wisp's Reservoir not being correctly coloured to match the Mote type.
  • Fixed Armaros> Europa reading Crossfire Grineer vs Infested however it is a Corpus node.
  • Fixed incorrect icon for the  Zephyr Agile Animation Set in the Market.
  • Fixed rare cases of acquired Mods being cut off in the UI. 
  • Fixed missing synchronized NPC glow during the ‘We All Lift Together’ cinematic. 
  • Fixed a harmless script error that could occur for Clients with a poor network connection joining a mission with a Bonewidow using their Exalted Ironbride.
  • Fixed harmless script errors that could occur in the "Investigate the Area" Bounty stage if you died, disconnected, or Host-migrated while investigating a corpse.
  • Fixed a harmless script error that could occur if you left the Cambion Drift at the precise moment an Infested Ancient performed a knockdown & grab attack.
  • Fixed a harmless script error that could occur when aborting "Find the Capture Target" in Open Zone missions.
  • Fixed a harmless script error that could occur when joining an Open Zone mission while someone was Mining.
  • Fixed a harmless script error that could occur if there was a Host migration at the wrong time during a "Detonate the K-Bomb" mission.
  • Fixed a harmless script error that could occur when disconnecting from a Survival mission.
  • Fixed a script error when your Warframe died while you were in Operator mode.
  • Fixed a script error when viewing the Plexus.
  • Fixed a softlock when opening a Look Link while customizing HUD colours.
  • Fixed a bug that could result in the Interception HUD missing markers for Clients when joining-in-progress.
  • Fixed Sigma & Octantis initial combo not working correctly on all Stances.
  • Fixed waypoint pulse FXs sometimes being offset from the marker.
  • Fixed a few attachment issues with the TennoCon 2021 Armor.
  • Fixed a script error when dying in Arbitration due to a Status Effect.
  • Fixed a script error when changing a MOA Companion’s Emotion Module.
  • Fixed a harmless script error that could occur in the Plains of Eidolon during a Host migration.
  • Fixed a bug that would prevent Conduits from appearing in Sanctuary Onslaught.
  • Fixed hit marker persisting on screen despite not doing damage to anything if you are downed while doing damage to something and then self-Revive.
  • Fixed inconsistent placement and type of Emblems while using Kavat Armor.
  • Fixed a script error related to Mag’s Induction Helmet.
  • Fixed a script error when attempting to Contribute to Research in the Dojo.
  • Fixed Protea's Blaze Artillery trying to target untargetable enemies.

man by large, im very excited for this update, lets see how it goes 💙

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2 minutes ago, (PSN)RWalls91 said:


Invigorations are awesome. You have the choice to not use them if you don't agree with the premise. 

People that are capable players already tried to tell everyone that it's not hard to kill a fodder enemy to proc on kill conditions. 

And if DE made some people wait longer for the update, then they'd be hounded by impatient people.

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Posted (edited)
13 minutes ago, (PSN)Madurai-Prime said:

Invigorations are awesome. You have the choice to not use them if you don't agree with the premise. 

People that are capable players already tried to tell everyone that it's not hard to kill a fodder enemy to proc on kill conditions. 

And if DE made some people wait longer for the update, then they'd be hounded by impatient people.

I didn't state my thoughts, I stated that whether right or wrong the feedback hasn't been addressed.

Unfortunately though your statement is untrue. Invigorations give 3x the XP than a subsume, so anyone who has subsumed all warframes will have to use invigorations to increase the rank up, therefore they are not given much of a choice outside of waiting for a new warframe to be released, farmed and subsumed.

I'm MR30 and I would consider myself a capable player in that aspect. There's a whole rabbithole to the on kill conditions, and while killing fodder does in theory work, it only works until point. However that's irrelevant, my point was that the concerns of the community were not addressed by the developer.

TL:DR good intentions but poor communication and thought, all because they wished to get the update out before tennocon.

Like I already said, they could have decoupled the workshops from the update, then given more time to address community concerns.

Edited by (PSN)RWalls91
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Posted (edited)

During the Yareli quest the slam shockwave kills seems very difficult. They're only doing 8 damage which is not reasonable to get kills with. Am I doing something wrong?

Edit: With the new mod for these shockwaves the damage is increased to 60 which makes this possible but tedious.  Apparently just landing on them while grinding (L1) does sufficient damage to kill them and it counts. The instructions to do shockwaves by tapping and holding makes this almost impossible to do, especially since enemies can continually regen their shields. 

Edited by (PSN)FinaLLanceR
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I recently bought the waverider collection 500plat  in order to get the decoration

And now i see that there is a diferent pack that costs 40€  that has almost the same items except the exclusive heart decoration

What do i need to do?  Have a duplicate yareli  kompressa and syandana?  

I want the heart included on the 40€ pack and a refund 


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where do these Requiem Mod - OULL  end up exactly?

because not only i didnt receive any when i first started the game but also the first Sister i killed dropped one  and i cant seem to find it anywhere? isnt it supposed to be a Parazon mod ??

im on PS5 btw

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hace 9 horas, [DE]Danielle dijo:
  • All Players who owned ANY Lich Weapon at any point OR have a Converted Lich OR have an active Lich get 1x Requiem Ultimatum (a new item to taunt a Lich or Sister into battle)!
  • Players who have Converted a Kuva lich OR vanquished a Kuva Lich will get OULL, which is a Requiem Wildcard Mod! 

hey i didnt get Requiem Wildcard Mod oull either the requim ultimatum.

i already vanquished 4 lichs n  own 3 lich weapon.


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10 hours ago, (PSN)RWalls91 said:

Seeing these notes, and how the community has effectively been ignored, I just can't bring myself to boot the game up.

Don't get me wrong a few good changes and additions, but generally feel like been slapped in the face.

Literally same.

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6 hours ago, (PSN)Unstar said:

Looks like a ton of content!  Can't wait to give it all a try :)

"Content" You mean a desperate attempt to make old content people didn't play because it wasn't fun relevant again instead of addressing the reason it isn't fun. Or do you mean all the nerfs that are under the guise of being done to help the players? 

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