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NSW Update 35.5: Dante Unbound

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

Happy 11 Year Anniversary, Tenno! 

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


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

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

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

Deep Archimedea Launches Next Week! 

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

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

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

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

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

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

Update 35.5: Dante Unbound’s Download Size on Nintendo Switch: ~1.01 GB


  • Added the Chroma Drevni TennoGen Skin by Volkovyi to the Nintendo Switch Market!
  • Fixed The Fragmented’s abilities impacting performance on Nintendo Switch.
  • Fixed a harmless memory leak that would occur when shutting down the game on Nintendo Switch. 
  • Fixed a rare crash for new Nintendo Switch users during login. 
  • Improved performance of the Undercroft portals in Duviri on Nintendo Switch. 
  • Made micro-optimizations to skeletal skinning for Nintendo Switch. 
  • Fixed Hold to Sprint being on by default on Nintendo Switch. 
  • Made optimizations to the Sanctum Anatomica’s particles to help reduce the performance issues that were occurring in this area on Nintendo Switch. 
  • Made fixes towards performance issues (framerate drop) caused by casting Gyre’s Coil Horizon in the Netracells. 

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

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


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

Passive: Chronicler’s Mark
Noctua scans targets, recording information for your Codex. Status Chance increases by 50% on fully scanned targets

Ability 1: Noctua
Wield the power of Dante's chronicles. Customize Noctua with Tome Mods that enhance Warframe Abilities and reward strategic combat. Primary attack releases pages that tear into lethal pieces on hits. Its alternate attack releases a wave with infinite Punch Through.

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

Ability 2: Light Verse
Dante’s vitalizing composition grants him and his allies Overguard and increases their Health.

This is Dante’s Railjack ability. 

Ability 3: Dark Verse
Dante’s composition draws blood from nearby enemies, inflicting Slash Damage upon them.

This is Dante’s Helminth ability. 

Ability 4: Final Verse
Dante must compose two other Verses before his Final Verse.

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

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

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

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

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


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

How to Acquire Dante 

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

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


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

How to acquire the Ruvox: 

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

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


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

How to acquire Onos: 

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

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

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

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

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

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

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

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


Rotation Rewards: 

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

Visit the Official Warframe Drop Tables for more information.

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

  • Normal: 2-4 Vessel Capillaries per Necramech
  • Steel Path: 5-7 Vessel Capillaries per Necramech 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

1. Removed all non-Legendary Arcanes (as listed below) 

  • Melee Exposure 
  • Melee Animosity 
  • Melee Retaliation 
  • Melee Influence 
  • Melee Vortex 
  • Melee Fortification

2. Adjusted drop rates in light of the removal of the above Arcanes 

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

Here are the new drop rates for each reward: 

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

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

General Albrecht’s Laboratories and Sanctum Anatomica Changes & Fixes: 

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


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

Styanax Tonatiuh Skin
The warrior spirit reincarnates in the image of a god.

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

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

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

Huitzilin Syandana
Spread your monolithic wings.

Chimalli & Tequihua Decoration
You will honor Styanax Tonatiuh when you display these cherished armaments. 

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

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


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

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

Console and iOS can purchase these items for Platinum via the In-Game Market individually or through one of two bundles: 

TennoGen Unbound Bundle 1 Includes: 

  • Sevagoth Ezriel Skin skin by Goosmo
  • Ezriel Syandana by Goosmo 
  • Ezriel Sword Skin by Goosmo

TennoGen Unbound Bundle 2 Includes: 

  • Gyre Kuvael Monarch Skin by Erneix
  • Yareli Batomorpha Alt Helmet by Ventralhound
  • Mantis Vammatar Skin by Ventralhound 

TennoGen Unbound is Warframe’s first new TennoGen release since the launch of both Warframe on iOS and Cross Platform Save! When it comes to Cross Platform Save, Mobile (iOS & Android when it launches) is sorted into the “Non-PC Platforms” category. Therefore, TennoGen purchased on any Non-PC Platform (PlayStation, Xbox, Nintendo Switch, Mobile) can be used freely across any other Non-PC Platform once Cross Platform Save is set up.

For example, any of these TennoGen Unbound items can be purchased on Nintendo Switch, and accessed on iOS, PlayStation, or Xbox.

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



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

Dante Cantist Helmet
For those midway upon their journey. 

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

Oranist Chest and Shoulder Plates
Armor reminiscent of gilded vellum pages. 

Rencowl Syandana
A Syandana reminiscent of scriptoriums. 

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

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

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

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

Sands Of Mars Ephemera
Let the familiar sands of Mars accompany you. 

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

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

King Inaros Glyph
Proudly display the Warframe known as the God King.

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

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

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

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

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

Redliner Emote
Taunt your enemies with this new emote that was featured in the Gauss Prime trailer!  
Observant Vitreum Decoration
A watchful eye for the Orbiter.

Also available in the Dante Chronicles Pack!

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

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

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

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

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

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

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


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

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

11 Year Anniversary Community Glyph Bundle
A bundle featuring glyphs from Community Artist DarikaArt.

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


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



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


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

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

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


How to use Ascent Fusion 

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

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

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


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

  • Fusion Requirement: 100 Stela for each Fuse. 


11 new Warframe Augment Mods are available from Syndicate Offerings! 

Stats below are shown at Max Rank.

Elusive Retribution (Baruuk - Elude)
Every attack Baruuk Eludes increases his Melee Attack Speed and Melee Critical Damage by 5% up to 6 stacks. Stacks last 6s.

Available in the Arbiters of Hexis and New Loka offerings.

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

Available in the Cephalon Suda and The Perrin Sequence offerings.

Recrystalize (Citrine - Crystallize)
Enemies killed by crystalline growths stagger and spread the crystals to enemies within 16m.

Available in the Red Veil and Steel Meridian offerings.

Wrath of Ukko (Kullervo - Storm of Ukko)
Wrathful Advance moves the storm of daggers to the teleportation location and increases its duration by 6s.

Available in the New Loka and Steel Meridian offerings.

Valence Formation (Lavos - Passive)
Upon Ability cast, applies the Ability Element as 200% Elemental Damage to your weapons with guaranteed Status for 20s.

Available in the New Loka and Red Veil offerings.

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

Available in the Arbiters of Hexis and Red Veil offerings.

Divine Retribution (Nezha - Divine Spears)
When a speared enemy suffers from a Status Effect, the Status Effect spreads to all speared enemies. Spear explosions apply 1.5x Status Damage.

Available in the Cephalon Suda and Steel Meridian offerings.

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

Available in the Steel Meridian and The Perrin Sequence offerings.

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

Available in the Arbiters of Hexis and New Loka offerings.

Warrior’s Rest (Excalibur Umbra - Passive)
Umbra's Ability Strength increases by 15% but he no longer fights independently alongside his Operator.

Available in the Arbiters of Hexis and Red Veil offerings.

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

Available in the Cephalon Suda and New Loka offerings.


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

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

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

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


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


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

Ability 1: Desiccation 
Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.

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

Ability 2: Sandstorm (Was Devour)
Devour has been removed entirely and replaced by an improved Sandstorm.

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

Ability 3: Scarab Shell 
Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.

  • Increased Armor from 240 to 350 (at max) and can now be scaled with Ability Strength. 
  • Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab.
  • Charging Scarab Shell no longer stops you from moving around.
  • The "Negation Swarm" Augment Mod has been retired, its special effect is now part of the base ability: While Scarab Shell is active, hostile Status Effects are ignored at a small cost in Armor.
    • This mechanic was initially part of the "Negation Swarm" Augment Mod, which has been reworked entirely.  
    •  Please see “Augment Changes” below for more info on the retired Negation Swarm.
  • Balanced for Conclave: Scarab Armor does not deal AoE damage while charging. 

Ability 4: Scarab Swarm

  • Scarab Swarm no longer requires you to charge up the ability by investing Health.
  • On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second.
  • Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum of 3 Swarm Kavats can be active at once).
    • The maximum amount of Swarm Kavats can be increased to 5x with the Dessication’s Curse Augment Mod. 
  • Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.
  • Balanced for Conclave: Swarm Kavats do not spawn and the Health scaling is halved.  

Inaros Augment Mod Changes:

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


Mirage Eclipse Rework 

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

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

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

How it works: 

  • Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction). 
  • Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage). 

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

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

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

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

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

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

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

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

Nourish Helminth Change 

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

Nourish when Infused via Helminth now has the following alterations: 

  • Base Energy Multiplier has been reduced from 2x to 1.6x.  
  • Base Viral Damage Buff has been reduced from 75% to 45%. 

Everything else related to Nourish through the Helminth remains unchanged.

Loki Ability Changes

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

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

Switch Teleport: 

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

Yareli Ability Changes

Aquablades & Riptide: 

  • Yareli is no longer rooted in place when casting Aquablades and Riptide! Now the casting animation is upper body only to allow you to stay nimble and mobile. 


  • Added a shake animation and VFX to Merulina’s damage absorption UI element in the HUD, to better indicate when it's been destroyed. 

Customization For Warframes With Invisibility Abilities

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

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

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

Semi-Cloak Option: 

Glow-Cloak Option:

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

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


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

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

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

Omnia Fissures can be found on:

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


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

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


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

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


Steel Path Incursion Expansion: Zariman And Albrecht’s Laboratories

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

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


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

Cephalon Simaris Introduction

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

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

Mote Amp Acquisition

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

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

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

Junction Changes

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


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

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

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

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

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

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

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

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

Quest Changes

Saya’s Vigil Improvements and Fixes:

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

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

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

Other Quest Changes:

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


Melee Ground Slam Attack Changes

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

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

What’s Changed: 

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

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

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

  • Previously: Damage could fall off to ~0% at the edge of the impact radius. 
  • Now: Damage will only ever go as low as 50% (of total damage) at the edge of the impact radius for normal Slam Attacks, and 70% for Heavy Slam Attacks. 

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

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

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

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

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

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

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

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

Melee Finisher Improvements

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

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

Auto-Melee Fixes

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


New UI Sorting Categories 

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

  • Health
  • Shields
  • Armor
  • Resistance 
  • Energy
  • Abilities
  • Weapon Damage
  • Weapon Stats
  • Movement Speed
  • Companion
  • Special 
    • Arcanes that do not fit into the above categories due to their unique effects. For example: Arcane Trickery (On Finisher Kill: 15% chance to become invisible for 5s).  

Captura Scene Selection Screen: 
With well over 100+ Captura Scenes to own, scrolling through the Captura menu could be quite tedious to find the scene you were looking for, especially if you couldn’t remember its name. 


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

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

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


New Fast Travel Menus: Orbiter, Relays, & Dojo


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


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

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

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

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

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

Upgrade Screen Changes

  • Dragging Mods will now provide more visual information in the Upgrade Screen: 
    • Dragging a Mod will now maintain the same aspect ratio as an “open” Mod but scaled down, so that you can still identify it, its Polarity, and its Capacity Cost when moving it across the screen. 
    • Slots with matching Polarities to the dragged Mod are now highlighted in green and have a slight pulsing effect to indicate that they are eligible. Slots with mismatched Polarities are highlighted in red.1c3cf770cfc20c558b65ec2315f94840.jpg
    • Hovering a Mod over a slot will now show how its capacity cost will be affected based on their Polarities. 
  • Made it more obvious that Damage Type stats are affected when swapping a Weapon or Modding one. Now, when you are making changes, the Damage types that are negatively impacted will shuffle lower in the list and appear slightly transparent, so that it's easier to spot the changes between comparisons.  
  • Added an “OVERLEVELING” tag on equipment that’s Max Rank goes beyond 30 (Kuva/Tenet Weapons, Necramechs, etc.). f4a3cde7d682782d3a087a37885f2812.jpg
  • Added a “VALENCE BONUS” tag for Kuva/Tenet Weapons to indicate that they are eligible for Valence Fusion and to expose their damage bonus type.
  • Added a tooltip when hovering over locked Exilus Slots to inform players that it “Requires Exilus Weapon Adapter” to unlock. 
  • Added new VFX when Exilus Slots are unlocked. 
  • Added new VFX when unlocking the Arcane Adapter Slot. 

Warframe, Weapon, and Railjack Stat UI Rework 

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

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

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

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

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

  • Anything marked “New” is a stat that’s been exposed in the UI with this update. 
  • Anything marked “Conditional” is a stat that only appears depending on if correlating Mods have been equipped. 
  • Anything marked “New Header” denotes that a text line has been added to the UI to better categorize stats that follow below it. 

Warframe Stats: 

  • Health 
  • Shield
    • Shield Secondary Stats: 
      • Shield Gate Duration: When Shields break, gain invulnerability for Xs. Increasing max Shields lengthens the invulnerability time. 
      • Shield Recharge Delay (New): The time in seconds between when Shields are damaged and recharge: Xs. 
      • Shield Recharge (New): The rate Shields recover after being depleted: X%/s. 
  • Armor 
    • Armor Secondary Stats: 
      • Tau Resistance (Conditional) 
        • Condition: Only appears with Umbral Mods equipped. 
      • Elemental Damage Resistance  (Conditional) 
  • Energy
    • Energy Secondary Stats: 
      • Starting Energy (how much you have when loading into missions)
      • Energy Recovery (New): Energy recovers at X/s.
  • Sprint Speed - No Secondary stats 

Ability (New Header)

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

Primary/Secondary Weapon Stats:

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

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


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

Radial Attack

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

Melee Weapon Stats:


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


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

Heavy Attack 

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

Railjack Stats: 

  • Railjack 
  • Hull 
  • Armor
  • Shield
  • Forge Capacity 
  • Engines
  • Shield Recharge 
  • Shield Recharge Delay 

Battle Mod (New Header) 

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

General UI Changes: 

  • Added “Incarnon Upgrade Available” to the notifications drop-down list to inform players when they have an Incarnon Weapon that has pending Evolutions. Hovering over it will show the list of Incarnon Weapons that are available to update in the Arsenal/at Cavalero. 
    • Note: The tooltip will only list the Incarnon Weapons you have equipped, so a maximum of Weapons (Primary, Secondary, and Melee) will show here. b46d07ec54f95232f202cd67ce519031.jpg
  • Added an “UPGRADE AVAILABLE” category to Cavalero’s “Evolve Incarnon Weapons” screen that’ll sort the weapons available to be upgraded.
    • These weapons also now have an “Evolve” tag, icon, and special backing to indicate they have upgrades available. 
  • Added the ability to view the Augment Mods that are compatible for the selected Helminth ability in the Infuse Ability Screen. Follow the prompt to “VIEW AUGMENTS” for a full list of compatible Augment Mods. 
  • Added a map Legend for Cetus, Fortuna, the Chrysalith, and the Necralisk/Sanctum Anatomica to help players identify and locate where each Vendor is located. 
    • The Legend is accessible by first opening the map and using the binding indicated on screen. 
      • This format also now applies to Dojo Legends. Previously the Legend menu would be ever-present while in Dojos. Now it will appear only when the Dojo Map is opened. 
    • To prevent spoilers, the Legend for the Cavia members in the Sanctum Anatomica is hidden from the Necralisk Legend if the Whispers in the Walls Quest has not been completed. 
  • You can now sort weapons by Mastery Rank in your Profile and Codex. 
  • Newly Unveiled Rivens will now appear first in the Mod screen when sorting by “Recent”.
  • Unidentified rewards will now be sorted at the top of the End of Mission list. 
  • Added an “Owned” tag to the Circuit Rewards tooltips to inform players if they own an item and how many. 
  • Added an “Owned” tag in the tooltip of collected resources in the End of Mission screen. 
  • Warframe Abilities are now viewable from the Arsenal preview screen! Hover over the Ability icons to read their description. 
  • You can now view Warframe Passives from the Arsenal’s Upgrades screen. Hover over the Passive icon to read their description. 
  • Added a bunch more of the missing HUD buff descriptions, most notably Incarnon upgrades, Warframe Augments, Void Fissure buffs, Mod Set bonuses, Sentinel Mods, Weapon Unique Traits, Conclave Mods, Drifter Intrinsics and many many more! 
  • Changed the tooltip next to the “NEW ITEMS” title in the Update screen from “GO TO MARKET” to “VIEW IN MARKET” - the previous tooltip was leading players to believe they could select it to go to the in-game Market, which is not the case.
  • Damage numbers will now appear below reticles and hit indicators to improve visibility.
  • Added a new Reticle for Melee Incarnon weapons to a) better communicate when the Incarnon form is ready and b) better showcase how much Incarnon charge is remaining.
    • Now an indicator will appear at the bottom of the Reticle when Incarnon Form is ready to trigger.
    • A custom reticle appears while in Incarnon Form, which showcases how much Charge is left via a progress bar in the inner section. 75f208d98ebcbfd6edc553e2e9e854e0.jpg
    • Also added new SFX when swapping to and from a weapon in Incarnon form.
    • Known issue: We are aware that some of the Melee Incarnon Weapons are missing this new reticle! We are investigating a fix. 
  • Made some visual updates to the Reticle for Primary/Secondary Incarnon Weapons to improve visibility similar to the changes above for Melee Incarnon weapons:
    • A new indicator will appear at the bottom of the Reticle when Incarnon Form is ready to trigger. 
    • The remaining Charge in the bar is now a blue color (the previous white was at times very difficult to see in contrast with the environment). 1531acb6712a0a45e270fffbe7ae1fe0.jpg
  • Updated the Revive UI to be more visually distinctive in-mission. While making this change, we also updated the reviving sounds for a bit of extra polish! cea0e9fb59ef5056a5b47cac9848e693.jpg
    • Added a new heartbeat-like SFX while players are in bleedout.
    • Added a new SFX when players have died without further revives.
    • Added new reviving SFX and SFX upon successful revival.
  • Added Mod tooltips (hovering over Mods with bold words in their description) for the following terms: 
    • Knockdown:  Enemies fall to the ground, opening them up to melee ground finishers.
    • Sleep:  Enemies become unable to perform actions and open to melee finishers.
    • Disarm: Disarmed enemies lose their firearms and can only engage in melee combat.
    • Lifted: Certain melee attacks can lift enemies into the air, making them temporarily incapable of attacking you.
  • Updated “Health” on-hover description to not be specific to Warframes.
    • Now reads: “How much damage can be sustained before becoming incapacitated.”
  • The in-game Market’s “Back” button will now recall the history of the pages you visit from in the “View Related” button. The “Exit” button will take you to the main Market page when you are several pages deep. 
  • Moved the text describing that a node is locked to a tooltip (on hover) to prevent issues where text could clip outside of the World State Window UI. 
  • The in-game Market has a “NEW” section on the landing page to help you browse all the new additions. 


Top Quality of Life Changes

  • Rewards and Circuit Progress are now preserved after every completed Stage.
    • For example, if you are in Stage 6 and the Defense Target is destroyed, you will now keep all of the Circuit Progress and Rewards you had earned from the last 5 Stages.  
  • A “!” notification will now appear in the Star Chart and Duviri navigation screen when Circuit rewards are available to claim. f32a2d694aed2faa8a1c1b3a7b9b92e9.jpg2bbf56adf2ec69f93da4aeeb9cd85c47.jpg
  • Added the ability to leave the Undercroft Waiting Area via new “Return to Duviri” context action at the portal. db9a67efb5b7a768ede87aa6082ab770.jpg
    • This context action becomes available provided the teleportation timer has not begun (10 seconds if more than 50% of the players have entered the portal).
    • This should address issues of players becoming marooned in the Undercroft Waiting Area due to their squadmates not joining them.  

Circuit Assassination: Corrupted Jackal Changes 

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

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

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

General Improvements & Fixes 

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


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

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

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

General Changes:

  • Bonewidow can now receive damage anywhere (with damage attenuation) instead of just its weak points. Now, when its weak points are targeted it’ll receive increased damage. 
    • This change should make the fight much less taxing, while still incentivizing players to target weak points. Since it is now susceptible to attacks from all angles, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and prevent it from being one-shot.
  • Bonewidow’s weak points have received a visual upgrade to make them easier to identify. They now appear as vials filled with a liquid substance that can be targeted and destroyed. 
  • Changed Bonewidow’s Archgun from the Mausolon to the Morgha (with modified slower Fire Rate). 
    • Voidrig uses the Mausolon so we wanted to give Bonewidow its own Archgun!
  • Removed the small amount of Shields it had (the stat not its actual physical Shield). 
  • The waypoint for Bonewidow will now appear as red (similar to Voidrig).  
  • Bonewidow enemy level will now show in the HUD. 
  • Fixed Bonewidow not recovering right after missing its dash attack.

Ability & Attack Changes: 

  • General: 
    • Bonewidow will now more frequently alternate between Melee and Ranged attacks to better engage with players. 
    • Added new VFX at the front of Bonewidow during its dash attack to more clearly communicate the damage width.
      • Also fixed a bug where players could get knocked down on the other side of a wall that the Bonewidow dashed into. 
    • Improved the aim direction when Bonewidow is shooting with the Morgha, so that it correctly points its Archgun in the direction of the players it is shooting at. 
  • Firing Line: 
    • Reduced the number of shots per burst from 2 to 1. 
    • Bonewidow will now rotate towards the player before using its Firing Line ability and will stay locked in place for the ability’s duration. 
    • Bonewidow will now pause for a brief moment after Firing Line before continuing other attacks. 
    • Updated the “beams” VFX to launch the “blast” after the beams collapse in on enemies so that the effect looks more impactful. 
      • This change has also been applied to player Bonewidow. 
    • Added new sound FX when Firing Line is cast. 
  • Shield Maiden: 
    • Improved the hitbox of its Shield to make it easier to shoot at and destroy. 
    • Increased Health of the Shield. 
    • Added new VFX when Shield Maiden has been cast (Shield has spawned).  
    • Bonewidow will now stagger when its Shield has been broken. 
    • Added new VFX when you damage its Shield to improve the readability of when it's about to break. 
    • Added new sound FX for when Bonewidow casts Shield Maiden. 
    • Added new sound FX when the Shield takes damage from players and when it has been broken.
      • The sounds will also adjust based on the amount of damage being dealt to the Shield.   
    • Added new VFX to Shield Maiden’s ranged attack to better communicate when it is coming to help players dodge/escape it. 
  • Ironbride (Melee Attack): 
    • When hit by its Ironbride melee weapon, players will now get pushed back slightly and stagger briefly.
    • Added new 90 degrees rotation animation to help the Bonewidow transition more elegantly during its Melee attacks. 
    • Bonewidow can now perform a 3 hit combo attack with its Ironbride. 
      • This originates from the player version of Bonewidow’s Exalted Ironbride!

Also made the following changes to enemy Voidrigs:

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


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

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

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

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

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

Other GI Volume Lighting Updates:

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

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

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

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

The before and after shots below were both taken in the Orbiter with the brand new GI lighting, so the before picture is not perfectly accurate to what you would have seen on the public build before the update, but should give you a good idea of the improvements listed above! 





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

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



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

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

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



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



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



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



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


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

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

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This update was worth the wait! I'm looking forward to scanning more things in the Laboratories :)

On 2024-03-27 at 8:05 AM, [DE]Connor said:

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

Definitely know what I'm naming that weapon at Fortuna:


  • Speaking of which; I love the new login music!


On 2024-03-27 at 8:05 AM, [DE]Connor said:

Passive: Chronicler’s Mark
Noctua scans targets, recording information for your Codex. Status Chance increases by 50% on fully scanned targets

Ability 1: Noctua
Wield the power of Dante's chronicles. Customize Noctua with Tome Mods that enhance Warframe Abilities and reward strategic combat. Primary attack releases pages that tear into lethal pieces on hits. Its alternate attack releases a wave with infinite Punch Through.

There are a couple of small questions regarding this though:

  • Can this work to scan enemies or objects in Duviri?
    • That said, is it one scan per enemy (Apart from a stealth scan), unlike the chance of a double scan with the synthesis scanner?
    • It would be nice if it could work on objects, if it currently doesn't considering that there isn't a gear wheel in Duviri.
  • For any enemies that are not in the codex yet (Such as Narmer Deacons in the Archon missions), will the status chance boost work on them as well? I finally finished scanning the Deacons after many hunts since they're green now, but I was just curious how that works.


On 2024-03-27 at 8:05 AM, [DE]Connor said:


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


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

How to use Ascent Fusion 

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

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

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

Out of curiosity, for creating Tauforged Emerald, Violet and Topaz shards could it be possible to select two shards of one color, and two of a different color to somewhat save on shards since you'll need to fuse multiple Tauforged Azure, Crimson and Amber shards in the process?

  • If you're looking for two Tauforged Violet shards, you'll need three Crimson and Azure shards separately just to make one shard; But if you could just use two of each, then instead of having two Tauforged Violet shards, you can make three using six Crimson and Azure shards :)


On 2024-03-27 at 8:05 AM, [DE]Connor said:
  • Made some improvements to prevent freezing while loading into Dojos, Relays, Towns, and Conclave sessions. 

I really hope this will reduce the occasional freezing that can occur after finishing a bounty in different HUB areas, such as returning to Cetus or the Chrysalith. On the bright side I haven't lost any mission progress since it only happened on the summary screen, but it still feels like a close call when it does freeze.


On 2024-03-27 at 8:05 AM, [DE]Connor said:
  • Fixed an issue where inbox messages coming from Quests and other places would end up having a timestamp of Jan 1st, 1970 and being impossible to mark as read or delete. Shoutout to the inbox messages that have been holding it down for 54 years.

Hm, this makes me wonder if you could get Inbox messages from Albrecht or Authur, etc. that are dated sometime in the year 1999 when the 1999 quest comes out :)

Edited by (NSW)Gamer-Steve
I forgot to mention that I really like the new login music! Can't help but think of Stardust Crusaders when I hear it, so hopefully it has a Somachord tone to scan :)
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